Outlaw Jedi

Species: Human

Background: You grew up being fascinated with the old tales of the Jedi Knights and aspired to someday be one. After loosing your father in the destruction of Alderaan, who at the time was an ambassador, you joined a band of rebels on your home planet of Celanon and became an outlaw. After the downfall of the Empire your cause seemingly ended. Yet you refused to quit even after the Empire fell. Not until every remnant of the corrupt war machine was obliterated would you yield. You continued to seek ways to harm the empire. You continued your struggle alone as you were wary of the New Republic, still in an immature stage of its development. The New Republic was far too occupied with resurrecting morabund economies in the wake of the Empire's defeat to chase the remaining fragments of the Empire out of the Galaxy. You took it upon yourself to see to this end. Acting under your own jurisdiction the New Republic does not condone your actions, so again you are an outlaw. Now your first priority is to find a teacher and follow in the footsteps of the Ancient Jedi and rid the galaxy of the Empire permanently.
Personality: You are energetic and dedicated to the battle against the Empire. You are tenacious and cunning virtues that were instilled during your younger years as an outlaw. Your not very quiet about voicing your opinion (to the annoyance of others). You can become quickly annoying yet you are a great asset to any group. You have the potential to become very powerful and you know it. However, with great power comes even greater responsibility. And the path to become a Jedi is even more difficult for you. For you must contest with more emotions constantly. Your hatred for the empire must be eliminated if you are to truly become a Jedi. You quarrel with the Empire is one of good vs. evil and not one of vengence. Nonetheless, your emotions loom over you as a shadow of the Dark Side tempting you. Many powerful Jedi have fell under similar circumstances, but none shared your vigilence, your perserverence, ... so you think ... .

GM's Note: The Outlaw Jedi is a difficult character to play. They are commited Jedi but are constantly in throws with their emotions toward the Empire. An Outlaw Jedi lives in a desolate region on the fringes of the Light Side, but from her humble abode can see the Dark Side just above the horizon. An Outlaw Jedi has chosen this lifestyle and understands its responsibilities, otherwise she would have fallen to the Dark Side long ago. The Dark Side's lure from this standpoint is strong and only a dedicated Jedi can successfully claim residency on these outer fringes of the Light Side. However, do not misinterpret me, An Outlaw Jedi does not live in some mythical grey area of the force (a.k.a. the Baduu Jedi), rather she teeters upon the edge of the light side with the dark side sitting in wait nearby anticipating her fall. Again let me reitterate that an Outlaw Jedi is dedicated to the Light Side of the force!!!. However, as a GM you must make it difficult for her to exist in the fringes. You must play the role of the dark sides temptations trying to seduce the Jedi to the Dark Side. However, do not think that you must give the player a dark side point to achieve this end. Your role is merely to tempt the Jedi. Place her in morally entwining situations or ones that make it easy for her hatred toward the empire to surface (much like the emperor did to luke in RotJ). Nevertheless, if the Jedi conducts herself occording to the Jedi code and doesn't fall into your trap don't feel as if you've failed. In reality you've succeeded as a GM, because you have endowed your campaign with roleplaying and not just rollplaying. Far too often I see GMs happily distribute Dark Side points to the characters as if they were credits. It appears that GMs think that if they don't put their players in situations that are going to give them Dark Side points than they have failed as GMs or they haven't satisfied some twisted need of their own to watch their players succumb to the Dark Side. Either that or it is some right-of-passage as a GM. Oh, but I digress. Now that I have ranted on about the responsibilities of the GM it must be told that the player has an even greater responsibility. An Outlaw Jedi should be played by an experienced player who can handle playing a 3-dimensional character, otherwise the Outlaw Jedi is reduced to a facsimile of the Young Jedi template. The player must role-play what the character would do in certain situations and not what she herself would do which is an insurmountable obstacle for beginning players.

Objectives: To completely ruin the Empire and become a Jedi Knight


DEXTERITY
4D PERCEPTION 3D
KNOWLEDGE
3D STRENGTH 3D
MECHANICAL
2D TECHNICAL 2D
Special Abilities: Force Skills:
Control 1D.
You start with three
force powers.
Move: 10
Force Points:
Force Sensitive:
Yes
Dark Side Points:
Character Points:
 

Equipment: 1000 credits, two sets of clothing, a lightsaber (with GM's permission), blaster pistol


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