TEXT: Jedi 
  Fate Accelerated Edition (FAE) Draft 4.1.14 
   
  Choose whether the character is a padawan, knight, or master. Ask the GM what kind of game you’ll be 
  playing, that has a big impact on how advanced your character will be. 
   
  High Concept Examples: 
  Trouble Examples: 
  1. Investigator 
  2. Pilot 
  3. Duelist 
  4. Diplomat 
  5. Protector 
  6. Scholar 
  1. Problem With Authority 
  2. Impatient 
  3. Proud 
  4. Romantic 
  5. Holds a Grudge 
  6. Cocky 
   
  Aspect Examples 
  Roll 1-2 
  Roll 3-4 
  Roll 5-6 
  1. Cybernetic limb. 
  2. Fights with paired sabers. 
  3. Gift for droid mechanics. 
  4. Fine-tuned Force sensitivity. 
  5. Hot-shot pilot. 
  6. Powerful Force movement. 
  1. Focused lightsaber defense. 
  2. Famous cunning plans. 
  3. Insightful and empathic. 
  4. Focused rapid attack. 
  5. Excellent teaching rapport. 
  6. Strong Force-seeing. 
  1. Charismatic leader. 
  2. Gifted orator. 
  3. Accomplished infiltrator. 
  4. History buff. 
  5. Relentlessly stubborn. 
  6. Inspirational idealist. 
  Aspects should have both a benefit and a drawback possible when invoking them. Usually aspects are 
  more specific than these, but these are easy to understand and use right away. Aspects can include 
  information about the world, if desired: “Best saber trainer from Qualoon” would be an example, 
  establishing Qualoon produces skilled saber trainers. 
   
  Stunt Examples 
  “Because I _____, I get +2 when I [Approach] [Action Type] when [circumstance].” 
  Approaches: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily 
  Action Types: Attack, Defend, Create Advantages, Overcome 
   
  Because I have a double lightsaber, I get +2 when I flashily attack when outnumbered. 
  Because I once saved Master Shi’s life, I get +2 when I sneakily overcome when requesting backup. 
   
  “Because I” 
  [Circumstance] 
  1. Am a favorite of the Jedi Council 
  2. Once saved [Jedi Master]’s life 
  3. Am from a powerful family on [homeworld] 
  4. Have ridiculous amounts of midichlorians 
  5. Am so very good with animals 
  6. Have a natural gift for piloting 
  1. …I am judged by the Jedi Council. 
  2. …requesting backup. 
  3. …calling in favors on [homeworld]. 
  4. …using telekinesis. 
  5. …calming a wild beast. 
  6. …in a flying chase. 
  
  Example Consequences 
  2: Mild 
  4: Moderate 
  6: Severe 
   
  Blurred Vision 
   
  Sprained Ankle 
   
  Badly Zapped 
   
  Disoriented 
   
  Bad Burn 
   
  Deep, Bleeding Cut 
   
  Unable to Stand 
   
  Weapon Hand Disabled 
   
  Eye/Ear/Nose/Fingers Lost 
   
  Saber Destroyed 
   
  Lost Limb 
   
  Confidence Shattered 
   
  Mortally Wounded 
   
  Blinded 
   
  Infuriated 
   
  Frightened 
   
  Bring shame to self. 
   
  Alienate someone. 
   
  Bring shame to superiors. 
   
  Destroy an alliance. 
  Damage not assigned to a stress (1, 2, or 3) or a consequence (2, 4, or 6) takes the target out. 
  All stress, and a mild consequence, vanish when the character has a chance to rest. 
  Moderate: if it makes sense, clear at the end of the next session. 
  Severe: if it makes sense, clear it at the end of the arc. 
  Renaming: Moderate and Severe consequences can be renamed, like “Weapon Hand Disabled” to 
  “Weapon Hand Braced.” Also, some of these can lead to permanent aspects, like “Cybernetic Arm.” 
   
  Example Situation Aspects 
  Describe the surroundings the action is taking place in, sometimes as a result of “create an advantage” 
  action. Here are some examples. 
   
  Disarmed 
   
  Breathless 
   
  Prone 
   
  Stuff in Eyes, Can’t See 
   
  Buried in Rubble 
   
  Hanging by Fingertips 
   
  Unsteady Footing 
   
  High Winds 
   
  Jostling Crowds 
   
  Stampede 
   
  Pitch Black 
   
  Tethered 
   
  Grappled 
   
  Drowning 
   
  Encumbered 
   
  Slimed 
   
  Attractive to Monsters 
   
  Berserk 
   
  Example Boosts 
  They can be used once then discarded, usually. 
   
  1. Flash of Precognition 
  2. Gap in Foe’s Defenses 
  3. Clear Path for Leaping 
  4. Disarm Opportunity 
  5. Force Push Now! 
  6. Recover Weapon (if disarmed) 
  7. Move +1 Arena 
   
   
   
  
  Weapons and Armor 
  Lightsabers (+4 shift) 
   
  Parry. When active, they allow defense to be used to parry blaster fire. 
  o On a boost, they can direct blaster fire at a target. 
   
  Armor Piercing. Ignore armor protection. They can be used to cut through doors and walls. 
   
  Stun. Lightsabers can be set to stun. In stun mode, they count as energy batons, not vorpal energy 
  blades. They do not cut through anything, and they are reduced to +2 shift. 
   
  Turning a saber off or on is a free action for its owner. So is calling it to hand. 
   
  Hurl Saber. Lightsabers can be used as ranged weapons by using an appropriate stunt. 
   
  Blasters (+2 to +4 shift) 
   
  Energy clips have variable capacity, more like batteries than magazines of bullets. A situational 
  aspect can reduce the ammo, usually invoked by the GM. Reloading is an action. Military vehicles 
  and ships have recharge stations and extra clips. 
  o Full Battery is default, then Low Battery, then Empty. 
   
  Melee Weapons 
   
  +1 shift for blades or light weapons. 
   
  +2 shift for hand weapons.  
   
  +3 shift for two-handed weapons. 
   
  Vibro weapons add +2 shifts. They can also counter lightsabers. 
   
  Armor 
   
  -1 shift for light armor (the most Jedi wear, when going into battle.) Can be concealed in clothes. 
   
  -2 shifts for medium armor (equivalent to clone armor, and basic battle droids.) 
   
  -3 shifts for heavy armor (equivalent to power armor or super battle droids.) 
  Successfully invoking the armor aspect on a foe penalizes their next action by an amount equal to the 
  armor protection. 
   
   
   
  
  Force Powers 
  All jedi have access to these Force powers. This list is not exhaustive. 
   
  Focus 
  Jedi process information quickly, and respond with incredible reflexes to their environments.  
   
  Padawan can ignore 1 situation aspect for free. Knights can ignore 2. Masters can ignore 3. 
   
  Movement 
  Leap. Force-users can leap great distances. Padawan can leap x2 normal distances, knights can leap from 
  one arena to another, and masters can leap 2 arenas. This is free. If taking a move action, add +1 arena. 
   
  A leap can be done for free as a boost while in melee. 
   
  For running (and not leaping) jedi can add another +1 arena to move rates. 
   
  Suggestion 
  Padawans gain use powers of Force suggestion to get targets to do things they would not otherwise do, 
  or be forgetful, or remember incorrectly. Knights are +2 to do so. Masters are +4. 
   
  Telekinesis 
  Force-users can hurl objects at foes, or direct a telekinetic blast against them. 
   
  Padawan can use the attack, knights gain +2 shift damage, and masters gain +4 shift damage. 
  o Force-users ignore Force-inflicted telekinetic damage equal to their rating. 
  o Those hit by the telekinesis fly back and go prone and take normal damage. Or, they can 
  resist and not fly back, and take double damage.  
  o This can be done for free as a boost while in melee. 
   
  Using objects counts as a multiplier to the shift. Padawan can move objects that grant x2, knights 
  can move objects that grant up to x4, masters can move objects that grant up to x8. 
   
  Each successful shift is either added to damage, or adds an additional target subject to the attack. 
  o Evander, jedi knight, gains +2 shift damage. He hurls a massive pipe at a line of droids, 
  gaining x4. 2x4=8. He can hit 8 droids for 1 shift each, 4 droids for 2 shifts each, 2 droids for 4 
  shifts each, or 1 droid for all 8 shifts. 
   
  Dark Side 
   
  Force Choking 
  Works on a target in the same arena. Victim cannot take any action but defend, which represents 
  struggling not to perish. As long as the attacker concentrates, the victim is helpless. Unless the attacker 
  is interrupted or chooses to relent, death is inevitable. It just may take a while. 
   
  Force Lightning 
  When attacking, this short range (same arena only) power gains +1 for each + or – that comes up on the 
  die! It inflicts +4 shift for a knight equivalent, and +6 shift from a master equivalent. If the target 
  receives any damage at all, the target is only able to defend until given a chance to recover from the 
  coursing and cascading agony of weaponized hate. 
   
  Using a lightsaber in defense allows the target to ignore 4 shifts of damage. Damage ignored 
  because of a lightsaber does not count as being inflicted on the target. 
  
  The Dark Side 
   
  Jedi are susceptible to the lure of selfishness, anger, and cruelty. When they are threatened in social or 
  physical combat, they are more open to taking a quick path to power. Jedi can clear off a “Stress” box as 
  a free action, rolling 1, 2, or 3 dice (depending on which box they clear.) If even one negative comes up 
  on any of the dice, the character shifts closer to the Dark Side. 
   
  The first time this happens, they gain the Aspect “Lured by the Dark Side.” This upgrades to “Touched” 
  to “Tainted.” At that point the jedi is in trouble; one more shift goes to “Ruled” then “Corrupted” then 
  “Twisted.” The first three levels allow the jedi to continue working with the Jedi Council. However, at 
  higher levels, other jedi can sense the darkness within them, and they will be expelled and hunted if 
  they do not or cannot find their way back. 
   
  Clearing Dark Side taint involves meditation for the first three levels, the equivalent of recovering from a 
  Consequence (upon resting for 1, at the end of the next episode for 2, at the end of the arc for 3.)  
  Recovering does not clear the condition entirely, but instead downgrades it by 1 level. 
   
  Other actions can also run the risk of gaining Dark Side Aspect. When a character risks gaining Dark Side 
  points, the GM must share with the player the risk the character is taking, while there is still time to 
  choose another way. The character can only gain Dark Side power as a consequence of player choice. 
   
  Low Risk (1d) 
  Medium Risk (2d) 
  High Risk (3d) 
  Killing needlessly. 
  Misdirection, manipulating truth. 
  Favoring one above others. 
  Clearing 1 stress. 
  Killing in anger. 
  Deception, deliberate falsehood. 
  Favoring one for selfish reasons. 
  Clearing 2 stresses. 
  Killing in cold blood. 
  Conspiracy, burying truth. 
  Harming some to favor one. 
  Clearing 3 stresses. 
   
  1. Lured by the Dark Side 
  2. Touched by the Dark Side (Can use Force Choking) 
  3. Tainted by the Dark Side 
  4. Ruled by the Dark Side 
  5. Corrupted by the Dark Side (Can use Force Lightning) 
  6. Twisted by the Dark Side 
   
   
  
  Standard Soldiers 
   
  Battle Droid 
  Blaster +2. Armor +2. 
   
  Robotic, Foolish 
   
  Super Battle Droid 
  Blaster +3. Armor +3. Rocket Attack +6. 
   
  Robotic, Overconfident 
   
  Destroyer Droid 
  Full-Auto Blaster +6. Armor +3. Force Field +6. 
   
  Rolling Move (3 arenas, but takes 1 action to set up and shield.)  
   
  Clone Trooper 
  Blaster +3. Armor +2.  
   
  Fearless, Elite Training. (Other aspects may include: ARC Trooper, Demolitions Expert, Pilot, etc.) 
   
  TO DO LIST: 
   
  Sample aspects for common, popular aliens. 
   
  Custom character sheet. 
   
  Sample characters, example of play. 
   
  For my game, I need a selection of padawan, knights, and masters for NPCs. 
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/FATE Accelerated (FAE)/FAE - Jedi.pdf