Old Character Sheet Guide

From Wikipedia of the Dark Brotherhood, an online Star Wars Club

This is an interim publication until the completion of a new ACC Handbook. This Guide was created by Dalthid, a long time Combat Master and currently Deputy Combat Master of the ACC. Although the basis for future judging in the ACC, this guide can also be used to have a fuller understanding of the new Character Sheets and how they can be used in all fictional elements of the Dark Brotherhood.

Anatomy and Usage

The Dark Jedi Brotherhood Character Sheet (CS) is a textual, graphical and numerical depiction of an individual's character in the Dark Jedi Brotherhood. In the Antei Combat Centre (ACC), the CS is the key asset and important to understand. This guide will attempt to explain the CS and how it is used in the ACC. The CS is broken down into seven specific sections, each of which has its own importance and parts which need to be understood.

Character Information Basics

The Character Information section houses the basics of a character. These basics include Handedness, Species, Height/Weight and other informational data, such as Physical Appearance. These basics are important because they are generally how one would relate to a character in the ACC. For instance, you would not write a character as 'human' if their CS had their species listed as "Wookie".

Some individuals may add extra information into their CS, such as Demeanor and Combat Attire. These extras will be honored when they relate to general appearance and personality, for the most part. What will not be honored in this text section, however, are those items which add skill, ability or anything which goes beyond appearance or a character's personality. At a more basic point; the Character Information section will not have any information which should be delegated elsewhere on the CS or have points assigned to it.

Attribute Basics

The Attribute section of the CS contains basic numeric data which further enables your character. It should be somewhat aligned with your Character Information section. For instance, if you choose to give your character a high Dexterity, they shouldn't be a big fat slob where the height and weight are concerned. Of course, that can differ between species, but you probably get the point. Apart from that, however, the points are yours to distribute.

This is the primary section which begins to shape your character. You can decide if your character is strong and burly, quick and nimble or anything in between and beyond. Each attribute lends itself to advantage and disadvantage, especially where the rest of the CS is concerned. Strength (STR), Dexterity (DEX), Constitution (CON) and the rest of them may play a role as a prerequisite [required level] in the Hand to Hand Styles, Lightsabre Forms and other sections of the CS - so keep that in mind.

Finally, when discussing points and how they are defined in the ACC, all references are based off of an 'average human'. Of course, there's no definitive explanation of what an average human actually is, but when examining the stats, you'll get the idea.

Fighting Skill Basics

Not to be confused with the Hand to Hand Styles, the Fighting Skills section addresses the types of abilities your character possesses. From Dual Handed ability (created by placing points in both strong-hand and off-hand), to the use of daggers and blasters. The skills your character possesses here will translate into the ACC as weapons they will use and how capable they are at employment of those weapons.

It should be noted, concerning the allocation of points to a character's hands, some weapons require dual handed ability in the ACC - that is; points (to whatever degree) assigned to both strong and off hands. When you write actions in the ACC, the level to which those actions are accomplished must be warranted by the points you allocate. For instance, if you write about a highly adept ability, where the use of your character's dagger is concerned, yet maintain a below average point assignment - you will most likely be docked for realism.

Hand to Hand Styles Basics

In this section, you start getting into the meat of your character. The Hand to Hand (H2H) Styles section covers the actual means of H2H combat in which your character is trained. A truly developed character is amplified through the points assigned in this section. The essence of a character, from the Character Information section, to Attributes, to Skills can all come to a head with an H2H Style set drawn honestly against a character. Forget about which styles you think are "cool" or what you think a 'real' Dark Jedi might engage in - in this section, you should be concerned with what best suits your character.

Many of the H2H Styles hold some kind of prerequisite, so it is important to pay attention to the allocation of points when creating the CS for your character. In the ACC, your level of ability will be scrutinized when compared against what you've written. This will apply both for what you've written of your character and what you've written of your opponent(s).

Lightsaber Form Basics

Quite similar to the H2H Styles section, in how this section should be approached, the Lightsaber Forms section is right near the top of the CS food-chain, second only to the Force. The Lightsaber is the weapon of the Dark Jedi and selection of a particular Form set can either define or destroy your character. Items chosen here should be in line with everything else you've decided upon already.

Many of the saber Forms hold some kind of prerequisite, so it is important to pay attention to the allocation of points when creating the CS for your character. Much like the other items, the use of a character's lightsaber in the ACC is based off of points. Holding sub-average numbers, yet describing highly skilled achievements, will see elements of realism cited.

Force Power Basics

The Force Powers section is the pinnacle of the Dark Jedi. Much like the H2H and Lightsaber sections, the Force Powers section will truly define your character as he or she relates to the Dark Jedi Brotherhood. This section, by virtue of the points you choose to allocate, will allow you to focus on a particular skill set where the Force is concerned. This will be a defining factor for your character and really state what 'kind' of Dark Jedi they are.

This section is heavily compared to a character's attributes within the ACC. Possessing points in a particular power set is one thing, but without the character attributes to support them, they become useless. The ACC also holds a character's rank in high regard, noting that - most times - First Rite usage of powers will be trumped by superior Rite usage.

Order Disciplines Basics

The Order Disciplines section is dedicated to the Orders of the Brotherhood. They are items which go a bit further than defining a character's individuality, rather; they are the alignment of that character with their Order. Each Sith, Obelisk and Krath belong to sects which possess specific elements of existence, this is the section where you ally yourself with those ideals.

Character Information

For many, Character Information is as basic as it gets; equally overlooked as being information which is not that important. In creating a character, many begin with what a character looks like, or some representation of their idea from other means (i.e. comic books, games etc.). However, it is important to go beyond mere appearance if you truly wish to develop an original character.

Hand

This is the selection of your right or left hand. This is not used to limit you to the use of a single hand, but to establish which side is your strong or dominant side. Even those who are ambidextrous will have a strong side, or a preferred hand. You will establish the capability of your strong and off hands in the Fighting Skills section. Keep in mind; some weapons and other items require the use of both hands [dual handedness], which requires you to have points in both strong and off hands. Equally, if you don't have enough points to have both stocked well, it is indeed better to have one hand perfect and build the other as you go.

Species

Choosing your species is an important task. Available species, for use in the Brotherhood, are selectable from a drop down box. Most of them are explained in the ACC's Species List. For the most part, these are the only species which will be available for use. Each species has strengths and weaknesses, so don't think you're going to find a deity anywhere. Some species have special abilities, some don't - many of these will be honored, to a point, but those things are solely based on available, common information.

Height and Weight

Often overlooked as important, a character's height and weight can determine a lot of information. Generally, a character who is tall and thin would be assumed to be quick and fairly agile. A tall, but heavy, character might be assumed to be of slow to average agility but possess great strength. Basically, don't overlook height or weight and - for a decent character build - try to keep them in line with the abilities of your character.

Appearance, Impediments, Allergies, etc.

The rest of this section of the CS is for elements which establish your character's appearance and traits. It is basically self explanatory, but it's importance in the ACC is paramount for good character development. You really want to supply good, but not overdone, information. It is good to describe your character's appearance. It is good to throw in some helpful extras so others know how to interact with your character. It is bad to delve into historical information. It is bad to try and 'amplify' your character in this section (i.e. add skills or abilities which should have points assigned).

It is bad to avoid getting to the point. This will be an important section from which your opponents will write about your character - give them the tools to do it. Equally, as a writer in ACC, don't ignore this section of an opponent's CS.

Attributes

This is the first section on your CS which involves the allocation of points. This section of the Handbook will help to define those points and how they relate to the ACC. There are three sub-sections; Physical, Mental and the Force.

Physical Attributes

Physical attributes are those which apply to the body; your physical being. It also encompasses your abilities in those areas and are the main pieces which should be compared when trying to determine the results of physical confrontation.

Strength (STR)

Strength (STR) defines how powerful your character is in terms of brute strength and feats of physical prowess. In the ACC, STR is often compared to CON. For instance, to determine how much damage was received from your punch, you would compare your STR to an opponent's CON. There are other factors, of course, but that's the basic idea.

STR Points
Points Capability Description
3-8 Below Average Easily overpowered by most. Virtually no effect on combatants, with a 9 CON or better, in physical confrontations.
9-14 Average Average in strength when compared to a 'normal' human. Those of below average CON are your best targets.
15-20 Above Average Able to overpower most below your ability. The CON of average and lesser combatants may hardly be a challenge for your STR.
21-26 Superior The epitome of physical prowess. Only those of superior CON may be able to withstand your onslaughts.
STR Notes

Don't overlook this stat. When writing in the ACC, make sure you consider STR, especially where physical attacks are concerned. Ignoring this may see elements of realism docked within your writing, both on the offensive and defensive sides of the combat. If you possess a high STR, but choose to 'hold back' in a particular attack, make sure you cover that in your writing. Equally, if you have a low STR, it wouldn't be wise to write that you knocked out an opponent with a high CON from a single, non-Force assisted, punch. Without the Force, Luke Skywalker would be average - Chewbacca would be superior...in that comparison.

Constitution (CON)

This is a measure of your character's stamina, health, and toughness. Basically, it is how much you can take before being knocked out cold or suffer trauma. It directly addresses your character's resilience and how physically 'tough' they are. You would compare this to an opponent's STR when attempting to determine damage you should have received. As mentioned, there are always other factors, but this is a good, basic piece of guidance.

CON Points
Points Capability Description
3-8 Below Average Generally unable to deal with physical trauma of any kind; usually sustaining mass amounts of debilitating damage.
9-14 Average Average in toughness when compared to a 'normal' human. Fighters with STR below your CON may find it difficult to damage you.
15-20 Above Average More resilient than most. Combatants of lesser STR, vs. your CON, may require more effort to inflict damage upon you.
21-26 Superior Virtually unbreakable. Only those of higher STR, vs. your CON, will be able to inflict worthwhile damage.
CON Notes

This stat is often loosely considered, resulting in a lack of realism in many instances. CON should be considered as a 'numbers game' initially, before any attempt at writing the scenario. Comparing the stats in question, especially where CON is concerned, will often draw a conclusion of the scenario for you. For example, if a combatant with a 20 STR strikes a combatant, who holds a 10 CON, with a punch - it becomes fairly obvious how the recipient of that strike should be effected. CON should be considered in almost every attack which results in a physical, bodily outcome, even those unleashed through the Force. Lando Calrissian would be average - a Rancor would be very, very superior.

Dexterity (DEX)

Dexterity is a measure of how quick and agile your character is. It also measures your ability to out-maneuver your opponent, beat them to a strike or even flee. In the ACC, DEX is compared to DEX when assessing the realism of a scenario. That is, a combatant might measure their DEX as speed of attack (for example) against their opponent's DEX as an ability to dodge or escape the attack. Again, at face value, the Force is not considered but can play a role if employed.

DEX Points
Points Capability Description
3-8 Below Average Speed and agility are non existent, any forms of non-Force assisted acrobatics are impossible; you couldn't dodge a Hutt and probably fall over yourself, quite often, when trying to put on your pants.
9-14 Average Average quickness and agility of a 'normal' human. Acrobatics beyond simple feats, such as jumping up on a bar-stool, are non-existent. You're not clumsy, but your grace has a lot of room to improve.
15-20 Above Average Faster and more agile than most, with many acrobatic feats coming as second nature; a flip over an opponent isn't uncommon, but it's not an ever-repeating occurrence either.
21-26 Superior Most might not even see you coming, you juke like a shot and can turn on a dime. You're fluid and graceful; your steps land with perfection, virtually all of the time.
DEX Notes

Dexterity is often compared to two main extremes; too much or not enough. Because someone is of average Dexterity does not mean they are a bumbling idiot - it just means they can't run a 2 second 40 and probably won't be the center of attention at the ballet recital. Equally, those of superior ability, are not - literally - the wind or lightning; you can still see them, even if only as a blur once in a while. These individuals are quick and agile, when compared to the every-day guy. Han Solo would be average - Yoda would be superior. Finally, remember to consider CON with DEX - remember, people get tired.

Mental Attributes

Mental attributes are those which apply to the mind and the capacity for things like thought, reason and basic intelligence. It also measures the perceptions which can be afforded you by those with whom you interact.

Intelligence (INT)

The allocation of points in Intelligence relays, not only, how smart you are, but how clever you are also. It can also be a measure of how well you can figure out the unknown and, perhaps, improvise.

INT Points
Points Capability Description
3-8 Below Average Virtually no mental aptitude. Tying your boots causes confusion; "moron".
9-14 Average You might be well versed in specific subjects, but far from an all around genius; "street-smarts".
15-20 Above Average More keen than most, usually quite shrewd and cunning; "astute".
21-26 Superior Exceptional intellectual ability and originality; "genius".
INT Notes

Intelligence is difficult to really put a finger on. Intelligence can be perceived as well as known...or not. There's a saying "some people appear bright, until they open their mouth" - this can be a good rule of thumb for understanding the INT stat in the ACC. Unless your character has personal knowledge of an opponent's character, their level of Intelligence can't really be known at the outset - it's something which your character will have to learn over time. Of course, that all goes out the window if your opponent writes their character as a complete fool.

Wisdom (WIS)

Wisdom is the ability to apply knowledge, experience, understanding or common sense and insight. The key to this mental attribute is application; as even those of average intelligence may have the ability to apply what they know and understand. Men might know what fire is, having created it, but the wise stay away from the flickering of it's tongue.

WIS Points
Points Capability Description
3-8 Below Average You lack the ability to apply what you think you know; "foolish".
9-14 Average You are careful and sensible with the application of your knowledge; "prudent".
15-20 Above Average Mentally quick and resourceful in the application of knowledge; "sharp".
21-26 Superior A profound ability to correctly apply knowledge; "sage".
WIS Notes

As mentioned, WIS is basically the ability to actually apply what you know. What is often overlooked is the actual level of what is known. In an ACC battle, not much can be known of your opponent's inner being, without use of the Force, of course. However, those of a high WIS can assume much because of life or similar experience, while those on the lower end of the spectrum probably can't. For instance, it is one thing to know that an attack is imminent, but only Wisdom knows what to do with such information. It can also be said that Wisdom can inform each individual about what they are capable of in confrontational situations.

Charisma (CHA)

This is how people react to you, how you influence and interact with them. Charisma is the perception which others have of you. Therefore, it is a sort of passive trait which one possesses based on their outward personality and demeanor.

CHA Points
Points Capability Description
3-8 Below Average A fake, prone to delusions of grandeur; "counterfeit".
9-14 Average Showing no care or concern in attitude, self involved; "indifferent".
15-20 Above Average An attractiveness that interests others; "inviting".
21-26 Superior An intense ability to attract and/or influence others; "alluring".
CHA Notes

Don't confuse Charisma with the active ability of instilling things like fear. Charisma is basically passive, which means-when acting normally-you cannot do much to change others perception of you. If you use the Force to make yourself more alluring, you still haven't changed the core of your Charisma, rather simply changed your opponent's perception. Equally, people can attempt to change the way they act and, in turn, attempt to change perceptions - but inevitably they always return to their true self. Palpatine had an allure, he had high charismatic qualities-even after his true identity was known. Some people wanted to be around him, those people wanted to serve him and, basically, all he had to do was be himself. The Force plays a role in the Brotherhood - your level of connection to it will often [passively] reflect through your being and, perhaps, result in charismatic qualities. In the ACC, this is much like Wisdom; unless the Force is tapped to understand, a person cannot truly know what other's perceive.

Force Attributes

The Force is what makes Dark Jedi and, in many cases, what breaks Dark Jedi. These attributes relate to your connection to the Force, your ability to understand it and your acceptance of it's use. Equally, it can be said that these also relate to how well the Force understands you and how apt it is to work for you, be used by you and manifest itself in the ways which you intended.

Force Defense (FD)

Force Defense is a measure of your connection to the Force and how it works through you, to protect you. This almost always relates to a passive defense, that is; not of anything you actually do or conjure. This is because Force Defense primarily relates to your connection to the Force and how it works through you. Those of an experienced connection will find that attempts upon them are minimal, not because of anything they do, but because of how the Force works through them.

FD Points
Points Capability Description
3-8 Below Average Your noticeable lack of connection to the Force results in a lack of resistance, making you an easy target; "rejection".
9-14 Average The Force seems to struggle to protect you. You are still often more confident in your own physical or mental ability; "skeptic".
15-20 Above Average In many cases the Force works through you, for your protection, as second nature; "cooperative".
21-26 Superior Your resistance to the Force is uncanny; most mentally offensive powers are ineffective; "symbiotic".
FD Notes

As noted above, Force Defense exists as a passive trait which results from one's connection to the Force. However, it has the tendency to be confused when understanding how powers are used against you. Those powers whose outcome is a physical result, are not generally considered under Force Defense, since a physical result would be compared to physical stats. For example, Force Push is a power which results in a physical outcome. Force Defense would say how effective the Push is against you, but any 'damage' resulting from that Push - such as hitting a wall - would be determined by your CON. So a Force Push attempt made against a superior opponent would, most likely, result in failure of the attempt or a mere nudge, so no physical outcome would need to be determined. However, an attempt made against someone of lower degree would see the Force Push effective, and then damage would be determined, after any impact into whatever, by considering physical stats. Finally, Force Defense's role is clearly seen in attacks which result in mental outcome, such as Mind Tricks. Those of higher FD are tough to manipulate, those of lower FD aren't.

Force Reflex (FR)

This is a measure of your connection to the Force as it applies to the Force being an active tool, which you can use and manipulate at will. It equates to your ability to use the Force to recover from an attack and, in turn, retaliate.

FR Points
Points Capability Description
3-8 Below Average When a Force attack against you is successful, you are useless and unable to retaliate for quite some time; "feeble".
9-14 Average You require concentrated efforts to recover from successful Force attacks, with a noticeable period of time before retaliation can be attempted; "ponder".
15-20 Above Average Recovery from a mental Force-attack is quick, as is the ability to retaliate; "sling-shot".
21-26 Superior The ability to recover and retaliate is nearly instantaneous on anything but the most devastating mental attacks; "mirror".
FR Notes

When time to retaliate is mentioned, it generally refers to turn around time. That is; the time it takes for your mind to right itself, understand what happened, acknowledge that it did-in fact-happen and sort through the conflict to draw upon the Force to attempt retaliation against your opponent. In those of low ability, this can seem to take a lifetime, dependent upon severity of the power. In those of high ability, time to retaliate can be as quick as the blink of an eye. Much like 'reflexes' apply to one's physical being, Force Reflex can be both passive and active and most often deal with reaction.

Force Pool (FP)

Force Pool is a measure of frequency of use where the Force is concerned. It can be thought of as, literally, a pool or well filled with the Force. You draw from it, in some cases replenish it and it's contents is available to you as long as it has accessible content. Of course, your Force Pool probably won't ever 'dry out', but it can become too shallow for you to access, or too tainted to be of any use.

FP Points
Points Capability Description
3-8 Below Average Ability to utilize the Force only a handful of times before your force pool is depleted for a long duration.
9-14 Average Able to utilize the Force numerous times, however doing so in a short period of time will quickly deplete your reserves.
15-20 Above Average You may use the Force for extended periods of time needing only brief periods of rest between large uses.
21-26 Superior Your force pool is nearly limitless with only the use of the most powerful Force Powers needing brief recovery periods.
FP Notes

The Force Pool isn't something which is tangible and it can be confusing and open to opinion. In the ACC this is an issue which is often cause for disagreements and friction, especially where opinions are concerned. Suffice it to say, the Force Pool is somewhat connected to rank as well as the numbers. It is understood, also, to be intertwined with the powers of the Dark Jedi. Some powers require more Force Pool use, while others are as simple as breathing. On the same note, higher ranking Dark Jedi might find First Rite powers as a minuscule task, while lower ranking Jedi may require more effort (Force Pool use) to conjure the same power. There are measures to make Force Pool less subjective, but unless you truly understand what it takes to use the Force and what effects it has on you, any measures become a crutch.

Skills, Styles, Forms, and Powers

The rest of the Brotherhood CS unfolds into 5 point scales in Fighting Skills, Hand to Hand Styles, Lightsabre Forms and Force Powers. The following explanations are not nearly as complicated as a character's attributes, especially to understand. The ACC uses 5 basic 'classes' of ability; Basic, Trained, Skilled, Focused and Specialized. Each of them equates to how much you know about the particular matter and how capable you are of applying what you know, as it applies to a skill, style, form and/or power.

Basic (1 Point)

This is basic understanding of the subject in question. You are aware of skill required of the element, but don't truly possess it apart from a mere, passing glimpse. At the very core of Basic understanding, it can become dangerous to even attempt employment of the element, due to your overall ignorance of it.

Trained (2 Points)

Trained individuals are one step above those of Basic understanding. They may have practiced slightly in a particular ability, but don't have any fluidity or true knowledge of it's use. You might attempt usage of a skill or ability, if only out of panic or as a last resort, but any success would be pure luck.

Skilled (3 Points)

As a skilled practitioner, you are average in ability. You have success in employment as well as failure, both occurring about equally. You understand much more than those beneath your ability, but still fervently look to those above you for guidance and instruction.

Focused (4 Points)

As you focus on your particular ability, you are aware of the finer points of the skill, style, form or power. You are aware of the intricacies of use and the abilities necessary for perfection, though you have not completely attained them. You are far from as clumsy as you used to be, not usually failing in your task unless circumstances cause you to lose focus.

Specialized (5 Points)

Your abilities are second nature. Failure is rare and you've ceased to question 'why'. You don't truly seek instruction anymore, but are sought by others who know of your specialized mastery.


CS Final Notes

The Brotherhood Character Sheet is alive as you are. It can grow and change as your character grows and changes. It is with that understanding in which you'll realize that some elements mean different things to different people and players. This guide is meant as just that, a guide. It establishes the basics and gives simple guidance. It has attempted to cover all of the bases, but also allows you to think outside of the box. It will be used as a reference by the staff of the ACC, as well as members of the Brotherhood, in general. This guide may also undergo changes, elaborations and even huge revision - all of which is to help you understand the primary tool of your character - the Character Sheet.