DM Ragnarok's New Jedi Order

Game Master DM Ragnarok

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.


Jedi Order Organization:

    Positive Criteria/Organization Score Modifier
  • Character Level/+half Character Level
  • Force-sensitive/+1
  • Has one level of the Jedi class/+1
  • Has five levels of the Jedi class/+1
  • Trained in the Use the Force skill/+1
  • Has a level in the Jedi Knight class/+1
  • Has a level in the Jedi Master class/+1
  • 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.

New Republic Defense Force Oranization:

[list]Positive Criteria/Organization Score Modifier
  • Character Level/+half Character Level
  • Has one level of the Soldier class/+1
  • Has five levels of the Soldier class/+1
  • Has one level of the Noble class/+1
  • Has one level of the Elite Trooper class/+1
  • Has one level of the Officer class/+1
  • Trained in Knowledge Tactics/+1
  • Capture or kill a significant enemy of the Republic/+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 Republic/+1 per mission
  • Base attack bonus +5 to +9/+2
  • Base Attack Bonus +10 or higher/+3

      Negative Criteria/Organization Score Modifier
    • Fail on a mission/-1
    • Minor violation of the Republic Military Code of Conduct/-1
    • Major violation of the Republic Military Code of Conduct/-5
    • Betray military secrets/-20
    • Actions result in unnecessary loss of comrades/-10

      Score/Ranks/Benefits/Requisition Bonus/Special Orders
    • 3 or lower/None/None
    • 4-5/Private/None
    • 6/Corporal/None
    • 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

      Score/Ranks/Benefits/Requisition Bonus/Special Orders
    • 3 or lower/None/None
    • 4-5/Private/None
    • 6/Corporal/None
    • 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.