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Star Wars Roleplaying Game Saga Edition Summary

The document summarizes key rules for Star Wars: The Roleplaying Game Saga Edition, including: - Combat uses an initiative system and allows standard, move, swift, reaction, and free actions each round. Critical hits automatically hit while natural 1's automatically miss. - Checks include melee, ranged, and saving throw defenses. Damage dealt depends on weapon and ability modifiers. Movement is typically 30 feet. - Character creation uses 6 abilities. Classes include Noble, Scoundrel, Scout, Soldier, and Jedi with different class skills and defenses. - Races like Human, Twi'lek and Wookie have ability score adjustments. Unconsciousness and death rules are
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0% found this document useful (0 votes)
320 views26 pages

Star Wars Roleplaying Game Saga Edition Summary

The document summarizes key rules for Star Wars: The Roleplaying Game Saga Edition, including: - Combat uses an initiative system and allows standard, move, swift, reaction, and free actions each round. Critical hits automatically hit while natural 1's automatically miss. - Checks include melee, ranged, and saving throw defenses. Damage dealt depends on weapon and ability modifiers. Movement is typically 30 feet. - Character creation uses 6 abilities. Classes include Noble, Scoundrel, Scout, Soldier, and Jedi with different class skills and defenses. - Races like Human, Twi'lek and Wookie have ability score adjustments. Unconsciousness and death rules are
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Star Wars: The Roleplaying Game Saga Edition Summary v1

By Logan Minich
Excludes equipment, vehicles, droids, prestige classes, galaxy mapping, galactic history/lore, GM guide, beasts
guide.

I.

Basics
a. Combat Basics
i. If any character is caught by surprise or off guard, they are flat footed and lose their dex
bonus to reflex defense for the first round, they also do not get to use any actions in this
round.
ii. Players roll for initiative to see the order of actions among them. During that players
turn they can perform a standard action, move action, and swift action, in any order.
iii. Actions in combat:
1. Standard Action: Can be replaced with move or swift action. Most important
action, often consists of attacks or important tasks.
2. Move Action: Can be replaced with a swift action. Moving up to your
movement speed in squares, standing/dropping to/from prone, opening a door,
drawing your weapon.
3. Swift Action: Often enable standard actions, switching weapon modes, dropping
an item.
4. Reaction: Can be used outside your turn in response to another persons actions,
often reactions are defensive.
5. Free actions: Can be used multiple times per round, and can be used outside
your turn. Often saying a few words is a free action. Cannot be used while flatfooted.
b. Checks:
i. Attacks: The following attack rolls after adding bonuses or modifiers hit if they match or
beat the targets reflex defense.
1. Melee & unarmed: 1d20 + base attack bonus + strength modifier
2. Ranged: 1d20 + dexterity modifier + range penalty
3. Critical Hits: Rolling a natural 20, the attack automatically connects regardless
of targets reflex defense, and deals twice as much damage.
4. Auto-Misses: Rolling a natural 1, the attack misses the target, regardless of
bonuses or modifiers.
ii. Damage: The amount of damage dealt by a connected attack is as follows, if an attack
hits a target, the amount of damage dealt must be at least 1, regardless of
modifier/penalties.
1. Melee & unarmed & thrown: Weapon damage + .5 hero level + str modifier
2. Ranged: Weapon damage + .5 hero level (rounded down).
iii. Defenses *hero level is another term for your character level (cumulative levels across all
your assigned classes).
1. Reflex Defense:
a. (10 + hero level or armor bonus + dexterity modifier + class bonus +
natural armor bonus + size modifier + other)
b. Determines you how hard it is to hit you with a physical attack.
2. Fortitude Defense:
a. (10 + hero level + constitution modifier + class bonus + equipment
bonus + other)
b. Determines how resistant you are to poisons, diseases, radiation,
incapacitating effects. *if the character is a droid, their strength
replaces their constitution modifier in fortitude defense.
3. Will Defense
a. (10 + hero level + wisdom modifier + class bonus + other)

b.

Determines your ability to resist force attacks and other mental clashes.
If you are unconscious your wisdom modifier is effectively 0.
iv. Speed: Your movement speed is how far you can be displaced with a move action. Most
creatures and species have a movement speed of 6 squares which equates to 30 feet or 9
meters.
v. Hit Points (HP): Determines how much damage you can take.
1. Second wind: When youve been reduced to half your hp, you can spend a swift
action to get a second wind where you recover either a quarter of your max HP
rounded down or an amount of HP equal to your constitution score, whichever is
higher. You can only catch a second wind once per day, unless otherwise
specified, but you can only catch a second wind once per combat encounter, no
matter what.
2. At 0 HP a creature moves -5 steps on their condition track to
unconscious(disabled for droids or vehicles), unless the damage meets or
exceeds the creatures damage threshold, in which case it is killed (destroyed for
droids or vehicles). If you are on the verge of dying or being destroyed you may
spend a force point to stay unconscious.
3. Damage Threshold (Fortitude defense + size modifier)
a. If you are dealt damage that meets or exceeds your damage threshold,
you drop a step on your condition track.
4. Unconsciousness:
a. When unconscious you fall prone and are unable to perform any
actions, and dont heal naturally. You can regain consciousness after 8
hours of uninterrupted rest.
b. 1 minute (10 rounds) after becoming unconscious you may make a
DC10 constitution check. If successful you move up one step on your
condition track and recover HP equal to your hero/character level.
c. If you fail the DC10 check you can re-attempt once every hour until
healed or you recovery, or you die.
d. If you fail the DC10 check by 5 or roll a natural 1, you die.
e. If you are attacked with a coup de grace attack or an attack that
matches your damage threshold, you die immediately.
f. Any type of healing given to an unconscious creature brings it out of
unconsciousness status, and they regain HP equal to the amount healed.
5. Death: Can only be undone with the revivify ability from the Treat Injury Skill.
vi. Dark side score.
1. When a player commits an evil act or uses a dark-side force power, they move
up on their track to approach the dark side.
2. A players max dark side score is equal to their wisdom score.
3. If a player reaches their max dark side score, they have gone over to the dark
side and the GM can take them for use if the GM chooses to.
4. The GM decides in advance if minor, moderate, or major moral infractions
affect a players dark side score.
5. A character can technically come back from the dark side, but it is extremely
rare, and it requires a great deal of effort on the part of the character seeking
redemption. The means of returning from the dark side are abstract and often
left to the judgement of the GM.

II.

Ability Scores:

a.

III.

Modifiers
Score
0-1
2-3
4-5
6-7
8-9
10-11
12-13
Modifier
-5
-4
-3
-2
-1
0
+1
Score
18-19
20-21
22-23
24-25
26-27
28-29
30-31
Modifier
+4
+5
+6
+7
+8
+9
+10
i. Strength: Melee attack and damage rolls, and thrown weapons, climb, jump, swim, and
strength checks.
ii. Dexterity: Ranged attacks, reflex defense saves, acrobatics, pilot, ride, and stealth checks.
iii. Constitution: HP increases, fortitude defense saves, resisting poisons, endurance skills.
iv. Intelligence: Skills, number of languages you speak, knowledge, computer, and
mechanics checks.
v. Wisdom: Will defense saves & force attack saves, perception, survival, and treat injury
checks, number of force powers you learn.
vi. Charisma: Deception, gather information, persuasion checks, and use the force checks.

Classes
a. Noble:
i.
ii.
iii.
iv.

Importance

Importance

d.

Charisma
Most

Wisdom
nd

2 most

Intelligence
rd

3 Most

Dexterity

Constitution

rd

nd

3 Least

Least

Strengt
Least

Scoundrel:
Starting HP(18 + Con Modifier)
HP/LVL(1d6 + Con Modifier)
i. +2 reflex defense, +1 will defense
ii. Starting Credits: 3d4*250
iii. Number of Starting Trained Skills (4 + Int Modifier) picked among class skills
iv. Class Skills: Acrobatics, Deception, Gather Information, Initiative, Knowledge,
Mechanics, Perception, Persuasion, Pilot, Stealth, Use Computer
Ability

c.

16+3
Etc
+12

Starting HP(18 + Con Modifier)


HP/LVL(1d6 + Con Modifier)
+1 reflex defense. +2 will defense
Starting Credits: 3d4*400
Number of Starting Trained Skills (6 + Int Modifier) picked among class skills
Class Skills: Deception, Gather Information, Initiative, Knowledge, Perception,
Persuasion, Pilot, Ride, Treat Injury, Use Computer.
Ability

b.

14-15
+2
32-33
+11

Scout:
i.
ii.
iii.
iv.

Soldier:
i.
ii.
iii.

Dexterity
Most

Wisdom
nd

2 most

Intelligence
rd

3 Most

Charisma

Constitution

rd

nd

3 Least

Starting HP(24 + Con Modifier)


HP/LVL(1d8 + Con Modifier)
+2 reflex defense, +1 fortitude defense
Starting Credits: 3d4*250
Number of Starting Trained Skills (5 + Int Modifier) picked among class skills
Class Skills: Climb, Endurance, Initiative, Jump, Knowledge, Mechanics, Perception,
Pilot, Ride, Stealth, Survival, Swim
Ability

Dexterity

Importance

Most

Constitutio
n
2nd most

Wisdom
3rd Most

Intelligenc
e
3rd Least

Strength

Charisma

2nd Least

Least

Starting HP(30 + Con Modifier)


HP/LVL(1d10 + Con Modifier)
+1 reflex defense, +2 fortitude defense
Starting Credits: 3d4*250
Number of Starting Trained Skills (3 + Int Modifier) picked among class skills

Least

Strengt
Least

iv. Class Skills: Climb, Endurance, Initiative, Jump, Knowledge, Mechanics, Perception,
Pilot, Swim, Treat Injury, Use Computer

e.

Jedi:
i.
ii.
iii.
iv.

IV.

V.

Ability

Dexterity

Importance

Most

Constitutio
n
2nd most

Wisdom

3rd Most

3rd Least

Intelligenc
e
2nd Least

Charisma
Least

Starting HP(30 + Con Modifier)


HP/LVL(1d10 + Con Modifier)
+1 reflex defense, +1 fortitude defense, +1 will defense
Starting Credits: 3d4*100
Number of Starting Trained Skills (2 + Int Modifier) picked among class skills
Class Skills: Acrobatics, Endurance, Initiative, Knowledge, Perception, Pilot, Use The
Force
Ability

Charisma

Wisdom

Dexterity

Importance

Most

2nd most

3rd Most

Race Summaries
* - indicates a non-official SWSE race
Race
Net Ability
Adjustments
Cerean
+2
Duros
+2
Ithorian
+2
Kel Dor
+2
Mon Calamari
+2
*Togrutan
+0
*Kaminoan
+0
Wookie
+0
*Nautolans
+0
Ewok
+0
Bothan
+0
Sullustan
+0
Trandoshan
+0
TwiLek
+0
*Aqualish
+0
*Neimoidians
+0
Human
+0
Zabrak
+0
*Mandalorian
+0
Gamorrean
-2
Gungan
-2
Quarren
-2
Rodian
-2
*Geonosian
-2
Races:

Strength

Constitutio
n
3rd Least

Intelligenc
e
2nd Least

Ability Adjustments
+2 Int, +2 Wis, -2 Dex
+2 Dex, +2 Int, -2 Con
+2 Cha, +2 Wis, -2 Dex
+2 Dex, +2 Wis, -2 Con
+2 Int, +2 Wis, -2 Con
+2 Wis, -2 Dex
+2 Int, -2 Dex
+4 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha
+2 Wis, -2 Con
+2 Dex, -2 Str
+2 Dex, -2 Con
+2 Dex, -2 Con
+2 Str, -2 Dex
+2 Cha, -2 Con
+2 Wis, -2 Con
+2 Int, - Wis
+0
+0
+2 Dex, + 2 Wis, -4 Cha
+2 Str, -2 Dex, -2 Int
+2 Dex, -2 Int, -2 Cha
+2 Con, -2 Wis, -2 Cha
+2 Dex, -2 Wis, -2 Cha
+2 Con, -2 Dex, -2 Wis

Strength
Least

Human:
Modifiers (None) Gain an extra bonus feat at lvl 1 and extra bonus skill at lvl 1. Starting
language: Basic. Good for any class
Zabrak:
Modifiers (None) May reroll perception checks. +1 to all defense attributes. Best suited
for jedi, scouts, & scoundrels. Starting language: Zabraki & Basic
Bothan:
Modifiers (+2 Dex, -2 Con) +2 willpower defense. If trained in gather information, they
gain a bonus feat of Skill Focus in gather information. Starting Language: Bothese & Basic. Best suited for
scouts.
Cerean:
Modifiers (+2 Int, +2 Wis, -2 Dex) Can reroll once for initiative. If trained in initiative,
they gain a bonus feat of Skill Focus in initiative. Starting Language: Cerean & Basic. Best suited for
scoundrels.
Duros:
Modifiers (+2 Dex, +2 Int, -2 Con) Can reroll once for pilot checks. Starting Language:
Durese and Basic. Best suited for scouts & scoundrels.
Ewok:
Modifiers (+2 Dex, -2 Str) Size bonus of +1 to reflex defense and +5 to stealth. Size
penalty of *.75 to lifting and carrying. Speed reduced to 4 squares. Primitive: Cannot start with starting weapon
proficiencies in pistols, rifles, or heavy weapons. Keen sense of smell allows ignorance of concealment and
cover on perception for 10 surrounding squares, and do not get penalized from poor visibility while tracking.
May reroll stealth checks. If trained in survival, they gain the bonus feat of Skill focus in survival. Starting
Language: Ewokese (verbal only) can only learn basic. Best suited for scouts
Gamorrean: Modifiers (+2 Str, -2 Dex, -2 Int) Primitive: Cannot start with starting weapon proficiencies in
pistols, rifles, or heavy weapons. +2 to fortitude defense. Start with bonus feat of improved damage threshold.
Starting Language: Gamorrean (verbal only) and cannot verbalize any other language. Best suited for soldiers
Gungan:
Modifiers (+2 Dex, -2 Int, -2 Cha) Swimming speed of 4 squares. Can reroll on swim checks.
May take 10 on swim checks. Can hold breath for number of rounds equal to 25*constitution score, then must
make endurance checks. +2 to reflex defense. Low light vision: ignore concealment, but not total concealment
from darkness. If weapon proficient in simple weapons, then it is also proficient with atlatl and cesta. Starting
Languages: Gunganese and basic. Best suited for scouts
Ithorian:
Modifiers (+2 Wis, +2 Cha, -2 Dex) +2 will defense. Bellow: As a standard action, it may make a
special attack of 1d20+character level to all targets within a 6square cone. If the attack matches or bests the
fortitude defense of the target, they take 3d6 points of sonic damage. If the attack loses to the targets fortitude,
they take half damage. This attack reduces the users condition status by 1. The user may add multiple d6s to
the damage roll, but each additional dice increases the status penalty by 1. May reroll survival checks. If
trained in knowledge life sciences, they gain a bonus feat of skill focus in knowledge (life sciences). Starting
languages: Ithorese and Basic. Best suited for jedi or nobles
Kel Dor:
Modifiers (+2 Dex, +2 Wis, -2 Con) May selectively choose from a reroll or original roll on use
the force checks for sense feelings or sense force. Low light vision: ignore concealment, but not total
concealment from darkness. Require special goggles to not be blind off its home-world, and require antiox
breathing masks to breath outside of homeworld, otherwise they begin to suffocate. *Due to their perpetual
masks they have a resistence to poisonous gases and the air of hostile environments. Starting languages: Kel
Dor & Basic. Best suited for jedi, scoundrel, or scouts
Mon Calamari:
Modifiers (+2 Int, +2 Wis, -2 Con) Cant drown in water. May reroll on swim checks.
Swim speed of 4 squares. Can take 10 on swim checks. Low light vision: ignore concealment, but not total
concealment from darkness. If trained in perception, they gain the bonus feat of skill focus (perception).
Starting languages: Mon Cal, *Quarrenese, & Basic. Best suited for nobles
Quarren:
Modifiers (+2 Con, -2 Wis, -2 Cha) Cant drown in water. May reroll on swim checks. Swim
speed of 4 squares. Can take 10 on swim checks. Low light vision: ignore concealment, but not total
concealment from darkness. If trained in persuasion, gain bonus feat of skill focus (persuasion). Starting
Language: Querrenese, *Mon Cal, & Basic. Best suited for Soldiers
Rodian:
Modifiers (+2 Dex, -2 Wis, -2 Cha) May reroll perception check. Low light vision: ignore
concealment, but not total concealment from darkness. If trained in survival, gain bonus feat of skill focus
(survival). Starting languages: Rodese & Basic. Best suited for Soldiers or scouts

Sullustan: Modifiers (+2 Dex, -2 Con) Darkvision: Ignore concealment and total concealment from darkness,
but cant see colors in total darkness. Can always take 10 on climb checks. May reroll perception checks.
Starting languages: Sullustese & Basic. Best suited for scouts or scoundrels
Trandoshan: Modifiers (+2 Str, -2 Dex) Darkvision: Ignore concealment and total concealment from darkness,
but cant see colors in total darkness. Limb regeneration, 1d10 days to fully regenerate limb and lose all
penalties on limb. +1 reflex defense from thick-skin/scales. Start with bonus feat of toughness. Starting
languages: Dosh & Basic. Best suited for soldiers
TwiLek:
Modifiers (+2 Cha, -2 Wis) May reroll deception checks. +2 fortitude defense. Resistant but not
immune to toxins and poisons. Low light vision: ignore concealment, but not total concealment from darkness.
Starting languages: Ryl and Basic. Best suited for scoundrels, nobles, and jedi
Wookie:
Modifiers (+4 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha). Recuperate HP twice as fast as all other races.
Rage: Once a day can go into a rage, which gives +2 strength (improves ability modifier, attack, melee
damage), but cannot use skills that require patience or concentration like mechanics, stealth, or use the force.
Lasts 5 rounds + con modifier. But gain a persistent -1 to condition status until recuperated and cannot engage
in strenuous activity afterwards. If proficient with rifles, theyre also proficient with bowcaster. Can always
take 10 on climb checks, and can reroll persuasion checks for intimidation. Starting languages: Shyriiwook &
Basic, but cannot verbalize any language other than Shyriiwook. Best suited for soldiers
*Kaminoan: Modifiers (+2 Int, -2 Con) Capable of perceiving UV light, allowing the better spotting of items
(+5 to search checks, and Low light vision: ignore concealment, but not total concealment from darkness.)
Starting languages: Kaminoan & Basic. Best suited for nobles
*Togrutan: Modifiers (+2 Wis, -2 Dex) Can reroll perception checks. If trained in perception, they gain the
bonus feat of focus skill in perception. Starting languages: Togruti & Basic. Best suited for scouts.
*Mandalorian:
Modifiers (+2 Dex, +2 Wis, -4 Cha) Flat-footed halves their dex bonus to reflex defense
(rounded down), instead of removing it. May reroll on intimidation checks. Starting languages: Mandoa &
Basic. Best suited for soldiers or scouts.
*Nautolan: Modifiers (+2 Wis, -2 Con) Cant drown in water. May reroll on swim checks. Swim speed of 4
squares. Can take 10 on swim checks. Low light vision: ignore concealment, but not total concealment from
darkness. May reroll stealth checks. Starting languages: Nautolan & Basic. Best suited for scouts.
*Neimoidian:
Modifiers (+2 Int, -2 Wis) +5 on persuasion checks. Can reroll persuasion checks.
Starting languages: Pak-Pak & Basic. Best suited for nobles.
*Geonosian: Modifiers (+2 Con, -2 Dex, -2 Wis) Fly (can move up vertically at half movement or down
vertically at double movement). Can take 20 on jump checks and can take 10 even if distracted or threatened.
Starting languages: Geonosian & Basic. Best suited for soldiers or scouts.
*Aqualish: Modifiers (+2 Wis, -2 Con) Non-coagulating blood allows Aqualish to bleed out easily. Bleed: any
non-energy wounds cause 1 point of bleeding damage per round, until healed. May reroll deception checks.
Best suited for scouts.

VI.

Skills. Trained Skills give +5 to the skill check, and may allow use in more diverse ways.
* - indicates a skill that can be used completely without training
** - indicates a skill that cannot be used at all unless trained
a. Acrobatics (Dex): Take 20
i. Untrained: Balance, Escape Bonds/Grapple,
ii. Trained: Cross terrain, Fall prone, Stand Up From Prone, Reduced Falling Damage,
Tumbling, Flipping, Gymnastic Maneuvers
b. *Climb (Str): Take 10, Armor check penalized
i. Climb Surface, Accelerated Climbing, Catching from fall, Making hand/foot holds
c. *Deception (Cha): Take10

i. Creating diversion to Hide, Feint, Deceive


*Endurance (Con): Armor check penalized
i. Force March, Hold Breath, Ignore Hunger, Ignore Thirst, Run, Sleep In Armor,
Swim/Tread Water,
e. *Gather Information (Cha):
i. Learn News/Rumors, Learn Secret Information, Locate Individual,
f. *Initiative (Dex):
i. Start Battle, Avoid Feint
g. *Jump (Str):
i. Long Jump, High Jump, Jump Down
h. Knowledge (Int):
i. Untrained: Common knowledge
ii. Trained: Expert Knowledge
iii. Subjects of knowledge are (Bureaucracy, Galactic Lore, Life Sciences, Physical Sciences,
Social Sciences, Tactics, Technology).
i. **Mechanics (Int):
i. Trained: Disable Device, Handle Explosives, Modify Droid, Recharge Shields, Regulate
Power, Repair, Repair Droid, Repair Object,
j. *Perception (Wis):
i. Avoid Surprise, Eavesdrop, Hear Distant/Ambient Noises, Notice Targets, Search, Sense
Deception, Sense Influence.
ii. As long as you have an opportunity to, you may reroll a perception check as a swift
action.
k. *Persuasion (Cha):
i. Change Attitude, Haggle, Intimidate,
l. Pilot (Dex):
i. Untrained: Avoid Collision, Dogfight, Ram
ii. Trained: Engage The Enemy, Increase vehicle speed
m. *Ride (Dex):
i. Armor check penalized
ii. Ride Mount, Control Mount in Battle, Fast Mount/Dismount, Guide with Knees, Leap,
Soft Fall, Stay In Saddle, Use Mount As Cover.
n. *Stealth (Dex):
i. Armor check penalized
ii. Sneak, Conceal Item, Create Diversion to Hide, Pick-Pocket, Sleight Of Hand, Snipe
o. Survival (Wis):
i. Untrained: Basic Survival, Endure Extreme Temperatures, Know Direction
ii. Trained: Track
p. *Swim (Str):
i. Armor Check penalized
ii. Swim (yeah pointless/redundant formatting, I know lol)
q. Treat Injury (Wis):
i. Untrained: First Aid, Long Term Care, Heal Damage
ii. Trained: Perform Surgery, Install Prosthesis, Revivify, Treat Disease, Treat Poison, Treat
Radiation
r. Use Computer (Int):
i. Untrained: Access Information, Issue Routine Command
ii. Trained: Astrogate, Disable/Erase Program, Improve Access, Reprogram Droid
s. Use the Force (Cha): If a character has force sensitivity feat, this becomes a class skill for them.
i. Untrained:
1. Force Points (each level up you start with a number of force points equal to 5 +
(1/2) your character level (unless you have force boon feat). Unused force
points do not carry over to the next levels. Force points are used as free action
up to once per round, to boost an attack roll, skill check, or ability check. When
a point is used you roll a number of d6s (1 if Character Level is less than 8, 2 if
d.

character level is less than 15, and 3 if character level is 15 or greater), and add
the result to your roll. If youre character level 8 or above, you roll your d6s
twice and choose the higher result of the two.
a. Force points can be used to boost the results of rolls or checks
b. Force points can be spent if near death to go to unconscious status
instead.
c. Force points can be spent to lower your dark side score.
d. Force users may spend force points to re-equip spent force abilities.
ii. Trained:
1. Use the force!!
a. If you have attained the feat of force sensitivity, you can use the force with
force checks. A use the force check or simply force check is rolling a
d20+adding your charisma modifier, and comparing it to a Difficulty Check
(DC) of a certain amount. You can use the force to activate/use a force
power, which must be learned via the feat force training, which are listed
below. *You can take 10 on force checks.
b. There are abilities you can perform that arent necessarily force powers and
dont have to be in your active suite to be used.
i. Force Trance [full round action: targets self]. While in trance
you are still aware of your surroundings. For every hour you
are in trance, you recovery HP equal to your character level.
If you are in trance for four hours, you emerge from trance
fully rested as if you slept 8 hours. While in trance you can go
10 times as long without food or water.
ii. Move light object [move action: targets 5kg object within line
of sight]
1. DC10: Move object up to 6 squares.
2. DC15: Throw object at person. If your force check
matches their reflex defense. They take 1d6 damage.
iii. Search Your Feelings [full round action: targets user]
1. DC15: Determine the favorability of an actions results
within the next 10 minutes.
iv. Sense Force [full round action: targets user]
1. You automatically sense disturbances in the force:
Dark-side rich locations within a kilometer, close
friend in danger within 10,000 light years.
Destruction of entire planets. DC15: Know the
direction
2. DC15: Can sense force users within 100 kilometers,
how many there are, if you know them or not, how
far away they are, direction, they may perform a
force check to hide themselves.
v. Sense Surroundings [swift action: targets user]
1. DC15: Can ignore cover and concealment when making
perception checks.
2. DC20: Can ignore total cover when making perception
checks.
ii. Telepathy [Standard action: target any known person]
1. Can exchange single words or emotions, across great
distances. If the target is unwilling, you must match their
will defense. If it fails you cannot attempt again with that
target for 24 hours.
2. DC15: Establish link with someone on same planet
3. DC20: Establish link with someone in the same system

4.
5.
2.

3.

4.

5.

6.

7.

DC25: Establish link with someone in the same quadrant


DC30: Establish link with someone in the same galaxy.

Force Powers
a. Gained by the force training feat which gives a power per wisdom modifier
+1
b. Unlocked force powers are stored in the characters active suite until used.
Multiple instances of a power may be stacked to allow multiple uses.
c. Used by performing use the force checks
d. Force powers are regained as long as a minute has been used to recuperate
(meditate) outside of battle.
e. If you roll a natural 20 on a use the force roll, you gain all spent force
powers back.
f. Force powers can be regained via the force focus talent
g. Power Descriptors
i. Dark side: Increase dark side point by 1. Cannot be boosted by
spending force points.
ii. Light side: If your dark side points are 1 or greater you cannot use
force points to boost the power.
iii. Mind affecting: Does not affect mindless/non-sentient creatures or
creatures immune to mind control.
Force Power Descriptions:
a. Battle Strike [swift action: targets user]
b. DC15 Gain +1 force bonus on attack roll, add additional d6 damage.
c. DC20 Gain +1 force bonus on attack roll, add two additional d6 damage.
d. DC25 Gain +1 force bonus on attack roll, add three additional d6 damage
e. Special: If force point is spent: Add 2d6 to damage on next attack.
Dark Rage [swift action: targets user] *darkside
a. DC15 Gain +2 rage attack bonus on melee attack and melee damage rolls
until end of turn.
b. DC20 Gain +4 rage attack bonus on melee attack and melee damage rolls
until end of turn.
c. DC25 Gain +6 rage attack bonus on melee attack and melee damage rolls
until end of turn
d. Special: cannot use patience or concentration skills while in rage. You may
spend a force point to extend the rage until the end of the encounter.
Farseeing [full round action: targets known being]
a. If force check is less than targets will defense, no information is discerned
and the target cannot be targeted for 24hours.
b. If force check is equal to or greater than will defense, you are able to
discern condition status and emotional wellbeing of target as well as their
actions, surroundings. To sense dead, you must match a DC30.
c. Special: You may spend a force point to get a clear view of the targets
surroundings, objects and people around them for 6 squares.
Force Disarm [standard action: targets opponent within 6 squares & line of sight]
a. Replaces attack roll. You can have the item fall to the ground or catch it if
you have a free hand. This power is unaffected by feats like improved
disarm.
b. Special: You can spend a force point to attempt to destroy the item instead.
It is dealt damage equal to your use the force check. Must declare this
before rolling.
c. *TELEKINETIC
Force Grip [standard action: targets opponent within 6 squares and line of sight]
a. DC15: Target takes 2d6 damage. If force check is greater than or equal to
targets fortitude defense, the target can only use a swift action this turn.

b.
c.
d.

DC20: Same as DC15 but target takes 4d6 damage.


DC25: Same as DC15 but target takes 6d6 damage.
Special: You may maintain a force grip on someone through rounds, but you
must re-check your use the force each round. You may spend a force point
to add 2d6 damage to damage already being dealt by Force Grip.
e. *TELEKINETIC
8. Force Lightning [standard action: targets opponent within 6 squares and line of sight]
*dark side
a. If use force check is greater than or equal to targets reflex defense, target
takes 8d6 damage and moves -1 on condition track. If the attack is misses
the target still takes half damage.
b. Special: You may pay a force point to move the target an additional -1 on
condition track, if you successfully land a force lighting hit.
9. Force Slam [standard action: targets everyone except user in 6square radius and line
of sight]
a. All targets with fortitude less than or equal to the use force check roll take
4d6 damage. And are knocked prone.
b. All targets with fortitude greater than the use force check take half damage,
and are knocked prone.
c. Special: Can spend a force point to deal addition 2d6 damage to targets.
d. *TELIKINETIC
10. Force Stun [standard action: targets opponent within 6 squares and line of sight]
a. If use force check is equal to or greater than the targets will defense, they
move -1 on condition track. For each 5 point difference in your use force
check to their will defense, they drop an additional point on the condition
track.
b. Special: If you spend a force point, you may move the target down an
addition step on the condition track.
11. Force Thrust/Push [standard action: targets object within 12 squares and line of
sight]
a. The target rolls a strength check, if you match or beat it with a use the force
check, the target is pushed back 1 plus an additional square for every 5
point difference in your checks.
b. If the target collides with a larger object they take 1d6 damage.
c. Target size is added to the strength check [colossal +20, gargantuan +15,
huge +10, large +5, medium +0, small -5, tiny -10, diminutive -15, fine -20.
The target also gains +5 stability bonus if standing on two legs or stabilized
in some other way.
d. Special: If you spend a force point, you may deduct 5 from the targets
strength check, and if they would be dealt damage, you add an addition 1d6
damage.
e. *TELEKINETIC
12. Mind Trick [standard action: targets sentient creature within 12 blocks and line of
sight] *mind-affecting. If your force check matches or exceeds the targets will check
you may use one of the following:
a. Create a hallucination that distracts the target allowing you to use stealth
even if the target is aware of you.
b. You perform a feint that allows you to ignore a targets dex bonus to reflex
defense on your next attack.
c. You can make a ridiculous suggestion to the target seem appropriate, as
long as it doesnt put their life in danger, and they wont recall their aberrant
behavior.

d.

13.

14.

15.

16.

17.

You fill the target with terror and it flees from you at top speed for up to a
minute, unless the target is wounded. The target must be a level less than
your own.
Move Object: [standard action: targets person or object within 6 squares OR line of
sight]
a. If you target a person, your force check must match their will defense
b. If you hurl a person or object at a person, you must match this persons
reflex defense. If a person collides from being thrown or being thrown at,
they take damage.
c. If you attempt to control a speeder or ship in motion, you must match a
grapple check from it, otherwise it is unaffected.
d. DC15: Move up to medium sized object up to 6 spaces, (damage is 2d6)
e. DC20: Move up to large sized object up to 6 spaces, (damage is 4d6)
f. DC25: Move up to huge sized object up to 6 spaces, (damage is 6d6)
g. DC30: Move up to gargantuan sized object up to 6 spaces, (damage is 8d6)
h. DC35: Move up to colossal sized object up to 6 spaces, (damage is 10d6)
i. Special: You may maintain a force move on the object across rounds and
continue to move it to deal damage, but it counts as a standard action each
time and must be re-checked. You may spend a force point to increase the
size level by 1 and deal an extra 2d6 damage. (max is Colossal frigate size
and 12d6 damage) You may alternatively spend a destiny point to increase
size by three levels and damage by 6d6(max is colossal station 16d6
damage)
j. *TELEKINETIC
Negate Energy [reaction action: targets any energy type attack against you]
a. If your force check matches or exceeds the damage from the attack, it is
negated.
b. You must be aware of the attack and not flat-footed to use this power.
c. If you succeed in negating the attack, you may spend a force point to regain
hp equal to the damage of the negated attack.
Rebuke [reaction action: targets a force power targeting you]
a. If your force check matches the force check of the one attacking you, you
may negate it. If you exceed their force check by 5 or more, you may turn it
back on them.
b. Special: If the original attacker rebukes the power back at you, you can
spend a force point to negate it.
Sever Force [standard action: targets creature at least 1 darkside point, within 12
squares and line of sight] *light side. If your force check matches the targets will
defense, the result is determined by your check.
a. DC25: The target cannot spend Force Points for a number of hours equal to
its dark side score.
b. DC30: Same as DC25, but also makes the target move -1 on the condition
track for every force power they use in the same time frame.
c. DC35: Same as DC30, but target moves -2 on condition track instead.
d. Special: You may spend a force point to double the duration of the effect, or
may spend a destiny point to make the duration a matter of days instead of
hours
Surge [swift action: targets user]
a. DC10: +10 on jump checks, and movement speed increased by 2 squares
until next turn.
b. DC15: +20 on jump checks, and movement speed increased by 4 squares
until next turn.
c. DC20: +30 on jump checks, and movement speed increased by 6 squares

d.

Special: you may spend a force point to add +10 on the jump checks and +2
on the movement speed.
18. Vital Transfer[standard action: targets creature being touched] *light side
a. You heal the target based upon your force check and you take half the
amount healed as damage to yourself rounded down.
b. DC15: Target is healed an amount of HP (2 * its character level)
c. DC20: Target is healed an amount of HP (3 * its character level)
d. DC25: Target is healed an amount of HP (4 * its character level)
e. Special: You may spend a force point to negate damage to yourself. You
may spend a destiny point to move the target +5 on the condition track in
addition to healing it.

VII.

Languages: Aside from Basic and your Characters default language of their race or home-world, your
character starts knowing a language for each point in your int modifier. To know a language is to be able to
speak, read, and write it.
Language:
Binary
The language of the droids. 1s and 0s are the only alphabet they use, but those
who have learned binary can actually discern whats being communicated by
discerning the subtleties in the chirps and beeps of droid interactions.
Bocce
An interplanetary trade language, now adopted by the smugglers & scoundrels
of the outer rim.
Bothese
Similar to basic and the dead Dresellese language, Bothese is the rich language
of the bothans and is often used while communicating with the Bothan spy-net
Cerean
The local language of the planet Cerean and the Cerean race
Dosh
The local language of the planet Trandosha and the Trandoshan race.
Durese / Durosian
The language of the Duros. An older interplanetary language, it has been cited
to be a root language in both basic and Pak-Pak, allowing Durosian fluent
character to also understand a bit of Pak-Pak.
Ewokese
The local language of the forest moon Endor and the Ewok race.
Gamorrese
The language of the planet Gamorr, its colonies and the Gamorrean Race.
Gunganese
The language spoken of Gungans from Naboo, it is derived from basic, and can
often be understood by non-Gunganese speaking characters.
High Galactic
The old root language of the galactic basic language. It is only now used in
mathematics and certain societies/organizations.
Huttese
The language of Nal Hutta and the Hutts. It is commonly known on Hutt
controlled planets and as a trade language in the outer rim territories. It is
similar to Rodese & Aqualish, allowing these languages to be learned more
easily by someone who already knows Huttese
Ithorese / Ithorian
The local language of the dead planet Ithor, and of its former inhabitants the
Ithorians. Spoken through four throats and two mouths makes this a language
impossible to replicate audibly without the assistance of technology. Likewise
many Ithorians may wear translators on their person to allow others to
understand them.
Jawa Trade Language A simplified form of Jawaese, it is a language developed to allow
communication between Tattooine settlers and the Jawa Tradesmen.
Kel Dor
The local language of the planet Kel Dor and the Kel Dor race.
Mon Calamarian /
The local language of the planet Dac and the Mon Calamari race. It is common
Mon Calamari / Mon for Mon Calamari to know both Mon Cal and Quarrenese and vice-versa.
Cal
Quarrenese
The local language of the planet Dac and the Querrenese race. It is common for
Quarren people to speak Mon Cal and vice-versa.
Rodese
The local language of Rodia and the Rodian race. Rodians often learn other
languages other than Rodese, especially Huttese
Ryl / TwiLeki
The local language of Ryloth, and the Twi-Lek. It is founded on a sign
language communication which incorporates gestures of their head-tails, as
such it is impossible for non-twileks to communicate with it fluently.
Shyriiwook
The major language of Tatooine, along with Thykarann and Xaczik, it is known
to almost all Wookies. It is a harsh language that incorporates many throat
functions including growls and howls, making it a difficult language to master,
and most non-wookies can only speak it for a short duration before their throats
get soar.
Sullustese
The liquid, chattering tongue language spoken on Sullust by the Sullustans.
Zabraki
The local language spoken on Iridonia and the Zabrak race.
Pak Pak
The language of Neimoidia and the Neimoidian race. Pak Pak is unique in that

Kaminoan
Togruti

Nautolan

Mandoa
Aqualish
Geonosian

VIII.

is capable to fluent in Pak Pak in either verbal or non-verbal communication.


The local language of Kamino and the Kaminoan race.
The local language of Shili and the Togruta race, it is rooted in Galactic Basic
but later incorporated ornamentation with trills, skewed vowels, and vibration
from Togruta head-tails. The language also developed unique idioms which
when translated to Galactic basic, may seem strange to basic speaking people.
The local aquatic language of Glee Anselm and the Nautolan race, it is not often
heard since it can only be spoken underwater, leading to Nautolan people
learning galactic basic to communicate with other races.
The local language of Mandalor and the Mandalorian race.
The local language of Ando and the Aqualish race. It is a complex language that
is indiscernible to those not fluent in it.
The local language of Geonosis and the Geonosian race. Verbally spoken with
articulation of clicking with dual mandibles, as such it is difficult for nongeonosians to speak it. Similarly few Geonosians have been able to speak
basic, leading to the belief that it may not be possible for non-noble Geonosians
to speak basic at all due to physical limitations in the vocal articulations.

Feats: A character gets a feat of their choice at certain levels and bonus feats at other levels.
a. Acrobatic Strike: (req acrobatics skill) Gain +5 bonus on next attack on opponent you tumble past.
b. Armor Proficiency (light): No penalty on attacks or checks.
i. Armor Proficiency (medium): (req armor proficiency light) No penalty on attacks or
checks
1. Armor Proficiency (heavy): (req armor proficiency light & medium) No penalty
on attacks or checks.
c. Weapon Proficiency: Ignore -5 penalties with attack rolls on weapons of chosen type.
i. Burst Fire: (req 13 str, weapon proficiency heavy weapons, proficient with weapon) -5
penalty on auto-fire attack to +2 dice damage.
ii. Rapid Shot: (req 13 str, attack bonus of 1, weapon proficient) -2 penalty on ranged attack
to deal +1 die of damage.
iii. Rapid Strike: (req 13 dex, attack bonus of 1, weapon proficient) -2 penalty on melee
attacks to deal +1 die of damage.
iv. Double Attack: (req attack bonus of 6, proficient with weapon) Make extra attack, -5
penalty to attacks.
1. Triple Attack: (req double attack, attack bonus of 9) Make additional extra
attack, addition -5 penalty to attacks.
v. Triple Crit: (req weapon proficient, attack bonus of 8) Deal triple damage on crit hits.
vi. Weapon Focus: (req weapon proficiency) +1 bonus on attack rolls with weapon type.
d. Extra Rage: (req rage) additional rage per day
e. Dreadful Rage: (req rage, attack bonus of 1) +4 bonus to attacks and damage
f. Bantha Rush: (req 13 str, attack bonus of 1) Push opponent away 1 square after successful melee
attack.
g. Mighty Swing: (req 13 str) spend two actions to increase attack damage.
h. Powerful Charge: (req medium size or larger, attack bonus of 1) +2 attack bonus while charging
and deal extra damage
i. Power Attack: (req 13 str) trade attack bonus for damage bonus.
i. Cleave: (req power attack) extra melee attack after dropping a target.
1. Great Cleave: (req Cleave, attack bonus of 4) No limit to attacks per round
j. Charging fire: (req attack bonus of 4) make ranged attack at the end of charge with -2 penalty
k. Combat Reflexes: Gain additional attacks of opportunities.

l.
m.
n.
o.

p.

q.
r.

s.
t.
u.
v.
w.
x.
y.

z.
aa.
ab.
ac.

ad.
ae.
af.
ag.

ah.

Coordinated Attack: (req base attack of 2) Auto success with aid another action at point blank
range
Pin: (req attack bonus of 1) Grappled opponent is pinned for 1 round, cant move and loses dex
bonus on reflex saves.
i. Crush: (req pin) Deal unarmed or claw damage to pinned target
Trip: (req attack bonus of 1) Trip opponent youve grappled, knocking it down to prone.
i. Throw: (req Trip) Throw grappled opponent 1 square beyond your reach and deal damage
Dodge: (req 13 dex) Gain +1 dodge bonus to reflex defense against target.
i. Mobility: (req dodge) Gain +5 dodge bonus to reflex defense against some attacks of
opportunity.
1. Improved Charge: (req Mobility) You can charge without moving in a straight
line
Point Blank Shot: +1 on ranged attacks and damage on point blank targets.
i. Careful Shot: (req point blank shot, attack bonus of 2), +1 bonus to attack roll while
aiming.
ii. Precise Shot: (req point blank shot) No -5 penalty for shooting into melee.
1. Sniper: (req Precise Shot, attack bonus of 4) Ignore soft cover on ranged attacks
2. Deadeye: (req point blank shot, precise shot, base attack of 4) Deal extra
damage when aiming
iii. Far Shot: (req point blank shot) reduced penalties on ranged attacks
Quick Draw: (req attack bonus of 1) Can draw weapon as swift attack.
Dual weapon mastery I: (req 13 dex, attack bonus of 1) 5 penalty while dual wielding or using
double sided weapon.
i. Dual weapon mastery II: (req 15 dex, attack bonus of 6, dual weapon mastery I) -2
penalty
1. Dual weapon mastery III: (req 17 dex, attack bonus of 11, dual weapon mastery
II) no penalty
Weapon Finesse: (req attack bonus of 1) use dex instead of str on attack rolls with light melee
weapons and lightsabers.
Running Attack: (req 13 dex) Move before and after making an attack.
Exotic Weapon Proficiency: (req attack bonus of 1) wield exotic weapons without penalty
Extra Second Wind: (req trained in endurance) gain additional second wind per day.
Shake it off: (req 13 con, trained in endurance) spend to 2 swift actions to move up one in
condition status.
Toughness: Gain +1 hit point per character level.
Force Sensitivity: (req non-droid race) Use the force checks, access to force talents
i. Force Boon: (req force sensitivity) Gain three additional force points at each level.
ii. Force Training: (req Force Sensitivity) Learn a number of Force powers equal to 1 +
wisdom modifier.
Strong in the Force: Roll d8s instead of d6s when you spend a Force Point.
Improved Defenses: Gain +1 to all defenses.
Improved Damage Threshold: Damage threshold increased by 5
Melee Defense: (req 13 int) Trade attack bonus on melee attacks for dodge bonus in reflex defense
i. Improved Disarm: (req melee defense) Gain +5 bonus on melee attacks to disarm
ii. Whirlwind Attack: (req 13 dex, melee defense, attack bonus of 4) Make one attack at
each opponents within reach.
Linguist: (req 13 int) Gain bonus languages equal to 1 + int modifier
Cybernetic Surgery: (req Treat Injury) Install cybernetic prosthesis onto living target
Surgical Expertise: (req Treat Injury) Can perform surgery in 10 minutes instead of 1 hour.
Martial Arts I: Increase damage from unarmed attacks by one die step, +1 dodge bonus on reflex
defense.
i. Martial Arts II: (require Martial Arts I, attack bonus of 3) Further increase from MAI.
1. Martial Arts III: (require Martial Arts II, attack bonus of 6) Further increase
from MAII
Skill focus: Gain +5 competence bonus on skill checks of one trained skill.

ai. Skill training: You become trained in one class skill.


aj. Vehicular Combat: (req Pilot) Once per round you may negate an attack on your vehicle by rolling
a pilot check that matches the damage of the attack. You are also considered proficient with pilot
operated weapons.

History of the Star Wars Galaxy (based on the Galactic Standard Calendar, established from Coruscants
solar cycle 368 day years, 24 standard hour days
?
BBY: The Celestials / Architects / The Ones enter the galaxy, craft the Correlian &
Vultar Systems, Hapes & Maw-BlackHole Clusters, Kathol Rift. As well as populating the
Correllian system with Drall, Selonians, & Humans. The earliest races appeared at an unknown
time in the early galaxy (Gree, Killik, Kwa, Sharu, Columi, Taung, & Humans).
1MillionBBY: The Ones, the supposed descendants of the celestials appear in the Galaxy, (A
father, mother, son & daughter). The son drank from the fountain of power, which imbued him
with the power of the dark side. The daughter bathed in the pool of knowledge, which imbued
her with the wisdom of the light side. The siblings fled their home and fought each other while
the father tried to keep the peace. The mother drank from the fountain and bathed in the pool
and became corrupted into the Abeloth bringer of Chaos, and attacked the children. The
father took the children to the planet Mortis, and imprisoned Abeloth in the Maw-black hole,
created with the power of Centerpoint Station (a space station used in moving and manufacturing
planets), and a similar construct the Cosmic Turbine (a space station the size of a planet),
Sinkhole station, and other galactic devices with the assistance of the enslaved Killik hive race.
100,000BBY: The Kwa encounter the Gree Empire, and dispute over borders and boundaries.
36,453 BBY: Beginnings of the Infinite Empire (The Kwa of Dathomir, built Infinity Gates
within their star temples which allowed near instantaneous travel to other planets, this was the
first form of interplanetary travel. The Kwa encountered and foolishly gifted the Rakata of Lehon
with knowledge of the force and education of technology. The Rakata desiring the power of the
Infinity Gate, turned on the Kwa and nearly destroyed the entire Kwa race. Despite their
devastation, the Rakata failed to acquire the Infiniti Gates, as the Kwa destroyed them during
their retreats and regressions.
35,000 BBY: The Rakata Empire expands and controls the entire western side of the Galaxy.
30,000 BBY: The Rakatan Infinite Empire reaches its peak, subjugates the Dathomirian Kwa
into becoming the Kwi. Ship rancors from Dathomir to Gamorr. The planet Belsavis is turned
into a prison world, intended to house the mysterious and devastating beast known as the World
Razer, which supposedly had destroyed/devoured several systems and thousands of planets.
27,700 BBY: The Rakata empire discover the Sith race on Korriban, and gift them with
knowledge of Holocron.
27,500 BBY: The humans species begins seeding Core worlds and the Tion Cluster with
humans in sleeper ships. The Esh-kha species begins to overrun many worlds under the rule of
the Rakatan Empire, and so the Rakatans round up the Esh-kha and imprison them on Belsavis.
25,200 BBY: The Collapse of the Infinite Empire: The Star Forge created by the Rakatan
empire begins to feed off the dark-side powers of the Rakatans instead of Rakatan slaves,
corrupting and destabilizing the Rakatans until a civil war breaks out. While warring, many
rebellions from slave planets, weaken the empire. Final an extremely virulent plague destroys a
vast majority of the Rakatan race, leaving the only remaining Rakatans without force sensitivity
and no choice but to retreat to their homeworld of Lehon. In the following years, the Rakata
continued to infight over power and dominance, and decimated their numbers to even smaller
portions. During these last battles, the Rakatans fled underground and ultimately became
primitive tribal groups. Following the fall of the Infinite Empire, the formerly enslaved systems
reverse engineered many of the technologies of the Rakatans, and developed Hyperdrives as well
as other technological feats.
25,200sBBY: The Founding of the Hutt Empire: An empire of commerce rather than power

25,130 BBY: Xim The Despot inherits rule of a pirating warrior clan from his father.
25,100 BBY: The third battle of Vontor: The deciding battle where the Hutts lead by Boonta
Shadruu claimed victory over Xim the Despots empire. And solified its dominance over all
other species in the region with the Treaty of Vontor.
25,053 BBY: Founding of the Old Republic (The ratification of the Galactic Constitution
following the Unification Wars. Many planets and systems wished to join the democratic
collective for commercial reasons as well as protective reasons against the then growing Hutt
Empire.
25,000 BBY: Coruscant becomes the official capital and hub of the Republic. The Jedi soon
are loosely incorporated in the Republic.
24,500 BBY: The First Great Schism: Jedi Knight Xendor & Padawan Arden Lyn feel
restricted by the teachings of the Jedi order, and posit the belief that emotions are an alternative to
meditation in growing in the force, they also wish to study alternative force traditions such as Dai
Bendu, Palawa, the Way of Dark, & the Protectorate of the Hidden. They leave the Jedi Temple
of Ossus to establish a new academy on Lettow. Other Jedi follow the two, and the new Jedi
collective become known as the Legions of Lettow. Eventually the two factions fought, first on
Ossus, then spilling to Chandrilla, Brentaal, Coruscant, Metellos, & Columus. Lead by Jedi
Knight Awdrysta Pina, the Jedi exterminated most of the legion, executed Arden Lyn on Irkalla.
24,000 BBY: The start of the Tionese War: The Tion & Desevro factions of what was left of
Xims empire, saw the republic as a technologically rich, but weak military target. The initial
offensive from the Tionese, claimed victory in Abhean, Roche, Lantillies, Tirahnn, Axum,
Perlemia, Alsakan, and Coruscant. Finally counter-offenses were made from republic warships
launched from Corellia, Rendili, & Humbrine. A century of fighting ensued. The Hutt Empire
was prompted to attack the Tion borders, while the Republic pounded the Desevro with
bombardments. Desevro attempted an unconditional surrender, but was made an example of as
the surface was utterly destroyed and left only as a wasteland. Eventually the Tion systems fell in
line with the republic, and assimilated with time. The holocaust of Desevro however divided the
Jedi from the republic and set the president of them being non-intertwined, while the core
systems also chose to demilitarize the central military, and move toward more planetary militia.
20,000 17,000 BBY: The Great Manifest: The Republic grew greatly for three millennia.
15,500 BBY: The Duinuogwuin Contention: Star Dragons pursued the dubious scouts of a
Republic exploratory campaign back to Coruscant and attacked it until a peace was negotiated by
Supreme Chancellor Fillorean & BorzMatoh. Since this incident the Star Dragon race has
played less and less a roll in the galaxy.
15,000 BBY: The Hutt Catacylsm: A massive civil war in Hutt space which destroyed many
Hutt worlds including the Hutt homeworld of Varl, and other ancient societies. This lead to the
downfall of the Hutt Empire into simply a crime riddled Hutt Space/Territory, loosely overseen
by Hutt mafias.
12,000 BBY: Contispex I became Supreme Chancellor of the republic, unfortunately he was
part of a theocratic cult called Pius Dea, which assumed control of the Republic for a thousand
years. Until growing tensions about persistent crusades on outer rim planets broke Pius Deas
control over the republic. The crusades though left a permanent distrust between the core planets
and the outer rim territories.
7,003 BBY: Second Great Schism: Jedi Alchemists & Dark Jedi learn how to bend life,
resulting in new life forms mainly predatorial, and the belief begins that the Force may be able to
end death and resurrect dead beings/worlds. Lead by the Jedi Ajunta Pall, XoXaan, & Karness

Murr, the dark Jedi sought to sway the other Jedi to joining them. The Jedi refused and
eventually exiled the dark Jedi. During this time the Jedi themselves secretly created a secret
prison called the Prism, in the Diab system. The prison was built in shadow of a gravity well, as
well in as in a persistent electrical storm that made it impossible for any incoming or outgoing
messages or hyperdrive movement. The facility was manned by a skeleton crew of 100 droids
and a Jedi Master.
7,000 BBY: Start of Hundred-Year Darkness: The dark Jedi used their newfound powers to
create armies of Korriban Zombies, Leviathans, and other beasts to fight for them. The dark Jedi
and their armies fought the Jedi across the galaxy until their defeat at Corbos.
6,900 BBY: End of Hundred-Year Darkness: In-fighting and bombardments from Jedi and
Reupublic forces, lead to the final defeat of the dark Jedi. Ultimately the dark Jedi were stripped
of all weapons and armor, and sent in mass to Korriban. On Korriban, the dark Jedi assimilated in
the Sith species and interbred with the already force-sensitive race, leading the development of
the first Sith Empire, and the strongest sith, Ajunta Pall, becoming the first Dark Lord of The
Sith. The capital of the sith Empire was moved to Ziost. The great Sith leader Marka Ragnos
rose to leadership in the Golden-Era of the Sith empire.
5000 BBY: The Great Hyperspace War: Two hyperspace explorers Gav & Jori Daragon
stumbled upon Korriban while trying to map a new trade route, the two were captured and
eventually used as an excuse by Sith Leader Naga Sadow, to claim the existence and threat of the
republic to the Sith Empire and to initiate a pre-emptive attack on the Republic. In multiple
cunning moves, Naga Sadow displaced his competition for rule of the Sith Empire, and allowed
Jori Daragon to leave Sith territory, tracking her ship to discover the hyperspace route to the
Republic territory. The war that followed devastated a great many of Republic planets including
Coruscant itself, ultimately though it was a turning point as the might of the Jedi aided the
Republic forces in fighting off the Sith invaders. The Sith Apprentic Valik Kodank established a
hidden Sith temple in the Tascollan Nebula, as a safeguard against total annihilation of the Sith.
Slowly the Republic pushed back the Sith forces and Naga Sadow retreated to Korriban, but was
confronted by a supposedly dead former adversary Ludo Kressh. The two sith factions fought
over Korriban in the second battle of Korriban, but as the proverbial smoke cleared, the Republic
armada attacked and marginally destroyed the Sith Empire. Ongoing insurrections were made by
the Republic and Jedi to destroy any remnants of the Sith. Naga Sadow escaped the onslaught
with a few followers to Yavin 4, but a new immortal Sith Leader Valkorian became the Dark Lord
of the Sith acting in secret from the hidden planet of Dromund Kaas, with the remnant of the Sith
empire.
4250 BBY: The Third Great Schism: A series of conflicts between Jedi and corrupted other
corrupted by Sith teachings, lead to large skirmish on coruscant and the eventual retreat of the
Sith to Vultar System, where the Sith discovered the Cosmic Turbine. The Sith attempted to
harness the ancient device, but instead lost control and caused the destruction the Turbine and the
entire Vultar System in an even aptly named the Vultar Cataclysm. The system was renamed the
Vultar Nebula.
4000 BBY: The Jedi Temple is established on a force nexus mountain on coruscant.
3996 BBY: The Great Sith War: Jedi Freedon Nadd fell from Jedi doctrine and amassed a
Sith following on Onderon. The Jedi tracked Nadd to Onderon and fought against his forces until
he was killed. Following his death, a brief uprising occurred to attempt to salvage the lost Sith
artifacts and technology, but only a portion was secretly gathered by the Krath cult, while the
uprising was put down by Jedi and Republic forces. With the gathered resources, the Krath cult
grew in power and began to engage in conflicts on the border of Republic space. A Jedi Qel-

Droma attempted to infiltrate the Krath cult, but succumbed to the dark side and became the Sith
Apprentice to Exar Kun. Exar Kun became the Dark Lord of the Sith and lead further campaigns
against the republic, claiming victory even to Coruscant, but eventually being repelled and greatly
defeated by the Jedi on the world of Ossus. Qel-Droma was captured and Exar Cun retreated to
Yavin 4, but was soon defeated there by Jedi and Republic forces.
3976 BBY: The Mandalorian Wars : Mandalore the Ultimate and his lieutenant Cassus Fett,
began conquering territories along the eastern edge of the galaxy, following the prompting of lost
Sith Empire. In 3963 BBY, the Mandalorians conquered Taris, and continued to press in on the
Republic regions. This prompted the necessity Jedi intervention in the form of Jedi Knights
Revan and Malak and his followers the Revanchists. Revan lead the Republican forces in
masterminded counter-attacks against the Mandalorian forces. Because of Revans victories,
Supreme Chancellor Tol Cressa appointed Revan as Supreme Commander in 3962 BBY. In 3960
BBY, Revan had pushed the Mandalorians to a showdown at Malanchor V. Revan personally
beat Mandalore in single combat as the armies fought the skies above, following his defeat,
Mandalore told Revan of the lost Sith Empire and its involvement in the war. But a superweapon
Mass Shadow Generator devastated both forces and the planet. Revan and Malak turned to the
dark-side in the events of the war, and began to plot investigating the lost Sith empire.
3959 BBY: The New Sith Empire: Revan and a massive portion of the Republic armada,
venture into the unknown portions of galaxy, under the guise of following Mandalorian survivors.
Eventually Revan arrives to Dromund Kaas to find the hidden (true) Sith Empire under the rule of
the immortal Dark Lord Valkorion, who is the Sith Emporer. Revan and Malak attempt to assert
themselves as the new rulers, but are quickly overwhelmed by the mind-altering force powers of
Valkorion. Following the Dark Lords prompting, Revan seeks out and finds the long lost star
forge. But Revans resolve returns and he overcomes the conditioning of the Dark Lord, and
instead assumes control of the star forge for himself and takes Malak as his apprentice. Revan
returns to the Republic a year later with a massive fleet of ships both from the Republic fleet as
well as those crafted in the star forge. With his own army under total control, Revan declares war
on the Republic.
3958 BBY: The Jedi Civil War: Revans fleet quickly brings the galaxy to the brink of defeat,
but a Jedi plot, assisted by Malak, succeeded in rendering Revan comatose and eventually the
Jedi mentally reprogrammed Revan to believe he was a Republic loyalist. Without Revan to lead,
his forces fall in line with the Republic again. The Jedi task Revan with relocating the star forge
for its use or destruction. Malak tracks Revan and the Jedi/Republic forces to the star forge near
the ancient Rakatan homeworld, and there clashed as the Jedi/Republic forces finished off the last
of Revans old Sith forces. The battle leads to the destruction of Revans Sith empire and the
starforge.
3954 BBY: The Sith Civil War & The First Jedi Purge: Following the loss of Revans Sith
Empire, Darth Sion, Darth Nihilus, & Darth Traya, as well as other Sith lords seize control of the
fragments of Revans Sith Empire. The Sith Lords fight over who will be the supreme Sith
Power, while Sion, Nihilus, and Traya begin an expedition of hunting down and destroying the
Jedi. The Jedi are nearly wiped out except for Jedi Master Meetra Surik and her Padawans.
Meetra Surik personally eliminates the Sith Triumvirate and he apprentices eventually reorganize
a Jedi Enclave on Dantooine.
3,681 BBY: The Great Galactic War: In the centuries of hiding, the Sith empire consolidates
its power to prepare for all-out war with the Republic, and secretly gains the loyalty of the tactical
Belkadan, Ruuria, and Sempidal systems. The invasion is so well planned that Korriban is
reclaimed without the Republic or Jedi being aware. The Republic attempts to diplomatically

resolve the conflict, but are only met with further warfare. The Republic raises a fleet to take on
the Sith Empire forces near Belkadan, ruuria, and Sempidal, and are immediately ambushed by
both the Empire as well as the traitorous systems. The remaining Republic fleet scatter and
regroup at Mirial. Taking the opportunity, the Sith empire destroys the Republics manufacturing
plants in the Sluis sector. The empire turned its sights on the Minos Cluster, where the Jedi
quickly dispatched to fight against their ancient enemy. Following the Jedis lead, the Republic
begins to rally for a counter-offensive. The Sith Empire blockades the Rimma Trade Route, but
Republic forces eventually destroy the blockade. The Republican, using leaked information from
within the Empire, turn to attack Korriban, as the Empire redirects to defend it. The Republic
forces easily lose to the Empire at Korriban. The war rages on as the Empire gains control of a
manufacturing system in Balmorran, and half the outer rim. Ilum, Dathomir, Manaan, Agamar,
and Utapau are all sites of Empire victories. But a high risk total defense of Bothawui, destroyes
an Imperial invasion force, and begins a turning of the tide of the war. A second larger force
attacks Bothawui, and the Republic forces are defeated but at high cost in lives to the Imperial
forces. The Jedi take out the Imperial Dread Masters who were projecting hallucinogenic fear to
the Republic forces, demoralizing them and destabilizing the chains of command. The Empire
attempts to Invade Alderaan, but is turned back, and the Republic begins to claim victory in the
mid-rim and Minos Cluster, regaining many lost systems. Meanwhile the Empire seeks to
reestablish the Mandalor military power as an ally. The Empire and Republic clash over Hoth,
and the Republic forces lost. The Mandalorian forces then blockade the Hydian Way trade route
and cut off the main food supplies to the core worlds. The Jedi attempt to dissolve the blockade,
but fail and retreat to Devaron. The moral of the Republic falters deeply, and the Senate
considers surrendering to the Sith. Surprisingly a genius smuggler Hylo Visz sees the opportunity
of the blockade, and amasses a giant fleet of smuggler ships as well as transport ships stocked
with food, the Mandalorians attempt to stop the transport ships but are caught off guard to the
swarming of smuggler fighters. The Republic and Jedi forces assist in the attack and destroy the
Mandalorian blockade. The transport ships continue to the core systems, offering much needed
supplies and making a great profit for Hylo Visz. For another decade the Empire and Republic
continued the back and forth of war, as both sides struggled, but the Republic saw that there was
no possibility of victory on its side. The Empire offers a chance for treaty negotiations, but uses
the negotiations as a ruse to leave Coruscant open to attack, and the Imperial forces sack
Coruscant, destroy the Jedi Temple, murder the Supreme Chancellor Berooken, and remain on the
world with its inhabitants as hostages.
3,653 BBY: Treaty of Coruscant: end of BTC era, start of ATC era). With no other options,
the Republic delegates agree to the terms of the Treaty, to return to the Republic space and give
up without contestation a number of planets to the Sith Empire. The Treaty allowed the Republic
to stand while the Sith Empire claimed a decisive victory in the war. The Republic blamed the
Jedi for its defeat to the Sith, as the Jedi fled to Tython to rebuild their strength. Mysteriously the
Sith Emperor left office for unknown reasons, leaving the Empire in the control of the Sith
council.
3,653 3,642 BBY:
The Cold War: A series of minor conflicts and proxy-wars between the
Republic and Sith Empire continued to occur in the eleven years following the treaty.
3,642 BBY: The Galactic War: Jedi master Oteg is informed by the spirit of Revans former
apprentice of Revans current capture and stasis in Imperial control. Oteg leads a force to rescue
Revan. After successfully rescuing Revan, Revan seeks a lost Rakatan device known as the
Foundary to manufacture countless extermination droids that would sense sith-biomaterial and
kill all beings with it, hopefully leading to a Genocide of the Sith. But the plan was a ploy of the

Sith Empires Darth Malgus and was necessary for the Sith to locate the foundary. The Sith
forces followed Revans and destroyed them. Revan was defeated in battle but vanished in a flash
of white light. The Jedi attempted to locate and turn the former Sith Emperor to hopefully defeat
the Sith, but they failed and all involved were captured. Meanwhile Darth Baras successfully
carried out a plot to assassinate the leadership of the Republics defenses. With power vacuums in
the Republic and Empire, a great deal of inner turmoil brewed within both factions. Darth Baras
made a move for seizing control of the Empire for himself, but was instead defeated in single
combat by his former apprentice whom he had betrayed. Inside the Imperial factions, Lord
Scourge uncovers the plot by the lost Emperor to perform the ritual that gave him immortality
again, but this time using the entire galaxy as his sacrifice. Lord Scourge plots with Jedi to
prevent the Emperors plan, first at the prison world of Belsavis, and again at Corellia. The Jedi
then lead a Republic force to the Empire homeworld of Dromund Kaas where the Emperor has
fled, and successfully defeat but fail to kill the Emperor, leaving the Empire leaderless for a time.
Darth Malgus took this as an opportunity to perform a Coup and proclaim himself as Emporer of
the Sith. Under Malgus rule the Sith attacked Ilum, the sacred Jedi planet where the lightsaber
crystals were found. The Republic successfully routed Malgus forces as well as left-over
loyalists of the Emporer. The Dread Masters who escaped the prison planet of Belsavis now
assumed the role of leaders in the Sith with the Emperor supposedly dead. The Dread Masters,
The Hutt Cartel, and the Republic all fought for dominance. The Hutts though outmatched, fell
in with the Republic to fight against the Sith Empire, leading into an over-all stalemate of the war.
During this time the Emperor reappears on Ziost and performs his ritual there to absorb the life of
the planet and all its inhabitants to extend his immortality, quickly afterwards the Emperor
Valkorion disappears again. It isnt until some time later that the Republic and Sith Empire hear
of new Empire in the wild and unknown parts of the Galaxy on the planet Zakuul, called the
Eternal Empire, that the Emperor resurfaces as the head of a second Empire. The Republic and
Sith Empire attack the fledgling Eternal Empire and manage to kill the Emperor. In the fallout of
the Emperors death, his son Arcann becomes the new Emperor of the Eternal Empire, while
Darth Acina assumes the mantle of Empress of the Sith Empire. The Eternal Empires power was
surprising in that under a year it had blockaded Coruscant and Drumond Kaas, the two Capitals of
the Sith Empire and the Republic effectively seizing control of the Galaxy, and setting the Eternal
Empire as the only power in the Galaxy.
3632 BBY: The Fall of the Eternal Empire: An underground organization, known as the
Alliance, comprised of loyalists from the Republic as well as the Sith Empire, begins guerilla
warfare tactics in destabilizing the Eternal Empires hold on the galaxy. The Alliance destroys
many Star Fortresses which were used to keep local portions of the galaxy in check. Emperor
Arcann destabilizes emotionally and grows more Tyrannical leading to the Eternal Empires
weakening state. It is unclear how the Eternal Empire fell, but it seemed to slowly lose its grasp
on the Galaxy due to internal turmoil and poor leadership.
3000 BBY: The 17th Alsakan Conflict: The Corellian Military invests heavily in new
technologies allowing for faster speeds, stronger shields, and deadlier cannons. These new
improvements on their dreadnaught cruisers leads to the swift victory over the Alsakan &
Coruscant Forces, leading to a stronger Corellian influence in the Senate.
2000 BBY: The Sith-Jedi Wars & The Dark Age:The remnants of the Sith Empire are
reorganized into the Sith Brotherhood Of Darkness while the Jedi Enclave grows into the Jedi
Army of Light, meanwhile the Republic military shrinks in power as the Jedi and Sith wage open
warfare across the Galaxy for a thousand years.

1100 BBY: The Republic is almost extinct in principles with it marginally being lead by the
Jedi as acting Supreme Chancellors, and acting only supporting roles against the Sith brotherhood
of darkness. The final fight between the Jedi and Sith occurs with an all-or-nothing clash of the
two forces on the planet Ruusan. The planet was covered in skirmishes between Jedi and Sith
while Sith Lords worked on deploying a mind bomb, which released a colossal amount of dark
energy resulting in decimation of the Jedi forces, and the death of every Sith Lord with exception
of Darth Bane. Darth Bane retreated in secrecy, allowing the Jedi to believe the Sith were
destroyed, while Bane established the rule of two, to secretly allow the Sith to consolidate power
in the coming millennia.
1000 BBY: The Ruusan Reformation is established to move the Republic back to a Senate
centralized government, and limited the sway of the core worlds in the senate to make the senate
more balanced for all the systems in the Republic. The reformation also drastically altered the
structure of the Jedi. The Jedi abandoned all military ranking and activity, began only training
padawans from a young age, and only trained one padawan to a Jedi Master at a time to prevent
Sith teaching corrupting the future Jedi.
990
BBY: Darth Banes Rule of Two begins to play out in the order of Sith Lords.
~950 BBY: Our SWSE campaign begins.
350
BBY: The Trade Federation is established as a commercial group overseeing Trade on
the outer rim.
34
BBY: Jedi Dooku leads a task force of genocide against the Mandalorians, Jango Fett is
the only survivor.
32
BBY: The Invasion/Battle of Naboo: The trade federation sends a droid army to Naboo
to capture the Naboo royalty and hold them ransom until the send relinquishes trade restrictions
over the Trade Federations Free Zones. The senates inaction in the Naboo crisis forces Queen
Amadala to move for a vote of no confidence. With sympathies rising for the Nabooites,
chancellor Palpatine is elected Supreme Chancellor, and sends a force to attack the Trade
Federations blockade.The Trade Federations blockade over naboo is destroyed, raising the
tensions between the Trade Federation and the Republic. Jedi Master Sifo-Dyas foresees a
galactic conflict approaching, and commissions the beginning of the Clone Army on Kamino.
Count Dooku leaves the Jedi in secret to join Darth Sidious, Count Dooku is given the title of
Darth Tyranus. Count Dooku learns of Sifo-Dyas actions, kills Sifo-Dyas, and uses Jango Fetts
DNA for the cloning processs, adding the subliminal order 66 to the genetic conditioning of the
clones.
31
BBY: Yuuzhan Vong scouts first start appearing on the outer rim territories.
24
BBY: Count Dooku leads the Trade Federation and Raxus Prime to gather more
systems together to form a seceded government in opposition of the Republic called the
Confederacy of Independent Systems. Dooku begins training General Grievous in the Sith
practices as Grievous becomes the Supreme Commander of the Confederacys droid armies.
22
BBY: In response to growing threat of the Confederacy, Supreme Chancellor Palpatine
is allowed to remain Chancellor despite his term length being expired, via the implementation of
emergency powers. Chancellor Palpetine raises a Grand Army of the Republic in the form of the
clone soldiers being sent from Kamino. The clone Army is immediately dispatched to the
Confederacys manufacturing world of Geonosis, following the Jedi task force sent earlier to
rescue Anakin Skywalker & Obi-Wan Kenobi, and to hopefully end the threat of the Sith from
Darth Tyranus. This signals the beginning of the clone war. Anakin Skywalker secretly marries
Padme Amadala and begins doubting the teaching of the Jedi.

21
BBY: The Ones get into an altercation involving Anikin Skywalker and Obi-Wan
Kenobi, which ultimately leads to the death of all three of them. Following this, Centerpoint
Station is destroyed, leading the eventuality of Abeloths escape. The Confederacy performs a
daring insurrection on Coruscant resulting in the capture of Supreme Chancellor Palpatine by
Darth Tyranus and General Grievous. Anakin Skywalker & Obi-Kenobi rescue the Chancelor
after Anikin beats Darth Tyranus in single combat. General Grievous escapes and regroups the
Confederacy forces on Utapau.
19
BBY: The remainder of the Confederacy leaders hide on Mustafar to await command
from Darth Sidious. Obi-Wan Kenobi leads a Republic strike force to Utapau to hunt down
Greivous and put an end to the war, while the rest of the Jedi lead Republic task forces all over
the Galaxy, including several Jedi Masters sent to the Supreme Chancellors quarters to
investigate claims from Anakin Skywalker that the Chancellor is a Sith Lord, and to insure the
Chancellor steps down once Grievous is killed. Just Obi-Wan finishes off Grievous, and the
Confederacy seems doomed, the Chancellor turns on the Jedi Masters, killing them with the
assistance of Anakin Skywalker, believing the Chancellor is the only way Anakin can save his
wife from a prophesied death. With the Jedi Masters killed, Chancellor Palpatine executes order
66 and all the Jedi except for Obi-Wan and Yoda, are killed by ambush attacks from the clone
forces. The following day, Chancellor Palpatine claims the Jedi were attempting to seize control
of the senate like they had done before, and to insure the safety of the Galaxy, he would
reorganize the senate into the first Galactic Empire. Anakin Skywalker is given the title of Darth
Vader and sent to Mustafar to kill the last of the separatist leaders, afterwards though, Anakin is
mortally wounded in single combat by Obi-Wan, and learning of Anakins corruption, Padme dies
of a broken heart, just after she gives birth to Luke and Leia Skywalker. Darth Vader is recovered
from the Mustafar system and healed with the use of prosthetics and breathing apparatuses. Yoda
goes into hiding on the Dagobah system, while Obi-wan delivers Leia Skywalker to former
Senator Organa of Alderaan to raise her as his daughter. Obi-wan then delivers Luke to Lars
Skywalker and Tatooine then goes into hiding a local hermit to watch over Luke. Darth Vader
and Emperor Palpatine begin to oversee the construction of the galactic superweapon, the first
Death Star.
0
BBY: Battle of Yavin(end of episode 4): Following the testing of the Death Star on the
peaceful planet of Alderaan, the Rebel Alliance focuses their entire military to attack the Death
Star near Yavin 4. Luke Skywalker, assisted by the smuggler Han Solo, fires photon torpedoes
into the exhaust of the Death Stars core reactor, triggering a catastrophic explosion that
destroyed the weapon. This battle signaled the beginnings of the end for the Empire and the
growing power of the Rebel Alliance in the war that became known as the Galactic civil war.
3
ABY: The Battle of Hoth: The wounded Galactic Empire locates the rebel base of Hoth
and is unable to bombard it due to a massive shield generator. The Rebel Alliance forces defend a
losing battle against incessant Imperial ground forces, being led by Darth Vader. The shield
generator is destroyed as the Rebel Alliance scrambles away from Hoth and is left to scatter
across the Galaxy.
4
ABY: The Battle of Endor: The Rebel Alliance orchestrated a simultaneous attack on
the still under construction second Death Star, near the forest moon of Endor. Luke Skywalker
confronted Darth Vader as a means of distracting the Sith Lord to allow rebel forces to infiltrate
the empires moon base and disable the Death Stars shield generator. With the assistance of a
local ewok (teddy bear) populace, the shields were brought down as the Rebel Alliance fought the
Imperial forces around it, allowing for small star fighters to fly into the Death Star and destroy
its reactor core (again). While the Death Star was being destroyed, Emperor Palpatine was

murdered Darth Vader as a last attempt at redemption to protect his son Luke Skywalker. Darth
Vader died from attack of Emperor Palpatine and was cremated on the moon of Endor.
5
ABY: The Battle of Jakku: The destruction of most Imperial forces over Jakku leads to
them agreeing to a treaty known as the Galactic Concordance, which allowed for the restructuring
of the Empire remnants as The First Order, while Coruscant returns to a fledgling New Republic
State with its capital now in the Hosnian System. The Galactic Concordance once again saw the
Republic attempt to limit its military, which eventually lead to Leia Organa establishing a
safeguard Resistance to keep the First Order Check.
25
ABY: The Beginning of the Yuuzhan Vong War & Invasion. The Yuuzhan Vong invade
the galaxy from another Galaxy
26
ABY: The Hutt territory is demolished by the invasion of the Yuuzhan Vong Empire.
29
ABY: The Yuuzhan Vong forces are defeated at Coruscant, and the Sekot Acccords
allowed the Yuuzhan Vong to settle in Sekot planet to pursue a peaceful existence.
34
ABY: The First Order uses the hidden planet/super-weapon known as Starkiller base to
destroy five planets in the Hosnian System, essentially destroying the New Republic and
prompting the Resistence lead by Han Solo, Chewbacca, Rey, Finn, and Poe Dameron, to destroy
Starkiller base by sabotaging its thermal oscillator which allowed the planet to safely store
absorbed energy from its nearby star. With the Oscillator removed, the planet quickly broke up
from the excess power within it, leading to its collapse and explosion.
40
ABY: The Hutt tettitory recovers but ultimately is absorbed into the Republic.
44
ABY: Abeloth is released as an eventuality of Anakin Skywalkers refusal to his destiny
of the one, and the destruction of Centerpoint Station. Luke Skywalker & Darth Krayt defeat
Abeloth and take on the roles that were left behind the Son and Daughter.

Multiclassing
add base attack bonus from new class level
add defense bonuses, these don't stack
your available class skills now include the new class
you get only one starting feat from the new class
add the talent from the increased class
you still get a free feat at lvl 3,6,9,12,etc
you still increase abilities at lvl 4,8,12,16,etc
mc jedi
atk bonus +1
fortitude bonus +1
hp increase from 1d10 + con modifier
feat: weapon proficiency lightsabers
talent: force intuition
mc scoundrel
atk bonus +0
reflex bonus +2
hp increase from 1d6 + con modifier
feat: point blank shot
talent: lucky shot
allows mechanics
mc scout
atk bonus +0
reflex bonus +2, fortitude bonus +1
hp increase from 1d8 + con modifier
feat: weapon proficiency rifles
talent: long stride
allows mechanics
mc soldier
atk bonus +1
fortitude bonus +2
hp increase from 1d10 + con modifier
feat: armor proficiency light armor
talent: indomitable
allows mechanics

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