Over 20 years after the Battle of Yavin, a new generation of heroes, both Jedi and not, have risen to defend their Galaxy and ensure peace and justice for trillions.
Defeats a significant dark-sider or enemy of the Order/+one quarter of the defeated creature's CL
Completes a mission on behalf of the Order/+1 per mission
Train Jedi apprentices/+1 per Jedi trained
Commendation from a Jedi Master or Jedi Council Member/+1 per commendation
Negative Criteria/Organization Score Modifier
Reviled/-half your Dark Side Score
Refuse assistance to innocents in need/-2 per refusal
Kill helpless enemy/-5 per enemy killed in this fashion
Score/Ranks/Benefits
3 or lower/none/none
4-7/Initiate/Once per day, you may reroll a failed Use the Force check
8-14/Apprentice/Once per encounter, as a swift action, you may return a spent Force Power to your suite
15-22/Jedi Knight/Once per encounter, as a reaction, you may make a Use the Force check and use that in place of your Reflex, Fortitude or Will defense against the reaction trigger
23-30/Jedi Master/Once per encounter, you may activate the "Special" text of a Force Power that requires spending a Force Point without spending a Force Point
31+/Jedi Council Member/You gain a +2 circumstance bonus to Use the Force checks
Republic Senate Organization:
Positive Criteria/Organization Score Modifier
Character Level/+half Character Level
Has one level of the Noble class/+1
Has five levels of the Noble class/+1
Charisma 13+/+1
Trained in the Persuasion skill/+1
Skill Focus: Persuasion/+1
Trained in the Knowledge Bureaucracy skill/+1
Trained in the Knowledge Galactic Lore skill/+1
Commendation from a high-ranking member of the Republic/+1 per commendation
Possess any talent from the Leadership tree/+1
Complete a major task on behalf of the Republic/+1 per task
Negative Criteria/Organization Score Modifier
Arrested and charged by law enforcement for a crime/-2
Arrested for seditious acts/-10
Public scandal/-2 per scandal
Score/Ranks/Benefits
3 or lower/None/None
4-10/Minor Functionary/You may add any one Skill to your class list
11-20/Diplomat/You may retry a failed Persuasion check once per day
21-30/When you make a Persuasion check to intimidate a target, you grant all allies within line of sight a +2 morale bonus on the next skill check they make within 1 minute.
31+/Senator/You are automatically granted the ownership and use of a capital ship valued at no more than 3,000,000 credits.
7/Sergeant/Once per encounter as a swift action, you may grant an additional move action to all allies within line of sight/Requisition Bonus +1/1 Minor Special Order
8-9/Warrant Officer/Once per encounter you gain a +5 bonus on one Int-based skill skill check/Requisition Bonus +2/2 Minor Special Orders
10/Chief Warrant Officer/None
11/Master Warrant Officer/Once per encounter, you gain access to an astromech, medical or probe droid with no more than 3 nonheroic levels/Requisition Bonus +3
12-15/Second Lieutenant/Once per encounter, all allies within line of sight grant an additional +5 bonus when they use the Aid Another action until the start of your next run/Requisition Bonus +5/1 Minor Special Order, 1 Major Special Order
16-18/First Lieutenant/Once per encounter, grant a +1 bonus to attack rolls to all allies within line of sight for one round/Requisition Bonus +5
19-20/Captain/None/Requisition Bonus +6/2 Minor Special Orders, 1 Major Special Order
21-24/Commander/Once per encounter, give allies within line of sight +2 on attack rolls for one round/Requisition Bonus +7/2 Minor Special Orders, 1 Major Special Order, 1 Command Special Order
25-27/Major/None/Requisition Bonus +8/2 Minor Special Orders, 2 Major Special Orders, 1 Command Special Order
28-30/Colonel/Once per encounter, give one ally within line of sight an extra move or standard action to do with as they please on their turn/Requisition Bonus +9/3 Minor Special Orders, 2 Major Special Orders, 1 Command Special Order
31+/General/Gain full access to any capital starship in your organization for up to one week/Requisition Bonus +10/3 Minor Special Orders, 2 Major Special Orders, 1 Command Special Order
Imperial Navy Oranization:
Positive Criteria/Organization Score Modifier
Character Level/+half Character Level
Has one level of the Soldier class/+1
Has one level of the Noble class/+1
Has five levels of the Noble class/+1
Has one level of the Ace Pilot class/+1
Has one level of the Officer class/+1
Trained in Knowledge Tactics/+1
Vehicular Combat
Capture or kill a significant enemy of the Empire/+one quarter the defeated creature's CL
Show extreme valor during wartime/+1 per instance
Veteran of a major conflict/+1 per conflict
Complete mission on behalf of the Empire/+1 per mission
Base attack bonus +5 to +9/+2
Negative Criteria/Organization Score Modifier
Fail on a mission/-1
Minor violation of the Imperial Military Code of Conduct/-1
Major violation of the Imperial Military Code of Conduct/-5
Betray military secrets/-20
Actions result in unnecessary loss of comrades/-10
7/Sergeant/Once per encounter as a swift action, you may grant an additional move action to all allies within line of sight/Requisition Bonus +1/1 Minor Special Order
8-9/Warrant Officer/Once per encounter you gain a +5 bonus on one Int-based skill skill check/Requisition Bonus +2/2 Minor Special Orders
10/Chief Warrant Officer/None
11/Master Warrant Officer/Once per encounter, you gain access to an astromech, medical or probe droid with no more than 3 nonheroic levels/Requisition Bonus +3
12-15/Second Lieutenant/Once per encounter, all allies within line of sight grant an additional +5 bonus when they use the Aid Another action until the start of your next run/Requisition Bonus +5/1 Minor Special Order, 1 Major Special Order
16-18/First Lieutenant/Once per encounter, grant a +1 bonus to attack rolls to all allies within line of sight for one round/Requisition Bonus +5
19-20/Captain/None/Requisition Bonus +6/2 Minor Special Orders, 1 Major Special Order
21-24/Commander/Once per encounter, give allies within line of sight +2 on attack rolls for one round/Requisition Bonus +7/2 Minor Special Orders, 1 Major Special Order, 1 Command Special Order
25-27/Major/None/Requisition Bonus +8/2 Minor Special Orders, 2 Major Special Orders, 1 Command Special Order
28-30/Colonel/Once per encounter, give one ally within line of sight an extra move or standard action to do with as they please on their turn/Requisition Bonus +9/3 Minor Special Orders, 2 Major Special Orders, 1 Command Special Order
31+/Admiral/Gain full access to any capital starship in your organization for up to one week/Requisition Bonus +10/3 Minor Special Orders, 2 Major Special Orders, 1 Command Special Order
New Republic Intelligence Service Organization:
Positive Criteria/Organization Score Modifier
Character Level/+half your character level
Has a level of the Scout class/+1
Has a level of the Scoundrel class/+1
Has a level of the Technician class/+1
Trained in the Mechanics skill/+1
Trained in the Use Computer skill/+1
Trained in the Gather Information skill/+1
Tech Specialist feat/+1
Provides valuable information or resources for the Republic or it's allies/+1 per instance
Makes a valuable technological advancement/+1 per advancement
Negative Criteria[/b]/Organization Score Modifier
Reveals Republic secrets to enemies/-10
Destroys new, interesting or valuable information or technology/-2 per instance
Score/Rank/Benefit
3 or below/None/None
4-10/Operative/Once per day, you may reroll a failed Mechanics, Use Computer, or Gather Information check
11-20/Agent/Once per encounter, you may improve the attitude of a computer system you are interacting with by one step
21-30/Officer/Once per week, you may reduce the time and credits normally required for an item you are modifying or creating with the Mechanics skill by half
31+/Deputy Director/Once per week, you may have access a team of four operatives, each of whose level is no greater than your character level -3.