Development Cycle Archive

Thread: IC4: Path of the Jedi

eyeodragon
Fri Feb 20, 2004 10:05 am
#157

I got a really easy answer. look at KotOR. all those TYPES of quests are perfect for jedi. yes they are set a thousand years back but i think many of them like solving a crime by interviewing suspects is a great one that is repeated a few times through the game. assasination missions for dark jedi would be very cool. i think combat is important but it shouldnt be the only kind of quest. dificult mind games that can be randomized so they need to be figured out every time and not just read off a strategy site. These riddles should be hard. they should challenge the older players of SWG and require the younger players to ask thier teachers or perhaps parents for ideas on how to solve them. i dont have examples but i have solved many such riddles over the years so i know its possible.


Another good type of quest would be a real escort quest. where just talking to the person and flying back to the person who gave you the mission finishes it. no this mission you will need to stay with your painfully slow companion and actualy protect him from dynamically generated enimies that will haras you the whole way. if he dies you loose the mission.


i think to activate the jedi slot, if you are going to take out holo grinding. the last quest (of many to get your slot open) needs to involve getting a lightsaber schematic and having to craft it yourself with all those expesive rare parts. if you successfully complete it the game automatically transfers the lightsaber to your new character when you create him.





______
Master Commando
Master Marksman
TKM

Hard Work Often Pays Off After Time,
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Kovev
Fri Feb 20, 2004 10:08 am
#158

Wow, I like the basic concept put forward by TH. Thanks for asking for our input.

*Whole Quest ideas
Specifically: I'll work on this.

Generally:
1. In keeping with jedi, as we know them, these should be solo based, or doiable solo with the same degree of difficulty as a group.
2. These should be jedi themed, and fun. 3.
No EQ epic type camping, ksing, and general nastiness. Make this quest, that so many players have undertaken as their number one play activity, fun to do. Not a hated drudgery, like grinding or camping.

*NPC’s players might interact with throughout the quest
1. Yoda, Luke, Obi Wan...maybe the blue glowie of past master like Qui Gon, or Mace Windu. Possibly Vader or the Emporer, as a test.

*Progression quests and trial ideas
Again specifics will take time, but generally:
1. Don't make it so cryptic that it's a pain.
2. Try to ballance the tests so that all plyer types have an equal chance. No more power player favortiism, please. Allow roleplayers a chance to roleplay jedi.
3. have the trials teach jedi virtues and require jedi like behavior to complete. No go murder X, please!

*What skills a Jedi might use on these quests
1. Movie trivia knowledge
2. Diplomacy
3. Problem solving abilities, simple puzzles
4. Activities that demonstrate self reliance and a resistance of the dark sides temptation

*Quests for different profession types, for instance, social quests, explorer quests, combat quests, etc.
This should have multiple ways to progress, allowing for the differing profession, but staying jedi themed, and allowing for the fact that all jedi must be light oriented to become a jedi. The fall comes later.

*Player interdependencies and cooperation’s
1. I'm 100% opposed to requireing the seeker to work with other players to accomplish this goal. Many players have varied play styles, often based on RL restrictions. Further, I'd like to negate any agvantage that uber PA's could have to make members jedi in an assembly line manor.

* Jedi Titles earned through the quests from Force Sensitivity to Jedi master
1. these seam fine as is.

Thoughts: Many people have busted their humps on holo professions, acquiring holo's, and doing all manor of questign ect, prior to holo's. Progress on the new path must be given for all of this. It should be fair, and based on the percentage complete now, 80% old = 80% new, ect.

Each NPC should send you to the next, or the quest it's self, don't leave us guessing.

The entire process should not take hundreds of hours of play, level the playing field.

Don't make the process take tons of creds, that's unfar, and unjedi like.

Make the new system about commitment, jedi like behavior, and fun.

This is just my opinion, but I don't think it is a rare one. Also remember many, many, seekers will never find their way to this thread.



Kovev Sormcrow Elder Jedi
Pre-NGE: Jedi MLS/Master Defender Pre-CU: Jedi MLS/Master Enhancer.
Valkyri Strombringer Elder Merchant/Armor smith
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JinxKurai
Fri Feb 20, 2004 10:08 am
#159

I posted this in the Jedi forums:


1) Fix the "remove states" and block not blocking bugs.


2) Give smugglers (underworld line?) the ability to make fake badges/titles that Jedi may buy and display. Have the "prestige" of the titles go up as the smuggler advances in skill.


3) BH missions: A process for being removed from the BH terminals: Jedi has to get a "makeover" from an Image Designer and has to hire a master smuggler to slice a BH mission terminal. Doing this cancels all current BH missions for that Jedi (but they are still on the terminal) and has a 1% (or some number) chance of removing the Jedi from the terminal entirely.


4) Modify the "friends" list functionality so that you must either consent to or are at least notified when someone adds you to their list.


If the bugs were fixed,dizzy/kd would not be an instant"I win!" button for BH's and otherJedi hunters.


If the badges/titles were put in, Jedi would be able to "blend".


If the mission aborting capability were there, BH's would not be able to pile up a bunch of Jedi missions "just in case".


If the friends list features were added, the friends list would be a good community tool rather than a very cheap trick. If a BH wants to use an "out of game" (in the sense that it is a meta-tool, not an actual game skill) command to know when my Jedi is online, then I ought to have an out of game tool to let me know that I'm on the terminals - fair is fair.


Forget adding skill points or terrain negotiation or state defenses - we *would* be overpowered if we not only could defend vs. the statesbut could also cure them with ease. Forget terrain negotiation - we have force run, tough noogies if you don't want to use it. Forget camping and all that - publish 7 is making it so we can call creatures and vehicles anywhere.


Fix our bugs, give -other- professions some very valuable abilities, and make the friends list for actual friends, and we'll be fine.


An addition:

To make the BH/Jedi dynamic more interesting, how about rewarding a Jedi that fights back and wins with 3k Jedi xp and a visibility reset? Right now, there is -zero- reason (other than pride) for a Jedi to do anything but run. BH's get a reward for killing us; we should get one for defeating them. 3k Jedi xp (or 5k, even) is a drop in the bucket, certainly compared to the investigation and cash reward a BH gets.



Haley Kurai

3 Kurais, no waiting.
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Merxion_Levoy
Fri Feb 20, 2004 10:09 am
#160






777erc wrote:




but don't u think that having jedi trainers is inconsistent with the time period, considering the only jedi's i know of at this time would be obi-won and yoda. and bens about to have a close encounter with vader's saber





Actually this is a misconception that the movie gives there are actuall several Jedi that are still alive during this time. The Jedi at Pletts Well, Vergere who is out galavanting with the far outsiders. A couple Dark Jedi masters that pop up right after the fall of Palpatine as well. Keep in mind during this time period the empire is TRYing to hunt down and kill all the Jedi.
NCIceman
Fri Feb 20, 2004 10:19 am
#161

My question is, are these quests still to unlock the FS slot, or to make the character a jedi? It still seems kind of strange to question a character about his force sensetivity, only to have it translate to another character/another slot. Still, I guess that's a game mechanic I can live with rather than trashing my character's spec.


Unless you were looking at the Jedi tree and jedi skills being a separate tree and skill point set from the regular ones, but I doubt that...a Master BH/Jedi would be too much.





Zendennin Darkwalker on Tarquinas and Flurry
JacenKeldroma
Fri Feb 20, 2004 10:26 am
#162

Am I to understand that the path to unlocking your FS is still going to be the same silly profession grinding system, meanwhilie all these quests and efforts will be put in for the Jedi so that they can merely level up i a different fashion and have more content?


Forgett he damned Jedi. There are too much of them anyways. Its killing the Star Wars feel, not helping it.


You guys should be putting your efforts elsewhere into content -everyone- can use.





Colonel Auren Darkana
~ Master Bounty Hunter ~
Leader of SABRE: Special Attacks and Battle Regiment of the Empire
"You know, sometimes I even amaze myself." - Han Solo (Dirty Rebel Scum that he is)
HighGround
Fri Feb 20, 2004 10:28 am
#163

1. The Force sensitive quests, a players character unlocking their FSCS. Looking at the movies, people are born with the force, some families its stronger than others. My idea would be to make the system interesting, difficult, and fun for everyone but also in accordance with continuity which everyone likes to see in this game.

a. To learn of ones force sensitiveness, they must first come into contact with a Jedi knight/Guardian or NPC. Obi and Qui Gon told Annikan he was force sensitive, Obi Won told Luke, Luke told Leia. I think it would be cool to have a mixture of NPC and Player Jedi interaction in achieving ones FSCS.


There should be hermits (old people in hiding who know more than they let on) scattered throught the galaxy. These spawns would be static, but only useful to non-Jedi players seeking FSCS to avoid BH camping. The Hermit would give clues to a person as to what they need to accomplish before they can begin training (ie unlock their slot). There should be a requirement for players to be the master of 1 elite combat profession when seeking out the hermit, any combat profession, but being able to fight to some degree will be necessary. The hermit will then give you a series of random quests that cause you to interact with people such as the old queen of naboo, the gungan leader, people who have history in the old republic. These quests will entale things from protecting certain people, (going to their home and warding off spawns of mobs like in act 3) to solving puzzles from different clues you've been given. Failure will reset the quest series and cause you to start over. The quests should also be unique and random so that people are not solving and then posting it on the forums for everyone to see.


In the end, I think to include player interaction would be awesome. Player Jedi who have reached a certain rank, ie Jedi Knight, novice guardian etc. would recieve 2 new abilities /apprenticeTarget and /assignQuest. When a player Jedi gets this command he also gets a new ability, the ability to sense non-Jedi who are strong with the force (at the end of their quest series) The Jedi will get a system message across his screen whenever he targets such players. The message would be like "You sense the force is strong with -insert name-". The Jedi can then /apprenticeTarget that person and if they accept he will be responsible for the rest of their training, however a Jedi can only have 1 apprentice at any one time. The Jedi can then /assignQuest from a predetermined box in which the player has to complete any 5 of the 10 on the list, which 5 are up to the player Jedi, however they should all be equal in difficulty. Failing the quests would result in no longer being the Jedi's apprentice (too recklass) and no longer reading "strong with the force" to player jedi in which the player would have to seek out a new path. (start over)


b. Quest types. Social quests should involve solving puzzles, administering aid to 1 of 2 people who are both possibly lying and picking the wrong person fails the quest. Explorer quests should involve retrieving a rare artifact from the pubams cave of endor or eggs from the nest of a kimogila. Things you dont necessarily have to fight to do, but which could get you killed if your not smart about doing it. (mask scent, camo kits etc.) Combat quests should involve killing a cursed nightsister rancor, killing a dark jedi, saving a rebel sympathizer from a onslaught of dark troopers. Make it random and fun as well as difficult. However all quests should be solo'able by anyone who is a master in their elite profession type.


Putting a time limit in between Jedi player assigned quests would also be in continuity, "That is enough for today" - Yoda. After one has completed their Jedi assigned 5/10 quests, they will go back to the player Jedi and the Jedi will receive a system message when targeting their apprentice like "You feel it is time to begin his/her training." Then the Jedi can teach FSCS and when the other person accepts their FSCS is opened and the Jedi gets a bunch of Jedi xp (gives Jedi an incentive to offer and train the slot) The new FSCS person will then have to seek out their old master to begin their training as padawan.


2. Padawan quests. After unlocking their slot as mentioned above, the Jedi initiate will have to seek out a Jedi Master in hiding to obtain his training saber, and lightsaber crafting tool. There should be no quest here, just the simple fact the Jedi master recognizes the initiate's old master and that he was told to see this new master to get started. The first quest given by the master should be to obtain the crystal the jedi will need to craft his first lightsaber. Crystals SHOULD be a requirement to make lightsabers, however they should no longer be dropped by mobs. They should be harvestable only by Jedi. The jedi initiate should be given the /crystalSense and /crystalHarvest ability. The Jedi master will then give the Jedi a random planet to go to, the planets that contain crystals should be dantooine, yavin, and dathomir. The Jedi would go to one of these planets, use /crystalSense which will give him a TEF so as to keep him from using this ability in rural areas. He will not be able to use this ability in a municipal zone either. When using /crystalSense the Jedi Initiate will get a system msg such as "you are unable to sense a force crystal nearby" or "you begin to sense a force crystal nearby" The Jedi will then use /crystalHarvest to pull up the crystal. This command would give the Jedi a TEF, have 300 health/action/mind wounds, and use up all of the Jedi's force pool. Upon successfully obtaining the crystal, the Jedi will be unable to perfom that command again for 24 hours. Crystals should not be tradable and should not be droppable in houses. Only on your person or in your bank.


The Jedi initiate can then craft his first saber. Sabers should last the lifetime of the Jedi as in the movies. The only time they are destroyed was if they were cut in half. The saber should be a unique damage type such as light damage with ap3 as in continuity. (had to throw that in there) Now that the Jedi Initiate has his first saber, he can now rack up 2 types of xp, jedi xp or dark jedi xp. "The force is for defense, never for offense" - Yoda. "Use your aggressive feelings" - Palpatine With that being said, Jedi have to level. I'd suggest giving dark jedi xp for killing non-aggro mobs, and jedi xp for killing aggro mobs. This is a way for players to choose their own path. Light Jedi should not be killing townsfolk, jawas, and ewoks that are not aggressive. Whereas you expect dark jedi to do just that. However, the path to dark jedi would be much easier as in continuity.
VarnaxDespin
Fri Feb 20, 2004 10:29 am
#164

As a player from launch, I must admit I would like to unlock the FS, but would put aside my own desires for what I see as the betterment of the game. My thoughts on this issue go back to the 1st four months of the game, where wild speculation and hard work were done by many players trying to discover the path to FS.


I am against Static spawns, easily found and with identical "missions"


If you remeber, pre-speeder, pre-mount, pre-city (without shuttleports every 1k clicks),.....it took forever to get anywhere. I recall spending hours on end searching the dunes of Tat looking for the Hermit, Intellect, altrusism spawns... These random spawns very frustrating and took dedication and time to find....something I feel the FS slot should as well. There were many of us who took this path that thought the hero of Tat quests were in fact one part of unlocking the FS. Imagine this type of series of "quests" on each or many of the planets and the time/dedication it would take to fulfill them.


My 2cents-

Allow every player to create and play a "FS novice" character on 1 server after mastering a number of unspecified proffessions (any proffession would count, not like the current holo system, say 5 or so).

This avitar would have NO slots for buildings. (to keep players from having a basic 2nd account)

This avitar would only have the "basic" proffessions available to them (artisan, marksman etc).

This avitar would have NO actual force powers.

This avitar would be UNABLE to group with other players (thats right nofree skill learning, no easy combat missions to help with FS)

This avitar would beUNABLE to "join" a specific faction. Insteaddepending upon how they perform their quests, would receive reb or imp faction points that would dictate which path they would ultimately follow. Each quest series would grant a certain # of these points depending upon how the quest was performed. (instead of the hero of Tat, perhaps the player was the villian instead).

This avitar would at some point "unlock" thier basic powers and would lose their basic proffessions. Upon "unlocking" their actual powers, this avitar would start either as a light or dark jedi, depending upon how they completed their quests. Of course future actions could change their status.

There would be quests for these players to find the components needed to craft their 1st lightsaber. These quests would in no-way increase the jedi to be's powers, only serving to make the class acessable to thoose without millions of cr to spend on pearls etc.


I know this sounds like alot of crap to many people who have pursued the holo prof for months and dont want to spend another 5 try to work in a new system, but this would grant most of you you FS avitar from the getgo (most of us have already mastered more than 5 proffession).


Remeber the character whois looking for the path to the force in the SW universe, is doing so blindly, there are no Jedi running around, they are a myth....There are no public jediteachers,just some random characters who might have a sensitivity to the force but no way of true understanding/utilizing it on their own. I think the above "avitar" would simmulate this role and dynamic quests would facilitate the end product.


Varnax Despin


Valcyn



Varnax Despin
Cordellbacination
Fri Feb 20, 2004 10:29 am
#165


I am going to post here what I think conceptually would be an improvement over the current jedi system. I don’t know how much of this is can be implemented v. how much is a pipe dream. Please note that this is in regard to playing FS and not opening FS.


The first issue to address is if quest-based FS will still base itself of the regular xp system. That is, will you still have to grind to earn skills… or will the necessary grind be included in the individual quests. I think it is safe to have a mix of both; a situation where if a particular task is too difficult you are required to complete lesser tasks to gain additional skills. However, I do not think the mindless slaughter of endless lairs that is on live now should have anything to do with FS.


The quests should provide direct progression along the skill boxes, from initiate to master. They should get progressively harder and at higher levels there should be penalties for failing them and great rewards for completing them. Successfully completed quests should equate to skill boxes. These should be intricate enough to avoid the grind feeling. Completing a quest should be a milestone (thus a skill box). Quests should increase in difficulty as FS advance. Most of the quest should be solo, although I strongly believe that master boxes (such s padawan and knight) should involve having to complete one with a more advanced FS PC (to keep the master/apprentice feeling. It should be made so that the solo quests are just that, solo.


The penalties at higher levels for failing a milestone quest a certain number of times (I would say starting around mid apprentice tree) should be loss of the skill box in the same tree you would have gained.


There should also be rewards along the lines of the story of the quest. For example; if the story is to protect a miner colony from a kimogila migration, then the miner should give you a crystal he stumbled on whilst mining gemstone.


I would also suggest that there be storyline quests for each lightsaber box, with your performance in the quest directly affecting the quality of the saber (and damage type) you end up with.


That’s all I can think of for now.





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Tashim
Fri Feb 20, 2004 10:35 am
#166

I've never liked the idea of having a seperate character slot for jedi. I'd much *much* prefer that becoming jedi is something that affects your primary character. (I could see them not wanting to do this with permadeath characters, but that is no longer a factor). It would probably take more time and effort than its worth to change the game to have jedi be a restricted profession instead of its own class.

An integral part of becomming jedi is the bond between master and apprentice. The process of becomming jedi (or, force sensitive) should involve convincing someone (light or dark) to train you. Whatever those "quests" are, the purpose behind them should be to establish that bond.

Once becomming jedi, the process of developing skills isn't something that should be done alone. I see alot of people that seem to want to play (and advance) their jedi solo, but that just isn't so. A young jedi needs guidance and training, and not just a "stop by once a week" deal. The Master and Apprentice should have goals and objectives to complete *together*. The Jedi did not send out their new and untrained members alone to face countless dangers.
First these young jedi would accompany their Master (primary instructor, anyway) on assignments, in time they would get their own assignments, and eventually they would be assigned newer jedi to train themselves. I would love to see something of this incorporated here. At each of these different stages, jedi would advance in different ways, according to their position. New jedi would advance by being taught and practicing. "Intermediate" Jedi could get assignements (jedi missions, if you will), and Master Jedi would have missions that include bringing and teaching a new jedi as they accomplish them. Killing things with a lightsaber in order to advance seems very... unjedi to me.

Also, I'd suggest that bounty hunters only be given missions to jedi who have completed their initiation; perhaps only jedi that are actively enganged on an assignment. It is unlikely that an actual bounty would be placed on someone who is unknown. Some time would need to pass in order for them to be noticed as a threat. Granted, the Master who is training the young jedi could very well be a target, but targeting jedi who have only just become one seems... far fetched and detrimental to gameplay.



--
Tashim
Nikolai_Xavierov
Fri Feb 20, 2004 10:38 am
#167


I'm actually going to be taking a bit of time to write and flesh out my idea for this system so this is not the post for it but, I am posting here a guideline of information from the Rebellion Era Sourcebook for those who are giving their ideas.


"The Star Wars saga has few examples of Force-users during the Galactic Civil War. For the most part, the Jedi Order has been eliminated. The few Jedi still around are in hiding, waiting for the proper moment to once again enter the galactic stage. Obi-wan Kenobi and Yoda, for example, stayed in hiding throughout the rise of the Empire but revealed themselves to Luke Skywalker to begin the young hero's training in the Force. The dark side had only a few prominent roles as well, namely the Emperor and Darth Vader."


"Dark and fallen Jedi also exist during the Rebellion [GCW] era. Some of these characters have embraced the Dark Side, while others have simply abandoned the Jedi Code. There are dark Jedi working for the Empire, and a variety of fallen Jedi and Force sensitive characters hiding from Imperial scrutiny."


What does this all mean when thinking up your ideas for the new Jedi system? Basically most of the gloves are off in terms of formality. This is not the prequel era. Things like trials of any type would be less clear-cut. It would all occur somewhere remote, and the process would mostly likely occur through the guide of less prominent characters. The path to Light Jedi would be more challenging here. Dark Jedi is much easier as you could simply start off the quest by having a character enter a cave/ruin on Yavin IV and be possessed or influenced by a Sith / Dark Jedi spirit to do said spirits bidding. Eventually granting you training in the dark arts yourself.


Like Obi-wan and Yoda, the NPCs involved in the quest would have to be untrusting at first. They're mindful of what disaster could occur were they to initiate Force training for someone who is simply not ready, a new Dark Jedi could arise, and they don't want that. So those pursuing the light path would likely have to do a lot more in order to earn the trust of their new guiding 'masters'.


I think the biggest thing to keep in mind here above all else is that ALL of our Jedi characters when compared to the Star Wars galaxy in this period are not big powerful Force users. We are all, or should be severely limited in how much of a Jedi we would be due to continuity. We're not training Luke's and Maul's here. We've all seen the Dark Side Adepts and Marauders etc in the wilderness and thats basically what we are training to be. Forcers in the background.


I can see al ot of good stuff coming from this thread if people keep continuity as well as gameplay in mind, and as a true fan of SW lore I ask that you all do just that. I'll probably reserve my more fleshed out idea myself for somewhere in March or maybe earlier if I get it done quicker. Thanks, Dev team for giving us all the chance to fix a glaring continuity issue in this game instead of just dusting it under the carpet.





--------------------
Over and Out,
Xavierov
Fyre
Fri Feb 20, 2004 10:39 am
#168


You guys hide behind the idea of staying in the timeline of Star Wars. Do you even know how many citizens there are in the know galaxy at this particular time in Star Wars history? The amount of people that want to play a jedi would be infintesmal compared to the population of the galaxy. If everyone that played was a jedi it would still beless than 1 percent of 1 percent of the total galactic population.


Just open all the jedi slots already.


Don't make me play a character that I don't want to play so I can play a character I do!
Xey
Fri Feb 20, 2004 10:41 am
#169

TH


Is this thread supposed to be about content for already unlocked jedi or is it supposed to be for the path to opening your force sensitive slot. Everytime I look at these threads you guys tip on the edge between the two. It sounds to me like your talking about the unlocked jedi and his path.


If your talking about a quest system to unlock- We all see it clear that instead of grinding a profession a quest component/itemwill probably require a master in the profession to create or obtain. Hence the grind simpy won't change all that much. Maybe we won't have to do as many professions and will have to talk to more npc's and travel more but its the same idea. The game is designed this way.


If your talking about content for Jedi who have and will unlock the force sensitive slot I find that to be very interesting idea. I was thinking that it would be nice while a Jedi is on a quest for a npc for example that he does not tef to other players.


What we learned from everquest:


Spawns that are random that you have to camp are a waste of time and clearly not fun. Rare drop loot is not fun. Wasting our timeis not cool so please don't implement something like this. Quests that are insanely hard are no fun. If I have to organize 50 people to takedown a mob its not a Quest anymore.It is a raid and you shouldn't have to raid to accomplish things in a personal quest to force sensitivity.


Things I'd love to see as a jedi:


A lightsaber building quest that allows you to build a saber that is mid range damage, 1.4 speed maybe 500-800 dmg that does not decay. This would be a permasaber attuned to your wavelength inthe force. No decay, possibly giving us a leveling saber that answers thejedi ability to maintain a saber question. This could be a hard but rewarding quest with experience gains along the way. Surveying and travel couldeasily be a part of this quest. Also make itnecessary for the components to be attainable only by the jedi for his individual quest. No multiquest nonsense.


I would really like to see a holocron open up for a jedi and have a mastercome out or speak from the holocron, maybeas aBlue glowie.It would be nice to have a former masterto talk to me about jedi. A holocron could tell stories of previous jedi. Possibly even jedi that have fallen in battle on your server. Remember a holocron is actually a jedi storage device to house the masters personal information/wisdom and to keep the knowledge intact when the Jedi passesfrom this plane ofreality. A holocron could allow the user to have a period of time where he could train within the house. Possibly have a hologram opponent to pratice saber techniques with and force powers. The user would have to be marked with a special status for this so that he would not tef out of the building.


Just some ideas.


Jedi Initiate 4,2,2,3






Unlocked Jedi November 16th 2003
Dark Jedi Guardian

Xey/Xarthos
Goonquad-Lowca
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