
DM Ragnarok |

[spoiler=Irina Kayzeld]I like what I see so far. Crunch looks in order. Tell me more about Irina's scars. How did she get them? Was it super traumatic?
Irina sounds like something of an activist social justice warrior (I do not use that term derogatorily at all, just making that clear), and that's great. Is she like that all the time? Or does she ever sort of shut off? If she does, what does she do?
I'd like to point out one other thing to all applicants.
This game is going to start out as a relatively standard Star Wars game. However, at a certain point, things will sharply divert. The material in the NJO timeline can get pretty dark, especially for a series about psychic space samurai with laser swords.
If anyone is not comfortable with the potential for that, that's totally understandable. I just wanted to make that clear.

Irina Kayzeld |

Irina's scars are incidental. Meant more to reflect an active child "willing to get dirty" in a sort of defiance of the norms of her people and of the more affluent. Its why I invested in "decent" physical stats. She ascribes to a sort of "Athenian" philosophy of service and intellect (one must experience the real world and keep the body in good order for the mind to function properly). Its meant to be more that she was the child who showed up at odd hours with mud on her or a cut or somehow worn or haggard, less that there was some specific *thing* that made her the way she was.
I see Irina as being less an activist in a directed energy sense and more a pent up "I have skills and I need to do -something- with them" type. She has a sense of justice but being young its more like "democracy good" and "empire bad" and not so tempered or directed. She has met with affluent success. Was it really her skills that got her there? Her affluence? This strange confluence of oddities that -might- be the Force? I see her as raw and maleable. She is looking for a cause that seems worthy but lacks the clarity of circumstance or experience to know exactly what that is beyond her apptiude as a medical person. That there is the Force and it might somehow have gotten her where she is right now, further muddies her sense of purpose beyond she has a sense she is meant to learn something or do something to teach in a profound manner (her destiny as it were) and that she thinks her skills and position are meant for more than just having. Does that make sense?
The "always on" part was meant to be tempered by her reality. She has this anxious desire to -do something- and be relevant but in her private moments she still exults in life, likes beautiful things and is naive as her planet is one of little strife compared to many worlds.
I personally work and went to school at a place full of people struggling with this transition and grapple with living (and wondering if they can have a nice life) while seeking service...something about this game brought out of me a desire to explore that in this character.

K1-3I9 |

@Phntm888: Sure, I'm willing to get some feedback, I'm not done yet, but suggestions are more than welcome.
As for the darkness, I know the starwars world they present in the movies/TV shows has been dumbed down for children, and there are worlds and events in the now non-cannon expanded universe that get quite dark.
Honestly what's why I like games like KOTR Because it isn't this frilly happy world where the Jedi always win. Sometimes the Sith win, and when they do they don't always have the best in mind for their victims...
Rouge one showed some of that darkness, and I love that movie for doing that.

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Great questions!
A theme I was considering was the Jedi Diplomat. At the moment, considering him being quite young, I can see a signficant idealistic streak in him, in learning from the mistakes of the Republic and the Jedi Order of the past, and forging new alliances.
About the first questions, I can see the line ""hat are arguments if not expression of people's beliefs and what are people if not their beliefs?" in his time growing up. I do see him as quite the judge of character, but not one to hand the actual sentences in terms of good and evil. He's the sort of person who'd appreciate the irony in the statement Only a Sith deals in absolutes.
Beating people into submission, whether by words or weapons, is definitely not the way he'd operate. The most accurate analogy would be to analyse how the foe would 'attack', and then do his best to evade the attack until a riposte would be possible.
Regarding being a Jedi. Who wouldn't be? They are, in practicality, the paragons of everything, be it disputes, combat, or even piloting a spaceship. I think what would most excite him to be a part of the Jedi Order would be the chance to be a part of a renewed organisation, one dedicated to practically lead by example. He would be very interested in searching for lost Jedi lore, just so that others could learn from it - I've always enjoyed the 'feel' of the Lightsaber Forms described, and I could see him looking to better himself in that area. (Maybe even with a Dueling Saber and Makashi style.)
The relaxation is a really good question. I could see him standing lost in an issue of the latest news just as much as I could see him brushing up on books on cultures. Another thing would be meeting with people he'd met in the past and actively trying to keep connections and relations with former acquaintances.
A couple of things I was thinking I'd enjoy exploring would be how his youthful idealism stands the test of time. Another would be to see how he might be involved by the scheming of his family, unscrutable as they are.
I've got a lot of musing done in the past couple of days, so if I think of anything else, I'll put it down. I've noted appearance to do on the weekend, and I'll try and write a personality short story!
Regarding dark plots - lay it on me! My home F2F group has explored some seriously dark themes.

GM SuperTumbler |

I have a question that is a little spoilery for the plot of the novels, so I'm putting it in a spoiler tag.
As far as crunch, the character would be a Noble acting as an envoy/observer, or a hotshot military pilot, depending on the needs of the group.

Joynt Jezebel |

I have a question, or observation.
The Lion Cleric's character is a Jedi and should have 2 + int mod in skills. That is 4 and the character has 6. Then you got skill training persuasion as a feat, but haven't put persuasion among your skills.
Irina Kayzeld is a Noble and should have 6 + int mod in skills. That is 9 and the character has 10.
The GM has looked at your characters and not mentioned it. But I have not seen a house rule giving more skills.
The Lion Cleric my guess is you are quite new to SW Saga. If you care about your character's power... well your character is a complete mess. I can give you a hand re-doing it to be more effective if you would like.

DM Ragnarok |


Irina Kayzeld |

I have a question, or observation.
The Lion Cleric's character is a Jedi and should have 2 + int mod in skills. That is 4 and the character has 6. Then you got skill training persuasion as a feat, but haven't put persuasion among your skills.
Irina Kayzeld is a Noble and should have 6 + int mod in skills. That is 9 and the character has 10.
The GM has looked at your characters and not mentioned it. But I have not seen a house rule giving more skills.
The Lion Cleric my guess is you are quite new to SW Saga. If you care about your character's power... well your character is a complete mess. I can give you a hand re-doing it to be more effective if you would like.
9 for Noble, 1 for Human.
Edit: And Lion Cleric has 2 + Int + Human + Skill Training...No?

DM Ragnarok |

All characters have the correct amount of trained skills. They are humans and have a bonus trained skill. All else is correct accounting for bonus Intelligence and Feats.
Kindly restrain yourself from policing other’s characters or calling them out for lack of “power”, especially when you are incorrect about their mechanics. This is not an appropriate venue for that. If I require input or assistance for applicants, rest assured, I will seek it.

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Working up Kon Laan, a Kel Dor Jedi. His training is focusing on diplomacy and on long-range strategic thinking - in essence, a Jedi statesman; someone who, from outside the formal political boundaries of the Republic, provides salient advice and negotiating talent.
Still polishing up the very generic background and adding notes about personality. Stats are pretty well settled. Suite of Force powers is quite general. As he becomes more experienced he will likely develop further in mental abilities and some basic lightsaber defense skills. Also may broaden his skill set to further knowledges (and Persuasion skill via the Force Persuasion talent).

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Ugh, the CS is incorrect, though. I was playing around with the ideas even as I was writing it down.
I was building it according to backstory, so I was considering Weapon Finesse, Force Training and getting Persuasion. The latter, which I could gain via the Jedi Consular tree, felt like it'd be a bit out of character to rely on the Force to convince people, and besides, that's two Force Talents I don't feel like taking.
I considered whether or not I should get the Force Training or the Weapon Finesse, and which would be more appropriate and doubt led to confusion, confusion led to bad paperwork, and bad paperwork leads to the Dark Side.
I did forget to add Persuasion, which I'll probably replace Acrobatics for, since my maths were wrong.

Redac |

Quick background-related question while I fiddle with my build: if the character is a non-Force sensitive with some level of combat ability and/or experience, and is helping the new Jedi integrate with the Republic, would it be more likely for that person to be formerly or currently in service to the New Republic? Or is this something the Republic might contract out to independent actors?

DM Ragnarok |

@Lion Cleric et al- quite correct re: what’s on the class skill list and how you get stuff. We were going to get there, worry not, I’m just far less concerned with swapping out one of your skills than I am the story behind the character and the basic underlying mechanics, especially since many of us will be new to Saga.

DM Ragnarok |

@Redac- either are appropriate. The Republic is sort of entering a weird place with the Jedi now. Before the Empire, they were effectively a branch of the Republic military, leading armies and sometimes winning battles against the Separatists single-handedly. Before that, the Republic relied heavily on the Jedi for diplomatic and humanitarian causes, in some cases because if things went wrong, the powerful Jedi could usually handle it.
The fledgling New Republic does not have an official stance on the Jedi yet. The senate has been reformed and some voices are calling for treating the Jedi as the Old Republic did, as a sort of allied and affiliated religious group who they could call upon for assistance but not order with impunity. Others have been calling for the Order to have no official standing within the Republic and remove themselves from any peacekeeping activities, though the Jedi, free to follow their own moral compass and guided buy the compassiomate Luke Skywalker, are unlikely to ignore people in need.
A Republic affiliated person would likely be in the employ of the more Jedi-sympathetic group, but that’s not absolute. The other could be interesting as well.

Joynt Jezebel |

All characters have the correct amount of trained skills. They are humans and have a bonus trained skill. All else is correct accounting for bonus Intelligence and Feats.
Kindly restrain yourself from policing other’s characters or calling them out for lack of “power”, especially when you are incorrect about their mechanics. This is not an appropriate venue for that. If I require input or assistance for applicants, rest assured, I will seek it.
Sorry.
I used to know the system backwards, but haven't played it for a long time. I forgot about the extra skill for humans.
I wasn't trying to police their characters, just see if I was missing a house rule.
And one of the characters had skill training listed as persuasion but didn't have persuasion listed in the skills, which is an entirely harmless mistake but lead me astray.
On power level, well, OK I will bow out. I just wanted the player to avoid the disappointing experience I have had with poor design choices when new to a system. But they could know what they are doing and have character concept reasons for the way the character was built.

DM Ragnarok |
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@All Players-
The Background System is presented in the Rebellion Era Campaign Guide. There is a pdf extant on the internet for free viewing, located here. If you have questions, please let me know.
@Lion Cleric- the Politics background is what you are looking for and will give you training in your choice of three skills, one of which is Persuasion.

GM SuperTumbler |

I think I've managed to put together a proposal. I don't have a lot of experience building characters in Saga, so any feedback is appreciated. Also, I did ignore the warning about being related to X. I'm happy to get rid of that familial association and just be a random imperial officer. I just thought that might offer the opportunity to inject some imperial politics at some point. I'm not sure how old he should be or what his rank should be. I gave him a leadership destiny in hopes that maybe he becomes a Grand Admiral some day, or perhaps, dare he imagine, the Emperor.
I'm intending to take Wealth for sure to represent his Imperial Remnant resources, but that is about as far as I have gotten with build planning. I also need to spend my credits.
Medium Human
Init +8; Perception +7
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Defense
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hp 20/20
Condition (0, -1, -2, -5, -10): 0
Fortitude 13
Reflex 15
Will 15
Damage Threshold 12
Force Points 2
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Offense
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Speed 6 Squares
Melee Stun Baton +4 1d6
Ranged Blaster Pistol +4 3d6
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Statistics
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Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 16
Base Atk +0;
Feats Skill Focus (Persuasion) +3 bonus to Persuasion
Weapon Proficiency: Simple Weapons, Pistols
Linguist: Gain bonus languages equal to 1+intelligence (3)
Houserule Notes Skill Focus feats only provide a +3 instead of +5. This bonus increases to +6 at level 10 automatically. Force points recover daily, total reduced to 2. +1 force point total at levels 11 and 16. Feats gained at every odd level instead of normal.
Skills Deception +8, Gather Information +8, Initiative +8, K: Bureaurocracy +7, Kn: Galactic Lore +7, Perception +7, Persuasion +11, Pilot +8, Use Computer +7
Languages Basic, Binary, High Galactic, Yagai
SQ
Gear
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Talents
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Connections: You are able to obtain licensed, restricted, military, or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than your character level X 1,000 credits. In addition, when obtaining equipment or services through the black market, you reduce the black market cost multiplier by 1.
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Background
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Crippled: You were crippled or seriously wounded in some way, but you have overcome the effects of that injury to become a hero. Perhaps you were blasted and left for dead by a bounty hunter on the Empire’s payroll, or you were critically injured when Trandoshan slavers raided your space transport. The event that left you wounded was a major catalyst for your transformation into a hero, and it has had lasting physical repercussions.
As a result of your injury, you start with a cybernetic prosthesis) see page 137 of the Saga Edition core rulebook) at no additional cost. In addition, you have learned to fight through the pain of being wounded. When your Fortitude Defense is reduced as a result of moving down the condition track, your damage threshold remains the same, as if you had no debilitating conditions.
Endurance, Mechanics, Treat Injury
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Leadership
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Your destiny is to become the leader of an organization. It could be anything from a criminal syndicate to the Jedi Order to the Imperial Navy. Examples of this destiny include Princess Leia becoming the New Republic Chief of State and the rise of Darth Bane as the master of the Sith Order.
Destiny Bonus: For 24 hours, all allies within 10 squares of you get a +1 destiny bonus to all skill and ability checks and attack rolls. You do not get this bonus.
Destiny Penalty: You take a -2 destiny penalty to all skill and ability checks for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
Ean Flennic is an officer in the Imperial Navy and the son or grandson of Moff Kurlen Flennic. Flennic served as an ensign during the Galactic Civil War, participating in both the Battle of Endor and several other battles during the Thrawn era. Like his sire, Ean is an imperial hardliner. He understands that the Force can be powerful, but he believes that relying on it is what led to the fall of the Palpatine’s Empire. He is currently assigned to a military exchange mission with the New Republic, an assignment which rankles him. He does not know for sure, but he believes that he was given this assignment as a snub to the Mofff, who must surely have spoken out against it.
Ean has faced Jedi in combat before. In fact, a Jedi deflected a blaster bolt from a stormtrooper’s rifle into Ean’s face, resulting in Ean having a blaster scar on his right side and in the loss of an eye. Ean has a cybernetic eye that appears mostly biological but that sometimes glows faintly red.
Also, I thought about naming him Sheev because Moff Flennic is such a Palpatine lover, but that seemed a little on the nose, so I named him after Ian McDiarmid. And I like that Flennic sounds a little like Krennic.

DM Ragnarok |

I would like to see a bit more of info in the background if possible. What's Ean's overall opinion of the Imperial Remnant, of the Republic, of his father and of Pellaeon? Does he share Kurlen's 'old guard' sort of mindset, that the Empire is just one Sun Crusher away from reemerging as the dominant power in the Galaxy? Or does he favor a more diplomatic approach?
Is he completely devoted to the Empire? What's he like in his off time? Any guilty pleasures or bad habits? Does he harbor resentment towards the Jedi over the loss of his biological eye or is that simply a war wound gained by fighting worthy adversaries?
Since Ean fought in the Galactic Civil War, did he agree with all the actions the Empire took? How does he feel about the destruction of Alderaan? Was the Empire a good concept, just flawed in it's execution and marred by Vader and Palpatine's subservience to the whims of the Force?
I'd love to see that sort of stuff explored.
As for build advice, Nobles can make great skill monkeys and buffers, giving the party all sorts of bonuses. As a soldier, I might suggest you pick up Knowledge Tactics as well; depending on Ean's moral character, you might even drop Deception for it. The Empire is not without it's honorable soldiers, after all! You're competent with a blaster but damage dealing isn't your forte.

GM SuperTumbler |

That said, he has been an officer during the years of the Empire's contraction, and he has seen superweapon after superweapon waste resources without increasing order in the galaxy. Order is the point, peace through strength is the goal, and none of these behaviors have led to order or peace, only the new Emperor has done that. So Ean probably supports the peace treaty and these reforms and Pellaeon. This causes a lot of conflict with his father. He considers the Jedi worthy adversaries, but also sees the New Republic making the same mistakes Palpatine made, relying too much on ancient religions. To paraphrase the villain Han Solo, The Force is no substitute for a well trained military and a dozen star destroyers at your side.
Also, I'm not sure losing the eye to the Jedi makes as much sense as I initally thought? Were there enough Jedi around before the peace treaty for him to have encountered one? I don't want that timeline to be screwed up.
As for the personal questions: He is completely devoted to order,
and sees the Empire as the best way to that goal. The New Republic is way too chaotic. He is pretty boring when it comes to vices. He has a fondness for Opera and a weakness for opera divas. He does not like gambling or gamblers. Most of his peers would say that he is a stick in the mud.
Is it reasonable to have been around for 20 years and be 1st level? I guess he hasn't been up to much that was impactful? I'll take a look at the skills. Thanks.

DM Ragnarok |

It's totally reasonable. Your first class level represents your character stepping into the spotlight.

F. Castor |

Perhaps this Star Wars Saga Edition Wikia would help folks?
Also, as a follow-up, and simply because the whole lightsaber creation thing has vexed me in the past (mostly its modifications and accessories part), let me just leave this rundown of quite a few lightsaber-related stuff in SWSE here. This game will probably have its share of lightsaber wielders.

Redac |

All right, a couple more questions for people more familiar with this stuff than I am.
I don't want to just minmax or anything, but I don't really know the system that well. If anyone has any advice so I'm not gimping myself unintentionally, it'd be much appreciated.
I also think it'd be interesting to add a bit of personal animus there. He feels a bit of resentment about the fact that Jedi are seen as these near-mythical beings, hailed as heroes and protectors of justice and peace. Soldiers like him are the ones that actually go out and give everything they have to win wars, but it's the Jedi that are lauded as saviors. I'm not quite sure if that's how people see the Jedi at this point, but if so, I think it offers interesting avenues for character development.
He would be around 26 years old, and would probably have joined the military as soon as he was able. Given his skill set and that he would have something like seven or eight years of service, I imagine he would have seen some combat. What sort of conflicts or battles might he have taken part in? I know the most recent large conflict was around 17 ABY but I'm not sure how much footsoldiers would have done compared to naval forces. I'd imagine the Republic has a special forces component, so perhaps he might have been part of that?
Thanks! I should hopefully have an actual build to post soon.

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Temil Androti
Medium humanoid (human, Coruscanti)
Init +9; Perception +7
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Defense
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hp 31 DT 12
Fort 12, Ref 16, Will 13;
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Offense
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Speed 6 sq.
Melee Lightsaber +5 (2d8)
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Statistics
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Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 16
Base Atk +1
Feats; Force Sensitivity, Force Training(Force Slam, Force Disarm, Mind Trick), Weapon Finesse
Talents; Block
Skills (Trained in 6):
Persuasion + 8 (5 Trained + 3 Dex)
Initiative + 9 (5 Trained + 4 Dex)
Knowledge(Bureaucracy) +7 (5 Trained + 2 Int)
Knowledge(Social Science) +7 (5 Trained + 2 Int)
Perception + 7 (5 Trained + 2 Wis)
Use the Force +8 (5 Trained + 3 Cha)
Languages Common, Huttese, Twi'lek
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Force Abilities
- Force Disarm
- Force Slam
- Mind Trick
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Gear
---Don't know what'll be useful yet!---
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Background
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Politics: Persuasion
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Destiny
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Education
So I've updated the CS - I saw on the PDF that a Background is a replacement for Destiny, but still decided to include both in the event that's not the case. I decided to get Weapon Finesse, in order not to be completely useless in a melee combat.
Temil is an averaged sized human, appearing in his mid or late twenties. Upon first sight it is obvious that he cares a significant deal more about his personal appearance than the average member of the Jedi Order, as indicated by his frequenty styled black hair, his groomed goatee and his shined shoes. His clothing are usually reminiscent of a combination between the wide robes of the Jedi Order and the 'uniform' of the Senate, rather than the more relaxed clothing requirements of the new Jedi Order. Not sure how relaxed they are, but in Jedi Academy it was practically casual Friday every day. That, and robes are surprisingly comfortable.
His face couldn't be called handsome with an honest heart, but it can definitely be described as noticeable, with his classic Nabooan hooked nose, his sharp cheekbones and piercing brown eyes.

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I'm still working on my technician's story. I wanted to input something in there to displace him from his home, thus making him easier to access in the beginning of the game. I was trying to utilize his savant-ish nature as a way do have him leave home but got no further as my knowledge of what's happening at this time is lacking. Any thoughts would be welcome. he is a human technician, 16 years old.
Also, are we using home planet and profession as well or just background?

DM Ragnarok |

@Redac- Armor Specialist sort of makes it worth it for all around defense. Basically, if you’re wearing armor, you add an Armor Bonus to your Reflex Defense, but add an EQUIPMENT Bonus to Fortitude Defense. Once you get a few levels, though, unless you have Improved Armored Defense (Level + 1/2 Armor bonus to Reflex), I don’t think it’s worth it to wear armor unless you’re wearing a crazy tricked out commando suit.
Rifles do pretty good damage and have good range as is so aside from a couple of feats (Rapid Shot most likely) you won’y need much. Weapon specialization can support it but some of the Armor Specialist stuff can also help you be more mobile.
Tomorrow night I’ll put together some of the potential conflicts the character may have been a part of.

Ean Flennic |

Profile for Ean Flennic. I need to check the math on my abilities. I'm not quite sure how Phantm88's houserule is supposed to work there. I swapped out first level feat of Skill Focus: Persuasion for Skill Training: Knowledge: Tactics. I didn't want to get rid of Deception. Most of the stat blocks for imperial officers (named and generic) have it, and it feels like with all of the politics in the remnant deception would be an important skill to learn.

GM SuperTumbler |

Here is what I think is right. Let me know if I messed something up.
Strength Starts at 8, raise to 10, costs 2 points
Dexterity Starts at 10, raise to 16, costs 8 points
Constitution Starts at 10, raise to 14, costs 4 points
Intelligence Starts at 10, raise to 14, costs 4 points
Wisdom Starts at 10, raise to 12, costs 2 points
Charisma Starts at 10, raise to 16, costs 8 points.
I think from there I still have a human +2 to one score.

DM Ragnarok |

@GM SuperTumbler- That is correct. It does look like on Ean's profile you have listed as a 12, just fyi. And yes, you still have the +2 Human bonus.
@Quen Pah- You can go for that but I'll want a really good reason for why you have been frozen in carbonite. Industrial accident (how did it catch a Jedi)? On purpose (what makes Quen Pah that important)?
@rungok- Gotcha!
@K1- Sure why not?
@Redac- The earliest the Republic would likely allow someone to begin their military training would be 16 or so. That would put as at 13 ABY. There are several large-scale Naval battles that year, but likely none that an infantry recruit (or someone fresh out of training) would be participating in.
14 ABY is a different story. That year saw the rise of the Empire Reborn, a faction of dark Force-users within the Imperial Remnant. Desann, a Jedi apprentice at Luke Skywalker's Praxeum, falls to the Dark Side, and with aid from the Empire Reborn, the Chistori succeeds in artificially infusing warriors with the Force. These artificial Dark Jedi prove problematic for the Jedi and the Republic, but Skywalker, Kyle Katarn and Republic forces eventually soundly defeat the Empire Reborn.
Desann's apprentice, Tavion, re-forms the group into Dark Side cultists known as the Disciples of Ragnos, and again cause some trouble, but are defeated by the Republic and the Jedi.
15 ABY is relatively quiet.
16-19 ABY sees the Republic in many conflicts. While the navy was involved in much of this, there are several missions that a SpecOps soldier would have proved an excellent asset, from the Black Feet Crisis to the Almanian Uprising and the defeat of Admiral Daala.

Dodekatheon |

Current list of submissions;
rungok- Pato Bendo (Ithorian Force Prodigy, missing background)
Jesse Heinig- Kon Laan (Kel Dor Jedi, complete)
GM SuperTumbler- Ean Flennic (Human Noble, complete)
william Nightmoon- K1-3I9 (Droid, complete)
Saashaa- unnamed Human technician (missing background)
The Lion Cleric- Temil Androti (Human Jedi, complete)
JASON RODARTE- Quen Pah (Human Jedi, missing re-build and adjusted background)
PirateDevon- Irina Kayzeld (Human Noble, complete)
Dodekatheon- Draylin Thul (Human Jedi, complete)
Havocprince- Lost Pearl (Shard Jedi, missing background]
Dots/Interest; PixelsAreGod, Vrog Skyreaver, TheoreticallyYours, Redac
That should be everyone, let me know if I missed you!

DM Ragnarok |

Thanks for that, Dodekatheon.
I have a couple of questions to pose to prospective players.
Question the first; do players want to include Starship Combat?
Space battles are a big part of Star Wars, and I don't find the rules to be overly cumbersome, but unless the group buys into it as a whole, it can lead to some players feeling sort of useless.
Question the second; do players wish to include organizations? This is an optional rule-set included in The Force Unleashed. You have the opportunity to be a member of certain organizations (The Jedi Order, The Galactic Republic Army, The Imperial Remnant Navy, etc). By fulfilling certain criteria in the organization, you can advance your rank with that organization, and gain certain benefits, from the ability to requisition gear and intelligence to using a safe-house or even getting the loan of a capitol ship.
Question the third; I love Dungeon World. One of the things I love about that game is the Bonds mechanic, which has you, as players, create Bonds with other characters that actually gives the party benefits on dice rolls when that Bond is relevant. I am considering a version of this mechanic for this game, because this campaign, as mentioned, is NOT going be a happy-go-lucky beat up some Sith Star Wars game (well, not always, anyway). A lot of the things your characters will face will be particularly daunting and difficult, and having formed strong bonds with your companions is a powerful motivation and resource.
Let me know what you guys think!

GM SuperTumbler |

Answer the first: Yes to Starship Combat. I probably won't be very good at it, but I want it to be there anyway. I would hope that I would be able to use inspiration talents between fighters or if we were on a small ship or something, even though we might not exactly have "line of sight."
Answer the second: I guess we would create our organizations? Sounds good to me. I want to be a big deal in the Imperial Navy eventually.
Answer the third: I don't know exactly what it does, but it sounds like a good way to reward role playing..

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@Questions.
@Starship Combat. Yes, please! I feel like I won't be able to contribute as much, either, but it wouldn't feel Star Wars without some of it.
@Organisations. A bit more withdrawn on this topic. I feel like they're a big part of the universe, but gaining ranks via certain criteria feels a bit like a videogame-y quest of 'achieve these goals to receive this reward'. However, the ranks themselves would certainly be a good mechanic, such as a Jedi Knight having access to more of the archives, a Senator having diplomatic immunity, a Captain having access to a ship, etc. The only think that worries me is the criteria themselves, which to me feels reminiscent of XP. Which brings me to my question: Are you doing XP tracking, or just leveling us when appropriate? I vastly prefer the latter, but I'm still interested regardless!
@Bonds. I like the concept, actually, and I feel down for it. Again, not sure how rules are set in stone for it, and I do hope it feels naturally when they do.