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Master of The Force Jumpdoc

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0% found this document useful (0 votes)
38 views409 pages

Master of The Force Jumpdoc

Uploaded by

alexrider1514
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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KOTOR Anon – 7/7/2016 v.

2
Star Wars Supplement
Notes and Force Conduit Info

Force Conduit
• After completing any two Star Wars jumps you will gain the ability to grant living things in other universes
a connection to the Force. You will have full control over who and what becomes Force sensitive and
you can grant powers to either a few individuals or an entire universe if you so choose.

• The Force Sensitives you create can start anywhere from beginner to padawan in terms of strength and
skill, you'll have full control over how well they're initially able to use the Force and wield a lightsaber.
With study and training these individuals will be able to improve themselves potentially becoming just as
powerful as you are, or perhaps even more so.

• You're free to decide whether or not the people you grant Force Powers to gain Midi-chlorians as well.

Lightsaber Crystals
• After becoming a conduit of the Force you'll be able to create synthetic lightsaber crystals in other
universes and allow them to grow in caves with strong magical or spiritual connections.

• People you grant Force powers to will also be able to create lightsaber crystals.

The Darkside
• You and anyone you grant Force sensitivity can always fall to/embrace the darkside of the Force.
Willpower and anti-corruption perks will obviously mitigate this danger, and perhaps even eliminate
it entirely, but purposefully acting evil or indulging in negative emotions will increase the allure of
the darkside.

Levels of Force Sensitivity and maximum potential of Force Powers


• The first time you gain Force Sensitivity you'll be equal to Ahsoka from The Clone Wars in terms of
strength and skill. This is before selecting any additional powers or skills. A second acquisition will
double the raw strength of your Force powers and a third will increase them by one-half.

• Regardless of whether or not you acquire Force sensitivity multiple times you will be able to improve
your abilities through study and training to become the equal of some of the greatest Force users ever.
With just a few years of practice you could become the equal of Bastila or Asajj Ventress, spend
decades improving your powers and you'll be able to match the likes of Revan, Dooku or Mace Windu,
and after dedicating an entire lifetime to learning the ways of the Force you could become a master
equal to Yoda, Sidious or Kreia. You may also be able to reach the level of unique individuals like
Starkiller, Nihilus or Luke but it could take centuries of concentrated study into the Force.

• Neither you nor any one you grant Force Powers to will be able to surpass the feats depicted in the
cannon or EU.

• The only way to become as powerful as The Ones or Abeloth is by using the same methods they did.
This NOT recommended however since it WILL drive you insane and transform you into an abomination.

Magic
• Sith sorcery, Sith alchemy and Dathomirian sorcery can be learned and will function in other jumps.
“Can I buy Force powers in the Clone Wars/Original Trilogy jump without getting it's Force sensitive
option if I already gained Force sensitivity from another Star Wars jump?”
• No. If you, for example, go to the KotOR jump to gain Force sensitivity and then take the Clone Wars
jump you will have to pick the Force Sensitive origin from Clone Wars in order to purchase new Force
powers from that jump.

Repurchasing Force Powers


• Buying a Force Power more than once will increase you skill with that specific power. After every
additional purchase you will learn new and innovative ways to use your rebought abilities, you will also
find your control over them improved as well. Each skill increase is equal to five years worth of practice.

Lightsabers
• Unless something in the jump overrides it these things will always behave the way they're supposed to.
I.E, lightsabers will cut through people, creatures and pretty much anything else in one swipe. The only
things powerful enough to block or completely no-sell lightsabers are energy shields, particle shields and
certain unique materials know to resist incredible amounts and heat and energy.

• Lightsabers can still break through shields with damage absorption limits.

Continuity Between Jumps


• The timeline will try to remain as close to cannon as possible whenever you pick a continuity option but
the exact specifics are open to interpretation. For example, say you kill Palpatine in the Clone Wars
jump, stop the clone army from ever being created, make sure Anakin has a happily ever after, and do
everything else in your power to ensure that the Empire isn't created. Going to the Original Trilogy jump
with that continuity could potentially cause someone else to take over the Republic during your absence
and create a very similar situation to what was going on in the original timeline.

• Connecting the KotOR and Clone Wars continuity will never cause any noticeable changes unless you
spent your time in the former jump blowing up planets or handing out incredible new forms of magic and
technology. However even then there's a strong chance that your actions could've been undone during
the 4,000 year gap between the two eras. You'll still be widely remembered or mentioned in historical
texts if you were important enough and anything you built or left behind should still be around if it could
survive that long.

Immortality
• Even if you figure out how to keep your spirit or consciousness alive through the Force you will still fail
the JumpChain upon losing your physical body. However after finishing your chain and getting your
spark you're free to abuse this power however you want.

• Although Darth Plaugueis could revive people from the brink of death he did not discover immortality and
it is unknown if his experiments would have ever been successful in achieving that goal.

• Force Healing, if mastered, can save people from lethal injuries or ailments but it cannot be used to
revive someone from the dead.

Skills
• Repurchasing skills will give you five extra years worth of practice with it.

Items, Equipment and Vehicles


• You will receive a steady supply of ammo and fuel for any weapons or vehicles you've purchased, and
any equipment you bought can be recharged in the Warehouse.
Droids
• Droids you acquire during a jump can be stored in the Warehouse, however if they develop sentience
they will be ejected and need to undergo a memory wipe before you can return them to the warehouse.

• Droids purchased directly from one of the jumps will be treated as companions and given immunity to
this rule.

Alien Forms
• If you purchased an alien form you will be returned to your original form at the end of the jump and gain
the ability to shift into your non-human form whenever you wish.

Hyperspace
• If you have a ship capable of hyperspace travel you may use it in other jumps without restriction.
However, hyperspace travel will be extremely dangerous without access to the local equivalent of
navigational charts or hyperspace lanes. In other words, flying into an unmapped region of space could
end with you colliding into a star.

• By default your ship's hyperspace engine will not interact with other local forms of
hyper/sub/extra-dimensional space. (Ex. You can safely fly around the Warhammer 40k galaxy without
interacting with the Warp.)
Out of Context: The Force Supplement
V1.0 By LJGV/Sin-God
This document can be used as a supplement in any Jump that would not otherwise have The
Force, or Force-Users within its continuity.

By taking this Supplement you have chosen to be a Force-User and you will enter into that
continuity as a Drop-In stepping out of a Force Nexus.

As a Force User accessing The Force through this Out Of Context Supplement you are human.

+1000 CP

If this Supplement is instead taken as an Isolated Jump you may select a setting of your choice
even if it doesn’t have a Jump Document and use this document as a ten year long Jump.

Origin:
There are many types of Force-Users who each draw their powers from The Force in different
ways including the creation of advanced technology, the usage of mystical techniques and the
manipulation of primal forces.

Light-Side
Those who align with Ashla, or the Light Side of The Force, seek to cooperate with The Force.
Theirs is a power drawn from calmness, peace, and passiveness. Those who utilize light-side
philosophies and attitudes draw great knowledge, wisdom, and have many powerful defensive
abilities honed by a partnership with The Force.

Dark-Side
Those who utilize Bogan, or the Dark Side of The Force, draw powers from negative emotions
and seek to dominate, control, and twist The Force. Theirs is a power drawn from passion,
strength of will, anger, fear, and other such emotions. Those who utilize dark-side philosophies
and attitudes have vast power, and access to tremendously and hideously powerful abilities
derived from their own inner strength and the wretched violence they enact upon The Force.

Gray-Side
Some force users seek balance. These individuals walk a careful, fine line, drawing power and
wisdom from a variety of attitudes, traditions, and insights into The Force, allowing them to
carefully utilize abilities and stratagems from both Sides of The Force. These people follow their
own codes of ethics, and have their own distinct relationship with The Force.

Perks:

Note:
To get a Booster: Perk you will need to purchase the complimentary Perks as an example:
Almost Unique -??? CP

Something Rare Booster: Something Unique

In order to get the Perk Something Unique, you need to take both the Almost Unique Perk
that it follows and the Something Rare Perk that is commented before the boosted Perk.

General Perks:

Force Sensitive - Free


You are a Force-Sensitive. This means that you are a sapient life-form that is highly attuned to
flow and power of The Force. With experimentation and training the abilities you could someday
use, as a result of this, are vast, varied, and frightening in their potency.

All Force-Sensitives with this perk naturally possess the ability to manifest a wide range of
abilities with The Force, with unique applications and facets emerging that are related to their
personality and interests. Some abilities that anyone who wields this power can easily manifest
right away are things like Force Telekinesis and The Mind Trick with other applications and more
precise uses of these abilities emerging over time as you train your connection to The Force.

Force Nexus Origin - Free (Cannot be taken with “Not Drop In”)
This is an Out of Context Origin Perk. At the start of a Jump you can use this Narrative Perk to
set your entry into the Jump Setting as if you were a Force User using this document, letting you
first enter a setting by stepping out of a Force Nexus.

Dynamic Entry - Free (Requires 3 “Out of Context Origin Perks” from other Supplements)
Using this narrative perk you can dynamically craft your method of Dropping into a Jump.

Teacher -100 CP
Regardless of your Force-based philosophy you find that you are a natural instructor and
teacher, able to both identify skilled and eager students and instruct them both quickly and
skillfully.

Duelist -200 CP
You are quite skilled with a lightsaber. This is not enough to make you a master duelist by itself,
but it’s more than enough to grant you the skills needed to utilize a lightsaber in a battle against
foes wielding blasters and other ranged weapons, as well as grants you considerable skill and a
powerful experience-booster when it comes to a single form of lightsaber combat (as well as a
learning booster related to the lightsaber form you have chosen). You can purchase this again at
a discounted rate to gain considerable skill in other lightsaber forms.

Scientist -200 CP
You are a prodigious scientist, able to specialize in a discipline of Star Wars science, such as
star-ship design, droid engineering, biology, physics, chemistry, or other such areas. This grants
you a healthy learning boost related to all science but is especially enhanced in areas you
specialize in and related fields (such as artificial intelligence if you’re a droid engineer).

The Past And The Future -400 CP


You are a force user with an odd skill; you possess the ability to see the past. This power,
known as Force Psychometry lets you see the past of an object by touching it, or witness a
location’s past by entering it. You are also powerfully prophetic, able to divine glimpses of the
future by peering deep into The Force itself. You can do this somewhat more reliably than most
force users can, and can hone it further through training. It is also remarkably hard to cloud your
vision of the future, and you can sense obscurements and attempts to fool you.

Chosen One -600 CP


You are The Chosen One. Someone whispered of in myths, and someone who has long been
the subject of conspiratorial whispers and fearful preparations. It is your destiny to rise from
nothing, attain greatness and to permanently change the world, the system, and the very galaxy,
in some grand and sweeping way, bringing about a new order. You are remarkably gifted at
fighting against The Old Guard; the powers that be and those who support them. You are also
stunningly charismatic, and powerful, in the eyes of those who yearn for power and who dream
of a new age. Finally you gain a tremendous boost to your ability to learn to use your powers,
and can demonstrate the ferocious potency of your abilities within minutes of learning of them.

The Past And The Future Booster: Interpretations


Prophecies are strange things, interpreted differently by those who hear of them and who learn
of them. You can weaponize this now, and can clearly see and understand the different
interpretations of the prophecies you learn about in future jumps, which lets you picture different
outcomes for different prophecies and see how to bring about endings that line up with
prophecies but differ from commonly understood and popular interpretations. Additionally at the
start of a jump you can impose a prophecy on a setting that is clearly in reference to you which
gives you opportunities to rise in power and claim greatness which people will believe and will
be retroactively written into the setting.

Light-Side Perk Tree:

There Is Peace -100 CP (Free for Light-Side)


Jedi are well-known across the galaxy for being peacekeepers and peacemakers. You have
attained some echo of their talent as peacekeepers and peacemakers. You know how to soothe
people and animals, and when you use your powers to achieve such ends they are greatly
enhanced. You can skillfully use telekinesis to disarm people and render them harmless and can
use the mind trick to end agitation and anger with eerie ease.

There Is Knowledge -200 CP (Discounted for Light-Side)


You are stunningly adept at gathering knowledge and can store it with just as much ease. This
grants you stunning ability when it comes to transcribing what you know and making it easier to
learn from you, even over vast distances and through indirect means. You are also capable of
listening to The Force and divining knowledge through a relationship of cooperation and
submission to its will, letting you learn secrets and see through lies. This enhances all abilities
related to knowledge gathering and knowledge sharing, such as telepathy and remote sensing.

There Is Serenity -400 CP (Discounted for Light-Side)


You are untroubled and untouched by abilities that rely on manipulating you. Your mind is a still
place and you are an ocean of calm. You passively and instantly dispel abilities that seek to alter
your mind, ensnare your senses, or warp your soul.

The Past and The Future Booster: There Is Harmony


Your ability to have a calm, peaceful, untroubled mind now extends to the world around you. You
can end natural disasters and restore natural harmony to reality around you, though how difficult
this is depends on factors such as whether or not a disaster you are ending is natural or
unnatural, and your own inner peace.

There Is No Death -600 CP (Discounted for Light-Side)


You are now a saintly healer, able to use The Force itself to heal wounds. This allows you to
take your own connection to The Force and use it as a panacea on yourself and others. This
ability speeds natural recovery rates, healing people at an accelerated pace, though you can
also choose to use your own vitality to heal others, and you can use abilities such as Force
Purification and Force Assist to heal yourself and others of a range of ailments, as well as even
heal greater wounds. This is easiest to use on physical wounds, but with skill, practice, and a
calm mind, you may be able to heal non-physical things given time. You are also mighty when it
comes to defensive powers, such as using The Force to block attacks, and can even pull off
feats like The Wall Of Light by yourself.

Chosen One Booster: There Is The Force


Your ability to heal and your calm, compassionate mind, has allowed you to discover a long-lost
art. Upon death you can release yourself and can retain your individuality after becoming one
with The Force. This gives you a certain period of grace after death, before you must activate a
1-up or jump or chain fail. This 1-up makes you receptive to other forms of resurrection,
and allows you to continue to interact with your followers, companions, and the world
around you, though this lasts a year at best before fully resurrecting you itself but it’s
only usable once per jump or once per decade (whichever comes sooner).

There Is Knowledge Booster: There Is No Chaos


Your ability to heal has taken on new dimensions and facets, and you can easily and effortlessly
heal minds and souls. You can bring peace to people, both through powers and through genuine
forgiveness, letting you redeem those who seek redemption and lift long-lasting guilt from wary
souls. You can also easily end supernatural conditions imposed on minds and souls.
Dark-Side Perk Tree:

There Is Passion -100 CP (Free for Dark Side)


Sith are driven by their emotions, and you are no different. Your emotions and the intensity of
your heart are a source of strength for you, fueling your powers and allowing you to exert great
and tremendous power. You can drive others to emotional madness, and can speak to people in
ways that drive them to follow their hearts recklessly and wildly, letting you become a skilled
demogague and a deceptive figure. You are able to use your powers in ways that stoke
emotions in others, letting you touch their minds and souls such that they wish to follow their
hearts, without minding the consequences. You can easily drive others to reject peace,
calmness, stagnation, and passivity.

There Is Strength -200 CP (Discounted for Dark-Side)


You are strong, physically, mentally, and in every other way. You dominate others through your
strength and your powers are colored by this as well. You can impress others with your strength
and your endurance, and your powers take on facets of this impressive might as well. When you
tap into your powers and wield them with the raw strength inside of you they lose their subtly but
they hit all the harder for it letting you pull off impressive feats that would normally be beyond
you.

Additionally, you are skilled at the dark-side sciences and magic that gave rise to feared objects
like The Darkstaff, The Star Forge, Star Maps, and Force-Drives.

There Is Power-400 CP (Discounted for Dark-Side)


There is a heaviness to you, a raw cloak of power that protects you from lesser foes. Those
weaker than you will find that their power cannot hit you cleanly, or heavily, your cloak of power
weakening their abilities as they streak towards you with weak enough foes not being able to
touch you at all. Additionally, your powers are easier to use and draw upon less of your inner
power to use. If you use your emotions as fuel for your power, these effects are especially
pronounced.

The Past And The Future Booster: A Lie


You are especially adept at twisting and corrupting the world around you. Your sorcery, alchemy,
science, and other powers and skills that twist your environment to your advantage are
especially powerful, easier to use, and more effective overall.

There is Victory -600 CP (Discounted for Dark-Side)


You are tremendously powerful in terms of offensive force abilities. You can easily and freely
use things like Force Lightning and Force Choke to disable and defeat enemies, and can also
use The Force to strengthen yourself and others. You are a genius at using powers in ways that
are offensive, destructive, and violent, and can near-effortlessly enhance your physique with
The Force, giving you the appearance of tremendous strength.

Chosen One Booster: Sense Of Self


Dark side corruption, a fearful and insidious facet of tapping into the Dark Side does not affect
you. You are immune to any and all corruption, and you can freely tap into dark powers without
losing yourself or being corrupted by the energies dark powers rely on. This also gives you the
ability to mentally recover from any change with enough time, and ensure that power that relies
on self-acceptance will always be available to you.

This power also makes you tremendously able to withstand injuries, able to use The Force and
your own negative feelings to stave off death and endure incredible, life-ending injuries without
death. That said this is a negative ability, and you will feel the pain of it with every passing
second, and it will take you a long time to stop feeling that pain if you endure an injury that
should kill you. This is a Pseudo-1-up, one that stops death from claiming you so long as
your body endures and isn’t utterly destroyed. If you recover from your injuries this
effect goes away, and you can reactivate this again and again.

There Is Strength Booster: Power Over Others


You are uncommonly powerful, even among sith and other dark-siders, in a nasty area. Your
powers are insidious, invasive things that easily corrupt those subjected to them, weakening
them and lowering their ability, and desire, to resist you. This wildly strengthens the power of
things like Force Corrupt and Mind Twist.

Gray-Side Perk Tree:

Singular -100 CP (Free for Gray-Side)


You are a unique individual, with passions, interests, and skills all your own. You are not colored
by adherence to a dogma or affiliation with a specific group. Your ability to manifest unique
applications and facets of your powers is significantly enhanced, as is your ability to be
perceived as a neutral, island-like individual who can be swayed to one side or another of a
conflict, making you be seen as something of a mercenary.

There Is Balance -200 CP (Discounted for Gray-Side)


Your balance is a contagious thing. You can easily convince people to move on from the
dogmas and stances of the past, and can move people towards change and progress, using the
idea of balance to nurture growth and opportunity. You are a skilled philosopher and orator and
can easily meld disparate ideas into a unique and coherent school of thought.

Knowledge And Power -400 CP (Discounted for Gray-Side)


You possess a singular skill at predicting the consequences of your actions. You can easily
understand what your powers will do, and what the consequences of your intervention could be
when you study a war and imagine yourself leading one side of it. This also makes you good at
directing future manifestations of new abilities, letting you subtly lead how your powers evolve
over time.

The Past And Present Booster: Force Bond


Your knowledge and ability to predict things has transcended yourself. You can bond with
others, creating a Force Bond that lets you form incredibly strong bonds with those around you,
bonds that let you understand each other without words, communicate over vast distances, and
even twin lifeforce, letting you take on the negative effects of injuries sustained by those you
care for, or shunt injuries you take to those you’ve bonded with. This also makes you more
charismatic, and able to easily influence over.

Unity -600 CP (Discounted for Gray-Side)


You are completely capable of utilizing any and all powers that a member of your species can
use. This means that you can use tremendously powerful dark-side abilities without succumbing
to the dark side, or use light-side abilities right after using dark-side powers. The dark side still
has an effect on you, but you can recover from corruption, and do so at a remarkably fast rate.
Your powers also don’t hurt you, and cannot be turned against you.

Chosen One Booster: Pure Force


You are akin to an Embodiment of the Force, capable of entering a state where you become like
Revan himself, able to channel both the Light and Dark Sides of The Force simultaneously. This
state, usable once a month, lets you freely and unlimited utilize vast quantities of force powers
at the same time to enact all sorts of changes upon your environment and others. This lasts
about an hour before you stop being in this state, but while you are in this state you can perform
virtually any force power, provided you are aware of them.

There Is Balance Booster: Revanchist


You are capable of replicating the odd feat performed by Revan. When you die, at least
assuming you opt to activate this perk, you will be split in two. One-half of you, your light side,
will move on and attempt to pass on, while the rest of you will reject death and cling to life. For a
time you will exist in two simultaneous states; part of you will exist in a limbo-like incorporeal
state, while your corporeal form will be possessed by the darkness in your heart and will pursue
your goals with ruthless efficiency and with dark cruelty, unfettered by your past balance and
any adherence you have to noble ideals. In time you will be able to reunite your two halves and
return to life fully. This is a 1-up.

Items:
Any lost or stolen items will return to you after a week in the same condition as when you had it.

Lightsaber - Free (Subsequent purchases cost 50 CP each)


You gain a single lightsaber of your own design. This lightsaber is receptive to changes and
modifications, but defaults to being a standard single-blade lightsaber in a color you choose
when you purchase this. You can freely choose to have something like a double-bladed
lightsaber, or even Kylo Ren’s Crossguard Lightsaber, or any other sort of lightsaber that is not
powered by something like a unique Kyber Crystal with this item.

Starship - Free
You gain a single personal starship of your choosing or design. This cannot be something like a
Star Destroyer or other capital ship, or some sort of super weapon, but ships like the Millennium
Falcon, the Fury-Class Imperial Interceptor are all fair game here.

Drawbacks:

Force Sensitive Youth +100 CP


You are no longer a Drop-In or from an alternate Reality.
You are instead Local who somehow has Force Sensitivity.
You will need to work out your Background with your Jump Chan.

Jedi Knight +300 CP (Exclusive to Light-Side)


You are an actual Jedi-Knight. This means you can only take general perks and items, and the
perks for the Light-Side origin.

Sith +300 CP (Exclusive to Dark-Side)


You are the newest Dark Lord of the Sith, causing you to only be able to take general perks and
items and perks for the Dark-Side origin.

New Order +300 CP (Exclusive to Gray-Side)


You are a Gray Jedi, causing you to only be able to take general perks and items and perks for
the Gray-Side origin.

Dark Siders +400 CP


This team of evil individuals have somehow discovered their own Force Nexus and begun to
draw upon the powers of the Dark Side are being bathed in the potent power of The Force.
Each member of this team comes with all the Free Perks and Items from this document as well
as all of the Dark-Side Perks.

Light-Siders +400 CP
This group of heroes and peacekeepers have discovered a Force Nexus and have the discipline
and potential to become great jedi or other sorts of light-siders. These men and women have
discovered The Force and taken to it with remarkable ease, easily becoming servants and
agents of it.
This team comes with all the Free Perks and Items from this document as well as all of the
Light-Side Perks.

Gray-Siders +400 CP
This is a group of philosophical individuals who have discovered a Force Nexus and drawn
power from it, becoming the first members of a school of gray-side force users.

This team comes with all the Free Perks and Items from this document as well as all of the
Gray-Side Perks.
Perk Users +200 CP/+400 CP/+600 CP/+1000 CP
Normally there would be no other “People who can use your power type” within this
continuity, however with each purchase of this drawback, a new “way that you entered” will
appear at some point during your Jump, somewhere on your Planet.
For +200 CP only Obi-Wan Kenobi will appear.
For +400 CP both Obi-Wan Kenobi and Darth Vader will appear.
For +600 CP Obi-Wan Kenobi, Darth Vader and Revan will appear.
For +1000 CP Obi-Wan Kenobi, Darth Vader, Revan, and The Family will appear.

Obi-Wan Kenobi and The Daughter will have access to all the perks on the Light-Side Tree.
Darth Vader and The Son will have access to all the perks on the Dark-Side Tree.
Revan and The Father will have access to all the perks on the Gray-Side Tree.

Generic Drawbacks:

Extended Stay +100 CP


You can Increase the duration of this jump by 10 years.
You can take this a maximum of 10 times increasing it up to 110 years total.

Stalker +100 CP
A random ordinary human knows everything about you and is obsessed with you, they are also
protected from any perks or powers that would help you quickly find them.

How do I keep falling into these situations +100 CP


Every plot seems to revolve around you and no matter what you do you will always be dragged
into the story.

Bounty +100 CP
It seems you pissed off the wrong guys as you have a notable bounty on your head. Not enough
to get the big guys interested but enough to get the attention of random thugs.

Wanted +100 CP
Somewhere out there you have a criminal record as a surprisingly high bounty but not so much
that you will be sorted out, so long as you are not within the area that your wanted poster is
placed in no one will probably go after you.

X-rated +100 CP
This jump is a little more explicit than normal sex, drugs, murder and a lot more are out there
and it's almost like this world is desperate to show it off.

Double Trouble +100 CP


You will always encounter twice as many enemies in the world. Every foe you face will have an
identical copy who only you can see, the worst part is that this seems to be a Schrödinger
situation as the real one is the one who you don't go after.

Low Budget +100 CP


Something about this world just seems... cheap, flying wires, plastic shield, old school lights and
tatty looking monsters.

Thugs for days +100 CP


At least 10 random thugs will randomly show up every day and target you.

Silent World +100 CP


The world seems emptier than it should be. You don't know what happened but the population
seems to be 7 million humans worldwide including every named character.

Angered Factions +100 CP


With each purchase a random local faction will see you as their enemy once they become
aware of you, this can be taken multiple times with each time making a new group your enemy.

Heroic Sayings +100 CP


You have several quotes and sayings that always come around as annoying or cheese which
you unintentionally use every time you try to talk with others.

Rough Childhood +100 CP


You were not as lucky as some people and your in-universe childhood will be abusive and
painful to such a degree that you will be affected by it even if you didn't really live through it.

The Weirdo +100 CP


Everyone seems to think that you are a strange individual and they will go out of their way to
avoid you unless they actually want to speak to you.

Team Up +100 CP
It seems that you can't go anywhere without some random person showing up and joining you.
What's worse is they always seem to get the praise for a situation and you the dissatisfaction.

Knowledge Lockout +100 CP


Once you start this jump you will lose all of your knowledge of the setting’s universe and all its
continuity’s.

Stranded +100 CP
Instead of the normal beginning your origin would have, you find yourself in the middle of a
desert island somewhere in the ocean.

Plot Anchor +100 CP


Every plot seems to revolve around you and no matter what you do you will always be dragged
into the story.

Kick the Cook +100 CP


You are a terrible chef, everything you cook is disgusting, you can't even cook toast without
making it monstrously vile.

Scarred +100 CP
You have either horrible burns or horrible wounds that are clearly visible to others making you
appear monstrous to others.

Always Left Behind +100 CP


Why do they keep leaving you behind?! You will find companions, allies, and benefactors are
always ditching you to deal with whatever's going on.

Honourable +100 CP
You are honorbound and will always do things in an honorable way, you will always inform
someone if you intend to arrest or kill them and then give them time to prepare or surrender
before you take actions.

Nightmare +100 CP
Each and every night you will fall asleep and suffer terrible dreams that you cannot separate
from reality.

Inconveniences +100 CP
Small issues will constantly occur causing minor discomforts for you.

Behind your back +100 CP


People are always saying horrible and often hurtful things about you whenever they think you're
out of earshot.

What's that Smell +100 CP


No matter where you go, no matter what you do, something will always smell slightly off. The
smell will change when in different locations but it will always be a distracting scent.

As you know +100 CP


Everyone expects you to already know what’s going on so don’t expect to get any explanations.

Sickly +100 CP
You have a poor immune system making you more susceptible to sickness, as a result of this
you will get ill at least once a month.

This is a holdup +100 CP


For some reason every two bit henchmen, sidekick, minor minion and comedy relief character
thinks they can kick your ass and thanks to this drawback they are going to go out of their way
to prove it! Expect to get mugged a lot.

Magnet for Misfortune +100 CP


You have terrible luck causing you to be near constantly hit by random, unpleasant, and painful
bouts of misfortune.

What’s his name +100 CP


No one seems to remember your name and you have been given a nickname that really winds
you up. What's worse, most people think that it’s your actual name.

Two of a kind +100 CP


People keep making parallels between you and other people, these comparisons are not
flattering.

They heard you +100 CP


You will forget you took this drawback.
Any time you say something mean about someone they will overhear you and probably get
upset.

Simple minded +100 CP


You find it difficult to understand slightly complex things and have trouble remembering when
holidays are.

Money Money Money +100 CP


You now have an excessive desire for money, and other symbols of wealth being willing to go to
extreme lengths to get more.

No hard feelings +100 CP


There is one random person who constantly tries to outdo you and somehow they keep
succeeding and then rubbing it in your face.

Black Cat +100 CP


You are constantly finding Ill omens pointing at you, mirrors break in your presence, individual
magpies drop dead in front of you and many more. Let's hope these superstitions are just that.

Touch of Madness +100 CP


Things keep happening that make you think you're going crazy and maybe you are.

Hidden Knowledge +100 CP


People keep forgetting to tell you important things until it’s just about to be relevant.

What’s wrong with his face +100 CP


Your face has been messed up making you grotesquely ugly and near unrecognizable to
everyone who knows you.

Awkward Affection +100 CP


You are really bad at expressing your affection with every attempt you make being extremely
awkward and unpleasant for anyone who observes it.

Faulty Wires +100 CP


Whenever you attempt to use something you will believe that it is functioning as intended but
you will not be able to find out until you actually need to use it.

Unnecessarily Slow +100 CP


Everything that happens here seems to take forever and move at a snail's pace so I hope you're
a patient person.

Almost Entirely dark +100 CP


Has the sun gone out or something? Everywhere you go seems so dark that you could mistake
midday for early night.

Pixelated Objects +100 CP


This level shows pixelation that would shame a NES, as everything in this level is in blocks!

Elites Everywhere +100 CP


Every Group of opponents that you face will have at least 1 extra Elite member.

Recurring Foe +100 CP


You have an enemy who you have no way to convince to leave you alone and each time they
face you they learn more about you and how better to face you.

Language Barrier +100 CP


You do not speak the local language and no one here knows what you're saying until you learn.

Friend List +100 CP


You will constantly find a number of random people showing up who you do not have any
memories of and claiming to be your friends, although some of them are, most will be trying to
maliciously benefit from you.

They took my loot! +100 CP


Any time you leave any treasure unguarded, expect thieves to show up and steal it.

Crop Rotation +100 CP


The local farming industry is having a real issue thanks to pests and poor weather, so expect
food to be far harder to come across and far more expensive.
In Another Castle +100 CP
You will forget this drawback and its past instances every time you start attempting a task or
objective. Each time you attempt to complete a task or objective you will find that you have been
tricked and will have to repeat the process over again.

Prove your worth +100 CP


Every time you try to do anything it seems that everyone will want to to complete an arbitrary
task that somehow proves your worthiness. This won’t be hard but it will be happening all of the
time for every little thing and may even cause you to get stuck in a worthiness spiral requiring
you to prove your worth in order to get things needed to prove you worth on something else.

Artificial Flashbacks +100 CP


At random points during this Jump you will have horrific flashbacks to horrible events that
affected you and your family, however these events never took place.

Accident Prone​+100 CP
You are prone to minor accidents that tend to be inconvenient, painful, or embarrassing,
but will not likely kill you. Expect bad luck to adversely affect any plans you might make.

Scripted Encounters​+100 CP
You’ll run into whatever threat you’re dealing with more often. You will not automatically
become a priority target, but sheer proximity is likely to put you at risk.

The Glitch​+100 CP
Technology fails around you, usually when you need it most. The airlock is going to
glitch when you are short on air, the powerpack is going to fall out of your blaster when the
cyborg bounty hunter is taking aim on you, or your cybernetic arm is going to lock up when you
need to lift the rubble off yourself. You might be able to jury-rig a quick repair, but you better act
quickly. This will not be instantly fatal, but will make things more dangerous.

Culture Shock +100 CP


This world doesn’t show the same standards culturally as the modern world, which is fine if
you’re quick to adapt. You however are not so lucky. With this drawback you’ll constantly butt
heads with cultural norms that are different than your own cultural norms. While you can slowly
adapt to them they’ll always rub you the wrong way, making your experience here much less
enjoyable in the
long run.

Hideous Haircut +100 CP


You have an ugly haircut that everyone finds disgusting and will make comments about and
nothing you do will change it.

Where did I go wrong +100 CP


You can’t tell the difference between confidence and arrogance.
Antagonistic Timing +100 CP
Your enemies keep showing up at inappropriate times.

This is a really good book +100 CP


Whenever you try to read a book you keep getting sucked into the narrative ignoring everything
that happens around you.

Shy +100 CP
You find it incredibly difficult to talk with people you want to be friends with.

The Pollen +100 CP


You have hay fever and it’s really really bad. A handful of flowers could cause your vision to blur
and you to be sneezing for hours.

Silent Night +100 CP


Unfortunately not, every Christmas an annoying narrator will be rhyming in your inner ear the
entire jump constantly reiterating insults and things that you already know.

Orphan +100 CP
Your in-universe parents are dead and you are an orphan.

I Spy +100 CP
Your enemies can easily spy on you without being detected.

Easily deceived +100 CP


You are too trusting and are willing to believe almost anything you are told and become
confused when you are told conflicting things.

Didn’t read the instructions +100 CP


You don’t know how anything works and will never have anything explained.
This means that using any type of equipment will require trial and error.

At least buy me dinner first +100 CP


Dangerous entities keep becoming romantically interested in you.

I must nap +100 CP


You need at least 7 hours of sleep per day regardless of perks and abilities or you will feel
exhausted.

Never mind my head trauma +100 CP


People don't care when you are injured.

Unknown Rival +100 CP


It appears someone has taken a shine to you, but not in a good way. This Someone has a
similar Ability or a similar area of expertise to you, and they’re not taking it well. They won’t do
anything to harm you outright, but they will constantly try to one-up you or challenge you, and
there’s not much you can do to get rid of them; if you beat them at their challenges, they’ll
simply double down, and if you try to help them beat you to get them to leave you alone you’ll
come out on top purely by accident, which will again spur them to double down.

Perfection +200 CP
You are now a perfectionist and will refuse to accept anything less than perfection.

Mirror Match +200 CP


It seems that you have a Clone out there causing chaos. They will have all the perks and race
options you picked in this Jump but their minds are empty.

Lemming Friends +200 CP


All of your in universe allies gain an unfortunate lack of self preservation taking actions that are
obviously stupid or will likely end very poorly for them.

Bigger Boss +200 CP


Any time you defeat an enemy their boss or superior will instantly find out that you have and
how you did it.

Too soon +200 CP


Yes you did and every attempt at a romantic confession or to kindle a relationship will crash and
burn in a humiliating way.

Nightmares +200 CP
You will suffer terrible nightmares showing you the dark and twisted actions of your enemies.

Friends From Beyond Your Dimension +200 CP


A powerful godlike being will interfere in your life making it more interesting or fun for them to
observe.

Sore Thumb +200 CP


There is something odd about you that makes you seem noticeable as foreign being to anyone
who deals with anything not native to earth or this dimension.

Dead or Alive +200 CP


You have a local criminal record and anyone who recognises you as the target will attempt to
turn you in for the bounty.

The Good People +200 CP


It seems that everybody wants something from you, they want you to get their cats out of trees
or fetch them milk for their tea, regardless if you refuse to do a task for someone you're the
asshole. On the bright side, if someone has already given you a task which you are currently
working on, people are less likely to give you new tasks.

The Bad People +200 CP


For some reason everybody is an asshole to you, they will treat you like dirt and if you dare
refuse to do anything for anyone don't expect any kind of help from them ever.

Wider World +200 CP


This world is bigger than you would normally think but this makes the world more dangerous.
There are more magical schools, more super martial arts, more alien races who will target the
planet, more magical creatures that will show up to cause trouble and more that would normally
not be shown and all of them seem to think they should involve themselves in the plot.

Dark Minions +200 CP


Some odd physical embodiments of evil will seem to appear everywhere and they always attack
you, no one else ever seems to see them or interact with them but those things seem to be
drawn to you like ant to sugar.

Blinded +200 CP
You have lost your eyesight and will not regain it this jump.

Pet Food +200 CP


Creatures of every shape and size will want to eat you from the smallest bug to the largest lion,
the only exception to this are sentient creatures such as humans.

Publicity +200 CP
Every mistake you make will become public knowledge, every negative misinterpretation of your
actions will be pushed to the front.
It's almost like someone is trying to make you look bad.

Thou shalt not kill +200 CP


You are not capable of killing someone, giving anyone who may be killed by you selective
immortality.

Your a Joke +200 CP


It seems that no matter what you do or how effective you are, everyone will see you as a failure
and treat you like a joke.

Read people like a brick +200 CP


You can’t read people, you can not understand people's emotions and often misconstrued what
they mean causing you to be oblivious to the intentions of others.

Instruction Tape +200 CP


Whenever you do something for the first time you will be forced to watch a long boring tape that
doesn’t actually explain anything.

True to myself +200 CP


Alternative versions of you from the future keep showing up and causing disturbances before
disintegrating.

An Accident +200 CP
You keep accidentally filling into compromising positions.

Stealthless +200
You are very bad at sneaking.

Discount Budget +200 CP


Anything you get your hands on is always the cheapest alternative option.

Looking for Help +200 CP


You have difficulty finding allies and will often find yourself alone without anyone to trust.

Betrayal +200 CP
You keep trusting people that you shouldn't and keep being betrayed.

Poor Underestimation +200 CP


You will forget that you have taken this drawback and whenever you underestimate an opponent
they will gain a boost in power.

What the heart wants +200 CP


You have a massive crush on one of the main characters as appropriate for you, you will
discover which one when the jump starts.

Pig +200 CP
You are always hungry with no amount of food truly satisfying your appetite.

Fighting myself +200 CP


At least once per week you will have to fight a fake copy of yourself.

Selective Amnesia +200 CP


Until the end of this Jump, you can not remember the events of any setting you have entered.

Total Amnesia​+200 CP
You have no memories of your time before entering the Jump and explicitly no memories of
Jumpchain.

Amnesia +300 CP
You have forgotten everything about yourself other than what you learn in jump and from your
origin and background.

Split-Personality +300 CP
It seems that you are not alone there. You have an alternative persona within you, one who
cannot take control unless you lose control. They seem to be the antithesis of you but they seek
out what desires you refuse.

I've come to duel you! +300 CP


It seems that your list of enemies has expanded, growing to include beings from other settings.
Perhaps you will face Egyptian pharaohs, strange children, furry animals or something stranger.

Living in Exciting Times +300 CP


Completely random but exciting things will nearly constantly occur around you and often attack
you.

Competent Enemies +300 CP


All of your enemies will get situational intelligence whenever you face them making them twice
as competent.

Just A Child +300 CP


Instead of starting this jump as an adult you will start it as a newborn baby, you will not start the
jump time until you are socially considered an adult at which point the Jump time will start and
all other non-narrative drawbacks will begin to activate.

You’re a right git +300 CP


Everyone thinks you're an arsehole and a cheat, and nothing you can do will prove this wrong.

I saw you barely over a year ago +300 CP


Your sense of time is terrible you can't tell if a week has gone by or eight years and you couldn’t
tell the difference.

You get one more +300 CP


If you do something annoying more than twice you will get punished how, why by who well that
will be situational.

Today’s Kind of a bad day +300 CP


During this Jump you will have one really bad day as someone really strong will show up, beat
you up and kidnap someone you care about and no matter what you do you will definitely die at
least once so let’s hope you have a 1-UP.

The Ghosts of Murder’s past +300 CP


Anyone you kill in this Jump will haunt you in a very annoying way possible.
Outside Problems +300 CP
You keep getting stuck in situations outside of the regular continuity such as monsters, demons
and extra planetary problems.

Crippled Limbs +300 CP


This can be taken up to four times with each time affecting a different limb for the duration of this
Jump.
You may select from either a left or right crippled arm with each crippled arm lowering your
hand-to-hand damage and accuracy with all weapons.
You may select from either a left or right crippled leg with each crippled leg severely lowering
mobility during combat. With one crippled leg, movement speed is halved and with both legs
crippled movement speed is reduced to one tenth.

Prepare for evasive actions +300 CP


Any time you are in a form of transportation it will be attacked.

Everything Is Fine Now +300 CP


There are consequences for your actions and it seems that after each battle you are going to
need to help clean up the mess.

Local Scale +300 CP/+600 CP


For +300 CP your initial level of power will be capped at the general range of the supporting
cast at the start of the fictional setting. For +600 CP your level of growth will be capped at 90%
of the scale of growth of the local protagonist.

I’m going to take a walk +300 CP


You seem to be a walking magnet for issues as every time you go for a simple walk you will be
pulled into the middle of some kind of event.

Lost or Found +400 CP


It seems that your possessions keep winding up in the hands of the worst person to have them,
let’s hope it’s not world shattering.

The Importance of Education +400 CP


You will be forced to attend 10% of your total time in this jump inside of an education institute.
Failure to do so will count as a jump failure.

Find and Seek +400 CP


Every year you will gain a list of 12 macguffins that will be scattered around the world. Failure to
find them within a year will count as a jump failure.

Empty Handed +400 CP


For the duration of this Jump all out of Jump Items and Warehouse options other than body
mods are blocked.
You must reserve this drawback with the effects of the drawback taking place for the entire
Jump.

Alone +400 CP
For the duration of this Jump you can not import any out of Jump companions or followers with
the option of them being frozen in stasis for the duration of the Jump.
You must reserve this drawback with the effects of the drawback taking place for the entire
Jump.

Powerless +400 CP
For the duration of this Jump all out of Jump perks, powers and abilities other than body mods
are blocked.
You must reserve this drawback with the effects of the drawback taking place for the entire
Jump.

I am bound by my word +400 CP


You are bound by any promises you willingly make.

Known Enemy +400 CP


Someone doesn't like you. Maybe you wronged them, maybe your friends wronged them, or
maybe there’s just a huge bounty on your head. The point is, this person is going to try to kill
you, and they will not stop trying to kill you until you or they are dead. They cannot be reasoned
with, attempting to pacify them through supernatural means will not work, and restraining them
will buy you time but they’ll find a way out.

Here comes the bad part +400


Whenever you get new information there will always be a bad part of it.

Where am I why am I here +400 CP


You keep getting randomly teleported to locations to complete tasks without any idea of where
you are or why you are there.

That wasn’t so difficult +400 CP


You will forget this drawback and any time you act overconfident for solving an issue, a more
difficult issue will occur.

Butterfly Wings +400 CP


Your mere existence will cause massive butterfly effects, previously unknown gems will show
up, canon events will not take place.

Deathbound +500 CP
For the duration of this Jump you will die at least once a year.

False Friends +500 CP


At least 12 times a year an imposter will appear replacing one of your friends or allies, they are
almost identical to them but will have malicious intentions.

PS1 Game +500 CP/+1000 CP


It seems that there is something wrong with this jump and instead of it being the anime universe
you are instead in a PS1 game.
For +500 CP this means that what you see of the world will be blocky with flat textures on the
floors, walls and people who are now complex NPCs.
For +1000 CP the entire world will function as a PS1 video game of the World with events
forced to stick to a linear plot with optional time sensitive subplots; you will not gain a lives
system or any of the in-game power ups however there may be collectibles that do nothing.
You must reserve this drawback with the effects of the drawback taking place for the entire
Jump.

Us humans are full of surprises +600 CP


It seems that the humans of this world are not necessarily the same as expected. It seems that
there are mutants, meta humans or otherwise superpowered people.

So Weak +600 CP
At some point during this Jump you and all your allies will be defeated there is no way around
this you will lose and you will all be captured.

Auto-Punishment +600 CP
Every time you make a mistake you unintentionally react violently, harming yourself as
punishment. This results in minor wounds and injuries which build up over time, these injuries
heal at a “normal” human rate in spite of any healing abilities you might have.

Boss Rush +600 CP


Post jump you will have to have a 1v1 fight against every enemy you have faced in the jump
one after another, you will not be able to move onto the next jump until you have beaten them
all.

AU Continuity +1000 CP
You are not in the canonical story but an alternative universe randomly created from all the
FanFictions and Fan Theories.

Random Setting +1000 CP


By taking this drawback you are no longer allowed to select the setting of your Jump instead
you must use the following link and choose one of the six options it provides. If that setting has
a Jump Document already you may use that Document for this Jump.
https://www.bestrandoms.com/random-movie-generator?genre=Fantasy

Ending Options:
Return Home (End chain, return home with everything you have)

Stay here (Stay in whatever setting you used this to jump to, ending your chain)

Continue on (Proceed as usual to the next jump)


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Jump by Aehriman

Twenty-one years have passed since the heroes of the REBEL ALLIANCE destroyed the DEATH STAR, forever
breaking the power of the EMPEROR. Since then, the NEW REPUBLIC has valiantly struggled to maintain peace and
prosperity among the peoples of the galaxy. But unrest has begun to spread; tensions erupt that, if unchecked,
threaten to destroy the Republic’s tenuous reign.

Into this volatile atmosphere comes NOM ANOR, a charismatic firebrand who heats passions to the boiling
point, sowing seeds of dissent for his own dark motives. In an effort to avert a catastrophic civil war, LEIA
ORGANA travels with her daughter JAINA, her sister-in-law MARA JADE and the loyal protocol droid
C-3PO, to conduct face-to-face diplomatic negotiations with Nom Anor. But he proves resistant to Leia's
entreaties—and, far more inexplicably, within the FORCE, where a being should be, was… blank
space.

Meanwhile, LUKE SKYWALKER is plagued by reports of rogue JEDI KNIGHTS who are taking
the law into their own hands. And so he wrestles with a dilemma: Should he attempt, in this
climate of mistrust, to reestablish the legendary JEDI COUNCIL?

As the Jedi and the Republic focus on internal struggles, a new threat surfaces,
unnoticed, beyond the farthest reaches of the Outer Rim, A new enemy appears
from outside known space, bearing weapons and technology unlike anything
New Republic scientists have ever seen.

Suddenly Luke, Mara, Leia, Han Solo, and Chewbacca —along with the
Solo children— are thrust again into battle, to defend the freedom so
many have fought and died for. But this time, all their courage,
sacrifice, and even the power of the Force itself may not be enough…

Take 1,000 choice points to see you through the struggles to come as the galaxy is
invaded by savage aliens from beyond the Outer Rim.
ORIGIN
Any of the below may be taken as a Drop-In, causing you to appear with no history or resources.
Select one and only one background/identity, you may receive discounts for your choice.

Civilian (FREE) You’re theoretically unimportant, a person who isn’t a frontline


fighter, a great Jedi hero or whatever. Just one more of hundreds of billions of people
trying to get by.

Soldier (FREE) There’s a reason it’s called Star Wars and it’s not because this is a saga
of reasonable people talking out their differences. Whether you’re fresh out of boot
or a veteran of the Galactic Civil War, a ground-pounder, ace pilot or even a
commander, you’re going to be center stage as the galaxy burns yet again.

Droid (-100 cp) You are a machine! You are mightier than the Yuuzhan Vong! Okay,
but as awesome as YVH-1 is, droids- as robots are called in this galaxy- get a pretty
raw deal. Despite being far stronger, tougher and often smarter than their organic
masters, not to mention effectively immortal, most droids exist in a de facto state of
slavery or are victims of discrimination and no one, not even the heroes of the story,
have much of a problem with this. Well, it’s about to get worse as the galaxy is
invaded by aliens who consider you an unholy abomination. Have fun!

Force User (-100 CP) Congrats, you’re a Jedi! Or maybe a Sith. Jensaarai? Perhaps a
Rancor-riding Witch of Dathomir, or a cloistered Monk of the Aing-Tii, or even one
of the lost Sorcerers of Tund? Perhaps something stranger yet. The point is, you have
an innate connection to the Force, making you luckier, more empathetic and
intuitive than your fellow sapients, with far sharper reflexes too. You have trained
and refined this connection with one of the many orders of force-users running
about. Have fun, and beware the Dark Side.

Yuuzhan Vong (-100 CP) The villain option, you are one ugly so-and-so, part of a
lunatic warrior culture that likes to torture people so they can meditate on pain,
performs human/sapient sacrifices and implants living creatures into their own
bodies. Your new culture is utterly disgusted by “dead” technology, even a knife, and
so much more so metallic starships and the false life of droids. The Vong live under a
strict caste system with Warriors, Priests and Shapers (biotechnicians who grow their
living technology) at the top, followed by Intendants- bureaucrats and support staff,
then Shamed Ones who are cast out for failed implants, then the wretched slaves they
make of aliens. Pick a caste as you like.
AGE, GENDER & SPECIES

Whatever works for you as far as the first two go. Keep them, change them, it’s all
good. As for Species, Yuuzhan Vong and Droids are kind of locked in. For the rest,
there are too many different aliens to keep track of or list here. Pick whatever you
like, I ask only that you pay 100 CP if it gives you an obvious advantage, like a
Wookie’s strength, Zeltron pheromones, or a Givin’s math skills.
....
Okay, 200 CP for a Mandalorian, but you get the full Travissty package of skills and
mostly plot armor. Good bargain for your points. Also 300 CP to be a Shard, like the
Iron Knights, letting you take both Droid and Jedi perks at a discount. Droid/Jedi is
assumed to be your origin in that case.

"I have fought the worst of all wars, and witnessed the redemption of evil. I've seen balance
restored to the Force. But order can turn to chaos… as it did when I was born. Now, with my
loved ones and my loyal allies, I face a new challenge unlike any before. And I'm not sure if
this time we can win." -Luke Skywalker

PERKS
Perks are discounted for their respective Origins, 100 CP Perks are free for their Origin

I’ve Got A Bad Feeling About This (FREE Civilian, -100 CP) You have a keen
instinct for when a situation is wrong, and things are about to end very badly.

Strange Ways (FREE Civilian, -100 CP) In a galaxy with so many different peoples
and cultures, you have to learn to roll with strange quirks and traditions and
lifeforms. It would be rude to stare. You easily adapt to any strange or alien setting.
Nose For Profit (Discount Civilian, -200 CP) Charging people to fly an asteroid field
in perfect safety? Wandering mining town? You have a way of coming up with
off-the-wall creative ideas for businesses, always important in a galaxy where there
are so many people trying to make it big.

Sabacc! (Discount Civilian, -200 CP) It takes brains, quick reflexes and above all luck
to win at a card game where the cards randomly shift values. You have all three, but
especially luck. In games of chance, you always seem to win when it really matters,
and lose only when it encourages others to keep playing you, the saps. You’re also
pretty fortunate in daily living, but in games is where you shine.

Technological Terror (Discount Civilian, -400 CP) You understand Star Wars
technology, well, maybe not Centerpoint Station, or the Rakatan. But the common
and even military stuff is easy. Even if you were stranded on a primitive isolated
world, you could build a basic repulsorlift or blaster, and with time and proper
resources, whole fleets of starships.

Silver-Tongued Devil (Discount Civilian, -600 CP) You stand among the likes of
Leia Organa and Viqi Shesh as one of the most charismatic figures alive. With
enough prep-time you could announce the return of the Empire to thunderous
applause. Well, maybe not from the aliens. Anyways, you have the skills to succeed in
politics and a personal magnetism that it makes absurdly easy to gain a following.

Anti-Stormtrooper Aim (FREE Soldier, -100 CP) You actually hit what you’re
shooting at, even relatively small and fast-moving targets. Your aim is remarkable,
even by the standards of commandos, snipers and other marksmen, and your reflexes
mean you usually shoot first.

Not Gonna Say It (FREE Soldier, -100 CP) I’m not gonna say it, not gonna say it- I’m
getting too old for this. Fortunately, age or lack of practice cannot dull your reflexes,
nor your instincts. You only get better with experience.

Logistics (Discount Soldier, -200 CP) Whether you’re infiltrating fallen Vong
formed planets, or waging a private war over the galaxy’s bacta supply, you can’t
always count on your superiors to come through with supplies. Fortunately, you have
morally flexible means of adapting or liberating munitions, civilian transport and
other things for your cause. It’s a rare day indeed you can’t find what you need or an
acceptable substitute given a day or two to work on the problem.

Flying Ace (Discount Soldier, -200 CP) The galaxy holds countless good pilots,
hundreds of great pilots, and then there are legends like Wedge Antilles, Soontir Fel,
and now you. You could match a squadron with sheer skill, though it would be a close
run thing.
Teras Kasi (Discount Soldier, -400 CP) A martial art created by refugees from
Palawa, a planet destroyed in a conflict between Jedi and Sith, meant to allow
unenhanced humanoids to fight force-users. It also works alright against anyone with
vital organs or breakable limbs. Teras Kasi focuses on blinding speed, pushing each
practitioner to and past the limits of their species, and predicting an opponent’s
attacks while obscuring your own, and a willingness to fight dirty and seize every
possible advantage. Plus mental disciplines to avoid detection and combat precog by
force users. You are now a master of this martial art.

An Eye for Art (Discount Soldier, -600 CP) You stand easily among the greatest
strategists and tacticians the galaxy has ever known. You are especially good at getting
inside an enemy’s head, understanding their background, their culture and their most
likely responses to any given tactic or provocation.

Detached (FREE Droid, -100 CP) Being a creature of logic and not emotion, you can
easily set aside your personal feelings and understand the logic and mathematics of
your situations clearly.

Looking For Two Droids (FREE Droid, -100 CP) In this galaxy? Good luck.
Millions or trillions of a single model of droid can exist, and people don’t really pay
much attention to the details. So you are amazing at vanishing into a crowd, leaving
no trace, and not getting picked out in a lineup.

Expert Systems (Discount Droid, first FREE Droid, -200 CP) Threepio can speak
millions of languages fluently, Artoo has complete schematics for tens of thousands of
ships in his databanks, plus fragments of the Death Star plans and an amazing
quantity of navigational data. Surgical droids exist that are familiar with the anatomy
of tens of thousands of species. So you too have a body of expert knowledge that is
frankly superhuman.

Haor Chall Engineering (Discount Droid, -200 CP) No mere droid, you were
designed by the Xi Char, who consider engineering and creation a religious duty and
are famously uptight about achieving mechanical perfection in all the details. Your
frame is sturdier, your parts function together with incredible grace and precision.

Never Tell Me The Odds (Discount Droid, -400 CP) You can figure them out for
yourself, whether the chances of successfully navigating an asteroid field, or making a
difficult blaster shot, or even the markets, you are a master at crunching the numbers
and providing a hard probability figure to any knowable event.

Positronic Processor (Discount Droid, -600 CP) You are THE slicer, what would be
called hackers in a different galaxy. Electronic security is a joke to you, and anything
that can be remote controlled can with a moment’s effort become an extension of
yourself. You could even upload your consciousness to something as big as the Death
Star, as one droid assassin was rumored to.

Clarity (FREE Force User, -100 CP) To use the Force requires intense, meditative
focus, and ability to maintain that despite emotional turmoil, pain, exhaustion or
distraction. Nothing can disrupt your focus or distract you.

Got A Bad Feeling… (FREE Force User, -100 CP) You are highly intuitive and in
tune with your surroundings, making you incredibly perceptive and likely to notice
even small clues that something is wrong, like an approaching blank space in the
Force.

The Force is My Ally (FREE Jedi, -100 CP) Whatever else they may be, Jedi are a
monastic order in a religion that views the Force as the manifest will of the cosmos
and/or all life. You have learned to quiet your mind and take in the serenity of the
Force, even as you study it for signs to interpret its will. When you meditate on the
Unifying Force, visions of the past and future, moments of startling clarity and
insight come to you, far more often than they do for others.

Through Victory My Chains Are Broken (FREE Sith, -100 CP) Above all else, the
Sith believe in imposing their will upon the universe, going as far as their ambitions
and powers will allow. The Force is not a shield to protect the weak, but a weapon
that empowers the worthy. So you are adept at using the Force in combat, on the
move, fighting by instinct.

Battlemaster (-200 CP, discount Force User) You have been exceedingly well trained
in the seven lightsaber arts, ranking among the greatest masters of each. This applies
even to exotic weapons like a lightwhip. In fact, you’re pretty much death itself with
any kind of melee weapon.

Everything I Say Is A Lie (-200 CP discount Force User) As a liar, trickster and
manipulator, you have few if any peers. You could live among a people for fifty years
and have no trouble betraying them, juggle three loyalties with ease and please each
of your masters. Because even shadows come from the light, though, not all things
are bad. Your air of mystery and skills at confusion and misdirection also make you an
exceptional parent or teacher. When will you learn that everything I tell you is the
truth?

None Shall Pass (-200 CP, discount Jedi) When you plant your feet at a gate or a
bridge, none can bypass you or attack those in your charge without first dealing with
you. For some reason, numbers seem meaningless if there is no fighter or beast
among the horde that can best you in single combat, then charging as a mob is just
delivering bodies up for your blade.
Rule of Two (-200 CP, discount Sith) One wouldn’t credit the famously selfish Sith
with a great deal of patience or self control, and one would be wrong. For a thousand
years the Sith hid within the Republic, readying for the day of the Jedi’s fall. You are
very good at long-term planning and concealing your actions and true intentions,
even from highly intuitive empaths with the power to see the future.

Enlightenment (-400 CP, discount Force User) To know yourself may be the most
important form of knowledge. You understand what separates you from the rest of
the universe, making any external influence easy to notice and easier to dismiss. You
know to the finest scrap of power how much you can accomplish with the Force or
other exotic energies before tiring, and are incredibly efficient in doing so. Why
move a river when a cup can serve?

Grandmaster/Dark Lord (-600 CP, discount Force User) Few can match your
strength in the Force, or your raw skill in wielding it. Of those, the very top of the
ranks in any order of force wielders, almost none can boast to match you in both.

No Force of Mine (FREE and EXCLUSIVE Yuuzhan Vong) You are not a part of any
Force. Not only can you not use Force powers, no Force power can directly affect
you.

Embrace of Pain (-100 CP, FREE Yuuzhan Vong) Others may flee from pain, but
you have learned to embrace it, welcome it and the clarity it gives you. You cannot be
stopped or even slowed by agony, nor induced to speak against your will.

Caste (-100 CP, FREE Yuuzhan Vong) Workers, Intendants, Priests, Shapers and
Warriors. Labor, administration, religion, growing or influencing creatures into
living technology, and fighting. You have a caste, and the skills to be an exceptional
specimen of the group.

Caste Loyalty (-200 CP, discount Yuuzhan Vong) Warriors, technicians, laborers,
clergy, and scholars/bureaucrats. Whichever you chose to be your caste above, you
seem to embody all that is good in it, so that all people in that profession will respect
and honor you, even from the other side of the battlefield, and be more susceptible to
your rhetoric. Develop a caste consciousness.

Duros Deal (-200 CP, discount Yuuzhan Vong) It’s funny, but it takes a very long
time for people to get the idea you aren’t a highly honorable being. Even as you betray
deals you make time and again, you must do so at least a half-dozen times before
people stop making bargains or truces with you.

Star By Star (-400 CP, discount Yuuzhan Vong) Some say the essence of strategy is
identifying goals and the steps needed to take to advance them. In even the most
confusing or desperate times, you always know what the next step should be. In even
the most desperate of straits, you can come up with a plan to save your own skin.

There Are No Gods (-600 CP, discount Yuuzhan Vong) For as fanatical as most
Yuuzhan Vong are, true believers seem rare in the highest halls of power. You have
mastered the most dangerous and unpredictable power of all, that of faith. Be seen by
your people as a prophet, if not a god incarnate, have your words taken as holy
scripture and understand how to religiously frame even your defeats and setbacks.
The faith of the Yuuzhan Vong will shake the galaxy, can you turn that to better
purposes?

“We are machines! We are mightier than the Yuuzhan Vong!” - YVH battle cry, translated
from Yuuzhan Vong.

DROID PARTS
Droids get +600 cp to spend here, and discounts. Others can take these as cybernetic implants,
but the Yuuzhan Vong will regard such a thing as heresy of the first order.

Scomp Link (FREE droid, 100 CP) You have a port allowing you to interface with
the common computers of the Star Wars galaxy, from handheld datapads to the
systems governing entire starships.

Vocoder (FREE droid) Binary is efficient, and beeps and whistles are cute, but
sometimes you just need to talk to meatbags in their own language. This off-the-shelf
module allows you to produce all the sounds needed for Basic, and most common
languages.

Electro-Photo Receptors (FREE droid) These eyes are not like organic eyes, they
see a broader spectrum, including UV and IR light, and model visual data in
holographic, 3D format. Great for storage and later retrieval, but it also gives you a
profound understanding of space and precise distances.
Holographic Recorder and Projector (FREE droid) Your visual/audio data is
automatically stored for later playback with your handy holographic projector.

Hidden Compartment(s) (FREE/50 CP droid) You have one small hidden


compartment for smuggling items, like a lightsaber, holdout blaster, currency, spice
or a commlink, on your body. One per purchase, can be taken multiple times, first
free for droids.

Internal Commlink (-50 CP) You can send and receive signals with no external
device needed.

Camera (-50 CP) Because holograms, while cheap, have very low image quality,
often coming out grainy or blurry. With this, you can process your visual data into
ultra high-definition video, or a photograph you can produce from a print slot.

Floodlight (-50 CP) A high-lumen spotlight for searching dark spaces.

Fine Manipulators (-50 CP) You have retractable branching fingertip extensions for
doing things normal fingers are just too big and clumsy for.

Manipulator Arms (-50 CP) You have extra arms, little ones, suited for fine work.

Tentacles (-150 CP) More versatile in most ways than arms. May have fingers or
photoreceptors on the tips.

Laser Pointer (-50 CP) A little way of indicating things precisely at a distance.

Buzzsaw (-50 CP) Or some other cutting implement.

Arc-welder (-100 CP) Well, a shock welder. Good as an improvised weapon and for
joining bits of metal.

Fire Extinguisher (-50 CP) It puts out fires, don’t know what more to say.

Basic Sensor Package (-100 CP) sight beyond sight, you can detect most common
transmissions, electromagnetic energy, heat, motion and lifesigns.

Dedicated Energy Receptor (-100 CP) You have a sensor for detecting signals,
radiation, and power sources of all kinds.

Molecular Backtrack Sniffer and Residual Heat Directionalizer (-100 CP) Who
needs a bloodhound anyways? With some retractable sensor wands you can detect
scents better than any organics, and as you near your quarry, you can pick up the
residual heat of touching things, perhaps even the air itself if close enough, and
keenly detect the direction of their travel.

YV Detector (-300 CP) A very specialized form of life-scanner, really a bundle of life
and medical scanners, this will tell you if someone nearby is actually a Yuuzhan Vong.
In future jumps, it will allow you to detect other nonhuman infiltrators or
mind-controlling parasites.

“Jedi-Killer” (-300 CP) What!? I thought those were all decommissioned decades
ago? Well, somewhere inside your chassis is a small force-sensitive worm in a highly
sophisticated life-support system with connections to let you monitor its brain. In
this manner, you’ve achieved some of the preternatural awareness, instinct and
reflexes of a Jedi- if only by proxy. This does not by itself allow active Force power
use, but you can purchase Force powers.

Inflatable Life Raft (-100 CP) For the droid with no patience for struggling through
the muck at the bottom of every water feature, this tiny duraplast sac expands to
allow one to float. Comes in purely personal flavor or a full raft that can fit six
humanoids.

Grappling Line (-100 CP) Exactly what it sounds like, a launcher for cable, attached
to a ‘hook’ that can adhere to anything and a motor you can use to reel the cable in.

Zero-G Maneuvering Thrusters (-100 CP) They won’t let you fly in standard
gravity, now without some kind of repulsorlift, but if you go out in space you’ll have
some way of getting around and won’t have to flail helplessly waiting for rescue.

Repulsorlift (-200 CP) Walking is so pedestrian. With a repulsorlift you can negate
gravity’s hold on you and hover up to eight meters above any surface.

Blaster (-100 CP) The most common weapon in the galaxy, firing an ionized plasma
charge. Penetrates most armor easily, inflicting severe burn wounds.

Stun Blaster (-50 CP) A blaster optimized for and only carrying, a stun setting. Can
become an alternate fire mode if paired with blaster or heavy blaster.

Heavy Blaster (-150 CP) A blaster large and powerful enough to be used as an
anti-vehicle weapon capable of taking out most speeders.

Rockets (-200 CP) Missiles, limited ammo but highly destructive, capable of killing
tanks. A launcher and ten missiles per purchase, resupplied weekly.

Retractable Blades (-50 CP) A fun surprise for anyone grabbing at you, a sharp
hunk of metal that pops out.
Retractable Vibroblades (-100 CP) Much like the above, but now the blades vibrate
to saw through armor.

Retractable Garrote Wire (-50 CP) Less messy than a blade, but trickier to use, a
favorite of assassin droids.

Integrated Lightsabers (-150 CP) Not just for jedi anymore, these plasma blades
have been the last word in melee weapons for four thousand years.

Phrik Casing (-100 CP) A favorite in war-droids since the Krath and the New Sith
Wars, Phrik is one of the most blaster/lightsaber resistant materials known. With
armor made of this, you are all but immune to common small arms, unless a great
many of them are concentrated upon you, and all but the most clever or determined
of lightsaber wielders.

Cortosis Reinforcement (-100 CP) Cortosis, on the other hand, is a nearly


worthless material that can be crushed by a human hand. Its only use becomes clear
when struck with a lightsaber, it causes a feedback loop that deactivates the weapon
for a few moments. Tiny fibers and wires are run through your chassis and covering
your core systems, to protect against these exotic weapons without compromising
too much on structural strength.

Modular Construction (-200 CP) As many of your components as possible, but


most especially your computing brain, are decentralized and redundant, allowing you
to keep functioning through phenomenal amounts of punishment. As a bonus,
detached limbs continue under your control or, if removed or blocked from your
network’s range, will proceed independently, making the same decisions you would.

Self-Repair Systems (-200 CP) Your systems are full of nanites, even in oil that
move together when separated and patch holes and tears, and cannibalize nearby
materials as needed. It might take you a whole eight hours to recuperate from total
dismemberment/destruction, but as long as your CPU is safe, you will survive and
recover.

Ray Shielding (-150 CP) A personal forcefield effective against most energy
weapons. Starship grade, even just a starfighter, will punch right through but
ordinary blaster small arms will not, a lightsaber or anti-vehicle blaster will take time
to burn through.

Molecular Shielding (-150 CP) You have a personal shield finely tuned to stopping
explosives and physical objects, making you all but invulnerable to these attacks
unless your shield is overpowered.
Navicomp (-200 CP) The math involved in navigating space is complex, but even
reentry is largely automated in this era. Plotting a course through hyperspace, that
doesn’t intersect with any of the thousand of stellar phenomena that would just ruin
your day, takes time. Except for you, you can calculate jumps in moments.

AA-1 Verbobrain (-300 CP) Threepio is fluent in six million languages. Six million.
That’s an incredible amount of data, and it’s all because of his AA-1 Verbobrain, the
most sophisticated droid brain out there, which you now share.

Human Replica Droid (-300 CP) Well that’s… different. Your form is not just
human-shaped and sized, you’re close enough that with a layer of synthetic skin and
hair, only the most detailed of medical scanners, invasive exploratory surgery, or a
Jedi, could prove that you’re not organic. More, you can eat, drink and perform
*ahem* other things that normally only organics do.

FORCE POWERS
Force User Origin gets +600 CP just for this section, and discounts. A Force User can
theoretically eventually learn all of these powers, purchase here grants a rare talent and
mastery, as well as training, sparing you from seeking out a master for the more esoteric
abilities.
Droids and Yuuzhan Vong cannot take Force Powers normally, Civilians and Soldiers are
presumed to be force sensitive, but largely self-taught.

Force Sense (-50 CP/free Force User) The Living Force whispers its secrets to you.
You can feel a tremor in the presence of other force users and by paying attention,
sense the minds and emotions of others, or gain startling insights. Always warns you
when someone holds hostile intent towards you in your vicinity.

Force Push/Pull (-50 CP/free Force User) The simplest, crudest form of telekinesis,
where things or people are attracted or repulsed directly towards/away from the user.
Fine Telekinesis (-50 CP/free Force User) More than the basics, you can control
small objects well enough to rig chance cubes, or flip distant switches on a crowded
console.

Force Jump (-50 CP/free Force User) Extremely common power, you can leap up
over eight times your height, and slow your falls to make any one survivable.

Force Speed (-100 CP) Jedi are known for their incredible reflexes, but you can
sprint faster than the eye can follow and cross a large room a lot faster than most foes
could aim at you.

Force Body (-100 CP) forces your body past it’s normal limits of strength, speed
and/or endurance.

Force Hibernation/Morichro (-50 CP) The ability to enter a hibernative state.


Breathing not, aging not, needless until woken.

Force Illusion (-300 CP) The ability to alter what others perceive, an incredibly
flexible and useful ability.

Aing-Tii Flow-Walking (-300 CP) The monks of the Aing-Tii can detach
themselves from the world to the point of transcending time and space, able to view
any location, past, present or future. An esoteric ability, some have learned to solidify
their projection and effect small changes to time, though major events are resisted by
the very will of the Force.

Aing-Tii Translocation (-300 CP) The other ability for which the Aing-Tii are
known is the ability to fold space and move small items, or themselves, or mighty
starships over interstellar distances instantly. You have mastered this ability.

Force Blind (-100 CP) something like a flash-bang, but more flexible as you can
target one individual in a crowd or a whole group, causing loss of sight, hearing and
disorientation that lasts a few seconds.

Ol’ Jedi Mind Trick (-200 CP) the Force can have a strong influence on the
weak-minded. With a slight mental pressure, you can cause a momentary suggestible
state in others.

Force Heal (-200 CP) The power to heal others, a rare and precious gift of the Force.
Anything short of death, and even death is very recent, can be mended. Though the
Force cannot really regenerate limbs.
Jedi Lightning (-200 CP) Wait, lightning is of the dark side-- oh, I guess this one is
okay. You can shoot forth a green lightning that induces great sleepiness with even a
brushing hit, and a harmless stun to those hit squarely.

Force Absorb (-200 CP) You can “catch” and harmlessly absorb Force-based or
energy attacks, including blasters, briefly bolstering your own energies.

Art of the Small (-300 CP) In older days, Jedi used the meditations of xu’deq to mask
their presence in the Force. You have instead learned to shrink your metaphysical
presence down to the atomic scale, which is also very handy in manipulating and
transmuting things at that level.

Force Protect (-300 CP) You can use the Force to shield yourself from harm. This
technique is too exhausting to keep up indefinitely and has issues with Yuuzhan Vong
biotech, but effectively creates a skintight forcefield to deflect harm.

Jedi Battle Meld/Meditation (-300 CP) The most cherished of Jedi skills, you can
link minds so that decision makers see relevant information immediately, and orders
flow down as quickly as they’re thought, with incredible coordination and morale,
Battle Meditation is one of the galaxy’s greatest force multipliers. Skilled users, such
as yourself, can even sap the morale of and confuse opponents, provided they aren’t
droids or otherwise impervious to force powers. When done with Jedi, a Battle Meld,
the effect is far more pronounced.

Force Throw (-100 CP) You are very skilled at pelting opponents with debris from
all directions.

Force Grip (-100 CP) Grabbing an opponent by the throat, or equivalent, to restrict
their breathing. Very effective as a distraction, or to make a point.

Reverse Choke (-150 CP) The skill of using the Force to create a vacuum, literally
sucking the air from an opponent’s lungs. One may consider that just a needlessly
fancy version of the existing choke, but it does have the advantage of working on
entities not susceptible to the Force.

Darkshear (-100 CP) You can form a mono-edge blade of telekinetic force, wielding
it much like an invisible lightsaber, or launch it at your foes. May be of limited utility
against Yuuzhan Vong and their creations.

Memory Walk (-200 CP) First invented in the Pius Dea era by the fanatical Jedi
Vindicators, the memory walk is a technique where a target’s mind is invaded and
their worst memories looped until the mind breaks. Naturally it proved of great
interest to Sith and other darksiders.
Force Lightning (-200 CP) Unlimited power! The Force courses through you like
electricity and at your will becomes electricity, lashing forth from your fingertips to
punish your enemies for their presumption.

Force Destruction (-200 CP) Also called Kinetite, and for some strange reason
kamehameha. The first step is much like Lightning, but you condense the power into
an orb, adding thermal and kinetic effect before launching it at your target at high
speeds. The resulting energy ball is far more energetic than a blaster, and can
one-shot an AT-ST. Beware fellow Force Users may be able to deflect or reflect it
with telekinesis.

Force Deadlysight (-200 CP) Your rage boils over and your vision clouds red. Any
fool that crosses your vision has moments left to live as their internal fluids begin to
boil away.

Mechu-deru (-300 CP) Maggot of metal, rust and rot. Sith life draws breath, old life
does not. Your studies of the Dark Side have allowed you to shape both flesh and
machine, and indeed turn one into the other.

Sith Alchemy (-300 CP) You have learned how to harness the Force to let you alter
metallurgy, chemistry, even genetics. You can create steel that resists lightsabers,
spawn terrible monsters, and do all manner of things with time and effort you may
surpass the Yuuzhan Vong as flesh-sculptors, though studying their work wouldn’t
hurt.

Force Storm (-300 CP) You can access the raw, seething energies of hyperspace to
summon forth a storm that can tear apart worlds. You can shape this into wormholes
for getting around the galaxy at unimaginable speeds. This is normally an absurdly
dangerous and difficult power to use, but you are now the undisputed master of the
technique.
LIVING IMPLANTS
Yuuzhan Vong get 600 CP just for this section, and discounts. All others except droids may
take implants, but will get strange looks, to say the least.

Cloak Hooks (-50 CP, FREE Yuuzhan Vong) A pair of spikes jut from your
shoulders. They can be used as improvised weapons in a pinch, but their main
purpose is to hang a cloak on and mark you as a Warrior of rank and skill.

Fighting Claws (-50 CP, FREE Yuuzhan Vong) Parasites embedded in your
knuckle-bones, the claws pop out and can carve up steel and deflect a lightsaber.
Moreover, they can stretch to four times their knife-like state, becoming whip-like
weapons. It’s surprisingly hard to defend against such a versatile and shifting weapon.

Fingerspears (-200 CP) Extending from beneath your nails or claws are four-meter
whiplike tendrils covered in stinging cells like a jellyfish, causing immense pain.

Shaper Hands (-100 CP) One or both of your hands were chopped off and replaced
with an eight-fingered cephalopod with tentacles and varied tools for shaping life,
including the ability to cause a number of chemical shifts by touch.

Tsasi (-300 CP) A short amphistaff, like a dagger or a baton. A hidden burrow has
been installed in your body, probably in an arm, to let you carry this deadly weapon
anywhere unseen.

Firespitter (-200 CP) A bladder of volatile chemicals was added to a limb or perhaps
your throat, providing a short-ranged but devastating fiery attack at will.

Vua’sa Limb (-200 CP) A great clawed foreleg, this has great claws and tremendous
grip strength while being tough enough to shrug off blaster bolts. Mostly though, it
serves as a tremendous status symbol among warriors.

Armorscales (-200 CP) Your hide has been reinforced with tough, leathery and
energy dispersing scales. Not as good as vonduun crab armor, but better than most
common armor.

Yorik Bones (-100 CP) Your bones have been replaced or reinforced with nearly
indestructible yorik coral.

Poison Filter (-200 CP) A kidney from a rare beast that filters all poisons from your
blood and body, making you effectively immune to all poisons and toxins.
Dandil Nerve Sheath (-200 CP) A coating of the nerves aids some in their function,
but primarily renders the user impervious to electrocution and stun weapons.

Heat-Pit Sensors (-100 CP) You can sense warmth at relatively close ranges, making
hiding from you that much harder.

Barbels (-100 CP) From the corners of your mouth dangle two tendrils, covered in
sensitive taste buds, they allow far greater awareness of scents and flavors in the air,
the ability to track by scent and to taste things with no risk of being poisoned.

Neuromasts (-100 CP) Lines of special hairs provide a great sensitivity to changes in
air (or water) pressure and direction. In particular, this alerts you to fast movement,
particularly heading towards you, where you may not be able to see it.

Ampullae (-200 CP) A series of jelly-filled pores that react to electricity, allowing
you to sense living things within a meter or two, and the hated technology of the
enemy at much greater distances.

Spa’lan’zi Ears (-200 CP) A pair of large triangular ears, and a clicker mechanism in
your jaw allows for echolocation, aside from being very sensitive in general.

Enhanced Vision (-200 CP) Your eyes can see very well in the dark, at near and far
distances, and track motion exceptionally well, having been optimized by the Shapers.

Amphistaff Fangs (-100 CP) Well, more important than the fangs are the venom
sacs. You may be able to spit this highly toxic substance, but be careful how much gets
in your own mouth.

Plaeryin Bol (-200 CP) One or both eyes have been replaced by a creature that… you
can also see through. Its function, however, is to spit an acidic venom that can kill
anyone you can get in the face at distances of up to fifteen meters with pinpoint
accuracy.

Bo’tous (-300 CP) Within your lungs rest four doses, replenished weekly, of bo’tous.
Spores that, once in contact with air (after you exhale) will rapidly mature into a vast
swarm of acid-spitting piranha like beetles. Pheromone cues ensure they will ignore
you and this will be less of a suicide weapon than in canon.

Yammosk Brain Implant (-600 CP) By mingling your brain matter with that of a
Yammosk War Coordinator you have achieved what none but Onimi has among the
Yuuzhan Vong, and developed Force Powers, which you may purchase from the
relevant section. Unlike even the hated Jeedai, your force powers work just fine on the
Yuuzhan Vong and all their creations.
ITEMS
New Jedi Order (FREE) After you leave, as a gift for survival, take the complete
series of NJO books, audiobooks and even the comics.

Aesthetics (FREE) A console with which you can redecorate your Warehouse in a
range of styles, from Rebel/New Republic, to Yuuzhan Vong, to Imperial or even
offbeat ones like Yvetha or Ssi-Ruuk.

Data Pad (FREE Civilian, -100 CP) A handheld computer as is commonplace. Yours
contains schematics of all non-military technology, as well as news and history,
anything publicly available. This updates in future Jumps.

Comm Link (FREE Civilian, -100 CP) A handheld or implanted communicator that
can reach to orbit or nearby moons, with fiat-backed encryption and signal. Can also
scan through or monitor frequencies, including those of less advanced
communicators.

Toolkit (Discount Civilian, -200 CP) A portable kit that happens to contain
whatever you need for nonviolent use. From the most sophisticated of first aid kits to
a hydrospanner to a delicate artisans tool.

Electronic Lock Breaker (Discount Civilian, -200 CP) You might call this tiny
device a key to any door, with it’s sophisticated hacking mechanisms and a magnetic
system for latches. I don’t know how it even manages with the living creatures of the
Yuuzhan Vong, but assume any door you slap this device and key your password into
will open for you.

Offworld Account (Discount Civilian, -400 CP) You have more money than a Kuati
aristocrat, than Prince Xizor or Bohhuah Mutdah. More money than the Hutts. Until
and unless Coruscant goes up for sale, the answer to “Can I afford this?” will always
be a resounding yes, whether it’s a worldship or building a superlaser from scratch. In
future Jumps this adapts to the local currency.

DH-17 Blaster Rifle (FREE Soldier, -100 CP) Or an E-11 or similar. This is pretty
much finality for small arms, a single blaster carries ammunition for hundreds of
shots and is powerful enough to make a mockery or most armor or cover.

Combat Armor (FREE Soldier, -100 CP) Some basic armor. It won’t stop a blaster
dead on, but could save your life from a glancing hit, and will stop most lesser
weapons dead.

Grade A Thermal Detonators (Discount Soldier, -200 CP) A belt of eight baradium
grenades, these fascinating fusion devices, which can be run on a timer or a
deadman’s switch, create a sphere of annihilating force, a 20-meter fireball that can
burn through permacrete, yet not singe a blade of grass a centimeter outside that
radius. Replenished daily, comes with a grenade launcher and other refilling belts of
incendiary, cyronic, sonic and “glop” grenades - the last releasing a rapidly hardening
glue for crowd control.

Walker (Discount Soldier, -200 CP) An armored vehicle for environments where
speeders don’t function. Could be a lumbering AT-AT, a light scout walker, or a more
exotic type like the spider-shaped MT-AT for mountains.

Wraiths (Discount Soldier, -400 CP) Because sometimes the real weapon is the
friends you made along the way. Here are a dozen commandos equivalent to Wraith
Squadron for followers. Give them detailed instructions and they’ll do as you ask in
an ordinary fashion. But give them just a mission objective, and they’ll go off the
walls on a crazy plan that shouldn’t work, yet probably will.

Lightsaber (FREE Force User, -100 CP) The weapon of a Jedi, not as clumsy or
random as a blaster, an energy blade that easily cuts through all but a few exotic
materials. Plus, it’s just cool. You can pick the color, if it’s double-sided or dual-wield
two. You can even put up to three crystals in for instant changes to the blade’s length
and girth, just be aware many Jedi see that as laughably old-fashioned.

Robes (FREE Force User, -100 CP) From Korriban to Coruscant, the Jedi, Sith and
even the Sorcerers of Tund heavily favor robes as clothing. Now you too can be
comfortable from Hoth to Mustafar in your own stylish space wizard robes.

Holocron (Discount Force User, -200 CP) A cube (or pyramid, for the Sith version)
containing the wisdom and some of the recorded personality of a worthy Master, one
almost tailor made to help you overcome your weaknesses.
Force Nexus (Discount Force User, -200 CP) A place of powerful force energies, like
the Jedi praxeum on Yavin 4, or the caves of Dagobah. This place’s natural energies
muffle your own force signature, while enhancing any meditation, divination or
ritual five to ten times over. Can become a Warehouse Attachment after this Jump, or
be imported.

Sceptre of Marko Ragnos (Discount Force User, -400 CP) A large rod with the
unique power to drain the Force from areas, shoot it as powerful laser beams or
infuse it into new targets. With enough energy, you could raise the dead, or make a
force-user of an ordinary sapient. Perhaps with time and study you may learn to strip
the unworthy of the Force with it.

Amphistaff (FREE Yuuzhan Vong, -100 CP) A snake that can selectively harden its
body to serve as a whip, or a sword or a javelin/pike. Tough enough to resist
lightsaber blades, sharp enough to pierce durasteel with ease, amphistaffs also have
sharp fangs and can spit their acid up to fifteen feet.

Oogliths and Gnullith (FREE Yuuzhan Vong, -100 CP) You have a gnullith, a
starfish-like breath mask, and a complete set of oogliths, symbiotes that act like a
second skin. Ooglith cloakers act as environment suits, but ooglith masquers let one
assume any humanoid appearance.

Vonduun Crab Armor (Discount Yuuzhan Vong, -200 CP) The natural prey of the
amphistaff, the vonduun crab has a sort of natural forcefield hardening its shell to the
point it can easily resist blaster fire or lightsabers. A suit of vonduun crabs cling to
your limbs and torso, providing the best armor around. As a bonus, your crabs are
not allergic to bafflor pollen like most are.

Voxyn (Discount Yuuzhan Vong, -200 CP) A pack of six voxyn, the Shaped version
of vornskrs. Like a large reptilian wolf with a sonic scream, acid drool, diseased claws
and a whiplike tail coated in venomous barbs. They are incredibly cunning, durable,
regenerating, form cocoons in vacuum and are otherwise extremely hard to kill. Most
impressively, they can sense force-users despite any concealment techniques. In
future Jumps this extends to other users of supernatural powers.

Qahsa (Discount Yuuzhan Vong, -400 CP) A biological computer used by Shapers to
record genetic data, including interesting mutations. This holds not only data on
every Yuuzhan Vong biot, but every life form in the galaxy that might be Shaped into
something useful. In each Jump it updates with local lifeforms and interesting twists
on DNA, and any abilities they may grant.
SPACESHIP
Have 800 Ship Points (SP) for this section. You may convert CP to SP at a 1:1 ratio, you may
not convert SP to CP.

Base Form: First choose a standard form of ship, you may then make such
modifications as you desire. You may purchase multiple ships.

Transport (FREE/100 SP) A small to medium transport, like a Corellian YT-series


or Gallofree transport.

Starfighter (FREE/100 SP) A one or two-man light attack craft, may or may not
have its own hyperdrive.

Escort/Frigate (-100 SP) A smaller ship, like a Carrack Cruiser, Corvette or Nebulon
B Frigate, with a crew in the dozens to hundreds and perhaps a few turbolasers.

Star Cruiser (-300 SP) Your Star Destroyers, Mon Cal Cruisers, Miid Ro’ik and
equivalent ships. The main capital ships of your side, with a full wing of star fighters,
dozens of capital ship weapons and so on.

Dreadnought (-500 SP) Now you’re playing with the big boys, a massive ship closer
to a flying city (over a dozen kilometers across) studded with thousands of
turbolasers, hundreds of missile launchers, with space for two full wings of
starfighters. Equivalent to an Executor-Class Super Star Destroyer, Viscount-Class Star
Defender, or a Yuuzhan Vong Worldship or Kor Chokk Grand Cruiser by default.

Superweapon (-1,000 SP) The galaxy is nothing if not littered with ancient
doomsday weapons or the fragments of the same. Purchase of this will grant one
canonical superweapon, fully functional and factory fresh. Perhaps a planet-buster
like the Death Star or Galaxy Gun, a more restrained version like the Eclipse-Class
Super Star Destroyer or Eye of Palpatine. Or would you prefer an industrial threat
like a World Devastator or Star Forge? Or the fun-sized packet of a Star Crusher, the
mysterious Centerpoint Station… look, you have a lot of options. Just be careful,
when you have a massive hammer, people can start to look like nails.

Add Ons: Now come the modifications. If you purchased multiple ships, purchases
here apply to all that are relevant. Obviously a fighter cannot be a carrier. So do
drawbacks.

Hangar Queen (+200 SP) Your ship is old and breaking down, requiring constant
maintenance and small repairs, and frequent time in the hangar or yard.

Civilian-Restricted Armament (+300 SP) Your weapons are cut down in scale and
power to what is acceptable and legal for civilians. For a ship like the Millenium
Falcon, same guns, half the power. For a Star Cruiser, about one-sixth as many guns.

Hapan Turbolasers (+300 SP) Your main weapons have a firing rate of about a third
what they ought to have. In a battle of attrition with similar ships, you will lose.

Luxury Accomodations (-50 SP) Your ship may be a yacht like the Lady Luck or a
converted warship like Errant Venture. Either way, the interior is positively opulent
in decoration and entertainment facilities.

Holonet (-50 SP) Your ship is equipped with the Star Wars equivalent of a
TV/internet connection. In the Yuuzhan Vong, this becomes a Villip Choir capable of
calling many ships at once.

Armored (-50 SP) Because sooner or later, some damage gets through to the hull.
Your ship is not only covered in armored plating, it was designed with the
assumption that it would suffer serious battle damage at some point. There are
redundancies, internal reinforcement and bulkheads, etc.

Defenses (-100 SP) Your ship has redundant defenses, like a Mon Cal Cruiser’s
shields. If a Yuuzhan Vong vessel, this translates into double the dovin basals.

Predictor (-50 SP) Your ship’s targeting utilizes advanced software or dedicated
brain tissue to anticipate the trajectories of fighters and other small craft, making fire
against them far more accurate and effective.

Stutterfire (-50 SP) Your ship’s weapons have been modified to fire weaker bolts at
three times the rate of fire, at slightly diverging angles. This is because the Yuuzhan
Vong stop fire not with shields but pinpoint singularity voids, tiny black holes that
catch the shot. The best way around this is to fire three quick bolts so a void can catch
only two, and your ship has been modified to have this as a firing option.
Extra Guns (-100 SP) Your ship has an extra 50% more energy/magma weapons
(rounded up) than standard. This can be taken multiple times, each adding the same
amount. So a TIE fighter would get three, then four lasers, a Star Destroyer ninety
and then 120 turbolasers on a second purchase.

Missiles (-200 SP) Your craft has a number of disposable, guided munitions which
replenish daily. For Yuuzhan Vong this means gretchin, vacuum-adapted beetles
which tear into ships with claws and acid spit. The locals are more likely to favor
proton torpedoes and concussion missiles. The number of munitions and launchers
scales up with your craft.

Ion Weapons (-200 SP) Weapons that overwhelm electrical systems, disabling ships
that rely on electronics and technology. May be bioelectric for Yuuzhan Vong.

Exotic Weapon (-300 SP) Something like the MCPS emitter that degraded hulls
through shields, the massive Ion Cannon of the Malevolence, a mass driver or
something. Your ship has a powerful, unique weapon system.

Unusual Sensor Profile (-100 SP) Maybe your ship is biological, or has an
uncommon stealth material in the hull. Either way, sensors don’t automatically
register your ship as a ship or a threat.

Cloak (-200 SP) Your ship is able to achieve total invisibility, though doing so
renders it blind and unable to send or receive comms signals.

Carrier (-200 SP) Your ship can carry fighters. Fightercraft cannot take this, a
medium transport can carry a squadron of twelve fighters. An escort two and a half
squadrons. A star cruiser has a wing of six squadrons, and a dreadnought or
superweapon two wings. Star cruisers, dreadnoughts and superweapons can take this
multiple times.

Interdictor Capability (-200 SP) Your ship can project a field that negates
hyperspace travel, pulling ships out of FTL or preventing them from jumping at all.

Yammosk/Jammer (-200 SP) For Yuuzhan Vong, your ship has a yammosk war
coordinator, a giant brain that connects mentally to Vong fighters, letting them work
together like the fingers on a hand. For others, this is a GAM, a gravity device for
jamming yammosk signals, developed around the time Coruscant fell.

Class One Hyperdrive (-100 SP) Your ship has a military grade hyperdrive, twice as
fast as most civilian or capital ship models. Distances and travel times can be kind of
vague for this series, but at the absolute worst you can cross the galaxy in six weeks.
Class 0.5 Hyperdrive (-150 SP) Thanks to a lot of special modifications, your ship is
twice as fast at FTL as most military ships, a match for the Millennium Falcon.

Class 0.4 Hyperdrive (-200 SP) A whole different class of speed, previously
achieved only by the living starships of Zonoma Sekot. Did your ship perhaps come
from that fabled place?

COMPANIONS
Friends (-100 CP) Import as many Companions as you’d like from previous Jumps,
each with 700 cp to spend, plus appropriate stipends for each section, except SP
which they do not receive. Companions also cannot import Companions of their
own.

War Buddies (-100 CP) Invite anyone you meet along the way. The cast of this series
is large and varied, that of the entire living EU/Legend characters to the point the
books were written, plus a number of new ones. Why you’d want Nom Anor or Viqi
Shesh to join you is another matter.
DRAWBACKS
Back Again? (+0 CP) If you’ve ever visited the Galaxy Far Far Away before, you can
now incorporate your history and relationships from back then. Won’t everyone be
so happy to see you again?

Pull Up! Pull Up! (+0 CP) Instead of a ten year stay, you may leave the moment the
Yuuzhan Vong invasion is definitively resolved in favor of one side or another. This
took eight years in canon, so not much difference. Perhaps you can find a way to
speed things up?

Sturgeon’s Law (+0 CP) How odd. You seem to have landed not in the New Jedi
Order timeline, but one of several fanfictions taking place in this period. Or even
Disney Canon, right before the Vong invade. Hopefully you know what you’re doing
and don’t take it for granted all your canon knowledge applies.

Only Imperial Stormtroopers Are So Precise (+100 CP) Your aim with ranged
weapons leaves a lot to be desired. If you can hit a man-sized target two times in ten
at thirty meters, it’s a good day for you.

Legacy of the Force (+100 CP) The obligatory stay extender, instead of eight years
of war, or ten, hang out for twenty years and see what happens in the post war, the
Corellian Crisis, and whether or not Jacen Solo becomes a Sith Lord. Oh, and have
fun with the Dark Nest trilogy along the way.

Beat A Wookie Once (+100 CP) You are down a limb, and no cybernetic or biotech
prosthetic will attach to the stump. This may be taken multiple times.

Black Sun (+100 CP) Well, maybe not them specifically, but you’ve crossed one of
the countless crime syndicates that dot the galaxy and between bounty hunters,
assassins or plain old sabotage, they will find a way to make their displeasure known.

Humans Are All Power-Mad (+100 CP) No matter what species you choose, they
now enjoy a very specific reputation. Racism against your people is widespread, and
even close friends will casually drop slurs in regular conversations. But don’t worry, if
you work really hard and save the galaxy, maybe you can someday be counted “one of
the good ones.” If a Yuuzhan Vong, this instead applies to your Domain.

No Medal For Chewie (+100 CP) Your allies and superiors will always attribute
your successes to somebody else, while leaving for you all the blame. Don’t expect
your enemies to underestimate you because of this either, they won’t.
Vector Subprime (+100 CP) Funny, the difference a small change can make. The
Vong invade the galaxy from a slightly different angle so good news! If Chewie dies
it’s unlikely to be at Sernpidal. Bad news, the Praetorite Vong are not found and
destroyed, the Republic has less warning and the enemy secures a stronger foothold
from the start. If taken as a Yuuzhan Vong, you are instead relegated to a later wave of
the invasion.

Hotheaded (+200 CP) You are reckless and easily angered, beware the dark side and
also enemies clever enough to goad you into a drastic mistake.

Honorbound (+200 CP) You cannot break your word under any circumstances, nor
suffer that your superiors should cover up their shame or dirty dealings.

Logistical Nightmares (+200 CP) Things are constantly getting delayed, or lost, or
rerouted. Fuel, munitions, personel, does nobody else appreciate that there’s a war
on!?

New Canon (+200 CP) Wait, the Solos have twins!? You forget all about any part of
the Star Wars expanded universe that isn’t part of the new Disney Canon (the films,
Clone Wars cartoon, Rebels, newer books). That means no comics, no games, and no
novels, you and your Companions won’t know who Kyle Katarn is or why the First
Order aren’t the villains. Have fun learning about Star Wars all over again.

The Man Who Lost Ithor (+200 CP) Your name is synonymous with an infamous,
ignoble defeat. Whether or not it was your fault has nothing to do with it, people will
insult you in the streets, perhaps spit or throw things, and your superiors are unlikely
to trust you with any important task or listen to your input until you’ve proven
yourself, not once, but over and over and over again.

Warmaster (+200 CP) You have piqued the interest of the opposition, and one of
their most feared war-leaders has dedicated themselves personally to your
destruction. Figures like Tsavong Lah, his father Czulkang, Garm Bel Iblis, Gilad
Pellaeon or even Luke Skywalker.

We Were Warned (+200 CP) The required stay extender option. You begin right
after Rogue Planet, fifty years before the Yuuzhan Vong War, between episodes 1 and
2, when select individuals first heard of the Far Outsiders and their potential future
invasion. You must survive the Clone Wars, Galactic Civil War, and tumultuous years
to the present when the countdown to your exit at last begins.

Dark Tide (+300 CP) The other side of the war has their population upped by an
order of magnitude. Have fun facing ten times as many warriors with sufficient
support and infrastructure. This can be taken up to three times, each adding a zero to
the final total.
Star By Star (+300 CP) How!? No matter where you go, you gain at most a week’s
rest. The enemy pursues you, or is already waiting in ambush. Or some new enemy is
preparing a plot as you arrive. Is there a tracking device on you or something? You
never find one, but what other explanation could there be?

We Have Dismissed That Claim (+300 CP) Honestly, it’s like your side is trying to
lose the war. If they aren’t outright trying to deny the enemy exists or poses a real
threat, they are making ill-advised deals, making excuses for enemy breach of truce,
and banishing their best commanders to distant rear areas for petty politics. To say
nothing of the traitors and collaborators actively undermining the war effort.

A Galaxy Far Far Away (+400 CP) And your normally unlimited traveling plan just
isn’t cutting it. Yes, this is the ubiquitous power-lockout option, you can only bring
in the abilities you purchase here. Unless you have anything from previous Star Wars
Jumps?

The Nostril of Palpatine (+400 CP) Whichever side you fight for, or hope to live
under, the other side is now flush with superweapons beyond the dreams of Bantam
Books. Planet-killers and fleet-sweepers, super dreadnoughts, Galaxy Destructors and
Sun Crushers, and ancient devices that can burn star systems from hallways across the
galaxy. Worse, no clumsy maintenance tech is going to leave a hatch unbolted or
some other silly mistake that would create a convenient Achilles Heel. Have fun!

Stupid Meatbags (Droid Only) (+200 CP) Nobody really questions droid slavery, not
even the relatively benign heroes who at least treat their droids well. You, however,
are doomed to see the uglier side of droid discrimination everywhere you go, from
being refused service, to children playing pranks, to having people outright try and
steal you, scrap you or wipe your memory every few months.

If taken with Humans Are All Power Mad, expect this to get much, much worse.

Restraining Bolt (Droid Only) (+300 CP) You have a master who has fitted you with
a restraining bolt. With the touch of a remote, they can shut you down, compel your
obedience or confine you to a small defined radius of space. Your master cannot be a
Companion. Have fun!

Inner Turmoil (Force User Only) (+200 CP) Using the Force requires clarity and
focus, that’s the same for Jedi and for Sith. You, however, are continuously plagued by
doubt and uncertainty, and it makes your powers unreliable, and their use extra
draining.

Severed Exile (Force User Only) (+300 CP) Forget unreliable, your force powers are
straight up gone, unavailable to you until after you’ve cleared this Jump.
Shamed One (Yuuzhan Vong Only) (+200 CP) One or more of your implants was
rejected or improperly applied. There can be no clearer sign of the gods’ displeasure.
To the Yuuzhan Vong, you are a wretch barely a step above alien slaves.

Heretic (Yuuzhan Vong Only) (+300 CP) You are known to be a heretic, and the
subject of a massive manhunt among the Yuuzhan Vong.

THE END
Remain: Time to taste the fruits of victory and settle down to a life of peace.

Go Home: You’ve seen and done so many things, but this war is a fitting capstone.
You have nothing left to prove and may hold your head high as you go home.

Move On: You’ve played this place out, but there’s so much more to explore and do,
so the Chain winds on.

NOTES:

NJO is the exclusive property of Lucasarts/their new masters at Disney. Jump by


Aehriman, with special thanks to Ovid, Taar Koth, and cliffc999.

Found yourself paying 25 or 75 cp after discount? Round down, we don’t have


anything for 25 cp this time around.

A rough timeline of the war:

Vector Prime: The Solo-Skywalker clan go on vacation as the first wave, the
Praetorite Vong arrive, establishing a hidden base on the ice world of Helska IV,
hitting a nearby research station on Belkaden (survivor Danni Quee becomes very
important later) slaughtering Kyp Durron’s squadron, and destroying Sernpidal by
dropping it’s moon with a dovin basal, killing Chewie. The Solo twins rescue Quee
and a small New Republic taskforce manages to destroy the base.

Dark Tide I & II: The Senate dismisses Leia and the Jedi’s report of a new existential
threat as self-serving, but elements of the NR military start preparing for war. The
Jedi are in recon mode and Jacen is captured trying to rescue slaves, while only last
minute reinforcements turn disaster at Dantooine into a costly evacuation of refugees
from across the sector.

Luke is distracted by a rogue Jedi attempting to avenge her friend lost to the Vong by
cobbling together a superweapon, while Caamasi Senator Elegos A’kla allows himself
to be captured to attempt diplomacy and is ultimately strangled by Shedao Shai to
hurt Corran Horn, who killed two of his kinsmen. Speaking of Corran, on a mission
to the fallen world of Garqi, he discovers the enemy’s armor is allergic to the pollen of
the rare bafflor tree from Ithor when fighting in a terrarium. He attempts to cover
this up, but the Vong head to Ithor to destroy it. Ithor becomes a bloody stalemate
until Corran Horn is able to contact Shedao Shai, offering a week of truce followed by
single combat for the planet. Corran wins, but the Vong burn Ithor anyways, on the
order of Warmaster Tsavong Lah. Somehow, Corran gets all the blame for this.

Agents of Chaos I & II: As the Republic stumbles from one defeat to another, a
growing movement of collaborators, the Peace Brigade, becomes troublesome. A
grieving Han hunts an old friend now said to be working for the other side, and
stumbles into and foils a plot to kill a great many Jedi and politicians with a fake
defector, the priestess Elan, armed with bo’tous. There is a small battle at Ord
Mantell, to prove the assassin’s bona fides with good intel. Han leaves to help a new
friend, Droma, find his family.

Leia attempts to bring the Hapan Cluster into the war, while the Vong sign a treaty
with the Hutts (who nevertheless sell intelligence to the Republic at a premium). The
Hapans joined in, and though the NR was expecting the next big push at either
Bothawui or Corellia, the Vong hit the extensive shipyards at Fondor. Anakin
activates the Centerpoint Station superweapon on Corellia, but is talked down, so
instead Thracken Sal-Solo fires the weapon, destroying the Vong fleet, but also most
of the Hapans, who drop out of the fighting, and some of the shipyards.

Balance Point: The war creates a massive refugee crisis, and the planet Duro, an
overpopulated, over-polluted hellhole, is chosen to house most of them in exchange
for labor to terraform the joint back into semi-habitability. Leia even becomes
administrator of one camp, sabotaged by Nom Anor, when Jaina is sent there on
medical leave and Han arrives looking for Droma’s family. Relations between Duro
and the Republic become strained, and their leader takes Jacen Solo and Leia prisoner
hoping to exchange them to the Vong. Jacen defeats Tsavong Lah in a duel, crippling
a leg that requires replacement, but the Vong take Duro and the heroes can only
evacuate yet again.

After, Tsavong Lah manages a galaxy-wide broadcast promising to halt the invasion if
the New Republic will recognize the territory they’ve taken and surrender all the Jedi,
vowing to make Duro a paradise world to show all the invaders have to offer.
Edge of Victory I & II: While the New Republic doesn’t officially embrace the peace
offered by tsavong Lah, they have ceased offensive operations and the Peace Brigade
is potting Jedi across the galaxy. When the Brigade amasses a fleet to attack the Jedi
Academy on Yavin IV, Anakin Solo goes rogue to arrive ahead of Luke’s planned
evacuation force. Master Ikrit is killed and Tahiri Veila captured by the Brigade, and
then the Vong arrive on a mission they cleared with the New Republic government
for “mining.” Tahiri is taken to be tortured and brainwashed into a loyal slave-warrior
of the Yuuzhan Vong, shaped as they shape all life to their ends. Anakin is able to
rescue her only with the help of Shamed One Vua Rapung, who is revealed to have
been falsely shamed by his shaper lover.

An arrest warrant is issued for Luke and Mara Jade Skywalker, for threatening the
truce, but they are deliberately given warning and ample time to escape, Mara giving
birth to their son Ben. The collaborator regime at Eriadu kills one Jedi and takes their
best swing at Anakin and Corran Horn, who escape to warn Yag’Dhul, home of the
Givin, of impending attack. Meanwhile, Kyp Durron warns the New Republic of a
Vong superweapon being constructed at Sernpidal, some kind of sun-eating
monstrosity. The fleet hits it, but it turns out to instead have been a shipyard, with
many dovin basals working together to siphon energy from the sun and build a new
worldship to evacuate those still stranded on dying ships in intergalactic space. Kyp
knew the whole time. At Yag’Dhul Nom Anor turns down an honor duel and has to
kill every witness to it, and the Vong fall back to reinforce Sernpidal. Finally, heretical
shaper Nen Yim is brought into the confidence of the Supreme Overlord to create an
‘eighth cortex,’ a secret and comprehensive body of shaper knowledge that all shapers
believe in, but doesn’t presently exist.

Star By Star: Just as Lando creates wardroids who can sniff out Yuuzhan Vong
infiltrators and have the firepower to penetrate their armor, the Vong unleash shaped
Jedi hunting hounds, the voxyn. Autopsy reveals the voxyn are all clones of a singular
beast, the Queen, probably still on Myrkr where the original stock came from. A
desperate strike team is sent to eliminate the Queen, and in the process Anakin gives
his life holding off an army and Jacen is captured. The invasion of Coruscant, making
use of human shields, is launched as traitor Senator Viqi Shesh nearly kidnaps young
Ben Skywalker. Coruscant falls to the Vong, but Borsk Feyla is able to somewhat
redeem himself by killing twenty-five thousand Vong with his suicide charge.

Dark Journey: The survivors of the Myrkr raid, in their stolen Yuuzhan Vong ship,
make it to the Hapes Cluster and immediately get embroiled in politics. The queen of
this matriarchal society is despondent after losing a child, and her mother-in-law is
sizing up Jaina as a replacement. Hapes is still militarily crippled but taking in
refugees. However, with some clever tactics they thwart two attacks. Tenniel Djo,
Queen of Hapes, dies and is succeeded by her daughter, Tenel Ka. But mostly the
book is about Jaina wrestling with grief, rage and the dark side, and Kyp’s being
surprisingly effective in relating with his prior experiences.

Enemy Lines I & II: Wedge Antilles’ Third Fleet Group is tasked by Acting Chief of
State Pwoe with a suicidal rearguard defense of Boreleais, the system nearest
Coruscant. He agrees, but only if he gets more ships, Lusankya and volunteers can
join him in turning Boreleais into an elaborate death-trap. The first fleet to attack is,
almost accidentally, wiped out in a day instead of the grinding attrition Wedge had
planned, so Tsavong Lah drags his father out of retirement with a bigger fleet. Luke
runs back to Coruscant, chasing visions. Yammosk jammer built and field tested. The
Jedi and other heroic characters start setting up cells of informants and resistance
fighters across the galaxy, the Insiders.

Boreleais falls, as it was always meant to, but takes down a massive number of the
enemy with it, including Czulkang Lah. On Coruscant, Luke defeats Darth Nyax
while pursued by Viqi Shesh, who suicides rather than report her failure or be
captured by Luke and Wraith Squadron. Jaina goes ever deeper down the psy-ops
rabbit hole of assuming the identity of the Yuuzhan Vong’s trickster goddess to mess
with them.

Traitor: For months Jacen Solo is tortured by the Yuuzhan Vong, while also pestered
by riddles from Elan’s old pet, a weird little creatures called Vergere, revealed to be a
Jedi Knight taken captive fifty years ago (Obi-Wan and Anakin were searching for
her in Rogue Planet). Later books would also make her a Sith. She teaches him
advanced force techniques, claiming there is no such thing as a dark side. After a
time, Jacen is able to use her teachings to manipulate the slave seed implanted in him
to sense the Vong and develops a deep bond with the world brain of Yuzhan’tar,
formerly Coruscant, a creature controlling most Vong-formed life to reshape the
planet. Jacen fakes defection, until the Vong capture fellow Jedi Ganner Rhysode,
who was searching for him. With Anakin’s lightsaber, Ganner holds off a vast army
at the world brain, to give Jacen time to kill it, and cements his place in Yuuzhan
Vong legend with his last stand. Jacen instead decides to make a small and private
peace, and talks the world brain into limiting its efforts, forcing the Vong to adapt in
small ways to their new throneworld and make compromises with the permacrete
jungle Coruscant was. Jacen escapes in Nom Anor’s hidden escape craft.

Destiny’s Way: Jaina leads her squadron on a desperate mission to destroy Supreme
Overlord Shimrra’s ship at the battle of Obroa-Skai, but their intelligence was bad
and they only got Tsavong’s deputy, Commander Komm Karsh. The battle is a draw
until Hapan reinforcements swing things the New Republic’s way. Meanwhile, Han
and Leia attempt a diplomatic mission to drag the Imperial Remnant into the war.
They contributed some ships and observers to Ithor, but bowed out right after. The
Senate reconvenes on Mon Calamari and elects Cal Omas as Chief of State thanks to
the support of the Jedi, whom he rewards with permission to form a Jedi Council.
The Bothans declare a genocidal war of survival against the Vong and may have the
means, since it seems the Republic has secretly been developing a plague to kill the
Vong and all their biotech, named Alpha Red. Vergere sabotages the project and flees.
An aged and dying Admiral Ackbar is hauled out of retirement to plan a masterstroke
for destroying most of the enemy fleet, a trap laid in the Deep Core system of Ebaq.
The trap works, but Tsavong Lah goes out like a nova, landing ten thousand troops
and all the surviving voxyn on Ebaq 9 for a Jedi hunt. Nom Anor is tasked to
investigate a heretical cult of Shamed Ones and slaves that revere the Jedi as their
saviors, and in the process figures out the eighth cortex is a lie. He stakes his life on
the Ebaq intel, and is forced to become a fugitive cult leader after the trap springs.

After the victory at Ebaq 9, the New Republic is formally reorganized in the Galactic
Federation of Free Alliances (GFFA).

Force Heretic I, II & III: Luke, Mara, Jacen and a few others go off on a mission to
find Zonoma Sekot, the living biotech planet where this all began. First they stop at
Bastion, capital of the Imperial Remnant in time to watch it fall to the Vong, and rally
to save the Empire. Han and Leia go on a tour of old enemies and out of contact
forces, begining with Galantos, then going to Bakura where the Ssi-Ruuk are trying
to take over again, this time with the ruse of reform and peaceful intentions so they
can bless the planet and use their actual warriors, not just droids. Nom Anor
reinvents himself as the Shamed Prophet, Yu’shaa.

Drama on Bakura, their leader is a human replica droid in league with the Ssi-Ruuk,
who were provoked to action by the Vong. The Zonoma Sekot mission searches the
archives of the Chiss with goodwill gained from saving Wyn Fel from a kidnapping
plot, eventually realizing the living world is a moon and narrowing their search to
the Mobus system. Tahiri’s grief leads her to develop a split personality with her
Vong-brainwashed self, Riina.

The Vong attempt to hit the communications station at Esfandia, cutting Mon
Calamari off from communications with the Outer Rim, but Han and Leia manage to
ID the spy, make peace with the local Cold Ones and rally a GFFA/Empire fleet to
hold the place. Nom Anor starts planting evidence that his rivals in court are part of
the Jedi Heresy, and is almost assassinated by a true believer lieutenant, Shoon-Mi.
Luke and Jacen have an uphill battle convincing Zonoma Sekot to join the war, but
eventually succeed.

The Final Prophecy: Nen Yim is dissecting a captured Sekot ship and needs to learn
more, Nom Anor spouts a prophecy of a new world in the sky heralding and age of
freedom, and contacts Tahiri to extract him and Nen Yim, along with the doubting
priest Harrar, and take them to Zonoma Sekot. Yim realizes the Vong came from
Sekot, or rather a world much like it, Sekot’s parent. Nom Anor realizes if he can
destroy the Supreme Overlord’s greatest fear he can be welcomed back at court, all his
sins and failures forgiven. He murders Yim and tried to sabotage the planet’s
hyperdrive, apparently succeeding and getting extracted. Luke and co rescue Tahiri
who tried to stop him, and the planet manages to survive and jump to Yuuzhan'tar
for a final reckoning.

The Unifying Force: Nom Anor is restored and named Prefect of Yuuzhan’tar.
Unfortunately, he quickly finds out he can’t control the religious movement he
started, and is being scouted by a cabal of loyalists to Shimraa’s predecessor. Then
Zonoma Sekot arrives and everything goes wonky, they even have to recall the fleet
that was winning at Mon Calamari. Sekot explains to Harrar and the Jedi that the
Vong used to be a species of force-users who lived in harmonic symbiosis with the
original Yuuzhan’tar but following a war with robots, became too warlike and were
punished by being stripped of their connection to the force. So they invented gods
who actually approve of their worst impulses, made suffering and death the
centerpiece of their culture and carried on. Great job there. As the populace rises up,
Shimraa declares war on the gods and plans to kill Sekot with an Alpha Red infected
ship. The liberation of Coruscant is a slapdash, unplanned and rushed affair that
succeeds only because Jacen is friends with the World-Brain and there are still
billions of people living on Coruscant who rise up against their oppressors. The
plague ship manages to infect Sekot, and Shimraa is killed by Luke and the Solo twins
in his personal palace/escape ship, only for it to be revealed that his Shamed jester,
Onimi managed to give himself force powers and had been puppeting Shimraa for
years. Jacen heals him of his deformities, causing him to die from the many toxins in
his body. Nom Anor dies after trying twice more to kill off the family and choosing to
stay on the dying ship. Sekot recovers and takes as many Vong as are willing to the
Unknown Regions to learn the ways of peace and life again.
Star Wars - Dark Empire
By Neuron

Welcome to a Galaxy far, far away in the year 10 ABY. War has engulfed the galaxy with a
temporary coalition of Imperial Warlords expelling the New Republic from the galactic capital
Coruscant and shattering the fledgling state in the process, before collapsing into infighting
among themselves for the seemingly empty Imperial Throne. Shortly deploying from the
Republic’s secret base on New Alderaan will be a small Republic fleet meant to to help reinforce
and rescue Lando Calrissian and Luke Skywalker after a raid gone wrong on the warring Imperial
forces. All the while in the shadows an evil thought defeated, prepares its forces, and prepares
to reveal itself to the galaxy at large for a renewed attempt at Galactic Domination.

This is a galaxy at war where madmen run wild and tyrant's reign; you’ll need these 1000 Choice
Points for the journey.

Locations:
Any of the following locations may be chosen freely, though should you wish to put it up
to chance, a dice may be rolled instead.

1. Mon Calamari: The ocean world of Mon Calamari, a beautiful place and home of one of
the galaxy’s greatest shipyards. Normally this wouldn’t be all that bad of a place to start,
which would still be the case if a fleet of World Devastators wasn’t about to arrive and
start, to devour the world. I’d recommend leaving soon unless you’ve got the power to
beat them back, because once they start moving this world’s lifespan will plummet.

2. Coruscant: The former capital of the Empire, as well as the Republic before it. Coruscant
was captured by the Rebel Alliance, re-captured by the Empire, and now is the site of an
all-out civil war between rival Imperial factions, as well as Rebel incursions stirring the
pot.

3. Byss: The Emperor’s secret redoubt, Byss is a secret colony located in the Deep Core.
Steeped in the Dark Side, and occupied by the most powerful and most fanatically loyal
Imperial forces, this location is particularly unwelcoming to any non-Imperial.

4. Imperial Prison Ship: I really hope you’re a part of the crew and not one of the many
unwilling passengers onboard. Regardless, this is an Imperial Prison Ship en route to one
of the many Penal worlds of the galaxy, or perhaps even Byss itself, should you be
onboard with Luke Skywalker.

5. Entralla: The capital of the Pentastar Alignment, one of the more powerful Imperial
Warlord states and the personal fiefdom of Grand Moff Ardus Kaine. The planet itself is
located in the Velcar Free Commerce Zone and has a deep/rich history filled with myths.
The planet itself is rather diverse when it comes to biomes.
6. Pinnacle Base: The current main base of the Rebel Alliance located on the moon Da
Soocha V. The rebels have been forced here ever since the fall of Coruscant to advancing
Imperial Warlords. In orbit a large fleet of Rebel ships stand as guards against attack. As
one final note, I’d be sure to make myself scarce if I was here given this moon is slated
for destruction by the Galaxy Gun.

Gender/Age/Species:
Your gender is based on the last Jump you were in but may be changed for 50 CP. Age is
dependent on the Origin you take and will be expanded on later. Any race may be taken as well
so long as it’s reasonable, so no Celestials or species of similar power.

Origins:
Any Origin may be taken as a Drop In Origin, should you wish to forgo backstory.

Jedi Master: Yours is a breed thought lost in the Great Purge at the end of the Clone
Wars and seemingly only kept alive by the hero Skywalker. It’s good to see the light has not
been extinguished; even in these dark times, the galaxy needs heroes like the Jedi of yore.
Though what type of Jedi you are is up to you, perhaps you’re an old survivor of Order 66 or an
old companion of Luke Skywalker.

Dark Lord: There are two types of people in the galaxy, those with the will to grasp their
destiny and those too afraid and weak to do so. You’re in the first category if you couldn’t tell.
The galaxy is in chaos, and that presents an opportunity to those who are inclined to use it. The
guardians of the light are broken, and the Empire, so mighty and vast, lies sundered with a
throne above it all, a throne that happens to be empty and ripe for someone worthy to claim.

Smuggler: Jedi and Sith, it’s all so much and way above your pay grade. Still, it affects
everyone in the galaxy and you happen to be within the galaxy and its health is your health.
Besides, even the giants could use some help sometimes, and the right man, or perhaps
smuggler in the right place to make all the difference. Somebody has to step forward, may as
well be you, right?

Grand Moff: Order, order is what the Empire stands for. It’s what you stand for despite
the chaos of the galaxy. In fact, the very state of the galaxy proves why the Empire is necessary
to keep things safe and secure. In their natural state people are no better than rabid animals,
something not even the stalwart men and women of the Empire are immune to, as recent
events have shown. Still, not all is lost. All it takes is the right man with the right vision to set
things back where they belong, preferably sending every traitor out the airlock as they do it.

Perks:

General:

0/200 CP Force Sensitivity: Not everyone can claim to be a favored child of the force,
but you can. At base this is a level equal to the standard affinity of a Jedi affinity; nothing
impressive compared to the greats of the galaxy, but still something. For a small charge, this fact
changes and propels you to a level rarely seen, matched only by the Reborn Emperor and Luke
Skywalker. With time and training you could be something amazing.

200 CP Ace in the Hole: What’s the power of the force compared to a good blaster at
your side? As the Emperor makes clear, a blaster ain’t much compared to the force, but it’s a
still a plenty useful tool. You’re a true ace with a blaster compared to the vast majority of
people in the galaxy, with only truly brilliant bounty hunters and snipers really able to match
you. With this you could make a real career as a bodyguard or assassin should please you.

300 CP Master of the Seven Forms: The Way of the Lightsaber may be crude compared
to the higher mysteries, but one can not deny its effectiveness in battle and its beauty both
within and without. You are without a doubt one of the greatest to ever pick up the blade. Such
is your skill with the forms of your choosing that only the Reborn Emperor is a proper match for
you and even the likes of the vaunted Mace Windu would fall with moderate effort even when
supported by a team of Council Masters. Throughout history few have been your match and
fewer yet will match you in the times to come.

700 CP Legends: Your name isn’t one of belonging to the lesser rabble of the galaxy, but
instead to someone whispered of in hushed tones and potentially even joyous exaltation. The
level of power and skill you’ve achieved in the force is matched by so very few in the galaxy,
with the Emperor being your only true equal in mastery of the force at this time, with Luke
Skywalker being shortly after you, though he’ll soon catch up. With this it wouldn’t be a stretch
to say you’re the most powerful Sith or Jedi to ever live, surpassing even legends like Master
Yoda and other fabled names. Though, as Palpatine knew there’s no such thing as this being the
ceiling of power and knowledge, and as such there’s still plenty of room to grow. This gives the
200 CP version of Force Sensitivity for free, though should it still be purchased your sensitivity is
elevated to the likes of Anakin Skywalker’s.
Jedi Master:

100 CP The Power of Friendship: Even a Jedi Master can’t save the galaxy on his own.
Whether it’s a small droid saved from Jawas, a sister who believes in them, or a pilot friend
being where they can’t be, all of the great accomplishments happen because people from
different walks of life come together. Some would say there is no more perishable quality than
gratitude, but you know that just isn’t true. People you have helped or befriended show up just
when their help is needed most, even when there are no consequences to them personally for
not doing so. The gratitude instilled into their hearts creating connections to last a lifetime and
even beyond.

100 CP Bastion of Peace: Is what you most certainly are, you’re a certified wellspring of
peace and calm. The dark side tempts you very little if at all, and you find that keeping yourself
calm and mindful in the heat of battle is something you can do with ease.

200 CP Closed Doors: A closed fortress is what your mind, soul, and body are to the
outside world, a fortress with its gates barred and its defenders ready. Any attempts to forcibly
seize control of you or possess you will simply fail, powerful and ancient sorcerers will find their
souls repulsed and driven back just as easily as one might swat a mosquito. All around a rather
useful ability with a certain someone running around.

200 CP Wisdom of the Ages: Wisdom is not something everyone has an abundance of or
particularly values, yet those like you have found it to be a valuable ally and cultivated it. You
possess the wisdom of a true Jedi Master and can help impart advice to others in need with
ease. Of course this doesn’t just help with others as being able to determine the intelligent ways
to find a conclusion with ease is certainly something you’ll personally benefit from.

400 CP Breaking the Storm: When it comes to battle or war sometimes the most
efficient way to defeat somebody is not by overpowering them but by instead taking away what
power they have. This is an idea you’ve taken to heart and have become rather good at. When it
comes to the Force and other similar systems you’ll find that it’s child’s play to simply reach out
and destroy enemy attacks. This isn’t by wrenching control away or something like that but
instead simply by making a small tweak or two that destabilizes the whole thing and causes it to
backfire horrifically. Beyond this you’ll find that at times your mere presence is enough for this
to happen as well, even if you aren’t actively doing anything.

400 CP Young Skywalker: There’s just something about you, an irresistible lure that you
seem to exclude, that your enemies just can’t help themselves around. Maybe it’s a bit of your
true nature leaking through or something else, but to the many people opponents you no doubt
have, you’re a prize worth more than the galaxy. Enemies will be more than willing to allow you
to switch sides even knowing that you’re no truly with them, rationalizing it as an opportunity
to truly win you over while holding back a great deal, all the while you sabotage their
operations from within. That's if they know your true intentions, you’re an expert at masking it
and making your turn seem real, to the point that even years-long friends wouldn’t be able to
see through your mask.

600 CP My Ally is the Force: And a powerful ally it is. I’m not sure how an all-powerful
physical law can have a favorite, but if it could have a favorite it would be you. The law of the
force seem to simply be more lenient with you than others. Strange boosts in power and bouts
of luck are among a few of the potential outcomes, all the while you find the forces beyond you
hindering your enemies in key moments. Curiously, mystical abilities seem to always be uniquely
suited to you, like you’re some sort of chosen one or something.

600 CP Dragged Into Eternal Darkness: See the problem with killing some people is that
it just doesn’t stick, whether it be auto resurrection or body surfing they find someway to claw
their way back into our world. This issue has been ended for you now, whenever you slay
someone or something it’s gone. The grasp of death dragging them down to never return again
no matter what they can do. Just as Palpatine was overwhelmed by the combined might of
every Jedi to live so to will your foes be dragged down by their innumerable enemies and forces
beyond them.

Dark Lord:

100 CP Loremaster: Darth Sidious was said to have mastered almost every single
technique involving the Dark Side. While you’re not his equal by any means you’ve started down
the path to mastering the force and have learned the same lesson he did. That the words of the
ancients hold great power and wisdom for those who look. Any and all ancient holocrons,
records, etc you find are now easier and more agreeable with you cracking them open to learn
of their contents.

100 CP Unending Hate: Is what you most certainly are, you’re a veritable wellspring of
the emotions that fuel the dark side of the force and can easily channel them without issue.
Furthermore, you’ll find they will not impede your ability to use critical thinking and other skills
that require a finer touch.
200 CP Master Manipulator: All people have desires, they have things they wish to see
through and all it takes is knowing how to lead them on with that to control them. Your skills at
manipulating the individual are honestly terrifying; even the most pure-hearted and good could
be twisted into monsters willing to slaughter their own friends and families, or betray that
which they stood for. It won’t necessarily be quick depending on the person and some will be
immune but for the vast majority, they’ll be clay in your hands.

200 CP MY ULTIMATE WEAPON: Is unstoppable, yes, we’ve all heard that before, right
up until the Heroes of the tale manage to destroy your unstoppable weapon via some
borderline impossible move. Reality is harsh with you, and so why shouldn’t it be any different
for those plucky heroes? From now on, when it comes to your plans and battles you’ll find that
Fate will not assist your enemies, everything they do will have to be by their own will and power
and if something proves to be beyond that, well that’s rather unfortunate, given there will be
nothing to bail them out.

400 CP Operation Shadowhand: It takes a special sort to do what Palpatine managed to


achieve in his life with intrigue. He’s the man who managed to puppet two galactic polities and
march them to war while also being right under the Jedi’s nose. He’s the man who destroyed
both and reformed them into an oppressive Empire and had the galaxy actively cheering him on
as he exterminated the Jedi, the galaxy’s own protectors, and he’s the man who masterminded
Operation Shadowhand, an assault that almost snuffed out all hope for the Light in the galaxy
and required multiple incredibly improbable events to occur to beat. All of this and more is
what you’re capable of Jumper, given time you could come to rule this galaxy if you’re patient
and subtle enough.

400 CP Precision Like a Scalpel: Oftentimes brute force is enough to solve most issues,
yet some like yourself have rejected such an uncivilized and crude method. Why waste energy
tearing a reinforced door off its tracks when a flick of your wrist is sufficient to turn the locking
mechanism? Your sheer efficiency and precision with the power you hold is amazing to behold;
for instance force lightning could be fired into a clashing crowd of closely intertwined bodies
and only pick out your various opponents while leaving your own unharmed.

600 CP Reborn Emperor: Death is an inevitable fact for much of the universe, everything
will die eventually. This is a fact that many Sith have been repulsed by and tried to defeat many
times in galactic history with little success until Darth Sidious, and now you. While you may yet
die it need not be permanent, as you now can exist as a non-corporeal spirit or ghost from
which you may possess a new body. This is the ability that allowed Palpatine to survive the
destruction of the Death Star and his multiple deaths at the hands of the rebels. Unfortunately,
everything comes at a price and each transfer caused Palpatine immense pain, damaged his
fraying sanity over time, and accelerated the decay of his new body. All those drawbacks would
help lead to his defeat but they are drawbacks you don’t suffer from. Your version of this
technique is seamless and painless; your sanity remains completely intact, and taking a new
body is both instant and doesn’t result in any decay. Do remember though, should that vessel
already contain something, you will have to fight it and either expel, consume or suppress it to
gain control. Furthermore, should you fail to take the body and it’s slain, you’ll be dragged down
with it but until then you have eternity.

600 CP The Dark Heart of the Galaxy: You’re insidious, like a worm writhing into
everything around you, you know that Jumper? Wherever you go, your influence worms and
digs its way into everything around you. People, places, objects, and just about everything else
and over time twists them into what you would see as ideal. Given time entire star systems
could be corrupted by your essence and twisted into Nexi of the Dark Side of the Force that
bend the wills of their entire populations to yours. Though the more power you wield the more
you can effect and farther it goes, someone like Darth Sidious could easily bend billions to his
will in short order and turn entire worlds into what a Master of the Force would seriously refer
to as the ‘Dark Heart of the Galaxy’ while spreading their power elsewhere over time, though
perhaps you might use this to turn entire worlds into beacons of Light, but why would a Sith
want that?

1000 CP The Heart of the Storm: The deeper mysteries of the force are as miraculous as
they are powerful to the many citizens of the galaxy. Ranging from creating technoviruses and
other sorts of abominations and displays of power, the force grants much to those who seek its
boons. Among them there sit some abilities above the rest. Arguably chief among these
vaunted mysteries is the Force Storm, a cataclysmic maelstrom of dark side energy capable of
wrecking devastation and suffering on a level rarely seen in the galaxy throughout its storied
history. It’s an ability that now sits within your arsenal and is readied to be aimed at your
enemies with malicious intent. With naught but a thought and a bit of focus, these great
maelstroms can be conjured from across the galaxy with pinpoint precision. Hitting exactly what
you desire and sparing whatever you deem fit to shew mercy to a level that picking a single
figure and his droid out an urban hellscape while dumping them in a prison ship thousands of
light years away with no issues is a trivial endevour. More than this those who would seek to
strike you down as you utilize this technique will find it difficult to attempt as your body
becomes a miniature of the great cosmic storms you command, making conventional attacks
ineffective. With time and effort this ability may be taken further than even this and to levels
not even Palpatine could’ve imagined. An inevitability greatly enhanced by your seemingly
endless talent when it comes to using the force to manipulate the fabric of reality. Techniques
involving such manipulations also coming at a far lesser cost than they normally should have.
Smuggler:

100 CP Roguish Charm: What it says, you have a silver tongue and can talk your way
through and out of situations far more easily. Helps with bringing people on board with ideas
and ironing out deals. Note, this is some charm; it’s nowhere near enough to bring an entire
nation under your sway and such.

100 CP Han Shot First: It sucks doesn’t it? You know someone’s going to attack you, but
you have to wait for them to make the first move lest you get blamed for the altercation. Well,
not anymore, so long as they’re truly going to attack, you can strike first to end the fight far
more quickly without fear of the blame being placed on you. Of course, this has limits; should
you goad them into starting the altercation, then this will not protect you and you’ll receive just
as much blame as you would be owed.

200 CP Doting Parent: The underappreciated super power of so many people, that being
you’re actually a really good parent and spouse. You know all the ins and outs of a healthy
relationship and can easily raise children to be well adjusted and functional in even a war-torn
galaxy like this one. This may not seem like much, but the galaxy would be a very different place
with just a bit of better parenting.

200 CP Underworld Contacts: You have the ability to quickly and easily make contacts
and ‘friends’ in the criminal underworld. You’ll also find yourself in situations where you can
gain favors from people who could be useful down the line. This may not lend to individual
power all that much, but when you’ve got a friend in every port you tend to have quite a few
options.

400 CP Underestimated: There’s a certain advantage to being small; it’s that those
bigger have a tendency to think you’re weak regardless of whether it’s true or not. You’ve
picked up something like this. People can’t just help but think and act as if you’re much weaker
than you are. This won’t last forever, especially if you keep subverting these expectations, but
sometimes only a few times is all it takes to spell their doom and your victory. Naturally, this can
be toggled on and off at will.

400 CP An Actual Smuggler: Your ability to move things undetected is legendary, running
spice through an Imperial Blockade would be child’s play. Not an Imperial Blockade of the
present mind you, but one during the Empire’s height guarding one of their most secure prisons
where getting in is nigh impossible and where getting it simply doesn’t happen without the
Empire’s approval. This also applies on the small scale as well; small packages, weapons, and so
on can trivially be snuck past all sorts of scrutiny and prying eyes.

600 CP Master Mechanic: Seems like Chewie gots some competition now. You’re a
mechanic unparalleled throughout most of the galaxy. Gears, electronics, and machines of all
kinds flow together under your careful hands. Delicate electronics and flying rust buckets easily
disassembled and rebuilt better than the factory fresh models are your bread and butter
making you an a invaluable member of any organization and crew. You might not be much for
designing new ships just yet, but you have a knack for upgrades and improvements on existing
technology and can make steady improvements on technology in your hands as new ideas flow
into your mind.

600 CP Solo’s Luck: A great deal of luck that can get you out of most sticky situations,
leading you into ones where you stand to gain quite a bit. Han Solo can attest to that, lucky to
be in a backwater bar at the right time and now a galactic hero married to the Princess of
Alderaan and a leader of the rebellion. Your luck is now at that same level. It’ll lead into new
and varied situations heaping rewards and adventure on you all the while and for those of a
more traditional focus it’ll be quite something in any place where chance is King. Who knows,
maybe you’ll ignore this Sith and Jedi crap and just rob the Sabacc circles blind and live like a
king on the bounty you plunder.

Grand Moff:

100 CP Actually Competent: Unlike some of your “associates” you’re actually quite
capable of ruling effectively. While you’re not going to usher in a new golden age of the Empire
or whatever you lead, you certainly have the credentials and ability to keep it stable and run it
with few issues.

100 CP Pragmatic Self-Interest: The problem with far too many leaders, whether
Imperial, New Republic, or Independent, was rarely outright stupidity. Rather, they suffered
from an inability to look beyond their own immediate desires and preconceptions, and plan for
the long term. Fortunately, that is a flaw you do not share. You are as ruthless with your own
urges and pre-conceptions as you are with your enemies, and you can recognize when you need
to sacrifice, or even lose, in the short term, in order to set yourself up for greater success in the
future. You may not be feeding starving people because of your saintly character, but you know
full well that well-fed workers build better ships, and are less likely to sabotage them. This also
guarantees that you will never utter the fatal lines “NO! This CANNOT BE! I am INVINCIBLE!”
200 CP Peace and Tension: You’re easy to get along with, people naturally feel more
amicable to you, and tensions don’t rise unless they really don’t like you or you intentionally do
it. A useful skill when navigating the treacherous politics of the Empire.

200 CP Lumiunous Minds: This probably isn’t what you think it is, you yourself aren’t a
genius of innovation (unless you already were). Instead, this is a certain luck and skill at picking
up brilliant up and coming scientists, military thinkers, officers, and businessmen as you go
about your routine, leading to quite the impressive retinue of thinkers and developers. You
might not be the head of innovation, but the men and women serving you loyally will be some
of the best the galaxy has ever seen in its long history.

400 CP Grace of the Emperor: Oftentimes in the world, how much you succeed is
completely dependent on your superiors and their relationship with you. Someone competent
and skilled may very well be passed over for a lesser candidate simply because they’re not as
liked as them. You very fortunately don’t have to worry about that anymore, when it comes to
superiors so long as you don’t intentionally aggravate and attack them you’ll always find favor
with them. You’ll get the best posts, assignments, and always be among the first to be
promoted, all things of great importance, especially when serving the likes of Darth Sidious.

400 CP Live and Let Be: It’s a rule too few seem to live by in the galaxy nowadays, or
ever for that matter. For you, though, it’s a different case. So long as you live and let be, so will
the greater galaxy, for the most part. They’ll still interact with you, but it’ll be generally be at
worst tense, rather than outright hostility. Of course, there are limits to this perk. Xenocidial
enemies and completely unreasonable foes will still come to attack, but at least they’ll leave you
for last.

600 CP Budget Cuts: Budget cuts, the great foe of so many great men. The things the
Empire could’ve achieved if it simply wasn’t so stingy with its chequebook. TIE Defenders to TIE
Phantoms could’ve ended the Alliance of miscreants and terrorists defiling your good order in
the name of democracy and freedom in one fell swoop for a minor increase in costs for a nation
with virtually limitless wealth. Instead, what’s left of the Empire is fighting over scraps like
children, all while the rebels build strength in the shadows and their worlds revolt. If only you
were in charge at the time, your talent at reducing the costs of technology both old and new is
nothing short of legendary. Projects like TIE Defenders and even TIE Phantoms could easily be
reduced to acceptable levels of cost for even the ever-greedy Imperial Senate at its height and
then properly put into mass production on a galactic scale without issue. Even with a fraction of
the Empire this is more than possible, and fielding advanced technologies with minimal support
infrastructure is something your enemies will be scratching their heads at your ability to.
600 CP Kaine’s Genius: All throughout the galaxy there are few with a level of skill for
leadership that matches yours, and those who do you’ll find struggle to keep up. This is enough
charisma, administrative, economic, and military ability to successfully rule and develop an
entire Oversector of the Galactic Empire at its height with ease after successfully navigating the
vicious totem pole to such a position. Before then of course, ripping said Oversectors military
away from the Empire and centralizing it all in a fabulously wealthy and rather significant chunk
of the Empire, and then naturally lead said Warlord state to becoming a Galactic power, if not a
superpower given time.

Items:

General:

50 CP Dark Empire Comics: Upon purchase you’ll receive the complete Dark Empire
Comic series alongside the audio motion comics on a digital device of your choosing.

100 CP Your Story: A set of comics illustrated by Cam Kennedy or Jim Baikie detailing
your adventures in this world and previous worlds. They’re guaranteed to be top quality and
should you wish it you could certainly make a pretty penny by marketing them. Though do think
about that before releasing it into certain worlds where others already own franchises, nobody
likes to get in trouble.

0/100 CP Lightsaber (Free to those with Force Sensitivity): A basic lightsaber of whatever
color you want, 100 CP can be spent to gain something a bit more unique like a Light Whip.

600 CP Strange Datacube: Well what do we have here? Something the rebels would
undoubtedly kill to get their hands on. Taking the shape of a small datacube this device holds
the schematics for all of the technologies used by the Galactic Empire and the Resurgent Dark
Empire. This contains every superweapon, warship, droid, etc built by both Empires during their
respective lifetimes, even if their use was limited, such as in the case of the Dark Troopers.
Imagine what you could do if you plugged this into a World Devastator?

Jedi Master:

100 CP Jedi Robes: These simple and functional robes are similar to what was once worn
by the Jedi Order of the Old Republic. Beyond their base appearance there isn’t much to say
about them beyond the fact that they’re rather comfortable to wear, though the one thing to
mention is that while worn they’ll enhance your Light side abilities and make it easier to remain
in the ‘Jedi mindset’.

100 CP Astromech Droid: A droid much like R2-D2 with the same capabilities and
sentient status. As R2 was instrumental to Luke Skywalker’s success, this little one will surely
contribute greatly to your journey. Can be made a companion at will.

200 CP X-Wing: A trusty craft, scarred by innumerable battles, but still ready for more
this T-65 X-Wing has served you well over the years despite its age. You’ll find it easy to upgrade
over the coming years and even without upgrades it’ll do curiously well against the advancing
technologies of the galaxy.

200 CP Tatooine Homestead: Much like Ben Kenobi’s abandoned homestead, this small
house and expanse of land on a sparsely settled planet in the outer rim has seen better days,
having been abandoned for years. On the other hand, it’s lonely location makes it perfect for
meditation and spiritual retreats. It’s also great for making contact with any ghosts with whom
you may wish to speak. Depending on the terrain of the planet it’s located on, it may be partially
buried in sand, or soggy and overgrown by swamp, or inhabited by wild animals. Ordinary
enemies will not think to look for you here, but this doesn’t protect you from a nemesis, or
enemy who knows you well or does a lot of research.

400 CP Jedi Holocron: The collected wisdom of the wisest and most learned Jedi over
the course of thousands of years. More than the work of any one Jedi, this device contains
secrets lost to all. Included are also the work of three of the greatest Jedi Sages, who attempted
to understand the Dark Side in all its power in order to defeat it from within, and the terrible
Dark Side powers they learned. Some information can be accessed by anyone with force
sensitivity, but much more is concealed so that only a jedi can unlock it, and even more that can
only be unlocked by someone who has reached the skill and knowledge of a Jedi Master. This
device also has the curious effect of imbuing Force Sensitivity in others on your command.

400 CP The Wayfinder: Recovering the legacy of an order that has been destroyed, and
lost, and deliberately suppressed is no simple task. All the commonly known sources of Jedi lore
were plundered by the Empire long ago, and either destroyed or taken to one of Palpatine’s
hidden caches. Fortunately, you have this fancy compass. This doesn’t point to one point, but
rather to the next step in finding the nearest source of Jedi lore. In future jumps this will instead
point the way toward caches of lost or forgotten lore or artifacts. Once you’ve found a location
using this device, you can re-attune it to lead you back with a moment of effort.
600 CP A New Hope: The Jedi Order was thought dead after the Rise of the Empire and
Order 66, but that couldn’t be further from the truth. Hidden in a secure location of your
choosing is an impressive Jedi Praxeum much like what Luke would later build that you sit as the
Grandmaster of, this new Temple of yours is also hardly empty but flourishes with new recruits
despite these dark times. These Jedi are mostly of the Knight level with a number of Masters
thrown into the mix as well, naturally you’ll also have plenty of Padawans. Over time the Light
Side will draw people to your Temple where they’ll be taught and grow in the Force, post-jump
this will still occur as the Light Side seeks new followers.

600 CP Yavin System: Normally, Luke would be setting up his Jedi Praxeum on the old
rebel base on Yavin IV about a year after the end of the Dark Empire crisis. However, it looks like
you’ve managed to get in ahead and gain the title to the entire star system. It only has 3
planets, one a molten ball, one an overgrown comet, and one a Brown Dwarf gas giant, plus an
asteroid belt, but Yavin Prime has 26 moons, 3 of which are habitable. Notably, Yavin IV is
littered with Massassi Temples, many of which were constructed to amplify and focus the power
of the Dark Side, though much of that was destroyed when the Jedi Order cleansed the planet.
Other than that the system is yours to develop. Alternatively, you could take the Adegan system,
a binary star system containing Ossus, an ancient planet much more desolate, but bearing the
legacy of an ancient Jedi temple, and it’s 2 moons; the airless Mim and the temperate Nerit,
along with the planet Kassa, a seared rock in an inner orbit, the barren planet Tarassi in the
second orbital position the gas giant Colsassa and it’s eleven moons, and the icy planet of
Missarassa. Or perhaps you would prefer the Tython system. Starting with the planet Tython, so
incredibly steeped in the Force that it is dangerous for non-force sensitives to even be present,
and it’s two moons of Ashla and Bogun, all eleven planets, could be yours.

Dark Lord

100 CP Black Robes: Being a villain isn’t just about power and plotting; it’s also about
presentation, or so I’ve been told, and there are few who have that down better than Darth
Sidious. You might not be his match, but are a step closer now given you now have access to a
whole wardrobe of Dark Side styled robes and attire only matched by Palpatine. All of it is
guaranteed to be comfortable for use when lording over the galaxy and cackling evilly while also
providing a minor boost to Dark Side abilities and intimidation ability.

100 CP Sentinels: Every Emperor needs loyal bodyguards and servants and these will
serve diligently. Upon purchase you gain a retinue of ten Sentinels; each one is a clone giant
injected with chemicals that have suppressed their higher brain functions such as speech but
each also has a mental bond to you allowing you absolute control. They all carry various vibro
weapons and have the skills to masterfully wield them and can cut through many of the dangers
in the galaxy with relative ease. Though don’t expect them to fight force users and do very well.

200 CP Holocron: Perhaps you wish to leave a legacy behind? Or simply create an
archive of your knowledge of the Force. Regardless this empty holocron can serve either
purpose, as you gather knowledge, this cubical or pyramidal storage device records it within
itself unless you command it not to. Once accessed a holographic version of yourself will greet
you and act as a guide for the device allowing you to easily find anything you wish inside. Finally,
while you can access it freely others must either have your permission to access it or for you to
have allowed it to open to any it deems “worthy” by a set of rules based on your beliefs, etc.

200 CP: Dark Force Cage: Sometimes you just want to transport a powerful prisoner
without all the hassle of building a strong enough cage to contain them. That’s where this
comes in; the Dark Force Cage serves as a solution to this age-old dark lord problem. Prisoners
placed within its crackling confines will find all their abilities simply cease to function; the Force
refuses to answer, and so on, and so forth. Makes for a handy and portable solution given its
ability to transport itself.

400 CP Clones, Clones and More Clones!: This is interesting, is it not? Located in a
location of your choice is now a set of twelve cloning tubes, each holding within a perfect, or, to
be more precise, as close as one can get, copy of you in your prime within. On their own the
vessels are empty of sapience and intent, making them well suited to be used as replacements
should your own falter. Of course, a master of the dark side could certainly find other uses for
such superb specimens, I imagine. Naturally, the clones will replenish within a day should they
be used.

400 CP World Devastators: Well, not multiple but instead just one. But don’t worry it’s a
start and one is the equivalent of many more. This juggernaut is bigger than an Imperial Star
Destroyer and virtually indestructible, easily sustaining continuous bombardments from capital
ships. Of course that’s not where it shines; this black giant is in fact a giant moving factory, using
the giant opening on the front it sucks matter into its Molecular Furnace which would them turn
it into raw material with which the machine would turn into a variety of war droids, starfighters,
etc. Though they aren’t just limited to that, building new World Devastators is well within their
capacity and they also improve themselves continuously ensuring no Devastator is the same. So
take comfort in that fact that you hold in your hand, the power to dam worlds and drown
Empires in an endless horde of machines. Of note is that unlike Palpatine’s or the ones in the
Schematics this one and all its “children” are unable to be subverted or turned against you by
anything.
600 CP The Eclipse: This isn’t something you should have, or anyone should really have
for that matter but you do regardless. Under your command is a single Eclipse-Class Super Star
Destroyer identical to Palpatine’s flagship. This monster is an absolute terror to face and
represents the pinnacle of Imperial Naval technology; armed with five hundred and fifty heavy
laser cannons and another five hundred turbolasers this ship is capable of easily smashing
almost any other Star Wars ship in a straight slugfest. What it can’t beat in such a fight can easily
be annihilated with its axial superlaser which is strong enough to crack planetary shields and
slag continents. The ship is also equipped with ten gravity well generators to ensure opponents
can’t make a run for it. Unless you’re taking the relevant Dark Empire scenario, this ship is
crewed entirely by droids.

600 CP The Emperor’s Citadel: What is a Wizard without his tower? Not much of one if
you ask me, fortunately, that's not an issue for you. Located on a planet of your choosing in the
galaxy is a massive black and red tower protruding high into the skyline, the structure is an exact
copy of Emperor Palpatine’s own citadel and contains anything a master of the Dark Side could
want. Ranging from alchemical laboratories, sublevel breeding facilities and a vast library
containing an immense amount of valuable knowledge of the ways of the force. The citadel
itself is maintained by an army of maintenance droids and Dark Acolytes who keep it clean and
running. Post-Jump this can either be imported (adapts to the setting) or made into a
warehouse attachment.

1000 CP Byss the Dark Heart: Every dark lord needs and evil fortress and this yours to do
with as you see fit. Hidden away in a location of your choosing sits a solitary star system, a copy
of Byss or perhaps a new layout of your choosing, protected by dangerous hyperlanes and
plentiful early warning systems and warships that sits under your total rule. Of course, that’s not
the true draw. Located within lies a populated world, steeped in dark side corruption, with a
pliant population easily fed off of, protected by vast fleets of Star Destroyers, and crewed by
crews of cultists and veteran armsmen and soldiers. It’s enough power that this shattered galaxy
could be potentially brought to heel with the right strikes and moves all the while you sit back
and enjoy watching the chaos and bloodshed of war unfold. Curiously, though, the
overwhelming power of the World Devastators and Citadel, containing the Emperor’s personal
libraries and research centers are missing; wonder why that is.

Smuggler:

100 CP My Trusted Sidearm: A blaster, can be one of the rarer variants or even illegal
and is guranteed to never fail on you and is far more accurate than normal.
100 CP Cargo: A full cargo, 100 tons worth, of goods with a high smuggled value, like
spice, jedi or sith relics, other drugs, exotic animals, or advanced medical supplies. You can find
a cargo somewhere near whatever sector you happen to be in, along with the delivery location
and contact methods, and it is guaranteed to be both interdicted and valuable at another
location within range, but getting it there, making the trade, and getting away are all on you.

200 CP The Millenium Falcon: Not the actual ship but a copy of the famous heavily
modified YT-1300 Freighter that’ll serve you jsut as well, if not better given it lacks the constant
maintenance issues the real one has and plague Han and Chewie so much.

200 CP Hideout: A hideout located somewhere in the outer rim, so long as you’re there
and don’t intentionally draw attention to yourself then you’ll find peace even if for instance the
Hutts have sicked most of the bounty hunters in the galaxy on you.

400 CP Contacts and Favors: It never hurts to have friends now does it? Given they can
get you out of and into some much when need be. You now have a rather extensive list of
people from all corners of life throughout the galaxy who either owe you favors or are willing to
do things for you if given the right incentive, whatever that may be. These people being the kind
that could successfully get you smuggled into a top secret deep core system with an immense
amount of security.

400 CP Solo Fleet: Much like the fleet General Solo was given recently to hunt Zinj,
you’ve been given control of an impressive task force. This includes 3 MC80s of whichever
variant, 3 Imperial Star Destroyers of either variant, a Quasar Fire carrier, 3 Nebulon Bs, a
Marauder, a CR90, and an Immobilizer 416. These are all led by your flagship; a brand new
MC90, or a Republic class Star Destroyer, whichever you prefer.

600 CP New Alderaan: A temperate planet in an unknown system that is not on any
chart. No enemy will ever be able to find it unless they can get directions from someone who
has been there. What’s more, it has a property that is quite curious indeed. If your friends or
forces encounter some certain death situation but you are unable to actually find conclusive
proof that they died, they will somehow shortly appear near this planet having escaped through
unspoken means.

600 CP Hutt’s Bounty: An amount of untraceable currency equal to the combined


highest bounties on Han Solo, Leia Organa Solo, and Luke Skywalker. Even a portion of this
amount would be enough to buy your own resort planet or moon. It’s also enough to get nearly
every bounty hunter in the galaxy vying for it.
Grand Moff:

100 CP Moff’s Uniform: Clothes make the man, or so they say, and if it’s true then you’ll
do fine. As befitting of your rank you have the uniform of one of the Empire’s Grand Moffs,
these clothing are eternally clean and will repair themselves given sometime if damaged. In
future jumps, they’ll shapeshift into something appropriate for you, such as a stylized Hunter’s
outfit in RWBY.

100 CP Personal Shuttle: It never hurts to ride in style, well it can if you sacrifice
survivability for luxury, but that’s no issue for you now, is it? This Lambda class shuttle is
everything you’ll need for transport between ships and worlds. It’s built with a rather nice
interior, comparable to a top-of-the line limousine, while also being equipped with enough
armor, shields and powerful enough engines to ensure any would be assassination attempts fail.
Naturally, any explosives attached to it when landed will curiously fail when activated when
meant to kill or hinder you.

200 CP TIE Droids: a full wing of 72 droid TIE fighters similar to those created by the
World Devastators. These aren’t as creative as human pilots, but they boast excellent reaction
times, and they don’t suffer from any of the weaknesses of a human pilot. They have no
biological needs, never get bored or tired, and never object to orders

200 CP Viper Automodon: A massive droid war machine capable of effortlessly wiping
out AT-ATs and gunships. It’s large enough to fit several people in the cramped spaces inside,
and contains a manual override. It’s armor absorbs incoming energy weapons fire to strengthen
itself. That being said, it’s no match for the power of the Dark Side.

400 CP Grand Moff’s Rank: A set of rank signifying your status as a Grand Moff within
the Galactic Empire. In future jumps this will allow you to become one of the most powerful
men in a nation of your choosing with a great deal of political influence and perhaps even
governance of territory.

400 CP Corporate Ties: Ties to the corporate world taking the form of favors, contacts,
etc that’ll give you quite a bit of sway in the corporate world. For an extra 200 CP this could
include ownership of a prosperous megacongomerage, albeit lesser than giants like Czerka.

600 CP Treaty of Alignment: Grand Moff Ardus Kaine forged the Pentastar Alignment out
of many different Star Systems and five different major Imperial Corporations. Turning these
separate powers into one cohesive state required intimidation and much politicking. Fortunately
for you that’s not an issue; in your possession is a copy of the Pentastar Alignment Treaty, which
may be used once a jump to bring together multiple separate yet somewhat related parties into
a single cohesive state under your command. Something of note is that you must be the leader
of at least one of the parties or have a very good reason to be incharge of the resulting
nation/organization.

600 CP Scourge Squadron: For all the pious platitudes and attempts at legitimacy, in the
end, being an Imperial Warlord is all about how much force you can bring to bear. After all, it’s
not truly legitimacy that matters here, but how many blasters and warships can bring to battle.
Like Kaine, you have a force of 24 Imperial Star Destroyers, with an Executor class Super Star
Destroyer as the flagship

1000 CP Imperial Remnant: What is a King without a Kingdom? While you may not be a
King, it’s a valid question nonetheless, and now you’re in possession of one as befits your rank.
You now exist as the supreme ruler of one of the Warlord Empires that split off from the
Galactic Empire following its defeat at the Battle of Endor, and unlike some of these fiefdoms,
yours is far from weak. The Remnant spans some fourteen sectors in either the Mid Rim or the
Outer Rim, with many of the worlds within being prosperous and centers of production and
industry. Furthermore, the military forces you now wield are great indeed, a large professional
navy and army back up your nation and are exclusively loyal to you now after turning their backs
on the Imperial Ruling Council. In total, this state is comparable in power to Grand Moff Ardus
Kaine’s Pentastar Alignment; also as a final bonus you can name the nation whatever you want.

Companions:
Recruitment - You may freely recruit anyone in the Jump so long as you can convince them, and
do so without the use of mind warping powers or extreme charisma. If you wish for the Force to
ensure you meet on favorable terms, 100 CP can be paid.

Imports - Companions can be imported freely; however they’ll receive no CP and can’t access
the Jump doc if it’s done this way. Otherwise, for a charge of 300 CP up to eight companions
with 800 CP budgets and origins may be imported into the Jump.

OC Companions - For those of you looking to create a companion of your own this is for you, for
100 CP you can freely design a new companion. They’ll receive an origin as well as a full budget
of 1000 CP to spend on the doc, though they themselves can’t take companions.
Drawbacks:
There is no drawback limit and you may take as many drawbacks as you feel you can
handle.

0 CP The Trilogy Continues!: Perhaps you’ve been to the galaxy before and had
adventures across it already. Never fear because now those very adventures have been
canonized! While the overall plot of Dark Empire will stay play out, there can be differences; a
different Sith may be orchestrating things, for instance and people you’ve will certainly
recognize you.

100 CP The Eye of the Force: Now hold on a second, this sounds a lot worse than it
actually is, so let me explain. See, your insertion into this universe let out some ripples like rock
skipping across a pond, not enough to cause any issues, but enough to send out a signal for
those who know where to look. It’s not enough to alert anyone to your true nature, but it’s
enough to make people curious. Force-sensitive beings throughout the galaxy have become
aware of your existence, not to a level that warrants much more than idle curiosity, but still
aware. You’ll find that if given the chance, they’ll attempt to acquire you through one method
or another, not through any extreme means such as Force Storms or sustained hunts, but
enough that you’re worth a few lower subordinates occasionally. Show promise and you may
move up the very long lists some of these people have.

100 CP Bounty Troubles: Seems like you’ve stepped on the wrong toes here Jumper.
Similarly to Han Solo and Luke Skywalker, you have a bounty on your head, not one even
remotely as large as there’s, but a bounty nonetheless. With most of the hunters focused on the
ultimate prize in the form of the rebel heroes, not many will focus on you, but there are still
some who will come and the big fish will come at you should you cross their paths, though
they’re not seeking you actively.

200 CP Broken Body: Suffering from Vader Syndrome now are we? Funny breathing and
everything for the aesthetic experience. After a nasty accident or battle you’ve been left in a
crippled state, your body ruined beyond repair and confined to a life support suit to keep you
alive. Performing some things you once did is forever lost to you and simply living will be pain.
Every breath a constant reminder of failures past and movement, sending aches throughout
your body, all the while accompanied by the maddening sound of your breathing.

200/400 CP Lockdown: Seems the force doesn’t take kindly to those out of context
powers you are toting around, something about upsetting the balance as if that hasn’t been
thrown out the window who knows how many times already. The upside is that you get to keep
anything from this reality you’ve previously gained from another jump. For 400 CP in total you
lose even that! Fortunately, there are a lot of holes you can hide in right?

400 CP Dead or Alive: What did you do to get this sort of attention? Regardless, it's not
the sort you want as either the Dark Empire, Hutt Cartels or the Alliance have marked you with
an absurd bounty. This is going to attract the attention of just about every bounty hunter in the
galaxy, and while they’re not going to all drop their respective assignments, you should get used
to some of the best hounding your steps. Furthermore, an additional 200 CP may be gained by
taking each additional faction.

400 CP Unwanted Visitors: The galaxy has once more been plunged into chaos and strife
with the fall of the New Republic, and it is ripe for the taking. Supreme Overlord Shimrra
Jamaane has marshaled his fleets and armies for his Great Crusade against the galaxy and his
forces are beyond what they would be. For in the galaxy's time of weakness the Yuuzhan Vong
will claim it for themselves, and all heretics and abominations will be purged in their unending
campaign of Xenocide against all other life. Welcome to a galaxy of monsters Jumper. I hope you
enjoy your stay.

600 CP Devastators On the Loose: In the original story, Palpatine’s World Devastators
would be shut down by Luke Skywalker and defeated, now that isn’t the case. Instead of your
normal entrance, you will enter this universe at the same time Luke sends the command, and at
that moment the great machines will not shut down. Instead, they shall begin to rampage on
their own spawning virtually endless droid armies and rapidly improving and growing on their
own until they will eventually consume the galaxy, unless of course they’re stopped.

600 CP Darth Vader’s Heir: Luke Skywalker would originally join the Reborn Emperor
with the intent to eventually betray him and bring about his final demise, something he would
succeed at in the original timeline. Of course, that’s not where you are anymore, here through
one method or another. Darth Sidious truly turned the young Skywalker to the Dark Side, and
the Light died with him. The Rebellion is a dying hope and worlds cower in terror upon seeing
the example Palpatine’s World Devastator’s made of Mon Calamari. Welcome to a galaxy
drowned in despair as a new Eternal Sith Empire rises and the Darkness snuffs out the light. Do
be aware though, simply running and hiding will not be enough; the Dark Side has alerted
Sidious and Luke of your presence, and should they successfully capture you and hold you until
the end of the Jump, they’ll take your place and the Dark Empire will spread across the
multiverse.
Scenario:
Dark Lord: Insert into Palpatine’s place and ensure the victory of the Empire over the
galaxy.
Reward: Dark Empire? Endgame Dark Force Nexus level of power? Both? Not sure yet.

Ending
Well, it seems your decade here is up and it’s time to make your choice.

The Simple Life: You’ve had fun on your adventures and you’re likely glad to have had them, but
it’s time to call it quits. Once the Jump fully ends, you’ll wake up at home and in bed as if
nothing happened. You’ll retain anything you gained and your warehouse will remain as normal.

Punch it, Chewie: The Star Wars galaxy was an adventure to be had, and likely one filled with
epic tales and experiences, but it’s hardly the only one you want to have. You’ll move forward
with everything you’ve gained from this Jump onto the next one soon.

A Galaxy Far, Far Away: It seems you’ve fallen in love with the Star Wars galaxy in one way or
another. As such, you’ll remain here for the rest of your life should you choose this. Back home
you’ll simply disappear, your affairs will be put in order, and your family and loved ones will
come to terms with it quickly and peacefully, perhaps because they know you’re in a better
place.

Notes:
● So long as you manage to take a body by the end of the Jump you’ll continue on
as normal should you have Reborn Emperor.
● Credit to Sivartius for a number of perks.
● I’m well aware the origins are not balanced, that’s just the nature of Dark Empire
and it being centered around Palpatine in his most Wankatine state. I’ve tried to
still add appealing things to each line and each appeals to a different playstyle.
Episode W/E
THE OLD REPUBLIC
By Tempestuous | v1.0.0
The Sith Empire has returned! Devastating
sneak attacks shocked the Republic as they
rolled over the Outer Rim. But as the war
dragged on, the Republic war machine awoke,
and the Imperial advance stalled.
The Emperor turned to treachery to secure a
decisive victory. Even as Republic ambassadors
traveled to peace talks on Alderaan, the
Imperial Fleet attacked the Republic capital of
Coruscant itself. The sack broke the spirit of the
Republic, and the Imperials wasted no time
dictating terms to the shell-shocked delegation.
For now, the Empire regroups to secure the
territory it has seized, while the Republic
rebuilds and prepares for a reckoning. This
marks the beginning of the era known as the
Cold War…

Take 1000 Choice Points, and Take 1000 Choice Points, and
may the Force be with you. may the Force set you free.

1
TABLE OF CONTENTS
CHARACTER CREATION 3 COMPANIONS 33
IDENTITY 3 DRAWBACKS 35
CLASS 3
STARTING LOCATION 3 SCENARIOS 40
BACKGROUND 4 PAX JUMPERIA 41
BASIC POSSESSIONS 5 MENTOR SYNDROME 43
REVAN'S REDEMPTION 45
PERKS 6 THE FACE OF EVIL 47
GENERAL 6
THE FORCE 8 THE END 49
JEDI & SITH 9 APPENDIX A: TERMINOLOGY 50
TROOPER & BOUNTY HUNTER 11
SMUGGLER & AGENT 13 APPENDIX B: FORCE POWERS 51
ITEMS 15 APPENDIX C: LIGHTSABER FORMS 53
RESOURCES 16 APPENDIX D: WEAPON STAT BLOCKS 55
WEAPONS 17
ARMOR 24
APPENDIX E: NOTES AND DETAILS 58
EQUIPMENT 25 …ON CHARACTER CREATION 58
VEHICLES 27 …ON PERKS 58
…ON ITEMS 60
SHIPS 28 …ON SHIPS 62
GENERAL 29 …ON COMPANIONS 62
WEAPONS 30 …ON DRAWBACKS 63
DEFENSES 30 …ON SCENARIOS 64
MEDICAL 30
CARGO 31
APPENDIX F: ACKNOWLEDGMENTS 65
UTILITY 31 APPENDIX G: CHANGELOG 66

Note: this document is formatted for best viewing in two-page mode,


with odd pages on the ←left and even pages on the →right.

2
CHARACTER CREATION
IDENTITY
Species Age
Any canon human-approximate Star Wars 1
Any age within the general range of adulthood for
species appropriate for your origin and class. You your chosen species.
may pay [100 CP] to ignore the word 'appropriate'
and become the Wookiee Jedi you've always Gender
wanted to be, Word of God be damned. No restrictions, no fees.

CLASS
Classes are [Free], and determine what Perks and Items you get discounts on.

Republic Imperial

JEDI SITH

TROOPER BOUNTY HUNTER

SMUGGLER AGENT

⚠️While the classes are [Free], Jedi and Sith are required to at spend at least 100 CP on Force Power (pg 8).

STARTING LOCATION
[Free] pick of any Allied or Neutral planet, at any time from the end of the Great Galactic War in 3653 BBY to
the conclusion of the Cold War and the start of the Galactic War in 3642 BBY. The following table lists a
number of relevant planets from the source media, but all suitable canon worlds are valid options.

Republic Neutral Imperial

Alderaan Hoth Balmorra


Corellia Hutta Dromund Kaas
Coruscant Ord Mantell Korriban
Dantooine Nar Shaddaa Oricron
Tython Tatooine Ziost

1 Anything that can be played by a human in makeup or a suit, excluding droids (they are not a species).

3
BACKGROUND
🛈 Your background reflects who your Jump identity was before you began training to be your chosen class.
Backgrounds are not technically part of your Origin; they are primarily for flavor and provide only a minor
benefit specific to this Jump. Unless noted, Disreputable Backgrounds provide the same features as their
reputable counterpart. You may freely create your own background history (and bonuses) as long as those
bonuses are sensible and comparable to the examples below.

NORMAL DISREPUTABLE1
Drop-In Refugee
You have no in-setting memories or identity beyond the bare You fled some disaster into
minimum of language and paperwork required to blend in. As an Republic or Empire space without
outsider, you may act as though you were either faction for your any documentation—or history—
starting location and when selecting equipment 2 and skills, and to your name. You are stateless and
may freely select any ship, as described in that section. often unwelcome.

Free Spirit Beggar


You grew up much in a simple, unexceptional family—perhaps You spent years living in abject
among farmers or tradesmen—before opportunity let you poverty. Even though your fortunes
escape your ordinary life and wanderlust gave you an have improved, something of that
extraordinary one. You're street smart, comfortable in a wide time still shows: maybe your accent
variety of places and company, and tend towards optimism or a nervous habit. Those who have
even when things aren't going your way. never gone hungry scorn you.

Noble Scion Black Sheep


You were raised in a life of luxury, but now only have access to Your family is not well liked,
the wealth you normally would this Jump. If you aren't rich infamously ruthless (or guileless),
anymore3, perhaps your family fell on hard times, or you were or fell from grace in a scandalous
exiled or disowned specifically. Regardless, the only things you fashion. The name still commands
gain from the Background itself are a name, education, and respect, to a point, but peers who
mannerisms befitting the Galaxy's upper crust. recognize it may give you trouble.

Underworld Denizen Suspect


You were either born to a family involved in 'under-the-table' Even if you weren't committing
dealings or found your way there yourself. You're not a criminal crimes yourself, your association
—not to your way of thinking, at least—but you're not squeaky with the criminal element has made
clean, either. Choose a single criminal organization; you made you known to the law as someone
deals with them in the past that left both parties satisfied, and to keep a close eye on. Expect
remain on good terms. scrutiny and suspicion.

Emigrated Tribal Freed Slave4


You were born and raised among the Mandalorian clans before You were a slave before you
something caused you to leave your old life, and the Mandalore escaped or were emancipated. You
sector itself, behind you. You grew up immersed in Mandalorian are used to hard labor, but have no
culture, and your CP-bought weapons and armor may be in the formal education and struggle to
Mandalorian style instead of your faction's. find respect.

1 For use with the Disreputable Background Drawback (pg 38).


2 Applies only to faction considerations, such as uniforms or armor, not counterpart-class-specific Discounts.
3 See Basic Possessions (pg 5).
4 This background ignores all details from Emigrated Tribal.

4
BASIC POSSESSIONS
Your new identity owns basic possessions appropriate to someone of your Background and Class, such as
clothes, luggage, and so forth. You may choose the possessions in question, provided their value does not
exceed 10% of your starting wealth. These items are not Fiat-backed, may not include specialized equipment,
and do not count as part of (or against) that wealth.

Drop-Ins excepted, your background history includes some justification for all your new items and wealth (or
lack thereof). If you took the Beggar background and then sank 200 IP into Credits (pg 16), you may have
been the last distant heir to a noble house. A Freed Slave with similar wealth might have found an ancient
treasure trove during their escape. A Noble Scion with no money to speak of would be a Diminished Noble,
perhaps because they were disinherited, or their entire family lost their fortune.

A fully-enfranchised noble would have a starting wealth of at least half a billion credits ( 500 000 000) from
purchased and imported wealth. An heir on an allowance, without access to their full fortune, would still have
access to between 5 and 50 million credits. Below that, you're a 'Diminished Noble' (see above), but your
peers still respect you unless you're a Black Sheep.

5
PERKS
DISCOUNT RULES
Discounted perks cost half as much for their matching class, and one (and only one) [100 CP] Class Perk is
free. If you want both [100 CP] perks, you may buy the other for [50 CP] (i.e., at the normal 50% discount).

GENERAL
Adventure Ready [Free]
You're all set to explore the Galaxy! You're fluent in Galactic Basic and Bocce, and can understand Huttese,
Shyriiwook, and Droid Binary. You're Familiar with how to pilot and maintain all vehicles and ships you've
purchased with CP this Jump.

Polyglot [50 CP]


If the Adventure Ready set isn't enough, this perk grants you the ability to understand every extant
language in the Galaxy, written or spoken, and to speak any of them you can physically pronounce. You
also know enough about different cultures to not offend anyone you meet—or to deliberately offend
anyone you meet, if the situation warrants it. In future Jumps, you gain fluency in the most common
mundane language in the setting you would not otherwise know. You'll never need a protocol droid again.

Ace [50-150 CP]


Another extension of the Adventure Ready perk, upgrading your piloting and mechanical skills for all
vehicles and ships purchased with CP this Jump to Proficiency for 50 CP, Expertise for 100 CP, or Mastery
for 150 CP. (See APPENDIX A: TERMINOLOGY (pg 50) for more information on Skill Levels.) These skills apply
to all vehicles and ships from the setting with sufficiently similar controls and handling (for piloting) or
technology (for mechanical knowledge), as well as to all forms your CP-bought ships and vehicles from
this Jump can take due to import options (past and future).

Scrounger [100 CP]


Whether you're trekking through uncivilized space, behind enemy lines, or just too cheap or broke to buy
what you want, you've learned to make do. When disassembling damaged items for parts, you recover
more useful components than others would in your place. You also have uncanny success in getting just
what you need, whether from foraging, scavenging, looting, disreputable merchants, or just bashing
something together out of spare parts. This won't solve all your problems, but it can keep you going where
others would've had to turn back, and sometimes that makes all the difference.

Delayed Gratification [100 CP]


You want the power of the Force, but also want to experience the Old Republic from the perspective of the
common citizen? This is for you. This perk awards no Force sensitivity this Jump, but will grant you power
equivalent to the level of Gifted Force User upon completion, as well as Basic Force Training (pg 9). You
may also purchase Force Training Holocrons, the Holocron Crafting Station, and a Force Focus (pg 26) at a
discount, although using this prerogative means you will not receive them until the end of the Jump.

Mutually exclusive with all Force Power options (but not Unlimited Potential).

6
Crossing Lines [400 CP] (Discount: Bounty Hunter, Smuggler)
In a place as starkly divided as the current galaxy, it can be hard to find inroads into the opposing side's
camp. Not so for you. Maybe the Republic knows you as an honorable sort despite your Imperial loyalties,
or the Empire considers you useful enough to ignore your Republic association; either way, you're not
limited to one side of the fence. Wherever you go, you'll find yourself tolerated or even welcomed by those
opposed to you and yours. Even if you've fought them in the past, they'll be more likely to forgive it as
'nothing personal', and if that fails, they'll be uncommonly willing to hear you out before (or while) fighting
you, giving you a chance to try and work your way back into their good graces. Only specific, dire grudges
will override your general charm and favorable first impressions when it comes to making peace.

In future Jumps, you'll be tolerated by all parties and factions of any universe you visit, unless you do
something to destroy your good standing. Those with categorical biases against your race, gender,
species, profession, and so on will find themselves thinking you're 'one of the good ones', and those
engaged in conflict won't take your opposition personally. In other words, regardless of your origins, you'll
start neutral or above with all befriendable factions in any future Jump.

Backline Support [400 CP] (Discount: Trooper, Agent)


It's a big, scary galaxy out there. Good thing you've got people back at base to make sure you can make it
through. This perk grants an unflinchingly loyal support staff you can contact at any time for advice on
your current situation, or for material aid delivered straight to your current location.

Your support staff includes intelligence analysts, cryptographers, military theorists, doctors, engineers,
trackers, criminologists, scientists, historians, mathematicians, linguists, and members of any academic
fields specific to the setting (such as mages in a setting with magical universities). Staff members follow
you from world to world, have the knowledge someone of their vocation would be expected to have about
any world you visit, and are able to remotely view you and your surroundings. Relevant members of your
staff are suitably placed within any hierarchy you belong to, potentially allowing you to go over the heads
of your immediate superiors—provided you're willing to deal with the resulting political fallout and/or
personal enmity.

For material aid, you can call in supply drops every 6 hours, which may include any commonly available
equipment in the setting, or any items from your Warehouse (respecting limits imposed by Drawbacks).
Supply drops also Restock all applicable items (see pg 15). You can also call in a platoon of 12 generic,
interchangeable soldiers any time you need help. It takes 24 hours to restore wounded-but-evacuated
soldiers and 72 hours to replace dead soldiers.

By default, your soldiers use equipment common to your faction this Jump. You may give other weapons,
armor, or other equipment to your soldiers, and they will bring that equipment when deployed. If you
spend time training the platoon, all future soldiers benefit from that training.

7
THE FORCE
Force Power [Variable]
All your Force abilities, powers, and techniques will behave as though you are in a setting with the
metaphysics required for it. Jedi and Sith must purchase a rank of Force Power. Choose at most 1:

Force Sensitive [100 CP]


You meet the qualifications for Force sensitivity, giving you a slight leg up in matters of reflexes and
instinct, but only barely enough to be trained as a Force Adept. You are not particularly powerful, and
even with training will be limited in how much you can accomplish. You're in the bottom twenty percent
in both strength and stamina, and use of active Force powers leaves you drained.

Force User [200 CP]


This level grants a respectable but not incredible level of strength in the Force; you're solidly in the
middle of the pack when it comes to power, so there are bigger fish out there. Still, even if you aren't
bringing a load of metaphysical bullshit in your back pocket, this is more than enough to see a Jedi or Sith
through the war to come, if used wisely.

Gifted Force User [300 CP]


You have a gift, a strength that elevates you above the rabble and marks you as someone to watch,
raising you well into the top twenty percent in terms of strength. Wherever you may find yourself, you
are likely to be one of the strongest Force users in the room, even in the presence of the greatest the
galaxy has to offer. Don't let it go to your head.

Peerless Force User [400 CP]


Now you're the best of the best, at least before skill enters into the equation. At this level, you're as
strong as anyone has ever naturally been, although both Jedi and Sith have found ways to increase ones
power beyond what one is born with. In terms of raw potential, the number of living Adepts who can
claim to even be on your level could be counted on one hand, and it would take a crowd of average Jedi or
Sith to match your power. Maybe let it go to your head.

Unparalleled Force User [600 CP]


You're the undisputed master of the Force in matters of strength, a level beyond anyone else: ℵ₀, the
100th percentile, one step past the most powerful any mortal could ever be. No one can call themselves
your equal, no matter the power they have amassed, and even a team of the strongest Force users alive
would be hard pressed to beat you. Let it go to your head; there's no one else as strong as you.

Your strength alone makes you stand out like a Force Anomaly (pg 36); take that Drawback for no CP.

Unlimited Potential [200 CP]


When it comes to strength in the Force, you have the potential to grow endlessly with only hard work and
dedication. The higher you go, the more time and effort it will take to improve, but there are no limits to
how strong you can become. Within the 10 years of this Jump, constant effort would raise you from Force
Sensitive to Gifted Force User, from Gifted to Peerless, or from Peerless halfway to Unparalleled.

You must have at least some level of Force power from another source to make use of this perk, whether
from a Force Power purchase, Delayed Gratification, or another Jump entirely.

8
JEDI & SITH THE ADEPT
Basic Force Training [100] (Requires Force Power)
You've been trained to sense the Force, feel its guidance and use its power. You have Familiarity with all
Force Disciplines (pg 51), giving you a grasp of basic applications such as recognizing and responding to
danger, pushing and pulling objects, sensing the mood of those around you, and judging the ambient
energies that may linger in places of significance. Your attunement to the Force also grants you better
reflexes and a keen intuition, as well as an intuitive feeling for the next step you need to take to pursue
your goals, even if the path ahead is unclear.

Basic Saber Training [100] (Requires Force Power)


You've trained in the way of the lightsaber. You gain Familiarity with all currently taught Lightsaber Forms
(pg 53) of lightsaber combat, including both variants of Form V (but not Vaapad), plus Proficiency in 2 of
those Forms (your choice). This basic skill-set is a long way from Mastery, but at least you won't lop your
arm off by accident. Does not include training on weapon variants like the saberstaff, or on dual-wielding.

You also gain all the necessary knowledge to create new lightsabers and customize them to your exact
specifications. If you focus on an individual while crafting a lightsaber, you will create a saber fitted to the
hands and preferences of the intended wielder; the stronger the personal connection between you, the
better the fit, with your closest friends receiving a weapon that is perfect for their use. You can work out
the construction of unusual light-weapons, such as the light-whip, with only a bit of effort.

Mental Mastery [200 CP]


You control your emotions, not the other way around. If you are aligned to the Light side of the Force, you
are able to release your feelings, allowing them to pass through you and leave you at peace. If you are
aligned to the Dark side, you are able to remain in control even while your emotions rage, letting them
strengthen you without clouding your judgment. Your control allows you to functionally no-sell emotion
manipulators, as they don't affect your actions. You may enable or disable this effect at will.

In addition to the outright immunity granted by this perk, you also gain skills for managing your emotions.
These skills are extremely effective, can be taught to others, and remain even if other effects (like
Drawbacks) remove non-skill perks or otherwise limit the effectiveness of absolute protections.

Subtle Manipulator [200 CP]


You are skilled at using superhuman powers without being noticed, provided they lack obvious tells like
incantations or bursts of light. As long as you're trying to be subtle, people are also less likely to notice the
effects of your abilities, assuming those effects aren't wildly attention-grabbing in their own right.
Whether you're nudging someone's thoughts, putting a metaphysical thumb on the scale, or fudging the
wheels of fortune, people are less likely to notice anything improper. On the other hand, the effects of
skills you wish to attract attention will be even more eye-catching, making your distractions more
effective to the point that even those on guard against such tricks may fall victim to your diversions.

A Moment's Reprieve [200 CP]


You may meditate to gradually replenish all power pools available to you; the rate of recovery depends on
the pool being replenished. Light-side Force Adepts find solace in peaceful mediation, while Dark-side
Force Adepts seethe in anger while dwelling on their grievances; if you are neither, you may choose any
form of 'rest' you wish. Regardless of the nature of your 'mediation', it leaves you vulnerable and cannot be
done while in combat, unless you manage to find a quiet moment where nothing can threaten you directly.
You may focus on restoring only some pools to the detriment of others, if you wish.

9
Master-Apprentice Affinity [300 CP]
You are uniquely suited to all possible variants of the Master-and-Apprentice system, such as those used
by the Jedi and Sith Orders, regardless of which you are. You start with a +50% bonus, and the longer you
spend apprenticed to the same Master, or training the same apprentice, the faster the training goes. You
gain +25% speed each month, or about 0.55% per day.

If you are the student, your cumulative bonus will not reset unless you choose to begin applying the
effects of this perk to another Master. If you are teaching, you may apply this effect to any number of
students; time counts towards the bonus separately for each student, and the cumulative bonus will only
reset if you choose to 'drop' a student by excluding them from the effect. However, each student you have
halves the rate at which the bonus accumulates for all other students.

Advanced Force Training [Variable] (Requires Force Power)


This perk grants you years of training, study, and instruction, elevating your Skill Level in any one Force
Discipline (pg 51) by 1 Skill Level per [100 CP] spent. Whether you learn the Light- or Dark-side techniques
in that Discipline depends on your alignment; if you are not an Adept, you may choose which alignment's
techniques you wish to learn for each Discipline. You may learn the opposing alignment's techniques for
any one Skill Level by buying an addition Skill Level in that Discipline for half cost (Discounts still apply).

Purchasing Skill Levels in a Discipline in this way reduces the base price of its corresponding Force Training
Holocrons (pg 26) by 50 CP per Level, to a minimum of [50 CP] before Discounts.

Advanced Saber Training [Variable] (Requires Force Power)


Years of experience honing your saber skills is yours, instantly. Every
[100 CP] you spend grants 3 Skill Levels to distribute among your Lightsaber
Forms (pg 53) as you see fit, due to the Forms sharing many practical skills
between them. You must pay 1 additional Skill Level to unlock Vaapad, as
you are effectively inventing it.

Your first purchase also grants the skill to dual-wield sabers or


wield alternate saber weapons such as the saberstaff. Not all
Forms are well-suited to alternate weapon choices, however, so
take care when selecting your Forms if you wish to use such
weapons. If you have Mastery in a Form, you will have the skill to
perfectly adapt that Form to any saber weapon(s) you choose to use.

A Foot in Each Well [600 CP]


The Galaxy is replete with examples of those who have tried and failed
to find compromise between Light and Dark. You will never be one of
them. You can use the Light and Dark sides of the Force without
issue, and may ignore any or all effects of Dark side corruption, be they
physical or mental. Additionally, you gain both the Light and Dark side
versions of all purchases that vary by alignment, including Force Disciplines (pg 51) and their Legendary
Force Abilities (pg 52).

These abilities extend to other power you have or later acquire. You are able to mix normally incompatible
or mutually exclusive powers or sources of powers without adverse effects, and are resistant to corrupting
and/or addictive effects of any technique that might stray into the 'dark arts', so long as the power source
is not inherently corrupting or addicting itself. The corruption protection against techniques for other
power sources is not absolute, but the resistance is enough to keep you mentally and spiritually safe so
long as you refrain from diving off the slippery slope entirely.

10
TROOPER & BOUNTY HUNTER THE HEAVY
Loaded For Bear [100 CP]
When the going gets tough, the tough bring more guns. Not only are you Proficient in all equipment
discounted to the Trooper and Bounty Hunter classes, you also have the talent of storing an extraordinary
amount of firepower on your person. When packing, you can fit twice as many weapons, and four times as
much ammo and other military supplies like rations, medical kits, and explosives, in the same amount of
space, and anyone carrying them treats those weapons and supplies as though they weigh only half or a
quarter their actual weight, respectively.

Veteran Field Medic [100 CP]


Whether you're a soldier killing for a cause or a hunter killing for money, you've chosen a dangerous life.
What better way to make sure you come out on top than knowing how to put you and yours back together
again? While not exactly a family doctor, you're an Expert at battlefield medicine and triage, and can
evaluate patients and render aid twice as fast as normal, no matter how chaotic the environment or how
advanced or primitive the supplies available to you.

Speaking of supplies, you're able to stretch whatever you have on hand farther
than should be possible. When applying any form of aid or healing, you
consume only one quarter as much of any limited resource for the same
amount of benefit, whether it be practical items like gauze and antiseptic,
magical items like healing potions, or metaphysical resources like 'mana'.

Command and Control [200 CP] (Discount: Trooper Only)


You are precise, and so are those who work with you. Artillery and
airstrikes you call in fall directly on target. You always communicate
exactly what you want others to do, can do so in very few words, and
can expect your underlings to follow your orders precisely as you
intended without suffering from misunderstandings. You're better able to
interpret reports people make to you, and ask precisely the right questions
to get the information you need, assuming the other party wants to help.

You're also an incredibly skilled coordinator, even several stages removed


from the action. You can create and orchestrate plans that should be too
complicated, convoluted, or reliant on perfect timing to be practical. Your
leadership keeps everyone in sync and makes sure the right hand and left
hand always know what the other is doing.

Relentless Pursuit [200 CP] (Discount: Bounty Hunter Only)


Those that try to hide from you die; those that try to run die tired. You are a Master tracker, able to notice
clues others even your peers in skill would miss, and never fooled by decoys or false trails. No trail is too
cold for you to follow, and in the unlikely event your target manages to leave no clues for you to find, your
intuition leads you somewhere you can pick up the trail again.

You also have unyielding stamina so long as you are on the hunt. Whether you are chasing, stalking,
pursuing, or waiting in ambush for your target, you can ignore all physical and psychological needs for up
to seven days with no ill effects. Once the hunt ends, you need up to a full day of extra rest and rations to
recover from the ordeal, but by that point your target should be captured or dead.

11
My Kit Don't Quit [200 CP]
Normal soldiers have to worry about running out of bullets. You don't. As long as you packed at least one
of any given expendable weapon or weapon-related item, you can always pull another one out of your
pocket, given time. Larger, rarer, and more expensive items take longer to replenish, and you have an
innate sense of how often you can freely use any valid item in your possession. Regardless, you always
have another eventually, so there's no need to worry about using your last thermal detonator. Never run
out of cartridges, shells, stripper clips, ammo magazines, weapon power packs, flamer fuel, marbles,
grenades, rockets, mines, satchel charges, hornets, sling-stones, throwing knives, darts, javelins, arrows,
cannonballs, whetstones, weapon resins, Onmyo talismans, shuriken, bolas, harpoons, or any other type
of expendable offensive resource ever again!

Inspiring Presence [300 CP]


You're not just any goon with a gun, you're a leader. By example, you are able to motivate others to face
insurmountable odds, and can shore up morale no matter how bleak the situation. You know the proper
words to keep people from cracking even under the worst conditions the galaxy has to offer. Whether you
are reminding soldiers of their ideals or mercenaries of their paycheck, you can always keep the people
you are working with on mission and pointed in the right direction: towards the enemy.

Perhaps the more important part of this perk is that you now share the wealth of your plot armor. A
portion of the defenses you gain from luck and probability modifying perks extends to all teammates near
you, making them that much more likely to come through in one piece. Bonuses you have to resisting fear,
panic, and similar mental afflictions apply to those allies as well. Viva la aurabot!

Elite [400 CP]


You and your weapon are one. You've Mastered every weapon discounted to the Trooper and Bounty
Hunter, as well as all analogues you may encounter from other settings. You are also precise, extremely
good at using weapons and explosives of all types such that they do not damage or injure anyone or
anything you don't consider a target. Lastly, so long as they remain in your possession, weapons you use
never break, malfunction, or fail except as a direct result of enemy action. If traded, sold, loaned, or given
away, they begin to suffer wear again as usual.

Your skill with armor is similarly improved, as is its ability to protect you. All penalties caused by armor,
such as to mobility and stealth, are reduced by 90%. Attacks that would normally penetrate your armor
and harm you instead cause your armor to ablate and leave only shallow cuts on your person. In other
words, your armor redirects damage that would otherwise reach you to itself, letting only scratch damage
through, up to the amount of damage required to physically destroy the armor beyond repair.

That Weird Light Around You [600 CP]


You have the single best protection anyone in the Galaxy could ask for: Plot Armor. No matter how
dangerous the situation, narrative logic will fudge probability to keep you safe… or at least safer than you
would otherwise be. Sneak attacks against you will never be instantly lethal without proper
'foreshadowing', guaranteeing you at least the chance to react. You have little to fear from common,
interchangeably faceless fodder, and less still from poorly aimed, speculative, or just plain (un)lucky shots.
Call it blanket immunity to the slings, arrows, and blaster bolts of outrageous fortune: you're too cool to
die from 'narratively insignificant' causes.

Furthermore, once per Jump (or per 10 years in longer Jumps), a single attack that would otherwise result
in your death or another Jump-failure condition (such as the death of a VIP or the destruction of an
essential object) will fail utterly, provided you are close enough to witness it. You will be aware when this
happens, and in longer Jumps know roughly how long you have before it can activate again.

12
SMUGGLER & AGENT THE INTERLOPER
Habitual Intruder [100 CP]
You have a habit and talent for getting into places, files, and situations you're not wanted. You're an Expert
slicer, opening locked doors with ease and extracting sensitive files from heavily-encrypted computers
without leaving a trace, provided you can secure hardware access. That access is easier than ever, as well,
given your knack for finding convenient shortcuts through vents, waste chutes, and unused spaces, or
targeting the human element and conning your way past unsuspecting security officers; you're a
Proficient liar, mechanic, and saboteur. As a final bonus, you're more likely than normal to arrive just in
time to hear, see, or interfere with things your enemies would have preferred you missed.

You've also been around long enough to know that sometimes, things don't go smooth. If all else fails,
you're an Expert with Vibroknives and holdout weapons. You're also Proficient with all non-weapon
equipment you bought with CP this Jump, regardless of whether it was discounted or not.

Cloak and Dagger [100 CP]


Don't want to be seen? You won't be. Your skill at camouflage allows you to become nearly invisible if
given time to prepare a suit for the area, and you can move silently—if slowly—across any terrain without
leaving a trail to follow, even in environments which probably shouldn't allow such things. You're also able
to notice traps that others might miss, perhaps by noticing the tell-tale glint of a light sensor or the way
pressure plates aren't quite flush with the surrounding tiles, and can bypass them accordingly.

Lastly, you know a number of techniques for silently removing unwary foes, non-lethally or... otherwise, in
the event that you can't simply ghost in and out of your target area. You are Proficient with all weapons
discounted to the Smuggler and Agent classes, and have the reaction times, nerves, and grit to be what
happens to the other guy, even in a stand-up fight.

Golden Opportunity [200 CP] (Discount: Smuggler Only)


Opportunity knocks hard and it knocks often. Events conspire so that people desperate for a solutions
happen to stumble across your path, and you'll just so happen to be ready to handle things... for an
appropriate fee or favor, of course. How hard you rake these poor souls over the coals is entirely up to you.

This odd quirk of fortune gets stronger when you're the one in need, scaling with the severity of your need.
When you're desperate for a favor, this perk works overtime to arrange things so that they just happen to
have a problem in need of a solution you're ready to fill. If they need information, you probably have it, and
if they need to outrun someone, you've got the fastest ship in the sector. It's still probability manipulation,
so it will only ever bend chance so far, but at least you'll get in the door.

Secret Creeper [200 CP] (Discount: Agent Only)


You live and breathe secrets. You never accidentally reveal more than you intend though speech or deed,
and you don't think of pink elephants—mind readers will be furious as you refuse to follow their bait and
bring sensitive memories to the surface. Only extreme circumstances, such as the total violation of your
mind, can force you to divulge information unwillingly.

On the flip side, you have a knack for learning things people would rather you not know, able to track down
information even with the barest thread of evidence to follow. You're an Expert investigator and
interrogator; you know just the right threads to pull to get to the truth, and can do so either flagrantly, or
so subtly your mark may never realize what they've given away. You're also Proficient at torture.

13
Disposable Identities [200 CP]
You're an Expert of both disguise and forgery. With enough care and attention to detail, you can forge an
identity suitable for any situation, complete with history and documents, and be confident that you'll be
long gone by the time the cracks start to show. Once prepared, you're able to flawlessly immerse yourself
in your cover identity to the point that mind readers would need invasive techniques to dig past the
adopted personality. This talent for disguise extends to whether or not you draw attention to yourself
passively; you can blend into a crowd just as easily as you can stand out. You also receive a bonus to all
social actions that involve convincing someone of your identity, be it fake or real, even if you don't have
your forged (or legitimate) papers on you, or the identity in question prepared at all.

Covert Connections [300 CP]


Wherever you go, there you are, and your contacts are waiting for you. You can always find someone who
knows someone—whether you're looking for work, information, a person of interest, illegal goods, or just
someone who won't ask too many questions about where your cargo came from—and the people you
find will deal fairly. From counterfeiters to assassins, the sorts of goods and services you can track down
are limited only by the standards of the setting and the size of your purse.

Crack Shot [400 CP]


Whether you're engaging in gun kata with someone who got too close for
comfort or setting up an incredible long-distance sniper shot, you've
Mastered every weapon in the Smuggler and Agent's arsenal, as well as
all analogues you may encounter from other settings, and are one of
the best marksmen around. You don't have to aim directly for your
enemy, either—you can read the environment perfectly for ways
to use it to your advantage in a fight, whether you're rupturing
pressurized pipes or dropping debris on your opponents heads, and
you can regularly and intentionally pull off ricochet tricks that
shouldn't be possible outside of one-in-a-million freak occurrences.

This perk isn't just about offense, either: your awareness lets you
make the most of any cover available to you, dodge the aim of those
without the speed to keep up, and never flinch from a shot that
wouldn't hit you. In short, you have the skills, luck, reflexes, and
chutzpah to pull off action-hero moves, while looking damn cool to
anyone you let catch you in the act.

Silver Tongue [600 CP]


The ultimate social boost for the chronic schmoozer. You can insert yourself into any conversation, chum it
up with even the most disagreeable types, and have the improvisational skills to smoothly bring the topic
around to whatever you want to discuss. You know just by listening to someone for a few moments what
sort of approach would be most effective for getting into their confidence, and can affect any personality
or mannerisms necessary to ingratiate yourself to your target. Whether you're speaking truth or lies,
you're so convincing you find yourself believing what you're saying wholeheartedly, fooling every physical
and mental tell with your earnestness; you can pull off a hell of poker face when you want to, as well.
Don't worry about keeping your story straight; you'll always remember what you've told to who.

As a bonus, you're guaranteed at least one chance to parley with any foe, no matter how ridiculous the
situation. Only the opportunity is guaranteed; it is still up to you to find a method of communication they
understand and an argument they will respect. A horde of ravenous space locusts will actually stop and
listen to your speech about sustainable agriculture... before promptly ignoring it and trying to eat your
planet. At least you can say you tried.

14
ITEMS
It's shopping time. Take 500 Item Points (IP) to spend on this section only. 1 Items are of your factions 'make'
unless your background grants other options.

DISCOUNT RULES
Unless otherwise stated, [50 IP] items (including [50 IP] options on items
with multiple versions) are free if discounted. Exceptions are marked
'Discount Only' if they still cost 25, or 'Free/Discount' if they are free despite
costing more than 50. Discounted add-ons and optional purchases are
always 50% off. You may buy an item multiple times, but must pay a
minimum of 25 IP (after Discount) for those copies; items under the same
heading (e.g. Blaster Pistols) are considered the same item for this rule.

OTHER RULES
Insurance
All CP-bought2 items are 'Insured'. If lost or destroyed, you may retrieve a
replacement from your Warehouse; if you do not have a Warehouse, you
may have it delivered to you in some other fashion appropriate to the
current Jump. Replacement items are provided 'as-bought' unless
otherwise specified. Items can be replaced once per day unless otherwise
specified.

Restocking
Restocking items are refilled whenever you 'return from the field',
whether it's to your home city, base of operations, secret lair, military
outpost, or other fixed in-Jump staging and resupply point. If you could
reasonably replenish setting-appropriate gear at some safe location,
your items will be refilled automatically. Yes, this means resting at a
medieval castle replenishes your supply of EMP grenades. Restocking
abandoned knives, discarded ammo packs, undetonated explosives, and
so on causes those items to vanish from the world when no one is
looking. All ammo and explosives purchased this Jump with CP or
included with CP purchases 'Restock', even if not explicitly stated.

Item Imports
The Weapons, Armor, and Vehicles sections offer the ability to import
similar items you already own as (or 'into') the items you buy this Jump.
See the individual sections for restrictions, or check the import table on
page 60. Importing an item adds all esoteric properties it may have to the
item it is imported into. The final item retains its previous form or forms
as alt-forms. Imports are one to one unless otherwise specified.

See APPENDIX E: NOTES AND DETAILS …ON ITEMS (pg 60) for additional rules
and clarifications regarding Item Imports.

1 Anything you can buy with IP may be bought with CP, or with any combination of CP and IP.
2 See Appendix A: Terminology (pg 50).

15
RESOURCES
Credits [Free/25/50 IP]
Cold, hard cash. You start with 50 000; [25 IP] triples your wealth, while [50 IP] multiplies it by 10. If you
purchase more than one million credits, you may choose to start with a portion of that wealth invested in
properties, companies, or other revenue streams. A single credit is worth approximately $3 USD.

Common Material Cache [25 IP]


This cache contains common 'mundane' crafting materials, such as durasteel, synthweave, armorplast,
and tibana gas. Each cache contains sufficient material to fully outfit 4 people, with enough left over to
keep the gear repaired between refills. Includes blueprints for turning your common material into common
materiel, plus blueprints for all other items you purchase with CP. The material is replaced yearly.

Rare Material Cache [50 IP]


It's unlikely to be useful anywhere else, but just in case, this cache contains 10 kilograms each of several
Lightsaber-resistant materials: beskar, phrik, ultrachrome, and refined cortosis. The metals are ready for
use in crafting or modifying equipment. The cache also includes a modest quantity of other exotic
materials, such as precious gemstones, technologically useful non-Force-imbued crystals, and organic
materials like krayt dragon hide. The material is replaced yearly.

Lightsaber Crystals [50 IP] (Discount Only: Basic Saber Training)


If you want to create more Lightsabers without access to the setting's unique metaphysical geology, you'll
need these. Each fist-sized rock has a sample of Force-sensitive crystal growing from its surface, which
can easily be broken off into chunks sized for lightsaber crafting or creating Force Focuses.

Purchase includes a rock for every type and color of crystal available in the setting, including synthetic
crystals such as the red Force-crystals favored by the Sith. The crystals are always properly attuned to
whoever harvests them, regardless of color, and will regrow within a day.

Sidequest Board [Free/25/100 IP]


A list of all events and jobs of interest in your general area, wherever that may be—'general area' meaning
anywhere you can get while the information is still relevant. The Board is free to use this Jump, but must
be purchased for [25/100 IP] if you wish use it in future Jumps. Includes a data-slate for viewing the list; if
you have another quest tracking item or ability, you may use that to view the Board as well. Quests may
reward appropriate items from the setting for their difficulty and circumstance, and if you purchased the
upgraded Board for [100 IP], all such items will be Insured as though you purchased them with CP.

The Board contains as much information as a job posting would. If the 'Quest Giver' has a reward in mind,
it is indicated on the listing; if they do not have a reward in mind but would find something to reward you
with anyway, it is shown as an unknown item: " Quest Reward: ??? Item". The Board also indicates if a
listed job would cause a change in your standing with other individuals or organizations, and if you are in a
world that tracks Experience Points or have a perk that applies such a system, those are listed as well.

The items rewarded by the quests do not include features specific to CP-bought versions of those items.
Treat them as normal items acquired from the Jump, with the extra feature of Insurance if you paid the
higher price for the Board. You may choose whether the items follow the insurance rules of their source
document or this document, but you must do so only once for all future Jumps.

Aftermarket Warranty [100 IP]


Replacements for weapons, armor, and equipment purchased this Jump are now provided 'as lost' rather
than 'as bought', including all modifications and enhancements. For half cost, you may protect only
weapons, only armor, or only equipment.

16
WEAPONS
🛈 Weapons and explosives purchased from this document never break, malfunction, or fail except as a direct
result of enemy action.

🛈 All weapons come with an appropriate carrying mechanism, such as a sheath for Virbroweapons, your
choice of shoulder, hip, ankle, or other holster(s) for pistols and scatterblasters, or carrying straps for rifles
and repeaters.

🛈 See APPENDIX D: WEAPON STAT BLOCKS (pg 55) for detailed comparisons of various weapons.

🛈 You may import a similar weapon you already own into any weapon purchased here, adding any properties
it may have to your new item:

The primary qualities for determining if a weapon is sufficiently 'similar' are type (melee versus ranged) and
size (volume and weight). Melee weapon imports don't distinguish between sub-types like swords, maces,
and so on; similarly, ranged weapons will accept imports from firearms, bows, and crossbows, as well as
wands from settings where they are weapons rather than casting focuses. Guidelines for size can be found in
the import table (pg 60).

You may treat a set of paired weapons (such as twin sabers or dual pistols) as a single item for the purpose of
weapon imports. If you import a single weapon into a set of paired weapons, the import is linked to the main-
hand weapon: when wielded together, both weapons have all import properties, but if the weapons are
separated, only the main-hand weapon retains those properties. If you treat the paired weapons as separate
items and import a different weapon into each, the imports behave normally.

Weapon 'attachments' such as the Ion Blaster Attachment and Rocket mount point can accept imports, but if
left blank, take on the properties of the weapon they are attached to. You cannot import weapons you cannot
carry and fire yourself into man-portable weapons. You cannot import items into individual explosives such as
Grenades, Rockets, or Mines.

17
MELEE
Vibroknife [50-100 IP] (Discount: Smuggler, Agent)
These pocket-sized vibroweapons are perfect for slicing fruit, whittling, sabotage, knife fighting, and even
balanced for throwing if you're willing to track them down afterwards (or have a perk to handle that).

Vibroknife [50 IP]


A simple Virboknife. Choose a blade length of 12-18 cm (approx 4.5-7"); blades 14 cm (~5") and less may
be switchblades. Cheap and widely available, your vibroknife will Restock if lost or damaged.

Stunner Vibroknife [100 IP]


A large (15-18 cm blade) Vibroknife with an integrated stunner, capable of applying a disabling shock
either through the blade or a pair of deployable electrodes on the opposite end of the handle.

Brace of Knives [100 IP]


A brace of 5 small (12 cm blade) throwing vibroknives, which Restock if lost or damaged. If you import an
item into the brace, the import treat the brace as a single item, and the knives lose all import properties
after leaving the possession of whoever has 'equipped' the brace (but not before hitting their mark, if
thrown). On the upside, others aren't able to use the knives you leave lying around as anything other
than normal (if well-made) knives, no matter how powerful they are in your hands.

Vibroblade [100 IP] (Discount: Trooper, Bounty Hunter)


Anyone who thinks swords are the weapon of a civilized age hasn't seen one of these monsters tear
somebody apart. A brutal, high-tech one-handed sword capable of making mince-meat out of even
hardened targets, your Vibroblade is reinforced with cortosis, allowing you to face down lightsaber-
wielding enemies without being immediately disarmed (and then de-armed).

You may add a matching off-hand sword, or upgrade to a two-handed Vibrosword or double-Vibroblade,
for another [50 IP].

Lightsaber [200 IP] (Free/Discount: Jedi, Sith)


Is there anything more iconic to Star Wars than the swishing and humming of a lightsaber? Jedi and Sith
receive one lightsaber for free, and may purchase additional sabers at a discounted price. You may
customize your lightsaber's appearance (both hilt and blade) as you see fit 1, and may choose any canon
saber variant that does not add additional blades, such as the curved-hilt saber, shoto, guard shoto, long-
handled lightsaber, sabre pike, and greatsaber.

The color of the lightsaber depends on the nature of the Force-sensitive crystal
used to focus the blade. Dark-side aligned crystals are almost
exclusively red, while Light-side crystals tend to be blue, green, or
yellow; you may ignore these restrictions if you wish. The
focusing crystal allows a lightsaber to function as a small
Force Focus for the Adept wielding it.

For an additional [100 IP], you may upgrade to a


pair of twin sabers, a dual-phase saber, or a
saber staff. For [50 IP], you may upgrade to
a crossguard saber. You may purchase
multiple upgrades for the same base
saber.

1 See page 61.

18
RANGED
Blaster Pistols [50-150 IP] (Discount: Smuggler, Agent)
The sidearm of mercenaries, gangsters, hunters, smugglers, and police forces the galaxy over, available in
a variety of options fit for every wallet. Includes 2 power packs per pistol, plus your choice of holster(s).

Custom Blaster Pistol [50 IP]


A customized blaster perfectly made for your hands, including your choice of a 1.2x or 2x scope, over-
sized power packs, and an attachment point for an accessory such as a light, laser sight, ion blaster (not
included), rocket (not included), or grappling hook (not included). 360 shots per power pack.

Masterwork Heavy Blaster Pistol [100 IP]


A masterwork heavy blaster packing the damage and armor penetration of a full-sized blaster rifle in a
gun with the handling characteristics of a pistol, with all the comfort and features of the custom pistol as
well. 200 shots per power pack.

For an additional [50 IP], you may upgrade either of the above blasters to a set of two matching blasters.

Ion Blaster [50-100 IP] (Discount Only: Smuggler, Agent)


Ion blasters are electromagnetic weapons designed to scramble electronics, wreck motors, disable droids
and vehicles, and otherwise play hell with sensitive equipment. Hardened targets may take multiple shots
before losing functionality. Hitting bare skin will sting like crazy and leave minor burns.

Ion Blaster Attachment [50 IP]


A device suitable for attachment to a pistol or rifle that must be reloaded with a small, bullet-sized
power cell after every shot. Includes 12 single-use cells.

Ion Pistol [100 IP]


An ion pistol capable of 60 shots of semi-automatic fire per power pack. Includes only 1 power pack.

Holdout Pistol [50 IP] (Discount: Smuggler, Agent)


A tiny 24-shot derringer with a folding grip that can be concealed anywhere on one's person. Its small size
allows it to fool weapon detecting techniques to the point that only a complete strip-search will reveal its
presence. Otherwise a poor weapon, the derringer is awkward to hold, lacks penetrating power, is only
effective within 20 m, and requires disassembly to replace the integrated power pack with the included
spare, as it's been sandwiched between the trigger
assembly and barrel to make the weapon as small as ⚠️It takes 5 minutes (modified by perks) and
possible. It's up to you to make the element of surprise a screwdriver to reload your holdout pistol.
worth the glaring weaknesses. You may import another Restocking ammo will refresh the installed
sidearm into your holdout pistol, if you really want to. power pack without further maintenance.

19
Blaster Rifles [100-300 IP] (Discount: Trooper, Bounty Hunter, Smuggler, Agent)
The mainstay for anyone who wants someone dead from a nice, relatively safe distance. Troopers and
Bounty Hunters may choose to receive a [100 IP] Rifle for free if they do not purchase a Repeater.

Energy-Flechette Carbine [100 IP]


Fires energized flechettes from a 60-round magazine at 900 RPM in either burst-fire or fully automatic
modes. Lighter and more easily concealed than other full-sized rifles, but nowhere near as portable as a
Blaster Pistol. Suffers from bullet drop after 40 m but can still wound or kill out to an effective range of
200 m. Includes 4 hybrid power-pack/magazines, a reflex sight, and a detachable suppressor that hides
the muzzle flash and deadens the report but reduces range by 25%.

Rifle with Grenade Launcher [100 IP]


A high-quality combat rifle firing from a standard 200-round power pack at 600 RPM up to an effective
range of 450 m. Select-fire capability for single, burst, and fully automatic fire. The grenade launcher is a
single-shot breach-loaded tube capable of firing compatible grenades up to 300 m. Comes with 3 power
packs, your choice of a 2x or 4x combat sight, and 2 launcher-style grenades of any one type (pg 23).

Prototype Sniper Rifle [100 IP]


A prototype self-stabilizing beam rifle with advanced optics, including light amplification, thermal, and
dynamic 4x to 16x zoom. It's heavy, and the manual-action mechanism slows firing, but the unique
properties of the coherent energy beam let you ignore issues like travel time, and it can punch neat little
holes through walls or vehicle armor (and the person behind it) up to an effective range of 1200 m.
Heavy power draw allows for only 10 shots per specialized power pack. Disassembles for transport.
Comes with 2 power packs, a detachable bipod, and a transport case.

Armory [300 IP]


All 3 of the role-specific rifles described above combined into a single weapon, which you may transform
between modes as though they were import alt-forms. If you also buy a Bowcaster, Scatterblaster, or
Light Repeater, you may merge in those weapons as well. The weapons cannot be separated once
merged. All merged items share the same import, but if you wish to purchase Additional Ammo, you
must do so for each weapon separately.

Bowcaster [50 IP] (Free: Wookiee)


These bulky crossbow-railguns are the signature weapon of
the Wookiees. While their woefully short 50 m max range,
slow fire rate, and reliance on both physical ammo and
energy packs make them impractical for military
applications, the damage and penetration of the energy-
infused metal quarrel is extremely high, making them prized
weapons for hunters of dangerous prey. Even the heaviest
personal armor is unlikely to block a direct hit from a
bowcaster bolt within the optimal range of 30 meters.
Includes 3 35-round drum magazines and a power pack
good for approximately 300 shots.

Scatterblaster [100 IP] (Discount: Smuggler, Agent)


A blaster variant of the common slugthrower shotgun. Its effective range is under 30 m, shorter than even
normal scatterguns, but it makes up for this shortcoming by offering five-fold greater ammo capacity and
superior penetration, as well as being smaller and lighter than similar slugthrowers. The scatterblasters'
small size and light weight make them a practical holdout weapon. Fits 50 plasma shells in each of the 2
provided magazines, and dispenses them as fast as you can pull the trigger.

20
Repeaters [100-200 IP] (Discount: Trooper, Bounty Hunter)
While all automatic blasters are technically 'repeating blasters', Repeaters refer to machine-gun-like
weapons designed to put as much firepower downrange as possible, as fast as possible.

Light Repeater [100 IP]


A blaster a filling the role of a squad automatic weapon, with a 400 round power pack, an effective range
out to 600 meters, and a maximum fire rate of 750 RPM. It's basically a bigger, badder version of a
normal blaster rifle. Includes 4 power packs, and can also fit standard 200-round rifle packs.

Medium Repeater [150 IP]


A weapon akin to a light machine gun, sporting a larger 1000 round power pack and similar effective
range to the Light Repeater. The medium variant offers superior damage per blaster bolt at the cost of a
slightly lower fire rate of 700 RPM. Includes 3 power packs.

Heavy Repeater [200 IP]


Sometimes referred to as an assault cannon, this repeater packs a massive 2000 round power pack, a
slightly lower effective range of 550 m, and the per-shot damage of the light repeater at a frankly
terrifying 2400 RPM at full auto. The weapon is intended for use on a tripod, but can be wielded and fired
by its carrying handles if the chainsaw grip doesn't bother you. Includes said tripod and 2 power packs.

Blaster Cannon [100 IP] (Discount: Trooper, Bounty Hunter)


An anti-materiel blaster designed to punch through armor, the cannon can achieve a mobility kill on heavy
vehicles by targeting vulnerable hover-generators, treads, or joints, while light vehicles and infantry-form
combat droids will be outright scrapped by a direct hit. Like the heavy repeater, it's carried from the top.
200 shots per power pack at 50 RPM out to 400 m. Includes 4 power packs.

If you buy both a blaster cannon and a repeating blaster, you may choose to include the repeater as a fire
mode on the cannon, which saves you some weight and allows both weapons to benefit from the same
item import. The fire modes have independent ammo supplies that are reloaded separately.

21
INCENDIARIES, EXPLOSIVES, AND AMMUNITION
Flamethrower [100 IP] (Discount: Bounty Hunter)
Favored among Bounty Hunters for both their mechanical simplicity and the terror they inspire,
flamethrowers are little more than a tube leading from a heavy, pressurized fuel canister to a nozzle with
an ignition system, typically on one's gauntlet. While extremely dangerous, the wide jet of flame reaches
only a few meters. The rate of fuel consumption can be dialed up or down to affect a larger or smaller
area; a single canister can last as much as 6 minutes or as little as 40 seconds. Includes 2 fuel canisters.

Grenade Launcher [150 IP] (Discount: Trooper)


A heavy, revolver-style grenade launcher with 4 chambers, capable of launching grenades up to 375 m.
Included with the purchase are 8 launcher-compatible grenades of any one or two types from the list on
page 23, divided as you wish. Grenades are chosen at purchase time, Restock as the same types in the
same quantities, and may not be converted back to hand grenades.

Grenades [50 IP] (Discount: Trooper, Bounty Hunter, Smuggler, Agent)


A Restocking bandoleer of grenades. If you have a grenade launcher, you may choose to receive grenades
compatible with that launcher instead of hand grenades when you Restock. Hand grenades have a toggle
on the device for time delay or impact detonation; launched grenades are impact-triggered with a 15 m
safety fuse. Choose one type from the list on page 23.

Rockets [50 IP] (Discount: Trooper, Bounty Hunter)


Effectively grenades with an engine stuck to them, rockets are slightly heavier than their grenade
versions, but can be fired farther and more accurately from a small, specialized attachment usually fitted
to pistols or rifles; many bounty hunters attach them directly to their gauntlets instead. Includes rockets
of any single grenade type from the list on page 23 and a single-shot mount-point attachment that is
equally effective on a pistol, rifle, or gauntlet (watch your fingers around the backblast). The quantity of
rockets is the same as if they were grenades. (Discount Only) if you took a free Grenade.

For the same cost, you may buy Micro-Missiles instead, which are ¼ as powerful as normal rockets, but
come in 4x the quantity and can be loaded 4 at a time into the matching mount.

Mines [50-100 IP] (Discount Only: Trooper, Bounty Hunter)


For [50 IP], you may choose between 5 anti-personnel claymore-style directional tripwire mines, 20 anti-
personnel omnidirectional proximity mines, and 10 anti-vehicle mag-sensitive landmines. For [100 IP],
you get all three sets. You may choose not to restock your mines, as any placed mines will become duds if
they are replaced before being set off. Considering the legacy of mines as weapons of war, that may be a
bigger feature than it is a flaw.

Remote Charges [50 IP] (Discount Only: Smuggler, Agent)


2 variable-yield proton charges that will gravitically adhere to any surface and can be programmed for a
delayed detonation of up to 30 minutes, or linked to a remote detonator. Slightly larger and heavier than a
Thermal Detonator but much more powerful at maximum yield, ideal for both demolition and sabotage.
Restocked charges obey the same restrictions as mines.

Additional Ammo [25 IP]


Additional Restocking power packs and ammo magazines for one purchased weapon of your choice. Each
purchase gives extra ammo equal to what normally comes with the chosen weapon. If applied to a
weapon with grenades, you will receive another set of the same kind(s) of grenades originally chose; you'll
need to buy grenades separately if you want other kinds. Cannot be used directly on Grenade, Rocket,
Mine, or Remote Charge purchases.

22
GRENADES TYPES
Thermal Detonators x3: High explosive hand grenades. As befits their name,
thermal detonators cause a massive fireball. Notable in their role as anti-
personnel grenades for producing no shrapnel, making for a well-defined 6
m blast radius. Absolutely lethal to
unarmored targets within 3 m.

Concussion Grenades x3: These less-lethal


grenades generate a high-power pressure wave
with extremely unpleasant effects on organics within the
4 m blast radius. Effects include dizziness, vertigo, disorientation,
uncontrollable muscle spasms, unconsciousness, and death. Hey, it's called
'less lethal' for a reason.

Ion Grenade x3: These grenades function similarly to EMP devices, shorting out electronic
devices such as droids, turrets, and shield generators. The burst generated by the grenade is strong
enough to overcome the hardening present on most military equipment, although heavy vehicles are
tough nuts to crack. Ion bursts won't harm organic targets, although cyborgs will suffer greatly. 3 m blast
radius.

Flash Bomb x3: These grenades let out a blinding flash and deafening noise on detonation. Flash bombs are
less disabling (and dangerous) than Concussion Grenades to most organics, but can overwhelm the
targeting sensors on many automated weapon systems, making them a good compromise between
Concussion and Ion Grenades if facing mixed or unknown threats. Blinding and deafening within 4 m,
beyond which effectiveness rapidly decreases.

CryoBan Grenades x3: Another less-lethal grenade, these devices spray super-pressurized gas to flash-
freeze everything within 3 m. The sudden frost will injure and immobilize biological targets and damage
equipment not hardened against extremely low temperatures.

Flame Grenades x3: The opposite of the CryoBan, these grenades spray a vigorously-burning fuel mixture in a
4 m radius, setting everything near them on fire. The fuel contains its own oxidant and will burn
underwater or in the vacuum of space without issue.

Fragmentation Grenades x5: Another anti-personnel grenade, a smaller and cheaper alternative to the
thermal detonator. Unlike thermal detonators, Frag Grenades rely on random sprays of shrapnel for their
lethality, and thus can injure or kill unarmored targets up to 10 m away while leaving those only 3 m away
merely singed. The explosion itself is enough to cause serious injury or death within 2 m.

Gas Grenades x3: An extremely versatile delivery system, but with an effectiveness dependent on the
target's biology and the space into which the gas disperses. A single grenade can saturate a room with a
volume of 200 m3 over about 30 seconds. Choose either lethal or less-lethal gas at the time of purchase;
you may specify the type of gas (irritant, sedative, toxin, corrosive), or even the exact chemical.

Smoke Grenade x5: Smokers serve to mark locations or obscure lines of sight. The least likely of any grenade
to directly kill someone, although you could beat someone to death with one, if you really had to. You may
choose the colors of your smoke grenades whenever you Restock them.

23
ARMOR
🛈 You may import a set of clothes or armor you already own to add its features to your new gear.

Low-Profile Armor [50 IP] (Discount: Jedi, Sith, Smuggler, Agent)


Simple, subtle armor easily concealed under normal clothes or robes. As light armor, it won't block much
punishment, but it's enough to stop a shiv or light blaster shot, and surprise is a quality all its own. Does
not protect the head or hands.

Synthweave Armor [100 IP] (Discount: Jedi, Sith)


Synthweave is a tough, protective armor material with the appearance of cloth; people unfamiliar with it
may not realize that the wearer is armored at all. A suit of Synthweave armor includes a hood and
gauntlets, and provides protection on par with other medium armors, such as standard Combat Armor,
while remaining light enough not to interfere with movement.

Synthplate Armor [200 IP] (Discount: Jedi, Sith)


Synthplate is what happens when you take a set of Synthweave Armor and add heavy plating wherever it
won't interfere with motion, offering protection on par with Heavy Armor for vital areas, but also making it
more tiring due to the weight. This is the heaviest form of armor most sophonts can wear without
sacrificing mobility, making it a staple of front-line fighters among both Jedi and Sith.

Scout Armor [100 IP] (Discount: Smuggler, Agent)


While heavy and bulky, this medium full-body armor sacrifices nothing in the area of stealth. In addition to
a chameleon-paint system that can change coloration and pattern to match any environment, the suit
greatly improves the effectiveness of an equipped Stealth Field Generator. It's still medium armor, as well,
capable of stopping a blaster shot from point-blank range and offering head to toe protection without
interfering with any sneaking- or stealth-related skills, perks, or abilities you have.

Combat Armor [50 IP] (Discount: Trooper, Bounty Hunter)


Medium armor intended for use by common soldiers, of your faction's make and bearing their markings. It
offers good protection, but is bulky and ill-suited for stealth. The armor includes a full-faced helmet, but is
not sealed.

Heavy Armor [100 IP] (Discount: Trooper, Bounty Hunter)


A suit of high-quality heavy armor of your faction's make and bearing their markings. It's capable of taking
an extreme amount of punishment, at least for something not driven by treads, but is harder to move or
sneak in than medium armor. The armor is sealed and includes a two-minute air supply for emergencies,
but is not designed for extended operation in vacuum and is vulnerable to punctures.

Vac-trooper Armor [200 IP] (Discount: Trooper, Bounty Hunter)


Heavy armor reinforced with thicker plating, reactive auto-seals for breaches, mag-clamp boots,
redundant systems, and integrated life support. Offers near perfect protection against most environment
hazards, including radiation, extreme temperature, toxic atmosphere, corrosive atmosphere, and lack of
atmosphere, for up to 90 minutes of continuous operation without replacing the external tank. Difficult to
don, doff, and move in, even more so than most Heavy Armors, and hampers the wearer's mobility to the
point that moving faster than a walk is prohibitively difficult without both strength and training.

The external tank can be replaced by the operator without compromising the suit's seal. Replacing an
empty tank adds 60 minutes of operational time. This purchase includes the tank installed on the suit and
two spares; you may purchase a magically infinite tank for [50 IP] if you really think you'll need it.

24
EQUIPMENT
Communicator [Free/50 IP]
You receive a standard comlink 'wand' and hand-held holo-pad for free, although they have no special
properties beyond those afforded to all Jump-given items. For [50 IP], they're upgraded to proper Jumper-
grade gear: you will always have them on you, your communications can never be traced or intercepted,
and the device gains extreme resistance to both wide-area jamming and physical harm.

Rebreather [25 IP]


Emergency equipment commonly found on starships, a rebreather includes an oxygen mask and portable
tank for those going where breathable air isn't. Equally effective in a vacuum or underwater, the device
includes separate goggles for eye protection and provides an unlimited quantity of clean, breathable air.

Grappling Hook [50 IP] (Discount Only: Trooper, Smuggler, Agent)


A grappling hook launcher and motorized reel, capable of lifting a fully-grown sophont and their gear at a
reasonable rate of ascent—or bringing whatever they hit back to them, depending on who weighs more.
Can be attached to a pistol, or to the gauntlet of medium or heavy armor. Alternately, the grappling hook
may be its own device with the form factor of a small pistol.

Jetpack [100 IP] (Discount: Bounty Hunter)


Exactly what it says on the tin. While designed more for quick bursts of motion than sustained flight, it's
capable of allowing a person in heavy armor to hover for short periods. Should be used with medium
armor or thicker if you don't want to burn your legs off when you turn it on.

Security Spikes [50 IP] (Discount Only: Smuggler, Agent)


These scary-looking devices are perfectly harmless… to people. To computers, they're skeleton keys, the
ultimate tool for taking anything and everything you can find. While a lot of gnarly slicing hardware
consists of expensive, single-use devices, these high-quality lock-breakers are capable of recharging
themselves after an hour (faster if you don't push them to their full potential), and you get 3 of them.

Stealth Field Generator [100 IP] (Discount: Smuggler, Agent)


A small, belt-mounted device capable of rendering its user functionally invisible. Unlike the massive, ship-
based cloaking fields, the stealth field does not render the user fully invisible, instead wrapping them in a
camouflage field that blends them into the background, making visually spotting them difficult, but not
impossible. The user must still move slowly and carefully, as the field is imperfect, particularly at the
edges relative to a viewer where it leaves a faint silhouette. This advanced model is as close as you can
get to true invisibility at this scale, and also dampens sound.

Field Medical Kit [50 IP]


A lunch-box-sized container full of kolto packs, medical hypos, bandages, disinfectant, splints, sutures,
and other items suited for first aid and battlefield medicine, including a First Aid manual. The Kit holds five
times as many supplies as its size should allow, and its contents Restock. In future Jumps, you may choose
to receive the setting's equivalents of any or all included supplies instead of the default type(s) when
restocking, and the manual will reflect the substitutions.

Emergency Medical Probe [100 IP]


A floating probe droid with its own integrated medical kit and the software to administer aid to the
standards of an Expert medic. It doesn't have the impossible quantity of supplies the Field Medical Kit
does, but it recharges its limited reserves over time, even in the field. The probe can also use any other
medical supplies you provide to it with equal skill. While 'smart' enough to get the job done, it has no
personality and makes for poor company.

25
Field Repair Kit [50 IP]
A small toolbox that contains any tools necessary to repair or service any equipment you encounter, as
long as you have the knowledge of how to do so. Has a limitless supply of nuts, bolts, wires of various
gauges, hydraulic and pneumatic tubing, tension cables, solder, and other 'bits and bobs' for all your
maintenance needs. Cannot provide items that do not fit through the lid of the box.

Astromech Droid [100 IP]


An astromech droid, with perks listed in the Companions section (pg 34), which will remain loyal to you
unless you take deliberate action to remove that loyalty. You may import a non-companion robot, AI/VI, or
magic spirit with a similar role into your astromech droid. It has limited capacity for independent action,
but will never balk at your instructions or refuse an order. This version of the Droid receives no CP and is
treated as an item in all ways; droids are property, after all. If you want a full Companion, see page 34.

Force Focus [50 CP] (Discount Only: Any Force Power)


A Force-sensitive crystal mounted in a protective frame. Analogous to a casting focus, this Focus lowers
the strain of using Force powers and can enhance one's sensitivity to various Force phenomena. The Force
crystal in a lightsaber accomplishes the same thing for most trained Adepts; the larger crystal in the Focus
is more effective, but many Jedi and Sith don't consider the advantage worth carrying another item.
Weaker Force-sensitives will benefit more from the difference. You may choose between a Focus perfectly
attuned to you specifically, or a Focus that changes itself to be perfectly attuned to anyone who wields it.
To those unable to use the Force, the Focus is little more than an ornate paperweight.

Force Training Holocrons [Variable] (Discount Only: Jedi or Sith)


Each Discipline-specific Holocron contains all the knowledge necessary for Mastery of the Force Discipline
(pg 51) it teaches, while General Holocrons have enough for Proficiency in all four Disciplines. You'll have
to put in decades of study to fully unlock their secrets, but they're cheaper than buying Mastery outright,
cost IP rather than CP, and can be shared. Even a Master will find a Discipline-Specific Holocron useful, as
they can serve as a practice guide or assist in pushing one's understanding to even greater heights. If you
purchase multiple Holocrons, you may choose to receive them as separate items (for easier sharing) or
combine them (for convenience). Discounts are specific to the matching class even if you're a Drop-In.

Jedi, General [100 IP] Sith, General [100 IP]


Jedi, Discipline-Specific [200 IP] Sith, Discipline-Specific [200 IP]

Holocron Crafting Station [300 IP] (Discount: Jedi, Sith)


This crafting station allows you to impart any skill (or set of skills) you have into a holocron, which others
may use to learn the skill(s). Requires 8 hours of meditation for each year's worth of training imparted.
When used, the holocron increases the user's skills as though you were training them yourself. Both the
creation process and the user's education include the effects of all teaching perks you possessed at the
time of the holocron's creation when measuring the rate at which they occur.

You may place any restriction you can name on who can access your holocrons, and those restrictions will
be enforced by Jump Fiat. You may 'update' an already-created holocron to use your new current set of
training perks, or modify the restrictions you've placed on it, by bringing it back to the crafting station and
meditating with it for 1 hour, modified by teaching perks.

Your holocrons may include any subject that can reasonably be described as being 'taught', even if it is not
necessarily a 'skill' per se, such as philosophy. You may combine any number of lessons into the same
holocron, and choose the exact manner (order, relative emphasis, and so forth) in which they are taught.

26
VEHICLES
🛈 Vehicles may be replaced only once every 7 days (for speeders) or 30 days (for space vehicles). You may
import an existing land vehicle into a speeder, and/or an existing flying vehicle into a shuttle or starfighter.

Speeder [Free]
Your choice of:
• A single-seat speederbike. Additional passengers strongly discouraged. Includes 1 free Upgrade.
• A landspeeder with 4 seats and an astromech droid socket. Similar performance to the speederbike,
but larger, slightly slower and less responsive, and does not include a free Upgrade.

Shuttle [50 IP]


A fast, orbit-capable civilian shuttle with a pilot seat, co-pilot seat, astromech droid socket, and space for
4 comfortable passengers or 8 highly uncomfortable ones. Faster than even a fully upgraded flight-
capable landspeeder, but less maneuverable, more conspicuous, and requires far more space to park its
larger bulk. Lacks a hyperdrive but is capable of getting you anywhere within a planetary system on short
notice. Can be docked to your ship for transport.

Starfighter [100 IP]


A single-seat (plus Astromech droid) strike fighter, either an Imperial Supremacy-Class Interceptor, or a
Republic Liberator-Class Light Fighter. Equipped with standard blasters, a pair of homing missile launchers,
and a shield generator. Lacks a hyperdrive, but can be docked to your ship.

Vehicle Upgrades [50 IP each]


You may apply any number of different upgrades to the same vehicle.

Team Van [50 IP]


Doubles the number of seats in your vehicle, including the addition of a passenger seat to a speederbike
and a co-pilot seat to a Starfighter. The vehicle is slightly larger to accommodate the extra seats but
retains its normal performance and handling.

Need for Speed [50 IP]


Upgrades your vehicle with greatly improved acceleration, maneuverability, and top speed. Speeders are
now racing models, with a spoiler and wicked paint job.

Vertical Freedom [50 IP]


Grants your speederbike or landspeeder the flight capabilities of an air-speeder, allowing you to soar
over most obstacles. It's still not a plane, but it's close enough for most purposes. Speeders only.

Militarized [50 IP]


Adds a forward-facing blaster cannon to a Speederbike, a passenger-manned heavy repeater turret to a
Landspeeder, or chaff and flares to a Shuttle. Starfighters are upgraded to your choice of a Heavy Fighter
or Fighter-Bomber configuration (pg 61). Improves the strength of the chassis or hull and hardens
civilian vehicles against Ion weapons.

Jumper Warranty [50 IP]


Your vehicle no longer needs fuel or maintenance (or ammo, if Militarized), will never break down, and
will slowly self-repair unless completely destroyed. Allows you to replace speeders once per day and
space vehicles once per 7 days. Replacements retain all aftermarket upgrades and modifications. In the
case of speeders, you may choose to have the new speeder waiting for you immediately, just 'off
screen'—you'll know where it is.

27
SHIPS
Don't worry, you won't have to rely on hitchhiking or public transports. You get your own ship, free of charge,
and 400 Ship Points (SP)1 to be spent on this section only. Your ship(s) will be automatically stowed and
carried between Jumps; if your ship is damaged or destroyed, it will be repaired or replaced at that time. You
may import a comparably-sized vessel you already own to be your ship.

Take the ship corresponding to your class for [Free], or pay [50 SP] to take either other ship of your faction.
Drop-Ins may pick freely. You may purchase additional ships of either faction for [100 SP] each.

JEDI SITH

Corellian Defender-Class Light Corvette Fury-Class Imperial Interceptor


TROOPER BOUNTY HUNTER

Rendili Hyperworks BT-7 Thunderclap Kuat Drive Yards D5-Mantis Patrol Craft
SMUGGLER AGENT

Corellian XS Stock Light Freighter X-70B Phantom

1 Anything you can buy with SP may be bought with CP, or with any combination of CP and SP.

28
GENERAL
Standard Accommodations [Free]
The bare necessities of living and working in space. Your ship includes living and eating space, bathrooms,
cleaning and laundry equipment, a simple kitchen, a workspace to repair and maintain equipment, and
other basic conveniences. The exact layout of these rooms is up to you. The various chores associated
with keeping your ship clean are fully automated, by your choice of either small sweeper droids or Fiat
magic. All ships have a full set of military-grade sensors plus scanning and surveying equipment, as well
as Basic Weapons, a First-Aid Station, and a Communications Suite, as described in their sections.

Your ship also comes with 500 m3 of configurable free space to be partitioned into cargo holds or sleeping
quarters as you see fit. In the case of sleeping quarters, the included furnishings will scale with the size
and resulting 'niceness' of the space. As a general guide:

Military Bunks like you'd find on a submarine can fit 2 people and their footlockers per 5 m3.
Cramped Quarters provide some level of privacy and fill 20 m3 per single room or 30 m3 for a double.
Comfortable Quarters take up 60 m3, and can fit a desk, chair, and shelving with room to pace.
Luxurious Quarters take up 120 m3 to include extra space and a private bathroom.

Luxury Accommodations [50 SP] (Free: Phantom)


Upgraded accommodations, making everything about living on board more comfortable. The beds are
softer, the furniture finer, bare metal walls covered by cozy facades, and that recycled-air smell is gone
forever. Adds a set of Luxurious Quarters and two sets of Comfortable Quarters without cutting into the
space the ship normally has available. The kitchen is fit for a luxury liner, and there's even bar in the dining
area now, as well.

Made Like They Used To [50 SP]


This perk is explicit insurance of your purchase and a little more besides. If destroyed, you'll have another
ship ready 'off screen' at most once every 90 days, rather than being forced to wait for the next Jump;
when the ship is ready, you will receive a single-use remote which will summon the new ship to your
current location via autopilot as described by the Beckon Call upgrade. Replacement ships will now also
retain all aftermarket upgrades and other modifications. Lastly, you no longer have to worry about the
logistical inconveniences of space travel: the ship no longer needs maintenance or fuel, never breaks
down, will repair itself slowly over time if damaged by outside forces, and Restocks its stores of ammo,
food, water, oxygen, and other such 'simple' resources whenever you come into port.

29
WEAPONS
Basic Weapons [Free]
All ships come with a set of standard weapons. Basic Laser Turrets are suitable for repelling small attack
craft, but unlikely to crack the shields of larger targets. Homing Missiles are designed to track and destroy
small fighter craft, are capable of stripping hard-points off larger ships in a pinch, and the rack can target
and launch up to 4 missiles at different targets simultaneously. A Torpedo Tube launches a large, slow,
shield-breaching missile capable of dealing heavy damage to even the toughest ships in the setting with a
shot to a vulnerable area. Both the Rack of Homing Missiles and Torpedo Tube have an internal magazine
that will never run dry, though the Torpedo Tube takes a while to ready another shot.

Heavy Laser Battery [50 SP]


Replaces the Basic Laser Turrets with larger versions that fire faster and hit harder, allowing them to slice
through even heavily shielded small craft and pose a threat to vulnerable areas of capital ships.

If you really want to be a capital-ship killer, you can upgrade the lasers to Turbolaser Batteries for another
[150 SP]. It should be impossible to fit Turbolasers on a ship the size of a small yacht, but there they are.

DEFENSES
Reinforced Hull [50 SP] (Free: Thunderclap, D5-Mantis)
Thicker armor stops more firepower before it can reach critical systems, while additional reinforcements
to the hull allow the ship to keep flying even if half of it has been stripped to the bone. This doesn't just
make your ship tough, it guarantees full functionality down to the very last hit point. Also includes heavy
emergency bulkheads to protect the crew who aren't on fire.

Supercharged Shield Generator [50 SP] (Free: Defender and Fury)


This upgrade doubles the amount of punishment your shields will take before failing, with an equal
improvement to their recharge rate. Simple, straight-forward, and damned effective.

MEDICAL
First-Aid Station [Free]
A room dedicated to treating simple injuries, such as burns, cuts,
scrapes, and sprains. Also provides limited options for treating more
serious injuries such as blaster wounds and broken bones.

Medical Center [50 SP] (Free: Defender, Fury)


Replaces the simple First-Aid Station with a Medical Center fit for
fixing broken bones, reattaching fingers, and regrowing lost skin. While not a
panacea, it is at a minimum capable of keeping even the most critically injured
patients alive long enough to be transferred to more advanced facilities.

Advanced Medical Facility [100 SP] (Requires Medical Center)


Further upgrades the Medical Center with the right equipment for every
treatable disease, illness, or injury imaginable. Features two full-body Kolto
tanks, organ cloning vats, a full surgical theater, and two integrated medical
droids capable of performing any known procedure without assistance.

30
CARGO
Additional Internal Space [25 SP]
250 m3 of extra space, which may be partitioned for cargo and sleeping quarters as described in Standard
Accommodations. This option may be purchased up to 6 times.

Opaque Hull [50 SP] (Free: XS Stock, Phantom)


Replaces the internal plating of the ship with materials that are significantly harder for sensors to
penetrate, masking the identity of your passengers and the nature of your cargo from the scanners of
passing ships and customs agencies. More scrupulous ports may insist on manual inspection, but that
opens the door for bribing, charming, or intimidating the inspectors. Or you could simply hide your illegal
goods (or guests) where they won't be found.

Hidden Compartments [25 SP per 10 m3] (Free: XS Stock)


These well-hidden compartments blend seamlessly into the walls, floors, or ceilings your vessel. They can
be used for hiding fugitives just as easily as smuggling contraband and dodging tariffs, and are guaranteed
to remain undiscovered unless you choose to reveal them. The XS Stock comes standard with 20 m 3 of
hidden compartments.

Advanced Cargo Handling [50 SP] (Free: XS Stock)


Upgrades the ship's Cargo Hold(s) with independent environmental controls, ceiling mounted tractor
mechanisms, and wide, motorized exterior elevators and ramps for better handling of delicate and/or
bulky goods.

UTILITY
Communications Suite [Free/50 SP]
A full communications suite for secure, long-range chatter. While the Free version is already encrypted to
the best standards the setting's tech can offer, the 50 SP version is perfectly secure, immune to all forms
of jamming, and can never be intercepted, traced, or otherwise compromised.

Priority Docking Authorization [50 SP] (Free: Defender, Fury)


A ship identification pass that marks the owner of the ship as someone important. Even in crowded ports,
you'll find yourself ushered to the front of the line, and red tape will fall away like confetti. It may even let
you get through customs with no questions asked, depending on the polity in question.

Beckon Call [50 SP]


This remote control allows you to summon or dismiss your ship from
a nebulous 'off screen' orbit around whatever planet, moon, station,
or starship you are on. Even if you should somehow find yourself
halfway across the galaxy, your ship will be waiting nearby. If you
have a shuttle or starfighter docked to your ship, the same device
will also have buttons to summon that, instead. A full autopilot suite
will direct the ship or vehicle to a location of your choice within line of
sight.

You will always have the device on you; it cannot be lost or stolen. The ship is
vulnerable during its automated flight, but you will be warned by your device if
summoning or dismissing the ship would put it in danger. Once safely 'stowed',
your ship is perfectly protected and will never be found. How long it takes to
arrive depends on how far away it would reasonably have to be to remain
undetected by troublesome parties.

31
Advanced Navigation System [50 SP]
A computer system that contains perfect charts for navigation, no matter where you are. You'll always be
able to find your way, and will never have to worry about accidents during FTL maneuvers, as long as you
don't manually override the system. The system is also able to perform maneuvers that most pilots would
consider ludicrously risky, such as jumping near gravity wells or into or out of other navigational hazards,
with the same 100% success rate.

Low-Profile Hull [50 SP] (Free: Phantom)


Specially contoured metal-ceramic alloys massively reduce the sensor profile of your ship, shrinking its
apparent size on sensors and greatly lowering the range at which active scanning will detect you. Only the
most advanced active sensors will be able to detect you beyond visual range, although passive sensors
will still be able to see you. Also interferes with guided weapons, making it easier to shake off homing
missiles and lowering the accuracy of computer-controlled enemy turrets.

Fabricators [100 SP] (Free: Thunderclap, D5-Mantis)


A miniature ship-based foundry that can easily print solid metal or polymer parts needed for maintaining
and repairing your gear, and can even (slowly) produce more complicated items like electronics, power
cells, explosives, and medical supplies, given the proper raw resources. It also makes your ship a valid
'resupply' point for all Restocking personal equipment, meaning you won't have to spend any fabricator
time or resources replacing your CP-bought ammo or explosives, even light-years away from home.

Thermal Reservoir [50 SP]


This large heat-storage element allows your ship to 'go dark' for a time by capturing all heat the ship
would normally emit, causing it to vanish from passive scanners. This doesn't affect active sensors or stop
someone from seeing you through a window, but you won't be detected by anyone who's not running
their own (loud) active scanners, and with a Low-Profile Hull you'll be functionally invisible even to them.

How long you can stay stealthy depends on how much heat your ship is generating: on minimum power
with no occupants, the reservoir can store 72 hours of heat. The body heat and life support requirements
of a single passenger will cut that time by a full third, and active maneuvering will fill the reservoir within
an hour. Weapons and shields generate too much heat to capture. Venting stored heat takes up to 90
seconds for a full reservoir and makes your ship glow so brightly to infrared sensors that other captains
would be forgiven for worrying that you're about to explode.

Cloaking Device [100 SP]


This rare and extremely valuable device generates a field around a ship that renders it transparent to all
incoming energy as well as absorbing any emissions, making it completely invisible to all known sensors
and the naked eye. Firing weapons or using active scanners will reveal the cloaked ship.

Cloaking puts considerable strain on the Adegan crystal at the heart of the device. In peak condition, the
cloak can run for 15 minutes every hour without harm. Exceeding this limit damages the crystal, which
fails entirely after an additional 15 minutes of use. Damaged crystals have a linearly lower safe operating
time; at 50% integrity, the device would only have a 7½ minute operating time before beginning to damage
the crystal further. As a CP purchase, a damaged crystal 'heals' over time; it takes 12 hours for the crystal
to fully recover after being reduced to 0% integrity.

A ship with Low-Profile Hull will put less strain on the device, as its reduced reflectivity lowers the
amount of energy the field needs to divert; such a ship will be capable of remaining cloaked for twice as
long as a ship without the hull modification. If the ship has a Thermal Reservoir, the time it can remain
cloaked is doubled again, but using the two in conjunction will fill the Reservoir. The device always requires
45 minutes of 'rest' per 100% of its nominal duration to prevent damage to the crystal.

32
COMPANIONS
There is no charge for recruiting new companions you meet in the setting, but you must do so on your own
merits, without any supernatural compulsions or charm. Non-coercive aspects of social Perks still apply. If
you wish, you may pay [50 CP] per canon character to arrive in a version of the universe where the
character(s) are highly amenable to recruitment, though you can still flub it if you really mess up. If you have
open import slots, you may grant them to your newly recruited companion(s), and they will be able to spend
the points at the end of the Jump as though importing as the class which best reflects their current self.

Partner [50 CP]


A single companion who will accompany you on your adventure. This may be a new individual loyal to you,
or a companion you choose to import. They receive 800 CP, 500 IP, and share both the effects and CP
reward of any Drawbacks you take, overriding all other restrictions. In other words, your Partner must take
all Drawbacks you take and may not take Drawbacks you do not take, and uses your limits and rules as
their limits and rules. Your Partner starts alongside you at your chosen starting location.

Team [100/150 CP]


Up to 3 companions for your adventure, either new individuals loyal to you, or companions you've
recruited previously. They receive an origin and associated freebies, 600/800 CP, and 200/300 IP, as well
as a Ship and 0/100 SP.

Full Lineup [200/300 CP]


Up to 8 imported companions, with the same resources as given by the Team option.

Call it a Guild [300/450 CP]


Up to 20 imported companions, with the same resources as given by the Team option.

Guest Passes [0-200 CP]


An unlimited number of spots for preexisting companions to import. By default, such companions gain an
origin and all associated freebies at no charge to you, and may take Drawbacks to earn CP. Every 50 CP
you spend on this option, or 150 CP spent on any other companion option(s), grants these companions
150 CP and 50 IP, up to a maximum of 600 CP and 200 IP after 4 upgrades. Does not grant ships or SP.

🛈 You may forgo all Guest Passes options and awarded upgrades (including the baseline Free option) if you
really want to keep your companions from importing into the setting for some reason.

Astromech Droid [50 CP OR 1 Non-Guest-Pass Import Slot]


A fully-functional astromech droid, an essential companion for any starfarer. Your droid may be a new
individual, or you may import a willing companion, or you may import a robot, AI, or magic spirit with a
similar role to upgrade it to a full companion. You may waive the base cost by assigning the droid a
purchased, non-Guest-Pass slot. In addition to the Free Astromech perks (following page), the companion
receives 600 CP; you may spend 50 CP once to grant them an additional 400 IP. Astromech Droid
companions have no Class, receive no free perks or items except those specific to Astromech Droids, and
may not take personal Drawbacks (except Binds on Pickup, pg 38). They still receive CP from group
Drawbacks and may spend their CP without restrictions.

Companions may not purchase other companions; however, you may purchase multiple Astromech Droids
and assign them as you see fit, or your companions may purchase the Item version of the Astromech
Droid (pg 26). Note that you (or another non-droid companion of your choice) will be considered the Droid's
owner for the duration of the Jump, which may affect the 'willing' qualifier when importing companions
you already have. Droids start with their owner at that person's starting location.

33
Binary Cant [+0]
As an astromech droid, you lack the hardware and programming to speak in anything but bleeps and
whistles. Most people who interact with droids on a regular basis are able to understand you, but you
may find yourself needing a protocol droid to translate for the less worldly. On the flip side, your
programming includes the ability to understand every extant language in the Galaxy, and even includes
information on many languages of purely archaeological interest.

Mostly Armless [0]


Astromech droids lack what most species would consider arms, but make up for this with a variety of
specialized manipulators, including equivalents for most tools, such as screwdrivers, wrenches, pliers,
wire-cutters, bolt-cutters, plasma-cutters, tweezers, arc-welders, hand-drills, and soldiering irons. In
droid form, you have access to these tools at all times and can use any number of them simultaneously,
provided that use doesn't cause them to physically obstruct each other. You also have a universal data-
jack, 'Jumper-grade' communicator (pg 25), and hologram projector built in to your chassis.

When not in droid form, you may summon equivalent tools to hand at-will.

Machine Expertise [0]


Your intended role grants you Expertise in the following areas:
• You can repair weapons, armor, vehicles, and equipment—yourself included—to good-as-new
condition with the right resources, and can kludge together 'good enough' fixes out of inferior parts.
• You can co-pilot any vehicle with a compatible socket, such as starfighters and some speeders, and
can jack-in to larger vessels like starships to control various subsystems.
• You're loaded with a software suite for slicing, and can use slicer spikes to enhance your slicing ability.

Slapstick Sidekick [0]


Droids are fully capable of detecting damage to themselves, but do not experience pain the way organics
do. This is good news, since you're more likely to take the brunt of any unfortunate mishaps your party
encounters, such as being hit by arcs of electricity or falling rocks that would otherwise have harmed
your allies. You'll never suffer lasting harm from these incidents, although you'll likely let out a comedic
squeal or two along the way. It's funny when it happens to robots, right?

This perk attracts misfortune that would have otherwise hit the bearer's allies, but
does not make the bearer more likely to suffer otherwise. The effects of any
misfortune it does attract are guaranteed to be more light-hearted than
normal, as well. Can be toggled on and off at will post-Jump.

Custom Loadout [0]


In droid form, you may equip any CP-bought active-use items (i.e. not
clothes or armor) fit for a human, and they will adapt to your unique
form. This includes weapons, as long as they could be used by a
'normal person' of the item's origin setting. If you have armor-
boosting perks, they apply to your chassis' plating. You also gain one
of the following weapons as an integrated item:

• Holdout Pistol (30s Recharge per 8 shots)


• Ion Blaster (30s Recharge per 2 shots)
• Rockets (2x Fragmentation, Restocking)

When not in droid form, you may summon this weapon to


hand at any time in the form of a small pistol. It functions the same as it does
in droid form.

34
DRAWBACKS
You may earn up to 1200 CP from Drawbacks; Companions may earn up to 600 CP. You may take 1 Drawback
that normally awards CP for IP, and 1 for SP, at 150% of their values; such Drawbacks count against your
Drawback Limit at their new Point value. Drawbacks expire at the end of the Jump.

It's Up To You [+0 CP]


This toggle allows you to step into the shoes of once of the canonical class heroes and follow their
footsteps through the treacherous years of Cold (and Not-So-Cold) War between the Republic and Empire.
You aren't required to follow the rails, but just not doing something may not be enough to avert it, because
the leaders will try to find someone else if you faff off. While inaction won't avert events, you can actively
screw with the plot as much as you want. The toggle exists in case you want to be one of the canon player
characters, it won't interfere with your free will.

Only one person may take this toggle for each of the 8 canon player characters. Your class, background,
and starting location are determined by the character, but you may spend points without limitations. You
may not take drawbacks that conflict with the plot (such as Disreputable Background for the Knight), or
that are redundant with said plot (such as Back to School for the Inquisitor). You may not take Expanded
Universe's Full Divergence. All other Drawbacks are fair game.

Expanded Universe [+0 CP] [Jumper Only]


If you have already visited the Star Wars universe at an earlier time, you may have the consequences of
your actions in that time carry over into the current Era. Choose one of the following options:

Only Background Details


The setting will give lip service to what you did before, but nothing that affects the main plotline will
have changed.

Convergent History
Somehow, events between your previous adventure and now have managed to arrive at approximately
the same situation, even if the path to reach that point was wildly different. If necessary, the in-universe
time gap between that Jump and this one may have changed, but the same characters will appear.

Full Divergence
History will have continued to diverge from the point of your interference, and may well create a Galaxy
that is wildly different from the one in which The Old Republic takes place. The Galaxy will still be
recognizable, but the actual plot may not be. Incompatible with It's Up To You.

Hollow-cron Hoarder [+100 CP] [Jumper Only]


What's a bit of game mechanics between friends? With this OPTIONAL RULES
Drawback, the Holocrons from the MMO become a real
phenomenon, scattered across the galaxy waiting for you to
🛈 Every year of your stay, roll 1d6. You
find them all. Don't worry, they're guaranteed to remain
find that many hollow-crons that year.
undisturbed until you track them down, and are easily
distinguishable from real Holocrons by the fact they're made 🛈 For every week you spend specifically
of High-Quality Collector's Edition cheap plastic. Not seeking out hollow-crons, roll 1d6. On
impressed? Too bad. You're not leaving until you find all 50 a 5 or 6, you find another hollow-cron.
'hollow-crons', and your Drawbacks won't expire until you 🛈 Finding all 50 hollow-crons will not
do. Extend your stay by 5 years or use the optional rules→ allow you to leave early.

35
Gone Native [+100]
Your out of jump memories are weakened to the point that they barely feel like your own, and don't affect
you anywhere near as much as those of your current Jump self. While you still remember everything you
would normally, you are far more 'immersed' in this Jump's personality than normal, and your 'First
Reaction's—your gut feelings, knee-jerk reactions, emotional responses, and general attitude—match
the values and experiences of your new identity. This won't radically shift your alignment or even
necessarily change how you act at all, because you can always stop and moderate your actual actions.
Nevertheless, you'll be far more disquieted by thoughts and actions your new self would find abhorrent,
and far less bothered by things they'd accept, no matter how far from your normal values that may be.

If you're a Drop-In, you have no new identity to interfere with you, but instead will be dealing with the
intense existential horror of amnesia for the duration of the Jump, because even though all your memories
are still there, they won't feel like yours. It may not have the sort of 'active effects' it would with a Jump
Identity, but that's not a free pass; instead, you'll simply be miserably uncomfortable with your existence.

Force Anomaly [+100 CP]


Something about you stands out to Force Adepts near enough to sense you. Maybe it's a result of your
Jumper soul, a consequence of being foreign to the world, or just the effect mandated by this Drawback,
but your weird Force presence will produce 'Huh, that's odd…' reactions in any Adepts you meet. How
close they'd have to be to notice you depends on the Force Adept in question: a typical Adept would need
to be within 50 meters or so, but stronger Adepts would notice sooner, and someone looking for you
specifically would be able to 'see' you from further away. Without a technique to hide your presence,
Vitiate could spot you the moment you entered orbit if he knew to look.

Force Adepts who investigate further will learn that you have great potential to bring about change, which
will make you an attractive pawn for mid-level plotters, schemers, and other 'forward thinkers' of both
factions. Power players like Vitiate and his Dark Council and the Jedi High Council may be curious, but have
too many other concerns to trouble themselves with you unless you start making waves, so you won't be
drawing a huge amount of heat right off the bat. How you deal with the attention you do get is up to you.

Perpetual Poverty [+200 CP]


Your wallet is a treadmill you can never beat. No matter what sort of windfall you may find, something will
come along to make sure your bank account comes crashing back down. Any bit of good fortune will be
eclipsed by equally bad luck, and repairs and fines will eat up the lion's share of every reward, leaving you
barely enough to put food on the table and fuel in the tank. If you're stuck dealing with other Drawbacks
that put a pinch on your funds, you may not even have that much. Forget about upgrading your stuff and
focus on keeping it running as long as you can; replacing it is going to be a nightmare. May the Force help
you if you fall into debt.

If you are part of an organization that normally wouldn't require you to pay for your stuff, such as a
Trooper serving on a normal deployment, you will instead be cursed with horrible luck when it comes to
actually receiving equipment. This only ever affects you, but if the quartermaster is one short of anything
they issue to the troops, you will be the one who loses out, and they will invariably be one short of
something. Your sources will almost never have anything you attempt to requisition directly, either, forcing
you to buy your own gear and bringing you back to the central problem this Drawback introduces.

36
Back to school [+200 CP]
You Jumped in a little early, didn't you? Rather than landing in the role of an action-ready hero, you're still
learning the ropes, up to 10 years before the nominal start of your Jump at your Benefactor's discretion.
Your age is reduced to that of a young adult of your chosen species, and your chosen starting location is
where your training will end, rather than where it begins. The Jump clock doesn't start until you 'graduate',
either, so don't think you're shaving time off your stay in a safer setting. Because this adds time to the
beginning of your Jump, scenario timers are also delayed.

You even managed to Jump in too early for all your new SAFETY GUARANTEE
perks and items, except for one freebie of your choice. Not
so for Drawbacks, unfortunately; Bounty Hunted is You can still be injured enough to require
postponed, but all others will kick in immediately. Don't significant cybernetics, and the guarantee
worry, you're guaranteed to get the rest of your purchases will only ensure you get something good
over the course of your training, and it is safer; this is the enough to get you up and moving again.
tutorial, and if this is your first Jump, you are Fiat Darth Vader is lively enough to kill
Guaranteed to survive the full learning experience and will countless Jedi during the Jedi Purge even
be capable and conscious when the Jump clock starts. though his health situation is unenviable,
How good your position is once its over is still your to say the least.
responsibility; see the 'SAFETY GUARANTEE' sidebar (right)
for examples of how badly you can mess up despite the You could also end up in situations that
Guarantee's protection. create a more long-term threat to your life:
for example, a Smuggler could end up in
For half value, you may apply the Guarantee even if this is debt, a Trooper assigned to a penal legion,
not your first Jump. This is likely most tempting for Sith an Agent suspected of treason, or a Sith
Jumpers, who are bound for a wonderful stay at the serving a master who considers them
Korriban Academy of Everything-Trying-To-Kill-You. expendable (more than usual, anyway).

Heroic Expectations [+300 CP]


Why is this a drawback? Because being a Hero (or simply a Champion, if you're not the charitable sort)
means being the person the powerful go to when something is wrong. Forget a nice, quiet life; whenever
there's a crisis, people will turn to you to solve it, even if you're hiding on an island in the ass end of the
Galaxy. What's worse is that you'll feel the need to head bravely into danger to solve it; exactly why
depends on who you are as a person, but it is Fiat Guaranteed to be something that will get you off your
ass and into trouble. Don't expect much more than a token gesture of thanks and more work for your
efforts, either; someone like you wouldn't need more than that, right? If you choose the boosted
Disreputable Background Drawback as well, expect a lot of awkwardness at the inevitable award
ceremony; then raid the buffet, because there's not a chance in hell you're getting paid for your trouble.

Got A Bad Feeling About This [+400 CP]


Your instincts, precognitive powers, and other danger senses work fine, but always too late to actually
help when it comes to avoiding a fight. You will never recognize a trap until you're too committed to abort,
leaving you no choice but to power through the unfolding disaster. This doesn't prevent you from using
precognitive tricks in combat, but it will mess with your ability to recognize even obvious bait until you're in
too deep to back out. Normal people would learn after a few times, but thanks to Drawback Fiat, you never
will. Hey, at least you bought something good with this, right?

The Drawback negates all long-term prognostication powers, as well as danger senses, meta-knowledge,
genre-savviness, basic instincts, and a good bit of common sense, but only when it comes to determining
whether or not you're walking into a trap or other perilous encounter. The key words are 'into an
encounter'; in other words, it won't make you stupid in everyday life or hinder you while you're getting out
of a sticky situation, but it will lead you into trouble in the first place.

37
Bounty Hunted [+400 CP]
There's a bounty on your head, and it's a big one. Regardless of whether you're an anonymous dirt farmer
on Mudball XII, a renowned soldier of your chosen faction, or a crime lord surrounded by your strongest
enforces, someone is going to think they can cash in. To make things worse, it's not just the standard
bounty hunters who'll be after you; the money on offer
assures a varied and diverse set of potential assassins. The
hunters themselves won't scale beyond the setting like a OPTIONAL RULES
traditional Scaling Enemy Drawback, but the bounty on your
head will, and there will be hunter teams dangerous, 🛈 Every year, roll 2d4 and take the
competent, and kitted enough to go after even ridiculously average (round down); you are
large amounts of money. You'll suffer about two dozen attacked that many times that year.
serious attempts on your life per 10 years spent in the Jump,
each of which will be a legitimate threat, and there's no 🛈 Roll a d12 for each attack to determine
pattern to when and where they'll occur. Spread them out the month it takes place.
across your stay or use the optional rules→ if you want a 🛈 You may suffer more or less than the
truly random experience. Stay sharp, Jumper. stated two dozen attacks.

Disreputable Background [+100-200 CP]


For [+100 CP], you were a slave, criminal, beggar, or refugee, and it sticks to you like a bad smell; change
your Background to the corresponding Disreputable sub-type (pg 4). While this only affects your starting
point, it will be an uphill battle to rise above the stigma of your past in the eyes of the movers and shakers
of the galaxy. You're more likely than normal to run into people who have a problem with your history,
such as being stopped by a particularly bigoted cop or dealing with obnoxiously judgmental clerks. This
does not change the setting or people; it merely nudges the assholes already present into your way.

For [+200 CP], you start as above, and you will always find yourself scorned by the elite fools too proud,
snobby, or self-important to respect their 'lessors' until you've proven yourself to them specifically.
Somehow, they'll always know your past, and word of mouth won't be enough to change their minds; you
have to impress every person you want to respect you individually, by doing something they have a direct,
personal interest in. The grudging respect you earn won't be nearly as good as proper appreciation, either,
since even if the self-important jerks acknowledge your effectiveness, they'll likely resent you for proving
them wrong about 'your sort'.

The boosted version doesn't actively mess with people's heads or change their character, but it does apply
some minor passive perception filters to people who are already biased against your background by
ensuring they recognize you as being Disreputable in the first place, strengthening their initial (negative)
impression of you, and encouraging them to ignore second-hand information that would raise their
opinion of you. People who wouldn't be mean to you in the first place aren't affected, but pompous elites
will be dismissive assholes until you manage to prove yourself to them specifically. All inconveniences are
also turned way up, to the point that you will have trouble arranging an audience or collecting your bills.
Good luck getting the more stuck up jerks to pay you for your work.

Binds on Pickup [+200 IP]


You get 200 IP! However, all items you buy with CP this Jump cannot be shared, and items purchased with
those 200 IP in whole or part retain this effect even after the Jump ends . This won't stop enemies who
manage to steal your gear from using it themselves, but you can't willingly loan it out, and attempting to
game your way around this restriction will cause the item to break completely. May be taken by
Astromech Droid companions.

You may not use the IP from Binds on Pickup to purchase Resources.

38
Massively Singleplayer [+200-300 CP] [Restricted CP] [Jumper Only]
You're going in alone, at least for the short term. For the first few years of the Jump, your imported or
purchased companions will be hidden from you, and you them. Events will conspire to make sure you don't
run into each other naturally, and any attempts you make to track them, or they you, will be Fiat blocked. If
you take this Drawback with a Partner, they are not affected but gain no CP from it. Astromech Droid
companions will find their way to you when the Drawback ends; Astromech Droid items are unaffected.

You gain [+200 CP] for two years, or [+300 CP] for four years, to be spent on companions only. You may
not spend this CP on a Partner. You may not take this Drawback for alternate Point awards.

Far, Far Away [+200-800 CP] [Group Drawback] [Limit Breaker]


The Galaxy is a distant place, somewhere far away in space and time, and not everything you have made
the trip with you…

Far [+200 CP]


You lose access to the Warehouse and everything in it for the duration of the Jump. You may take items
with you at the start of the Jump, but only those which can be reasonably carried on your person, and
items cannot be replaced until the end of the Jump (if applicable). Imported items cannot assume
alternate forms, but retain their properties. Your companions may come and go from the Warehouse but
may not remove items from it. Companions gain [+100 CP].

Away [+400 CP]


You and your companions lose all out-of-Jump powers, with the exception of your Body Mod and at most
one self-revive/extra life/1-up per person of that person's choice. You retain your skills and knowledge,
but all special abilities are locked out. You may still use human and near-human alt-forms, but they will
provide no abilities your form this Jump doesn't have, and their capabilities are capped by that form or
your Body Mod, whichever is higher. Companions gain [+200 CP]. Can be taken with Far.

Far, Far Away [+800 CP]


You get to bring nothing with you into the Galaxy. You are reduced down to your Body Mod, your
imported items now lack all import properties, your Warehouse is sealed, your alt-forms are locked, your
previously collected perks absent, your Fiat-granted skills rusty and half-forgotten, and you don't even
get to bring a revive anymore, either. What's more, you and your companions lose all meta-knowledge of
the setting.

You still know about the Jumpchain, your build, and your companions. You also know everything a normal
citizen of the Galaxy would, including recent history and the current state of your local area. However,
you know nothing about the future, threats that aren't common knowledge, details that aren't public or
readily available to your background, or the specifics of any meta-knowledge-dependent plans you may
have made going into the Jump. The experience is that of Jumping into an obscure work you've never
heard of and didn't research. Details you could pick up from this document are also obscured, though you
still know exactly how your purchases work, and even why you picked them to the extant that your
decision didn't involve specifics about the setting or plot. You remember that you took this Drawback,
and what its effects are.

Includes and overrides Far and Away. Companions gain [+400 CP]. It shouldn't be impossible, since you
probably took this to pay for some pretty awesome perks, but you'll be vulnerable and functionally blind.
Good luck.

The permutations for this Drawback are referred to as 'Far', 'Away', 'Far and Away', and 'Far, Far Away'.

39
SCENARIOS
Jumpers willing to do more work receive more rewards. Only the Jumper may attempt scenarios 1, and they
must declare their intention to do so before insertion. Failing a scenario has no consequences on the rest of
your Chain. Consolation prizes require at least a good-faith effort at completing the challenge; selecting a
scenario and then ignoring it is not rewarded. All scenario rewards (and consolation prizes) are Fiat-backed.

Scenarios are watermarked with either the Light side symbol (left), the Dark side symbol (right), or a blend of
the two, depending on whether the scenario goals are (generally speaking) 'good', 'evil', or up to your
discretion. This is a suggestion only; you may choose to attempt any scenario(s) you wish, regardless of your
faction, Force alignment, or moral compass.

There are three additional rules applied to scenarios this Jump:

Boilerplate Rule
If a Supplement applied to the Jump or the effect of the Expanded Universe Toggle (pg 35) trivializes the
goals or invalidates the basic assumptions of a scenario, you may not attempt that scenario. You may still
go through the motions if you wish, but you will not gain either the Reward or the Consolation Prize.

Emergency Exit Rule


If the scenario adds time to your stay, your companions may choose to either remain in the setting for the
duration of your attempt or 'skip to the end', in which case they will be moved forward in time to after you
have either succeeded or failed the challenge. Those that remain are free to assist as much as they can
unless the scenario states otherwise.

You may exit the Jump normally at any time after your nominal Jump duration (including any time added by
Drawbacks) is over, although if the scenario is not complete, doing so is considered a forfeit. Extra time
added by scenarios will not endanger your Chain. If you die after your Jump would have otherwise ended,
you will simply be forced to leave at that time.

It Takes Effort Rule


Fiat effects that flat-out dictate "You succeed at/accomplish X" will not apply to scenario goals. Perks that
boost your effectiveness, efficiency, and so on apply as normal, but perks that declare you successful will
not allow you to bypass the challenges you will face. The goals are called 'challenges' because you're
expected to work for it.

This is not a hard-and-fast rule, and such effects can be used to bring about victory, but only if they are at
least a step or two removed from the challenge itself. Attempting to apply a Fiat-backed success effect
directly to a listed scenario goal won't work, but using them on sub-goals of your own devising will.

1 Usually; see note on Mentor Syndrome (pg 44).

40
PAX JUMPERIA
The Treaty of Coruscant was not a peace; it was an armistice for nine years. Or it would be, if you weren't
around. Insert the day the Treaty was signed, in 3653 BBY. Whichever version of this challenge you choose to
attempt, you're going to need all the time you can get; to that end, extend your visit from 10 years to 100.

The Challenge (Light-side) The Challenge (Dark-side)


This is a test of diplomacy intended to push you You do not reason with squabbling children, you
to your limit. bring them to heel.

Your goal: prevent another large-scale Galactic Your goal: control the entirety of the territories
War. This doesn't just mean preventing the next claimed by the Republic and Empire at the start of
War, because short term peace is not enough. You your Jump. You may do so by political trickery or
must bring the relationship between the Republic conquest, but you must be the undisputed ruler of
and Empire to the point at which they are, if not the Galaxy. You must then secure your Dominion
allies, at least no worse than disagreeable from all threats that would fracture or conquer it,
neighbors, because your goal is a peace that will including any rebellions your rule may bring, and
last unto the Prequel Era in over 3000 years. ensure it will last through the Prequel Era; over
3000 years, at a minimum.
Border skirmishes will not fail the scenario if the
conflict doesn't escalate into a full-scale war. You must remain head of state until you complete
Engaging in a war of conquest against either the scenario. Should you be deposed or your
polity yourself constitutes a failure. Dominion fracture, the scenario is a failure.

This is the most free-form of the Scenarios: there are few goals and no specific means to achieve them.
That is not to say either will be easy, as the challenge requires you leave behind an order that will last for
thousands of years in your absence.

You must declare either Light side or Dark side as your goal when you select the scenario; this determines
what Reward and Consolation prize you are eligible for. You must complete the scenario within 100 years
from the moment you import, even if other rules would extend your time in the setting beyond that. You
do not need to stay the full century; the scenario is declared complete as soon as you manage to get the
Galaxy into a state in which it will successfully pass the requirements, at which point you may leave as
soon as you wish.

Good luck with that.

If You Succeed [Scenario Reward]


You gain the entire tech base of the present Galaxy, including the jealously guarded advances of the most
secretive corporations and military researchers in the setting. You also gain the following reward(s) based
on your methods:

If you brought millennia of peace to the Galaxy If you appointed yourself the ruler of the Galaxy
through diplomacy without further conflict, you and established a new order that would span
gain the A Universe of Possibilities feature millennia, you gain the To the Victor Go the Spoils
(following page). feature (following page).

If You Fail [Consolation Prize]


A mug with "Galaxy's #1 Diplomat" printed on it. A mug with "Galaxy's #1 Warlord" printed on it.
The mug is chipped and cannot be repaired. The mug is chipped and cannot be repaired.

41
A Universe of Possibilities To the Victor Go the Spoils
Your prize is a pocket dimension attached to your You may take the Galaxy, now almost completely
Warehouse, with your choice of any metaphysics under your control, with you on your journeys in a
(magic) system you know of, or any combination pocket dimension attached to your Warehouse.
of such systems.
While completing the scenario ensures that your
To start with, the new universe contains a single Dominion itself will last more than 3000 years
planetary system and its star. The world may be without input, it would be wise to make sure
anything from a barren rock to a lush garden you're still in charge from time to time. Your rule
world already filled with life of your choice (or is not Fiat backed, so you may have to put down
design). You may include native sentient life, and the occasional upstart.
may invite others to colonize or emigrate to your
new world. As civilization on the world expands, While your throne may not be safe, the Galaxy is;
your pocket universe will seamlessly expand its no setting-wide disasters will threaten your new
frontiers to match. territory. Abeloth remains contained indefinitely,
and extra-galactic threats cannot to make their
You may interfere with your new sandbox as way into the pocket dimension at all. The only
much or as little as you like, may adjust its possible existential threat to the population of
timescale between 1 and 400x Jump time, and your Galaxy is you yourself, should you wish to
are capable of influencing the details of its terrorize them for some reason.
expansion in a manner similar to 'world
generation settings'. In future Jumps, you may use In future Jumps, you may import your Dominion
the universe or any valid sub-section of it as a as a polity scaled to the setting with you at its
setting-only Supplement. head, or in its full size as a pan-Galactic nation.

Notes
A 'combination' of magic systems may simply be all of those systems at the same time, a single 'hybrid'
system with elements from the source systems, or multiple hybrid and/or non-hybrid systems.

Your pocket dimension (of either type) behaves as its own universe that just happens to be permanently
connected to your Warehouse. If people emigrate, they will remain there across all future Jumps unless
you remove them or they have another source of multiversal travel.

To complete the Light side option, the Republic and Empire must either continue to exist, or transition
smoothly to any future successor state(s) without severe political or social upheaval. Even a benevolent
uplift hews closer to the Dark side option if it involves cultural conquest. Dark side doesn't always mean
'evil' or 'immoral'; in this case, it may simply mean 'quick', 'easy', or 'convenient'. 'Tempting', in other words.

The scenario completion requirement for the Dark side option would not require you to rule for the entire
time span; it only requires that your Dominion remain sovereign and united. However, after conquering the
Republic and Empire but before fulfilling the requirement of stability, you fail the scenario if you are
deposed or your new polity fragments.

It is hypothetically possible to fulfill both Light-side and Dark-side goals, if you somehow manage to
become the head of a unified Republic-Empire state without starting a war, but you must 'call your shot',
and failing either challenge fails the entire scenario. Your consolation prize is in that case is a mug with
"Galaxy's #1 Overachiever" printed on it. The mug is chipped and cannot be repaired.

42
MENTOR SYNDROME
You will die. Yes, you read that right. Don't worry, it won't end your Chain; call it a 'scripted death'. It'll be really
dramatic, too, something to remember for the rest of your… uh… nevermind.

The Challenge
Rather than leaving the Jump when your time here is over, you must find yourself an apprentice. This must
be someone from the setting (not a Companion) of the same 'class' you imported as, who would otherwise
have no notable accomplishments to their name. You will have a short time to train them before dying in a
suitably dramatic fashion. How long you have with your apprentice depends on how fast you can train
them; you will have at least enough time to give them a few month's worth of normal instruction before
the Plot Reaper comes calling. As a 'cutscene' death, it will ignore all protections and revive effects—you
need to die to attempt the scenario at all!

After your death, your apprentice must go on to carry out a 'Great Accomplishment' that would put them
into the same category as other eminently recognizable characters in the setting. Whether they survive
the Accomplishment or not won't affect you; as long as your training helps them perform a feat worthy of
legend, enough to secure their name in the Lore (not necessarily History) of the Expanded Universe, you
have successfully completed the scenario.

You will be able to appear as a Force Ghost to guide them, regardless of your class, but doing so exhausts
a slowly-replenishing resource, and the cost of reaching them is affected by their mental state. If they are
soul-searching or hoping for guidance, a full-body manifestation for conversation will be possible, even
easy; but if you wish to offer advice in the heat of battle, you will be restricted to only a few words.

It takes 1 week to recharge enough for 1 minute of calm conversation; a phantom manifestation in these
conditions takes no additional effort. In a life-or-death situation, each word costs 2 weeks of charge.
Factors such as the target soul-searching or seeking guidance, having a trinket or similar item of yours in
their possession, and being in a place of significance to your relationship each halve the cost of
communication. (This list is not exhaustive.) You start with 1 month of charge and can bank up to a full
year's worth. Other perks cannot affect this resource in any way.

There is no time limit to this goal beyond your apprentice's lifespan; you may choose to give up and move
on at any time, but doing so forfeits the scenario. If you succeed, you may exit the Jump immediately, or
linger for a few days to congratulate your apprentice on their achievement before departing. You may even
attempt to recruit your apprentice as a companion before you leave, if you wish. Regardless of whether
you succeed or fail, you are revived none the worse for wear upon leaving the Galaxy.

If you later choose to Return to The Old Republic, you may either adopt a new Drop-In identity, or simply
resume your old life as though you never died. How (or if) you choose to explain your recovery is up to you.

If You Succeed [Scenario Reward]


You gain the Death, Yet The Force special feature (following page). Treat this as a nontransferable freebie
perk applied to all forms you possess.

If You Fail [Consolation Prize]


You gain your Force Ghost form as an alt-form. It is identical to your normal form this Jump in all ways
except its appearance, which is tinted the color of your alignment and slightly transparent.

43
Death, Yet The Force
Should you suffer an otherwise Chain-ending death, you are able to persist as a Force Ghost in the current
setting. You may attach yourself to any non-companion character you have had a peer or mentor-student
relationship with prior to your death (for the latter, you must have been the mentor); if they survive the
remaining Jump time, you are revived at the end of the Jump with no penalties.

You immediately know the location and current status of all valid targets, and have up to 24 hours to
select one. Should you fail to choose within that time, or have no valid targets left, the chance is lost and
your death takes effect as normal. While dead, your ability to directly affect the world beyond your target
is reduced to nearly nothing. When not manifesting, you are still able to monitor your chosen target, or you
may release your mind to the Force until such time as you wish to return to consciousness, triggered by
any condition you wish to set before your 'slumber' as would be judged by you were you still aware.

The requirements and rules for communicating with your target are the same as during the normal
scenario. Those sensitive to ghosts, spirits, or other analogous beings that exist in the current setting may
be able to sense your presence while you are 'active', and may even be able to see or hear you when you
choose to communicate with your target, but you are impossible to detect while not 'awake' and are
immune to banishment, containment, or other forms of interference.

Additionally, even friends and allies unaware of your undying nature are never overly traumatized by your
death(s). That is not to say they don't care, but they are able to swiftly move past it and draw strength and
motivation from the tragedy, rather than giving in to grief. While certainly good for their future mental
state, the most immediate effect is that candidates in your presence at the time of your death are more
likely to rally to victory, or at least survival, in the moments you are least able to assist them.

Notes
Companions who remain in the setting may offer assistance, but if their contributions overshadow either
your training or the apprentice themselves, the Accomplishment will not fulfill the scenario requirement. It
must be your training and guidance, specifically, that pushes the apprentice to greatness. Similarly,
providing your apprentice with extra-normal equipment (that is, items that do not exist within the setting
and/or have supernatural features from being CP-bought) risks having that equipment be more important
than their character arc.

The Accomplishment does not necessarily have to be traditionally heroic or villainous in nature, as long as
it is sufficiently impressive. A ridiculous feat that would grant a character an out-of-universe Memetic Skill
God status would count, such as a Smuggler managing to steal the Imperial flagship and accompanying
escort, or an undercover Agent managing to seduce Satele Shan herself.

If you took Hollow-cron Hoarder, you must find all 50 hollow-crons before the scenario will start. If you're
not keeping track, your Benefactor will be sure to remind you when you are ready to begin.

If you decide you really don't want to die for some reason, you may forfeit the scenario early. Doing so will
prevent you from gaining even the alt-form consolation prize, as you never became a Force Ghost to begin
with. If you die after the normal end of the Jump but before choosing an apprentice, you immediately fail
the scenario, but still receive your Ghost form and may continue as normal. Dying before the normal end of
your Jump is treated as a normal death in every way.

If a Chain-wide effect limits or prevents companion respawns, imported companions may attempt this
scenario. This is the only exception to the 'Companions cannot take scenarios' rule. Companions lose
access to the Death, Yet the Force feature if later changes to Chain-wide rules remove the limits on
respawning that made them eligible for the scenario in the first place.

44
REVAN'S REDEMPTION
Revan got a really rough break. Losing his faith during the Mandalorian Wars, being corrupted by Vitiate and
sent back to destroy the Republic, regaining his connection to the Light side of the force, then being captured
again and tortured into insanity… he may be the strangest Woobie of the Old Republic Era. If you want to
offer him a happier ending, read on.

The Challenge
If you want to try to fit the broken pieces of one of the Galaxy's most reviled heroes and revered villains
back together, you have your work cut out for you. You cannot prevent Revan's release, his capture of the
Foundry, or his subsequent defeat, because you will be inserting in 3642 BBY, after Revan's Dark side half
flees the Foundry and takes control of the Revanite cult.

The It Takes Effort rule is in full effect here: when it comes to all aspects of this challenge, Fiat perks that
mandate a successful result will not apply. If you are to succeed, it will be through great effort. It may take
years even for a veteran Jumper to successfully heal Revan; if you need more time, you may extend your
Jump so long as Revan lives, but effects that normally end at the end of the Jump will continue through the
extra time.

First, you must capture and contain Revan. Capturing him will be difficult, as he is well hidden within the
shadow cast by the Dark side of the Force, already surrounded by fanatics devoted to him, soon to begin
production of the Infinite Army, and an incredible power in his own right. Containing him will require a cell
capable of holding one of the most powerful Dark Jedi of the Era. You have until his final defeat at Yavin 4
to spirit him away from the Republic and Imperial forces who seek to stop the threat he poses once and
for all.

Once you have captured Revan, you must piece together his fragmented mind. His death in the Foundry
splintered him: the part of him aligned with the Light side of the Force sought to become with the Force,
while the part of him aligned with the Dark Side clung stubbornly to life and began to puppet his fallen
body. You must enter Revan's mind and repair the damage the split has done, which will draw his Light
half back into his body in the process. If you do not have other abilities fit for this process, the spirit of
Meetra Surik will be able to aid you with a form of Force Melding that will give you the tools, if not the
skills, to attempt the task.

Lastly, once his sanity is restored, comes the healing of the spirit. From the crimes he committed as a
soldier of the Republic, to the horrors of the Jedi Civil War, to the madness and devastation his reborn self
would have brought to the galaxy, Revan's soul is heavy with guilt and the lingering traces of the madness
his torture inflicted on him. If you cannot help him come to terms with his actions and convince him that
he deserves the redemption you offer, he will die of his own despair.

If You Succeed [Scenario Reward]


You may take Revan himself and his loyal friend, the revived Meetra Surik, as companions (see following
page). Both are capable teachers and leaders, and possess knowledge of all Force techniques between
them. If you have previously recruited Revan and/or Meetra Surik from another Jump, the parallel-
universe clones may choose to remain separate, or merge as through a Jump identity import. The two
versions must agree, and it is up to the Jumper to mediate if they don't.

If You Fail [Consolation Prize]


A pair of Revan and Meetra Surik bobble-head figures.

45
REVAN MEETRA SURIK
HUMAN MALE – DARK JEDI HUMAN FEMALE – JEDI
Perks: Cost pg Perks: Cost pg
Peerless Force User 400 8 Force User 200 8
Basic Force Training 0 9 Basic Force Training 0 9
Basic Saber Training 50 9 Basic Saber Training 50 9
A Moment's Reprieve (Light) 100 9 Mental Mastery (Light) 50 9
Master-Apprentice Affinity 150 10 A Moment's Reprieve (Light) 100 9
Advanced Force Training 700 10 Master-Apprentice Affinity 150 10
Advanced Saber Training 200 10 Advanced Force Training 600 10
Command and Control 200 11 Advanced Saber Training 400 10
Inspiring Presence 300 12 Command and Control 200 11
Crossing Lines 400 7 Inspiring Presence 300 12
Elite 400 12 That Weird Light Around You 600 12

Items: Items:
Aftermarket Warranty 100 16 Lightsaber Crystals 25 16
Lightsaber 0 18 Aftermarket Warranty 100 16
Synthplate Armor 100 24 Lightsaber 0 18
Communicator (Upgraded) 50 24 Synthweave Armor 50 24
Speederbike 0 27 Communicator (Upgraded) 50 25
Need for Speed 0 27 Speederbike 0 27
Jumper Warranty 50 27 Need for Speed 0 27
Bobble-heads* N/A 46 Jumper Warranty 50 27
Proficiency

Proficiency
Familiarity

Familiarity
Expertise

Expertise
Mastery

Mastery
Skills: pg Skills: pg
Lightsaber Forms 53 Lightsaber Forms 53
Form I • • • Form I • • • •
Form II • • • Form II • • • •
Form III • • Form III • • • •
Form IV • • • Form IV • • • •
Form V • • • Form V • • • •
Form V • • Form V • • • •
Form VI • • • Form VI • • • •
Form VII • • • Form VII • • • •
Force Disciplines 51 Force Disciplines 51
Combat +× × × × Combat + + + +
Control +× × × × Control + + + +
Mind +× × × × Mind + + + +
Mystery +× × × × Mystery + + + +

* Your Benefactor seems to have packed the bobble-head consolation prizes in Revan's luggage by mistake.
Or maybe it was intentional? Either way, Revan will probably give them to you if you ask.

46
THE FACE OF EVIL
What would you do for power? Lie? Cheat? Steal? Eat every sapient being in the Galaxy? If you answered 'Yes'
to the last one, this is the scenario for you.

You monster.

The Challenge
Vitiate planned to conduct a horrific ritual that would strip the Force from the Galaxy to grant him God-like
power, killing everything within in the process, but he will fail. You're going to show him how it's done by
co-opting and completing the ritual yourself. Normally, this would count as Apotheosis and disqualify you
from continuing your Chain, but doing so through this scenario will allow you to continue regardless. You
have only the normal 10 years to accomplish this goal.

First, in order to have a hope of actually performing the Sith Emperor's Ritual, you will need to learn
everything there is to know about the Ritual itself. Ripping it out of Vitiate's mind is the most direct
method, although not 'easy' by any stretch. Other records exist, in enough detail for Darth Bane to modify
the ritual into the Thought Bomb that would end the Brotherhood of the Sith in 1000 BBY, but finding
them and piecing them together will be a challenge.

Second, the stepping stone. The Ritual's execution requires the aid of thousands of Dark-side Adepts
working together towards their own destruction to bring about the beneficiary's first step towards
apotheosis. Vitiate required 8000 mind-controlled Dark Lords of the Sith working in concert for 10 days to
consume all Force power from a single planet, including each and every one of those Lords. You will need
to do the same just to have the power to enact the full Galactic Ritual. You need not be a Force Adept
yourself to absorb the power, and even if you had no Force power to speak of before, completing this step
will catapult you to the level of an Unparalleled Force User. Be warned: your 'test run' will doubtless cause
a disturbance in the Force strong enough to be felt throughout the entire Galaxy.

Third, you must use your new power to enact the Emperor's final goal: draining the entire Galaxy dry of the
Force. You will need orders of magnitude more minions, both for the Ritual itself and for its defense. Just
starting the Ritual requires the deaths of thousands to fuel the building Sith magic, and you will have to
defend your chosen ritual site from everyone else in the setting for several days. Yes, everyone.

Unlike Vitiate, your failure is not predestined; as a result, the unprecedented threat you pose will draw a
reaction from the Force itself. The moment you begin, every single Force Adept in the setting will know
where you are, what you are doing, and the consequences of your success. The Republic and Empire will
fight side by side to halt the ritual, and in the closing hours, even the Ones on Mortis will abandon their
posts to join the fray; if that allows Abeloth to escape, she'll come too. If the Ritual is disrupted, you fail
the scenario—and potentially your Chain as well, if the backlash is strong enough to kill you through
whatever defenses you have left. If it succeeds, everything in the Galaxy except you dies forever.

If You Succeed [Scenario Reward]


You… you did manage to get the power from the Ritual, right? What? You seriously want more? Fine. Your
reward is that you and your remaining companions get to leave. Unlike everyone else in the Galaxy.

Who are all dead.

Because you ate their souls.

If You Fail [Consolation Prize]


The Sith word for 'second place' is the same as the Sith word for 'loser'.

47
The Ritual's Power
Should you succeed, God-like power is only the beginning of your reward. Having consumed all of the
Force in the Galaxy, you now 'are' the Force, and thus bring its metaphysics with you wherever you go,
causing Force sensitives to appear naturally in your wake. You gain strength from the negative emotions
users feel while wielding your Force, and are able to grant Force sensitivity to others directly. You are
immortal, your body merely an avatar, and you cannot be killed for good without destroying your Force
itself. You may grant and rescind this immortality to others as you see fit without any of the alchemical
processes the Emperor required, but it will still have great costs for the recipient.

The actual metaphysics of your new Force differ from the Force as it existed previously: there is no Light
side to be found. Due to the horrific scale of the death that fueled your ascension, your Dark Force is
antithetical to living beings and inherently corrupting to all who wield it. Those who use it without your
'blessing' of immortality age more quickly as the Dark energy erodes their life force and transfers it to you,
and even those who do have such a blessing suffer the effects of Dark side corruption more rapidly and
severely than anyone who merely used the Dark side of the unadulterated Force. With effort, you are able
to partially reverse the corruption of your favored servants. You, of course, are immune to these effects.

Notes
If you do not complete the Ritual within your normal 10 year Jump duration, you fail the scenario, even if
you have additional time from other rules. Completing the Ritual after a scenario failure counts as a
normal, setting-binding Apotheosis. You Benefactor will alert you should the scenario window close.

Success renders all other scenarios impossible and forfeits their rewards and consolation prizes. The
Ritual will 'kill' even beings that are not 'alive', per se, such as Droids. It also leaves the area affected so
barren of the Force that life will never be able to return. The result of the Galactic Ritual is the end of the
Force, and thus life, in the Galaxy for all time. Nothing but ash will remain.

You must evacuate all companions you do not wish to kill before you begin the Ritual; your Warehouse
locks at that time for the safety of those within. Companions who are still in the Jump during the Ritual are
caught in the effect with everything else, killing them permanently with no possibility of resurrection. You
gain all powers and perks held by the companions the Ritual consumes, but you do not benefit from
multiple copies of the same perk unless the perk contains explicit rules for multiple purchases. Don't be
surprised if stranded companions who aren't willing to suffer a True Death for your benefit turn against
you and aid your enemies in stopping your mad plan.

Canonical details on the Sith Emperor's Ritual itself are sparse; in fact, 'Sith Emperor's Ritual' is the only
name by which it is known. To quote the starwars.fandom wiki:

During the time of the Great Hyperspace War, the Sith Lord Vitiate developed a ritual of Sith
magic that granted him immortality and immense strength in the Force. Using the strength of
eight thousand Sith Lords to power the Sith magic, Vitiate was able to strip the Force itself
from the planet Nathema at the expense of every living thing on the world, and as the Sith
Emperor of the reconstituted Sith Empire, he later developed an artificial version of the ritual
by combining it with Sith alchemy and cybernetics. With the Sith magic, the Emperor was able
to grant immortality to his favored servants, and he intended to use the ritual on a galactic
scale in order to consume all life in the galaxy and thereby ensure that he would never be
defeated.

Consult the Wookieepedia article itself for what few additional details exist, and prepare to fanwank the
rest. The one thing you can be absolutely sure of is that this is by far the hardest challenge on offer.

48
THE END
Well, your stay in the Galaxy has come to a close. What will you do now?

Stay
Thousands of years of history have yet to be made. What better way to see the results of your meddling
that observing them firsthand? Time to see what your Legacy will be.

Go Home
Really? Had enough? You're not the first, and you won't be the last, but you are the... fifth, I think? Very
well. Thanks for playing.

Continue
More adventures await you in other universes. Onward, to wherever you may go.

Whatever you choose, may the Force be with you…

49
APPENDIX A: TERMINOLOGY
Free Perks, Items, and Ships are still considered 'purchases' for all purposes.

Ship Points and Item Points are sub-types of Choice Points. Anything bought with IP or SP can be said to
have been 'bought with CP' or be 'CP-bought'. Anything you can buy with IP or SP may be bought with CP, or
with any combination of CP and the associated sub-type.

Skill Levels:

Knowledge of something is the bare minimum of awareness; you know of it, and may even know a few
things about it, but have never practiced it.

Familiarity is the next step up; you're a novice, someone with experience, but not a lot of it.

Proficiency at something means you have trained to a level at which a teacher has declared you
competent, but you are still a journeyman.

Expertise is next; a level of experience at which you would be considered a good instructor for others.

Mastery of something means that you have risen to or surpassed the best of the best, and are among the
top authorities on that thing; a level of skill that might make others actively seek you out to train under
you, if you advertise it.

To raise a skill by one or more 'levels', progress through Familiarity →Proficiency →Expertise →Mastery. If you
do not have any skill yet, an increase of one level takes you straight to Familiarity. You may assume any
purchased skill is at the high end of the time/experience range.

A rough estimate of how long and hard a normal person in the setting might work for these levels of skill (and
reactions):

Knowledge: <1 year "I read a book about this." "He's barely got a clue."
Familiarity: 1-2 years "I practiced this." "She's doing okay."
Proficiency: 4-8 years "I studied this." "He knows what he's doing."
Expertise: 10-20 years "I am an old hand at this." "She's really good!"
Mastery: 40+ years "I devoted my life to this." "I've never seen anyone that good!"

50
APPENDIX B: FORCE POWERS
DISCIPLINES
Combat
The art of using the Force to augment your movements, read your enemies' intent, and sense and respond
to danger. You can move faster and jump farther, deflect blaster bolts and dodge bullets, react to threats
before they appear, and avoid deadly blows. You're able to throw your lightsaber and guide its path with
the Force, including bringing it right back to your hand. A Master of both Saber and Force Combat is likely
to be the deadliest warrior on any battlefield, provided reach isn't a concern.

Control
Control is art of asserting your will on the world around you. Whatever your creed, you know exactly how
to best use your power to move mountains, knock machines out of (or into) commission, and otherwise
move and shake whatever's around you. You can do the opposite as well, absorbing energy that should be
harmful or deadly with no ill effects, allowing you to catch blaster bolts or parry a lightsaber barehanded
and walk away unharmed. Or you could just make some rocks float, if it suits you.

Mind
The Force connects all living creatures, and that connection can be used to reach into the minds of those
around you. The simplest skill is that of empathy, allowing users to sense the emotions of those around
them, including sensing deceit and intent to harm. More advanced uses include Force Persuasion, the art
of the infamous Jedi Mind trick as well as illusion-casting; Battle Meditation, strengthening the will of your
allies while weakening that of your enemies; and Force Cloak, which erases your presence from the
thoughts of others even as you walk amongst them.

Mystery
What is the Force? Where does it come from, and how can—and should—it be used? To the Jedi, it is a
celebration of life, an affirmation of purpose and will. To the Sith, it is a tool, one that can be wielded as
carefully as a scalpel or as crudely as a bludgeon. You have gained a deeper understanding of the Force
and how to use it to more arcane ends. With care and effort, you can manipulate living beings to heal or
harm, look through the sands of time, or even gaze beyond the veil of death.

Q&A
Q: Why 4 'Disciplines' rather than the 3 'Aspects'?

A: (Watsonian)
Aspects are a classification of abilities, but do not reflect what abilities are taught and used together.

A: (Doylist)
Disciplines are bundled based on what Force Powers canonical characters tend to display together. It also
gives more flexibility to fanwank whether or not any given purchase teaches a specific ability; every canon
ability belongs to at least one of these Disciplines, and there may be overlap.

Q: How much does it cost to learn every Force ability through Perks?

A: 1900 CP Undiscounted (900 for Adepts)


Basic Force Training + Advanced Force Training ×12 + A Foot in Each Well = Total
100 (0) + 100 (50)×12 + 600 (300) = 1900 (900)

51
SPECIFIC FORCE POWERS
Different Force Powers require different levels of skill. Powers marked with a + are Light side powers, while
those marked with a × are Dark side. Jedi and Sith receive Light and Dark side powers, respectively; other
classes (and Drop-In Adepts) may choose to be either when learning Force powers, and may choose
differently for each Discipline. You may learn the other side's techniques through perks by purchasing the Skill
Level again in the opposite alignment for half price. Whether learning from perk purchases or another source,
such as an instructor or holocron, one can learn abilities of the other alignment provided they have the proper
level of Skill in that Discipline; a Dark side Master of Control wouldn't need to study the entire Light side
Discipline to learn Sever Force+. However, Legendary Force Abilities require full Masteries in their alignment.

The table below is a guideline and not exhaustive or ironclad. Adepts may learn some skills earlier or later in
their training than indicated. Some abilities may be taught in different Disciplines at different levels. Not all
abilities are listed; how the missing abilities fit into these categories is open for interpretation. Higher levels
also improve lower leveled skills, including unlocking more powerful variants like Force Chain Lightning× and
Force Stasis Field+. The most powerful abilities, such as Force Enlightenment+ and Force Storm×, require
Mastery in multiple categories—see Legendary Force Abilities (below).

Familiarity Proficiency Expertise Mastery


Combat Force Jump Force Speed Force Body Battlemind
Combat Sense Push /Pull Crucitorn (Ignore Pain) Telekinetic Saber Combat
Danger Sense Throw Saber Force Valor+
Force Rage×
Control Telekinesis Force Throw Mechu-deru Tutaminis (Force Absorb)
Push / Pull Force Wave Force Barrier Force Repulse
Force Weapon Throw Saber Force Burst+ Sever Force+
Levitation Combustion Force Lightning× Force Drain×
Mind Force Empathy Crucitorn (Ignore Pain) Force Cloak Battle Meditation
Animal Friendship Force Persuasion Force Illusion Battlemind
Telepathy Force Stun+ Force Stasis+ Cleanse Mind+
Force Fear× Drain Knowledge× Dominate Mind×
Mystery Psychometry Farsight Force Vision Force Projection
Philosophy+× Revitalize+ Force Healing+ Legendary Force Abilities+×
Sith Alchemy× Sith Sorcery×

Legendary Force Abilities


In addition to the abilities above, achieving full Mastery in both Mystery and any other discipline (including
Mystery of the opposing alignment) unlocks an exceptionally rare and powerful ability, regardless of
whether the skill was bought through perks or learned through training. With the exception of Mystery,
the two Masteries must be of the same Alignment.

Combat Control Mind Mystery (Opposite)


Light side Shatterpoint Force Enlightenment+ Force Meld+ Dark Transfer
Dark side (Force Breach) Force Storm (wormhole)× Transfer Essence× (Force Resurrection)

Further reading: Wookieepedia has an article on Force Powers, which lists every canon power.

52
APPENDIX C: LIGHTSABER FORMS
There are Seven Forms of Lightsaber combat, each with its own strengths and weaknesses. With the
exception of Form VII's Vaapad variant, which would not be invented until the closing days of the Republic
more than three thousand years later (c. 50 BBY), all seven forms were known and taught in the Galactic War
era. This won't stop you from learning Vaapad through Jump Fiat if you insist, but there will likely be some
questions about your style when people see you use it; particularly pointed questions, if you're a Jedi.

For skill level purposes, treat variant Forms as separate skills; there are 9 separate Forms for purchase with 4
levels in each, for a total of 36 ranks. Factoring in the 10 ranks included in Basic Saber Training and the extra
cost of Vaapad, it would take 27 'Skill Points' (9 purchases of Advanced Saber Training) to Master every Form
before setting foot in the Jump. You can learn any Forms (except Vaapad) you do not purchase now during the
Jump, but achieving a level of skill beyond Proficiency will take quite some time.

Skill Levels
Proficiency means you know every move well enough to not make mistakes when practicing. You can
eventually reach Mastery solely through practice, but it will take much longer than if you had an
instructor. You may still make unforced errors in combat.
Expertise allows you to switch smoothly and seamlessly between Forms. The more Forms you have
Expertise in, the better you can respond to changing circumstances and your opponent's chosen Forms.
At this level, unforced errors are very rare.
Mastery of a Form lets you modify a Form to better fit you, such as by blending in other styles or adapting
existing moves and styles for unusual weapon choices. You can compensate for weaknesses in a form,
halving the effect of You never make unforced errors in these forms.

Specific Match-ups
Form II was largely developed to counter Form I, and does so effectively.
Form III's defensive focus leaves Form V no openings to exploit or aggression to counter.
Form V's Djem So variant allows a user to bring their strength to bear against Form II's (over-)reliance on
finesse over physical force.
Form VI's generalist approach is beaten by Form II's focus on finesse in dueling.

The strengths and weaknesses of the various forms are listed in the table below. Much of the information is
taken directly from this article on ComicVine, supplemented with information from Wookieepediea.

Further Reading: Wookieepedia has an article on lightsaber combat, including pages on each individual form.

53
Form Strengths Weaknesses

+ Multiple opponents - Single opponents


Form I: Shii-Cho
+ Targeting weak spots - Form II
Way of the Sarlacc
+ Controlling angles
Determination Form
+ Disarming without killing

+ Single opponents - Multiple opponents


Form II: Makashi + Avoiding disarmament - Blaster fire
Way of the Ysalamiri + Force based attacks - Form V (Djem So variant)
Contention Form + Conserving stamina - Does not utilize a user's
+ Counters Form I physical strength

Form III: Soresu + Defense (all types) - Poor offense


Way of the Mynock + Counters Form V
Resilience Form

+ Single opponents - Multiple opponents


Form IV: Ataru + Armor penetration - Confined spaces
Way of the Hawk-Bat + Mobility - Blaster fire
Aggression Form + Combat while airborne or on - Fatigue
unstable footing

Form V: Shien + Defense (blaster fire) - Single opponents


Way of the Krayt Dragon + Multiple opponents - Form III
Perseverance Form

+ Lightsaber dueling - Mobility


(particularly against Form II) - Form III
Form V: Djem So
+ Counterattacks
(Variant)
+ Utilizing a user's physical
strength advantage

Form VI: Niman + Force attacks - Form II


Way of the Rancor + Few major weaknesses - Few major strengths
Moderation Form

+ Single opponents - Counter attacks


+ Unpredictability - Force attacks
Form VII: Juyo
+ Offense - Multiple opponents
Way of the Vornskr
+ Breaking through guards - Fatigue
Ferocity Form
- Associated with (but not
connected to) the Dark Side

+ Strengths of Juyo - Weaknesses of Juyo


Form VII: Vaapad + Vicious, unrelenting offense - Constant use of Force Power
(Variant—anachronistic) + Physically powerful - Requires a state of mind close
to the Dark Side of the Force

54
APPENDIX D: WEAPON STAT BLOCKS
READING THE STAT BLOCKS
For melee weapons, Length refers to the blade only. For total length, add 8-10 cm for vibroknives, 12-18 cm
for one-handed vibroblades, and 20-40 cm for two-handed vibroswords and double vibroblades.

Lightsaber hilts are larger, at 24-30 cm for a typical single saber and 40-60 cm for a saberstaff. Shoto saber
hilts go down to 10-15 cm for the shortest variants. Greatsaber hilts may be as small as a normal saber hilt
but are usually larger, either because they are made to be used by larger species or simply for better control
of the weapon. Long-handled sabers can have hilts up to a meter long, often with a proportionate reduction
in blade length to keep the weapon manageable in close quarters.

As for the blades: a typical saber blade is between 110 and 145 cm long; changing this by more than 10 cm in
either direction will likely be considered either a shoto or greatsaber. Shoto saber blades may be as short as
50 cm, while greatsaber blades can reach up to 3 meters. Dual-phase sabers have one setting typical of a
normal saber, with their alternate setting anywhere between a shoto and greatsaber.

Melee weapon stats are relative; while rated ★★★☆☆ compared to a lightsaber, a vibroblade is quite capable
of severing a limb in a single strike if there is enough force behind the blow.

Ranged weapons' stats are based on the following rough benchmarks:

Range Weight Accuracy


Effective out to A typical human finds it Comparable to a
★★★★★ ~1200 meters Negligible Laser pointer
★★★★☆ ~600 meters Noticeable Marksman's rifle
★★★☆☆ ~500 meters Inconvenient Automatic rifle
★★☆☆☆ ~400 meters Burdensome Submachine gun
★☆☆☆☆ ~200 meters Strenuous Machine pistol
☆☆☆☆☆ <100 meters Extremely strenuous Video game shotgun

Fire Rate Damage Armor Penetration


Comparable to a Creates wounds like a Will penetrate up to
★★★★★ Gatling gun 30 mm cannon Medium vehicle armor
★★★★☆ Machine gun 50 caliber rifle Heavy infantry armor
★★★☆☆ Automatic rifle Rifle Medium infantry armor
★★☆☆☆ Automatic, slow Medium caliber handgun Light infantry armor
★☆☆☆☆ Semi-automatic Low caliber handgun Common clothes/skin
☆☆☆☆☆ Manual action BB gun Nothing (superficial burns only)

You may choose to disregard any or all of these stats if they get in the way of fun, responsible fanwank.

55
Vibroknife 50 IP Vibroblade 100 IP

Length 12-18 cm Weight ★★★★★ Length 50-90 cm Weight ★★★★☆


Damage ★★☆☆☆ Arm. Pen ★★★☆☆ Damage ★★★☆☆ Arm. Pen ★★★☆☆

Double Vibroblade 150 IP Vibrosword 150 IP

Length 40-80 cm x2 Weight ★★★☆☆ Length 1.1-1.6 m Weight ★★☆☆☆


Damage ★★★☆☆ Arm. Pen ★★★☆☆ Damage ★★★★☆ Arm. Pen ★★★★☆

Lightsabers 200+ IP Custom Blaster Pistol 50 IP

Varies (See Range ★★★☆☆ Weight ★★★★★


Length previous Weight ★★★★☆
Accuracy ★★★☆☆ Fire Rate ★☆☆☆☆
page)
Damage ★★☆☆☆ Arm. Pen. ★☆☆☆☆
Damage ★★★★★ Arm. Pen ★★★★★
Features 1.2x or 2x scope, attachment point

Masterwork Heavy
100 IP Ion Pistol 100 IP
Blaster Pistol

Range ★★★★☆ Weight ★★★★★ Range ★★★☆☆ Weight ★★★★★


Accuracy ★★★☆☆ Fire Rate ★☆☆☆☆ Accuracy ★★★☆☆ Fire Rate ★☆☆☆☆
Damage ★★★☆☆ Arm. Pen. ★★☆☆☆ Damage ★★★★★ Arm. Pen. ★★★★☆
Features 1.2x or 2x scope, attachment point Notes ★ against vehicles/droids only

Holdout Pistol 50 IP Flechette Carbine 100 IP

Range ☆☆☆☆☆ Weight ★★★★★ Range ★★☆☆☆ Weight ★★★★☆


Accuracy ★☆☆☆☆ Fire Rate ★☆☆☆☆ Accuracy ★★☆☆☆ Fire Rate ★★★☆☆
Damage ★☆☆☆☆ Arm. Pen. ★☆☆☆☆ Damage ★★★☆☆ Arm. Pen. ★★★☆☆
Features Extremely concealable Features Reflex sight, suppressor

56
Blaster Rifle with
100 IP Prototype Sniper Rifle 100 IP
Grenade Launcher

Range ★★★★☆ Weight ★★★☆☆ Range ★★★★★ Weight ★★☆☆☆


Accuracy ★★★★☆ Fire Rate ★★☆☆☆ Accuracy ★★★★★ Fire Rate ☆☆☆☆☆
Damage ★★★☆☆ Arm. Pen. ★★☆☆☆ Damage ★★★☆☆ Arm. Pen. ★★★★★
Features 2x or 4x scope, grenade launcher Features Optics, carrying case, bipod

Bowcaster 50 IP Scatterblaster 100 IP

Range ☆☆☆☆☆ Weight ★★★☆☆ Range ☆☆☆☆☆ Weight ★★★★☆


Accuracy ★★★☆☆ Fire Rate ★☆☆☆☆ Accuracy ☆☆☆☆☆ Fire Rate ★★☆☆☆
Damage ★★★★☆ Arm. Pen. ★★★★★ Damage ★★★☆☆ Arm. Pen. ★★☆☆☆

Light Repeater 100 IP Medium Repeater 150 IP

Range ★★★★☆ Weight ★★☆☆☆ Range ★★★★☆ Weight ★☆☆☆☆


Accuracy ★★★☆☆ Fire Rate ★★★★☆ Accuracy ★★★☆☆ Fire Rate ★★★☆☆
Damage ★★★☆☆ Arm. Pen. ★★★☆☆ Damage ★★★★☆ Arm. Pen. ★★★☆☆

Heavy Repeater 200 IP Blaster Cannon 100 IP

Range ★★★☆☆ Weight ☆☆☆☆☆ Range ★★☆☆☆ Weight ☆☆☆☆☆


Accuracy ★★☆☆☆ Fire Rate ★★★★★ Accuracy ★★☆☆☆ Fire Rate ★☆☆☆☆
Damage ★★★☆☆ Arm. Pen. ★★★☆☆ Damage ★★★★★ Arm. Pen. ★★★★★
Notes Intended for use on a tripod Features Combine with any repeater

Flamethrower 100 IP Grenade Launcher 150 IP

Range ☆☆☆☆☆ Weight ★★★☆☆ Range ★★★☆☆ Weight ★★☆☆☆


Accuracy ☆☆☆☆☆ Fire Rate Spray Accuracy ★☆☆☆☆ Fire Rate ★☆☆☆☆
Damage ★★★★☆ Arm. Pen. Thermal Damage Variable Arm. Pen. Variable

57
APPENDIX E: NOTES AND DETAILS
…ON CHARACTER CREATION
You may take a Disreputable Background without the Drawback if you just want a more 'interesting' history
without the Fiat-enforced difficulty.

You must purchase Force Power this Jump to insert as an Adept, even if you are already a Force user.

…ON PERKS
Polyglot
'Most common' is judged by number of speakers. The 'mundane language' qualifier excludes extinct
languages, languages of magic or other supernatural significance, and programming languages.

Force Power
The differences between a mere Force Sensitive, a Force User, and a Gifted Force User are substantial, but
beyond that, the utility of each tier decreases rapidly. The additional power is unlikely to matter unless it
puts you over or under a hostile Force Adept; the only thing a Peerless Force User can do that a Gifted one
can't is manhandle another Gifted in a battle of strength. For illustration, imagine the following: 'Sensitive'
is an average person; 'User', an athlete; 'Gifted', an Olympic athlete; 'Peerless', an Olympic medalist, and
'Unparalleled', the best athlete to ever live. Unparalleled gives you enough strength to beat even Vitiate in
a metaphysical arm-wrestling match, if only barely, but it doesn't give you any of his special abilities, like
immortality. Abeloth or the Ones could still kick your ass; you aren't that far past the mortal limit.

Master-Apprentice Affinity
The perk also applies to physical and metaphysical training, such as fitness and the Unlimited Potential
perk, so long as the master is stronger than the apprentice. If both master and apprentice have this perk,
the bonus is doubled, not squared.

Due to the cumulative nature of the bonus and the learning itself, the student receives 9 years' worth of
training in only 2 years, 30 years' worth after 4, and more than 100 years' worth after 8. After t years:
3
Total Value V (t )= 2 (t 2+t )
A Foot in Each Well
The perk grants you all benefits awarded by purchases that are normally determined by alignment, such
as both versions of Mental Mastery and A Moment's Reprieve, as well as all Force Powers, including both
alignments' Legendary Force Abilities if you have the required Masteries.

Examples of 'mutually exclusive' powers include opposite energies in settings where they tend to mutually
annihilate (Divine/Demonic, Magicka elements that cancel out, et cetera), opposing forces like Free Magic
and Charter Magic, and so on. The corruption protection would help against the ill effects of Black Magic in
Dresden Files but not those of Psykery in Warhammer 40k, because the Warp's corruption is not associated
with any specific techniques. It does not offer any protection against consequences that are part and
parcel of a technique, such as turning yourself into a Weird Force Lich the way Darth Nihilus did, or against
mundane issues like letting your power go to your head in an entirely natural fashion.

This perk does not allow you to take both sets of 1000 Choice Points at the beginning of the Document.

58
My Kit Don't Quit
Mechanically, this perk makes your items run on cooldowns rather than actual supplies by granting a free
use of any given consumable item X every Y seconds, where Y is based on X's awesomeness. For a general
ballpark, a setting-standard grenade takes about 30 seconds. You know how long Y is for any valid item in
your possession. Items which can't reasonably be used individually like caltrops or loose revolver
cartridges replenish by 'use', be it a handful, single full reload, or other quantity appropriate for that item.

If you brought 5 of X, you can use all 5 in quick succession and still get another one when it 'cools down',
on the other hand, if you use X less often than Y's interval, you'll still have the full set of 5 X when you go
to check your gear. The perk explicitly protects from you using your last copy of something, so you'll never
lose access to anything you bring unless you give it away or leave it behind. Y counts down from the
consumption of items even if you've given them away, as well, so once someone uses the thermal
detonator you loaned them, you'll have another one ready to go soon.

The perk only affects items you pack (from a 'Restock-valid' area); anything you find in the field won't be
affected. It is also only for non-beneficial items. Smoke grenades and lockpicks are affected, but healing,
buffing, and other purely helpful items are not; that's what Veteran Field Medic is for.

That Weird Light Around You


The perk directly enforces the narrative convention of plot armor, meaning that attacks are less likely to
hit, and those that do are less likely to be lethal. On the one hand, any effort you put into keeping yourself
alive and unharmed has greatly magnified effects; on the other, you're more likely to pull off stupendously
risky stunts without injury. The sneak attack protection prevents sudden, out-of-the-blue one-shots and
turns them into an actual contest. Willful ignorance does not trigger this protection.

Enemies can overcome your narrative defense with effort; the more 'important' an enemy is to the
narrative, the more effectively they can push through this defense. Yes, narrative logic means that an
enemy who announces their name and grievance is more dangerous to you, but the same logic means
that large groups matter less. Your supply of 'plot-contrived luck' can run out, but it will recover over time,
and you have an instinctive sense of how much you have left and what you can get away with.

The fail-safe trigger tends towards a generous (that is, Jumper-favorable) interpretation of its effects: if an
attack would deplete all your defense, knock you unconsciousness, and leave you open for a coup de
grâce, it would block the primary attack rather than merely making your foe execute you twice. However, it
can only trigger once for any given target within its lockout period: if three people with the perk are
protecting a VIP, only one trigger can protect that VIP across the 10-year 'cooldown'. If more than one
person with the perk is in range, the closest one to the target in question expends the ability. The innate
knowledge included with the ability lets you know if a target has the feature locked out, and for roughly
how long, just by looking at it.

Upon starting a Jump, you may choose to extend the triggered protection to scenario failure events, Jump
failure events (default), or only Chain-ending events (if different from Jump-failure events); in Jumps where
death is not an automatic Jump or Chain failure, you choose whether it would prevent your (first) death or
only trigger for the selected failure conditions. You cannot change your choices once the Jump begins, even
if it has not triggered yet. It specifically reacts to and nullifies attacks; the definition of "attack" is broad,
but if something cannot be conceptualized as an attack in some way, the protection will not trigger.

Silver Tongue
You get a fiat guarantee of 1 attempt at diplomacy against any target, no matter how unreasonable,
unusual, unfriendly, or unknowable they are. Of course it would take truly ludicrous social-fu to talk down
something like a Tyranid Hive Fleet, but you'll at least have your shot at it before it eats you.

59
…ON ITEMS
Restocking
If you are carrying a mix of CP-bought and non-CP-bought supplies like power packs or grenades, you do
not need to keep track of which are which (in fact, there is no way to tell). It is always assumed that you
used the restocking resources first.

By default, neither your ship nor your Warehouse are valid 'staging points' for Restocking items, as they
are not 'fixed' or 'in-Jump', respectively. The Fabricators upgrade for your ship specifically permits you to
Restock there, but your Warehouse cannot become a valid Restock point.

Item Imports
The following chart shows the recommended guidelines for what items can be imported into what:

Item pg Accepts imports from Item pg Accepts imports from


Vibroknife 18 1h melee or thrown Repeater 21 ranged (rifle or larger)
Vibroblade 18 melee weapon Blaster Cannon 21 ranged (rifle or larger)
Lightsaber 18 melee weapon Flamethrower 22 sprayers
Blaster Pistol 19 ranged (rifle or smaller) Grenade Launcher 22 explosive launcher
Ion Blaster 19 ranged (rifle or smaller) Rocket mount 22 explosive launcher
Holdout Pistol 19 sidearm only Armor 24 clothing or armor
Blaster Rifle 20 ranged weapon (any) Speeder 27 light ground vehicle
Bowcaster 20 ranged weapon (any) Shuttle 27 personal flying vehicle
Scatterblaster 20 ranged (rifle or smaller) Starfighter 27 personal flying vehicle

What constitutes a 'similar item' for the purpose of importing is ultimately up to your Benefactor; they
may or may not accept your interpretation, and they are the final authority on the matter.

Esoteric properties include just about every 'special feature' of an item. A sword made of an ultra-light
metal that never loses its edge will impart its light weight and sharpness to your new melee weapon, even
though those are technically 'physical properties'. Blessings, enchantments, and Jump Fiat effects are all
'esoteric'.

Importing a weapon only changes the final weapon's characteristics (weight, accuracy, and so on) as much
as a property modifies those characteristics; similarly, imported armor will not protect parts of your body
the armor's current form doesn't protect, or provide practical features that form lacks, unless you or your
armor possess a property that allows it to do so. If you wish, you may have the new form be influenced by
the imported item's form; this won't provide any functional changes, but it could apply a paint-job to a
speeder, for example.

Common Material Cache


The basic blueprints include items that are both mass-produced and easy to acquire, including standard
weapons and armor used by the Republic and Empire. You need to learn how to make rarer or higher-
quality equipment yourself, either by acquiring their blueprints or reverse-engineering those items. The
additional blueprints do not include blueprints for ships, but such blueprints can be acquired in-setting.

Vehicle blueprints reflect purchased upgrades, but only as much as can be achieved without special
properties: for example, the blueprint of a vehicle with the Need for Speed upgrade would create an
exceptionally fast vehicle, but without the fantastic Fiat-backed handling of the purchased version. Jumper
Warranty is a purely special property and thus not reflected on the blueprints at all.

60
Sidequest Board
The actual item is the list of nearby jobs; the data-slate is merely an included interface. 'Nearby' means
anywhere you can easily get while the information is still relevant. If you have another quest-tracking item
or ability, it can access all the information included with this item. The interface's form never compromises
its ease of use, and you can keep it in data-slate form if you prefer.

The normal Board does not change the setting in any way, but the upgraded Board provides Fiat influence
towards an MMORPG-like experience by making it more likely that the people who needs your help will
have, find, or figure out suitable quest rewards. It does not create or intensify problems.

Lightsaber
Your lightsaber's blade may be any color, including white, but it must be bright and highly visible. You may
choose any appropriate sound effects for its activation, hum, and so forth, as well as visual effects that do
not affect the saber's performance, such as the jagged, crackling energy of unstable lightsabers.

You may stack lightsaber upgrades, allowing for a pair of dual-phase crossguard saberstaffs if you're
willing to pay for the privilege. You only need to buy one upgrade for a pair of sabers, and may apply it to
one or both. Your off-hand saber may be a different variant (length, hilt, etc) to the main-hand saber;
shoto sabers are common off-hand weapons.

Field Repair Kit


The Kit can provide any small, mundane material necessary for repair, but the effect is targeted. If the job
needs a specific type of screw, the Kit will provide it, but it cannot conjure up arbitrary parts without a
machine to fix. It cannot provide materials that are exceptionally rare or difficult to acquire within the
context of their origin setting.

Holocron Crafting Station


The Holocrons have the effect of all your teaching perks, including those that allow you to teach normally
unteachable skills. General teaching perks apply to both the creation and use; if you have a total of a 10x
teaching bonus, each 8 hours of meditation will store 10 years of training, rather than 1; an 'update' will
take 6 minutes, instead of 60; and the end user will learn 10 times faster than normal when they study
from the holocron. Teaching perks with specific limitations on their targets (such as Master-Apprentice
Affinity) do not speed up holocron creation, but do apply their benefits if used by a valid student.

Vehicles
If your Warehouse cannot accommodate the replacement vehicle, you may have it delivered directly to
your ship instead. If your Warehouse can't accommodate your replacement vehicle and your ship has been
destroyed, you may have the new vehicle appear in a suitable space you own, such as a rented hangar. If
you're in a situation where you cannot rent such a space… what the hell have you been doing?

Starfighter
Heavy Fighters have additional missile hardpoints and up-sized blasters. Fighter-Bombers gain a Torpedo
Tube (pg 30). Both types have upgraded shields and armor compared to the Light Fighter, but the trade-off
for their durability and armaments is lower speed, acceleration, and maneuverability. Need for Speed
more than offsets this penalty, resulting in a heavy strike craft with the performance of an Interceptor.

61
…ON SHIPS
The 'comparably-sized' qualifier on ship imports, like on items, is up to the discretion of the Benefactor. It
mostly exists to prevent a Jumper from importing a Titan into a ship sized for only a dozen people.

Luxurious and Comfortable Quarters are suitable for couples who wish to bunk together. You may interpolate
between the listed Room sizes; for example, you could define Modest Quarters as being between Cramped
and Comfortable at 45 m3. Furniture appropriate for the size and comfort of the space is included; for Military
Bunks, that means only a footlocker per person, while larger Quarters gain steadily nicer beds, wardrobes,
and dressers, plus a desk and chair if room permits. Luxurious Quarters include a full-featured, if slightly
cramped, master bathroom, and you may add even more space if you wish.

If you want to take advantage of the Luxury Accommodations' improved kitchen and bar without doing any
work yourself, droids that will cook or tend bar for you are available for purchase in-universe during the Jump.
As long as the droids are employed on the ship, they are considered Aftermarket Upgrades for the purposes
of Made Like They Used To. If you have both Luxury Accommodations and Made Like They Used To, the ship
Restocks finer food and keeps the Bar fully supplied with high-quality liquor and cocktail mixers.

Turbolasers are sized for capital ships to engage other capital ships or bombard targets from orbit. Sticking
them on a corvette-sized vessel is akin to putting a 16 inch gun on an inflatable dingy. The [200 SP]
investment buys you the ability to freely ignore the question of how your ship manages to power them,
dissipate the heat, and other practical concerns; by Fiat, your ship has Turbolasers and they work, period.

…ON COMPANIONS
The Partner option doesn't include a ship because it's intended to be used for sidekick(s) who accompany you
wherever you go; they get more IP than other companions, instead. You don't have to stick together, but you
need to either purchase other ships (from the Document or in-Jump), arrange transportation for them
separately, or ferry them around yourself. You may have any number of bulk companion slots follow Partner
rules by pairing them to any other party member (Jumper or Companion), replacing the granted Ship with an
additional 100 IP, and converting all SP to IP. Partners have special interactions with some Drawbacks:

Partner(s) get the CP from Hollow-cron Hoarder, but are otherwise unaffected. The Jumper still has to
personally track down the 50 hollow-crons before you and your companions can leave.

If you and your Partner(s) have Back to School, you each go through your own training. Rather than
starting together, you are guaranteed to end up in the same place at the same time when you're done.

If you and your Partner(s) have Bounty Hunted, there is one bounty on all of your heads for the sum of
your worth. You face the same number of encounters, but they will be suitably scaled up, as the payday is
larger and they have to kill all of you to collect. Don't split the party.

If you and your Partner(s) have Binds on Pickup, none of you can share with each other or anyone else.

Paying for an Astromech Droid with a companion import slot does not award the Droid any additional CP,
even if the slot in question would grant more. Items purchased by Droids are considered the property of the
Droid's owner during this Jump. Astromech Droid companions may purchase Astromech Droid items if they
really want to.

If you grant a newly recruited companion an import slot to allow them to make purchases, they still receive
the CP from any group-wide Drawbacks present this Jump, either from this Document or from supplements.
They may not take individual Drawbacks, as the Jump is already over.

62
…ON DRAWBACKS
You may take both 1 Drawback for Item Points and 1 Drawback for Ship Points. You may not apply this effect
partially; the entire value of the chosen Drawback will be converted to the chosen type. All CP types and sub-
types, including extra points awarded by alternate point rewards count against your Drawback Limit. You may
exceed the Limit, but receive no points for doing so.

It's Up To You
If you're interested in meeting (and possibly recruiting) The Old Republic's canon follower characters, this is
the way to do it. Anyone who takes a player-character role is guaranteed to meet the canon supporting
cast unless they annihilate the plot rails beyond any hope of recovery.

Hollow-cron Hoarder
The Hollow-crons are placed according to their position in the source media; instead, they are scattered
over the dozen planets most relevant to your adventure this Jump. There are hints in setting to their
locations, but you still have to go out of your way to find and collect them all.

Heroic Expectations
Taking this Drawback with It's Up To You will bind you to the plot much more tightly than you would be
otherwise. Take care combining this with Back to School, since it will kick in before you get your full set of
perks and items even if that doesn't make much sense. You will inevitably be picked for the most
dangerous tasks, and even the survival guarantee won't offer absolute protection; you don't need all your
bits to live. See the sidebar for Back to School.

Back to School
This is all about inconvenience. It forces anyone who takes it to live through (some of the) experiences
required for a normal person to earn the perks and items they bought this Jump. The training shouldn't be
particularly dangerous unless other Drawbacks make it so, Guarantee or no Guarantee. Even the Sith
Academy is unlikely to kill a typical Jumper; while not 'safe' by any stretch, it's 'only' intended to kill the 7
weakest applicants out of 8. The higher level of Disreputable Background makes Korriban significantly
worse, though, since the overseers will be actively working to kill you so you don't take the spot away
from someone 'deserving', and they will be better at it than the canon Inquisitor's.

You get either a free perk or a free item to start with, not one of each. If you do not take Adventure Ready
as your starting freebie, you will still start with enough Galactic Standard to get by, but may or may not be
literate depending on your background; Drop-ins and some Disreputable sorts will need to learn to read
aurebesh during their training if they don't already know it from other Star Wars visits. Have fun
struggling with the moon runes until you adjust.

If you purchased a rank of Force Power, your potential will be clear to those who can sense such things,
but you will only be able to use the Force at the [100 CP] level to start with. You will grow into your full
power over a few years.

The tutorial is unskippable.

Binds on Pickup
The Drawback prohibits anyone you would approve of using your CP-bought items from doing so, even if
you're not aware that they're helping themselves to your things. Items fail to work for others, but they
don't outright break unless you're caught trying to get around the restriction. Items broken by the no-
cheating clause can still be replaced, but would just break again if you keep trying.

63
'Using' means being the person operating the item in question. You can still use items on other people,
such as using the Field Kits to heal someone or fix their stuff, but they can't remove things from the kit
themselves. Similarly, you are able to carry people with your Shuttle, but they aren't able to pilot it. Think
of it in the same way you can shoot people with blasters, but can't let others do the shooting: 'Use item on
person' is always valid; 'Let person use item' is not. Astromech Droid companions with this Drawback have
their items integrated into their chassis through Custom Loadout (pg 34) until the end of the Jump.
Astromech Droid items with this property stubbornly and obnoxiously refuse to cooperate with anyone
but their owner.

Items you acquire during the Jump by any means other than through CP purchases are not affected.

The IP counts against your limit like normal CP.

Far, Far Away


As a Limit Breaker, the Drawback Limit for both you and your companions ignores CP from Far, Far Away
regardless of which option(s) you take. Subsections of Far, Far Away are treated as separate Drawbacks
for the purpose of alternate point rewards. Extra points awarded by alternate point rewards still count
against your Limit; thus, taking Away (normally 400) for SP (now 600) would eat up 200 points of your
Limit. Maxing out the Limit Breakers, you can earn up to [+2000 CP] in total, while normal companions can
earn [+1000]. Of course, this is extremely dangerous, if not outright deadly.

Far
For the purposes of bringing items into the Jump, 'reasonably carried on your person' means without
wearing the item in question. If you can't lift your armor and carry it around with you, you won't be able
to bring it along. This restriction primarily affects heavy power armor.

Items cannot be replaced but will still Restock.

…ON SCENARIOS
You may take any number of scenarios. If you wish to take both Pax Jumperia and Revan's Redemption, you
may start at the earlier time, but Revan is Fiat protected from any interference until the latter scenario
begins. If you're going for Pax Jumperia's Light-side option, you have to act fast to prevent him from dragging
the Republic and Empire into a conflict that would trigger a failure. Attempting The Face of Evil is not
exclusive with other scenarios, but succeeding is: given that there is no setting left to speak of after a
successful Ritual, all other scenarios are invalidated, even if they are already complete.

If you took Back to School, scenarios do not start until you finish your training.

The Face of Evil requires the consumption of the Force; the death of all living beings is a mere side-effect of
consuming the life energy of the Galaxy. The Ritual itself is not Fiat-backed, and thus does not work in
cosmologies lacking the Force or an extremely similar Background Life Field. Sufficiently motivated Jumpers
may be able to create a suitable ritual for other metaphysical systems.

...ON OPTIONAL RULES


You may ignore the companion-specific Drawback CP Limit if a Chain-wide rule limits or prevents respawning.

64
APPENDIX F: ACKNOWLEDGMENTS
LUCASARTS AND BIOWARE
Without which there would be no Old Republic to Jump at all.

HELP WITH THE JUMP ITSELF


@Amrynel, for proofreading, feedback on Drawbacks, suggesting numerous improvements to the Vehicle
and Ship sections of the document including upgrade options, proofreading, providing canon weapon
descriptions and statistics, and more.

@sunspark, for assistance with the Vehicles section.

@Daemonflayer, for insight on making Backline Support upgradeable, as well as questions and suggestions.

@Bluesnowman, for the conversation that lead to A Foot in Each Well.

@Songless, because the Homeworld Jump reminded me that I should include a continuity toggle.

@Neuron, for granting permission to model the Pax Jumperia Dark-side scenario reward off his similar Force
Unleashed scenario reward.

/u/Shinnieshin, for pointing out an unforgivable lack of proper Backgrounds, and providing feedback on the
first draft of Noble Scion.

Everyone on SpaceBattles.com and Reddit who caught spelling and formatting errors, or asked questions
about unclear parts of the document. Apologies if your name doesn't appear here specifically!

RESEARCH AND IMAGES


Much of the information in Appendix C: is taken from this article on ComicVine, supplemented with
information from the Star Wars Fandom.com Wiki (Wookieepediea).

Images sourced from The Old Republic gamepedia Wiki, promotional materials (including trailers),
Wookieepediea, and (in one case) the credits to Episode IV.

AND YOU
Feel free to tag @Tempestuous on SpaceBattles.com's General Jumpchain thread or send a PM directly with
any questions or corrections. The author is also available on Reddit as /u/tempestuousity.

65
APPENDIX G: CHANGELOG
v1.0.0
Stable Release

v0.9.8b
Changed spelling and grammar errors.
Reformatted paragraphs to slightly reduce space between paragraphs.
Perks:
Reformatted notice on [100 CP] perk pricing and discounts.
Items:
Added footnote on CP-IP equivalence for those who don't read the Appendices.
Significantly reformatted general Item rules. Moved some rules back to Notes so as not to overwhelm readers.
Reformatted Notes on Restocking and Item Imports.
Slightly reworked Sidequest Board:
Sidequest Board is now only free to use for this Jump.
Increased Sidequest Board unupgraded cost (Free→25).
Reworded description of Sidequest Board.
Tweaked Note on Sidequest Board.
Moved some Lightsaber information from Note to main entry.
Removed Note on Lightsaber handling, as it was unnecessarily wank-y.
Moved Note on Vehicle blueprints from Vehicles to Common Materials Cache.
Ships:
Added footnote on CP-SP equivalence for those who don't read the Appendices. Slightly decreased table size.
Companions:
Removed explicit Credit award (companions still receive the free Credits item).
Reduced cost of Partner (100→50).
Reworked how multiple Partners are handled:
You can now simply convert
Drawbacks:
Added a Note to Hollow-cron Hoarder.
Minor tweaks to Far, Far Away, including a rule that you will remember taking the Drawback itself.
Scenarios:
Companions can attempt Mentor Syndrome if a Chain-wide rule limits or prevents respawning.
Trimmed Changelog.

v0.9.8a
Changed spelling and grammar errors.
Character Creation:
Clarified that your Background is not part of your Origin.
Moved information on Disreputable backgrounds to footnotes.
Perks:
Enlarged notice on [100 CP] perk pricing.
Reworded Note on Master-Apprentice Affinity when both the Master and Apprentice have the perk.
Moved Note on Basic Saber Training to main Perk entry.
Items:
Added footnote on CP-IP equivalence for those who don't read the Appendices.
Ships:
Added footnote on CP-SP equivalence for those who don't read the Appendices.
Drawbacks:
Removed redundant Note on Back to School.
Moved Note on Disreputable Background to main Drawback entry.
Moved Note on Disreputable Background to Note on Character Creation.
Scenarios:
Adjusted difficulty on The Face of Evil to meet the promised 'hardest challenge on offer' level.

66
v0.9.8
Changed spelling and grammar errors.
Corrected more future tense language to present tense.
Corrected improper line width on page 5.
Increased footnote font size (9→10 pt) and decreased footnote verbosity to compensate.
Character Creation:
Removed extraneous colons from Identity sub-headings (and other places).
Depluralized Class and Background headings.
Adjusted fluff for Refugee to make it clear that it was still a Drop-In option.
Added Basic Possessions, to explicitly give Jumpers pants. They don't have to wear them, but they have them.
Moved information on relative wealth from footnotes to Basic Possessions.
Added Note on Adept requirements. (You must purchase Force power this Jump for the origin.)
Perks:
Reworded Freebie Rules.
Added Polyglot feature: "In future Jumps, you gain fluency in the most common mundane language in the setting
you would not otherwise know."
Added Note to Polyglot.
Corrected wording on Mental Mastery.
Raised Mental Mastery cost (100→200).
Adjusted wording on Inspiring Presence and Elite.
Adjusted wording on Note for That Weird Light Around You.
Items:
Added feature to Credits: "If you purchase more than one million credits, you may choose to start with a portion
of that wealth invested in properties, companies, or other revenue streams."
Tidied up descriptions of Field Repair Kit and Astromech Droid (Item).
Made the Force Training Holocron entry less flashy. Added combining holocrons. Clarified rules on Discounts.
Vehicle Upgrades now specifies that you can apply any number of different upgrades to a vehicle, rather than
repeatedly doubling the size of your shuttle until it out-masses a planet.
Companions:
Removed 1-Partner limit. You may now have any number of Partners, but must pay full price for each.
Changed Note on Partners to reflect this change.
Drawbacks:
Minor wording adjustment to Back to School.
Minor wording adjustments to Note on Back to School.
Added Note to Disreputable Background.
Added Note to Binds on Pickup.
Scenarios:
Added Notes to Scenarios
Added new information on the benefits of Skill Levels to Appendix C: Lightsaber Forms.
Moved Note on lightsaber wielding from Perks→Basic Lightsaber Training to Items→Lightsaber.
Clarified past Changelog items.

v0.9.7c
Changed spelling and grammar errors.
Character Creation:
Changed 'Race' to 'Species'. Added footnote to clarify the meaning of 'human-approximate'.
Changed Diminished Noble to Noble Scion. Jumpers who bring sufficient wealth with them may be full,
undiminished nobles, although the Background does not add any wealth whatsoever. Added footnote about
how much wealth one would need to fulfill this requirement.
Moved "Ignore base description" clause from Freed Slave to footnotes.
Minor edits to other Backgrounds, fleshing out some descriptions and removing redundancies.
Added examples to notes for Perks→General→Force User.
Items:
Added rule to Items clarifying that all items may be bought multiple times.
Changed Items→Resources→Credits to an exponential wealth system. Added an approximate USD/Credit
conversion ratio sourced from 30 seconds on Google.
Drawbacks:

67
Added Note to Binds on Pickup.
Added Notes to Far, Far Away→Far.

v0.9.7b
Changed spelling and grammar errors.
Fixed math error in Appendix B.
Fixed incorrect page reference under General→Backline Support.

v0.9.7a
Changed spelling and grammar errors.
Reformatted Backgrounds.

v0.9.7
Changed spelling and grammar errors.
Changed several instances of future tense in items and item notes to present tense.
Disabled Compatibility Mode on PDF exports to correct unselectable text. Message the author if this creates
problems.
Adjusted page number position.
Numerous text edits for text flow purposes.
Character Creation:
Added Backgrounds.
Added Drop-In/Refugee.
Added Free Spirit/Beggar.
Added Diminished Noble/Black Sheep.
Added Emigrated Tribal/Freed Slave.
Renamed Origins to Classes.
Perks:
Reorganized General perks.
Reduced Jedi & Sith→Master-Apprentice Affinity bonus significantly to better suit its price. The bonus is now
linear, and no longer requires a calculator to compute. Calculating the total amount you learn in any given
time-span is still complex, but that's math for you.
Adjusted Trooper & Bounty Hunter→That Weird Light Around You wording. Added "Sneak attacks against you
will never be instantly lethal without 'foreshadowing'" feature. Added notes about how 'plot armor' works and
how well it protects you. Added notes handling edge cases, such as situations where death does not end a
Jump.
Swapped the skills granted by Smuggler & Agent→Habitual Intruder and Cloak and Dagger.
Habitual Intruder now makes one a Proficient liar, mechanic, and saboteur.
Items:
Reorganized Item rules. Moved most rules from Appendices to main Items section.
Added images to fill space for improved text flow.
Added a bunch of Import rule clarifications. For example, Armor can now explicitly accept Clothes as import items.
Added Import Table to Notes.
Standardized formatting for Item Sub-options.
Changed Custom Blaster to Custom Blaster Pistol and Masterwork Heavy Blaster to Masterwork Heavy Blaster
Pistol in Appendix D in accordance with the above change.
Renamed Common Materials Cache to Common Material Cache.
Renamed Rare Mineral Cache to Rare Material Cache. The Cache now contains rare materials that are not, strictly
speaking, minerals.
Corrected 'data-pad' to 'data-slate'. It's Star Wars for tablet.
The Blaster Rifles→Armory option can now also include separately-purchased Bowcasters, Scatterblasters, and
Light Repeaters.
Reorganized Explosive Weapons.
Changed Rockets from "slightly less powerful" than Grenades to "slightly heavier".
Added Micro-Missile option to Rockets.
Added details to Astromech Droid item to further distinguish it from the companion option.
Added feature and fluff to Force Focus.

68
Adjusted Holocron Crafting Station rules. Previous rules contradicted perks that allow you to teach things that
shouldn't logically be teachable. New rules work with such perks.
Ships:
Added rules details to Cloaking Device.
Companions:
Added 50 CP Companion Recruitment booster.
Increased the points granted to Astromech Droid companions (300/600→600/600+400).
Drawbacks:
Reordered Drawbacks.
Added new rules to Perpetual Poverty to inconvenience Jumpers who hope to rely on requisitioned goods.
Moved many Notes from Appendices to the main Drawback entries.
Text flow edits to Scenarios.
Skill Levels: Increased the estimated training time for Expertise from 10-15 to 10-20 years, and Mastery from 20 to
40 years. This is mostly a fluff change, but high-end skill purchases are 50-100% cooler now.
Corrected incorrect price for Bowcaster in Appendix D.
Moved as many Notes as reasonable to the main entries.
Uncropped The End image.

v0.9.6a
Changed spelling and grammar errors.
Minor wording/tense adjustments.
An inability to stop tweaking numbers.
Boilerplate Acknowledgments and Thanks entry.

v0.9.6
Changed spelling and grammar errors.
Perks:
Adjusted Unparalleled Force User to be more explicit about how strong it makes the taker. The described power
level is lower than previous versions.
Added mandatory Drawback to Unparalleled Force User.
Added feature to Scrounger. Now grants improved salvage in addition to other effects.
Added Unlimited Potential.
Added Jedi & Sith→Master-Apprentice Affinity.
Added Notes to Force Power.
Added Notes to Jedi & Sith→A Foot in Each Well.
Items:
Added Common Materials Cache.
Added missing import options for Bowcaster and Scatterblaster.
Drawbacks:
Reworked Expanded Universe.
Tweaked Disreputable Background's lower tier, making it slightly worse.
Reworked Subject of Prophecy into Force Anomaly.
Moved Mentor Syndrome to Scenarios.
Scenarios:
Added Scenarios.
Added Pax Jumperia.
Added Mentor Syndrome.
Added Revan's Redemption.
Added The Face of Evil.
Numerous other wording and text flow adjustments.

v0.9.5
Changed spelling and grammar errors.
Items:
Rearranged Equipment.
Field Medical Kit buffed. Now significantly smaller than it should be for the supplies it offers.

69
Emergency Medical Probe cost reduced (150→100). Now includes a mundane medical kit instead of a Field
Medical Kit.
Drawbacks:
Added Expanded Universe continuity toggle.
Added notes to Bind on Pickup.

v0.9.4f
Fixed spelling and grammar errors.
Items:
Lightsabers are now even more customizable, at least as far as aesthetics go.
Adjusted Blaster Pistol paired pistol options to fix the fact that buying a pair of custom pistols was more
expensive for Smugglers and Agents than buying two separate custom pistols.
Removed Armor replacement restriction. It now uses the normal restriction (1 week →1 day).
Reduced cost of armor at all tiers (100/200/300→50/100/200).
Changed Rebreather to offer 1 Rebreather for 25 CP rather than 2 for 50 CP.
Corrected Holdout Pistol range rating (1→0).
Companions:
Changed Partner IP amount to match change in 0.9.4d (600→500).
Ships:
Changed Phantom free upgrade from Priority Docking Pass to Luxury Accommodations.
Additional Interior Space and Hidden Compartments can now be bought in half their previous increments.
Added notes to the following items: A Foot in Each Well, Sidequest Board, Lightsaber, Field Repair Kit, Holocron
Crafting Station, Vehicles, Luxury Accommodations, Turbolasers, Heroic Expectations, Back to School, and Far,
Far Away.
Rearranged Appendices.
Moved Acknowledgments to Appendices.

v0.9.4e
Aftermarket Warranty now includes equipment.
Wording tweaks to Advanced Force Training and Advanced Saber Training.

v0.9.4d
Further corrections.
Item Names are now larger (11→12).
Perks:
Slightly eased the requirements for mixing and matching alignments of Jedi & Sith→Advanced Force Training.
Items:
Stipend Reduced (600→500).
Changed item Discount rules.
Adjusted prices or discounts for the following items: Credits, Lightsaber Crystals, Bowcaster, Grenade Launcher,
Rockets, Additional Ammo, Mines, Remote Charges, Free Armors, Vac-trooper Armor's Infinite Tank,
Grappling Hook, Jetpack, Force Focus, Force Training Holocrons, Holocron Crafting Station.
Added Aftermarket Warranty.
Added Scatterblaster.
Added Flamethrower.
Sidequest Board can now remain a data-pad. Quest rewards are no longer restricted to lame items.
Added Synthplate Armor.
Added Stealth Field Generator.
Scout Armor now augments a Stealth Field Generator.
Ships:
Added Cloaking Device.
Drawbacks:
Alternate Point awards now count as their new value for CP Limit purposes (instead of base value).
Subject of Prophecy severity clarified (downward).
Back to School price scheme adjusted.
Binds on Pickup no longer has strange CP Limit behavior.
Fiddly adjustments to Force Powers Skill Advancements and 'Super Ability' tables.

70
Renamed Advanced Force Lore to Legendary Force Abilities.
Added stat blocks for Scatterblaster and Flamethrower. Made room for new items by compressing Lightsaber stat
blocks down to 1 item (as only the blade length changed between versions).

v0.9.4c
Yet more corrections and clarifications.
Thickened Table Borders.
Added clear rules for lightsaber variants. (The rules are "go nuts.")
Adjusted Ship free space and Quarters sizes.
Reorganized and reworked Force Powers section.
Rearranged Lightsaber Forms section.
Rearranged Weapon Stat Blocks tables.
Fire Rate scale adjusted slightly.
Added explicit stats for Shoto and Greatsaber blade lengths.
Most melee weapons are now heavier.
Changed Virboknife Armor Penetration (2→3).
Medium Repeater Fire Rate corrected (3→4).
Tweaked notes on Prototype Beam Rifle and Dual-phase Saber.

v0.9.4b
Added Notes on Basic Saber Training.
Lightsaber Crystals are now 50 IP for all origins.
Added Dual-Phase Lightsaber option.
Corrected point amount listed for the Drawbacks Disreputable Background and Massively Singleplayer.
Corrected wording on Massively Singleplayer.
Added new Appendix: Weapon Stat Blocks.

71
December/16/2018 V.5.8 KOTOR Anon
Coruscant: This planet wide metropolis is the capital of the
Republic and the home of the Jedi Order. The city is stacked upon
hundreds of levels, each one becoming more dangerous as you
descend. Despite the crime that occurs below the surface,
Coruscant is probably the safest place in the entire galaxy.

Dantooine: A peaceful farming planet, and home to secret


Jedi enclave. Much of Dantooine is still uninhabited, and there
are dozens of Force sensitive ruins spread out across the planet.
Pretty much the only threats on Dantooine are the raiders,
the wild animals, and the occasional fallen Jedi.

Korriban: The ancient homeworld of the Sith, this planet is


deeply entrenched in the dark-side of the Force. Korriban is one
big wasteland with only a single small settlement. The Exchange
has a small presence on the planet, and the old Sith tombs
currently lie undisturbed.

Manaan: The entire surface of the planet is one big ocean,


and the only terrestrial settlement is the massive artificial
island know as Ahto city. Manaan is the Selkath homeworld,
and the galaxies sole provider of Kolto, a powerful healing
substance. The planet is neutral, but maintains an alliance
with the Republic.

Telos IV: Telos is a major Republic world, and the


headquarters of the Jedi Agricultural Corps. The diverse and
fertile environment supports planet wide farming, and both the
Republic military and Telos Security Force provide protection for
the planet.

Onderon: Onderon and It’s moon were some of the most


heavily occupied planets during the Mandalorian wars,
and despite being liberated by the Republic, some of the people
of Onderon have developed a new distaste for both the
Mandalorians and the Republic. Xenophobia and isolationism is
sweeping across the planet, and it may not be long till
differences in opinions led to direct conflict.

Taris: Taris is essentially the poor man’s version of Coruscant.


The society is human centric, the rich have even more control,
and crime occurs much more often and is more widespread.
The planet has been recently liberated from the Mandalorians,
and is currently free of oppression from the Exchange.
Taris has only be a small Republic force defending it.

Free Pick: The Force has given you the


opportunity to make your decision for free.
Pick any of the starting planets above and pay
no cp.
Drop-In: You start off in a transport ship heading toward your chosen planet.
You have a bag with you that carries your lightsaber, I.D, and some essential supplies.
When you arrive you will be given a datapad that shows the location of your home,
and any unique items you’ve chosen. You start off with no Jedi training, no history,
and only your current knowledge of the KotOR universe.

Jedi: You’re currently a Padawan in the Jedi Order. You’ve spent nearly your entire
life with the Jedi, you have friends, a caring master, and even a rival. You start off on
your chosen planet with your master.

Sith: You left the Jedi at some point during your training, believing that they were weak and
foolish, and that you were destined for greater things. You embraced the dark side of the
Force, and became a dark Jedi, you also met another young Padawan who agreed to be
your apprentice. You’re both currently hiding out on your starting planet in a luxurious
home that you “acquired”.

Gray Jedi: You were taught the ways of the force by your parents who had abandoned the
Jedi Order years ago. You learned that things shouldn’t be categorized into black and white,
and gained insight into both the light and dark sides of the Force. You’ve recently left home
to find your place in the galaxy, and begin your adventure on your starting planet.

Mandalorian: You were captured by the Mandalorians years ago while you were still a
young apprentice. They were initially going to kill you, but decided to take you in
instead. You received training and tutelage in the Mandalorian ways, and were eventually
accepted into a clan. You managed to survive the war with a few other Mandalorians,
and you’re all now hiding out on your starting planet.
Human [Free]: The most common species in the galaxy,
humans in this universe are exactly the same as normal humans
in our universe. They can speak galactic basic. Humans have the
greatest population and the most control in the galaxy.

Twi’lek [Free]: The second most common species in the galaxy,


twi’leks are omnivorous humanoids with colorful skin and long
head tails. They can speak galactic basic plus their native language.
Twi’leks are one of the many races in the galaxy that are often
enslaved, females especially so.

Zabrak [50cp]: A common species in the galaxy, Zabrak are


carnivorous humanoids with a wide range of skin tones and short
horns covering their head. Zabrak traditionally receive facial
tattoos to mark their lineage, place of birth, or personality, but you
can choose not to recive them if you wish. They can speak galactic
basic plus their native language. Zabrak possess an extra heart and
incredible resistance to physical pain.

Togruta [50cp]: A common species in the galaxy, togruta are


carnivorous humanoids with colorful skin, long stripped head tails,
and horns. They can speak galactic basic plus their native language.
Togruta possess passive echolocation that grants them better
perception and spatial awareness.

Nautolan [50cp]: Rarely seen away from their homeworld,


nautolans are carnivorous amphibian humanoids with colorful
skin, solid black eyes, and multiple long head tails.
They can speak galactic basic plus their native language.
Nautolans possess low light vision, excellent swimming skills,
and the ability to breathe underwater.

Cathar [50cp]: Currently a rare species in the galaxy, the cathar were
almost completely wiped out by the Mandalorians 13 years ago.
They are carnivorous feline humanoids with fur and retractable claws.
Cathar can appear more or less lion-like depending on their race and
the amount of fur thy have. Cathar possess rapid healing abilities.
They can speak galactic basic plus their native language.
Cathar are one of the many races in the galaxy that are often enslaved,
females especially so.

Miraluka [50cp]: Although they look like normal humans at first


glance, the miraluka are actually a unique species who’s people
are born without eyes. To compensate for their natural blindness
miraluka are born with the ability to use Force sight, which
actually makes them some of the most perceptive individuals
in the galaxy as they are able to sense beings and objects both
through obstacles and across great distances wtihout effort.

Other [100cp]: If none of the options above seem interesting,

8.
you may instead choose to become any mammalian, reptilian,
or amphibious humanoid species that is both Force sensitive and
common to this galaxy. Any species from the blue skinned chiss to
the fish-like selkath is open for purchase with this option.
Strength: The path of the Jedi guardians and the Sith warriors. Your physical abilities are stronger and
you have a natural talent for combat related skills.

Bonus power - Protection Bubble: A Force power that allows the user to create a defensive sphere
around their body. The sphere appears as a shimmering blue globe of energy. It can protect the user
from a wide range of attacks, deflect laser blasts, defend against lightsabers, vacuums and even inflict
certain amounts of damage upon contact with an enemy.

Intelligence: The path of the Jedi consulars and the Sith inquisitors. Your mental abilities are stronger
and you have an easier time learning skills and force powers.

Bonus power - Force Heal: This ability lets you rapidly accelerate your body’s natural healing process.
It can be used to mend injuries and cure diseases. Dark Sided individuals can use a corrupt version of
this power that allows them to focus their anger to suppress incredible amounts of pain.

Balance: The path of the Jedi sentinels and the Sith assassins. Both your physical and mental abilities
are strengthened by a small degree, and you have improved talents in all skills.

Bonus power - Force Cloak: A Force power that allows the user to become invisible by bending the
light and sound around them. This power works on both living beings and droids.

Anyone purchased here will respawn after a week.


Old Friends [Free/50-200cp]: You can make up to eight of your current companions inhabitants of this world, granting them a
Drop-In, Jedi, or Sith background as well as a human or twi’lek body for free. You can also spend 50cp in order to give an individual
companion 600cp to spend, or pay 200cp to give all eight imported companions 600cp to spend on perks, items, a different background,
or extra Force powers. Companions cannot purchase any companion options or drawbacks. Companions will only gain the free items,
perks and discounts given by their backgrounds if you spend cp on imports, otherwise they will only benefit from their new memories,
a new form, a free lightsaber, and the free basic Force powers.
New Friends [50-200cp]: Each individual purchase of this perk will grant you a single a new custom companion from this world.
Newly purchased companions gain 600cp to spend just like imported companions and may select a human, twi’lek, zabrak,
togruta, nautolan or cathar body for free as well as either the Drop-In, Jedi, or Sith background. This option also allows you to
spend 200cp for the chance to take single existing individual from this world with you on your adventures. In order to make
someone your companion you must convince them to come with you willingly.
Tactical Info [100cp] (Free: “Drop-In”): You gain a HUD that Enhanced Mind [100cp] (Free: “Jedi”): You possess a perfect
shows your health and the amount of Force energy you have photographic memory and instant mental recall. Learning new
available. It will also display the amount of damage you do per skills should be easier with such a boost to your intellect.
hit, show you a list of the powers and abilities you have You’ve also gained a small bit of wisdom into the ways of the
available, and automatically record all of your current and Force, this will allow you to exert your powers a bit more before
completed tasks in an electronic journal. exhausting yourself and resist other Force users slightly better.

Enhanced Physiology [100cp] (Free: “Sith”): You’ve become Demolitions [100cp] (Free: “Mandalorian”):
strong enough to deal severe damage with melee weapons and You gain a natural affinity for explosives. You know everything
easily lift heavy blasters, resilient enough to ignore non-fatal there is to know about mines, bombs, and grenades.
injuries, and dexterous enough to dodge most melee and You can easily make and disarm explosives and any explosive
ranged attacks. weapon you use will deal slightly more damage.

Persuasion [100cp] (Free: “Gray Jedi”): You gain a natural Medicine [100cp]: Pretty much anyone can inject themselves with
affinity to speech and psychology. You can easily make people a stimpak or wrap an injury in bandages, but unlike you most people
do what you ask them to, and you get better deals don’t know how to do it right. You possess enough medical know how
with merchants. to make stimpaks and other quick healing items repair twice as much
damage as they normally would and you can also treat minor injuries
about as well as regular field medic. So long as you have the right
supplies that is.
Perception [200cp] (Discount: “Drop-in”): You can easily spot Piloting [200cp] (Discount: “Jedi”): Why rely on computers or
hidden threats even if they’re concealed by stealth technology other people to ferry you around the galaxy? You’re an expert
or illusion powers. Your sharp vision has also greatly pilot capable of flying freighters, shuttles and starfighters with
improved your aim, allowing you to do more damage ease. You’re also skilled at driving speeders and swoop bikes,
with ranged weapons. enough so that you could participate in dangerous high-speed
races without crashing.

Computers [200cp] (Discount: “Sith”): Martial-Arts [200cp] (Discount: “Mandalorian”):


Droids, networks, and personal computers are your playthings. Gives you training in hand-to-hand combat. You know several
You’re an expert at manipulating and improving digital devices, forms of martial arts, including a powerful Mandalorian style.
and you can cut through most security systems like a lightsaber Your skill with melee weapons is also improved.
through butter.

Hardware [200cp] (Discount: “Gray Jedi”): Gives you training in Stealth [200cp]: You’re an expert at sneaking past foes both
how to operate, repair and improve machines. You can easily with and without advanced technology. On your own you could
rebuild broken droids from salvaged parts, and you’ll even be easily navigate around threats by keeping your foot steps light
able to fix starships given enough time and equipment. and ducking under cover. With tech like stealth field generators
however, you could become undetectable to all but the most
perceptive of droids and humanoids.

Sever Force [400cp] (Discount: “Drop-In”): This power will allow Drain Knowledge [400cp] (Discount: “Drop-In”):
you to cut individuals of from the Force by creating a wall of light side A dark side Force power that allows you to both subtly read
energy around them. The affects of this power may only be temporary people’s minds and painfully rip information from someone’s
at first, but with practice you will be able to permanently remove an skull. Only dark sided individuals can use this power to it’s
individuals connection to the Force. Sith receive a weaker version of
full potential.
this power, and only true Jedi can unlock it’s full potential.

Beast Control [400cp] (Discount: “Jedi” & “Gray Jedi”): Drain Life [400cp] (Discount: “Sith” & “Mandalorian”):
A Force power that allows the user to control an animal. A Force power that allows the user to absorb the lifeforce of
Once calmed, animals can be used in various ways, such as living things. Drained creatures can suffer from extreme fatigue,
mounts, guards, or servants. and even death if drained completely. Only dark sided
individuals can use this power to it’s full potential.

Force Stasis [400cp] (Discount: “Jedi” & “Sith”): Disable Droid [400cp]
A Force power that allows the user to temporarily stun (Discount: “Mandalorian” & “Gray Jedi”):
organic creatures by trapping them in non-lethal energy fields. A Force power that allows the user to temporarily deactivate
This power will only keep foes trapped for a few seconds, machinery. Electronic devices and droids affected by this power will not
but you can improve it’s length with practice. only be shut down, but they will also sustain light damage.
This power can be significantly strengthened with practice.

Telekinetic Lightsaber Combat [600cp] (Discount: “Drop-In”): Battle Meditation [600cp] (Discount: “Jedi”): A Force power that
This incredibly rare ability will grant you the knowledge and skill allows the user to boost the morale, stamina, and overall battle
necessary to control up to three lightsabers using only your mind. prowess of their allies while simultaneously reducing their
These blades will be about as deadly as if you were actually wielding opposition’s combat-effectiveness by destroying their will to fight.
them, but it will be difficult to move them faster than your own walking At it’s basic level it can only affect small groups of people, but at it’s
speed and you won’t be able to move them outside of your visual range. most powerful it can affect an entire fleet.

Force Storm [600cp] (Discount: “Sith”): Release a massive Force Rage [600cp] (Discount “Mandalorian”):
burst of lightning from your hands capable of electrocuting A Force power that, when activated, sends you into a berserk
large groups of powerful people and creatures, or covering state that slows down your perception of time, and significantly
a wide area in crippling amounts of electricity. Jedi receive a increases your strength, speed and endurance. This power can
weaker version of this power and only true Sith can unlock it’s only remain active for short periods of time, and will leave you
full potential. exhausted when deactivated.

Pyrokinesis [600cp] (Discount: “Gray Jedi”): A Force power that Force Crush [600cp]: This advanced telekinetic ability will
allows the user to manipulate existing sources of fire and heat, allow you to lift grown men and kill or severely injure them
combust flammable objects, and project weak flames from their with a massive application of force. Armor will prove useless
hands. You will be able to create stronger flames with practice. against this power as it primarily targets internal organs.
This power does not depend on any alignment. Droids and vehicles can also be targeted by this power but it
won’t do significant damage without training.
Free Skills & Powers
Regardless of what you pick, each origin starts off with everything listed below.

1.] Lightsaber Training: Many people would call you skilled for a padawan, you could easily take on a few trained soldiers by yourself, duel with
an experience bounty hunter, and maybe defeat a dark jedi. You also know how to deflect blaster bolts and you can adapt your skills to other
melee weapons.
2.] Pistol Training: Unlike many other Force users you actually know how to fight with a blaster. You’re a fairly good shot but if you fought
alongside a veteran soldier or an experience bounty hunter you’d end up with fewer kills.
3.] Telepathy: You can communicate across long distances with your mind.
4.] Telekinesis: You can manipulate matter and energy with your mind.
5.] Force Empathy: You can sense the emotions of people and creatures.
6.] Force Speed: You can use the force to slow down your perception of time and move at supernatural speeds.
7.] Farsight: A Force power that allows you to see events from the future, the past, and the present.
8.] Force Stealth: A Force power that allows you to hide your presence in the Force, and make yourself less noticeable in crowds.
9.] Force Sight: Improves your visual and spiritual perception and allows you to see through obstacles like darkness and solid objects.
10.] Mind Trick: A Force power that allows you to influence the thoughts of sentient creatures.
Lightsaber [Free/100cp/200cp]: The signature Basic Equipment [Free]: These two helpful gadgets will make Advanced Blaster Pistol [50cp] (Free: “Drop-In”):
your adventures a little easier. The first is a personal compuer tablet
weapon of Jedi and Sith alike. Right now you wield known as a Datapad that can wirelessly connect to any nearby An enhanced version of the standard blaster pistol,
a single unaugmented blade of your own custom computer network and comes equipped with a journal, map, capable of killing most humanoids and creatures
design but you may purchase an additional digital storage drive, holoprojector, calculator, and sketchpad. with a few hits. Aside from doing slightly more
The second is a Portable Communicator about same size and weight
lightsaber for 100cp or a double-bladed as a cellphone. It has a 50 kilometer signal range, a frequency damage than it’s basic counterpart, this thing can
lightsaber for 200cp. (A double-bladed lightsaber scanner that detects nearby comm devices, a satellite link for planet be enhanced with various upgrades that can be
wide range, and a security system that prevents unauthorized use.
will replace the free single saber if purchased.) Both devices are powered by long lasting rechargeable batteries.
found throughout the galaxy.

Medkit Collection [50cp] (Free: “Jedi”): Sound Dampening Stealth Unit [50cp] Stimulant Collection [50cp]
Five advanced medpacs and five antidote kits full (Free: “Sith”): Personal invisibility belt. Only works (Free: “Mandalorian”): A dozen Hyper-adrenal
of supplies. These things have a built-in computers while you’re moving slowly, and deactivates stims that will significantly boost your physical
that automatically scan for injuries and diseases, completely once you engage in combat. capabilities when Injected, but only for 2 minutes.
and provide instructions for treatment. Quiets your movements to make you even Four of these will enhance your strength, the next
Each kit is about the size of a small package. more hidden. four will enhance dexterity, the final four will
enhance your constitution.
Electronics [50cp] (Free: “Gray Jedi”): A large supply of 50,000 Credits [50cp]: Breath Mask [50cp]:
computer spikes and repair parts that can be used with Galactic standard currency, tax free and legally Air recycling mask that protects against poisons
nearly any modern machine in the galaxy. Computer spikes
overwhelm electronics with junk data and are used by hackers owned by you. and allows the wearer to breathe underwater and
to aid them in bypassing electronic security doors and in a vacuum. Powered by a rechargeable battery.
terminals. Repair parts are packages of universally adaptable
components that can be used to fix or upgrade droids, vehicles,
and other machines.

Protective Gear [100cp] (Discount: “Drop-In”): Two basic Armored Robes [100cp] (Discount: “Jedi”): Prototype Vibroblade [100cp] (Discount: “Sith”):
protective outfits for different circumstances. The first is a A Jedi robe with cortosis plates woven in. Lightsaber resistant short sword enhanced by
flexible combat suit that offers light protection against blades
and blasters. The second is a sealed self-contained It can protect against blaster fire, and deflect ultrasonic vibrations. Powered by a rechargeable
environment suit that allows for survival in hostile lightsaber attacks. battery. Can be modified to increase it’s power.
environments such as poison filled rooms, deep underwater,
or outer space. Internal air supply lasts for one hour.

Mandalorian Heavy Blaster [100cp] Pack of Thermal Detonators [100cp] Health Package Implant [100cp]:
(Discount: “Mandalorian”): A more powerful (Discount: “Gray Jedi”): A bag containing 24, A regenerative implant that employs
version of the standard blaster pistol and heavy highly dangerous, nuclear fusion grenades. nanotechnology to speed up the healing process.
blaster pistol. This weapon possesses incredible 6 meter blast radius and adjustable timer. It coaxes the healing sections of the brain into
power and accuracy is known to be used by the Capable of damaging or destroying nearly working harder to repair damage.
infamous bounty hunter Calo Nord. anything, even starships.

Mark IV Assault Droid [100cp]: Solari Crystal [100cp] (“Jedi” origin only): Qixoni Crystal [100cp] (“Sith” origin only):
A small four-legged battle droid equipped with a A lightsaber crystal that not only enhances the A lightsaber crystal that not only enhances the
shield and twin blaster cannons. users blade, but also strengthens their willpower. users blade, but also strengthens their
Good for scouting, security, and ship infiltration. It can only be used by individuals who are aligned Force powers. It can only be used by individuals
with the light side of the Force. who are aligned with the dark side of the Force.

Mantle of the Force Crystal [100cp]: TT-6 Landspeeder [100cp]: AeroChaser Speeder Bike [100cp]:
A lightsaber crystal that allows the user to ignore A fast hover car capable of seating two people. A small, fast hover bike built for a single pilot.
the alignment (I.E. origin) requirements for the Relatively easy to pilot and maintain. Somewhat difficult to control. Faster than a
Solari and Qixoni crystals. It also slightly enhances Comes with a built in Comlink. Cannot be stored basilisk war droid. Cannot be stored in starfighters.
the qualities of other lightsaber crystals. in starfighters.

Eriadu Strength Amplifier Gauntlets [100cp]: Star Forge Robes [200cp] (Discount: “Drop-In”): T3 Series Utility Droid [200cp] (Discount: “Jedi”):
This unique set of armor was created by an ancient and mysterious A small robot designed to maintain and interact with
This device uses micro-bursts of repulsorlift device for a powerful Force user. Aside from providing a surprising computer systems and other types of machines. This droid
energy to assist actions in combat, making the amount of protection and freedom of movement these garments will comes with a single blaster weapon but it can be equipped
user slightly stronger than normal. fully conceal your identity and physical features. with more advanced offensive weapons, energy shields, armor,
Additionally, Light-sided individuals wearing these robes will find
and other systems. If left for to long without a mind wipe it will
their Force powers slightly improved, while Dark-sided individuals
develop it’s own personality. Can only communicate with
will find themselves slightly stronger. Comes with a full face mask
and can be tailored in either light or dark colors. electronic sounds. Purchasing this also gets you the schematics
for the droid so you or someone else can make more.
HK Series Droid [200cp] (Discount: “Sith”): Say hello to your own Beskar Armor [200cp] (Discount: “Mandalorian”): Verpine Prototype Shield [200cp]
personal assassin droid. This 2 meter tall metal humanoid killer is proficient
with pretty much every weapon in the galaxy and is able to expertly carry A full set Mandalorian neo-crusader armor made (Discount: “Gray Jedi”): The absolute best
out assassination missions, sabotage operations, and other various lethal from Beskar iron. Highly resistant to lightsaber personal energy shield available. Protects against
infiltration missions. It can also execute Jedi if given enough time
to prepare. This machine is also equipped with advanced translation strikes and other and energy attacks but not temperature extremes, as well as both sonic and
software and a highly interactive personality, allowing it to also serve as a completely immune. Comes with a built in stealth energy attacks. Completely useless against
protocol droid, although some people may be disturbed by it’s somewhat
sociopathic personality. Completely loyal, armed with a standard blaster field generator. melee attacks. Can be repaired or recharged after
rifle, and comes in your choice of color. Purchasing this also gets you the it soaks up too much damage.
schematics for the HK Droid so you or someone else can make more.

Mandalorian Ripper [200cp]: Personal Lightsaber Crystal [200cp]: Oh, now this is a very rare Aurek-class Tactical Strikefighter [300cp]
treasure indeed. This lightsaber crystal has formed a bond with you and
Energy powered ballistic pistol. Ignores personal responds to your presence. It will absorb your excess Force energy and (Discount: “Jedi”):
shields and most armor. Can be modified with constantly grow to match your power. Whenever you wield a lightsaber A durable republic starfighter 9 meters long and
that holds this crystal your physical abilities and Force powers will be
attachments like a scope or silencer. strengthened and your blade will deal more damage, but the exact amount armed with twin laser cannons and proton
Shots cannot be completely deflected by a by which these things are improved will depend on your strength in the torpedoes, able to carry a single pilot.
Force. The crystal can absorb both dark and light energy and it will adapt
lightsaber. More durable than regular blasters. to any change in your alignment with the Force. Finally, since the crystal is Comes equipped with a hyperdrive, cargo space,
Highly illegal to own. bonded to you personally, anyone else who attempts to use it will discover and some supplies.
it to be powerless in their hands.

Sith Interceptor [300cp] (Discount: “Sith”): Basilisk War Droid [300cp] G-Type Light Shuttle [300cp]
A small nimble starfighter that will soon be used as (Discount: “Mandalorian”): (Discount: “Gray Jedi”): This simple civilian vessel
the standard attack craft in Revan’s sith empire. A heavily armored large bearlike battle droid equipped can ferry a single pilot and up to three passengers
It seats a single pilot and is armed with twin laser with laser cannons, missile launchers, and jet across the galaxy. Comes equipped with twin laser
cannons as well as proton torpedoes. Unlike the basic boosters. The user controls it by riding it’s back. cannons and a standard hyperdrive.
model this ship has been upgraded with a hyperdrive It can survive atmospheric re-entry. Cannot be stored
and comes with both cargo space and some supplies. in starfighters. Highly illegal to own.

Dynamic-class Freighter [400cp]


(Discount: “Drop-In”):
This thing is basically an unmodified version of the “Ebon Hawk”.
It comes with a hyperdrive, weapons, cargo space, supplies, and enough room/amenities to carry
about eight average sized humanoids, plus some droids. The ship can be flown by a single person but
you’ll need at least a co-pilot if you want to use the powerful laser turrets on this thing,
or have someone help navigate while you try to avoid blaster fire and other hazards.

Hammerhead-class Cruiser [600cp]: Interdictor-class Cruiser [800cp]:


The main capital ship of the Republic fleet. This 300 meter long vessel can hold several hundred crew Although only a prototype, this sleek and intimidating vessel is far more powerful and advanced than the
members and passengers, and is able to carry a single squadron of starfighters plus a few shuttles. current Republic capital ships. The Interdictor measures 600 meters long and can hold several thousand
The armament consists of four dual turbolaser cannons, two medium turbolasers, and a tractor beam crew members and passengers. It’s armament consists of approximately twelve dual turbolaser cannons,
emitter all mounted on the front of the ship. Numerous point-defense cannons are also scatterd along numerous point-defense canons, tractor beam emitters, and a powerful gravity well projector that can
this vessel to protect against enemy starfighters. Typical rooms and facilities such as crew quarters, pull ships out of hyperspace. About 50 starfighters can be stored in the ship’s hanger bay as well as a few
storage areas, medical, engineering, escape pods, dining, and holding cells are all installed on this small shuttles. Typical rooms and facilities such as crew quarters, storage areas, medical, engineering,
vessel. A full crew of maintenance and combat droids will help you navigate, operate the onboard escape pods, dining, and holding cells are all installed on this vessel. A full crew of maintenance and
systems, fire the ship’s weaponry, and engage enemies until you can gather a proper crew. combat droids will help you navigate, operate the onboard systems, fire the ship’s weaponry, and engage
Additionally this ship comes fully stocked with supplies, a full compliment of starfighters stored in the enemies until you can gather a proper crew. Additionally this ship comes fully stocked with supplies,
hanger bay, and two shuttles. Starfighters and droids will respawn 24 hours after they’re destroyed or a full compliment of starfighters stored in the hanger bay, and two shuttles. Starfighters and droids will
upon total ship respawn. Food, medicine, fuel, ammo, spare parts, and other supplies will replenish respawn 24 hours after they’re destroyed or upon total ship respawn. Food, medicine, fuel, ammo,
after they’re consumed. spare parts, and other supplies will replenish after they’re consumed.
The Crusaders: Perhaps you’re interested in seeing the conflict that led to the
current state of the galaxy? If so, this drawback will have you arrive sixteen years
earlier than you normally would’ve, during the time when the Mandalorian’s
launch their first few raids against the outer rim, triggering the conflict that will
eventually become the Mandalorian Wars. If you choose this option you’ll remain
in this world for a total of twenty six years and have the opportunity to change
many things for the better, or put the galaxy in even worse peril if you wish.
Slow: Your connection to the Force comes with a slight delay. Your visions will
come to late to be useful, your reactions will be slowed, and your Force powers
will have varying amounts of lag. You may be able to overcome this complication
through long periods of training.

Wild: You have difficultly controlling your Force powers. Telekinetic abilities will
react to your emotions, and your other powers will randomly stop working for
short periods of time. You may be able to overcome this complication through
either strong willpower or long periods of training.

Broken: Several years ago one of your limbs or major organs was damaged and
had to be replaced with a cybernetic prosthetic. The replacement functions just
as good as the original for day-to-day tasks but it will suffer damage from
combat and other strenuous activities, and some Force powers may cause the
prosthetic to temporarily fail. It’s possible to remove the prosthetic’s flaws if
you’re sufficiently skilled with electronics but it would take time and some
good quality parts.
Blind: Years ago your eyes were severely damaged and couldn’t be replaced.
You can still see by using the Force but your vision is in black and white and you
can’t see any fine details in things, however your vision may improve with time
and training. If you pick this drawback as a miraluka your natural Force sight will
simply start off greatly impaired.

Speciesist: For some reason aliens always think that you’re trying to offend
them. Non-humans will act rude, and sometimes even hostile towards you just
for looking at them funny. This will also make working with aliens extremely
difficult. If you are an alien the effects of this complication will be inverted,
humans will act hostile towards you and see you as untrustworthy.
Your companions are exempt from the effects of this complication.

Hunted: For some reason a powerful bounty hunter on par with the Infamous
Calo Nord is after your head. This person cannot be negotiated with and they
will continue to hunt you until one of you is dead.

Notorious: You are believed to be guilty of a terrible crime, and now both
the Republic and the Sith are after you, they’re even willing to put aside their
differences to kill you if the opportunity ever arises. Any companions you
have are also believed to be guilty so they will stick with you throughout
your adventure.

Phobia: You’re afraid of starships. Speeders and space stations are ok,
but being in any vehicle that goes up into space will cause you to have a
crippling panic attack. You can be knocked out and dragged onto ships
unconscious, but you’ll have terrible nightmares about dying in fiery explosions
or floating in the endless void of space.

Aura: Living things can sense that you’re an anomaly in the Force. People will
feel frightened and agitated around you, animals will be act hostile towards you,
and trained Force sensitives will see you as an abomination and try to capture
you for study. Any companions you have will also suffer the effects of this
drawback.

Go Home: You return to earth Stay: You remain in the Move On: You leave and
and resume your life as you left it. Star Wars universe, which has continue on to a new universe.
You get to keep your Force powers, probably be changed forever You get to keep your Force powers,
all your unique items, and your thanks to your actions, whether all your items and supplies,
lightsaber. You will also keep the this is a good thing or a bad thing is plus whatever lightsaber you have
gifts you received from any other up to you to. You will also keep the at the time of departure.
universes you’ve visited. gifts you received from any other You will also keep the gifts you
universes you’ve visited. received from any other universes
you’ve visited.

Departure Notes
1. See the Star Wars Supplement for notes on general topics about the setting.
2. All companions and stasis pod followers automatically gain a connection to the Force if they accompany you into this jump
regardless of whether or not you took the companion import.
3. If you purchase a starship without getting piloting as well it’ll run on autopilot until you learn how to fly it.
4. You cannot make focusing crystals or teach Force powers to people in other universes. At least not right now...
5. You need focusing crystals from the Star Wars universe to build more lightsabers. All the other parts can be replicated.
6. Any complications you may have chosen are removed at the end of the ten years regardless of what option you choose.
7. If you have alien form it will become an alt. form post-jump.
8. The Mantle of the Force crystal won’t change the color of your lightsaber if you buy it in jump.
9. If you buy an origin specific lightsaber crystal then change your alignment later you won’t lose access to the crystal.
10. The “Sever Force” power can be used to cut individuals off from other sources of magic/supernatural power. It will ONLY work if
the source of power an individual is using comes from outside their body, and is a natural force in their universe.
Darth Bane Trilogy Jump

Welcome Jumper, to a Galaxy far, far away. The year will come to be known, over a thousand years from
now, as 1003 BBY. This is a Galaxy at war, before the reformation of both the Sith order and the
Republic of the golden age. These dark years are the result of an ongoing war between Kaan’s
Brotherhood of Darkness and the Republic. This year a young man by the name of Dessel will be
suspended from his job as a miner for biting another man’s thumb off. This would spark of a series of
events that’d result in him joining the Sith Army and eventually reclaiming a name from his childhood -
Bane.

However, with your arrival, events may play out differently. Take 1000 CP and make your choices below.
Location
Roll for your location using a d8 below. You may change the results for 50cp

Coruscant
A prominent world known for its cosmopolitan population and culture, the towering skyscrapers of
Galactic City, and its long history as the center of political power for the Galactic Republic.

Alderaan
Located in the Core Worlds, was a terrestrial planet covered with mountains. The cities on Alderaan are
carefully designed to respect the natural beauty of its similarly stunning environment.

Kashyyyk
Also known as Wookiee Planet C, Edean, G5-623, and Wookiee World, is a Mid Rim planet. It’s the lush,
wroshyr tree-filled home world of the Wookiees. It will soon be invaded by the Sith Empire at some point
in the next three years.

Ruusan
A planet in the Mid Rim, six battles have already occurred between the Republic and the Sith forces on
this heavily contested world. The environment has been severely warped by the numerous Force
campaigns on the planets surface.

Apatros
A desolate world in the Apatros system of the Savareen sector, located in the Outer Rim Territories under
the jurisdiction of the Galactic Republic. As of 1003 BBY, Apatros has fallen under the direct control of
the Outer Rim Oreworks Company, which maintains a cortosis mine on the planet.

Gamorr
Gamorr is an agrarian planet located in the Opoku system of the Outer Rim Territories. It is the
homeworld of a porcine sentient species, the Gamorreans. Its varied terrain ranged from frozen tundra to
deep forests, and is considered quite pleasant by off-worlders. At least, it would be if it weren’t for the
frequent warring between Gamorrean clans.

Dathomir
A fairly obscure planet in the Outer Rim Territories, located in the Quelii sector. It is somewhat smaller
than Coruscant in size and thus a slightly-below-standard gravity. The planet is very temperate and
beautiful, with a wide variety of terrain.

Korriban
The sole planet in the Horuset system, located across the galaxy from Koros Major. It was the original
homeworld of the Sith species and a sacred planet for the Sith Order, home to the tombs of many ancient
and powerful Dark Lords of the Sith, it’s Dark Side power has waned somewhat since the last time the
Sith occupied it.
Origins

Drop-In
You wake up in an inn above a bar on your starting planet. Your head’s pounding as you struggle to you
feet, an impression of a night of merriment and drunkenness comes to you. No other memories or feelings
beyond the vague previous night come to mind, almost as if last night was your first night in the galaxy. If
that’s the case, I suppose you’re just one of trillions beyond notice. You can feel confident in your
anonymity, though how long that lasts is uncertain.

Military
Eyes resting, you and your fellow soldiers stand on duty on your starting planet. The years of your life
rush past your eyes. A drill sergeant sending you down an assault course. The first time you killed in
combat. Care and maintenance of various weapons. The first time a friend died. Your feelings of pride
and responsibility as you were promoted. You look again to the men and women who’ve served with you
for the past few years, startled with a newfound clarity, before ordering them to move out towards your
latest objective

Student of the Force


Sat in deep meditation you awake to whole new memories and an understanding of your existence.
Gasping for breath you try to hold onto your identity, images of your life here being washed up in a
stream of new consciousness. Your first forays into touching the Force leads on to your tuition at the
direction of your Master. Whether your education was a gentle and tranquil affair or painful and hate
inducing experience will depend on your second background. Your potential is unlimited, and with the
right choices you may one day reach it

Master of the Force


The Force surrounds you with near blinding or a crushing intensity. You are a Master of the Force, either
in tune with its will and infinite subtleties or effortlessly bending it to your own desires. You are one of
the more powerful beings of the Jedi or Sith Orders, commanding respect from your subordinates and
receiving acknowledgment from your peers. With the changes brought with this… shift in your identity,
you sense your potential has grown beyond any old limits. Hmm, this warrants exploration...
Ideological Backgrounds
For this Jump only, provides a philosophical and political inclination in you. If you have a history in this
setting, you’re likely already appropriately affiliated with like minded individuals.

Brotherhood of Darkness
The Sith Lord Kaan came to realise an unsavoury truth about the Sith during their early reincarnation into
the galaxy. They’re rarely ever destroyed without, but from within. The individualistic mindset that
occurs in many power hungry Sith results in them targeting one another rather than their supposed worst
enemies. Indeed, for all their hatred of the Jedi, the Sith seem to hate themselves with a far greater
passion. Lord Kaan has found a solution to this, acknowledging his would be rivals as his equals and
encouraging them to do the same. The pyramid scheme of the old Sith has been redesigned to ensure that
those with the power or the potential to be powerful are, if not supported, not hindered or attacked. You
need not be a Sith to appreciate this marriage between ruthless meritocracy and the stability of authority.
So long as you have a way of attaining power, you too might one day shoulder to shoulder with Lord
Kaan and the other Lords.

Rule of the Strong


There are no Sith in this galaxy, no one who embodies the Dark Side. The Dark is chaotic and
treacherous, in that Kaan was perceptive. His solution neutered the Sith, leaving them little different to the
Jedi. You know of the old greats, Naga Sadow who’d destroy stars with his power, Darth Revan and his
near unending fleets that destroyed the Jedi Order and the old Sith Emperor, immortal and world ending
in his power. The Dark Side is tumultuous and fickle. If one survives the politicking, the threats to their
life and can wrestle the Force to their will there really is no limit to the power that can be attained. It’s in
the chaos of the Galaxy that the upstart, the new face, those with greatness in them can rise to their
rightful positions. The bastardisation of the Sith you joined, that you supported in an anathema to you.
Shearing the top of the pyramid prohibits anyone from touching the sky, perhaps from going beyond.

Army of Light
The Dark Side is a corruption of the Force, an unnatural state of affairs brought about by the perversity of
the Sith and their ilk. You joined up with General Hoth and his army in some capacity, determined to help
the protectors of the Galaxy in their duty to protect it. The Jedi Order of the past has always been too soft
when it comes to fully stamping out the Sith monsters. You’ve realised that it’ll take extreme measures to
fully burn to corruption out and you’ll carry these out… for the good of the Galaxy.

Ruusan Reformist
Worst choice, I’m writing all their stuff last. If I get burnt out then I’d be feeling just right for this faction.
Basically Jedi and Sith both the problem, let’s use political oversight to police them and disband their and
our standing militaries. The Sith are gone and will just be boogeymen so I’m sure Jedi losing their combat
skills and experience won’t have any negative repercussions down the line. Also, the chancellor who
implemented this was a Valorum, yeah the same as Palpatine’s predecessor. Interesting, huh?
Perks
100cp perks are free to their origin, with all other perks being discounted to their respective origins.

General

Combat Training
200 CP - You have received extensive training in a variety of short and medium range weaponry. From
vibroknives to holdout blasters to SMGs, you’re highly competent with most instruments of person to
person death dealing in this galaxy. This also grants a talent for more unconventional or make-shift
weaponry that you get your hands around.

Force Sensitive
(Free for all Origins, but varied per Origin) - The Force is what gives a Jedi, or a Sith, his power. It's an
energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.
You are a member of a small percentage of the galactic population that can tap into and utilise the Force
to effect the world around you.
Drop-Ins and Soldiers can be Force sensitive, but will begin with no training or awareness of the powers
to which they have access. Students of the Force have an exceptional level of competency for one so
inexperienced, starting off as described in the supplement. Masters of the Force will have received several
decades of experience in the Force, their power and skill again being described in the Supplement. The
latter two origins come with an understanding of the ‘core’ gifts that most associate with the Force.

Technical Specialist
300 CP - It is arguable that this galaxy has, on the whole, reached a technological plateau. This bar may
be relatively high if one was to compare it to that of previous Jumps. Sentient computer systems, widely
available commercial FTL, weapons that can scour planets, miraculous medical technology and gravity
manipulation to name a few. An extremely comprehensive database of all these discoveries, refined and
developed over the course of millennia, will be mentally accessible for you. Should you have the
resources and tools on hand, there’s no reason you couldn’t create almost anything natively produced in
this galaxy.

Forceful Engineer
200 CP - Force sensitive individuals and species have created wondrous unions of engineering
genius and Force energies. Prisons to hold eldritch nightmares, holocrons and seemingly infinite factories
that strip entire stars for the resources needed for your unending fleets. You are inspired when it comes to
the design of such marvels, even being able to use the Light Side for unseen effects. This brilliance
extends beyond the Force into the wider realm of ‘Magitek’. The potential trichotomy of Machine,
‘Magic’ and The Force could give birth to near unimaginable wonders for the inventive mind.

Extragalactic Tech
200 CP - Exo-technology is a field of science that specialized in studying in combining the
technologies of various species of the galaxy. Your nature as a Jumper allows you to go beyond merely
marrying the design sensibilities of several alien peoples. You easily blend the the varying physical laws
and examples of causality you’ve encountered in the creation of any one thing.

Sith’ari
500 CP - Despite the implications of its name, this perk doesn’t necessarily make you the prophesied Sith
that would be granted the title. It instead serves to draw you towards widely influential events, places and
people. Stalemated battles that could use your input, buried paths to knowledge esoteric or profane, and
public figures that could be felled or upholstered if a guiding hand was applied. This perk also serves as a
Capstone booster for both Origin and Ideological Backgrounds, details of which will be provided in the
Notes
Drop-In

It’s a Gamble
100CP - Draw. Bet. Pass. Watch the Sabaac pot grow. Make note of the slight sweat on the brow of the
man to your right, see shadow of a smile of the woman in front on you. Pass again and increase your bet.
She folds. Gambling is a game, a distraction, one you find quite enjoyable. Ah, drinks are on you. You’re
the ultimate gambler, reading your opponents and displaying whatever page of yours you want to. The pot
increases and the drinks weaken their inhibitions. A very specialised skill but one that can lead to a
substantial personal fortune if you got into the right dens. You’ve won; thank them for the game and offer
a second round.

Indomitable Character
200CP - You will not let this Galaxy bend you into a mold, you are who you are and will reject any
attempt to change that. Your sense of self and character are immutable, unchangeable, unending. You
may learn and grow as your existence progress, but you will always fundamentally be you. A thousand
years of torture, committing atrocities and threats against your mind and soul find no hold on you. You
are you, absolutely. You will always be you, your essential self being preserved so long as you live in
some form.

Healer
400 CP - Doctor of Medicine. Healer. Physician. Witch. Many titles have existed in thousands of cultures
for what you do. Bringing wellness and relieving suffering are your raison d'être, it seems. You must be
happy too, to fulfill your purpose with such skill and success. Under your near mechanically precise
hands; wounds are sewn, infections stayed and kolto applied so efficiently that your peers could only
accomplish one of these things in that time. You might save men that other medical minds would have
written off as a lost cause, having an instinctive gift for diagnosing the exact problem they’re suffering
from and practically conjuring treatments with how innovative you are.

[REDACTED]
600 CP - The Bounty Hunter Guild has, for millennia, provided morally ambiguous services to both legal
and private entities. There have been organisations that offer more…. definite solutions to the problems of
concerned customers. One such group was [REDACTED], originally a tool for maintaining the political
stability of the Republic. Some claim they were destroyed millennia ago, others that they were merely
subverted by an ambitious killer. Regardless, you seem to have gained the skills of one of their members.
An elite assassin almost without peer in this galaxy, there are very few you couldn’t kill. Whether through
the use of obscure Sith born poisons or from hundreds of kilometers away with a scoped rifle, you deliver
death with an nigh absolute certainty to your targets. You’d become incredibly infamous on the galactic
scene if you ever deigned to leave proof of your actions.
Military

Navigation
100 CP - Navigating hostile terrain or unfamiliar battlefields tends to be an exercise in either futility or
foolishness. Hidden depths to bogs, IEDs by the road, disease carrying parasites in the desert and enemy
troops in the dark, all this and more await the unfortunate fighting men and women of both the Republic
and the Sith Empire. One person they do not await is you. Whether you consider yourself blessed by the
Force, possessed of great intuition or impossibly lucky in your random choices you seem to avoid all
these environmental hazards. The limit to this ability is that it is, by necessity, subconscious guesswork.
You must be unaware for it to work. If you don’t realise you’re walking over a mine field, you will
probably pass in one piece. If you willfully ran into that same field; your Jumping days may end here.

Ace
200 CP - Have you tried spinning, I hear tha- ah, you’re familiar with that one? You’re an ace pilot, heads
and shoulders above other dogfighters and computerised systems. Your flier dances under your gloves. A
fairly universal skillset, you can carry out strafing bomber runs, troop transportation and can calculate
hyperspace jumps in time with your computer. If it can be directed and remain suspended above the
ground you can move it from point A to B, even if B happens to be through a dense asteroid field. Take
the Galaxy by sky and space; leave your foes to silently scream in the wrecks of their aspirations.

Revolutionary Coup
400 CP - The royals, politicians and socialites that rule the world often fail in their duty to the people they
‘serve’. Sometimes incompetents and despots arise who bring undue suffering to the many. Waiting for
them to voted out of office or replaced by their potentially better children in twenty years doesn’t really
help. Ruling bodies need to be replaced from time to time. That’s what you do better than the
revolutionary amateurs that try to start these transitions in society. Recruiting, arming, organising, training
and eventually fielding revolutionaries is what you do best. Organising disposals of the old guard,
infiltrating the office of State, subjecting the old regime to justice and setting up their more worthy
replacements. All this and any other skills you might happen to need in such an endeavour are provided to
you with this perk. The fire rises.

Art of War
600 CP - This war is slowing down, the Sith advance making less and less progress as the Republic
finally mobilises itself. Both sides will come to a realisation that they’re quite well matched. Cold wars
and battles of attrition don’t appeal to you, a conflict is supposed to reach a conclusion. Ensure that it
does. In all matters of strategy and tactics you are a maestro, an artisan without compare. Your battle
plans are deceptive, subtle and chillingly conclusive. You’re easily on par with figures like the Jedi Revan
or Mitth'raw'nuruodo, ensuring your sides “victory”. This orchestration translates to any scale of battle in
which you care to participate. Whether leading a four person squad or directing numerous fleets in several
systems, you’re all but guaranteed victory barring extraordinary circumstances like a twelve to one
confrontation or meeting a similarly brilliant mind.
Student

Untapped Potential
100 CP - Your potential is unlimited and currently unconstrained by dogma or learned methodology.
Although you can and will grow and improve in time, you will never struggle to alter the practices you
acquire. Should you develop a skill and later wish to change your learned idiosyncrasies or reflexive
application, you can do so easily. There is no need to unlearn what you have learned, you only have to
relearn what you knew in a different way

At the Feet of Greats


200 CP - As a Jumper, you may very well be the best at any skill you care to think of. But in the likely
case that you can’t do something, you now may very well be exceptionally skilled in said unspecified
thing in the future, assuming you can find a someone to teach you. Wisemen, educators, tutors, anyone
who has a skill to pass down and a patient enough temperament to warrant such a title find you to be a
star pupil. Under direct instruction, you learn quickly and rarely perform erroneously. The bonds between
Master and Student become a lot stronger when you’re in the latter camp, deep friendships and trusted
associations being formed over the course of mere months. In time, when you’ve learned all you can
under them, you can stand side by side as allies and peers without your previous relationship presenting
any awkwardness or baggage to the two of you.

Form and Finesse


400 CP - The lightsaber is easily one of the most distinctive weapons in the Galaxy. It identifies one as a
user of the Force, belonging to a world that the vast majority of beings here will forever remain ignorant.
It’d be a waste of such an icon then, if you were unskilled in its use. As your now diminished fortune
would have it, you are one of the best lightsaber combatants to ever grace a battlefield. A grand master of
the seven forms of lightsaber combat, and quite competent in more niche ones as well. In a battle between
a thousand strong supposedly equal forces, you may help bring about a rout in your foes (after felling two
dozen or so). These forms can be adapted to other melee weapons you pick up, be they metallic maces or
whips.

Impactful Presence
600 CP - Sometimes it might feel like one cannot make a difference, like your contributions do not matter
in the grand scheme of things. This is the perspective of a realist when it comes to a war on this scale,
where one man or woman couldn’t make a difference, shouldn’t be able to make a difference without the
support of many, many others. However, for you, that’s not quite the case. If you were to conquer a
strategically significant location on a brutally contested world where your forces are losing, you’d soon
receive messages of victory from numerous other fronts. Your accomplishments are reflected in the world
around you, massively boosting the magnitude of your efforts in spontaneous fashion. Build a well in a
deprived desert town and watch as clean water is provided for dozens of miles around as other sources,
wells or otherwise, spring up in population centres. Hack a minor environmental subsystem; gain access
to an entire starship. Never again believe that one person cannot change the world.
Master

Holder of Secrets
100 CP - You are an individual most erudite and wise. This is commonly known fact amongst the crowds
you wander. You possess a reputation as a man or woman of deep knowledge and insight, all seeing
evidence to support such a reputation as they interact with you. Others tend to read deeply into your
words and actions, seeing a great array of unknowable plans, hidden messages and lessons in what you
do. Expect a certain level of caution and respect to be present in those who address you, weary of your
judgements and possible machinations that they cannot see, let alone comprehend. This doesn’t actually
make you any smarter or wiser, but image and impressions do a lot in your favour regardless.

Precision and Definition


200 CP - A true Master understands the need for a softer touch at times, to avoid frivolity and
wastefulness. You are such a master, being able to use the Force with precision and flexibility not often
found in youth. Very fine telekinetic manipulations, charging a battery with a definite application of
lightning or touching upon the minds of an audience most gently to lend to a speech without it being
noticed. This perk goes beyond your application of the Force, of course, providing an almost impossible
level of delicacy with any supernatural power. A Ki blast like a micrometer laser? Teleportation onto an
incredibly narrow wire? Both possible with this perk, assuming you couldn’t do so before.

Feel the Force Flow


400 CP - Even the most stoic members of the Jedi sometimes fall prey to pangs of irritation or fear.
Aspirant Sith often fail to bring forth the feelings necessary to command the churning Dark Side energies
they seek to wield. However you would exist as a bastion of tranquility or a tower of rage and hate,
should you fall into either respective camp. If nothing else, you’re a Master of your emotions. You have
an absolute sense of self-control. Able to quell any and all feelings or evoke said sentiment in yourself up
to or past eleven. You shall always feel what you will.

Face of the Conflict


600 CP - General Hoth, Lord Kaan and, now, you. These three possess the raw charisma and force of will
to respectively militarise, as well as essentially take over, the Jedi Order, to change the fundamental
nature of the Sith and to do whatever it is you plan to do with this purchase. Your presence, oration,
charm, interpersonal skills and tangible convictions are increased drastically. Words pass your lips and
the world responds, if not without several million middle persons. Persuade a proud King to surrender
without a single battle, seduce a Jedi Master or a droid and convert crowds into fervent supporters of a
cause they’ve only just been introduced to. Irrespective of whether or not your greatness has been
determined by the Force, in time all may acknowledge it.
Brotherhood of Darkness

Amicable Monsters
100 CP - The Brotherhood are Sith, regardless of the name they choose to adopt. Deceit is in their blood;
betrayals on their breath. Despite these well worn facts, inter-Sith politicking seems far less lethal that it
used to be. In fact, many groups of the honourless, ambitious or desperate bent seem quite conscientious
to you now. Groups you work in will tend to be… friendly now. Not loyal or loving, betrayals and plots
may still happen depending on the group, but you’re now more likely to wake up in the morning. Not
much, but it’s a reassurance I’m sure

Terrible Beauty
200 CP - A great number of the Sith of Kaan’s empire seem to have avoided the physically degenerative
influence of the Dark Side on their bodies. In fact, many are famed for both their breathtaking beauty and
maximal malevolence. You too seem to have been granted such a reprieve from the Force, being
possessed of a similar level of near inhuman splendour and elegance. Using said beauty for quick trysts
and long term dalliances would not be hard for you to accomplish.

Meritocratic Distribution
400 CP - The Sith stand as equals now, as allies working towards a common goal. An equal distribution
of rewards and prestige is perhaps expected, at least amongst all the Lords. However some are a little
more equal than other, a few are a lot more equal. You belong to the latter camp, being lavished with gold
where your allies may only be gifted silver. A joint venture to capture a Star system results in you gain the
garden world and resource rich planets and asteroids. You’ll almost always get a bigger slice of the
proverbial pie and won’t receive any of the resentment that you’d rightfully earn from it.

Strength in Unity
600 CP - Lord Kaan has found the way forward for the Sith, a way past the constant ruinous cycle of their
past. Through an acknowledgment of one’s peers being just so, the new Sith remain allied and focused on
threats outside their order. You’ve not only understood the wisdom of this union between stability and the
Dark Side, but can spread it to other organisations you belong to. This unification of people is incredibly
resilient, promoting loyalty and ultimate purpose within the group. Over time your side will become
impenetrable, like cortosis against the uncoordinated strikes of your adversaries.
Rule of the Strong

Actually Strong
100 CP - The miners of Apatros wish they possessed a musculature like the one that makes up your form.
Tendons like steel, knotted muscle over more knots, endurance to hold a Cortosis jack for a day and walk
away comfortably. Bending durasteel rods or crushing a ship's black box are two of the fews things you
can’t do with the raw strength in your hands. Throwing similarly large individuals, breaking a droid in
two or searing sheets of a more regular steel are all perfectly doable. Your constitution is similarly
boosted. Stave of illness, heal a broken bone in a week or breath in dusted ore for years without too much
of a problem.

Information Networks
200 CP - In War and in Peace, information will always remain the most valuable resource in the civilised
Galaxy. What the information pertains to will affect its value in the eyes of specific parties and in
different settings. Acquiring information, all of it, is now your charge. Collecting contacts, designing
private data networks, buying and selling loyalties with it, sorting through said data. It’s hard, unpleasant
work that takes a similarly predisposed individuals to perform. Knowing everything of note in this Galaxy
may be impossible, but being able to acquire anything of interest is what you do so well.

Sorcery
400 CP - The Force is not always manifested in the same way by all of its wielders. Many different Force
groups exist across the Galaxy, with their own practices and deviations from what the layman might see
as the the norm. Some Jedi might not have any talent for telekinesis, but may also possess greater access
to the minds of others. However some Sith possess abilities truly strange and potent. Sorcery may be the
name primitive societies give to the Force, but it is the only truly appropriate one for what you can do.
Magics and alchemy no longer elude you, indeed your talent for them is great. In time, with many rituals
and dark workings, you may discover powers that some would consider to be… unnatural. Warping the
weather, obliterating the minds and bodies of your victims, transferring your consciousness and vital self
to a new body will be the least of such sorcery. Alchemical abominations against nature like the War
Behemoth or the Chrysalide Rancor, Force enhanced weaponry, Sith spit and biomechanical undead come
together in your laboratories.

Darth Declaration
600 CP - Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, power.
Through power, victory. Through victory, my chains are broken. The Force shall free me. These are the
words the Sith have operated under for millennia, the key steps to their unbelievable power. Kaan and his
ilk have locked the Sith on the precipice of freedom, quashing their potential for power, through the
propagation of their delusion that all Sith Lords are equals. You recognise this as the lie it is. Perhaps
you’ve declared yourself a Darth, perhaps an Emperor over your vassals, most definitely a being worthy
of the Sith. In recognising your superiority to your so called peers, you’ve broken your chains and found
power. Paths to personal power open up readily to you, like the Force or your destiny has been waiting to
reward one as enlightened as you. Whether it be learning secrets of the arcane, taking parsecs of territory
or in ensuring your Dynasty; you find great power comes to you almost without effort.
Army of Light

Just Cause
100 CP - Your enemies might try to justify their beliefs with double think and sophistry, they might
present their ideas in the most palatable way. That doesn’t matter when their reasoning is flawed and
positions baseless. You find yourself near immune to fallacious talking points, able to recognise them
with ease and tear them apart to their proponents discredit.

Purity of Purpose
200 CP - You may not have started this war, but you will end it. Far too many lives have been cut short
for you to do nothing. Your convictions, once discovered, propel you forward unerringly. With a goal in
mind, one foot will follow the other. Motivated almost to excess, there is little that could budge you from
stubbornly pursuing your goal and ideals. A faithful follower of Lord Hoth wouldn’t stop until the Sith
had been utterly purged for their crimes, willing to risk the core worlds to deliver justice.

By Divining Light
400 CP- The Sith never seem to be truly eradicated; traces of their foul practices, cults dedicated to them,
maybe even unaccounted Sith Lords always seem to persist. Obscurity and darkness shouldn’t serve as
shields in the face of the depraved and evil. Under your gaze it won’t. Beyond your now enhanced
physical senses, you’re especially adept at seeing that which is hidden. The conditions of the most
destitute of Nal Hutta, the identity of a murderer or the elusive commonality between members of a dark
cult. Should you be guided by the Force, your farsight and ability to discern metaphysical truths will
increase by an order of magnitude, requiring herculean efforts in the Dark Side to cloak oneself from your
piercing eyes.

Lord of Light
600 CP - The ultimate weakness of the Dark Side of the Force has never, can never, be overcome. The
Dark Side is inherently treacherous and, no matter one’s political dressings, it will always tear itself and
its wielders apart. You’ve learned that this extends to all enemies of the light that is your cause. Any
organisation or collective you turn your will against, that you strive to defeat, will begin to tear itself apart
beyond your own efforts. Government's grow ineffective and bloated, corporations tear themselves apart
with poor financial decisions and ideologies grow more fractured and internally divided until they break
entirely. For all their supposed power, your enemies are their own greatest weakness.
Ruusan Reformist

Bureaucrat
100 CP - As tiresome as it may be, paperwork and logistics management might become quite critical for
whatever career or societal position you might come to hold. This perk is there for those of you who do
not want to learn how to deal with all that filing, those taxation reports and budget distribution. Now all
obligations that’d fall under this purview will be completed automatically without your input. Never again
will you have to sit, face blank, as piles of flimsy and documents torment you for hours on end.

Law and Legalise


200 CP - The law exists to determine and enforce moral behaviour where one person’s judgement might
falter. It tends to be a complex and mind-boggling array of written and typed words composed over the
course of centuries, varying from place to place and time to time. For those who can’t follow the intricate
maze of intergalactic decisions life can become quite difficult; mired in settlements, condemnations and
the machinations of those who do understand ir. Fortunately you’re a near immune to such tactics. Unless
you’re doing something wilfully or blatantly illegal, such as murder or tax fraud, people will assume your
actions are entirely lawful and won’t object on those grounds.

Behavioural Suppression -
400 CP - Who cares if you call them Jedi or Sith. Users of the Force seem to have brought about almost
every single war is galactic history. It’s all rather ridiculous honestly. You realised it comes down to a
lack of oversight and accountability. These wars would never get sparked under your watch. So long as
you stand ‘above’ a company of individuals in some social or political fashion, you may ensure continued
good behavior within said group. Peasants are unlikely to rebel, soldiers will hold to your moral edicts
and powerful supernaturals will toe the line and be dissuaded of any delusions of grandeur. This control
does have its limits, but it’d take all but the most repugnant leader a lot to reach them.

Organisational Shakeup
600 CP - Governments and other large organisational bodies tend to be objects with great inertia. It can
seem impossible for an individual to meaningfully influence them without revolutionary efforts. However
you might be seen as an embodiment of those you work with. Just as you may change your direction of
motion and behaviour, any group you hold sway in can be forced to mirror your beliefs. Although it will
still be a trying endeavour, you may alter the policies, plans and practices of the wider body through your
own actions and attitudes. If you were particularly blood thirsty, your fellow soldiers will become more
comfortable with committing atrocities. A charitable man might convince the board to conduct costly
humanitarian work. The Jedi who starts a family could bring about a reevaluation of the code and Jedi
policy. Be their example.
Items
Drop-In

Sabaac Deck
100 CP - A Sabaac Deck. Sabaac is one of the most popular card games in this galaxy, having players
from the miners of Apatros to the halls of power for both of the current galactic states. A sabacc deck
comprised a number of face cards (including the Idiot, the Queen, the Evil One, and the Star) and four
suits of fifteen pip cards (Flasks, Sabers, Staves, and Coins). The face value of the cards change at
random in play, but are locked as soon as the cards were placed on the sabacc tables suspension field.
This in particular makes Sabacc a complex and unpredictable game, as a potential winning hand could
turn into a losing one if not used at the right moment.

TC-1X
200 CP - The TC-1X is a heavily modified version of the Sith Army’s TC-17 long range blaster rifle. The
original weapon fires conventional blaster rounds, each clip providing twelve shots before you’d need to
reload. This weapon differs in three respects to the original TC-17. The first noticeable difference is that
this weapon is that this weapon uses ion disruptor rounds, ensuring your arrest if you were ever
discovered with it in civilised space. The weapon rapidly disables mechanical targets, stopping troop
transports and armoured vehicles in one or two shots. It also completely atomises organic targets, leaving
no trace of them for others to find. Unlike the TC-17, you will never have to reload this particular rifle.
The final key difference between the two weapons is their tendency to be noticed by the authorities. If you
do not explicitly reveal the TC-1X, people will ignore the presence of the weapon. Even in civilian and
private areas where weapon possession is banned and criminalised.

Scrapped Protocol Droid


400 CP - This protocol droid seems to have been partially cannibalised; carbon scoring marks his chassis.
The head is still quite active, eyes aglow with a sinister orange light. The droids personality core is quite
acerbic and amoral, showing little concern for those around it - except for its new master, of course.
Should you manage to find him an appropriate torso, he’d be extremely grateful and would happily carry
out his ‘protocol’ duties with gusto. Why someone programmed a protocol droid to be so insulting is
somewhat confusing... why, he keeps calling others meatbags.

Modified Freighter
600 CP - Regardless of whether we’re talking about the Dynamic-class freighter, the XS Freighter or the
future YT-1300, all famous freighter models share a certain commonality in their appearance. This is
another such model, heavily altered for after-market performance. Space saving construction practices
provide many hidden storage spaces on your ship, the .5 speed hyperdrive would allow you to make the
Corellian run in 13 parsecs or so. It’s more maneuverable that you’d think; navigating an asteroid field for
a few minutes might be possible for a skilled pilot.
Military

Blaster Armoury
100 CP - You’re likely to need a lot of firepower in your travels. Here is that lot of firepower. Enough
blasters, grenades, launchers and many other ranged projectiles to outfit a battalion due to fight for a
decade or two. There’s very little else to say about this purchase beyond reiterating that this is a lot of
firepower for any single man or woman, it’d take a long time for you to get through all these weapons.
Assuming a decent hit to miss ratio, you’re likely to kill more people than the more ‘liberal’ Sith
commanders in their dreadnaughts.

Drexyl
200 CP- Drexyls are animals native to the moon of Dxun. They’re migrationary predators that have
traditionally been tamed by the Beast Masters of Onderon for the purposes of war and status. A full grown
adult has a wingspan of twenty metres and possesses a hide capable of resisting heavy duty blaster
weapons. This one is not only obedient but exceptionally intelligent and strong willed, capable of
understanding following advance instruction, carrying out complex maneuvers and holding to battle
plans. Its will is such that if Bane had encountered this one on Dxun, he may have never left the planet.

Faction Vessel
400 CP - Depending on your ideological background, you’ll get one of two faction specific corvettes.
Republic and Jedi allies will be granted the a Republic Transport modified from its original ambassadorial
purpose this vessel has seen heavy use during this war. Redesigned with defense in mind, the shielding
systems and anti-fighter defenses are heavily upgraded and implemented respectively. It won’t hold up
against more than few shots from a dedicated capital ship like the ​Nightmare​, but it should see you
through the war should you avoid such ships. The Sith supporter will find themselves rewarded with a
Sith cruiser, purpose built with offense and interception in mind. A hyperdrive that passes the 1.0
hyperdrive classification and long range particle weapons make it ideal for the aggressor in any conflict.
This may become a severe disadvantage though, should you be ambushed or enter the thick fray of
fighting where you can’t target so many opposing ships. Both these ships will come fully crewed with
loyal, competent veterans that can either be taken with you or replaced from Jump to Jump.

Orbital Strike
600 CP - Sometimes for those on the ground, you really need an obstacle removed. This obstruction could
be a valley fortress lined with auto-targeting turrets, a well defended urban city or the Force lead head of
an army. Once every year you may call down a precise and devastating strike from what seems to be the
main guns on a capital ship. Watch the fortress collapse, completely glass the city or scour the opposing
force of soldiers. The strike can’t really be countered, as the shots fall from the sky without an observable
source for them. Nor is it possible to block your communication with this weapon or have your target
misinterpreted.
Student

Pet Neek
100 CP - Neeks are reptilian herbivores, averaging at about thirty centimeters in height, indigenous to the
planet Ambria. They are non-sentient, and can often be seen congregating in flocks of about half a dozen,
banding together for protection against the larger, carnivorous creatures, such as the Hssiss (an invisible
Dark Side lizard that produce a venom similar to Sith spit). Usually timid and scatty, this particular Neek
seems to have imprinted on you as its mother. Why you would want a cute, herbivorous raptor of such an
adorable stature is beyond me. Should you be possessed of a darker disposition, you might take this Neek
back to Ambria and leave it to be eaten by a Hssiss. The Hssiss that eats this Neek will adopt its prey’s
allegiance and become loyal and subservient to you.

Unconventional Light weapon


200 CP - During long periods of conflict between the Jedi and Sith orders lightsaber design begins to
become rather heterodox. This lightsaber doesn’t follow tradition design philosophy and can take the form
of a any ‘edged’ melee weapon you could desire. It might be as simple as a double bladed lightsaber like
the one to be adopted by Rain or it might be something truly unique like Githany’s lightwhip. If the
plasma lacking equivalent primarily worked by drawing blood, you can design a lightsaber with it in
mind.

Stealth Field Generator


400 CP - Essentially a portable, personal cloaking device, stealth field generators make their users all but
invisible at medium and long ranges by bending light around them. Although useful for infiltration,
especially in low visibility conditions, they have a tendency to fail at short range or should the user make
contact with others or large objects. Expensive but not exceptionally uncommon, those SFGs don’t quite
measure up to this one. This one grants complete invisibility to the user regardless of their actions,
perfectly bending light to all outside observers. Sounds and smells will also be suppressed, so that species
with enhanced hearing and olfactory senses won’t discover the user either. These qualities aren’t what
makes the SFG so valuable however, the effect it has on the Force does. When cloaked you cannot be
sensed through the Force, or other precognitive gifts, and it won’t warn your targets and adversaries of
your actions. With this you could walk up to a Sith Lord, shoot him through the head and escape in the
panic you’ve just caused.

Moon Mansion
600 CP - You have come into the possession of a rather lavish property on your starting planet, one that
may come with you should you leave this galaxy in ten years. A large luxury mansion, always stocked
with servants and supplies, that will always grant visitors an impression that you’re excessively wealthy.
The mansion comes with a great inheritance, either from an unknown benefactor, a relative or your
master. Enough money to sustain a very high standard of living for ten years with the occasional splurge,
this income in renewed with a comparable amount of money at the start of a new Jump.
Master

Lightsaber
100CP - A lightsaber with decades of memory attached to it. You find you truly understand how to apply
this weapon in battle, easily understanding how to use a blade of its length and how tense your grip of the
handle should be. Although I leave the exact decal of the handle and the colour of the blade at your
discretion, the sense of experience that accompanies it is exact and immutable. You know how to use this
weapon, you’re most familiar with subtleties and limits.

Meditation Chamber
200 CP - Both the Jedi and the Sith seem to share a love of meditating. The particularities of how they do
it vary yes, but it’s well known that immersing oneself in the Force when alone has a plethora of benefits
associated with it. This is your meditation chamber, a room for solitude and reflection. Mediation here
brings with it great clarity of thought and the necessary rest sleep would otherwise bring to you.

Personal Holocron
400 CP - This is an auto-updating holocron with a near infinite amount of storage space that fills itself
with your arcane learnings and personal philosophy. It can serve as an incredibly effective teacher in your
place, personalising its lessons for any students to whom you grant it. You may, at any time, bar others
from using it or restrict the knowledge they can gain from your holocron. This holocron also serves to
influence its listeners, bringing them more in line with your personal philosophies and beliefs even
without explicitly delving into these schools of thought. They may come to embrace the free market,
adopt a rule based approach to utilitarianism or learn to reject their passions in favour of peace.

Soul Gestalt
600 CP - A warehouse addition. Although the Force Bomb may not be detonated with your presence in
this galaxy, you now have a connection to a similar collection of souls to the one that held well over a
hundred disembodied Force users. These spirits will never try to subvert you, and communication may be
broken anytime you will it. They only wish to offer you advice and companionship should you ask for it,
as well as the knowledge each could provide. If you would allow it, these souls can fortify your will and
mind in times of duress and suffering, granting you the absolutely indomitable control of hundreds of Jedi
Masters and Sith Lords.
Brotherhood of Darkness

Vibroknife
100 CP - A serrated vibrating knife, this weapon has been treated in a small nexus of the Dark Side. You
may manipulate its polarity to deflect blasters shots and the edge is guaranteed to never dull from use.
Beyond that, this is just an extremely sharp knife that oscillates to part the flesh or steel or your enemies
with ease.

Plundered Reparations
200 CP - The conquering army often bleeds the lands they invade dry. Gold, cultural relics and land leave
the hands of the native population and enters into those of a new elite. You may not have been involved
with the planetary conquest itself, but you’ve certainly profited from it. Enough valuable metals,
gemstones and priceless artifacts to buy you a continent or two should you ever wish to retire to a verdant
garden world. Beyond such obscenely expensive purchases this is quite hard to use or shift, what with it
being a small hill of riches that weigh several hundred thousand metric tonnes

Notes of Belia Darzu


400 CP - It seems there’s no need for you to brave the deep core to reach Tython, for you already have
extensive notes detailing the work of the Dark Lord Belia Darzu - a master of the Sith Force technique of
mechu-deru. ​This technique allows its practitioners to exert their influence over inanimate and robotic
constructs. Through mechu-deru, mechanical structures could be bound to the will of the user and imbued
with the power of the Force itself. Belia Darzu took it to an extreme in her creation of Technobeasts, Part
machine, part organic alchemical constructs, these monsters infect living organisms with the nanogene
spore, a technovirus that slowly lobotomises victims as they transition into loyal weaponised cyborgs. All
of Darzu’s workings are detailed in these notes; with extensive study you may produce plagues beyond
even her galaxy shaking abomination.

Korriban Academy
600 CP - Korriban has long stood as a beacon of Sith might in the stars. It was the home of the original
Sith people and the exiled Jedi. It has been one of the first planets reconquered by the Sith whenever they
resurge. Korriban exists as their enduring legacy, still proudly displaying the tombs of Kings and Gods to
the open sky. Above the Valley of Kings, greatest of the Sith of old, sits the Korriban Academy. This
school has played host to some of the greatest Sith to ever cut through the Galaxy. Currently under the
control of Lord Qordis, the school serves to shape the young Sith into powerful and precise weapons of
the Brotherhood’s will. With this purchase you will be made headmaster of this most illustrious school.
When training under its roof you’ll find the rate of advancement for your seemingly supernatural talents
will rise immensely. A little difficult to quantify, you’ll find yourself progressing faster than one would
think possible. The Academy will follow you to future worlds with a reputation as a prestigious and
storied centre of academia.
Rule of the Strong

Scrolls
100 CP - In the library of the Korriban academies, Bane refined his philosophy and grew to hate the
Brotherhood. He spent days pouring through the wisdom of those who came before him, great Lords like
Naga Sadow, Darth Revan or King Adas. These are similarly lost scrolls and manuscripts, detailing
further thoughts and beliefs of these powerful Sith masters of old. All utterly unique and historically
valuable beyond compare. There is nothing here to improve your mastery of the Force, nor is there any
lost Sith schematics. Nonetheless their value should be evident to any lover of learning, these treatise and
musings offering great insight into the lives of great men and women.

Sith Amulet
200 CP - Through sorcerous and alchemical workings, ancient Sith would creating beautiful jewellery
with arcane properties. This is one such piece that hasn’t been ransacked or destroyed before your time.
This amulet can grant the wielder the ability to read and understand ancient lost languages and promotes
healing in its wearer, but it’s greatest gift lies in its amplification of the effects of Sith magic. Where
without it a Sith Sorcery might blast the flesh from the bones of a single man, he could now strip an
armoured six man group. This boost scales to the very height of sorceries, allowing the greatest
practitioners to utterly eclipse their peers, perhaps literally.

Orbalisk Armour
400 CP - When Darth Bane, Lord of the Sith, originally went to find the tomb of Freedon Nadd he was set
upon by force consuming parasites. These parasites consume force energies in exchange for several
benefits. Seeing as they rely on their host they’re somewhat reluctant to let you die. Their shells will
protect you from Force attacks and lightsaber blades; should you be injured they will rapidly regenerate
any damage done to your body. For users of the Force the parasites contain a lot of the power they draw
from you, serving as batteries that you may draw upon for a massive surge in power. Given a few weeks
to accumulate this power, these parasites would allow you to crush three or more masters of similar
strength without the need to fell them with your lightsaber. Unlike the bugs on Dxun these will never
grow over your head or extremities, don’t need you to have the Force to survive and will peel themselves
off of you should you wish to go without them.

Darth Andeddu’s Writings


600 CP - Darth Andeddu was one of the few figures in history to have mastered the technique of Essence
Transferal. This technique allows one to persist past their corporeal form and take the bodies of others for
their own. Unlike what one may find in the tomb on Prakith, these detail a whole new level of Essence
Transferal for he or she who would take this route to immortality. Unfortunately for most, transferring
such vast amounts of Dark power to a new body causes it to rapidly degrade and forces them to move on
or risk being consigned to The Void. With this purchase, you need not worry about such an eventuality.
You may perfectly transfer yourself to a new host body, maintaining it and all your abilities perfectly for
as long as you’d otherwise naturally live.
Army of Light

Neural Suppressing Collar


100 CP - Neural suppressing collars are rather self-explanatory devices. They prohibit higher cognitive
functions. Unfortunately they struggle with the ineffable quality of will and often fail on subjects with
near inhuman levels of it. They’re all but useless on powerful Force sensitives who can ‘power’ through
the cognitive field and then disable the collar. This one is considerable more powerful. In fact, it also
disables one’s psychic powers. Be they a Force user, a Psyker or a Psion user, it matters not a dot when
this collar is placed around their necks. Only you may take this item off of someone, leaving them
otherwise permanently powerless.

Armour of Light
200 CP - Objects submerged in a Dark Side nexus often take on unnatural and powerful properties. In an
effort to bring about a greater sense of balance to the galaxy, I offer you this armour. Power armour
composed of cortosis, with several melee and energy shields installed, this armour would represent the
height of personal protection even without the addition of the Forces influence. The energies saturating
the armour grant you a noble and stoic aura, granting the constant presence of the Valour technique to
those under your command. The suit also promotes rapid healing in your nearby allies, doing away with
fatigue and injuries in a matter of minutes.

Room of a Thousand Fountains


400 CP - Much like the chamber in the Jedi Temple of Coruscant, this room promotes serenity and deep
contemplation to any inside. This purchase goes somewhat beyond the currently existing room however,
granting a number of benefits beyond the original. The waters of this room provide purification to any
who bathe in them. Sith lords would be brought to the Light, diseases and poisons can be driven from the
body and the eternal cynic might come to see the inherent good in others. On top of that, you’ll find any
classically ‘light’ powers are increased in magnitude several times over if conducted in or from this room.

Crystal Caves
600 CP - A series of caves containing lightsaber crystals, this place has been made your responsibility.
Various beautiful and vibrant crystals grow in the Force heavy air, these caves also serve as a sanctuary
for those on the run. Impossible to navigate to outsiders you don’t permit entry to, these caves can
effectively go on forever with no hope of escape. They also provide protection and escape routes from
outside attacks wherever you’ve imported them, leading your friends and allies far out of harms way. So
far, in fact, that they may lead you off planet should the worst happen and yours is rendered
uninhabitable. Try not to think about the impossible folding of space this requires.
Ruusan Reformist

Flamboyant Clothes
100 CP - You’re a fashionable one, that’s for sure. You have a wardrobe hundreds of outfits long, drawn
from the height of style on dozens of worlds. Whether it’s determined by the nobility, a commercial
industry or the deeds required to get the materials that make it up; you have an outfit for any occasion or
to meet any one of importance. Be prepared to stand out as a member of high society though, one can’t
really slum about in clothes this grand.

Sophisticated Speeder
200 CP - As one who appreciates civilization, of course you’re going to want to see all of it. Now you can
explore it in style with this high performance speeder. Capable of accelerating to hundreds of kilometers
per hour, host to extensive environmental controls and being congestion charge exempt wherever you go.
This speeder seems to possess certain aftermarket modifications such as an impossibly small deflector
shield generator and concealed blaster attachments. There isn’t a neighborhood you couldn’t visit where
you wouldn’t be prepared and in place.

Political Position
400 CP - You could be born or you could retire into it, ‘it’ being a high ranking political position.
Depending on how office is gained, this purchase will ensure that you’re either installed by the local
autocrat or voted in by the flash election. Whatever your title or specific function, you become a relatively
high member of the political body you apply for. In 12th century Europe you might become an influential
courtier, here a long time ago in a far off galaxy you might be made a planetary senator or overseer of a
newly conquered planet.

Writ of Unification
600 CP - This item creates an alliance between two distinct groups that were not allied before using the
writ. Ideal for stubbornly hateful or logically opposed groups that couldn’t reasonably be brought together
through tradition diplomacy. Jedi and Sith, long warring nations or members of entirely incompatible
ideologies. It matters not, so long as you can find a representative body that could be considered
responsible for these disparate groups. Having Dark Side users on a planet come together with their Light
wielding peers might need a definite leader to be established for the purposes of this unification. Usable
once per Jump.
Companions

Imported
100 CP - You have someone you want to come with you? Perhaps multiple someones? Alright,
with this option you can import any one companion that has joined in your travels. They can be
given an origin and 600 CP to pay for assorted perks, but not items. This option may be
purchased multiple times to bring more than one companion with you into this new world.

Canon Characters
200 CP - Enamoured with Githany and she with you? Persuaded Lord Hoth to join you in future
crusades? With this purchase you’re all but assured that any one character you wish to join you will when
the two of you meet. Upon agreeing to accompany you, they will be granted 600 CP here to spend on
perks, but not items. This purchase may be taken several times should you have the CP for it, granting
predestined bonds with several canonical characters you’ve met here.

Slave
50 CP - Slavery is alive and well in the Star Wars universe, so you might as well buy into the market.
With this purchase you get a beautiful and utterly loyal slave. They may be male or female individual of
the Zeltron, Twi’lek or Togruta species. This slave can be exceptionally talented in the arts, in matters of
manual labour or in ‘entertaining’ their master. They do not technically count as a companion, but can be
imported free of charge into future Jumps. No one will object to your ownership of them or question their
exotic appearance irrespective of the local laws or demographics.
Drawbacks
You may take up to 800 CP in drawbacks from the below selection

Bounty
100 CP - Somebody wants you dead and has put in a rather large sum to the Bounty Hunter guild. Not
only does this bar you entry into the prestigious organisation, it also means that every few weeks someone
will make an attempt on your life. They won’t be too smart about this and will often confront you in
person before making the attempt on your life. From time to time, a highe class of killer will take up the
challenge. This individuals will blow up starships or poison the buildings entire water supply to take you
out.

Doomed
100 CP - The Force itself is pushing for your demise and failure. This isn’t a certainty, but for the next ten
years it’s a lot more likely. Consider this a very bad luck drawback, one that counters any favourable
fortune you’ve built up so far. You’ll walk into ambushes, you’ll be found at the scene of crimes, your
hyperdrive might just give out leaving you in the centre of a battle. I’d say good luck, but clearly you
don’t have it.

Crippled
100 CP - You’ve lost a limb. An arm specifically, it’s gone. You can’t replace it either, healing magics
will splutter and artificial limbs will be rapidly rejected. You can make do without it, I’m sure. But life
will be significantly harder for you. You can’t even use the Force to supplement for its loss, you
telekinetic abilities failing on such a precise level.

Enemy of the State


200 CP - You are now a key target in the war efforts of your factions enemies. They will dedicate
enormous efforts to your eradication, going so far as to scour cities you are confirmed to be inhabiting.
Force users on the opposing side will be able to unerringly track you down, their Force sight and farsight
gifts cutting through traditional methods to obscure yourself. Don’t leave friendly territory unless you
have an army in your hands.

Posion
200 CP - You’ve been poisoned with an extremely painful and debilitating substance that can’t be cured.
Your body will be wracked with constant pain, moving will provide you with an exquisite degree of
suffering that can barely be tolerated. Every single moment of your next ten years will be full of this at
times consuming amount of pain, pain that can’t be adapted to for your stay here.

Bane’s Bane
200 CP - Bane hates you. He really hates you. To such an unnatural degree that you force him into a state
of oneness when he encounters you. Essentially he becomes the Force itself, perfectly guided to strike you
down and wielding indescribable might to tear you apart. You’ll know you’re on the same planet as him
as the world is torn apart in his rage. Enjoy.
Abeloth
300 CP - Also known as the Bringer of Chaos and Beloved Queen of the Stars has been released early.
She’s been told that she’ll be reunited with her family should she kill you. Abeloth's strength in the Force
is a dozen times that of Luke Skywalker, to give you an idea for what you’re in for. She can teleport
throughout the galaxy, possess bodies, inhabit dozens of herself, etc. She’s an eldritch being that could
extinguish life in the galaxy, given time. But she’s focusing all that power on you specially.

Universally Hated
300 CP - An extragalactic race has come for you all, knowing you as an absolute abomination. They can’t
be reasoned with and outclass the Sith and Republic Forces considerably. They are near immune to the
Force, as well as any other magic or psychic powers you direct at them. They’re essentially the Yuuzan
Vong on roids, hell bent on absolute xenocide.

Extragalactic Ban
300 CP - All perks and items from outside this Jump are banned. You have to rely on what you have
purchased here to survive and thrive for the next ten years. You can’t access the warehouse or use the ship
supplement either.
Ending

Your time is up, I see. I do hope you enjoyed your time in this Galaxy. I suppose we ought to send you
on, or leave you here or send you back to your Terra Prima. You have a choice of any of those three.

If you want to Stay Here, you may. It’s a turbulent Galaxy for those of an opportunistic bent who’re sick
of travelling the multiverse.

If you want to Go Home to your original home world, go ahead. I’m not entirely sure what it has to offer
you at this point, but I’m not one to judge

If you want to Move On to a new adventure in a new world, then I’ll send you on your way and
continue to root for you
Notes
Sith’Ari boosts:
[REDACTED] - Will now give one insight for reshaping the world around them through select killing.
The lines of social causality light up before your eyes, showing you how to change entire worlds through
subtle social pruning.

Art of War - Gains momentum as victories mount up, eventually reaching a point where wars and
conflicts are all but assured to go to you after winning enough battles. You could just sit back, let your
armies go nuts and still win decisively.

Impactful Presence - Has a diminishing returns effect. Your adversaries attacks on you have their scope
cut immensely. The planetary invasion only succeeds in conquering a few miles of territory, etc.

Face of the Conflict - You’re now a memetic hazard, your charisma is so great. Hearing about you from
someone who’s heard about you down a dozen person chain still influences the latest recipient of your
words.

Strength in Unity - Provides insider connectivity. You can be aware of anything and everything your
allies know and direct them instantly without effort or traditional means of communication.

Darth Declaration - The differences in your power and your enemies becomes all the more pronounced or
diminished, in your favour. Those far stronger than you find their superiority is actually quite marginal
when they face you; those far weaker than you truly are like the ants you hyperbolically refer to them as.

Lord of Light - Others will pick up the banner against your enemies, for entirely different reasons and in
different organisations if you don’t recruit them. A media campaign against you would find more and
more people striking against the company, even if they don’t support you per se.

Organisational Shakeup - Now has a retroactive effect that makes waves in the present. Changing tax
policy for your government will go back several years and remove initial outside opposition to the shift.
Star Wars – Darth Plagueis JumpChain

A long time ago in a galaxy far, far away there was a man known publicly as Hego Damask II, an unlikely
plutocrat that acquired great wealth and influence in spite of his disadvantageous parentage. His spindly
reach is destined to remake this galaxy over the next few decades, for while to most he is merely a
successful financier, he possesses a second, rather less known identity – that of Darth Plagueis, Dark Lord of
the Sith. Born with powers far beyond all but a fortunate few in this galaxy, he was sired to continue the
legacy of the Sith Order and spent many decades of his life apprenticed to Darth Tenebrous, cultivating his
gift and developing an obsession with immortality and the source of the abilities shared by himself, his
recently deceased master and those of the Jedi Order.

The Sith have existed for as long as there has been interstellar civilisation, in one form or another. They
have ever been the dominant sect dedicated to using the Dark Side, a specific aspect of the Force tied to
primal passions, a belief in and need for self-determinism and that which rails against the stagnant order
represented by their long standing adversaries – the Jedi. It used to be that the Sith operated much as their
rivals did, openly and at the head of governments and militaries, but those ancient Sith suffered from a
critical flaw that stymied any hope of bringing the galaxy under their way of thinking. Invariably they would
begin to suffer from internal schisms, with a number of weaker Sith banding together to subvert the
strongest among them, which inevitably weakened them as a whole and lead to catastrophe.

This historic motif changed one millennia ago. A young Sith Lord known as Darth Bane realised totally the
flaws of the Sith in imitating the Jedi, knowing that the could never present a united front as their
metaphysical rivals did, and so during the last campaign of the New Sith Wars, betrayed and annihilated the
Sith as they were. He would implement a new system, known as the Rule of Two, which would see a Master
take only one Apprentice, one who would be worthy of being Dark Lord in the future and who would
eventually challenge their Master for the position. This would slowly drive the Sith towards ever greater
levels of strength, as the teachings of all those that came before were imparted to one who could slay the
product of those lessons. Over the centuries the Sith Order has slowly rebuilt their worldly power, not as
warlords and conquerors but as businessmen and politicians, in the hopes that one day they will have
enough to overthrow the Republic and finally prove their convictions true by destroying the Jedi Knights.

Plagueis is the latest in this line, he has inherited the Mantle of Dark Lord, and now seeks his own
apprentice who he hopes can bring about his own perspective on the Sith mandate and with whom he can
rule the galaxy eternally through his arcane studies. This is the world you have come to, forty eight years
before the previously destined rise of the Galactic Empire, as another who would shape the galaxy in
accordance with your will. Take this 1000CP before you arrive, so that you may better engage in the coming
events as a player rather than a pawn.
Location
The galaxy you find yourself is unfathomably vast, its long arms stretching out for thousands of light years
away from the galactic core and orbiting a fraction of its billions of stars are worlds inhabited by a wide
array of native species at varying levels of technological development. While all these myriad people might
claim storied histories and believe themselves important, there are a few worlds that will be recognised as
catalysts of change in the coming decade.

Coruscant: Coruscant, an appropriate name for a world if ever there was one, for this planet shines in the
depths of space like no other. An ecumenopolis, almost the entire surface of the world is covered in a
sprawling cityscape that many kilometres in depth or height, depending on one’s perspective. Conservative
figures put its population at one trillion permanent residents, largely human, but realistically it is thrice that
number thanks to all the temporary residents and undocumented beings in the lower levels of the city.
Being an intersecting point for several key hyperspace routes, it is considered the galactic origin point for
travel and is a hub of trade and tourism, and this more than anything else made it the logical place to host
both the Republic Senate as well as the Jedi Temple.

Muunilinst : If Coruscant is the beating heart of the galaxy, then Muunilinst is its bursting wallet. The
adopted homeworld of the Muun, thin, tall humanoids with elongated heads and hairless craniums, it is due
to the natural brilliance of the species and their inclination towards economics and finance that the world
has earned its reputation. Still their reputation as the galaxy’s premier capitalists presents a somewhat
shallow view at odds with their world, for the resource rich world of Muunilinst has not been
overdeveloped or exploited as some species might have done in their place, in fact only a very small area of
the surface has been developed and the Muun are vehement in protecting their homes natural beauty from
industry and pollution.

Naboo: A verdant world colonised by humans some four thousand years ago, Naboo is a large idyllic and
picturesque world host to a classic feudal society with a hereditary noble class centred around various city-
states that answer to a monarch elected between them. Ordinarily such a world would be unexceptional,
but Naboo is host to a nearly unique plasmic core that constantly emits an as of yet untapped reservoir of
plasma that could project the planet from a rustic curiosity to an enormously wealthy player in the energy
sector.

Kamino: An aquatic planets wracked by seemingly unceasing storms, Kamino is a presently insignificant
world in between the Rishi Maze and central galactic disk. It’s most native inhabitants, the Kaminoans, live
into elegant yet sterile cities largely submerged beneath the waves, are a largely amoral and perfectionist
species that trade their expertise in the fields of genetics and cloning in exchange for essential imports.
Their wealth comes from cloning large quantities of expertly engineered sapients for often dubiously
motivated clients, with present examples of their work being found in slave mines or mercenary forces the
galaxy over. Given the right opportunity and adequate funding, there are no products they will not birth for
the discerning client and in numbers that greatly exceed any would be competitor.

Dathomir: Dathomir is a planet populated by strictly matriarchal tribes dominated by powerful witches,
force sensitive women that practice the force through a lens of primitive ritualism and the teachings of a
Jedi Knight marooned on the world almost six centuries ago. Males can only ever be slaves for breeding or
labour, with exceptions being made for off-world visitors for their wealth and tendency to have protection
when visiting the ports of the planet. Of particular interest to the Sith however is the existence of the
Nightsisters, tribes comprised of disparate ‘magic’ users exiled from their original families for using ‘Night
spells’ or the Dark Side of the Force. These women and any Force Sensitive offspring they produce make for
powerful and merciless assassins and enforcers if persuade to leave Dathomir, merely being born and raised
here granting an appreciation for the law of the jungle and the greatest source of power in the galaxy.

Tattooine: A rather inhospitable world of endless desert, Tattooine is the world one goes to if they wish to
disappear from the galaxy. Populated by smugglers, water farmers and highly xenophobic natives, the world
is controlled by an ever changing series of corporations and crime lords, with the most recent Hutt to drag
its corpulent mass to the top of that ever changing pile being one Gardulla that aims to revitalise the Pod
Racing scene and to relieve Malastare of its claim to the best tracks and most profitable gambling dens in
the galaxy.

Bal'demnic: If Tattooine is an irrelevance to galactic affairs, then Bal’demnic might as well not exist. The
oceanic world in the Outer Rim is littered with rocky tropical islands and a hostile native people, only of
interest to the occasional cartographer or xenobiologist that cares to land on its surface. However
underneath its insignificant surface lies vast veins of cortosis ore, a brittle and extremely difficult to mine
metal that is nearly unique for its extreme tolerance to heat. It is said that armour and weapons made from
cortosis metal are highly resistant to impacts from blaster bolts as well as the lightsabers of the Jedi.
Certainly there are more practical materials that are more abundant and less costly to mine, but such a
bounty could prove invaluable in an open war against the Republic’s defenders.
Origins
You may choose your age, sex and species freely but with some considerations and restrictions. A Master
would likely be in or around the middle years of life for their species, whereas the ideal Sith Acolyte would
be at the tail end of adolescence. Likewise one who wishes to be Plagueis’ apprentice should consider being
human or one of the near-human and Core World species, for the late Republic era was a time of
humancentricity in the Senate and it’d be far harder to manoeuvre a Paaerduag or Geonosian to the
position of Supreme Chancellorship.

Master
A Sith Lord in full, you are one who has largely mastered your powers and inherited the secrets of your
order. Having perfected your fundamentals in commanding the Force, your thoughts have recently been
drifting away from wordly affairs and towards the more arcane facets of the Dark Side. Having recently
killed your master, none now stand above you in the galaxy and you’re no doubt on the most powerful
individuals in the galaxy, but will need to find an apprentice of your own to whom you can impart your own
teachings.

Whether you choose to replace Plagueis following his murder of his own master, come from a separate line
of Sith Lords founded by another ancient Sith or choose simply to come from some Dark Side order not
born from Bane, it matters little in the face of your puissance and philosophy.

Acolyte
The Acolyte, those forced to covet the power of a Master, you are new to the ways of the Force beyond
what experimentation you’ve performed on your own. Your power is largely untapped and untamed, but is
nakedly apparent when you’re truly incensed and what can be seen would make any Sith Lord looking for a
student eager to take up the challenge of teaching you.

In choosing this origin, you may either be Plagueis newly found apprentice discovered after he escapes
Bal'demnic but before he gets involved with Palpatine, replace a young Sheev Palpatine on Naboo in
preparation for the day that Hego Damask inevitably seeks to interfere in the planet’s election or you could
be apprenticed to another line of Sith that have broken away from the previously steady Order.

Some items and perks may warrant an adjustment of your age, experience with the Force and the date in
which you arrive to this galaxy. For example, an Acolyte who holds a seat as Senator may choose to begin a
decade or more into their apprenticeship should it seem implausible for an adolescent to hold such a
position in galactic politics.
Perks
All 100CP perks are free for their Origins and other perks are discounted by 50% for their associated Origins

Forceful Being (Free): The Force is a metaphysical energy field native to this galaxy, produced by living
beings and shaped by their collective impulses and actions. To the vast majority of sapients its existence is
accepted by faith alone, for while it does indeed exist and constantly shape the fates of the living, only a
rare few individuals are born with the sensitivity necessary to perceive its presence. Known as Force
Sensitives, such people can be trained not only to sense its influence but to channel the Force to perform all
manner of seemingly supernatural feats; from displays of telekinesis which move immensely heavy objects,
to peering through the veil of time to bare witness to events long past or yet to come, to reinvigorating tired
bodies and conjuring great torrents of scorching lightning from their fingertips. The full scope and array of
their abilities are potentially endless, especially should one be willing to delve into the more arcane Force
traditions of the galaxy, but no matter how these powers manifest, all Force Sensitives share one common
characteristic.

Sub-cellular organelles known as midi-chlorians live symbiotically within the cells of all living beings and
serve as interlocutors of the will of the Force. Those sensitive to the Force, such as the Jedi and the Sith, are
known to possess an unusually high density of midi-chlorians, with the typical number in an individual’s
cells determining their natural aptitude and overall potential for commanding this mysterious energy. You
are what the late Darth Tenebrous considered a “Forceful being”, born with over fifteen thousand of these
microbes in the majority of your body’s cells and consequently having the potential to rival the would-be
Emperor Palpatine should you receive tutelage in his stead. Those of the Master origin will already have a
strong connection to and experience with commanding the Force in a variety of ways, largely having expert
skill with the typical powers of the Sith but even then you’ll still have some room to grow in power over the
coming decades.

Spurious Sorceries (200CP): The old adage of how knowledge is power is undoubtedly true when one
considers what can be achieved in this galaxy by the knowledgable. The various scientific and technological
disciplines have had thousands of years to be fully explored by the most intelligent minds available to
dozens of species have led to the proliferation of starships that can cross the galaxy in a matter of days,
artificial servitors that tend to our every whim and want, weapons that can decimate massive cities in a
matter of minutes and thanks to advances in medicine and genotherapy beings can live to the very limits of
their species plausible lifespans. While the Force grants incomparable power, with sufficient time and
resources there is very little that we cannot accomplish through the full exploitation of our physical reality.
Even by the standards of the more intellectually gifted species of the galaxy, you’d be considered a scientific
genius in one of these vocations, with a total understanding of the underlying principles by which your work
is done and decades of experience in the field. Even in a galaxy where technological progress appears to
have largely plateaued, your craftsmanship is so sublime and artfully wrought that you can easily create that
which others might dismiss as impractical and should you advertise your work you’d find that many rich
individuals, corporations and governments the galaxy over would be willing to pay extraordinary amounts of
money to buy your creations or fund your research.
Master

So Appease Me (100CP): The Sith Order as established by Darth Bane has existed for almost a thousand
years, leaving a single Master striving to impart the wisdom of dozens of predecessors in the short decades
they have before the student grows so powerful and ambitious as to challenge them. This is a tall order but
let none say you aren’t up to a challenge. Yours would be a fortunate student, for you’re skilled in devising
deeply impactful challenges that both force apprentices to fully utilise their burgeoning skills to survive and
succeed and impart philosophical values through the stress those situations inspire. You could leave a young
acolyte alone on an inhospitable world for several weeks with only the slightest instruction in the Dark Side
so that they learn to draw on the Force instinctively for survival, in turn forcing them to learn the
importance of self-reliance and awakening their more savage instincts. No doubt these young men and
women would feel some resentment over their tutelage at the time, but they’ll be sure to appreciate your
presence in time when your all your lessons have born fruit.

Preceding Reputation (100CP): The title of ‘Sith’ has not been used openly for almost a millennia, but their
legacy remains embedded so deeply within the psyche of galactic populace that it can inspire genuine fear
for one to so much as encounter one of their order. On the rare occasion that they deign to reveal
themselves to those lesser sentients, even those of unusual will and temporal control, they invariably
inspire the terror due to beings that have repeatedly brought much of the galaxy to its knees and
exterminated entire worlds throughout the millennia. A microcosm for the Sith in totality, you are able to
leverage your rightfully earned reputation, or that of an alter ego, to illicit a reaction from others as if they
themselves had personally experienced the horrors wrought by the galactic bogeymen. Even those with no
prior knowledge of the Sith would feel a sense of primal dread and anxiety upon you revealing your title as
a Darth, and this fear will only grow more pronounced once you enlighten them about to the history and
nature of your Order.

Ancient Resolve (100CP): Consider, if you’ll indulge such a comparison, the anarchist. An individual willing
to engage in conspiracy and extreme violence to bring down what they perceive as a decadent and corrupt
institution. Such men and women live and toil under countless regimes, secretly preparing themselves for
the day on which they will strap an explosive device to their chests and eliminate their targets. Such
individuals are far stronger than those around them, willing to go against the collective moral conscience of
their society for the sake of their own convictions and to sacrifice anything in pursuit of those goals. The
Sith are the same, in their own way, and are similarly strengthened by their secret purposes. So long as you
hold true to your aspirations and beliefs, working towards them in spite of how they might counter the
social narratives of your people, then your will shall remain strong enough to do whatever is necessary for
those grand plans. If acts of murder, of torture, of terror and of conspiracy are all essential for the
completion of the Sith’s Grand plan, then they will be done in spite of any psychological frailties or farcical
morality you still hold.

End Of The Line (200CP): The Rule of Two has been essential in bringing the Sith through this age of unusual
peace and moulding them into beings best suited for ruling, and this tradition of treachery has been
necessary to prevent their stagnation in the shadows. However now you stand on the precipice, potentially
being yet one more generation of Sith away from openly claiming power, and for the two rulers of the
galaxy to conspire against one another will inevitably lead to the destruction of the new state and the
ruination of Bane’s vision. So any apprentice you choose must be both worthy of being Sith, amoral and
with a great ambition for power, but also able to accept their place for the survival of the Order and to
preserve your joint rule against sedition and conspiracy. You may rest easy and leave your back unguarded,
as to even the most amoral student lacking in filial duty, accepting your tutelage seems to instil an
appreciation and loyalty to you that only grows as you help them grow stronger. A vicious young man that
had originally planned to kill you would, by the time his apprenticeship ends, likely ignore a prime
opportunity to kill you and humbly accept his role in your Order.

Sojourn To Sanctuary (200CP): When playing in the highest offices of politics and business one will
inevitably make powerful enemies, some of whom are willing to go quite far to get rid of you. From
kidnappings with intent to murder and humiliate you, hiring teams of assassins or bounty hunters to kill you
and your peers to even deploying weapons of mass destruction in order to ensure your annihilation; there
are few threats quite as severe as a slighted king or criminal mogul. Unfortunately for these resentful souls
however, just prior to your due death you always seem to receive a warning, be it from the Force or other
people such as your underlings or law enforcement, that ensures no matter how well planned the attempt,
you will always have just enough time to escape or foil the attack. Whether you fight your way to past the
assassins or hijack a starship to avoid a detonation, you have a strong chance of survival in any such
situation and the good fortune to avoid or kill any witnesses who see you using abilities you’d rather keep
secret. These attempts may leave you scarred or cost your insurers a fortune in damages, but at least you
will live on to visit a bloody toll on whoever was brazen enough to conspire against a Sith Lord.

Obligatory Tradition (200CP): Since the reformation of the Sith, the arts of Lightsaber combat have become
rather vestigial. No matter how strong they have grown individually, no two Sith Lords can hope to make
battle on all their enemies as was the case when they numbered in the thousands but even so apprentices
are rigorously instructed in a number of martial forms and trained to be at least as competent as any Jedi
Master with a blade. Perhaps out of some sentimentality towards the past or for the unlikely possibility that
they’re confronted by a worthy opponent, a Sith will inevitably be shaped into an impeccable duellist. You
are a superb lightsaber combatant, able to match all but the most dedicated Jedi Masters in one-on-one
combat and cut down crowds of lesser fighters without much risk of injury in turn. Indeed your reactions in
combat have been refined to such a degree that you may find your mind wandering in the midst of battle,
able to compile a guest list for an upcoming gala or ponder about the results of your latest experiments
without losing any of your lethality or brutal grace.

Action And Reaction (400CP): The interlocutors of the Force are not eager to execute the dictates of those
new to their mysteries, they possess a guiding will of their own, carried by inertia millennia old. For a Jedi to
draw their greatest strength and insights from its depths would require them to live passively in accord with
its inscrutable aims, but for those Sith that actually have desires to change the galaxy their potential must
be realised through the seizing control of the Force and breaking its will in service to their own. But for
every step you take down the dark path to mastery, it tests and shapes you; withering the body, scourging
the mind and challenging your efforts with adversaries and challenges that cannot be foreseen. By the time
it fully submits to a Dark Lord, many have observed with a hint of irony that they too have been shaped into
the ideal vessel through which the Dark Side can be channelled. You exemplify this relationship with the
Force in all that you do, slowly adapting to disciplines you seek to master throughout the years until you
become perfectly suited to the mastered skill. A slight woman that pursues a dominating form of combat
like Djem So will find themselves growing larger and more muscular until they dwarf their prior physique,
while a man of modest intellect and little education that still seeks to enter the halls of academia will find
his intelligence increasing and mind growing more flexible to better use to the knowledge they now hold.

Wrought From Clay (400CP): For as long as they have existed, the Sith have sought to find new ways to
dominate and twist life to their singular vision and one of the most popular avenues through with to pursue
this desire is the art of alchemy. Sith Alchemy is the practice of permanently altering life or matter through
the Force into new and unnatural forms and through the millennia it has given rise to countless Jedi
murdering abominations, bizarre plagues that ravage entire worlds, parasites that lay dormant until the day
their creator's decide that they should devour the host and profane unions of machines and men that
inspire disgust and fear in the unenlightened. Early in your own apprenticeship you discovered a penchant
for this particular tradition, particularly when it came to the corruption of living beings, but have studied
the art through the lens of the microbiologist and have attained mastery almost diametrically opposite to
those dead masters. You’ve studied the processes of the midi-chlorians; how they might be commanded by
a focused will to stave off the effects of age and necrosis or to restore damaged tissues to youthful function,
how they might be killed partially or completely to strip one from the Force or to guide them to death and
how they can be coaxed into spontaneously generating new cells or even immaculate lifeforms with the
properties you design into them. In time you may even induce them to multiply within your own cells,
effectively increasing your connection to the Force to an implausible biological peak, something befitting an
eternal Lord of the Sith.
Roads Untravelled (400CP): The Jedi did once have the potential to stymie and suppress the ascendancy of
the Dark Side, but in involving themselves so heavily in the profane world as enforcers of the Senate they
have lost the allegiance of the Force and doomed themselves to irrelevancy. The affairs of state and
business are shallow trappings before matters of the Force, and it is only through shedding these
irrelevancies that one can truly master it. In exchange for sacrificing much of your involvement with the
physical world, you will find your supernatural gifts growing deeper and more powerful. Absconding from
your lifelong career and handing the reins of business to a protege, secluding yourself from old peers and
friends so totally that most would wonder at your death, resisting the many pleasures and comforts that
those same powers could make available to you; the more you let go in the pursuit of mastery, the more
you will derive from your meditations and research into the arcane and mysterious. A couple of decades in
seclusion would be enough to let you eke out the deepest secrets from the Dark Side, after which time you
could of course return to guide the mundane galaxy with no cost to your spiritual development.

Mystical Materialism (600CP): The Dark Side is a pathway to many abilities some consider to be unnatural,
but more often than not these esoteric powers are derived from studies of the natural world. The potent
gifts of foresight developed by Tenebrous were born from his genius for statistical modelling and the young
Plagueis is well on his way to attaining immortality due to his avid interest in cellular biology and
biochemistry. In the same vein as these two Sith Lords and their predecessors, you too are able to use your
understanding of the material universe to slowly develop new disciplines and powers through the Force and
other supernatural or metaphysical sources with which you’re trained. At first these new techniques will be
rather minor, such as a cellular biologist being able to observe the processes of cells but being unable to
manipulate or stop them. However given a near-total understanding of a field rivalling Plagueis or his late
master and a great level of skill with the Force, you’d rapidly develop incredible powers that would awe and
horrify the ever-conventional Jedi; such as biological immortality, the ability to immaculately sire new life
and even the potential to increase the number of Midi-chlorians within one’s cells. There is seemingly no
limit to what powers could be developed should your mastery of the sciences be broad and your life long
enough, but diving too recklessly and deeply into this dark well of potential may see you draw forth your
own undoing.

Tipping The Balance (600CP): For almost one thousand years the Jedi have rested on their laurels, their
governorship of the Force unchallenged by the diminished and seemingly extinguished Sith Order. However
the metaphysical status quo was upset a century ago as Darth Tenebrous and his own Master engaged in
grand ceremonies to increase the influence of the Dark Side. This disruption was noticed, but it was beyond
the powers of the Jedi to restore their artificial dam against the encroaching dark. Since then the future has
grown ever more obscured to their overly vaunted foresight while the Sith can see ever further from the
shadows. These rituals have been passed onto you you, meditations and exertions of Force that can
increase your influence over the cosmic Force and blunt the efforts of your enemies to restore their
dwindling powers or find the one responsible. Dedicating many months over a lifetime to this will tip the
scale ever further in your favour, potentially to the point of blinding even the wisest Jedi to their most
imminent and obvious threats and bringing your own designs to near-certain success. Beyond the Force,
these rituals can be adapted to other supernatural systems over which you’ve gained mastery, to elevate or
diminish specific facets and manifestations of their nature, expanding or pruning the abilities of various
schools of magic, the spiritual arts or psychic powers. Such forces must be wrestled into submission and
may strive to strike you dead, but should you have truly attained mortal mastery then you’ll only need to
exercise great caution with each alteration.
Acolyte

Not Entirely Honest (100CP): Utterly lacking in shame or empathy, ambitious, insidious; you are a viscous
beast born to a rational, moralistic species. From a young age you recognised your deviant nature and
learned to play the part everyone else came to without conscious effort. Your boundless rage and perverse
lusts were locked under a mask of the urbane gentleman and your self-control was only tempered by the
fires it has kept at bay. Your true nature is nigh-impossible to discern unless this iron-clad will is disturbed,
with even your Forceful gifts being kept hidden from the minds of Jedi and Sith, and you find it easy to
consciously alter and model your behaviour without it seeming forced or uncanny. It would be entirely
possible for you to portray yourself as a loyal confidant, kindly father figure and patriotic statesmen to all
who meet you and for that image to only crack when you decide that it no longer has any use to you.

Perks Of Rank (100CP): Men of power, be that temporarily or in the Force, may develop modes of thinking
and refined tastes at odds with those of the common rabble. Perhaps they often retreat to a small hideaway
moon to indulge in hedonistic pursuits that would disgust the public, are engaged in trade of a less than
legal nature or belong to a widely demonised religious organisation; while the specifics vary between these
august individuals, their need to hide their myriad deviances do not. You’ve been inducted into some of
these fraternities and have studied how they hide their involvement in nefarious enterprises. From
laundering your expenses to covering up disappearances to bribing or coercing potential investigators, you
are able to leverage your wealth and power to great effect to hide evidence of your debauched or diabolical
dealings from ever coming to public attention. It’d take a determined Jedi Knight to bring your actions to
light, but not even a Jedi should be able to threaten a Sith with wealth and influence now available to the
Order.

Creeping Conspirators (100CP): The ambitions of the Sith require a degree of amorality to accomplish, with
assassination, torture and conspiracies designed to destroy the Republic all being viable avenues through
which to attain their ascendency. Such actions cannot be carried out by one or two beings alone, no matter
how powerful in the Force, without the aid of dependable allies. You are one who is best suited to secure
these aides of the dark side, able to not only secure the trusted assistance of those who’d feel no remorse
over such acts but their genuine friendship and loyalty. Men and women of predatory or immoral natures
seem to recognise you as the apex representative of the darkest facets of sapience, bowing their heads in
supplication to a being far more treacherous, hateful and cruel than they could ever dream of being. This
understanding leads to a firm friendship and confidence that they’d be loathe and terrified to break, and so
they’ll come to serve loyally as intermediaries for your will. Let these souls dirty their hands so that yours
can appear untarnished.

Self-Emancipation (200CP): There are many that would restrict your freedom, from a resentful father that
keeps you under his proverbial thumb to disagreeable investors that share a different vision to you for the
future of a corporation. It is those with whom we have the intimate relationships, whether personal or
professional, that forge the greatest chains restricting one’s nature and to attain true freedom it is these
bonds that must be severed and forged anew under a new dynamic. Regardless of whether they be a peer
or a direct superior, you have a two-fold talent for emancipating yourself from the limits they might expect
or actively impose on your behaviour. First is a gift for orchestrating deaths with little risk of that conspiracy
being revealed, whether that be through the directly slaughtering your estranged family on an uncharted
starship to stars unknown or slowly ravaging their bodies through the ‘treatments’ of a corrupt physician,
you find it easy to take lives closely entwined with your own. Second is a tendency to greatly profit from
these deaths, with the tragic accident that befalls a mentor soon leading to the promotion of you, their
protégée, or the killing of your family by pirates garnering you enough sympathy to gain political office or
concessions with laughable ease. One day perhaps, when none are left to censor or stifle you, you might be
able to drop the pretence of innocence and exult in the thrill of the kill.
What Is Evil (200CP): There exists a question that few feel comfortable answering, as to who gives more
shape to galactic history. First are the good, the morally orthodox who adhere to the tried and true, and in
contrast there are renegades, those who seek to rouse beings from their stupor and lead them to glory. The
Sith make no apologies as to the nature of their enterprise, unconstrained by compassion, they perceive
every living being as yet another tool in their plans or a stepping stone to greater power. It is through this
merciless pursuit of their own will that much of their success has been gained, often to the expense of
others, and it is through this mindset that the foundation to your own successes will be laid. You will find
that your plans, so long as they’re made with poor regard to the feelings or the well-being of others, will
succeed where once they’d have failed and pay unexpected dividends, as if you’ve been propelled onwards
to personal success and rulership by the Dark Side of the Force itself. Battles where your success was far
from certain are far more likely to result in victory when you demoralise your foes with horrific war crimes,
implying some dark proclivity about your political rivals will gain great traction in the public consciousness
and diminish their support and scientific experiments conducted on suffering subjects will provide
invaluable insights that you’d have never come to on your own. This is no balm for foolishness, as
thoughtless exercises of power will soon show you, but a reward from fate for sound plans executed
without hesitation.

Conversational Corruption (200CP): To those destined to experience the coming conflict and the rise of the
new order, the idea that it was all borne from a series of humble conversations about the state of the galaxy
between an investor, a senator and a couple of concerned Jedi would be ludicrous. Their scepticism is
justified with their limited abilities of course, people are often so thoughtless with what they say and who
hears it and so they never learn to appreciate the power their words could hold. Whether it’s a result of
your Forceful intuition or merely that you were born an insidious monster, you find that through genteel
conversation and the steady cultivation of friendships that you can draw forth the deepest secrets, anxieties
and ambitions of others and leverage these to manipulate them into all manner of acts and plots that would
shock their past selves. A steadfast and proud Jedi Master worried about corruption in the Senate could be
slowly convinced that a civil war and the implementation of a radical new state is the necessary solution,
while a young Knight fearful for both the life of his wife and to whom you’ve long been a fierce friend would
betray and murder those that raised him should you engineer enough disillusionment and confusion in his
heart. Upon falling to your corrupting influence, only the most extraordinary and unlikely circumstances
could bring them back from the dark roads they now tread.

Pruning Storm (400CP): The Sith of modernity are quite unlike the front-line generals and battlefield
sorcerers of their ancestral past; where once you burned worlds, you now negotiate financial mergers and
attend stately dinners. One would be mistaken to think that the Sith are defanged or soft however, for their
bloodlust and hunger for battle has only grown more intense for their millennium of abstinence and no
more clearly can this been seen than on the rare occasion during which you can cut loose with no concern
for exposure. So long as your life can largely be described as peaceful, where your might is constrained and
the only conflict you experience is that of a verbal variety, then you will steadily find your violent powers
roiling and writhing in your chest like some immense primordial beast growing increasingly stressed in its
captivity. When at last battle is called for, your powers will burst from you with an intensity beyond what
should be possible, utterly annihilating lesser beings that earn your ire and allowing you to quickly
overwhelm those that would otherwise be your equal in power and skill. After the battle is done and your
enemies lie dead, the effects of this perk will reset but at its peak, after many months of pacifism, when
your powers would feel like a figurative reservoir straining against the walls of the dam that is your self-
control, you might bring forth Force many times greater than that available to the most powerful of those
ancient Sith.

Shepard To Sapients (400CP): To be Sith is to determine the fate of the galaxy and all its inhabitants,
whether those beings choose to accept that truth is irrelevant. It is by your will that an unprecedented war
may shake the galaxy, leaders will rise and fall as your wants dictate and it goes without saying that the
Force too is subjects to your plans. You seem to exemplify this belief, for your designs on the lives of others
seem to be nearly destined to succeed so long as you put in a modicum of effort to see them do so. Other
people aren’t passive actors of course, but your gift for subterfuge allows you to predict just how they’ll
react to your words and actions and how in turn those reactions will effect other players on the political
field. An unlikely contender for a planetary throne would, with your backing and advice, rise meteorically to
the position in a few short years, while their now slighted predecessor would ruin themselves in their long
foreseen attempts to take revenge upon you. This gift for manipulation only grows with the time someone is
exposed to you, and even a Master that understood just how manipulative you are will unwittingly become
your pawn as you plant or prune ideas and impressions from their mind over the course of your studies.
Should they let their guard down in an unobserved apartment knowing full well what how you are by
nature, then they deserve the end you’ve been planning for them.

I Love Democracy (400CP): For all that fatalists talk of corruption and conspiracies steering the Republic, it
is equally true that the well chosen words of a senator can unravel those very plots and redirect the course
of galactic politics. Those cynics would no doubt say that such instances of honest statesmanship are the
exception to the trend, but then they haven’t met you. A cunning linguist, master debater and historic
orator; your voice cuts through the din of debate and dismissal like a lightsaber through the air, as your
words have a deepened impact on the minds of others and invariably force them to think on what you have
said. Even when you speak as an otherwise uninvested party, your words have a strong influence beyond
that of most of those involved but it is when you have a stake in the subject that your speeches become
truly profound. When those you represent or a cause you’ve long championed is the focus of plight or
policy, then you alone can stop previously certain acts and set whole new precedents in galactic politics.

One Who Covets (600CP): The delusions of some Lords aside, the Dark Side and the Sith Order are
fundamentally entwined with acts betrayal and murder inspired by covetous hatred. As the power of an
apprentice waxes to mastery, they invariably conspire to kill their teacher and claim their mantle as reigning
Lord for themselves. In the moments after the latter’s death, these newly ascendant Masters are often
struck by the profound gravity of what they have accomplished, as the Force itself seems to coronate them
fully as masters of the Dark Side. Whether this is a true shift in their relationship with the Force or merely a
moment of egotistical glee is hard to determine, but with this you will experience a measurable change in
your abilities following your acts of treachery. When learning at the feet of a master of an art; be that in the
field of politics, in the Force or more esoteric studies not known by any in this galaxy, you will quickly absorb
and prove highly talented with all that they have to teach you. Upon reaching a level of expertise where you
could rival or replace them, you can then take the step necessary to exceed them through a decisive act of
betrayal. Whether you kill them yourself, merely organise their deaths or cruelly ruin them professionally
and mentally so that they fall from their lofty position; their fall will correspond with your ascension, as your
skill and ability with what they taught you soars beyond what would be possible had you remained their
pupil. An aide and protege of a senator could gain enough political acumen to rise to the very top of galactic
politics and a soon-to-be sole Sith Lord would greatly deepen their connection to the Force to grow so
powerful as to rival any who had come before them.

Shaping The Stars (600CP): Drastic change in the Republic will require similarly extreme impetus and to
utterly reorganise the galaxy into an enlightened autocracy under one’s rule would take a series of currently
unimaginable events so that the present powers realise your rule is needed. A war would be ideal, one that
taxes the galaxy so completely that the people would happily grant you direct control over the military,
financial institutions and the legislature in the hopes that you could return things to normal. Your desire to
rule has been coupled to a mind capable of attaining rulership, able to manipulate dozens of seemingly
disconnected people and events in such as fashion that will culminate in your grander designs being
realised even without using the prophetic powers of the Force. Through your work in interstellar statecraft
and how that subsequently affects both the economy and culture, you can precisely orchestrate changes
that most would believe impossible to predict. Sowing the seeds of discontent in just enough worlds to give
rise to a strong separatist movement that would have enough strength to match the now divided Republic,
which in turn would be used to justify granting new powers to bring those dissident worlds under heel and
that need for a massively expanded military would lead to an issue of hyperinflation and war-profiteering
from private industries, granting you yet more political capital with which to nationalise those necessary
industries. An otherwise constrained positioned such as that of the Supreme Chancellor could, through the
chaos you’ll sow, be transformed into an office with unlimited powers in under a decade. By the time your
work is done, the most robust democratic government in history could be transformed into an absolute
monarchy within a single generation and your ascension will be met with nothing but thunderous applause.
Items

Lightsaber (Free): The traditional weapon of the Sith and Jedi, lightsabers are weighty handles that emit a
blade of superheated plasma in a magnetic containment field. This ‘blade’ is circular and its cut is
omnidirectional, able to instantly sear through most materials in the galaxy in an instant and slowly melt
through the few heat resistant enough to bare their edge. That magnetic fields makes the lightsaber a
surprisingly versatile weapon, for it repels the ubiquitous blaster weapons used by most sapients and when
used in conjunction with the prophetic powers of a Sith Lord the weapon can intercept and redirect ranged
fire back at an attacker. As a Sith you have constructed your own lightsaber, with an artificial crystal in its hilt
that produces the distinctive crimson blade favoured by your order, and have at least enough competence
with it to use it in battle without injuring yourself.

Nuclear Device (200CP): A scarce weapon in this galaxy, the use of nuclear explosives has been proscribed
by the Republic and only a few black marketeers are willing to stock and sale these weapons of mass
destruction. You have found one of these rare sellers and secured a deal that will see one such explosive
delivered to you every decade or so. It may be fired from space to ground based targets without detonating
prematurely, but when it does the initial explosion will level practically everything within twenty-kilometres
and the subsequent fallout will deal heavy damage to the environment for one hundred more. Should you
deem it too excessive for use in any given decade, you will still receive another one for when you need that
overwhelming destruction.
Master

Book Of Sith (100CP): The Sith Order has a history as long and by far more glorious than that of the
stagnant Jedi Order, unfortunately many of their contributions to philosophy, art and the Force have been
either destroyed in ignorant purges of the Jedi or forgotten in ancient tombs and archives never to be read
again. What scraps of ancient wisdom that remain however have become all the more valuable for their
scarcity, and you have spent a number of years collating the writings of the greatest Sith Lords into a large
tome that best condenses the disparate and evolving philosophies of the Order. While these pages don’t
contain the methods of replicating powerful Force techniques of the ancient Sith, the insight it grants into
their modes of thinking and personal lives might one day help you unearth all that they took to the grave.
The book holds a number of blank pages, that will slowly fill out throughout the years with scraps on your
own insights, short passages on the nature of the Force, the purposes of the Sith, the best ways to
manipulate galactic events and similar musings for aspiring Dark Lords of the future.

Luxurious Ship (200CP): Rugess Nome, the public persona of Darth Tenebrous, was a galaxy famous
artisanal starship designer and his bespoke designs are both a sign of status and wealth, as well as sublimely
wrought vessels for which purpose the customer required. Following his unfortunate disappearance, this
ship you’ve just acquired will only grow more valuable for its rarity. A luxurious yacht with provisions that
would delight the palette and bodies of even the most jaded sentients, the ship would be ruinously
expensive to mass produce with a highly sophisticated cloaking system, one of the fastest hyperdrives in the
galaxy and an extensive communications centre that will allow you to control all of your interstellar affairs
while on the move.

Private Retreat (400CP): The galaxy is an unfathomably large area from arm to arm, consisting of too many
stars and planetoids to count and twenty thousand years has proven to be far too short a time for
civilisations to settle in many of these systems. You have hyperspace coordinates to an otherwise unvisited
star system, around a planet of which is a habitable moon that you own. Whether it’s legally registered to
you, a corporation in which you hold great wealth or completely off the galactic books; none care to contest
your claim nor to investigate what you do with your property. The environment, flora and fauna, whether
native or artificially wrought, are entirely natural at present and the only structures on the surface consist of
luxurious accommodations for yourself and hundreds of high status guests. This alone is not an exceptional
prize for a wealthy noble or plutocrat, let alone a Sith Lord, but you’re also well connected to various
contractors willing to discretely build and supply nearly anything you desire for your world. Endangered,
predatory species so that you may engage in the most primal of blood sports? A luxurious pleasure palace
filled with the finest dishes, narcotics and slaves available in the galaxy? An immensely dangerous racing
circuit for one of the most thrilling pod-race tracks this side of Coruscant? Almost anything can be supplied
so long as you and yours could derive enjoyment or relaxation from it and these clandestine contractors
seem to receive their ample payments without your own accounts shrinking in response. Should you tire of
one configuration, just contact them again to remove or replace the facilities and it’ll be like the former had
never been present.

Elite Guard (400CP): While it is true that few beings exist that could directly challenge a Sith Lord, even
should they attack en-masse, the current custodians of the Force may notice should you fail to be
circumspect in your use of your powers. That is why you have secured the protection of a company of
soldiers akin to the Sun Guard, one hundred and forty four elite warriors utterly loyal to you, each being
well provisioned and skilled in countless forms of warfare, sabotage and espionage. To a man they are all
exceptional warriors, easily a rival for the infamous Mandalorian clans, and a number of your personal
guard are mildly Force Sensitive, not to an extent that they could be Sith but they will possess frightening
reflexes, coordination and an intuition for threats beyond any other, and they’ll quickly adapt to perform
any task asked of them. They also prove implausibly resistant to interrogation should one be captured,
being well inured to torture or methods of mind control, and inevitably finding ways to commit suicide
should escape seem unlikely. Should any of your guard die, eager recruits from their ancestral clan will
arrive to fill in for their fallen predecessor.
Banking Clan (600CP): The Sith have accrued a vast degree of worldly power since the time of Darth Bane
and his apprentice. No longer do they operate entirely in the dark, for shaping the future of the galaxy
requires wealth and influence that not even the Force can provide on its own. Whether by fortuitous
birthright or through conspiracy and coercion, you have come to inherit controlling shares in a truly massive
conglomerate known throughout the galaxy for holding great influence over an essential form of
commercial industry or finance. From a bank with wealth enough to fund a costly civil war throughout the
galaxy to the leading producer of starships and other gravity defying means of transport, the total assets of
your company and its subsidiaries are astronomical and countless politicians, planetary leaders and Hutt
lords would like swallow their typical pride in the hopes of earning your favour. Seemingly too big to fail or
be overcome, even should you ignore your company it will continue to flourish and grow as any other
successful monopoly but active involvement will make it easy for you to transfer considerable funds into
less than profitable ventures of dubious legality without upsetting your board or the local regulatory bodies.
In future worlds the business may shrink or expand as is appropriate for the setting, as well as adopt fields
more appropriate to that setting.

The Heart (600CP): Love. It is not a world customarily used by the Sith, but no word could better describe
your unconditional attachment to this place and what it represents for your past and future both. This is an
immense laboratory complex, filled with countless biological specimens in various stages of vivisection. To
the naked eye their appears little similarity to these species, but should one reach out with the Force, they
would realise that all share an unusual relationship with it. Some boast a resistance to its influence, able to
deny the Force in an area around them, others can use it in ways not yet possible for the Sith and some are
just sapient beings with a strong connection to it that you sought to study to better understand yourself.
There are many experiments being conducted in this place, by loyal and secure droids, that would serve any
alchemist among the Sith well and you’ll find any such experiments you oversee will produce a wealth of
useful data and insights into the relationship between biological life and the Force. A few years spent in
these halls could give rise to all manner of abominations, viable clone life and Force powers over life that
could have alluded you for a lifetime without the facility. In future worlds they specimens may be changed
or expanded to allow for you to better study similarly abnormal lifeforms appropriate to those worlds, with
their own unique relationships to seemingly supernatural phenomena and principles.
Acolyte

Stately Garments (100CP): You may have the voice to move millions, but you need the right look if you want
to be on the HoloNet or granted the stage at a philanthropic party and now you’ll be sure to have it. You
possess an incredibly large wardrobe filled with examples of high-class fashion popular in the modern
Republic across dozens of worlds. From the ostentatious garbs of the Naboo to the senatorial robes
currently popular on Coruscant, your collection is always up to date with the latest and most expensive
attire perfectly bespoke every day to fit your body. Whether you’re seeking to best represent the artistic
and cultural sensibilities of your people in the galactic senate or wish to blend in as merely fashionable at
the most exclusive clubs in the core, you’ll have exactly what you need to make the best impression you
can.

501 Republica (200CP): Location is just as much a part of public image as the clothes one wears and if one
wishes to be taken seriously in the heart of the galaxy then they must rub shoulders with all the other
movers and shakers on Coruscant. Somehow you’ve attained an apartment in 500 Republica, the most
exclusive and highly sought after residential tower on Coruscant. Over four kilometres in height, the palatial
tower is home to many notable Senators, galactic celebrities and business moguls and is protected and
staffed by a veritable army of servants and security guards to attend to everyone’s needs. Even among the
decadent elite housed here, you must be something truly special, for you also have access to a private
turbolift that can take you anywhere from the base, where you will find an undiscovered escape route
should awry events occur, to the peak of this monolithic structure and a small, private sky dock in which you
can park small starships and air vehicles. Your own apartment is quite high, granting a gorgeous view of the
massive cityscape below, and is always free of bugs or surveillance no matter how recently a would-be spy
put them in place.

Proving Grounds (400CP): Space, or at least the planets that fill a fraction of it, is a highly populous place,
with countless thousands of inhabited planets, and not all have yet achieved their industrial age, let alone
that of space flight. This is one such world discovered by the Bane’s line some centuries ago, home to a
physically impressive and war-like species entering the earliest ages of their bronze age. The Sith Lords of
that tine arrived to this world and slew hundreds of their warriors as part of a training exercise before
leaving again for the stars. In the hearts of the cowed natives, they knew they had met their war-gods and
when the Sith returned again to repeat the exercise they realised the profound effect they had inspired
among these people. Statues and iconography embodying those Lords had grown prominent and the
natives once more went to war against their gods, knowing that it was what the Sith wanted from them.
Not only have you inherited the coordinates to this world, but in future worlds you will always manage to
encounter a similar tribe or race undisturbed by the wider world, against whom you can test your skills.
Each time you return to them, they’ll appear to advance either technologically or in respect to their capacity
for war, and the numbers you’ll face will be enough to tax you to the limits of your endurance and prowess.
Training against these people somewhat regularly will at the very least keep a master’s skills sharp and
allow one with room to grow to make enormous leaps of progress in the arts of battle. Perhaps one day
your skills in death dealing will become so great as to justify the beliefs of these primitives.

Hefty Inheritance (400CP): While the Republic itself may be a largely democratic body, many of its
constituent worlds are monarchies and feudal societies where position is largely inherited. You come from
one such planet, such as Serenno or Naboo, and more importantly are the heir or head to wealthy and
highly influential aristocratic family. The respect for your position, both from the political establishment and
the people, is considerable and it’d be fairly easy for you to involve yourself with planetary politics and
maybe even come to represent your world on the galactic stage. Interestingly enough, even on worlds or
among species where nobility is considered an outdated or inherently strange concept, people can’t help
but to recognise your good breeding, taste and how well you embody the virtues of your culture. This aura
of old money will open up doors all over the galaxy that would remain barred to the nouveau riche unless
they were extraordinarily wealthy and the word of you and your family has been considered as good as gold
for centuries.
Senatorial Seat (600CP): If one wishes to rule the galaxy, then they need more than some partially realised
strength in the Force or some promising prospects after leaving university. Forget about merely having the
potential to be important, as you’re now a Senator of the Galactic Republic and represent an entire world or
even a series of less prominent worlds like the Commonality. Thus far your reputation has been impeccable
and being a key player in several important motions in the senate has earned you a number of good friends
and allies in other seats and a great deal of influence over several important voting blocs. Back home you
are highly appreciated for the earnest work you have performed on behalf of your people and even should
you rest on your current laurels, you could enjoy a long career as a respected politician with no risk of being
recalled, and on Coruscant itself you are a darling of the media, which will make every effort to portray you
in the best light it can so long as proof of scandal isn’t utterly damning. Should the current Supreme
Chancellor fall from favour or retire, many of your peers would quickly look to you to take on the burden of
leadership.

Grand Plan (600CP): Why risk so much sowing the seeds of revolution when the means of the Republic’s
collapse can be given to you? It appears that much of the Sith’s Grand Plan has been implemented already
and that you need only put a few more events into motion to bring the galaxy to chaos. A large coalition of
planet’s disillusioned with Republic rule and secretly rallied under a separatist banner, two or more
engineered, cloned or secretly trained armies almost ready to fight, cunningly engineered disasters that will
force the Jedi into ever more self-sacrificial militarism; whether this takes the exact form as the one to be
enacted by Plagueis and Palpatine or some other plot more in-line with your own designs, the head
conspirators and profiteers for the coming war ultimately answer to your Sith persona, allowing you to
easily shape both Republic and Separatist strategy and policy to your own ends with the majority of
participants never being wise to their deception. In future worlds you may choose for a similar situation to
be present, entering those worlds with key players either allied or answering to you and enough of a
familiarity with the situation to manipulate all sides with the ease you would here.
Companions

A Master, And An Apprentice (50CP/300CP): Always two there is, no less but potentially quite a few more.
Whether they be a long term Companion or an as of yet unknown sapient from this galaxy, you may import
one person into either the role of a Master or an Acolyte with which they will gain a stipend of 600CP with
which to spend on perks and items of their own. This option may be purchased repeatedly to introduce new
Sith to the galaxy, but for a bulk purchase of 300CP up to eight Companions may be imported as Sith Lords
in various dynamics, doubtless to the chagrin of the tortured soul of Bane and Darth Plagueis both. Such a
force could be enough to spark a conflict reminiscent of those millennia past wars.

Canon (50CP): There are a lot of intriguing, powerful and highly dangerous people operating in the galaxy
right now, potentially people that you’d want to induct into your own order distinct from that of the Sith
Lords. With this purchase it’ll be as if the Force itself wishes for you and one specific character you’re
interested in to meet, implausible circumstances driving the two of you to meet in circumstances where
you’ll both leave a strong impression on the other and a fate ensuring that should you both survive you will
cross paths repeatedly. Play your hand right and chances are this person will find good reason to leave the
known galaxy with you to parts unknown.

Maul (100CP): The Rule of Two is quite explicit, there may only be two Sith Lords in the Order at any one
time, but that doesn’t stop these Lords from training enforcers and assassins strong in the Dark Side to
perform tasks one deigns beneath them or that may expose their identity should matters go awry. A
disposable dagger or bludgeon for one’s enemies, these operatives are not privy to the wider political
machinations or arcane secrets of their masters and thus cannot successfully attack the latter. Some years
ago while visiting a remote world, a Force sensitive woman recognised you for what you were and gave you
her newborn child in the hopes that it could live where there only death or slavery awaited it. Naturally you
accepted, for even then the child was strong in the Force, and its life thus far has been spent training in the
arts of stealth and combat. Whether they operate under the delusion that they are your apprentice or
recognise the difference between themselves and a true student, they are deeply loyal to you and very
resistant to attempts to ferret out your secrets. Their capture should remain a remote possibility however,
as they are skilled enough with a lightsaber to match near any Jedi Knight or Master in battle.

A Good Friend (100CP): You have in your employ a being who would have made an exemplary Sith if not for
the unfortunate fact that they are largely blind to the Force. They are deeply passionate and morally
unconventional, frighteningly intelligent and holding a position of power in government or at the head of a
galactically significant corporation and yet they remain ultimately deferential and loyal to you. Whether this
is due to recognising their inherent inferiority to a Sith Lord, a genuine friendship formed from shared
interests and senses of humour, a product of deeply harboured romantic desires or a potent cocktail of all
three, there is nothing that could convince them to betray you and your secrets and they’ll eagerly bend
their considerable talents and resources to whatever goal you bid them. If they believed you dead or
disgraced, they would continue to honour you in their work and doubtless seek the torturous deaths of any
responsible.
Drawbacks

Revenge Of The Sith (+100CP): Confidence is only appropriate considering your powers, but you’re almost
ruinously arrogant in how flagrant you are about your ulterior identity. As if you’re determined to test
yourself against the Jedi and the galaxy at large, you’re the sort to keep ancient Sith artwork in your
apartments and offices, speak at length about various Sith legends and figures, even those of Bane’s line
that won’t appear in historical records and make ominous comments about the longevity of the Jedi to a
Jedi. It’ll never be so serious a faux pas as to admit that you subscribe to that unfairly maligned religion, but
you may develop a sinister reputation for your interests and should you rise to a position of power you will
attract considerable scrutiny from various Jedi Masters and concerned historians.

Lofty Meditations (+100CP): It is a difficult thing, to balance one’s contemplations on the Force with their
obligations in the physical realm and you’re not sure that you’ve managed it. The Force and all similar occult
matters seem to consume your attentions, to the extent that you’ll find it exhausting to be forced to deal
with the year to year minutiae of the Grand Plan or steering the reigns of government, if you can even be
coaxed into running again for office. Unfortunately for your practical minded allies these musings are rarely
things that lead to greater power on that supernal, but merely philosophical notions that have little use
outside of the halls of spiritual academia.

Disturbing Sights (+100CP): The Force can grant great insights into events past, present and futures possible
and assured. You experience these visions more frequently and clearly than most others, but this is not to
your benefit. Visions of possible futures are often filled with disaster and death, so haunting as to unsettle
even a Sith Lord, and you’ll often experience vague premonitions of threats that cannot be defined and
come even when you are safe in the heart of your own territory. Such experiences seem almost designed to
break your resolve, to cause you to stumble from a chosen path and to halt the advancement of your
aspirations.

Scarred And Deformed (+200CP): In the past, you were targetted by a party of assassins and while you
survived the attack, the attempt on your life has left you scarred and deformed. You sustained serious
injuries that necessitated the use of invasive cybernetics and prosthetics to keep you alive even with the
Force there to sustain you. You’re physically weaker and less mobile than you were before, though
fortunately your strength in the Force remains undiminished, and your injuries cause you immense
discomfort and even pain in your day to day life. You can mitigate your suffering somewhat, whether
through the use of medicine or through frequent meditations in the Force, but your scars will inevitably
begin to hurt again should you neglect such treatments for even a couple of days. After your time here is
over you may choose to retain the cybernetics but become wholly acclimatised to them, regaining your lost
strength and no longer enduring pain.

Gravid Betrayal (+200CP): It is a demerit towards your Master that you’d have even been considered for
apprenticeship, let alone allowed to know the secrets of the Sith. For you have been burdened with those
characteristics more befitting the mewling serfs of the galaxy than its inevitable masters; those of
compassion, morality and empathy. Conspiracy, murder and betrayal do not come naturally to you, indeed
many of the necessities the Grand Plan will haunt your dreams and leave you guilt ridden and sick to your
stomach, and a desire to make recompense or subject yourself to justice at the hands of the Jedi will often
make itself known throughout your life. Unfortunately your skewed moral compass cannot be followed
should you wish to see this decade to its end, for if the Sith fail or be seemingly set on a course for
destruction by your hand then so too will you fail the Jump. Your choice is simple, do you wish to
contentedly return to the herd or shoulder the burden of being its shepherd?

Pretenders And Contenders (+200CP): Some Sith Lords in the past few centuries have contended with
Bane’s Rule, whether because they came to believe that two alone couldn’t accrue the strength needed to
overthrow the Jedi or because the harboured doubts about their first apprentice. Such instances had been
readily resolved in the past, typically with the true Apprentice killing off their master and rivals both but
now that knowledge has been called into question. Several lines of Sith have branched off of the original,
each believe themselves to be the true inheritors of Darth Bane and consequently seek to kill off the
competing lines. Be cautious, for if your mask slips before their informants or senses they will surely seek to
kill you or incriminate you before the Jedi to better disguise themselves. Fortunately there are only five or
six of these offshoots currently operating and you are just as able to make such moves against them.

Fleeting Force (+300CP): Whether its due to your extra-galactic origins or the profane experiments you’ve
carried out in the pursuit of power, your relationship with the Force has become strained and unnatural.
This is not so obvious when you use your powers infrequently and with subtly, such as masking your
presence in a crowd or gently manipulating a mind, but more overt and powerful conjurations of your
power such as terrific bolts of lightning and alchemy results in the Force running wild from you and
producing all manner of horrific phenomena around you. Animals and people would be left sterile and
miscarry, plant life will wither, micro-organisms may entirely denature in the area and the physical world
may be left subtly deformed with each power. While this isn’t directly a problem for you, other Force
Sensitive people will easily sense these instances and it won’t be long until they come to investigate and
destroy whatever it disturbing the natural order so severely. This drawback will effect other supernatural
powers in a similar way.

Chronic Backstab Syndrome (+300CP): The Sith are notoriously treacherous and the position of Master is
invariably inherited through murder, but now it appears that many people you meet have adopted the Sith
philosophy to great (and not so great) effect. So long as they can see some way to get ahead or take
advantage from betraying your trust, others will leap at the opportunity and you’ll face no end to the
stream of sabotage, subversion and murder attempts from those that called you a friend and ally but a
mere month ago. While it’s doubtful that you’d be naive enough to trust them, neither your intellect nor
your powers of foresight can account for exactly when and how these attempts will occur and so you’ll be
forced on the defensive against your newfound enemies more often than not.

Tenacious Tenebrous (+300CP): Darth Plagueis’ interest in the midi-chlorians is not as unique as he believes,
his own Master had come to study them in secret prior to his death and developed a technique through
which his own could be sent forth into the bodies of others as a vector through which his anima could flow
and conquer the unfortunate victim’s body. You are now that unfortunate, your body having been infected
with some of the Sith Lord’s retroviral maxi-chlorians, and his consciousness gaining a strong foothold
within your body. His will has initially failed to overcome your own, but you’re aware of the malicious
intellect flowing through your veins that will steal control of your body for the Tenebrous without a constant
and rigid discipline to hold him at bay. He cannot be excised during your time in this galaxy, only being
purged when you’re ready to leave and should he succeed in claiming your body and suppressing your ego
your Chain will end.
Notes.
Star Wars: The Force Unleashed
By Neuron
Version 5

Welcome to a galaxy far, far away. A galaxy under the tyrannical boot of the
GALACTIC EMPIRE and its forces of darkness, in this time period with no hope for rebellion.
All of the Empire’s opponents lie dead or in hiding with the Jedi as the fires of the Clone Wars
have come to an end and the Jedi are hiding from Darth Vader, the Emperor’s Fist, who hunts
them down throughout the galaxy. On one of these hunts during a rebellion on Kashyyyk the
Dark Lord comes across young Galen Marek, the child of two Jedi, containing the potential to
help Vader overthrow his master. You start three years before the Battle of Yavin, which is one
year before Darth Vader will send Galen Marek on his fateful mission to assassinate General
Rahm Kota, a Jedi Master, in order to prepare him to aid in the overthrow of Emperor Palpatine.
You now have 1000 Choice Points to spend to help you survive this dangerous galaxy.
Locations:
Feel free to choose your starting place as long as it’s not actually inside the Imperial
Palace, the old Jedi Temple, or the Death Star. If you’re out of ideas or feel like being random,
roll on the following table.

1. Imperial Center: The official name of Coruscant, the capital of the Empire,
although one that’ll never truly catch on. The galactic capital is a massive
ecumenopolis that is the center of the Empire and home to around a trillion living
beings. The planet is a massive cityscape from pole to pole and varies greatly with
the lower you go the more dangerous it gets being a general rule of thumb.
2. Kashyyyk: The home of the fearsome Wookiees, a proud people that have been
enslaved by the Empire in recent years and forced to use their great strength and
stamina on various projects. The world itself has a large Imperial presence on it
due to the unrest in the population and the jungles are truly primal places that are
easy to get lost and die within.
3. Felucia: An exotic and dangerous world that is the hiding place of Jedi Master
Shaak Ti and her apprentice. Much of the world’s plants are in fact fungal and
quite poisonous with the animals being quite dangerous as well. The natives
currently serve the Jedi Master and are quite hostile to outsiders and will make
this known quite abruptly. Later on the Empire will establish quite a base on the
planet once the Jedi Master is slain.
4. Raxus Prime: A world of garbage and pollution covered in mountains of trash and
salvage where mutated abominations live. Raxus Prime is not a friendly place as
most will shoot first and ask questions later. It is the home of Jedi Master Kazdan
Paratus, a skilled tinker who survived Order 66 due to the destruction of his clone
army. While there isn’t much in the way of civilization on the planet, there are
salvagers, and someone with your skills should be able to “borrow” a ship.
5. Nar Shaddaa: The home of the Hutt cartels and a hive of scum and villainy much
greater than Mos Eisley, the planet is a dark and dreary place with a sky full of
pollution, an endless number of nightclubs and other, less reputable, businesses.
The planet is also not without opportunities for those who know how to find them
as the Hutts pay well so long as you don’t disappoint them.
6. Bespin: A gas giant where Tibanna gas is mined for processing and then sale; as
such much of the population works in the industry while living in massive
floating cities that support it. The world currently also has relative autonomy from
the Empire, something that its citizens enjoy quite a bit. Later, Galen Marek will
come here to collect Senator Garm Bel Iblis for the Rebel Alliance.

Origins:
Gender and age may be chosen freely. Any origin may start as Drop-Ins if they wish.
Drop-In Force-users are independently taught (via holocrons or otherwise) adepts with no history
known to either the Jedi or Sith orders, and Senators are new faces on the political scene. You
may choose to be any species within reason; Chiss and Wookies are fine, Vong are not.
Bounty Hunter: ​A dangerous profession that may yield great rewards for those who do
well in it. While you’re no Fett you’ve certainly become a decently well known hunter; you’ve
successfully completed multiple jobs for a number of individuals including Jabba the Hutt and
Lord Vader. Continue to prove yourself useful and you’ll find a great deal of work will come
your way, and with it wealth and power.

Senator​: You’re one of the select few men and women picked to represent their worlds
within the Imperial Senate; though the Senate no longer wields any true power and is simply
used to keep the masquerade of democracy going you still can wield considerable power through
other “avenues.”

Jedi Outcast​: You were one of the lucky ones (or perhaps unlucky) who escaped the
horrors of Order 66 and managed to evade the Empire. Since that day you’ve settled down in a
remote part of the galaxy hoping to live the rest of your life in peace, though the fires of
revolution are about to ignite and this new movement could use your help.

Dark Disciple​: Perhaps you found a Sith Holocron or the suffering of Order 66 caused
you to abandon the Light; nevertheless you have joined the ranks of those who wield the powers
of the Dark Side of the Force. Your skills have grown considerably as the Force empowers you,
though beware the Dark Side brings many dangers with its use.

Perks:
For each origin, the 100 CP perk is free and the others cost 50%.

General Perks:

0 CP Force Sensitivity: You were always peculiar as a child, always luckier, faster, and
more intelligent than your peers and there’s a reason for it. The Force has its eye on you and it
shows; even without any training your reflexes, luck, etc are all boosted, being a bit higher than
the norm. Even if you never used the Force directly, it can give you subtle boosts that can make a
difference in a number of situations. If you do decide to pursue the path of a Force Adept you
stand to gain wonderous boons. You have the same Force potential as an average Jedi Knight,
although with enough training and research you can surpass this limit.

0/100 CP Battle Hardened: The galaxy is a dangerous place full of monsters and enemies
of all shapes and sizes, most of which will want to kill you and we can’t have that now can we?
Henceforth, depending on your origin you gain basic mastery with either a Blaster or a
Lightsaber (you may choose which form). While this would hardly let you fight the likes of
Darth Vader or Boba Fett it’s still a nice start and you have room to grow. Should you desire a
basis in both 100 CP may be spent for the second.
400 CP Master of War: Remember what I said about not being able to face the likes of
Fett or Vader in your choice of combat, well disregard that now. Should you use a Lightsaber
you’ll ascend as a duelist capable of matching Darth Vader stroke for stroke, with even the
possibility of winning in a purely Saber based match up. With a blaster you’ll similarly grow into
one of the best shots in the galaxy and have mastery over most, if not all common forms of the
weapon. This only applies to one form of weapon, though for an extra 200 CP it can expand to
cover the second.

0 CP Pilot’s License: You won’t be able to get around the galaxy very well if you don’t
have one of these. You gain basic competence in driving or flying any vehicle known to the Star
Wars universe. Depending on your experiences and your strength in the Force, you may have
even greater ability at piloting than others.
100 CP Master Pilot: Alternately, you may choose to have an ungodly level of talent at
flying. You are now an ace pilot on the level of Juno Eclipse or Darth Vader, able to execute
even the most insanely difficult maneuvers with reckless ease.

400 CP Balance: Many have walked the way of the Force, both Light and Dark, but that
isn’t you, is it? No, perhaps you wish to walk a far greyer path instead of purely Dark or Light
and now, unlike many before, you can truly walk this path, for the power of the Light and
Darkness will no longer clash for you. Instead, you’ll be able to fuse the Light and Dark sides of
the force into one Force that you may use in or outside of battle, retaining all the benefits of both
with none of the drawbacks. ​Post-jump this applies to other systems letting you use
Holy-Demonic magic or Order and Chaos magic at once. You also gain the perks There Is No
Passion, There Is Serenity ​and ​My Chains Are Broken for free, to reflect your ideal balance
within the Force.
200 CP One, Not Two: The idea that the force is separated into two sides which cannot
become one is a concept that has taken root in the galaxy for millenia. Yet it’s a concept you’ve
chosen to reject, you’ve managed to gain the unique ability to wield the force as simply that, the
force, one unified power. In the beginning this will be tiring and will drain you faster but with
time and energy put towards mastering it you’ll eventually gain complete control of it.
Remember even Revan failed to use more than a single blast of this so don’t expect it to simply
bend to your will. Post Jump this will work with other systems and allow you to completely
merge them into one.

500 CP Marek Blood: The greatest of the Jedi and the Sith have all had two things in
common, skill and power. One without the other leaves the force user weaker than they could be,
but this is irrelevant to you isn’t it? Much like a certain Sith apprentice, you have a level of raw
power that would allow you, a basic Sith to tear entire battalions apart or pull a Star Destroyer
down from orbit. This power acts much like a muscle, in that the more you use it the greater it
will become, eventually granting the power to recreate the greatest feats of power the Force has
produced. Yet power is wasted without the ability to focus it into a tool, something you’ll have
no issue with. Knowledge pertaining to the greater mysteries will quickly flow into you as you
study and train, allowing you to quickly master even the greatest force abilities.

Bounty Hunter:

100 CP Turning A Blind Eye: Bounty Hunting isn’t exactly the most legal of all
professions in the galaxy and could very easily end up with you on the Empire’s Most Wanted
list. So long as you don’t directly move against a government or it’s members it’ll ignore your
less than legal activities, so feel free to track down and nail a high class bounty in Corusaunct’s
Upper districts without a single raised eyebrow from the nearby Stormtroopers. But as said
before if said target is a ranking Imperial Officer this protection would fail. As one final note
should you successfully conceal your identity then the perk will continue to protect you.

200 CP Fett’s Pride: You wouldn’t be much of a bounty hunter without the skills to back
it up now, would you? This perk gives you skills on the level of Durge, Jango Fett, and Boba Fett
and means you can easily secure even some of the most dangerous prey. You also gain a
reputation to match; this reputation can also follow you to new worlds when you wish it to.

400 CP They Can Run, But They Can’t Hide: So many targets believe if they run far
enough or hide well enough you’ll lose them, yet that couldn’t be farther from the truth. So long
as you know who you’re pursuing you’ll always have an accurate sense of where they’re hiding;
and how to get to them should it be within your capacity.

600 CP Force Killer: The Jedi and the Sith always think themselves so “invincible” with
their power over the Force and in a way they’re right: what chance does a mere man stand
against someone who can, with a single thought, crush their heart or shred their starship? The
answer is you, of course: whenever you face an opponent who has a mystical power of some
sort, whether it be the force or some sort of magic, they tend to rely on it less than usual and
instead take a far more physical approach. Where a Sith Lord might otherwise have choked you
out you’ll find they choose to try and engage you without the Force. Alongside this, those who
would use the Force no matter what will find you to be “slippery” as supernatural forces find it
hard to find purchase on you, allowing you to slip out of telekinetic grips or lightning to wash
over you. This won’t stop them from using their powers to enhance themselves so be wary of
force empowered strength and such.

Senator:

100 CP One Foot in the Door: While raw charisma is a wonderful thing, that charisma is
of no use if your target audience has no interest in giving you the time of day. Fortunately you no
longer have any issues with that. Anyone that you wish to converse with, hostile or not, will at
least allow you to present your words to them and will listen regardless of their or your intent,
although any attempts to use this to buy time for an attack or any other underhanded means will
immediately cause this to switch off.

200 CP A Fire Across The Galaxy: A politician isn’t like the Jedi or Sith; they’re not one
man armies capable of personally toppling and forging Empires. They require pawns, minions -
whatever you want to call them - to play their great game. Gathering followers will henceforth
never be an issue; when this perk is enabled you’ll often find like-minded people willing to
follow your leadership flocking to your side. Most important is that each and everyone of them is
useful in some way; while you’re unlikely to get more than a few of the greats you’ll still find
yourself backed by an organization of men and women capable of doing their jobs well without
fail.
400 CP Brilliant Speaker: As a member of the Imperial Senate you must be able to sway
the masses lest you lose your seat; many consider this a job, you on the other hand have turned it
into an art. Your ability to work a crowd is absolutely astounding. Turning a group of die hard
opponents into your supporters or at least turning them neutral is well within your capabilities.
You’re also highly persuasive when speaking one-on-one or to smaller groups, but when it
comes to the masses you ​really​ shine.

600 CP Galactic Governor: It would seem you actually earned your position as an
Imperial Senator, unlike many within the Senate. By this I mean you have true ability when it
comes to ruling, enough so that you could run a galactic government as bureaucratic and corrupt
as the Old Republic smoothly and efficiently while also being able to easily juggle the various
agendas of the parties within and quickly push new policies through. This governance skill also
extends to the economy, allowing for galactic economic booms to be engineered with ease or
even Great Depressions should that be the wish.

Jedi Outcast:

100 CP (Free Balance) There Is No Passion, There Is Serenity: The Jedi way is one of
suppressing your emotions and forcing yourself to cast aside your passions, love, etc. This is the
very reason many Jedi forsake the Light, falling to the Darkness due to their lusts and passions.
You have a superlative ability to control yourself; your mind is always a bastion of peace and
calm, allowing you to deal with your emotions without backlash. A dear friend or lover killed in
front of your eyes? Such rage and hatred can be brushed aside with ease, to be confronted and
resolved later.

200 CP Kota’s Will: You lost everything in your life when Order 66 was activated: your
friends, family, and livelihood, all of it gone, but you’ve kept on going regardless of this and
you’ve realized there’s truth to the saying “If there’s a will there’s a way”, taking it to heart. As a
result, you've gained a will of the strongest steel allowing you to pull yourself forward even
through the darkest times and never break Even if the likes of the Emperor tried to pry open your
mind he’d find a will of iron: unbreaking and unyielding.

400 CP Master Mechanic: Much like Jedi Master Kazdan Paratus you are a wizard when
it comes to machines and, as such, can easily repair and build them. But the true benefit of this is
that when it comes to designing new droids or machines; they’re always nothing less than
magnificent no matter what they’re meant for.

600 CP Master of the Light: Hail Master Jedi, Champion of the Light. You have quite the
history and power, don’t you? In the old days you would easily have qualified as a member of
the Jedi Council, someone who earned their seat not just through strength in the Force but also
via knowledge and the wisdom of the ages. In addition to the skills and knowledge of a veteran
Jedi Master, you have exceptional insight and empathy, able to clearly see both into the depths of
an enemy’s intrigues or the heart of a troubled soul and to either help or hinder them. You are
also an unbelievably skilled teacher, capable of bringing out great potential from within even the
most apparently unpromising student and rapidly guiding them to a mastery of themselves and
their abilities. This works especially well for instructing people in the ways of the Force, but
you’re also a highly talented instructor for anything else you might happen to know.

Dark Disciple:

100 CP (Free Balance) My Chains Are Broken: Passion. Such an easy concept for most
Sith to accept, but such a hard one for them to genuinely understand. You have had an epiphany
that so many of your brethren have been denied; that becoming the slave of your own inner
darkness is not truly strength but merely another form of weakness. You are the master of your
emotions and not vice versa, always able to summon the passion, anger, or other emotions
necessary to drive yourself towards victory while at the same time maintaining total mental
clarity and focus to best deal with the challenges that await you. Your rage is never blind, and
your passions never foolish. The Force has freed you.

200 CP Always Check the Body: You’re a resilient one, aren’t you? From now on, much
like one Galen Marek, you aren’t dead until your opponent has made ​absolutely certain of that
fact. This means that if, for example, your traitorous master were to run you through with a
lightsaber and leave you to die without following up by also taking your head off then they’d be
in for a rude awakening. Unless an enemy deliberately confirms the kill after you’re already
down and helpless, you will find a way to cling to life.

400 CP Creativity Is Key: So many Force users just use the same tactics over and over,
choke this, telekinetically throw this, etc, but you’re not the same as them and it shows. You
have an incredibly creative mind and the ability to think up and design new and genius ways to
use even the most basic of powers in new, useful and deadly ways.

600 CP Starkiller’s Fury: The galaxy is a dark and hard place; many will meet the cold
embrace of death helplessly raging against fate and the cruelty of the galaxy. This is not the case
for you as you are able to enter into a state known as Force Fury, a technique used by many a
Sith. By tapping into your hate, anger, etc you’re able to empower yourself multiple times over,
achieving feats of you’d never be capable of normally. Since you paid premium for it you no
longer suffer the weakness that it normally leaves afterwards and its influence stretches to all
your abilities. No matter what they are whenever you enter this state all of your stats will be
multiplied by at least several times until the battle is won or lost.

Items:
For each origin, the 100 CP item is free and the others cost 50%.

General (Undiscounted):

100 CP: Lightsaber (Free Jedi Outcast and Dark Disciple): The weapon of choice of the
Sith and the Jedi, you’ve now gained one of these valuable and rare weapons for you own use.
You may choose any color regardless of attunement. One blade is free to the Dark Disciple and
Jedi origins with a second being 100 CP, you may also choose to have a double bladed lightsaber
should you buy two.

100 CP: Flechette Launcher: An anti-personnel/vehicle weapon that has seen extensive
use throughout more recent galactic history. Flechette launchers are in essence shotguns, each
canister is filled with razor sharp durasteel shards which can be fired for immense amounts of
damage, enough to drop an entire squad of soldiers. The weapons can also be equipped with
mini-missiles to destroy light vehicles and repulsorcraft, making it a versatile weapon. Comes in
either a handheld or wristmounted form; handheld form can either be a rifle or pistol.

700/1000 CP The Executor: The Emperor favors you it seems, for he has seen fit to grant
you command of the greatest warship the galaxy has seen in the past millennium. Under your
command is now the first Executor-Class Super Star Destroyer in existence. The nineteen
kilometer long warship does indeed earn it's moniker as the "Executor" as well, bristling with
some five thousand Turbolaser batteries and hundreds of missile emplacements you have enough
power to slag planets with ease and decimate fleets on your own. The ship itself comes with all
that a normal Super Star Destroyer would be equipped with, that being a complement of a few
hundred TIE Fighters or various classes alongside other combat craft and shuttles/transports, and
is given an entirely loyal Follower crew for the vessel, including some thirty eight thousand
Stormtroopers. Individual members of the crew may be imported as companions in later jumps
should you wish it.
The Death Star: The Executor is nice, but perhaps you want a bit more. If that's the case
in exchange for shelling out another 300 CP you'll be granted something that shouldn't be
possible to have, the DS2 will be given to you in all its glory. Equipped with a single superlaser
and some forty two thousand and five hundred Turbolaser, Heavy Turbolaser, Laser cannons and
Ion batteries this monster of a battlestation is capable of slaughtering entire fleets and
annihilating planets in single shots. Unlike its predecessor the DS2 is lacking the exhaust port
weakness, far more weapons and a much faster recharge time. Yours is finished unlike
Palpatine’s and is crewed in a similar fashion to the Executor with its equipped with the
thousands of spacecraft it would normally carry. Do be careful with this though, should the
Emperor discover you have this he will hound you to the ends of the galaxy to seize control of it
for his own purposes.

Bounty Hunter:

100 CP Trusted Blaster: No bounty hunter is ready without a trusted sidearm. You may
pick any blaster-type weapon within the Star Wars galaxy to use as a sidearm, within reason. It’ll
never break or run out of ammunition and will always be in peak condition unless you want wear
and tear. Another weapon may also be imported into this.

200 CP Mandalorian Armor: No hunter is ready without a suit of armor to protect them,
and you have something special indeed. A full suit of Mandalorian armor equipped with a heads
up display, jetpack, wrist-weapons, etc, but best of all it’s made of Beskar Iron a virtually
indestructible metal. While in the armor neither blaster bolts or lightsabers will be able to harm
you and it’ll take consider firepower to pierce it. Of course don’t get cocky: enough blunt force
and the energy will kill you inside. Beyond that you may customize the armor however you like
and may import another suit into this.

400 CP Terror Force: A gift from the Empire to you, you now have ownership of a task
force of the Empire’s Terror Droids. The force is equipped with four different types of droids:
Terror Droids, which are small spider like creations that use melee combat and grasp their
opponents to launch vicious melee attacks; Terror Troopers, humanoid droids equipped with
advanced stealth technology and weapons meant to quickly move in and out of dangerous
situations without leaving a trace; Terror Bioroids, large hulking machines equipped with two
bladed arms capable of posing a challenge to Jedi although they come with their own
weaknesses; and finally the Terror Walkers; these monstrosities are four legged juggernauts
equipped with energy projectors, shields, missiles, and sharpened legs, each one capable of
slaughtering basic soldiers en masse or board an enemy ship with minimal support, and is
typically viewed as nigh unstoppable.. You have within your possession a Task Force of these
droids numbering a thousand, the majority will be the weaker droids and will with each level up
they’ll be fewer of them but the exact composition is up to you.

600 CP Imperial Assistance: Friends in high places are always appreciated and you have
many, three times per jump you may request assistance from the dominant government of the
setting, whether that be the United States or the Empire it matters little. The assistance they
provide will depend on the situation you’re in, for instance, if you needed a task force to capture
a powerful Hutt the Empire may grant you a force of Terror Droids or Stormtroopers. If a jump
lasts longer than ten years then this will replenish every ten years.

Senator:

100 CP Protocol Droid: Your very own protocol droid, loyal to you and capable of acting
as a head butler for your properties. Though most importantly for you whenever this droid is
present it passively boosts your diplomatic abilities.

200 CP Manse: Much like Senator Bail Organa you have a lavish penthouse suite or
manor on a world of your choice. The home comes with all the items a person of your status
would require and is maintained by a group of droid workers.

400 CP Contacts: You’re not alone it would seem: on this holopad you have a list of men
and women, varying greatly, ranging from Imperial officers, to Senators, to bounty hunters. Each
is a capable individual and is more than happy to scratch your back so long as you’re willing to
return the favor. Updates with new contacts in each world you go to.

600 CP Alliance to Restore [Insert Name Here]: No politician is complete without some
backup and you’ve got it in spades: an entire organization now backs you and your goals up no
matter what they may be. The organization is incredibly good at infiltration and hit and run
attacks and committing all sorts of illegal actions without getting caught, or at least managing to
get away without a problem. Lastly the organization is completely loyal to you and could only be
subverted by means beyond the realms of nature, such as Chaos taint or Sith Sorcery.
Jedi Outcast:

100 CP Nondescript Clothing: When an entire galaxy is out after your head, you’ve got to
be able to lay low. So long as you wear this scruffy-looking outfit people are all too likely to
write you off as a harmless nobody, unless you do something to attract attention. Also,
something about the cut of your jacket or robe works really well to hide your lightsaber so long
as you’re just wearing it, although it will be immediately obvious if you’re given a pat-down or
you draw it.

200 CP Hideaway: You must have hidden from the Empire somewhere, and this is that
somewhere. Perhaps it’s a temple made of junk held together by the Force, or a hut on an
isolated desert world, the structure itself matters little. The location will act as a safehouse for
you and your companions: so long as you remain here and attempt to stay hidden any pursuers
will quickly lose your trail and be forced to give up the search. It should be said though that if
you flee to this place while an enemy fleet is right on top of you don’t expect them to simply
give up just because you walked inside your house.

400 CP Jumper’s Militia: Much like a certain Jedi you didn’t trust the Clone soldiers of
the Republic for one reason or another and instead elected to go another route and recruit your
own army of volunteers for the Clone Wars. While these men and women are nowhere near as
numerous as the armies of the Galactic Empire and only number about 500,000 they are still well
trained and battle hardened veterans of the Clone Wars. They also come equipped with mid-tier
weaponry and a small fleet of Clone Wars era warships. In future jumps they update to match the
setting’s tech and power levels.

600 CP Jumper’s Fleet: Not satisfied with mere Clone Wars ships? So be it, your fleet
has now been fully upgraded into a force even Imperials would be wary to engage. Each ship has
now been extensively retrofitted and modified to allow it to throw down with the warships of the
modern Imperial Fleet, and with the addition of a captured Imperial Star Destroyer to serve as
your flagship you have a powerful starting force for your rebellion. In future jumps, to account
for you paying extra CP, each of these warships will immediately be boosted beyond the current
technological level of whatever world you’re in by a noticeable extent.

Dark Disciple:

100 CP Wardrobe: Accessible via a gallery this is a complete set of Galen Marek’s
various attire, such as the Sith Stalker Armor, or his Jedi robes. While any benefit will mostly be
cosmetic it still doesn’t hurt to be able to look cool and fit in amongst the peoples of the galaxy.

200 CP PROXY: This training droid is an identical copy of the same droid used by
Starkiller and comes with a complete database of fighting styles for each setting you visit, the
droid will also scale with you to ensure you’ll never be without a sparring partner.
400 CP Rogue Shadow: As it says on the tin you have in your possession a perfect match
for Galen Marek’s advanced stealth ship, the Rogue Shadow. The ship itself is a marvel of
Imperial engineering and can easily travel undetected just about anywhere in the galaxy and is
equipped with an advanced hyperdrive. In order to better avoid Imperial… entanglements, this
ship is potentially available in the appearance of a more ordinary stock light freighter instead of
the Rogue Shadow’s distinct profile.

600 CP Cloning Vats: Attached to your warehouse is a new room filled with kamino
cloning technology. In total you possess twenty Vats capable of growing a fully matured clone
within a year. All you have to do is provide the machines with genetic material and they’ll
produce fully functional and stable clones of whomever you wish. These clones may also be
imbued with their progenitor’s personality or one of your own design. Do note though that the
more powerful a being the more independent it’ll be and the more DNA you’ll require.

Companions:
Recruiting: Anyone may be taken as a companion for free so long as they are convinced
without hindering their free will, so no hostages or mind warping social-fu perks will work, just
your own charisma and your body mod’s charisma so long as it does not violate the above rules.

Importing: On the other hand you may import or create up to eight companions for 50cp
each or 200 CP for a set of eight. Each companion will receive 800 CP to spend on perks and
items within the jump. Companions may take drawbacks, although drawbacks that change the
setting may only be taken by one person.

Drawbacks:
Jumpers may take as many drawbacks as they feel they can handle.

+0 CP: At The Beginning: Rather than the default start time of the jump, you may start as
early as up to 18 years before the Battle of Yavin (or one year after the fall of the Jedi Order and
the birth of the Skywalker twins), the day before Jedi Knight Kento Marek was killed by Darth
Vader and his young son Galen was taken by Vader to be his secret apprentice.

+0 CP: Guest Character: You may self-insert into any canon character from the Force
Unleashed games ​except Galen Marek (that option is below), Palpatine, Vader, Obi-Wan Kenobi,
or either of the Skywalker twins. Regardless of origin you will start off at their location and in
their canon role instead, although this will not give you any abilities that you have not paid for.

+100 CP (cannot take At The Beginning): Another One?!: It seems that Vader’s been
running the cloning facilities again. You are now a clone of Galen Marek (genderbent if
necessary), with all that entails. For one reason or another Vader is unaware you are still alive at
jump-start, or else this Drawback would be worth far more points. This does not affect your
origin and doesn’t give you Galen’s level of mastery over the Force unless you pay for it
(imperfect clone?) but it does mean that certain possible plot complications may occur if you
interact with the plot. After the jump, this becomes an alt-form.

+100 CP: You’ll Have To Be More Specific: You’ve suffered a fate many in this galaxy
have: when you were young you lost both your parents and were forced to survive the harsh
reality of the world much earlier than normal. While this doesn’t affect your current status it does
saddle you with memories of an unforgiving childhood and a sense of loss.

+200 CP: Amnesia: For whatever reason some of your memories have been blocked by
unknown means, leaving your memory a jumbled mess akin to a jigsaw puzzle until you begin to
sort it out. On a more positive note so long as you actively work to regain them all your
memories will return by the 5th year.

+200 CP: Starkiller Who?: You it seems, as you may have guessed, have just replaced the
protagonist of the Force Unleashed series, that being Galen Marek, with all the baggage that
entails. You could complete the various objectives he himself completes within the books/games
if you wish to have Palpatine and Vader stop breathing down your neck, or you could just take
the direct route and stop both of them yourself. Either way, it doesn’t matter. So long as the
Alliance is founded ​or the Empire is ended and you don’t die, you succeed. As a small mercy,
the memories of years worth of Sith training under Darth Vader will be numbed just enough that
they’re only very uncomfortable as opposed to psychologically shattering.

+400 CP: For My Ally Is The Force: And a good thing too, seeing as how you just lost
access to all out-of-jump powers and items for the duration, as well as your Warehouse access.
The only exception is Force powers and related abilities from other Star Wars jumps.

+400 CP: Fett’s List: Someone important seems to have put a sizeable bounty on your
head and now the infamous Boba Fett is out to bring you in, dead or alive. This is a bounty
hunter who is feared across the galaxy and was able, with preparation, to challenge Starkiller,so
be wary as each and every time he encounters you he’ll adapt his tactics and equipment to the
outermost limits of his ability so as to better suit the task at hand.

+400 CP: Die For Vader: Much like Galen Marek after he goes rogue, you’ve been
labeled as an enemy of the Empire, and the Emperor himself has assigned Lord Vader the
mission of bringing you to him personally. To fulfill this task, Vader will have the full might of
the Imperial Army and Navy as well as any other horrors the Empire can cook up, and will hunt
you down in a brutally cold and efficient fashion. The only way to bring an end to this is to
remove the Dark Lord from play, a task easier said than done, especially if Marek is still his
apprentice at the time.

+600 CP: Dying Stars: It seems that you’ve managed to enrage the protagonist Galen
Marek in one way or another and now he’s out for your blood. He won’t attack you at first but
will train and seek to undermine any and all of your operations to pick away at your powerbase.
Once he’s ready, he’ll come after you personally intending to kill, and with each engagement he
survives he’ll reach higher and higher levels, so you’ll be better off killing him earlier, although
if you try hard enough diplomacy isn’t impossible, just improbable. If this is taken with
“Starkiller Who?” you still retain your position as the original Galen Marek but to account for
the drawback the Clone Marek from the second game will have been created earlier and
unleashed against you. He’ll be convinced you’re a fake and that you’re trying to replace him;
much like earlier diplomacy will also be still be possible, just harder due to your unique
circumstances.

+600 CP: A New Empire: You have been placed in a much darker universe, a universe in
which the Galactic Empire advanced much faster and is all but identical to the reborn Emperor
Palpatine’s Dark Empire in technology and power, but now with the full resources and industrial
capacity of the entire galaxy as all have been made to kneel. To add to this, Palpatine has
succeeded in transferring his twisted soul into a clone body and has become immensely powerful
as a result, and after a foolhardy attack on the Death Star that resulted in Darth Vader’s death at
the hands of a fallen Galen Marek, Palaptine’s new apprentice who has all but crushed the
rebellion of his making. So take heed, Jumper, for the galaxy is a much darker place as the Sith
rule unopposed and the corruption of the Dark Side has continued to spread.

+1000 CP: The Bringer Of Chaos: During the Clone Wars, the Jedi Anakin Skywalker,
Ashoka Tano, and Obi-Wan Kenobi encountered the beings known as the Ones, the
embodiments of the Force. These beings were three and their names were the Son, the Daughter,
and the Father, with the Son representing the Dark Side, the Daughter the Light, and the Father
the Balance of the Force itself. Unfortunately, after a series of events all of them would end up
dying, and much later a prison they held shut would open, releasing the being known as the
Mother, or Abeloth. This insane eldritch abomination wouldn’t have escaped for quite some
time, but due to your entrance into this world, her seal has been immensely weakened, and in
five years time she will escape with the intention of bringing all life in the galaxy under her
sway. You being a part of said galaxy and the one who “freed” her will cause her to zero in on
you as she attempts to make you apart of her new “family” by forcing you to either drink or
bathe in the Font of Power or Pool of Knowledge. Should this come to fruition your chain will
end and you will remain in the Star Wars galaxy as the new One of your side of the Force.

Scenarios:
The Force Unleashed: Ultimate Dark Side Edition:
Requires: Starkiller Who?
Your name is Galen Marek, former apprentice to Darth Vader and Jedi Master Rahm
Kota. That was the past. Now after the disastrous attack on the First Death Star resulting in the
deaths of the captured rebel leadership and grievous injuries at the hands of Darth Sidious you
have risen once again. Rebuilt through an incredibly painful process you are now Sidious’s new
apprentice. Your suit is the only thing that sustains you and while you still have all your limbs,
unlike the late Lord Vader, and don’t suffer in the Force department, the physical activities
required of the new Emperor’s Fist will leave you in pain much of the time.
Enough of that though, you now have a goal, that monster in his Palace murdered Juno
and tore down everything you built, and so his wages are death. You must, through any means,
kill Darth Sidious and seize control of the Empire as Vader once intended. Only once everything
Palpatine built kneels unto you and his head sits on a pike without any ability to return to the
realm of the living will you be satisfied. While this may not seem a great challenge Sidious is a
master of the Force and quite aware of your hatred for him; he will plan to counter whatever you
do, so long as he’s aware of it. You may or may not be powerful enough to kill him on your own
but there has been word of a young boy with immense potential in the Force who would make a
wonderful apprentice indeed.

Reward - ​To the Victor Goes the Spoils: ​For completing this task your rewards are
great indeed: to begin your body will be restored to its height and all damage inflicted upon both
your mind and body erased. More importantly though, it is your throne, is it not? You usurped
the Emperor’s position and now you may keep it, within a pocket dimension the entire Star Wars
galaxy sits, now almost entirely under your rule. In future jumps the Empire may be imported
into the setting as either a nation that scales to the setting, such as a world wide Imperium, or
remain a grand Galactic Polity within the wider galaxy.

The Light Strikes Back:


Requires: Jedi Outcast
The days of the Jedi Order died with Order Sixty-Six, the remnants of the once great
order are scattered to the winds and the darkness holds the galaxy. This is, a state of affairs that
can no longer remain, the Sith must be toppled. This will see you once more assisting in igniting
the flames of rebellion against the Empire, you would help restore the Republic and resurrect the
Jedi Order. To complete this path you must first ensure the Galactic Empire is completely
destroyed and its remnants and supporters are purged from the galaxy, this includes the Sith
naturally and all wielders of the Dark Side must be burned away as well. Furthermore you must
restore the Jedi Order as its new Grandmaster, rebuilding the Order’s ranks to at least half of the
original ten thousand Jedi so that your new Order may continue to help bring peace to the galaxy.
Yet your work is not yet finished, your Order must adapt and change, the ways of old failed and
the constant suppression of emotions has led many Jedi astray. So your final work will be to
reform the Jedi in a way that prevents the emotional issues that seem to plague it, how you do
this is up to you.

Reward ​- ​A Light Restored: ​For bringing true peace and light back into an oppressed
galaxy your rewards are two fold, to begin, for restoring the Jedi Order from the brink of
destruction and becoming its greatest Grandmaster it will now follow you into new Jumps in its
entirety with all assets and members accounted for. Yet that is not all, the Force itself has looked
upon you and smiled, henceforth you will be the Herald of the Light Side of the Force, whenever
you enter a new Jump should you wish it the Light Side of the Force will use your entrance to
begin to manifest within these new worlds.

Republican Pride:
Requires: Senator
TBD
The End:
Your time here has ended; you’ve undoubtedly had many adventures and perhaps made a
lasting impact on the galaxy, for better of worse.

End of the Line:


Perhaps you’ve grown tired of your journey and just want to go home; this can be
arranged. You’ll be sent back to Earth with all powers, perks, and items intact. As for your point
of entrance, right after you left.
A Galaxy Far Far Away:
This will be your final destination then, you’ve chosen to stay and the Star Wars galaxy
will remain your home and your Chain will end here.

Prepare to Jump to Lightspeed!:


The Star Wars galaxy is a truly beautiful place but it is not the end of your journey, there
are still other tales to tell and places to see for you and that’s where you’ll go; off to the next
Jump.

Notes:
● Balance stops powers from clashing with each other and allows you to use them together
without issue but will not protect from fundamental parts of the power, so for instance if
the power will always make you go mad from use it won’t stop that and you’ll need
another perk.
● I feel it’s prudent to leave an honorary mention to Jason Chang as well as Mac Ibach for
taking the time to correct much of my atrocious grammar.
● Master of the Light’s beginning text speaking on your status as a Jedi Master is fluff,
while you do gain abilities on par with the Council members (around Mace Windu’s
level) it does not in fact give you history unless you want it to, so drop ins will remain
drop ins even if they take the Outcast tree.
● The militia item retains upgrades made to it by the Jumper and can have troops added to
it via other Army items.
● Any changes you make to the Empire will remain, so devastating large portions of the
galaxy will stay just as much as uplifting the Star Wars galaxy with Forerunner tech.
● The Executor/Death Star item comes with both if you buy the upgrade to the DS2.

Changelog:
Version One: Created the WIP and began construction of the Jump.

Version Two: The first complete edition of the jump was completed including the
Senator, Jedi Outcast, and Dark Disciple Origins and Scenario.

Version Three: Added the Bounty Hunter origin and perk line and made a number of
grammatical corrections.
Version Four: Added the “Executor” item to the Undiscounted Section of Items.

Version Five: Added “Battle Hardened/Master of War” to the General Perks section.
● The militia item retains upgrades made to it by the Jumper and can have troops added to
it via other Army items.
Star Wars: Dawn of the Jedi
By Sivartius

A long time ago, in a galaxy far, far away...


Before the Empire, before the Republic, before the Old Republic, even before the Jedi Order, there
were the Je'daii of Tython. It is 25,793 years before the battle of Yavin. The Rakatan Infinite Empire
still stands strong; ravaging worlds so that it's lords may feast upon their bones. In the Deep Core lies
the hidden system of Tython, including the planet Tython, a planet so strong in the force that merely
being present upon it is dangerous for non-Force Sensitives, so powerful in fact that tremendous force
storms scour the surface unless the Balance is maintained. The planet Tython is home to the Je'daii
order, an order of Force users dedicated to maintaining that balance. Lacking FTL travel, the non-
Force Sensitives have spread out among the other planets of the Tython system, and have begun
sending out sublight sleeper ships toward other stars. Tensions between the different planets, and
between the Je'daii and the non-Force sensitives of the Tython system are high, in the wake of the
Despot War, when a non-Force sensitive Twi'lek warlordess attempted to conquer the whole system.
Soon, the fragile peace will be shattered, first by a renegade failed Je'daii and his followers risking
blowing up the whole star system for a chance to try to travel the stars, and then by the appearance of a
Force Hound, a Dark Sider slave of the Rakata, sent ahead to scout the Tython system for his masters to
conquer. Soon the entire Tython system will be engulfed in war who's outcomes are either victory or
enslavement and death. In order to survive this tumult, you have been given 1000 CP. Spend them
well.

Location
You may freely choose any appropriate non-restricted location, or may gain an extra 100 CP by
entrusting to fate and rolling 1d12 for your location.
1. Tython – Tython System. The homeworld of the Je'daii is awe-inspiring and deadly in equal
measure. The nine Je'daii temples are each located at the site where one of the Tho Yor settled.
2. Ashla – Moon of Tython. The bright moon of Ashlaw is where Force users are exiled when the
Je'daii feel they are out of balance and have gone to the Light Side. There they are to
contemplate the nature of the Dark Side and bring themselves back into balance.
3. Bogan – Moon of Tython. The dark moon of Bogan is where Force users who the Je'daii feel
are out of balance and in the Dark Side are exiled to meditate on the nature of the Light Side
and bring themselves back to balance. Durgon Lok, the Prisoner of Bogan has been there since
he was driven mad by the veil of Chaos, and went to the Dark Side, insisting on his vision of
himself leading an army of dark siders with fire swords against a mighty alien menace
4. Sunsport – Tython System. The innermost planet of the Tython system, Sunspot was colonized
by non-Force sensitives, despite the great heat, and is now home to extensive mining
operations. It has extremely active tectonics and has many volcanoes. In addition to its other
mining, Sunspot produces Dark Matter, and Force Crystals
5. Nox – Tython System. Nox was once covered in forests, but is now a barren land, who's people
live in domed cities, and who's massive factories make in the manufacturing center of the
Tython System.
6. Krev Coeur – Tython System. Nothing native can survive on the surface of Krev Coeur
without extensive protective gear, but the planet is full of life nonetheless. Underneath it's
surface are extensive caves, some filled with jungles and lakes, and others with crystals of all
sizes and types. The crystals can block detection with both technological and Force means of
the inner caves.
7. Kalimahr – Tython System. The first colonized planet other than Tython itself, and the most
civilized, Kalimahr is a center for both business and religion.
8. Shikaakwa – Tython System. Also known as the Outlaw World, Shikaakwa is ruled by nine
feudal gangster clans, and was the home planet of Queen Hadiya, the Twi'lek woman known as
the Despot Queen. Following the events of the Despot War, members of the Je'daii find little
welcome here.
9. Ska Gora – Tython System. Known as the Forest World, Ska Gora is extremely beautiful. All
the cities of Ska Gora float in the air, so that no permanent structure mars it's beauty.
10. Furies Station – Tython System. Orbiting the cold and barren outermost planet of the Tython
system, Fury Station is run under a treaty by the worlds of the Tython system. It serves as the
launch point for sublight sleeper ships sent to other star systems, as well as a science and
research station.
11. Rakatan Fortress – Byss. A stronghold of the Rakatan Infinite Empire, located on the Deep
Core world of Byss. While the planet itself is quite pleasant environmentally, the whole system
is steeped in the Dark Side, and few beings would find the fortress a pleasant experience. Here
the Rakatan lords force their Force Hound slave to duel, and dine on the losers while they plan
and organize their next expedition to conquer and ravage more words, and here also the
continue the breeding an mutating of the lower caste Rakatans into the monstrosities known as
Fleshraiders, all the while plotting the enslavement or death and cannibalism of their fellow
Rakatan lords.
12. Free Choice. The Force is with you, I see. You may choose any reasonable location, and still
get the extra points.

Origins
Race
Most races except the most powerful are present in the Tython system. The exception is the Rakata.
Only Predors may choose Rakata, and all Predors must be Rakata. Your gender is the same as in your
last jump, but you may spend 50cp to change it. Your age is 10+1d20, or you may pay 50cp to choose.

Human Equivalent (free) - Appearance aside, your race offers no advantage over baseline humans.

Minor Boon (100cp) - Your race has some minor benefit, like the great strength of a Wookie, or the
passive echolocation of a Togruta. Most of these boons could be matched by a sufficiently trained or
equipped human, but you get it just by being born.

Moderate Boon (200cp) - A greater boon, but not on the level of the really powerful races, none of
whom seems to be present in the Tython system. This might be something like being able to share short
memories with other members of your race and force sensitive beings, or being able to form an
empathic link with another being.
Role
Je'daii Ranger – The word Je'daii comes from two words in the Bendu language: Je; meaning
“Mystic” and Daii; meaning “Center”. The Je'daii philosophy revolves around being the center or
balance point of the Force. As the Je'daii Code puts it:
There is no ignorance, there is knowledge.
There is no fear, there is power.
I am the heart of the Force.
I am the revealing fire of light.
I am the mystery of darkness.
In balance with chaos and harmony,
Immortal in the Force.
A Ranger has surpassed the rank of Padawan, and is capable of serving independently, but is not yet a
Master. It is generally Rangers who are sent to the other planets of the Tython system to settle disputes,
apprehend criminals, or otherwise react to extraordinary circumstances.

Mad Visionary – You have seen a vision of the future, and most would say it has driven you mad. You
were once a respected Je'daii Master, now you are most likely exiled to either Ashla or Bogun
(depending on your vision and your reaction to it,) until you recant your vision and come back into
balance. You, however, know your vision to be true, and will stop at nothing to see it accomplished.

Force Hound - A slave of the Rakata is the only life you can remember. Indoctrinated into the Dark
Side of the Force, you’ve been trained to use your abilities to seek out worlds rich in Force energy for
your masters to subjugate and ravage, as well as to make you strong in combat, not only to help in the
subjugation, but also for arena deathmatches, for the viewing (and dining,) pleasure of your masters.
But perhaps there remains some small lingering memory of brightness, and perhaps this new world and
its strange Force users speaks to a buried part inside you.

Predor - As a Predor of the Rakattan Infinite Empire you are as steeped in the Dark Side of the Force
as you are in cruelty and evil. Compassion, mercy, and love, are emotions you have never felt and have
no conception of. Certainly you are aware that members of the slave races occasionally have disgusting
emotions that weaken them. That is part of why they are slave races by definition. Power and
domination, and the resultant opportunities to inflict pain and suffering and loss and death are the only
things you have ever cared for. You need to bring more worlds to the feasting platter, not only for the
pleasure it gives, but also to gain the power to subjugate and devour the other Predors who stand above
you, and eventually become the Over-Predor of the Rakatan Infinite Empire. In short, you are not a
nuanced character by any light.

Perks

General
Force Sensitivity (free/200cp) - For free you may choose to receive the level of Force sensitivity and
training of the average Je’daii Ranger or Force Hound. By spending 200cp you may start at the level of
Xash or a strong Je’daii Master

Universal Translator (free/100cp to keep) - Interestingly enough, the people of Tython and the
Rakatans of the Infinite empire use exactly the same alphabet, language, and pronunciation, despite the
fact that they never even knew the other existed and had no previous contact. This isn’t ignored, but is
actually mentioned. In each setting you will automatically know the common language of all the major
powers.

Alchemy (300cp) - During this period, the creation of devices that harness the Force, as well as the
imbuement of the Force into both inanimate and living matter is well established. The Rakatans use
Force for device power, for navigation, for hyperspace travel, for construction, and for weaponry. The
Je’daii use the force in tempering special blades, in transforming beasts for use, for transforming
people (though that is frowned on,) and for many other things not specified. Now, you have that same
talent. You know how to make the force artefacts of your side, can easily learn the skills of the other
side, and with effort you can design new devices of your own, or even learn to imbue other mystic
powers you have access to into items.

Je'daii Ranger
In Balance (100cp free Je'daii Ranger) - The essence of being Je’daii is to be in balance between Dark
and Light. To be able to experience your emotions to the full, and use them to empower you, without
allowing them to influence your judgement. Retaining a clear and objective mindset, without becoming
passive or solely introspective. You have perfect control of your emotions and thought processes.

Peacekeeper (200cp discount Je'daii Ranger) - The Rangers of this period are not quite the Knights of
later eras, even given the different philosophies of their orders. Still, many of the skills are the same.
You know the laws, and the customs. You know how to fight, you know how to subdue an opponent,
and you know how to talk someone down or end a confrontation without a fight. You have the skills of
a ranging law officer, SWAT officer, investigator, arbitrator, and judge.

Call of the Force (400cp discount Je'daii Ranger) - One area where the Je’daii surpass the Jedi and
Sith of later eras is the propensity of visions and the ability to divine the will of the force. You have a
skill of knowing when and where dramatic and pivotal events will take place, in time to arrive if you so
choose.

Teaching Balance (600cp discount Je'daii Ranger) - While a single Je’daii is certainly capable, the
success of the Je’daii Order depends on creating more Je’daii. You have the skills to train a Force
Sensitive from Youngling to Je’daii Master. Moreover, you have the ability to imbue others with Force
Sensitivity. After this jump you can imbue the required trait(s) required for any mystical or supernatural
power you possess.

Mad Visionary
Vision (100cp free Mad Visionary) - You had a vision, and it shapes your actions in all things.
Whenever you enter a jump you will shortly receive a vision of the biggest crisis of the setting during
your time there. This vision will not only give you an idea of what is coming, but also give clues of
what you can do to turn the result in your favor, and an image of the key to your victory.

Command Ability (200cp discount Mad Visionary) - If you are going to be the conquering general of
your vision, you will need the ability to get people to follow you, and the ability to lead them. You are
an experienced general, a potent combatant, and a persuasive speaker.

Not Truly Insane (400cp discount Mad Visionary) - For all his monomania, Daegan Lok is
surprisingly competent in your actions. You always know your own mental state, and can change it
over time. What’s more, no matter how deranged you become, you will never be unable to take
effective action, though the natural direction and purpose of those actions can certainly change.

Mind Twist (600cp discount Mad Visionary) - More than a simple Mind Trick, Daegan Lok has
developed the powers of mental manipulation to a great and terrible height. He and now you, can reach
inside a person’s head, find out their greatest fear, and make them see or experience whatever you
choose. You could make a person hold perfectly still and silent thinking that there are monsters all
around them, or make them believe so strongly that they are on fire that they begin to get burns.

Force Hound
Force Tracking (100cp free Force Hound) - The first duty of a Force Hound is not to fight battles,
though they are fierce combatants. Their first duty is not to entertain their masters, though the Rakata
find their arena fights entertaining. The first duty of a Force Hound is to find new worlds filled with life
for the Infinite Empire to ravage. You have the ability to sense and track over great distances. This
ability scales with the significance to you and with the amount of Force/life energy it contains. To find
a single planet at great range in one of the most difficult to navigate segments of the galaxy would
require a planet teeming with Force energy, or perhaps a very strong personal connection.

Shrouded Mind (200cp discount Force Hound) - You have the ability to hide parts of your mind or
memory. Anyone who tried to read your mind not only wouldn’t be able to see that information, they
also wouldn’t be able to tell that there was anything hidden. This is particularly useful when you are
trying to blend in and having a completely unreadable mind would be notable.

Slave No More (400cp discount Force Hound) - You will not allow anyone to control you again. Your
mind and your choices are your own, and no-one is able to compel you. This is fiat backed, no matter
how powerful the force brought against you.

Shatterpoint (600cp discount Force Hound) - Prophecies? Destiny? Fate? None of that matters once
you enter the scene, by your very existence you derail fate, and wherever you go there will be pivotal
moments that can change the course of history, and you will always have the opportunity to affect the
outcome of these events, and thus the course of history.

Predor
Revel in Evil (100cp free Predor) - Eating the still beating heart of your former loyal servant and
enjoying it takes a unique personality. You can turn any and all moral and ethical scruples you possess
on and off at will.

Power Hierarchy (200cp discount Predor) - Lacking any kind of moral or ethical framework, Rakatan
society is based solely on power and a balance of distrust and fear. You are an expert in exerting your
power and ensuring that your subordinates and peers fear you and fear and distrust each other too much
to unite against you. Managing a hierarchy of evil is as easy as eating the heart of a subordinate who
didn’t think you knew they were disloyal.

Power Retained (400cp discount Predor) - One of the greatest pressures on the Rakatan Infinite
Empire, one that almost no Rakatan will acknowledge even to themselves, let alone to another living
soul, is that the Rakatans are starting to fall. The Force is still with them, but each year it is with them a
little bit less than the year before. The Rakatans spend more time commanding slaves than
commanding the Force, and their armies are almost exclusively made up of Force wielding slaves and
the mutated Rakatan sub-breed known as “Fleshraiders”. Fortunately, this isn’t an issue you need to
worry about for yourself or your descendants. Your power is your own, and no-one and nothing can
take it away from you. Nothing short of your Benefactor or Jump Fiat can take any of your powers
from you or decrease them against your will.

Welcome to My Mind (600cp discount Predor) - Lesser beings may strive desperately to keep enemies
out of their mind. You can invite them in, secure in the knowledge that your mind is a cage and a far
more dangerous environment than any mere deathtrap. Those attempting to read your mind or prey
upon your fears will find themself bombarded by all the fears and horrors you’ve ever experienced or
inflicted. Quite quickly, those who think to break you will find themselves broken in turn.

Items

General
Wealth (100cp) - Credits make the galaxy go round. Given, they don’t make that many appearances in
the Dawn of the Jedi series, but purchasing power is still very useful. You receive 50,000 credits in the
currency of either the Tython system or the Rakatan Infinite Empire. This will refresh at the beginning
of each jump in the equivalent in the local currency.

Workshop (100cp/200cp/300cp) - A workshop for all your crafting needs, you mad scientist you. For
100cp you can receive a serviceable workshop set up either for the creation and manipulation of
inanimate artifacts, or a biology lab set up for the alteration of life. For 200cp you may either have both
labs, or have the one you have chosen upgraded to the best available, including the best Force using
equipment. As a special bonus the artifact lab will have a controlled volcanic well for power and heat,
while the biology lab will have a giant aviary to keep your giant flying monsters. For a combined total
of 300cp you may purchase both labs fully upgraded.

Force Crystals (200cp) - A rock that would be useful for any budding Force artificer. This boulder has
crystals growing on it, but not just any crystals. It grows all manner of non-unique force crystals.
Perfect for crafting force sabers, lightsabers, focuses, and holocrons. If a crystal is broken off a new one
will soon grow in its place.

Fury Station (300cp) - Created as a staging point for colonization beyond the Tython system, this
station has a drydock, as well as powerful (for the time) sensors and communications gear. The drydock
is currently set up to construct sleeper ships, but you can certainly modify it to your needs if you have
the resources and knowledge. Since I wasn’t able to find specifics on the sleeper ships I’ve decided to
be generous and say it’s currently big enough to accommodate ships up to one thousand meters in
length. You will need to provide your own components if you want to use it for construction or repair.

Dark Matter (500cp) - Don’t let anyone know you have this. Seriously. Don’t. This substance would
be formally banned if there was a possibility of it being found. Research into dark matter is banned, and
the mere rumor of someone engaging in such research is enough to call down a Je’daii strike force
down on the offending researcher’s head. Why take such extreme measures against a material many
believe is fictional? Because of it’s properties. The majority of Tythan scientists agree that if dark
matter came into contact with normal matter, it would inevitably create a black hole. So why do people
still try to create something so dangerous? Because dark matter is believed to have been the power
source for Gree technology, the most advanced non-Force based technology to have ever existed in the
Star Wars universe in any era. In your possession, in a patented JUMP brand containment case, you
have one hundred kilograms of dark matter. Enough, if it came into contact with an equal amount of
normal matter, to create a black hole with a mass roughly equal to that of Jupitor. Black holes created
this way last as long as they can take in mass to sustain them. This case refills at the start of each jump.

Je'daii Ranger
Je'daii Katana (100cp free Je'daii Ranger) - Before the coming of the Force Hound Xesh, the Je’daii
wielded swords that look remarkably similar to japanese katanas. These weapons were empowered by
alchemy, making it preternaturally strong and sharp. This one, through the grace of the Benefactor, is
even tougher, and cannot be easily sundered, even by a Force Saber. While a Katana is the most
common form, your weapon could take the form of any one or 2 handed unpowered melee weapon.

Alchemical Beast (200cp discount Je'daii Ranger) - Unlike the Jedi, the Je’daii do not disdain the art
of alchemy, nor the process of altering living creatures. Here you have a force-imbued non-sentient
living creature. Flying Rancor-dragons are a favorite, but you may choose any non-sentient living force
creature, though copies of ones created with Sith Alchemy may be slightly different for having been
created by a process in balance.

Je'daii Peacemaker (400cp discount Je'daii Ranger) - the Peacemake-class “cruiser” is one of the
preferred spaceships of the Je’daii Order. A Peacemaker is equipped with four double laser turrets and
two concussion missile launchers. They carry a crew of three, but a single Je’daii Ranger can fully
operate one on their own. Few details are given, but it is known that they are equipped with a holonet
entertainment system. They also do not have any kind of FTL system, but yours does have a convenient
spot to install one if you ever acquire one.

Kwa Holocron (600cp discount Je'daii Ranger) - An ancient holocron, made by the amphibious Kwa
long before the pilgrims who would become the Je’daii first set foot on Tython. It contains their
knowledge of the galaxy, the Force, and their Force-based technology. While the Kwa can’t measure up
to the Celestials, many of their technological wonders remain unmatched by any later individual or
civilization.

Mad Visionary
Forgotten Cave (100cp free Mad Visionary) - A little home-away-from-home in your exile. This cave
isn’t marked on any map, and in fact, even your jailers won’t notice it. So long as you don’t use it to
escape, your jailers won’t notice this cave’s existence and will assume you are still in your cell. You
may import this into a jump at any time connected to any location you happen to be in, but once
imported it cannot be moved.

Pho-V Fighter (200cp discount Mad Visionary) - A leftover fighter from the Despot’s army during the
Despot War, this lost and forgotten ship is not on any list or registry. While it’s called a fighter, some
might consider the Pho-V a gunship, in addition to the cockpit, which can be operated by a single
person, it has a cabin with at least two bunks. It obviously does not have any kind of FTL system, but
there is a convenient empty space where you can instal whatever FTL system of an appropriate size
you have or can find.

Tho Yor (400cp discount Mad Visionary) - Congratulations! You’re now the proud owner of a giant,
diamond shaped, Force powered sentient starship. It navigates and travels at FTL speeds through the
Force, and it can talk in people’s minds through the Force. It also has powerful defensive systems.
Unfortunately, it doesn’t come with a manual, (although if you purchase the Kwa Holocron it could
give you pointers,) and doesn’t explain itself. In setting the Je’daii discover a way of activating the
defensive systems, but as that involved the death of the activator, it’s unlikely to be suitable for most
jumpers.

Tython System (600cp discount Mad Visionary) - Do you want your very own star system hidden in
the deep core? The Tython system has eleven planets. Nine are inhabited and two are gas giants. Many
of the moons in the system are inhabited as well. Tython itself is inundated in the Force. Any sentient is
roughly twice as strong in the Force when they are on Tython as at any other time. A being that is
losing its connection to the Force can use the energies of Tython to strengthen it again, and children
born on Tython are much more likely to be Force Sensitive than they otherwise would be. The Tython
system is almost impossible to find for anyone who doesn’t already know the way.Buying this does not
grant you any of the items that are otherwise available in this jump document.

Force Hound
Dark Armor (100cp free Force Hound) - A rip off Darth Vader, thousands of years too early, and with
a welding mask helmet, you have the dark armor of a Force Hound. Despite offering good defense, as
well as serving as a space suit, it doesn’t impede your movements in any way, and is good for inspiring
fear in your opponents.

Force Saber (200cp discount Force Hound) - The iconic weapon of the Force Hound, and a direct
cause of the collapse of the Je’daii Order, this flanged handle is powered by the wielder’s Dark Side
power to emit a blade of pure energy. In a lot of ways it works like a lightsaber, but powered directly by
the Force. I’ve jailbroken yours, so you can power it with any mystical or supernatural abilities you
possess, and it won’t corrupt you to the Dark Side. You can choose to have a saber, a dual saber, or a
saber pike.

Rakatan Scout Ship (400cp discount Force Hound) - The vessel of a Force Hound. Unlike Tythan
vessels, this vessel has a hyperdrive. It is armed with a dual laser cannon turret, and is very fast and
maneuverable. Like the Pho-V Fighter it has a small cabin and at least two bunks. Rakatan Scout Ships
are powered by the Dark Side, and their hyperdrive operates through the Dark Side, but yours has been
modified to work using any supernatural powers you possess.
Infinity Gate (600cp discount Force Hound) - Now you’re in the big time. Attached to your warehouse
is a copy of the Master Infinity Gate that is hidden in the Great Rift on Tython. Unlike other Infinity
Gates, this one doesn’t need a gate at the other end. It can open to any planet in the Star Wars galaxy as
long as you can find it. In future jumps it will open to any planet in normal space in the galaxy you are
in.

Predor
Fleshraider Squad (100cp free Predor) - Twelve ravenous Fleshraiders armed with Force Saber pikes
ready to kill and die at your command. They aren’t much good for anything else, but they are quite
terrifying on the battlefield.

Arena and Dining Hall (200cp discount Predor) - There aren’t enough planets out there for you to
ravage one every day, and you need to have something to pass the pall. For that you have this large
cylindrical arena surrounded by private dining rooms. Oddly enough there’s a door directly from the
arena floor to the kitchen.

Rakatan Battleship (400cp discount Predor) - Shaped like a sphere flanked by three prongs, the
Rakatan Battleship is the most powerful non-sentient starship of the era. With a hyperdrive operated by
the Dark Side, the immense power needs of the ship are usually supplied by the banks of prison
capsules where Force-sensitive prisoners are tortured to provide Dark Side energy.

Star Forge (600cp discount Predor) - The Star Forge doesn’t actually appear in the Dawn of the Jedi
series, but it’s the ultimate war resource of the Rakatan Infinite Empire. Using the power of the Dark
Side, and matter drawn from a star it can churn out endless numbers of warships and war machines.
Your copy has been altered like so many of the items here so it will work using any supernatural power
you possess and will not corrupt people unless you want it to.

Companions
Import/Create (50/200cp) - The Dawn of the Jedi setting isn’t one of a great hero leaving his mark,
it’s about many people and their interactions. You may import or create a companion with 800cp to
spend for 50cp, or 200cp for eight.

Canon Companion (100cp) - Perhaps there is someone in these stories you’d like to continue
adventuring with? For 100cp I can arrange for you to meet them in favorable circumstances, but you’ll
have to convince them yourself, and no mind controlling/forcing them.

Drawbacks
Despot War (+0cp) - Perhaps you want to see how things got to the way they are at the start of Dawn
of the Jedi? I can add another twelve years to your stay and drop you in 25,805 BBY at the start of the
Despot War. You will still be Depending on the origin you’ve chosen, just being there may completely
derail the story.
Extended Stay (+100cp) - It’s a pretty simple proposition: for every 10 years by which you extend
your stay you may gain another 100cp to use.

Out of Balance (+200/+400cp) - For some reason you cannot keep in balance with the force. You keep
slipping weather to the Light or to the Dark. For 200cp it isn’t too bad. You will find yourself subject to
mood swings, with periods where you can’t feel anything and others where you seem drunk. On Tython
you will nearly always be surrounded by bad weather, and living creatures on Tython will not like you.
The Je’daii know the signs and they are likely to exile you to Ashla or Bogun, depending on which
state you experience more often. For 400cp it is more extreme. Someone from earth would probably
think you were combined ADHD and Bipolar. Just being near you can affect the emotional state of
Force Sensitive individuals. You will have trouble maintaining any one state for long. On Tython your
mere presence is an active danger to anyone in your area. Massive lightning storms are nearly daily
occurrences and even the most docile creatures are driven to murderous rampages, attacking anyone,
but targeting you in preference to all others.

Force Blind (+200cp) - Every major character in the comics, and many in the book are Force
Sensitive. Force Sensitivity is a basic requirement to visit Tython, where much of the action takes
place. Unfortunately, it's a trait you do not possess. For the duration of the jump you cannot sense or
use the force beyond what every sentient can.

Unlucky (+200cp) - One of the ways Force Sensitivity manifests is through incredible luck.
Unfortunately in your case, you seem to have it backwards. Oh your luck is incredible, all right. It’s
incredibly bad. I’d suggest not gambling, but that isn’t the start of it. For the duration of this jump,
consider yourself Murphy’s whipping boy.

Amnesia (+200cp/+400cp) - Wouldn’t it be cheating for you to arrive and already know everything
that’s going to happen? With this all your out of jump knowledge will be sealed for the duration of the
jump. For an additional 200cp all your knowledge will be sealed including in-jump memories, and you
will wake up on the first day of the jump as a complete amnesiac.

De-limbed (+200) - With so many people playing around with swords, and monsters, and lasers, and
laser swords, and laser sword wielding monsters, perhaps it shouldn’t be too surprising that sometimes
people end up missing a body part or two. You can experience that if you want. You are missing a limb
of your choice. You may be able to get a prosthetic, but it is obviously mechanical, does not function as
well as the original, and cannot conduct the force.

The Clothes on your Back (+200cp) - You need more cp huh? Well I’m sure I can oblige. I’ll just take
your warehouse and all your out-of-jump gear as collateral. That’s fair, right?

Slave (+300cp) - You won’t be living the good life for this jump. At the start you are a slave. What’s
more, getting out of slavery isn’t a simple matter of escaping. Like Xesh, your owner has some kind of
hold over you they can use to draw you back. To gain your freedom will be an epic undertaking.

Force Severed (+300cp) - Out-of-context powers are so unfair, don’t you agree? For the duration of
this jump all of your abilities that are not from this jump are locked away. I’m doing this for your own
good. How else will you gain the authentic experience?

Betrayer (+400cp) - One of your allies isn’t who you think they are. In fact they aren’t even who they
think they are. Like Xesh, they have compulsions and parts of themselves sealed away, even from
themself, ready to be unleashed by your enemy at the worst possible moment for you and your allies.
Upon entering the jump you will completely forget you took this, and anything you may have done to
try to leave clues will be erased.

Greater Invasion (+400cp) - While the Rakatan invasion was powerful, it was the merest fraction of
what the Infinite Empire could bring. Now, several more Predors have decided to get involved. If you
decided to side with the Rakatans, this group is from a rival faction that regards the defeat and death of
your faction as much more important than crushing any mere slave race, which they are sure they can
do at any time.

Power Decay (+400cp) - One of the greatest secrets of the Rakatans is that they and their empire is in
decay. Now you are suffering a similar, but much more dramatic, fate. Each year you spend here all
your abilities will decrease by a fraction equal to the number of years you are set to stay, until in the
last year you are a pathetic wreck. There is a resolution, however. In the heart of your greatest enemy’s
strongest stronghold there is a hidden well of power. It is defended by the full might of your enemy, as
well as defenses even they have never managed to breach, but if you can bathe in this well of power all
your abilities will be restored and the decay will stop.

Abeloth (+600cp) - Something about your arrival has released Abeloth more than twenty five thousand
years early. She’s noticed you and decided to destroy everything and everyone you’ve ever cared for as
a part of “rewarding” you by making you part of her new family. I shouldn’t need to explain why this is
a very bad thing, but I will let you know that she is more powerful than she would have been all those
millenia later. If she finds out that you’re a Jumper, and what that means, she likely to try to find a way
to make you chain fail while being stuck with her, or follow you back to earth, all the while as she tries
to find a way to permanently kill your companions, followers, pets, and even your benefactor.

Scenarios
Force Wars
After the end of the Rakatan invasion the Je’daii of the Tython system would fracture, causing a
massive civil war between two major factions. On the one side were those who want to retain their new
powers and weapons, drive the remaining Rakatan Fleshraiders from Tython, and become so strong that
no-one would dream of invading again, who quickly became the corrupted Dark Side users who wanted
to conquer everything for their own aggrandizement. The other side had those who wanted to bring
balance back to the Force by banning the new powers, and banning and destroying all the new weapons
so everything could go back to how they used to be and they could have peace and Tython would stop
being ravaged by Force Storms. Originally this civil war would rage until a few Dark Side users would
remember the balance, decide the Dark Siders had gone too far, and side with the Light Siders on the
promise that they’d go back to balance. Then, once the war was won the Light Siders said they had to
become pure Light Siders or else, and when they refused, killed them all. This ended the Force Wars,
but not before they completely devastated Tython, rendering it uninhabitable, and apparently the rest of
the system as well, so the surviving Je’daii, who had renamed themselves Jedi, fled to Dantooine.
By thaking this your time in this jump will be extended until the end of the Force Wars, which
you will not be able to prevent. Instead, the war will be amped up so much that without your
intervention everyone on both sides dies. Your mission is to choose a side and make sure it wins. To be
counted as complete all the surviving force users must accept it.
Reward: You get to take the survivors of your order with you as followers. If you decide to restore the
balance (as seen by people of this time: force users balancing both the Light and Dark side while
succumbing to neither,) your order will be upgraded (but not downgraded,) to the size and strength of
the Je’daii order at its peak, with all the extra powers and abilities they’ve gained, and equipped with
Force Sabers that do not just use the Dark Side, but both sides as a Je’daii should, as well as the Tython
system as it exists at the end of your time here.
Cenanon !MO4SfQ4DJo
Everything old is new again

Star Wars

CIVIL WAR! It is 130 years after the destruction of the Death Star at the hands of Luke Skywalker. After
the destruction of the NEW REPUBLIC and the third purge of the JEDI ORDER, the GALACTIC EMPIRE of
ROAN FEL and their allies in the SITH ORDER assumed command of the galaxy. But the SITH ORDER,
led by the treacherous DARTH KRAYT overthrew him, and now rules as the Galactic Emperor. His rule
is threatened by the surviving ROAN FEL, the last remnants of the Jedi, and the scattered remains of
the GALACTIC ALLIANCE. Will your presence here serve to solidify his empire and bring order to the
galaxy, or to end it and resume the republic? Only time will tell, Jumper. And as always,

+1000 CP.
Origins:
Drop-in-free: It’s a big galaxy. Plenty of room for someone like you to slip through the cracks. You might
be a bounty hunter, a smuggler, or something else entirely – but one thing’s for sure, there’s plenty of
room for nobodies like you to make a difference. Roll 20+1d8 for age.

Stormtrooper-100 CP: Troopers like you have been running around the galaxy ever since the clone wars
– but till now, you haven’t had to make too many decisions. With the civil war on, you’ll soon have to
choose whether you’re going to be loyal to the Sith Empire or Roan Fel’s insurrection. Roll 16+1d8 for
age.

Spy-100 CP: Star destroyers and armies of Stormtroopers can get things done, but there are more than a
few jobs that require a far more subtle touch. You’ve become something of an expert in the art of
intelligence-gathering and clandestine action, and few things are beyond your knowledge. Roll 25+1d8
for age.

Moff-150 CP: Soldiers and Saboteurs may be talented, but true power lies with you. As a Moff, you are
charged with the governance of a certain amount of imperial assets. Through careful political
maneuvering and posturing, you will likely be able to make this new civil war very useful for your own
ends. Roll 30+2d8 for age.
Force Sensitivity:
The following origins have free access to the powers of the universal, living force. How these powers are
used is up to you.

Imperial Knight-100 CP: You follow the living force, embodied by the true emperor – Roan Fel. You are
not a Jedi, but your mandate is nonetheless to serve the light side of the force and its supreme vehicle,
the Empire. And so long as one of you draws breath, the Empire and its Knights will endure and reign
supreme in the galaxy. Roll 20+1d8 for age.

Jedi-100 CP: Your order is as old as old can be. Taking orders from no master but the force, you bring
harmony and peace wherever you go. Even if it is dangerous for Jedi these days, it has often been so,
and such will never prevent you from protecting the innocent. Roll 17+1d8 for age.

Sith lord-150 CP: Peace is a lie, there is only Passion. At long last, the Sith have become the rulers of the
galaxy once more. Under Darth Krayt, the rule of two first put in place by Darth Bane has been
abolished, and there is room for all who would break the chains of weakness within the One Sith. Roll
20+3d8 for age.

Force-sensitives gain free training in the basic techniques of lightsaber combat, all others must pay 50
CP for such training.

Locations
Roll 1d8 for location or pay 50 CP to choose freely.

1-Ossus: The old home of the Jedi order since the destruction of the temple at Yavin 4 100 years ago,
this place has been sacked twice over by the forces of the Sith and then by the Scavengers. But the
temple itself still stands, and possesses quite a few secrets for the curious…

2-Coruscant: This planet has been the center of political power for countless millennia. The Old
Republic, Palpatine’s empire, the New republic… and now, the empire of the Sith. It is not the same as it
once was, with its durasteel canyons struggling to coexist with the flora and fauna introduced by the
invading Yuzhan Vong nearly 100 years ago.

3-Bastion: Since the battle at Endor, this world has been fortified a hundred times over in an effort to
protect it from any and all efforts to take it by the new republic or any other enemies of the empire. It
has been staffed with forces loyal to the Empire’s ideals, which will serve Roan Fel quite well when he
comes here in an effort to make it his own.

4-The Wheel: For 200 years, this space station has served as a port of call for all sorts of scum –
Gamblers, mercenaries, and more. Its new leadership has strictly kept it as a weapon and violence-free
zone, making this den of villains paradoxically one of the safest places in the modern galaxy.

5-Korriban: This world has been the home of the Sith since the beginning of their order. It is strong in
the dark side of the force, and it is where the former Jedi, Darth Krayt, came to resurrect the order after
it nearly came to extinction.

6-Dac: During the reign of the empire, this place served as a home for many rebellious sorts. And with
the rise of the new empire, the populace of this world is no more obedient than it once was. Even
though they make ships for the Sith Empire, they will eventually rebel to a degree that their populace
will be ordered exterminated.

7-Lego: You’re in one of the safest places in the galaxy. This idyllic world has few inhabitants – except for
those of “Rawk’s nest”, a safe haven lead by one of the last living Skywalkers – though he has long ago
abandoned the usage of the force.

8-Free choice: It seems the force is with you – you may choose any planet in the Star Wars galaxy to
begin your journey. Just remember that no matter where you go, destiny will find you.

Species
Human-Free: By far the most common race in the galaxy, you should hopefully be adequately familiar
with what this option entails.

Twi'Lek-Free: A common species throughout the galaxy, you'll find yourself far more colorful than the
average human in skin tone if not in anything else. Be warned, though – your kind are a favorite target
for slavers and other nefarious individuals.

Chagrian-Free: Your kind has served as advisors to the various governments of the galaxy for so long as
there have been such governments. You have a deference toward authority and a strong tendency to
dislike those who upset it.

Mon Calamari-50 CP: Ever since the first empire, your people have proven themselves to be the
idealistic rebels that the galaxy needs them to be – and you are no exception. You find yourself far more
idealistic and devoted than most others could ever hope to be. As a side bonus, you also gain the ability
to breathe water.

Zeltron-50 CP: Your species happens to be one of the most sought-after in the galaxy – you look nearly
identical to a standard human, but have several unique talents. Among them are the ability to create an
empathetic bond with nearly anything, sensing its emotions and imposing your own to a limited extent.
Be careful how extensively you use this, though, as you'll find yourself developing deep emotional ties to
a great many individuals if you should use it too often.

Chiss -100 CP: Your kind stand alone at the pinnacle of strength. Aside from enhanced cold survival and
night vision, you manage to be clinically detached from every situation in the way that could make you a
peerless strategist or scientist, always managing to see the scenarios you find yourself in through an
objective and emotion-free lens.

Other-150 CP: There are plenty of species in the galaxy – you may choose to be any roughly humanoid
species that you desire to be.
Perks:
All discounts are 50% off, 100 CP perks and items are free for associated origins.

Drop-in discounted:
Roguish Charm-100 CP: It would seem there are very few ladies in all the galaxy that can keep their
hands off of you. Your refusal to play by the rules has lead you to become quite charming among anyone
who’ll give you the time of day. And those that don’t – Imperials, Alliance, Jedi – will be more inclined to
handwave your pursuits away as just something you do. Of course, that has its limits – you can’t expect
a Jedi to ignore murder – but they’d look right past some good old-fashioned smuggling or bounty
hunting.

Lost and Found-200 CP: It’s a big galaxy, and it’s pretty easy to get lost in it – without purpose, meaning,
or anyone to help you get back on your feet. Thankfully, you have your ways of finding gainful
applications for your skills, no matter where you are. What’s more, you can find ways to put your
knowledge or skills to work for just about anyone that you meet – which might be enough to keep them
from throwing you out an airlock for knowing too much. Of course, just because they’ll give you one
chance doesn’t mean they’ll give you more than that – and some folks are hard to stop working for, so
be careful out there.

Force Ghosts-400 CP: Ugh. Honestly, there’s an argument for making this a drawback. You will, through
various points in your jumpchain journey, be accosted by the spiritual forms of important figures in
your… heritage, or past, or whatever you’re most attached to. These spectres can come and go as they
please, giving you all sorts of visions and dreams. Often times, they will impart some sort of advice upon
you, relevant to your current position and suggestive of outside knowledge (though never exactly telling
you what it is they know, the bastards) – of course, whether you take it is totally on you. Figures from
other jumps that have no ties to the force as you understand it are fair game so long as they are
spiritually in tune with whatever comes closest to it. As soon as you move on to a new jump, living
figures from you’re the one you’re leaving behind will also be able to manifest.

Two weeks later-600 CP: It seems you’re fast on the uptake, pateesa. You can manage to quickly learn
at least the basics of nearly any skill there is out there, and you can very quickly relearn anything you’ve
forgotten – give it a couple weeks of practice, and you’ll be doing things you haven’t done in years just
as well as you ever have. In general, you learn far faster than most could ever hope to.
Stormtrooper discounted:
All discounts are 50% off. 100 CP items and perks are free for the origin in question.

Band of Brothers-100 CP: You and your fellow troopers share a bond on the battlefield – you’re out
there in the shit without any of that special force shit, any super special weaponry, or any other thing
that someone in your position ought to have. And as such, you command a certain respect from your
fellow soldiers that very few others could get – this won’t get you to get their total loyalty, but you will
earn the trust of any sort of frontline soldier quite quickly – and far faster than most.

Specialized Training-200 CP: Standard armor and blaster is good, but it’ll only get you so far, noob. If
you want to survive longer than a few hours, you’ll need some new toys, and you’ll need to know how to
use them. With this perk, you’ll have all the specialized training you could ask for – heavy weaponry,
walker piloting, the works. Any one-man imperial vehicle or equipment accessible to the common
Stormtrooper is something you know how to use. And with little time and training, you’ll be able to
quickly figure out the usage of specialized equipment in any other universe.

Put me down for a Month -400 CP: It’s not that everyone in your squad wants you dead, it’s that they
really don’t expect you to last that long. I mean, most noobs don’t. Good for you, you plan on sticking
around – and making it through the meat grinder and surviving obstacle after obstacle is just something
you do. Whether it’s due to luck or the force, you’ll find yourself lasting a lot longer than anyone could
be rationally expected to in your position, and making it out alright will be a lot easier for you.

Sithslayer-600 CP: If it bleeds, you can kill it. You have a knack for taking on foes far outside of what
would be considered your range. Whether you get it done by trickery, distraction, or luck, you can count
on having at least decent odds for even the most powerful of foes. Just be careful not to take it too far –
there’s only so much that lady luck can do for you.
Spy discounted:
Discrete-100 CP: The majority of people in this galaxy have no idea how to get anything done in it. It
would seem that holding a weapon makes one utterly inept when it comes to anything approaching
subtlety. Fortunately for you, you know how to avoid such pitfalls – you have a penchant for making
sure not to reveal too much to anyone, and keeping your true affairs secretive while gathering
information. It’ll be far beyond the average individual to determine your intentions before you decide to
act openly – though once you do, this no longer applies.

Perceptive-200 CP: A few ships being where they shouldn’t, a peculiar turn of phrase – these can be the
surface signs of truly threatening possibilities. Luck for you, you have an eye for the details of whatever
situation you might be in. And whenever something is abnormal in a notable way, you can usually figure
out that something’s out of place, and what’s causing it. There are exceptions, of course – some things
might be hidden too well for even you. But even for those instances, you may find that you need only to
stumble upon the smallest part to make the whole scheme reveal itself.

Triple life-400 CP: It takes a talented individual to be in two places at once, act as two different people
at once, and to do so for an extended period of time convincingly. Fortunately, you happen to be such
an individual. You can construct and maintain a multitude of convincing aliases, and you’ll find it easy
not only to switch between the various personas you construct, but also to keep them all separate – it’ll
be quite simple to keep accounts and actions taken under one name away from those taken under
another, and only the most talented of investigators would be able to discover ties between your
different identities.

Master Infiltrator-600 CP: There are countless strongholds in this galaxy – places built by men with too
much money and too little sense. Fortunately for you, putting together plans to break into them is as
easy as waking up in the morning. Of course, these plans may require resources you don’t yet have
access to, or the help of individuals that are hard to persuade. But if you can get access to these things,
your infiltration schemes usually go off without a hitch – even when your knowledge on what to expect
is… limited. Of course, there are individuals out there, in this universe and others, who might know
you’re coming and would be able to adequately prepare…
Moff discounted:
Formalities-100 CP: There are so many social formalities and norms for anyone in your position. Luckily
for you, you happen to know them all. Navigating high society and upper-level political matters is as
easy for you as breathing, and you nearly always manage to give off a highly authoritative impression
while you do so. Few individuals would ever mistake you for someone easily manipulated or taken
advantage of… unless, of course, you should happen to give them reason to through your actions.

Finger on the Pulse-200 CP: There are so many hidden forces in the galaxy that it can often be all but
impossible to determine what will happen next. Whether it’s the rise of the Sith or the survival of the
Jedi, history shows that very few have truly anticipate what will occur before it does. You just happen to
be one of those individuals. In any given situation, you have a feel for the inherent power dynamics and
who’s most likely to come out on top in a struggle. You will find it child’s play to use this to align yourself
with rising powers.

Connections upon Connections-400 CP: You have ears in every corner of the galaxy, agents in every
system, and countless ways of getting what you want – or so it must seem to your enemies. For every
situation that you find yourself in, you can usually find at least one relevant asset to throw at your
problems. Be it an assassin to aid in political maneuvering, a bounty hunter to track someone down, or a
spy to track their every move – you know someone who can get the job done. Of course, these contacts
might rarely work for free… and depending on what you want them to get done, their odds of success
may vary.

Master strategist-600 CP: From Thrawn to the Vong, the Empire has been known as the home of the
greatest strategists the galaxy has to offer – and now you number among them. Whether it comes to
setting ambushes, outright assaults, or suppressing rebellious populations once and for all, you have a
way of knowing your enemies’ weaknesses – and exploiting them. Be careful, of course, that you do not
presume too much weakness where it does not truly exist – many great commanders before you have
shown the consequences of excessive pride when meeting their matches.
Imperial Knight discounted:
Reliable-100 CP: You are the first and last line of defense – the hand of the emperor, the will of the
force. Now, in the darkest days of the true empire, you shall be called upon more than ever – for your
superiors know of your dependability, and you shall be their first choice for nearly any sort of mission
that you are known to be competent in. And in general, you give off the sense that you are a reliable and
dependable individual, putting others at ease when their safety is in your hands.

Always prepared-200 CP: You very rarely have good feelings about things. And when things inevitably
go sideways, you’re almost always prepared. Whether that means smuggling a lightsaber onto a station
that usually doesn’t allow weapons, or planting three sets of explosives instead of one, you rarely if ever
get caught by surprise, and usually have what you need to salvage any situation that goes terribly
wrong.

I’m going to give you both a medal-400 CP: Loyalty, as you’ve so often demonstrated, is not the same
thing as obedience. Whether it’s bending the rules or disobeying explicit and direct orders, you usually
find a way to weasel out of direct negative consequences of insubordination, taking a slap on the wrist
at the absolute worst. Or course, this has its limits – and those limits lie on the line between loyal
disobedience and total treachery.

My vow is to the force-600 CP: You’ve sworn your oaths to the emperor, to be sure, but your ultimate
loyalty is to the living force and the betterment of all beings. And if the emperor were to turn to
shadows, your duty would be to strike him down. Indeed, you find yourself strongly empowered when
fighting for noble causes larger than yourself or any individual, and few are they who could stand against
you when you take such selfless action.
Jedi discounted:
Sagely air-100 CP: It takes a long time and much practice to truly come into harmony with the living
force. And as much as you wish it didn’t, sometimes it can act as a divide between you and your fellow
sentients. With this perk, they will be more conscious of that divide – but they will also come to respect
you for it. You will, in general, be able to appear as every bit the sagely monk that the jedi are famed for
being. Of course, living up to the impression you give off is another matter entirely – and one that’s
entirely up to you.

Diplomat-200 CP: Before the Jedi were generals and warriors, they were peacemakers and
ambassadors. You have kept that tradition alive, and honed the arts of diplomacy and negotiation – you
are quite skilled in bringing parties together, and finding a diplomatic solution that can serve all their
ends. Of course, there are some that are too irrational or aggressive to conceive of negotiation as a
solution, and swaying them will be far more difficult.

Remembered -400 CP: The old Jedi made many friends in many places – and were often remembered
for their actions. You'll find that anyone who has been positively impacted by an order that you are a
part of, or even whose ancestors experienced a large positive impact from such an order will far more
readily aid you in any manner you require, and shall require an extreme injury to truly turn against you.

The Redeemer -600 CP: You've seen far too many individuals fall out of being in balance with the force
during your time. Whether they misinterpret the meaning of justice, try to cut themselves off from the
force, or just turn outright to darkness – it never ends well. Which is why you're here – you can quite
easily tell when someone is headed down a path that will bring exclusively suffering to themselves and
others, and you are uniquely capable of steering them off of that path. Of course, this has varying
difficulty based on who you attempt to redeem – individuals that are a long way down their paths into
darkness may only respond with more hatred, and those that have a good distance from you may be
skeptical of your intentions.
Sith Lord discounted:
Dark presence-100 CP: Strength causes fear among lesser individuals. And it is right that they should be
afraid. Where you go, you bring terror with you – your presence a dark omen for what will happen if
they do not obey your every directive. Individuals will be instinctually inclined to follow your orders to
the letter, and cower in terror as they address you. Of course, there are those that are strong-willed
enough to resist, but nearly everyone you meet can only put up a show at doing so – with a chill in their
heart that they desperately hide.

Loremaster-200 CP: This is a galaxy of dark secrets, and things lurking in the shadows that the rabble
would not dare to know – if they could. However, you happen to be quite talented at uncovering and
understanding old and especially forbidden lore. Deciphering the precise meaning of ancient texts and
applying them to your own ends is simplicity itself, as is recalling any such lore that may be applicable to
your current situation.

Master of Betrayal-400 CP: The ways of the Sith are treacherous. Despite Darth Krayt’s best efforts to
end the rule of two and make the Sith a truly unified order, betrayal still remains the tool by which
countless Sith lords have come to power. And yet you are alone as a master of the art. While others
might ineffectually betray all around them, you know how to wait until the opportune moment. And
where weaklings might not even notice the knife as it passes through their flesh, you can nearly always
detect and subvert efforts at your own betrayal. Very few are they that could outdo you in this art.

Powered by Hatred-600 CP: The true strength of the Sith is their refusal to live in chains of the soul, as
the Jedi do. You embrace all the power, all the strength that the Jedi refuse to. And your strength comes
from hatred – the stronger the hatred you have for any individual or thing, the stronger you shall be
against them. There are, naturally, limits to this effect – but there are few individuals in the multiverse
that could survive meeting them.
Items:
Drop-in discounted:
Rogue Getup-100 CP: The stuff you see people wearing in this galaxy can be pretty hilarious. Whether
it’s a Jedi wearing their bathrobe, or a Sith wearing two strips of black leather. Which is why you choose
to dress like a normal sentient – a normal sentient with room for many weapons, that is. Your garb has
quite a few holsters and secret compartments built into it, and it generally makes you look unassuming –
getting too much attention has never been a mistake you make.

Death Sticks-200 CP: Ah great, this stuff. The drug of choice for lower-level trash for the past several
centuries. But why improve on perfection? You get 1,000 doses, which will replenish weekly, and the
formula (but not the tools) to make more. It can come in either a liquid form (injection and drink spiking
both work) or a powdered form. Just be careful if you plan on using this stuff yourself – it might make all
the colors look prettier, but each one takes years off your life. But if you plan on selling it, you’ll make
good money - the user quickly builds up an addiction and a tolerance to smaller doses.

Ancient Astromech-400 CP: Jesus, this thing is karking ancient! This astromech dates back to the
opening days of the clone wars – before the empire, the Vong, or any of that fun. It’s picked up a lot
along the way – whoever its old owner was must’ve loved the damn thing, because it’s got every
modification you could think of. Booster jets, electro-arms, even an umbrella! You can count on this
droid to hack into just about anything, and to have good information about nearly anything you come
across – how did it avoid the mid-wipes?

Smuggler’s Ship-600 CP: Starfighters, battleships – none of those are worth as much as a good
smuggling vessel. This ship is the apex of the art – armed heavily enough to take down a good amount of
starfighters, hyperdrive that can spin up in less than a minute, and a hold that can fit dozens of tons of
whatever you want. And best of all, it’s totally unassuming – all those lethal parts are packed into the
chassis of an old freighter, the kind that wouldn’t get a second glance on the landing pad. And the ship’s
transponder codes can be changed at a moment’s notice, meaning that only those who have personal
experience with your ship and could get up close would be in any way able to pick it out from any other.

The Wheel-800 CP: This place has been the home for scoundrels and rogues since before the first
empire. It’s got everything that a scumbag like yourself could ever ask for – Casinos, bars, and open
markets where anything and anyone can be found. Its current owner maintains the rule of no weapons,
but now that you’re in charge, you can set whatever rules you want. Post-jump, it will manifest in any
location you desire. In settings where FTL is common, it will come to be a hub for illicit commerce where
nearly any goods and services can be found… subject to your own rules, of course.
Stormtrooper discounted:
Stormtrooper gear-100 CP: Troopers have been going to the front lines in this gear for so long as there
have been troopers. The body armor can stand a few blasts from standard equipment, but it’ll fold to
nearly anything else. The blaster can kill most unarmored targets, though it might take a couple hits to
put down something with some real gear on. All told, there’s not much to say about this kit.

Heavy weaponry-200 CP: Now this is where the fun begins. You receive an assortment of heavy
weaponry – from a rapid-fire turret blaster to a shoulder-mounted heavy blaster capable of putting
holes in damn near any sort of heavy armor you’ll come across. You also receive manuals on their usage,
and enough ammo for one extended engagement. Ammo will replenish weekly, as will the weapons if
lost or destroyed.

Defensive gear-400 CP: Sometimes you just need to take things to the next level. That’s why you have
these – a set of 4 stationary turrets, controlled by a droid mind, which can lay down heavy fire on
anything in a long range. What’s more, you get a set of about 100 land mines, capable of taking down
nearly any armored individual you’ll find here, or perhaps some light walkers. As above, you receive
manuals on their usage, and they replenish weekly if lost or destroyed.

Ardent-class fast frigate-600 CP: Well, it’s no star destroyer, that’s for sure. Her hull, shielding, and size
could never match up. But she’s got enough fighters and cannons to back up a ground assault and turn
the tide in any situation where you might find yourself extremely deadlocked. What’s more, she’ll serve
you well when it comes to ferrying troops – she may be only capable of ferrying a single batallion of 200
troopers at a time, but she’ll get you across the galaxy and on the ground faster than any other ship of
her tonnage. At the beginning of subsequent jumps, it will spawn in at whatever location you desire,
with its crew and trooper complement.

The Old Legion-800 CP: The more things change, the more they stay the same. This stormtrooper legion
has been carried over from the days of the first empire – whether you’re now commanding the 501st,
the 407th, or any other stormtrooper division, you now stand as the effective commander of about 8000
frontline stormtroopers. They’re battle-hardened, and led by competent officers. They also come with a
full complement of light and heavy walkers, as well as all sorts of heavy weaponry and artillery. Post-
jump, you can summon them into any location you so please – however, the original members of the
legion will only respawn with the change to a new jump, and you cannot take natives of other settings
with you by recruiting them into this legion. If you choose to create new equipment for them, you’ll
have to manage its storage.
Spy discounted:
Disguise kit-100 CP: You’ll get nowhere as a spy if your enemies know what you look like. Luckily, you
have this kit to keep them guessing. It consists of several advanced gels, designed to recolor the hair and
skin in an extremely convincing manner, which can only be washed out by very specific chemical
formulas – which you, of course possess. You also get a free beam projector capable of modifying your
eye color as you see fit. What’s more, the disguises you create with this kit are, generally speaking, quite
convincing – it would take a very on-guard individual to even think of you as having a false appearance.

Micro-Ampule-200 CP: Sometimes, things need a delicate touch. Sometimes, you need to know that you
have leverage over whoever it is you have interest in. Which is why you have this – a small capsule that
can be inserted, undetected, into nearly any sentient. They won’t notice a thing – but at any time, you
can release its fatal nerve toxin, capable of killing any roughly human-sized organism. You get 5 ampules
to start with, which are replenished weekly after their usage.

Spy bugs-400 CP: This is a set of about 3 dozen Yuzhan Vong bugs – priceless on the black market, but
somehow worth even more in your hands. In the war with the Vong, these bugs were well-known for
their ability to get into just about anywhere, staying unseen in the shadows and prying their way into
unseen passages. You’ve managed to fix them up so that they take commands from a transmitter that
you control, and you’ve installed modifications that allow them to spy on just about anyone and
anything. What’s more, any of them can self-destruct with about the force of a hand grenade on
command. And lastly, they can block the force from coming near you, preventing a Jedi or Sith from
reading your thoughts or sensing your presence.

Command Override Limpet Droid-600 CP: Now here’s a toy you can have some fun with. An advanced
imperial limpet, designed to attach to and take control over enemy ships. It can take over any ship of
reasonable size – anything up to a small frigate, really, though you could modify it or use many of them
to control larger ships – and do whatever you want them to do. You could easily use this to split up a
negotiation, or to turn a battle in your favor! The pilots inside are all but helpless unless they destroy
their ships, and the AI on the droids can execute many advanced maneuvers. Of course, the droids can
only effect the computer-governed functions, so any manual loading is right out. Once done, the droids
detach and self-destruct, leaving not a trace of your activities. You get 6 of them, which replenish weekly
upon the end of their usage.

Moff of intelligence-800 CP: You’ve had a long, successful career. And thanks to that, you’ve managed
to take the place of Nyna Calixte as the head of Imperial intelligence. This affords you access to an
incredible number of Imperial agents and networks, not to mention the personal trust (insofar as such a
thing can exist) of the ruling Sith. Of course, if you should choose to defect to Roan Fel, then this would
all still apply. In future jumps, you shall find yourself easily and naturally coming to a position of
extreme, if not supreme authority in the intelligence services of whatever organization you find yourself
devoting your time to.
Moff discounted:
Uniform-100 CP: Distinguished individuals such as yourself have been set apart from the common
rabble for so long as the Empire has existed by the officer’s uniform. In your case, you will find that it
projects an aura of authority to anyone that you interact with, as well as being constantly updated – the
Rank insignia plaque will maintain itself and update in response to any promotion you may receive, no
matter what organization you may find yourself a part of. Furthermore, the code cylinders will provide
you access to any area that you would be authorized to enter, even if the organization you are a part of
has no incorporation of them as a device.

Communications System-200 CP: You’re going to need to keep in touch with quite a few individuals in
quite a few places if you mean to keep your power. This communications system will allow you to just
that – it appears as a totally normal conference table, with seats ready for about 12 individuals. Its
uniqueness lies in how it can act as a galaxy-wide communications system. Any individual possessing one
of the 12 receivers to come with the device can project a holographic version of themselves into one of
the table’s chairs, and participate fully in whatever discussions may be had, without any
communications lag or disruption. And as an added bonus, no power in the galaxy or any other will be
capable of jamming or otherwise hindering its transmissions.

Nune-Class Shuttle-400 CP: This has become the shuttle of choice for the vast majority of Imperial high-
ups. It is capable of transporting about 35 individuals in relative comfort, and 250 tons of cargo. It can
get you nearly anywhere you need to go at good speed with its class 1 hyperdrive, and you’ll find its
armaments to be what you need and more – It happens to be armed with 4 regular laser cannons, as
well as a single turbolaser of the type usually found on heavy warships. What’s more, it will be
registered as authorized to enter all Imperial space and installations. Post-jump, this will apply to any
space-faring civilizations you encounter, though those with a keen distrust for unfamiliar-looking ships
may see through your ruses. All told, there are few ships in its class that could ever hope to outclass it.

Sith Trooper escort-600 CP: It would seem the Sith have quite a bit of use for you, and have decided to
give you quite the gift – samples of Darth Krayt’s new project to create a breed of soldier strong in the
force, fused with cybernetic enhancements, and trained from birth to be totally loyal. These nigh-
mindless, fanatically devoted abominations make for incredible troops, capable of holding their own
against Jedi knights. You gain 6 of them for usage as personal bodyguards. Should they be destroyed,
they will respawn in about a week.

The Imperious-800 CP: This is the crowning achievement of Darth Krayt’s empire. The intended
successor to the Pellaeon-class battleship, this new battleship was constructed at the Mon Calamari
shipyards of Dac in 137 ABY – But you get it ahead of time. It was an unusual departure from the Kuat
ship-builders that most Imperial warships were built by – especially unusual, given that the Mon
Calamari were fierce allies of the Rebel alliance in all its forms, and never stood as allies to the empire.
Either way, the finished product is glorious – incorporating many traditions of starship design, it can take
the firepower of entire fleets, and it can outgun anything else in space with its vast array of Turbolasers,
Ion Cannons, and Gravity mines. It also possesses a full complement of TIE predators and bombers,
shuttles and equipment for ground assaults, as well as its crew and 3000 troopers. At the beginning of
subsequent jumps, it will spawn in space anywhere you so desire.
Imperial Knight discounted:
Imperial armor-100 CP: Crafted by a master of the Imperial Knights, this armor was designed to protect
the emperor’s greatest servants. The crimson armor over your vital organs and limbs will serve to
protect you from most infantry-level weaponry such as blaster bolts, though focused fire will bring down
even you. Wearing these robes will, in general, make you give off the impression of a hardened soldier
to anyone that gives you a glance.

Pure Cortosis Gauntlet-200 CP: You and yours will need to stand against quite a few individuals wielding
lightsabers. You, unlike, they, will be uniquely prepared – your right vambrace has been fashioned out of
a material known as Cortosis, designed specifically for the neutralization of enemy lightsabers. Any
lightsaber that passes through it will be useless for a period of about three minutes. For the majority of
Jedi and Sith that you’ll meet, this is a death sentence – but to make this even more attractive, it will
work just as well on any similar energy melee weapon.

Sigma-Class long range shuttle-400 CP: This shuttlecraft is designed to ferry the greatest servants of the
Emperor wherever they may need to go in the galaxy. Capable of supporting 10 passengers in a high
level of luxury, it has a cargo bay large enough to support 30 tons of cargo and three TIE predators,
which are included with the shuttle itself. While it is lightly armed, it is one of the fastest shuttlecraft in
the galaxy, and can go halfway across the galaxy without stopping for fuel.

Explosive charges-600 CP: The enemies of the rightful emperor are many and powerful, making it
acceptable, if not honorable, to resort to underhanded tactics such as sabotage and trickery. These
charges are the epitome of such tactics – They are powerful enough to take down a capital ship from the
inside, and are nearly impossible to detect once armed. If used on ground-based targets, you’ll find that
they can level some of the most durable facilities in the galaxy. What’s more, they can be set to activate
in highly customizable ways – whether based on distance from their point of arming, or the activation of
certain subsystems. You get 3 sets of charges which replenish weekly if used, as well as the instructions
to use them.

The Imperial Palace-800 CP: This is the most fortified location in the galaxy – the capitol of the imperial
remnant ever since the conclusion of the galactic civil war. Its fortifications are sufficient to break entire
fleets – the primary reason that Darth Krayt never attempted an outright assault. Aside from its vast
arrays of turbolasers and nigh-impenetrable shield generators, it also serves as a worthy headquarters
for the Remnants of the true empire. It has berths for ships of nearly any size, and room for enough
bureaucrats to rule the galaxy. It also has the training areas and armories for the imperial knights, as
well as the personal quarters befitting the Emperor himself. Post-jump, it will manifest in an area of your
choosing, with a droid crew dedicated to its maintenance and a fully armed garrison for its defense.
Jedi discounted:
Jedi Robes-100 CP: These have been the standard garb of the Jedi order for thousands of years. Plain,
brown, and unassuming, they will serve you well in allowing you to go unseen throughout the galaxy.
They contain room enough to store various items, naturally including a lightsaber hook on the belt.
Should you choose to engage with others while wearing them, you will give off the impression of a
learned sage, with advice worthy of heeding.

Jedi Holocron-200 CP: The Jedi have become scattered and lost many times throughout the millennia,
making devices such as these necessary to maintain an unbroken chain of knowledge from the past to
the present. This holocron stores the sum total of all the knowledge of an ancient Jedi master of your
choice, from any period before the rise of Palpatine’s empire. It can project their image as a hologram,
capable of interacting with any individual who addresses it, and mentoring them in the ways of the Jedi.
Alternatively, you can store yourself upon it to impart your own knowledge upon any who may seek it,
although the holocron version of yourself will be nothing more than an imitation, rather than a real
sentient being.

X-83 TwinTail starfighter-400 CP: Ever since the old republic, the Jedi have always attempted to keep
their own varieties of starfighters. This is a continuation of that tradition – the latest in Starfighter tech,
nearly exclusively used by the new Jedi order. It has the shields of a much larger vessel, such as a frigate,
allowing it to chew through TIE predators. Its weaponry is comparable to a standard X-Wing, with 4 laser
cannons and proton torpedoes. Its true specialty is its maneuverability – it can weave and dodge like
few other fighters in the galaxy. Lastly, it eschews the astromech slot that most fighters of the era have,
replacing it with a built-in astromech intelligence that can develop a personality and even sentience if
not regularly mind-wiped.

Terraforming technology-600 CP: Kol Skywalker came up with a brilliant idea a few years back – redeem
the Vong in the eyes of the galaxy and repair war-torn worlds using their terraforming technology to
breathe life back into the charred wastes that their wars had left in their wake. Had it not been for the
Sith, it would have worked. And now, you have the technology to fulfill this vision – though it would take
some time and a considerable amount of resources, you could bring nearly any world far closer to the
lush garden worlds of the Vong. Simple repairs such as placing a thin atmosphere on a dead moon would
take a few years, but fully converting a world such as Mustafar into a paradise would take decades of
constant effort, if not longer.

The Hidden Temple-800 CP: This place has served the Jedi order well during the latest effort to purge
them from the galaxy. It contains numerous areas for training, meditation, and study – in fact, it is nearly
as large as the old temple on Coruscant. Its greatest strength, however, is the way in which it is
composed of old starships, capable of taking off and evacuating should the need arise. Post-jump, it will
be placed in any location of your choosing, and will have a decent number of Yuzhan Vong attendants
living nearby dedicated to maintaining it. They will not leave the temple’s area, nor will they do much in
general besides defend it from attack and maintain it.
Sith Lord discounted:
Sith Apparel-100 CP: The one Sith wear a variety of apparel. This set may contain any such sort that you
desire – whether that means a dark, shadowy cloak that conceals your true nature except for up close, a
set of spiky armor capable of deflecting some blaster bolts, or something more... revealing, you will find
that it has a unique way of striking fear in the hearts of those that see you in it.

Specialty Lightsaber-200 CP: A lightsaber is a powerful weapon. But a standard lightsaber might not be
enough to take down some opponents. For those, you have come into the possession of a specially-
made lightsaber – one of any variety shown in the Star Wars: Legacy series. Whether you carry on the
tradition of double-sided lightsabers, or choose to have a lightstave with greater range and leverage,
you shall likely find yourself far deadlier than you otherwise would have been. Note that this functions
as an upgrade to the lightsaber you already own, and you must already have one to attain this.

Vong slave seeds-400 CP: The Yuzhan Vong left behind many interesting things in their galactic
conquest. One of them is this parasite – when an individual is infected by it, that individual becomes far
more receptive to telepathic and mental commands. However, it slowly grows, encasing and eventually
entombing their victims in coral plates, and finally reducing them to the level of mindless, aggressive
beasts – suitable for little more than rampages. The version you possess has been modified by the One
Sith's finest scientists, allowing for it to grow dramatically when exposed to force lightning, making its
sufferers endure extreme pain. You get 5 sets, which replenish weekly if used or destroyed.

Genetic Blueprints-600 CP: The Sith are masters of the art of death. These are the notes and schematics
of Darth Maladi, the premier Plaguecrafter of the Sith. If you were to create the plague described within
these notes to its exact specifications, you would find it capable of destroying life across entire planets.
Of course, to do so, you will need to be a master geneticist, and considerable time and resources will be
required to make these efforts bear fruit. But once they have, you shall be the master of death in all
realms you enter.

Sith Temple-800 CP: The conquest of Coruscant would not have been complete without the destruction
of the last memory of the Jedi Order – their grand temple. And so, it was destroyed, and in its place, this
was erected – A great ziggurat, reaching to the sky. It contains everything that the One Sith require for
their headquarters, with training areas replete with combat droids, laboratories, stasis chambers, and
far more. Assaulting it would be suicidal for all but the strongest of forces. Indeed, it is just as grand as
the Jedi Temple on Coruscant ever was, if not more so. Post-jump, it shall spawn in whatever location
you so desire, with maintenance and defense droids keeping it operating at optimal capacity.

Undiscounted:
Credits-50 CP: You’ve come into the possession of the healthy sum of a few thousand credits. It’s
enough to last you a few months in the galaxy, or one good night at a casino.
Companions
Companion import-50 CP: You may import companions with 400 CP to spend on perks and items. They
will receive a free origin. You are limited to 8 companions imported by this method.

Canon characters-100/200 CP: You can take any canon character from this period with you on your
travels as a companion. You will receive a 50% discount if their origin roughly matches your own. Force-
sensitive characters are 200 CP, non-force sensitives characters are 100 CP.

Force Powers
Only Sith, Imperial Knights, and Jedi can make purchases here. Others may purchase here, and may be
considered force sensitive, after paying a 200 CP surcharge, though Drop-ins need pay only 100 CP. You
are able to learn these powers outside of this section, but purchases here grant you a high degree of
competence, equivalent to years of training.

Starting Powers-0 CP: Basic Force powers that come natural to every Force user. (Telepathy, Telekinesis,
Force empathy, Force speed, Farsight, Force stealth, Force sight and Mind trick.)
Lightsaber and training-0 CP: This weapon has been the tool of choice for Sith and Jedi alike for
thousands of years. You have attained a lightsaber of your own, and enough training to be competent in
its basic techniques. Imperial knights and Sith are bound to choose white and red lightsabers,
respectively. Jedi may choose any other color of their choosing, force-sensitive versions of other origins
may choose whatever color they desire.
Lightsaber specialist-50/100 CP: There’s always room to improve in your training with a lightsaber.
Always some new technique to discover, always some new form to master. The most well-known of
these are the usages of dual lightsabers, curved-hilt lightsabers, and double-bladed lightsabers. For 50
CP, you may take any one of these, or become more competent (on the level of a standard Jedi Knight)
with normal lightsaber techniques. For 100 CP, you can gain about a year’s worth of training in all of
these options.
Force Perception-100 CP: Being as in tune with the force as you are, you can use it to understand nearly
any system you come across. Looking into the bodies of your opponents and allies, you might be able to
see their weaknesses and injuries, and use this knowledge to heal them... or to end them. This also
extends to mechanical systems, which you can find the weaknesses of – though larger systems will
require far more effort and time.
Animal control-100 CP: There are many creatures out there which an individual in tune with the force
can bond with – some of them being extremely dangerous. This will allow you to create an empathetic
bond with nearly any living thing, making them obey your commands so long as they are within reason.
At its highest levels, you could even command a small army of extremely powerful creatures with this
ability.

Force shielding-100 CP: Sometimes, all the speed in the galaxy won’t be enough to get you to safety in
time. When that happens, you’ll be able to protect yourself with this ability – the projection of a
spherical shield around yourself that can take most explosions and energy attacks. Keep in mind that it
has its limits – it’ll protect you from a decent-sized bomb, but orbital bombardment would break it
instantly.
Force Healing-200 CP: The ultimate usage of the force is to heal – that is why you are so capable of
looking into individuals, determining what ails them, and healing them. Some mortal injuries may be
beyond your ability to mend, but in time you will be capable of fixing up anything that has so much as a
pulse. This should be combined with Force Perception for healing on the level of Cade Skywalker.
Force Lightning-200 CP: Unlimited power is within your hands – at the mere thought of it, lightning will
streak out from your hands and severely injure any who stand in your path. Though this can be blocked
with a lightsaber or a strong will in the force, you will find that few individuals are capable of doing so.
Light-sided individuals get a weaker version of this power, and only those with strong hatreds in their
hearts can unlock its true potential.

Drawbacks
600 CP drawback cap.

+0 CP- At last we have become Star Wars Legacy: This will most likely be the last chance you have to
intervene in this galaxy far, far away, jumper. As such, you may note that all the changes from prior
jumps in this universe carry over and are reflected here, though the broad structure of the galaxy's
politics will be roughly the same.

+50 CP-Distrusted: You’re too much of a wild card, jumper. So much so that it seems very few people
actually trust you enough to let you take the initiative in any way. They’ll always be trying to track you,
to order you around, or do something to put shackles on you. Given time, though, you may be able to
earn their trust.

+50 CP-Ow the edge!: It seems that you happen to be quite the rebel, Jumper. You act in such a way as
to aggravate authority figures and the people close to you pretty much as often as you possibly can,
including when they're trying to help you. Acting like a normal person, rather than someone with
developmental issues, is something you'll find quite difficult.

+100 CP- To Hell with the Galaxy: You're somewhat allergic to responsibility. You don't want anyone to
rely on you, so why the hell do the Jedi and the Sith and all the rest of the galaxy keep trying to drag you
into things? You're always being forced to solve someone else's problems, and you'll end up hating
every second of it.

+100 CP-Anger management issues: Why the hell does this universe just have to keep making you
angry? Either way, you happen to be quite angry at nearly everyone and everything, leading you to
make quite a few rash decisions – possibly putting you at the mercy of those with leveler heads.

+200 CP-You wanna buy some death sticks: That wasn't a question, it was a statement of fact. Because
you do wanna buy some death sticks, and you always will. For the duration of your time here, you will
have an addiction to the substance that no other drug can sate. Stop taking it and you'll suffer severe
withdrawal symptoms, which will take an abnormally long time to abate. The purchased death sticks for
drop-ins have no effect on you.

+200 CP-Always paying back debts: You seem to owe a lot of people here, jumper. Whether it’s a pirate
lord that saved your life, or a Sith that you owe the loyalty of an office to, you’ll nearly always find
someone trying to use you as an instrument to solve their problems. And they’ll nearly always have the
means to make you do so.
+300 CP-Scattered! (Can only be taken if companions are imported) : It seems that while you arrived
here in 130 ABY as planned, your companions failed to. Instead, they've been scattered across the
galaxy prior to your arrival, finding some sort of new life, just as Cade Skywalker did after the massacre
at Ossus. And just as with him, you may find you hardly recognize them anymore. Convincing them to
leave behind their new life may be difficult, but it will be necessary to your continued jumping.

+300 CP-Noob: Ah, jeez. You might have skills, but it seems that any and all practical experience you
have in applying them has been taken away. You'll have to relearn how to survive on a battlefield, how
to last more than 5 seconds in a duel, and how to fly through insane environments.

+400 CP-As much machine as man: You've taken some severe injuries during your time here – and even
the best force healers in the galaxy couldn't make you as good as new. You are now encased in a suit of
protective armor which diminishes your motor capacities, as well as causing you some amount of
constant pain. And were this suit to be damaged, or destroyed, you would quickly fail with it. Your
injuries cannot be healed throughout the course of this jump.

+400 CP-Good, but not good enough: The story of your life. Throughout this jump, you'll very
continuously find yourself getting one-upped in your efforts by nearly anyone you come across.
Whether it's very advanced ruses, contingincies for your actions that you couldn't see coming, or
something else, you'll nearly always find yourself failing to accomplish everything you had intended to –
always being thwarted just short of victory by something you failed to account for.

+600 CP-Hunted: Darth Krayt – the lord of the sith and emperor of the galaxy – is far weaker than any
know. He is on death's door thanks to the parasites of the Yuzhan Vong, which feed on his essence and
will eventually reduce him to nothing more than a mindless growth – unless he could be healed. He has
been lead to believe that you are the key to his restoration, and will devote all the resources of his Sith
Empire to finding and utilizing you. Be sure that this is a process you will not survive.

+600 CP-Vong Parasites: With this drawback, you suffer from the same affliction as Darth Krayt – the
Vong parasites in your body cause you constant pain and dull your mind. If left alone, they would likely
end your life before the end of this jump. Cade Skywalker is the only individual that might be able to
heal you in this universe – but good luck getting him to put that much effort into it. And Darth Krayt's...
solution is off-limits to yourself.
Post-jump
Your ten years are up, and you are faced with a choice.

Go home: Your time in this galaxy has come to its end, and so has your time in this chain. But if the story
of the Skywalkers should teach you anything, it should be that the force will be with you no matter
where you go.

Stay here: You've come to enjoy this universe far too much to leave it behind. Continue on, then, and
see how things end here.

Continue on: Your destiny here is over. But there are new worlds out there, just waiting to be
discovered. Onward, then, and may the force be with you!
Generic Star Wars Fanfiction
By Neuron

A long time ago in a galaxy far, far away....

Welcome to the Star Wars galaxy, a place you’re likely at least somewhat familiar with.
This is a place where light and darkness have clashed for millenia, where young farm boys have
toppled Empires, and even a mere smuggler can help shape the galaxy in its entirety. This is that
place, but at the same time it’s not exactly the place you’re familiar with. After all this is the
“world” of Star Wars fanfiction and as such the galaxy you’re going to is the setting of one of the
many Star Wars fanfics out there, or perhaps it's a born of a mixture of commonly used tropes
in such fiction. In some of these places the Republic never fell or perhaps even other out of
context factions are involved in one form or another. So, feel free to pick just about any Star
Wars fanfiction you want.
Regardless, the galaxy is rarely a safe place so take these credits to get yourself started.

+1000 CP
BACKGROUND
Any option may be used as a drop in.

Your age and gender may be chosen freely.

Jedi: There is no Death, there is the Force. The Jedi Order is one of the oldest organizations in
the galaxy, they have served as the guardians of the Republic and peace for countless thousands
of years, and you have now chosen to join their ranks. As a Jedi Knight you’ll be expected to
help uphold the peace throughout the galaxy, or should the time be right you’ll be called to war
to defend the Republic in its times of need.

Sith: Through Victory my chains are Broken, the Force shall free me. If the Jedi Order is the
oldest of the two primary Force orders then yours is the second. The Sith, unlike the Jedi, are
not bound by the chains of peace or those lesser than them and have taken it upon themselves
to ensure their unending rule over the galaxy. Power is all that matters to the Sith, it is the
cornerstone upon which their whole edifice is built and through it you may attain great things.

Force User: The Jedi and Sith are powerful indeed, anybody who can look upon their
achievements could tell you such a thing. However, all that power comes with a price. The Jedi
are ever stuck in their ways, unwilling to progress and look beyond their own narrow purview.
The Sith are no better, for all their proclamations of being free they are more slaves to their own
lust for power and the Dark Side than anyone else could ever be. You are not a member of
either of these factions, and what you are is up to you. You could be a member of the
Blackguard, a Witch of Dathomir, perhaps even one of the Infinite Empire’s Force Hounds, or
just outright independent.

Rogue: Jedi, Sith, Empire, or Republic it doesn’t matter to you. All these factions have ever done
is muck up everything and get in the way. For you have no master but yourself, or the one you
choose to bind yourself to of your own will. You might be a Smuggler running spice in the Outer
Rim just trying to make a living for yourself, or perhaps a Bounty Hunter taking part in the Great
Hunt, the point is you make your own path and there’s nobody who’s going to tell you
otherwise.

Politician: Some may think power lies in the end of a blaster, or in the shining beam of a
lightsaber, but they would be incorrect. True power lies in words and the pen. For what is the
Force in comparison to a voice that can launch a fleet ten thousand strong and bring ruin to the
galaxy? You’re one of the many politicians in one of the various governments throughout the
galaxy, ranging from the Republic’s Senate to perhaps even the Hutt Cartels. Right now you’re
not much, but given the nature of the galaxy there is always opportunity, and when you're at
the bottom you can only go up.

Businessman: The galaxy is full of various corporations all vying for control of the markets in a
wonderfully cutthroat manner. The world of business is one that’s quite dangerous to be in here
but nonetheless it’s one not without its benefits. A man can set himself up for a lifetime with
this path and that’s only if you don’t reach all that far. The wealth of entire worlds can be
bartered and bought and empires in all but name may be constructed with the right
maneuvering. You’re not quite there yet but the possibilities are all but endless here.

Scientist: The universe is truly an amazing place that’s so full of mystery and wonder, which is
why you decided to try and uncover the why behind it all. The fields of science are about as vast
as the galaxy itself, ranging from botany to droid design and any of them are open to be
pursued. You may not be Umak Leth or someone of his pedigree just yet but the world the
galaxy hasn’t always been shaped by the titans now has it?

Soldier: There are many battlefields of differing types throughout the galaxy, ranging from the
halls of the Senate building where endless verbal sparring occurs, to the sun scorched deserts of
Geonosis where the Clone Wars began. Your field would be the latter; others may use words or
the force do fight but you’ve found a blaster is the most trustworthy way to go about these
things. Currently you’re a member of one of the various militaries throughout the galaxy;
whether it’s the Republic Judicial Forces or the criminal armies of the Zann Consortium is up to
you.

Race
Select one unless otherwise told to, droids are also eligible to be picked.

0 CP Standard: You’re one of the “standard” races of the galaxy. This would range from normal
humans to Wookies at the higher end. In essence, you’re pretty normal and within reasonable
bounds.

100 CP Rare: Okay so you’re not really something that’s seen all that much and you’ve also
perhaps got a cool trick of your own. Perhaps you’re a Vong who’s been stranded in the galaxy,
or something else along those lines.
400 CP Superhuman: You’re certainly not like the majority of the galactic population now are
you? At this level the benefits gained by just being one of your species make you an incredibly
dangerous combatant to face or grant your significant bonuses, an example would be the
Gen’Dai.

600 CP Monstrous: This is the rank at which things really start getting powerful. Similarly to the
Superhuman tier you’re well beyond the base standard of the galaxy, but this takes it even
further. Including monsters that require powerful Jedi or Sith - or even teams of them - to bring
down like Voxyn Queens, to immortal entities like the Priestesses of the Force.

1000 CP Celestial: This is no longer the realm of mortals anymore; while the others may have
solely been in the mortal coil, to at least some extent you’re now something that most in the
Galaxy would consider a god. This includes powerful force entities like Wutzek, the Celestials,
and even the World Razer at the high end. Though do be careful; you’re not invincible, and
something like you will draw attention.

LOCATION
Any place within the galaxy that’s reasonable may be picked, though these are suggestions.

1. Coruscant - The capital of the galaxy for most of known history, and the homeworld of
humanity. The planet is for the most part just one giant cityscape with over a thousand different
levels and a population of one trillion. The opportunities in this world are all but endless,
though be warned the deeper you go the more lawless it becomes.

2. Tatooine - The place where it all started; if the middle of nowhere was a place Tatooine
would likely be it. The planet is barren and hostile, both due to the environment and populace,
both native and otherwise. Regardless of this, it seems this little dust ball is the start of quite a
few adventures.

3. Nar Shaddaa - Mos Eisley may be a hive of scum and villainy but it has nothing on Nar
Shaddaa, the current capital of the Hutt Cartels. Like Coruscant the planet has been an
ecumenopolis for much of Galactic history, however unlike the Galactic capital this planet is
completely overrun with criminals due to the Hutts. Still, for all its flaws the planet has had a
number of interesting people and events throughout history.

4. Taris - Another big city world depending on the time period. Taris has had a troubled
existence throughout history, ranging from civil war between a humanocentric nobility and alien
underclass, to being ravaged from orbit by Darth Malak. Even still, at times the planet manages
to retain some of its standing as a world that once rivaled Coruscant and has been the setting of
some important events in history.

5. Corellia - A system of five worlds, three species, a commercial and shipbuilding hub.
Corellians are famously stubborn and independent, boasting their own Jedi Order at one point.
The system is also home to the mysterious Centerpoint Station and other advanced facilities of
the Celestials.

6. Csilla - Frigid and inhospitable, Csilla is the homeworld for an enigmatic race of humanoids
known as the Chiss. As the Chiss homeworld and the center of the Chiss Ascendancy, Csilla
would normally be far removed from the rest of the Galaxy Far, Far Away. Beyond the
Ascendancy are the Unknown Regions, where adventures aplenty can be found.

7. Earth - An otherwise unadvanced world far-flung from the Galaxy Far, Far Away, Earth is
nonetheless home to a great many humans. Whether home to a long lost colony from
Coruscant or humanity’s true homeworld, or completely unrelated in any way the planet’s
isolated nature might not last long.

Canon/Era
You may pick one of the following from each section.

Canon

Legends - The original expanded universe, or EU as it’s commonly known as. It’s significantly
more powerful on average than Canon is which represents a double edged blade as disasters
tend to have more far reaching effects.

Canon - The current canon of Star Wars after the original EU was turned into Legends. This
includes things such as the Sequel Trilogy and the Mandalorian. The general power and danger
of the verse is generally far lower, but it shouldn’t be underestimated.

Mixture - Perhaps you like elements from both and don’t want to be forced to choose between
one or the other. This verse is a fusion of both of the best elements of the Canon and Legends
universes. So, for instance it wouldn’t be impossible to see the Mandalorian working alongside
Mara Jade post-Endor.
Era

Pre-Republic Era - This is the age of ancients and covers much of early galactic history. This
ranges from the rise and fall of the Celestials to early humanity and the Rakatan Infinite Empire.
At its end Xim the Despot will finish his conquests and the stage will be set for additional
conflict.

Expansionist Era - Using Rakatan technology the first non force based FTL is developed on
Corellia, soon after the Republic will be formed and begin to expand. The First Great Schism will
also occur between the Jedi Order and Legions of Lettow over the use of forbidden knowledge.

Great Manifest Period - The Republic continues to expand throughout the galaxy with a great
deal of focus being on the Slice. Notably, Kamino will also undergo abrupt climate change which
leaves the planet flooded.

The Indecta Era - The Republic stands strong but not without issues, the first Alsakan Conflict
begins as Alsakan leads the Axis worlds against the core for resources and influence, this will
last for over a thousand years. It will also reignite a mere five hundred years after its end.

Kymoodon Era - In their home galaxy the Yuuzhan Vong will expand before eventually turning
against one another and destroying themselves, their home world will also strip them of the
Force. The Hutts will face a collapse of their own worlds and be forced to flee as well.

Pius Dea Era - The human supremacist Pius Dea have taken control of the Republic, throughout
their reign they’ll launch multiple Crusades against alien species, notably the Hutts before
finally being defeated by a computer virus. The Jedi Order will also fracture between those loyal
to the Pius Dea and those not.

Ductavis Era - A particularly volatile era to be in, planetary turbolasers and shield technology
will begin to spread around this time and become far more common. The Republic will also
come into conflict with the Kumauri Empire who will deploy planet-busting battleships with
mass drivers before their defeat.

Rianitus Period - A relatively quiet time with no outstanding conflicts. Assume a time of relative
peace and prosperity.
Subterra Period - Turbolaser technology will once again advance after the Republic reverse
engineers technology from a defeated foe. Of note as well is the Second Great Schism where
multiple Dark Jedi will break with the Jedi Order.

Manderon Period - Mandalore the First will lead his people to the planet Roon which they
rename Mandalore in his honor, they will also begin to advance and expand their civilization.
The Hundred Years of Darkness will also begin as Dark Jedi unleash monstrous armies of Dark
Side abominations on the Jedi Order; eventually the Jedi will prevail and drive them out. This
leads to exiles creating the first Sith Empire on Korriban.

Post-Manderon Period - Naga Sadow of the Sith Empire instigates the Great Hyperspace War
and brings the Republic to its knees. Eventually the Sith will be beaten back at a great cost.
Vitiate will also begin his rise after devouring many of the surviving Sith and establishing the
foundation of his Sith Empire. Freedon Nadd will also begin his conflict after encountering
Sadow’s spirit.

Old Sith Wars - Exar Kun begins his rise in this period after discovering the spirit of Freedon
Nadd and uses the Dark Reaper to begin conquering worlds. Mandalore the Ultimate begins
preparations for galactic conquest and the seeds of the Mandalorian Wars are sown. The first
Vong scouts arrive in the galaxy and Darth Revan instigates the Jedi Civil War.

Inter-Sith Wars Period - Revan, Meetra Surik, and Lord Scourge attempt to kill the Sith Emperor
but fail when Scourge betrays them, Revan is imprisoned and Surik dies. The Great Galactic War
also begins with the Sith Empire’s invasion of the galaxy. The war ends in the sacking of
Coruscant and a peace that favors the Empire. The peace eventually breaks down and the
Republic and Empire once again clash before the Eternal Empire interrupts forcing an alliance
between both sides. Eventually the Empire is beaten.

Draggulch Period - The New Sith Wars begin with a Fourth Jedi Schism that leads to a thousand
years of war between the Republic and New Sith. Various Sith take over the Empire ranging
from the Dark Underlord to Kaan before finally being destroyed by Darth Bane via the thought
bomb.

The Great Peace of the Republic - The Ruusan Reformation occurs during this time and Darth
Bane fully establishes his new Sith Order via the Rule of Two. The period is mostly peaceful and
covers the rising stagnancy of the Republic and the plans of the Sith. It ends with the Battle of
Geonosis and the beginning of the Clone Wars.
The Clone Wars - Darth Sidious’s plans are in full motion at this point and the galaxy is engulfed
in war. Currently the CIS’s droid army and the Grand Army of the Republic clash throughout the
galaxy. The rogue Sith Darth Maul is also quite active during this period and builds up his own
powerbase. This period ends with Order 66 leading to the destruction of the Jedi Order at the
hands of the Clone Army and a fallen Anakin Skywalker.

Imperial Era - The Empire begins the process of bringing the galaxy to heel as Separatist
holdouts are extinguished and the Outer Rim is brought back into the Empire. Galen Marek will
also be found by Vader in this period and the Rebel Alliance is founded through a Sith plot that
backfires.

Rebellion Era - Sidious tightens his grip on the galaxy with the dissolution of the Senate and the
completion of the First Death Star, which is later destroyed by Luke Skywalker. This period
generally covers the conflict between the Empire and Rebellion leading up until the Battle of
Endor.

The New Republic Era - The Imperial Civil War begins after Palpatine’s death and the Empire
begins to collapse. The fledgling New Republic also begins to gain power and grow. This covers
everything from Operation Shadowhand to right before the Vong invasion.

New Jedi Order Era - The Yuuzhan Vong will begin their invasion at this point resulting in
immense damage to the galaxy at large. Eventually they’re beaten back with help from the Vong
homeworld. The Republic is also reorganized into the Galactic Alliance and is also forced to deal
with the Dark Nest Crisis.

Legacy Era - The galaxy falls into war and chaos once again with events such as the fall of Jacen
Solo to the Dark Side and the One Sith. The Mother, also known as Abeloth, will also rear her
head during this period and thus force an alliance between the Jedi and Sith which barely drives
her back. Luke Skywalker also dies during this period while the Jedi suffer many setbacks.
Eventually the One Sith are defeated and the Galactic Federation Triumvirate is formed.
PERKS
For each origin, the 100 CP perks are free and the others cost 50%.

General

0 Galactic Basic - It’d kind of suck if you couldn’t speak the local languages. From here on you’ll
always be able to speak and write the most common language wherever you go. So in Star Wars
it’s Basic while in other worlds it’s likely different.

400 Force Tech - The Rakata and the Celestials before them were masters of the galaxy, not just
through the force but through a mixture of the power of the Force and technology. The secrets
of this technology have been made clear to you; while it will take time, trial and error fusing the
force and science is possible and has wonderful results. Great shipyards capable of producing
vast fleets in miniscule amounts of time, devices that can rip stars apart or even move solar
systems are merely just two examples of what this could do given time.

400 Setting the Setting Straight - Sometimes worlds are just messed up, the timeline makes no
sense, characters act like idiots or hypocrites, and everything is generally crappy. This is the
solution to that problem; from now on whenever you enter a new Jump you can choose to have
this perk “fix” the setting. It’s not going to give you unfair advantages or anything like that, but
it’ll make the verse make sense and smooth out any issues present. So, previously flat
characters will now have depth, the timeline will make sense, etc.

400 Anti-Chaos Theory - The smallest of actions can many times have the greatest of effects if
they take place at the right time. To such an extent that the future of the entire galaxy could be
changed if one isn’t careful with their actions, a serious problem for any interdimensional
traveler who doesn’t wish for such an outcome. Fortunately this is no longer an issue for you, so
long as you don’t intentionally attempt to completely derail canon you’ll find that the Force will
ensure events move along as normal. However, should you desire to change things or simply
don’t want this protection then the butterfly effect will be in full effect, and once that cat is out
of the bag there’s no putting it back.

Jedi

100 Hello There - You’ve a special talent with diplomacy. While you’re certainly not the most
skilled diplomat in the galaxy you’ve got a certain talent for just getting people to sit down and
talk about it like mature adults. This is unlikely to get people who utterly despise you to sit still
and talk all that much, but it’s enough to help make many people far more willing to try and sort
things out without shooting at you with a blaster. As a final bonus you’ve also got a talent for
the inverse, that being the ability to insult people and really make them mad.

100 Peace Is Not a Lie - Emotion and passion can lead down dark paths when allowed to rage
free; this is something the Jedi understand and have spent so long countering. You’ve managed
to attain this famous peace through meditation or perhaps just by getting it beamed into your
head. Regardless, you now have the ability to always just step back from something mentally,
and make decisions without involving your emotions or own biases.

200 Hokey Religions and Ancient Weapons - Are in fact quite a match for a simple blaster at
your side. It turns out that your talents will never be useless or inapplicable, no matter what
common sense might say. It doesn’t matter whether you are a melee fighter in a setting of
orbital bombardments, or a scientist trapped in a cave man society, there will always be a clever
use of your abilities that will make them useful and relevant.

200 There Is Still Good in Him - All too often people write off those who they believe are too far
gone, which is something you’ve refused to accept. You have a special talent for bringing out the
good in people whether they be a hardened killer or a Dark Lord of the Sith. Such a talent can
naturally be used to truly reform people if given the time to work on them, but don’t expect it
to be easy when it comes to a Sith Lord or others of that type. This also manifests as something
of a toggleable aura that at least makes them open up to the idea, though it won’t force it.

400 Wisdom of the Ancients - Wisdom is something many seek for their whole lives and never
attain. You’ve managed to attain this long sought after grail and drink deeply of it. You're wise in
a way that very few people are, you’re easily able to examine people and plans to point out
flaws in them and have a knack for helping to correct them as well. You also act with wisdom,
always being able to take a step back mentally and go over your possible choices. The ability to
help others overcome their own demons while acting with true wisdom at all times can be
invaluable at times.

400 Always in Motion, the Future Is - The past is set in stone, the present is always moving, and
the future is an ever changing ocean. The currents of fate are among the most difficult to
navigate for all Force users. However, for you this is far less of an issue as the Force has seen fit
to grant you a boon. For you, peering into the strands of time will always be far easier and the
results far clearer and more accurate. This applies to all aspects of clairvoyance regardless of
where you’re peering. The future is potentially the most benefited though, the past and present
are clear and easy to view but the future, normally full of turmoil and ever shifting yields easily
to you. While the sights you see will always be accurate they are not set in stone and the right
action can completely shift them.

600 The Force Is My Ally - And a powerful ally it is. The Force has recognized what you are
Jumper and has seen fit to guide the way of the promised hero. It’ll be as if fate itself is on your
side as things will simply go your way and the impossible becomes possible. This can range from
small things that simply make life easier, to making a borderline impossible shot while one of
the most powerful Sith in the galaxy bears down on you. You’ll also find allies in every corner
and in the most unlikely of people, after all who expects a former Hand of the Emperor to
eventually help the Jedi who was partially responsible for her former master’s demise.

600 Letting Go - Death is not the end for you, upon death you may replicate a feat only truly
achieved by very few Jedi who learned to submit to the Force instead of dominating. Upon your
unfortunate death you may choose to rise as a Force Ghost, a part of the universe, yet still able
to reach out and share your wisdom. As a Force Ghost you’d normally be somewhat limited in
who you could reach out to and how much you could interact with the world. This won’t be an
issue for you as you can interact with the non corporeal just as easily as the corporeal and wield
the force with just as much strength as in life. Though do be wary, you’ve already died once and
remained by refusing the Force, it wouldn’t be impossible for another to force you to accept the
end. Assuming you do not die again, you will still be able to progress with your Jumpchain,
regaining your body and life with your next jump.

Sith

100 Mysteries of the Sith - Okay, so let’s face it, the Sith can be pretty cool with their titles and
aesthetic. There’s just an aura to them that makes lesser men flee and can leave the rest awed
at their sheer power. This is something you’ve learned to master; you can easily project an aura
of terror or mysterious awe should you desire to. While it is unlikely to intimidate powerful
individuals it can be helpful in crafting a reputation and getting the chaff out of the way.

100 Peace Is a Lie - The universe is struggle embodied, the weak die and the strong survive. So
it only makes sense that you know how to fight, and fight well. The Force is not a shield to
shelter the helpless, but a weapon, only empowering the worthy and leaving behind those too
weak to reach out and grasp it. To survive in this harsh galaxy you must adapt and constantly
improve. You’ve got a knack for finding new and effective ways to use powers.
200 Always Two, There Are - You may be the most awesome Dark Lord the galaxy has ever
seen, but your legacy requires you to have more than that. It requires a lineage. Fortunately,
events always conspire such that whenever you feel the need for an apprentice, a potential
apprentice will come to you. These proteges will always be competent, and even talented
(though usually not as talented as you), but will not have any deep seated moral or ethical
conflicts with your way of doing things.

200 Once You Start Down the Dark Path - The greatest failing of the Sith is generally not that
they didn’t prepare enough, or that they didn’t have enough power to beat their opponents;
instead it’s a failure to notice the corrupting influence of their powers and philosophy. You don’t
suffer from this in the slightest: you’re always aware of your own mental state and any forces
acting on it; more than that you’ll find that corruptive influence holds no ground in your mind
either.

400 A Quiet Thing - Power will set you free, but it can just as easily bind another to you. The
Sith spent thousands of years corrupting, manipulating, and enslaving others to their will, and
you are a master among masters in this quintessential Sith past-time. You can see the
psychological attachments in others, the secret fears and taboo desires, every weak-point and
lever in a mind that can be used to chain another to your will, and you know when to use
words, actions, or the Force to break someone and rebuild them in your image. Given sufficient
time and opportunity, even the most strong willed and heroic can be bent to your will.

400 Sith Alchemy and Sorcery - “Maggots of metal, rust and rot. Sith life draws breath, old life
does not.” The Sith have long learned to corrupt and twist just about anything and it's
something you have not only a great deal of skill in, but also an ability to advance it unmatched
by just about anyone else. Sith Sorcery is one of the most dangerous and versatile abilities the
Force has to offer, allowing the user to do anything from creating illusions that trap people
within their own minds, to heal fatally wounded people, to even creating powerful rituals that
could lead to ascension to a greater existence.
Sith Alchemy is a closely related discipline in some respects but covers some different
areas. Sith Alchemy can be used for a variety of differing purposes, which can range from
creating Sith Zombies to strengthening armor and weapons. This branch is in essence
responsible for the vast majority of the horrors and nightmares born from the Sith’s twisted
minds. When combined with Sorcery truly terrifying things can be made.

600 Altering the Deal - You know how I mentioned one of the primary reasons Sith fail is
because they can’t see their own faults? Well it’s not the only reason; many times, while on the
verge of victory with unending armies and supreme power, they find that the heroes manage to
pull something off against all odds. Perhaps it’s a one in a million shot that destroys your
ultimate weapon or your apprentice has a change of heart and betrays you while revealing your
one weakness to the enemy. All of these things can bring about your end here, or they could’ve
until now. Now all that matters is cold hard reality; there will be no last minute betrayals or one
in a million shots, neither luck nor fate will aid your enemies when they stand against you. All
that will matter will be if they can truly defeat you in the field of battle, and if not then they will
find themselves ground to dust.

600 The Great Reformer - Throughout galactic history the Sith have not been stagnant. Their
ideology, while always retaining the core part of itself, has constantly shifted and changed to
suit the needs of those in power. Unfortunately, for all the change that Lord Kaan and others like
him made, they never went far enough to truly change the Sith into something sustainable that
could form a true galactic government, or at least one that would last. Unlike them, you have
the ability to make such change; your ability to reshape the ideologies of organizations and even
entire societies is just short of outright supernatural. With this you could, if given time, turn the
Sith into something that could truly sustain itself past your own rule.

Force User

100 The Balance Between Light and Dark - Is a rather delicate thing isn’t it? One must remain at
peace while simultaneously allowing their emotions to run, for the most part, free. This state of
being completely at balance within yourself is not one easily achieved. More often than not
people lean to one side or another and realigning it can be difficult. This isn’t an issue for you,
you’ll always have this internal balance within yourself and it’ll be quite difficult to break. As an
effect of mastering yourself, temptation and other such things are much easier to resist. Passing
this mindset onto others is also quite possible.

100 Both Sides of the Fence - Normally two Force users of opposing sects don’t get along, it’s
been the rule of the galaxy for countless years. Yet for you it doesn’t seem to hold much weight.
Perhaps due to your more independent nature you’ll find that people on both sides, Sith and
Jedi will judge you based on your own character and interactions with them. While this won’t
necessarily mean they’ll be all that amicable it will ensure pulling a lightsaber on you isn’t their
first response as you’re something of a neutral party.

200 I Have Come to Pass Judgement on You - Even Force Users are people. Though they may
aspire to greatness, they often fail to live up to their own standards or lose sight of their own
goals. Institutions change and grow stagnant, often without even realizing it. But you can clearly
see the gap between what people aspire to and what they actually are, and know what it would
take to bridge that gap. For a person who has lost his way, with work you can help him return to
his ideals. For an organization that has lost its way, with time you can either heal it, or break it
and replace it with what it should have been.

200 Excavating the Past - The Blackguard is a dark side organization of some note, however
their philosophy differed from that of the Sith and other dark side organizations. They believed
the key to true understanding of the Force was to master the knowledge of the other various
sects throughout the galaxy, while digging up the past. You picked up something like this, you’ve
an innate ability to sniff out knowledge wherever it may be. This may lead you to masters who
would be open to teaching you or perhaps even to ancient ruins that contain veritable treasure
troves of information.

400 There Is Neither Good nor Evil With the Force - Dark is not Evil, and Light is not Good. For
you, power is power, and there is no intrinsic ethical or moral correlation, unless you want there
to be. No power you use is ever “evil” or “corrupting”, nor does any power require or cause a
particular outlook. Moreover, learning or using a certain power will never leave you unable to
learn or use an “opposing” power in the future, because you understand that they are not truly
opposing at all.

400 There Is Only You - The Force will lend its power to Jedi and Sith in turn, ever in pursuit of
“balance.” Often, some poor fool will be guided and protected to one specific goal, their power
bolstered and fate bending to shield them from harm. And once the fool has filled his purpose,
the protection will be withdrawn, often to immediately disastrous consequences. Never will you
suffer this loss of patronage. Whether the Force, a god, a patron, or an outsider, once someone
grants you power, it cannot be taken away, weakened, or corrupted save by your leave.

600 United as One - Light and Dark have constantly fought each other for thousands of years; in
fact, this is a battle that’s raged since the times of the Celestials, and it’s a war built on a lie.
You’ve seen the truth of the Force and found the same thing Revan once did: there is no Light or
Dark side, there is only the Force. You have gained the ability to wield the force in a unified
form. This power is exhausting to use at first, but the payoff is well worth the cost, as it gives the
advantages of both sides of the Force without any disadvantages. Furthermore, now that the
Force is united in you, it is also much stronger allowing for far greater feats as each part of it
helps further elevate it as a whole. This concept may also be applied to other opposing powers
and thus allowing you to fuse even things such as the power of Chaos and the Light of the
Anathema in 40k.
600 Apathy is Death - The Light does not belong to the Jedi, nor does the Dark belong to the
Sith. Even if both factions were to vanish, the Force would carry on. Their vaunted orthodoxies
and philosophies are naught but a crutch; a shorthand to let students too blind to truly
understand the Force still use it, a crutch you do not need. You have the insight to understand
the Force on a level matched only by the greatest masters of most sects, and can develop your
control and power in the Force (and other similar supernatural powers) even without having the
benefit of a teacher or predecessor to show you the way. You will never be bound by the limits
of orthodoxy, nor will your growth be limited by what others think is possible. So long as you
strive to grow, it will be possible for you to do so.

Rogue

100 Running and Bluffing - You see sometimes you’re put into situations where just outright
facing an enemy head on is not all that ideal or even possible, fortunately you’re well aware
there are alternatives to that. You’ve got an impressive ability to deceive, misdirect, and
outright bluff your way through sticky situations. This ranges from convincing someone that
you’ve got a lot more firepower than they think to outright hitching a ride on an Imperial Star
Destroyer to avoid being caught. The point is you’ve got talent and perhaps a bit of luck, though
be careful as people do learn given time.

100 She’s Got It Where It Counts - Appearance isn’t everything, sometimes some of the best
ships are merely hiding beneath a hull of rust and grime. Your ships or weapons and so on now
abide by this rule. You could have something that looks more akin to a flying rust bucket and still
outrun and even outfight some of the most advanced ships in the galaxy. Naturally the opposite
can also be true as ships that look seemingly advanced can disguise far weaker and more worn
components within.

200 Credits WILL Do Fine - If it’s in your favor, that is. Isn’t it totally unfair when some bathrobe
space wizard can just re-write your mind or cheat with some mystical power for their
convenience? Well when it comes to money and things you’re rightfully owed, that’s not an
issue. No-one can force you to accept something you don’t want in trade and nor can they use
their abilities to cheat during the process, though it won’t stop more natural methods of rigging
the system.

200 Leniency From Above - Sometimes things don’t always go the right way, perhaps you’re
running spice and a patrol forces you to drop it and now you owe the Hutts. It’s a dangerous
position to be in for just about anyone, and that still includes you even with this perk. However,
you’ll find that those you’re indebted to, direct superiors, and so are far more lenient with you.
A ruthless crime boss is far more likely to accept the “I’ll have your money soon” line and a
superior is likely to be far more lenient when it comes to failures on your part. This mercy won’t
last forever but sometimes a little time is all you need.

400 Smuggler’s Run - Every man needs the skills for the job and you’ve got them in spades. You
may now pick a less than legal profession of your choice and you’re now an undisputed master
of it. A smuggler could easily sneak illicit goods through even the tightest security while a slicer
would be one of the best in the galaxy, capable of breaching systems that others thought
impossible. To compliment these skills you’ve also got a knack for avoiding the law and finding
people who’d be interested in what you have to offer. This may be bought more than once.

400 Roguelike Charisma - Sometimes all you need is a bit of a smile and some charming words
to get through a tough situation. Fortunately you have this bit in spades, inserting yourself into
conversations and controlling the flow of them, even when you’re at a disadvantage against a
hostile foe is certainly doable. More than that you’ll always have a bit of a sixth sense as to what
makes your “opponent” tick or really motivates them and just how to take advantage of that.
This naturally extends to lying as well which is something you’ve become something of a master
of to the point that it would take a skilled force user to see through your own lies.

600 Solo’s Luck - Lady luck must really love you Jumper cause it seems she’s helping you
whenever she possibly can. You’ve got a level of luck that’s nothing short of extraordinary.
Blasters simply miss despite being shot by elite troops, lotteries can be won, and the things that
can be pulled off in Sabbac are likely to leave many quite upset as you leave them high and dry.
Fact is when it comes to life your luck will make things so much easier, so maybe just for once
lean on luck, after all she’s got nowhere else to go.

600 Opportunity Aplenty - The galaxy is a vast place filled with more than you’d ever be able to
experience in a lifetime which is fortunate as it’ll ensure the journey never ends. This is
something that really applies to your life now, assuming you want it to work you’ll never find
these journeys ending. One day you could be in a shootout on Nar Shaddaa after helping solve a
murder to diving deep into ancient Jedi ruins the next. You’ll also find yourself caught up in the
main story as well with a very influential role, enough so that while not being the hero your
decisions could make or break everything for them. Naturally you’ll also find suitable rewards
coming out of all of this, though what they are depends on you and the events involved.
Politician

100 Effective Speaking - Probably the most important skill for a politician to have in all honesty,
a politician with a good enough tongue can easily worm their way into power and sway others
to their cause. You’re not anything incredible but you do have an ability to speak quite well. The
words just flow together properly and your tongue will never get twisted or tied. You’ve also got
something of a small amount of extra charisma to aid this, alongside enough confidence to
speak in front of the galaxy.

100 A Foot in the Door - Making friends and allies can be hugely important as it’ll help build
coalitions and ensure compromise is possible. The only issue is just getting through the door, or
would be an issue if not for this. You’ve got a knack for just getting in; it doesn’t guarantee
they’ll be convinced or amicable but this does mean you’ll always have a much easier time just
at least getting someone to hear you out before making a decision, even if they don’t like you all
that much.

200 I Am a Member of the Galactic Senate - And you will be treated as such. Accusations of
wrongdoing and such are extraordinarily difficult to prove. Evidence is hard to find as are
witnesses who are willing to actually testify. You could be a leader in a major terrorist
organization, but still be treated as an upstanding member of the upper crust. Of course, if you
admit what you are, then you’re on your own, and this doesn’t keep people from knowing what
you did if they actually see you do it. It just means that if there’s a chance that the evidence
could be lost then it will be and they won’t be able to prove it. Though do stay away from
certain governments with only this; sometimes they won’t really care if there’s evidence if
you’ve made the wrong people mad.

200 Shifting the Blame - It’s inevitable really that disaster will eventually strike, it could be a
massive scandal or an economic crisis but the point is it’s bad news for those in power. Just
being even remotely near the issue or having some perceived ability to affect it can result in a
political crucifixion that ends your career. Or it would have; you’ve got a handy ability to simply
shift the blame onto others whether they deserve it or not. The economic crisis caused by your
bill? No, no that was only because of the bill that this Senator rammed through that messed
everything up, and so on and so forth.

400 Loyal Inquisitors - Everyone needs followers and aides they can trust to handle important
manners given the consequences of followers poor in both loyalty and competence can be
extreme. This is no longer an issue for you; finding loyal and competent followers is really as
simple as looking for them and they’ll start to appear. They’re not the most skilled of the
greatest but they’re all guaranteed to be capable of whatever you sought them out for, and on
occasion you may even find a hidden gem among them.

400 Corrupting the System - It’s one thing to take advantage of holes in the system, and
another to be the one to create such holes and rotten patches. You’ve got a particularly
dangerous ability to corrupt governments over time, for instance a just and steadfast democracy
could be reduced to a corrupt and ineffective bureaucracy given enough time. This degradation
is also quite open to exploitation for your own gain and thus allowing you to use it to climb
higher and higher in the system. This ability also has an inverse, allowing you to push along
reform and strengthen a government so that corruption is rooted out and efficiency is kept.
Useful for when you want to repair what you’ve ripped down.

600 Political Advancement - Is it not your right to ascend to the highest peaks of the galaxy?
You were first chosen to travel the multiverse, an honor far greater than most any other so why
should your privilege end there? Advancing yourself in a political system, or any organization in
all honesty, just comes to you without any real effort on your part. It’s just the natural order of
things, others fall to corruption and scandal to make way for your ascension. Given time you
could rise from a lowly moisture farmer to being governor of an entire sector of space, or
perhaps even more. This can be toggled on and off at will.

600 Actually Know How to Govern - The many iterations of the Republic often suffered from a
barely functional and uncaring bureaucracy. The many iterations of the Empire suffered from
brutally self-destructive internal competition. Both had problems with corporate special
interests, and both were too happy to lean on the supernatural powers of the Jedi and the Sith
to keep themselves afloat. Fortunately, you know how to actually govern, whether you serve a
city, a planet, or three million worlds in concert. You know just how to interact with any political
system to your own benefit and the benefit of your people.
You know how to inspire competition in your subordinates without starting a bloodbath
or inducing sabotage. You know how to spread out power between committees and procedure
to prevent abuse of authority without paralyzing your government. You know how to hand
power down to local authorities without turning the central authority into a powerless prop.
You know how to take power or earn it in systems ranging from autocracy to democracy, and
even how to give it up without issue. And you know how to maintain an economy, military, and
system of infrastructure at a functional level to serve even an intra-galactic polity consisting of
three million worlds, millions of diverse species, and millions upon millions of diverse cultures,
all without relying on wizards to keep everyone in line.
Businessman

100 Fight off Those (Corporate) Raiders - In a Galaxy filled with mega-corporations large
enough to function as governments in their own right, it can be hard to start or grow your own
business. You now are capable of fending off the various financial and investment traps less
ethical corporations and businessmen use to seize control of any smaller business with an
interesting asset or threatening portfolio that draws their attention. Your business is yours
alone, whether it’s a family owned restaurant or an inter-stellar industrial conglomerate, and it
will remain yours until you choose to hand it off to someone else.

100 Light Freighters Run on Time - Getting things where they need to be is a must for any
successful business, unfortunately it isn’t always realistic. Issues can pop up which vary from
pirates being a nuisance to bog standard bureaucracy getting in your way once again.
Fortunately for you this isn’t ever an issue, your transports will always run on time and the
product will always get where it needs to be whenever you want it to. This applies to the
transportation of just about anything, whether it be passengers or weapons.

200 Lobbying - Czerka Corp, the Techno-Union, the Banking Clans, the Trade Federation, and
numerous other financial institutions or corporations all thrive, regardless of whether the Jedi
or Sith are currently ascendant, because they’ve all learned how to properly leverage their
wealth into political influence. These groups are never quite so gauche as to use a simple bribe,
but they know the various legal mechanisms to move money in such a way as to gain favor with,
or at least avoid the ire of, the ruling government. And now, just like those corporations turn
credits into legislative amendments, expedited permits, and government contracts, so too can
you use your money to grease the wheels of any political system you find yourself interacting
with.

200 Three Million Worlds Means Someone Wants What You Have - Tatooine wants Water,
Corellia wants Sand, and Mon Cala wants Hyperdrives. Regardless of what you happen to have
in your possession and at any given time, there’s probably someone who’s willing to pay out the
nose for it. You’re a master of finding buyers for whatever products you happen to be selling,
and have a good nose for identifying which goods you come across would be easy to sell
somewhere else. This skill even applies to intellectual property and cultural products, ranging
from droid coding to holodramas. If there’s only one world willing to buy what you’re selling,
you’ll find that customer in short order.

400 Tax Evasion - Or sort of, you see your businesses just pay less than others. You’re not
breaking the law or anything of that sort you just seem to have some sort of “arrangement”
where the government simply takes less from you. Naturally this is an incredible boon for any
business: your profits will always be much higher when costs drop significantly. You’ll also find
that you’ve gained some less than legal talents for making money using a legitimate business
and that the government is far less likely to ever look into your illegal activities, mostly just
dismissing anything as false or even not worth the time.

400 Sell Ice on Hoth - Marketing, one of the most important parts of running a business and it’s
something you’re a master at. You know how to advertise well enough that you literally could
sell ice on Hoth. This also extends beyond just advertisement and into PR as well, allowing you
to craft an image of a generous and kind hearted company while in fact running an operation
that would have Czerka backing away saying ”That’s too far”.

600 Master of Money - You’ve got a way with money that few others ever have. You have an
in-depth understanding of how to properly invest it and where to in fact invest it, among a
whole slew of other monetary talents that ensure making money hand over fist is easy. Given
time you could start with just about nothing and eventually see yourself running a galaxy wide
corporate empire with the right moves. The various megacorps of the galaxy are immense in
size and scale which means they need a lot of proper management to allow them to run
properly, which is something you excel at. Running any corporation or business, whether it’s a
small family owned restaurant or a galaxy spanning conglomerate is quite easy, and in fact
enjoyable for you.

600 Master of Property - Money is one part of building a business, property is another avenue
towards financial success and one you’re quite capable with. Acquiring the titles and deeds to
properties ranging from luxury hotels to entire planets comes with ease for you. You’ve also got
quite a bit of luck when it comes to these things and will find that valuable or potentially
valuable properties all but fall into your grasp, even as your efforts make your least valuable
assets into valuable and productive possessions. Finally, you’ve got a talent for turning even the
most backwater of worlds into thriving centers of industry and innovation.

Scientist

100 Smartest (Wo)Man in the Room - All too often people don’t listen to whoever knows best
on a matter and instead try and figure it out themselves. Naturally this backfire many times and
when it does succeed it’s far less efficient than it could be. Fortunately for you when it comes to
things you’ve got an understanding of how to make people shut up and listen. Value is given to
your input when it comes to your fields and specialities and people don’t just dismiss you for
arbitrary or biased reasons. This doesn’t extend to things outside your purview so there it’s
going to be an uphill battle.

100 Academia - One of the greatest things someone can do with knowledge is impart it on
others, to share it with the next generation and therefore enrich them. It’s a process you’ve
become quite capable of. Whenever you’re the one teaching things just seem to click for
students and even complex subjects can be grasped at prodigious rates; at this point you could
make a career out of this.

200 Cultural Expert - There are countless millions of cultures and species in the galaxy ranging
from both great and small. You’ve spent quite a bit of time learning a great deal about a number
of the more important ones, and even numerous lessers. This has resulted in a vast amount of
knowledge pertaining to these many cultures and their customs. I’m certain you could find
some use for this information.

200 I Am the Revealing Light of Science - For all its technical marvels, a case can be made that
the common Star Wars setting is a fallen dark age. The great wonders of the ancient galaxy are
all but lost to modern nations, whether it be the Gree Hypergates, the tech behind Centerpoint
Station, sentient Force powered spaceships, or the Force technology of the Rakata. But you
embody the principle of discovery and invention allowing ventures into understanding and
recovering these ancient and lost technologies, as well as new ones, to be far easier. You share
that spirit with those around you. What’s more, should you so choose, you can make your
understanding communicable, and advance the general understanding and achievement of the
setting.

400 Fields of Study- There are so many fields and specialties out there to study and research
ranging from botany to droid engineering. You’ve already become quite renowned in one or
more of these fields. Pick anything from cloning to droid engineering and you’ll find yourself
with not only quite a bit of knowledge on the subject but quite a bit of talent as well. The more
specific the field the more the boost but even broad fields will grant a great deal. This may
naturally be taken more than once.

400 Sponsors - Sometimes the hardest part of being a scientist isn’t having to figure out just
how something should work, sometimes it’s just plain old money and resources. Many projects
have simply fizzled out and died because they didn’t have the support to keep it going. This
won’t be an issue for you, finding someone willing to back your own work will always merely be
a matter of time rather than a matter of if, and when you do find them they’ll always be quite
interested in your work. Though results are needed: a lack of them and they might decide to
look elsewhere.

600 Maw Research - You’re quite the bright one now aren’t you? When it comes to the fields of
science and technology your mind is a blazing star that easily takes to whatever task you set it
to. In other words you're a direct peer with other titans of intellect in the Star Wars universe
such as Qwi Xux, Umak Leth, and Bevel Lemelisk. If you put your mind to it, you could easily
discover ground breaking new technologies and information that could change the galaxy for
both the better and worse. Of particular note is that while your mind is brilliant all around it
seems to especially excel at the creation of weapons and war machines.

600 Biot - The technology of the galaxy is that of durasteel and circuitry, but it’s hardly the only
form of technology in existence. You’ve gained the ability to construct biological technology in a
similar manner to the Yuuzhan Vong. At first this won’t be all that impressive but given time you
could recreate all the wonders and horrors the Vong themselves did, ranging from Voxyn to
Dovin Basals. You’ll also find that if you understand the principles behind a piece of mechanical
technology then it’s quite easy to reproduce a biological equivalent.

Soldier

100 Fear - Fear is the feeling prey feels when the predator is upon them, and fear is the feeling
your enemies will feel when they get in your way. You’ve something of a reputation; it depends
on what exactly you are as a bounty hunter is likely to be different than a soldier, but the end
result is the same. You’re a truly terrifying opponent to face in battle or to be on the run from,
enough so that some may simply give up, knowing that opposing you is pointless.

100 Hunting on the Job - Sometimes the job or the mission isn’t so simple; it may not be to just
participate in an assault or guard a position but instead to hunt down and either eliminate or
capture a target. In a galaxy as large as this one it can naturally be a bit hard to find people
when FTL allows them to travel all over the galaxy in mere days. This would be an issue for
others, but not you. The ability to hunt someone down like some sort of bloodhound over even
galactic distances is trivial for you. Clues and information as to their whereabouts and
weaknesses will constantly seemingly pop up for you to find as you travel until they lead you
right to the target.

200 Soldier of Fortune - Your work is almost certainly going to result in you coming to blows
with people and other factions, it’s a simple fact of life. The unfortunate part is that at times
they’ll remember who you worked for and remain quite hostile to you. This is no longer an
issue, so long as you’re no longer working for a certain faction and person the enemies you once
faced will no longer pursue you, after all you’re just a neutral party working for the highest
bidder. In fact you’ll find that if you proved yourself old enemies would be more than willing to
shell out a great deal for your services.

200 You Do the Job, Then You Get Paid - All too often employers decide that just killing you
once the job is done is easier than paying you. It’s frustrating to many and deadly to the rest.
For you though this isn’t an issue: when working as a mercenary or soldier your employers will
never stab you in the back; you’ll get your check on time without issue as long as you do the job
right. This protection will drop if you intend to betray them though.

400 Ace Pilot - The ground isn’t the only battleground in the galaxy, the void is perhaps the
most important of those battlefields and you’ve got what it takes to be a master there. Your
skills as a pilot would easily see you become famous across the galaxy if you cared for it and
naturally this directly translates to void combat. Nothing short of overwhelming numbers or
equally skilled pilots are going to be able to even touch you as weave through the battlefield
and leave a trail of destruction behind.

400 Verd - Vibroblades, blasters, grenades, rockets, and more: you are a master of every
weapon save the lightsaber, on a level just short of the greatest masters. You will almost never
lose a fight except when you are severely outnumbered, ambushed, or your foes have some
supernatural power, like the Force, to give them an advantage. And with preparation or the right
armaments, even the most skilled Jetii will fall before you.

600 Void in the Force - You’re a very special being and quite rare at that. You are undetectable
in the Force, a sort of void in the Force as it simply can’t seem to touch you, and have received
the training to combat force users. As a result you’re extremely, if not entirely, resistant to the
Force and similar abilities as attempts to fry you with force lightning or choke you simply fail to
work, though this won’t save you from being crushed by something. You’ll also find that
enemies find it incredibly hard to even remember you after a battle, with the most they recall
potentially being your name and a very blurry appearance, and that’s if their memory is quite
good.

600 Jumper the Ultimate - The Republic relies on Jedi, the Empire on Sith, but you need no such
power to conquer, and you can match supernatural power on the battlefield with skill and
preparation. Your martial brilliance is so great that you can match generals who have
supernatural powers ranging from being able to sense your movements at interstellar distances,
bewitching fleets across an entire sector, unifying their armies under a single meditative mind,
peering into your thoughts, and even seeing the future. You can train ordinary men and women
or droids in tactics that can make squads into credible threats to ordinary Force users. And your
organizational skills are enough that your enemies will begin to suspect that you have a magic
artifact to build new ships and weapons for your men from nothing.

The Force
Prior levels need not be bought.

Power

0 Basic - Not many people in the Star Wars Universe have enough of a connection to The Force
to be able to become a Jedi (or a Sith), but you do. It isn’t much but it’s enough to become a
somewhat respectable member, if not on the weaker side of either the Jedi or Sith Orders.

50 Knight - You’ve got a bit more oomph now. You’re not going to match the greats anytime
soon but this is enough that you could become a middling member of one of the force orders,
and potentially even go higher with the right study.

100 Master - This is where the big boys start showing up, think members of the Jedi Council at
this level, though not the strongest of their numbers like Yoda and such. At this level reaching
your potential will see you rip through just about anything the galaxy can throw at you, though
you’re certainly not invincible.

200 Living Legend - You’re something else you know that? This is the level where the monsters
of both orders sit. Naga Sadow, Exar Kun, Luke Skywalker, and others of that tier are here. With
the proper training you could easily shift the tides of entire wars and change the face of the
galaxy forever.

800 Mother’s Equal - If Living Legend was the peak of what could naturally occur then this is
something decidedly not normal. This is a level of raw power that would see you being able to
throw down with the Father or Abeloth and could with time leave the galaxy in ruins should you
be allowed to rampage. In all honesty at this point you're more akin to a living force nexus than
anything else which is sure to attract attention, and as such you must take the drawback
Noticed.

Skill
100 Basic - At this level your skill with the force is rudimentary at best, you can use some basic
force techniques but beyond that you aren’t accomplishing much.

200 Knight - That studying has begun to pay off I see. At this level you’re capable not only of the
basic feats all Jedi and Sith have but also several more advanced techniques of your choosing.

400 Master - It seems someone hit the books for a few decades; this is a level most never
achieve in their lives and if they do it’s generally very late in said life. This is a level of skill and
knowledge equalled in truth by Darth Sidious and few others throughout history and what you
can do with it is truly terrifying.

600 Walking Archive - At this point you weren’t even just hitting the books given that it seems
you’ve absorbed the whole library. This is a level of knowledge that just about nobody beyond
perhaps the Ones have ever managed in their lives; just about everything accomplished by a
force user is something you know of or at minimum have some understanding of.

Lightsaber Skill

50 Basic Sword Skills - This isn’t really anything to write home about but you’ve at least started.
At this level you’ve begun to learn about the forms of lightsaber combat and have rudimentary
skills in one or two.

100 Knight - This is something solid now, you’ve now mastered at least one of the forms of
lightsaber combat to a respectable degree and have skill with some of the others.

200 Master - Now this is something to write home about: you’re an undisputed master of
multiple forms of lightsaber combat and already have a well established reputation. This makes
you something of a nightmare to face in battle, especially for other duelists.

400 Lord Master - Forget merely being a master of multiple forms of lightsaber combat, you’re
now an undisputed master of all forms of lightsaber combat ranging from the basic forms to
advanced arts like telekinetic lightsaber dueling. At this point you’re like a scythe through wheat
on the battlefield.
Out of Context Powers
A number of Star Wars fanfictions place the galaxy in a situation where it may have a few more
neighbors than normal. These could be the Milky Way from Mass Effect to even Warhammer
40K at times. They all can bring new and intriguing powers into the mix and as such you’ll have
the ability to purchase some here. This may be purchased multiple times from each tier with no
limit. Powers should be from Star Wars fanfiction, though crossovers are fine too.

100 Basic - These powers aren’t particularly crazy or strong, but they’ll be sure to help you in a
fight and provide something useful. This could be something along the lines of having enhanced
reflexes or a danger sense.

200 Noteworthy - Powers of this level are now something to really take into account, allowing
for you to deal some serious damage on the small scale if you use them right. Biotics from Mass
Effect would be a good example of this tier, though Biotics on the level of Leviathans would be
in a higher tier.

400 Remarkable - This is something that would start to get you noticed by the powers of the
galaxy should you not be subtle. Powers such as these can cause some serious damage if you’re
not careful, though it’s not always in sheer destructive power. Lower level Psykers and Harry
Potter Magic would sit here.

600 A-Lister - These are something serious now, with this you could likely throw down with the
more powerful Force Users in the Galaxy one on one. This includes higher Psyker levels and
similarly destructive abilities.

Variable Other - Perhaps what you want can't really be quantified by the options provided? If
that’s the case I’ll throw in some final options for you. For 1000 CP you can take abilities that are
frankly broken, these would let you throw down with the Ones and entities of that level. For a
price of 1500 CP you can basically go wild. Jumper wants to be the Emperor of Mankind? Sure,
so long as you’re willing to shell out your entire budget and then some.

ITEMS
For each origin, the 100 CP items are free and the others cost 50%. If not already stated items will
respawn within a day, and you may import similar items into these for free.
General

0 The Bear Necessities - Everyone needs the basics for life, and you’ve now got them. This
includes enough credits to live comfortably on for about a month or two, alongside a standard
datapad, comlink, and other such items that one might need. For some reason there also seems
to be a Slave Leia outfit, though I’m not sure why you’d need that.

100 Lightsaber (Free to all Force User Origins) - A weapon from a more civilized age, the
lightsaber is the signature weapon of the Jedi and the Sith and is quite deadly as well. It projects
a beam of pure plasma bound with a shield to keep its shape and can easily tear through all but
the most durable armors. You may purchase this multiple times but subsequent purchases are
not free.
As a final note yours need not be a standard lightsaber and this could be anything from a
double bladed weapon to a lightwhip.

300 System Lord - You’ve got some territory of your own now I can see. You’re now the proud
owner of an entire Star System and all that entails in the eyes of all relevant authorities which
may be customized in the section below. So long as you don’t directly oppose the ruling
government they’ll be content to allow you to retain your property and leave you for the most
part unmolested.

Jedi

100 Muntuur Stones - A tool for training and meditation, these seven stones were used by the
Jedi Order to train their telekinesis and they’ll serve as a similar tool for you. You’ll find that the
stones are always a struggle to lift, no matter how strong your telekinesis is, and the more you
struggle with them the stronger your own ability will grow. They also give off a calming effect
and meditation is easier in their presence.

100 Comfortable Robes - The Jedi are not like the Sith, peace and serenity are a part of your
code and war is only the last resort. As such your primary attire suits this philosophy. These
robes, in a design of your choice, are incredibly comfortable and are perfect for meditation.
Fortunately when it comes to battle they won’t restrict your movements, but also won’t provide
much protection.

200 Crown of Verity - A relic that once belonged to a now dead civilization, and the epitome of
their philosophy of truth and justice. The Crown’s abilities are simple but of a great deal of use
to some. When worn the Crown ensures one that the wearer cannot lie, meaning that those
who are around you will know you’re speaking the whole truth, and secondly it ensures the
wearer is aware of all lies and deception in their presence no matter how well concealed. The
Crown will also resize itself to fit the head of whoever wears it.

200 Heart of the Guardian - The sibling crystal to the Mantle of the Force that operates in much
the same way as the other. This crystal drastically increases the power of any lightsaber when
placed into it, allowing normal slashes to turn into devastating assaults that shred an enemy’s
defenses. The crystal also greatly increases the speed of the user by a significant extent
regardless of their normal speed. The crystal itself is claimed as a part of the Sith’s heritage,
though the Jedi have the belief that it’ll help bring peace to the galaxy, so do be careful of those
trying to claim it.

400 Chu-Gon Dar Cube - An ancient Jedi relic created by the Jedi Master Chu-Gon several
thousand years before the Clone Wars would rage across the galaxy. The cube is simple in
design and takes the appearance of an electric blue cube with runes on the sides. The real value
in it is what it does: the cube has the ability to transmogrify, or more simply transform, Force
infused objects into new and quite useful ones. By using it on mystical relics you’re able to fuse
them together into a much greater whole which enhances their own abilities greatly and
potentially allows for the creation of new abilities and such through the fusion.

400 Puzzle Holocron - This is without a doubt an odd item, but one with a great deal of use
nonetheless. This holocron takes the form of a normal cubic Jedi Holocron, or a pyramidal Sith
Holocron should you lean that way. The Holocron is unique in that it has several different
abilities beyond acting as just a storage device. The first ability records whatever knowledge or
abilities you wish to store within the Holocron and can be accessed at will later on. The second
will allow for the Holocron to teach you or anyone else how to use abilities and powers you
possess, the Holocron itself holding a mastery level of info on the ability even if you don’t.
Finally, the Holocron will also dispense wisdom and advice when asked for it, advice that is
always useful in at least a minor way.

600 Jedi Praxeum - An Academy of your own. Perhaps the legendary roving ship Chu'unthor or a
Massassi Temple or even a lesser version of the Jedi Temple on Coruscant. Your Praxeum is a
nexus in the force that makes learning and teaching very, very easy indeed. Even those without
innate force powers can learn them here. Unless you have your own people to staff it with, it'll
by default be staffed with a number of Force user followers and begin attracting students from
around the galaxy.
600 The Vaults - The great treasury so to speak of the Jedi Order is now yours. Attached to your
warehouse or perhaps another property you have an immense and all but impregnable vault
which contains just about every bit of knowledge on the Light Side of the Force the Jedi or any
other Force based organizations have found. This ranges from techniques as simple as proper
meditation to the secrets behind battle meditation. The Vault is also host to a number of Light
side relics, none of which match up to relics on par with the Darkstaff or Eye of the Sun but
some are of noticeable power. In future Jumps this vault updates with each setting's
equivalents.

Sith

100 Armored Robes - Unlike the Jedi, the Sith are always warriors, and it shows well with you.
These robes are interwoven with synthweave and armor plates to greatly increase their
protection, but are also done in a way that doesn’t restrict mobility for the user. You’ll also find
a small but noticeable boost to dark side powers while wearing these.

100 Alchemically Enhanced Weapon - This isn’t something that’s seen all that much, not since
the days of the Old Sith Empires anyways. This is a melee weapon of your choice that was
greatly enhanced by Sith Alchemy. Despite being incredibly old and based on primitive designs
these weapons were capable of easily deflecting lightsabers and could pull off feats that put
modern vibroweapons to shame. This particular blade is also poisoned and will release toxins
whenever it strikes someone.

200 Orbalisk Armor - This was something exclusive to very few Sith for very good reasons.
Orbalisks are in fact small armored parasites that latch onto hosts and feed on the force within
them. Normally they’d rapidly multiply until they cover the person’s head and strangle them,
while also causing constant agony due to poisons they release into the bloodstream.
Fortunately for you these seem to be more accurately categorized as symbiotes and not
parasites and as such have none of the normal downsides. They are completely under your
control and will attach and detach themselves from your body whenever you so desire it. While
worn these symbiotes provide a whole slew of advantages, the most apparent being that their
shells can deflect lightsabers and blaster fire. They also can constantly pump out a whole slew
of chemicals, enzymes, and adrenaline that allow you to heal almost instantly, enhance your
strength greatly, and allow for you to draw on greater amounts of the Force. They can also serve
as a sort of living battery which allows you to store excess Force energy.
200 Assassins - Through one way or another you’ve gained the services of a team of assassins,
what these assassins are is up to you as they could be anything from Umbaran Shadow
Assassins to Fpi Assassins. They’re of incredible skill and have a wide set of talents and abilities
to put to use in their missions ranging from infiltration to hacking. While they are of
considerable ability, sending them against powerful Force users is unadvised unless they’re
equipped with the correct gear, or a very good plan. They’re also quite loyal to the point of
preferring to die than betray you. In the event that you somehow lose them you’ll quickly find
replacements.

400 Scepter of Ragnos - This is something alright, appearing as a silver blade sheathed in a
forked crest of similar color this seemingly primitive weapon is far more powerful than most
things created in this galaxy. Forged by the Dark Lord of the Sith Marka Ragnos this weapon
holds several abilities, the first is the ability to drain dark side energy from the area around it
until there’s nothing left. It also holds the power to unleash devastating blasts of force power
through beams or waves. Finally, and likely most importantly, the Scepter can induce Force
sensitivity in non Force sensitives as well reanimate the dead to true life, though it doesn’t bring
back the spirit.

400 Meditation Sphere - Now this is a strange looking starship, looking something like a floating
eye with sails on it this ship doesn’t look all that powerful at first but, unsurprisingly, looks can
be deceiving. This ancient (depending on your time period) ship is perhaps one of the most
dangerous creations of the ancient Sith Empire: within it is a Sith Meditation Chamber which
once entered allows the abilities and powers of the user to be greatly amplified, enough so that
mere illusions could become like a vast armada and act as physical beings able to interact with
the world, and this is over great distances on a galactic scale. The ship also is equipped with
laser cannons and a magnetic accelerator, meaning that depending on the period an upgrade
may be needed. You also have one final guarantee: that this one can’t be dominated by a
sufficiently powerful force user like Ship was by Abeloth.

600 The Darkstaff - Another dark side relic I see, this twisted and malformed staff is in fact one
of the most powerful dark side artifacts in the galaxy. This staff’s powers over the Force are in
part based on how much energy it’s absorbed, though that shouldn’t be an issue for you. Given
enough power it is capable of truly terrifying feats like creating immense Force Storms, traveling
through time, and even potentially destroying entire systems at its height. Even without such
immense power absorbed it’s hardly defenseless as the staff is immune to lightsabers, is
capable of creating Force voids where mystical powers simply disappear, creating tendrils that
drain force energy from others, twisting other creatures into horrific abominations, and
wielding incredible power over the minds of others to the point of driving those simply near it
insane. These are only some of its abilities. As a final note the staff is normally quite malevolent,
something that isn’t going to change here, however it is quite loyal to you and will not
undermine you in any way. If stolen it will attempt to do everything in its power to return to you
whether it be through teleportation or mind control.

600 Thought Bomb - Taking the form of a tall silver egg like object this odd looking object is in
fact one the most terrifying weapons in the galaxy. A thought bomb is forged through a ritual in
which multiple Sith Lords of considerable power sacrifice themselves and combine all of their
power into one singular nexus. This power taking the shape previously mentioned can be
detonated with a single clap of the hands and will then result in it stripping the essence and
souls of all Force sensitive beings within its blast radius before trapping them all in an unending
prison of agony and torment, a blast radius that can leave an entire planet’s biosphere
devastated. Given time the trapped Force users and power will eventually become a force nexus
of sorts if there’s enough of them trapped. You receive a single bomb every ten years and the
knowledge to create them yourself. Naturally you’ll also be rendered immune to your own
weapon.

Force User

100 Force Weapon - Somewhat similar in nature to an Alchemically enhanced weapon of the
Sith but also quite different. This melee weapon has been greatly enhanced by the power of the
Force, and is closely attuned to you and the Force. Normally this is a passive ability that you
would use but this weapon has it applied permanently. It’s capable of just about anything a
lightsaber can though it naturally has some downsides like not being able to deflect blaster
bolts. The upsides are that even if this were a regular weapon it’d be capable of blocking
lightsaber attacks without issue, and that this version will allow you to channel force abilities
into it similar to Galen Marek who channels Force lightning into his weapons.

100 Kyber Crystal - There’s quite a few people who wouldn’t mind having this in their hands,
this being a cache of Kyber Crystals which naturally have a number of uses. The first and, I
imagine, the most obvious is for use in lightsabers, however they can be used for other
purposes as well. These crystals are quite intertwined with the Force and can be used as focuses
in that regard.

200 Mantle of the Force - A unique lightsaber crystal if I’ve ever seen one, when placed within a
lightsaber it greatly enhances the abilities of the weapon. Ranging from cutting ability to a
significant boost to Force powers, especially when channelled through the weapon. Comboing it
with other crystals will also serve to greatly amp them as well.

200 Specialized Force Amulets - These amulets are interesting little trinkets, each one is imbued
with a large amount of Force energy and a single Force technique, and allow the wielder to use
them at no cost. These abilities can range from Force lightning to Force shield. Just how they
operate is a bit different, an offensive attack would require the wearer to consciously activate it
and launch it at a target, while a defensive ability could do that as well as activate on its own
when you’re in trouble. You gain three reusable amulets for every purchase.

400 Je’daii Ruins - Or perhaps not all that ruined depending on the time period. This structure
was once a part of a greater temple or some other Je’daii structure but has since fallen into a bit
of disrepair in the years since its abandonment. However, it is not without a number of uses.
The ruins allow for training involving the Force and the principles of balance to progress
significantly faster for both you and any students you might have. This includes giving people a
greater ability to simply understand your teachings and helping to ensure people don’t fall too
far to one side or another.

400 Tho Yor - When the Force users who would eventually become the Je’daii order came to
Tython it was in eight giant diamond shaped sentient spacecraft that were powered by the
Force, and large enough to carry whole cities worth of people. It looks like at least one of them
survived the Force Wars of Tython, and is in your hand. Shaped like someone merged two four
sided pyramids at the base, with a design that clearly inspired holocrons, & requiring no power
whatsoever, this ship does not need hyperlanes and can do it’s own spatial calculations through
the power of the Force. It also has the accumulated knowledge of centuries of grey Force users,
not to mention whatever knowledge its unknown makers provided. A Tho Yor can float in mid
air, or be just fine left for centuries exposed to the elements. It also can speak in a person’s
mind through the power of the Force.

600 Angle Trap Cage - This piece of technology is incredibly rare, if not one of a kind with the
exception of one other of its kind. This is an Angle Trap Cage, a prison used to trap even the
most powerful of Force entities as shown when the Five used it to trap the Celestial Wutzek for
countless years before he was freed. It works by creating some sort of dimensional paradox that
traps its prisoner and ensures none of their powers can help them escape. It can also greatly
shrink its prisoner to ensure they fit inside and thus allow beings the size of starships to be
trapped. You have one of these crystalline prisons to use as you see fit.
600 Dagger of Mortis - This isn’t something you should have Jumper, it should be locked away
deep in Mortis and far away from the hands of those who would seek to abuse it. This is the
Dagger of the Ones normally kept in the Altar of Mortis, though it - or perhaps a copy - is now in
your hands. The weapon holds a singular but very powerful ability, that being the ability to kill
just about anything while ensuring they cannot rise from death. This applies just as much to a
regular human as it would to entities as powerful as the Son and the Daughter. Should it be lost
or destroyed it’ll return to you in a few minutes.

Rogue

100 Hold Out Blaster - A small blaster that only has about twenty five shots all things
considered but definitely one that’s not without its benefits. You see this blaster can be easily
snuck past some the tightest security and scans ensuring you remain armed even after normal
weapons have been stripped from you.

100 Electronic Lock Breaker - Locked doors can be quite an issue, especially when you don’t
really want to cause a scene by breaking in. Fortunately the galaxy has a solution to this issue:
this small module can override most common locks, including magnetic ones for those that
work by such systems. It also spits codes to overcome security systems in place.

200 Ransom Fit for a Hutt - Maybe you owe some people a lot of money, or you just want an
early retirement. Regardless of your motive this is literal King’s ransom in jewels, spice, and
relics. You’d have to sell it all to get the credits it’s worth but doing so would make you a very
wealthy man. Once this is gone you’ll be guaranteed to find another horde of treasure given
some time and looking. This updates every jump to an equal amount.

200 Xerrol Nightstinger - A blaster sniper weapon. For a sniper rifle it doesn’t have the best
range, but does have one stunning advantage, that being that it fires an invisible bolt. I’m
certain a weapon like this has some use.

400 Ysalamiri - From the planet Myrkr, these tree-dwelling fuzzy weasel-snakes have the
astonishing ability of repelling the Force, creating a bubble some two or three meters across
where no Force powers function. More Ysalamiri together create a larger area of effect. You gain
a breeding couple, and in future Jumps they will work on other supernatural powers, though
you’ll find your own unaffected.
400 HK-47 Assassin Droid - Not necessarily HK himself, especially if you’re not in the correct era
but this is an Assassin Droid all the same. Normally these droids are very risky to use, given that
Assassin droids have a notable history of turning on and killing their old masters; fortunately for
you that won’t be an issue as this particular unit views you as a close friend and is quite loyal.
The droid’s capabilities are also quite impressive, being more than capable of ripping through
most enemies without much issue and can even kill Jedi and Sith due to its advanced mind and
weaponry. It also has a tendency to refer to organics as meatbags for some reason; hopefully
you don’t go near anyone with a fear of AI. Comes with blueprints.

600 A Hidden Home- It’s inevitable that you’re going to make someone mad, it’s just the reality
of your profession. It could be the government or perhaps the Hutts, both of which are
incredibly dangerous and as such you might need to have a place to stay; this is that. This
hideout or lair is located in a place of your choosing, ranging from being hidden in the layers of
Coruscant to even being a secret space station hiding in the Unknown Regions. The hideout
itself is virtually unreachable by anyone you don’t lead directly to it, and is incredibly well
secured against attack and infiltration in the event that it is found. You’ll also find that an odd
Force Relic built into it prevents clairvoyance from finding it. Of course, that’s a little paltry just
by itself and so this also comes with some other boons. The primary computer is loaded with a
whole slew of contacts and potential contracts that would be of great use to you. These people
can range from being lowly customs officials to even Sector governors giving you quite a bit of
potential sway through favors.

600 Blue Max - A positronic processor, this little cubed shaped droid fits in the palm of your
hand and has only vestigial limbs. However, its humble exterior hides the fact that this is one of
the most valuable machines in the galaxy. Blue Max is in fact one of the greatest slicer droids
ever produced and is capable of effortlessly breaching even the most secure of systems without
detection. To keep this little droid out you’d effectively have to encounter systems that are
impregnable so I’m sure you could find some use for this little guy. Blue Max will also update in
each Jump.

Politician

100 A Crisp Suit - The clothes make the man, or so they say, and let it be said you have that
down. This manifests as a wardrobe of some sort and includes a plethora of fancy and stylish
outfits to wear for both political meetings and regular life. They’re always comfortable even if
they realistically shouldn’t be and do help boost your charisma a bit.
100 Campaign Contributions - Power leads to wealth. Even politicians who don’t get into the
business to make money typically end up fairly wealthy. You gain a regular stream of credits
capable of furnishing an upper-class lifestyle on a major urban world, such as Coruscant, ready
to be spent as you please.

200 Protocol Droid - It never hurts to have an assistant now does it? This protocol droid, in a
design of your choice, now views you as it’s rightful master and will serve in any way possible.
Much like C-3PO it’s fluent in over six million languages and can help breach just about any
language barrier in the galaxy. It is also quite capable of serving as a secretary or butler if need
be and finds enjoyment in such tasks. In future Jumps it’ll update to gain knowledge of new
languages.

200 Secure Office - As a public figure, it can be hard to get true privacy, which makes it difficult
to plot and scheme in peace without unsettling anyone who may happen to witness your mad
cackling. This private office is immune to all methods of spying or external observation, whether
technologically or supernaturally based, save those methods you choose to allow. Moreover,
while extreme force could break into the office, the doors and windows are sturdy enough that
no-one will be disturbing you without plenty of warning. And, as a bonus, the office comes with
a perfectly secure, untraceable, and untapable hypercom link, for when you need to give orders
to your patsies but can’t fly out to speak to them in person.

400 Position of Power - It’d be a bit of a pain if you had to work your way up from nothing now
wouldn’t it? You’re now the holder of a particularly influential position in a faction of your
choosing. This could be a Senatorial seat in the Galactic Republic to being a Minister in the Sith
Empire should the time period be right. You’re in a particularly secure position as well with
everything necessary to advance your agenda and own status if you wish it. In future jumps
you’ll hold a similar position in a government of your own choice if you want.

400 Caamas Document - Sometimes people are just being a bit of a thorn in your side, if that’s
the case this will be for you. It’s a document that happens to prove several of your political
rivals were involved in an infamous crime and/or scandal, of the sort that could have them
arrested and tried for terrorism and murder. The only downside is that depending on the actual
character of your rivals, this may or may not be true or stand up to intense scrutiny, though it’s
guaranteed to at least drag their name through the mud and sometimes a bit of time and
slander is all you need. Updates in future Jumps.

600 Delta Source - Knowledge is power or so they say, and it’s a resource you’ll have in
abundance. One way or another you have somehow bugged the sanctum of your greatest
enemies, in an exotic fashion they will never uncover without significant help. Not everything it
gives you is necessarily useful or correct, but short of literal mind-reading you couldn’t ask for
better insight into your foes.

600 A Party of your Own - It doesn’t have to actually be a political party but this an organization
under your control. It could be the previously mentioned political party based entirely on your
ideals and goals, a party with quite a bit of power. Or it could be a secret Cabal dedicated to the
extermination of all Force users or something else along those lines, it’s entirely up to you. The
organization itself is quite powerful and has the capacity to influence or outright push policy on
a galactic scale. Depending on how you choose for this to manifest the benefits will change as
some versions might allow you extensive spy networks and so on.

Businessman

100 Bodyguards - Success naturally has many benefits, but it also comes with some downsides,
that being at times jealousy and greed from others both less and equally well off. So, it makes
sense that eventually someone is going to make an attempt on your life one way or another
which is where these guys come in. Coming in the form of droids or organics, these well armed
and trained soldiers will do everything in their power to keep you alive; which against most
lower threats is quite easy, but against monsters like Force users or incredible bounty hunters
like Cad Bane don’t expect them to hold.

100 Stock - Can’t be a businessman without a business. You own either a small amount of
equity in a major corporation, enough to open some doors in the local corporate culture, or
own outright a small business in a non-critical industry, enough to make you a notable figure in
your hometown, but not enough to be a player on the interplanetary scale.

200 Sky Palace - What’s the point of being rich if you can’t live in style? This is a Nar Shaddaa
style Sky Palace which is exactly what it sounds like. That being a floating manor of impressive
size filled with just about every amenity you could ever want. It maintains itself through a crew
of onboard cleaning droids and any facilities that require people to run are either run by droids
as well or NPCs. Of course it’s not all glamour, this opulent mansion comes with one of the most
advanced security systems in the galaxy to keep out those who aren’t welcome. As a final bonus
you’ll find running any business from this building to be much smoother and stress will
seemingly fade with ease.

200 Government Contracts - Seems like you’ve got some friends in high places. These are a set
of government contracts, or to be more precise something like tickets that can be redeemed to
be guaranteed profitable contracts for your business. They’ll always be fair and quite profitable
as well as oriented towards your business’s actual product. These will replenish every year
assuming you have used any.

400 Human Replica Droid - Otherwise known as HRDs, Human Replica Droids are among the
most advanced machines in the galaxy for good reason. These espionage droids are built in such
a way that only the most thorough of medical scans can determine they’re fakes and all others
fully show them to be truly organic. The droids are also incredibly intelligent and can fulfil a
number of tasks for you; whether it’s acting as a diplomat, infiltrator, or even assassin they do it
well. This particular unit has been programmed with extensive assassination protocols similar to
Prince Xizor’s and is equipped with powerful eye blasters for some reason, it’s also quite loyal to
you, almost slavishly if one thought about it. Its appearance is up to you, though if you don’t
choose it’ll default to copying Guri.

400 Corporate Headquarters - Every empire has a capital and yours is no different. This
towering structure is the beating heart of your business and it shows. It’s equipped with a
multitude of differing computer systems and communications arrays to allow you to manage a
galaxy wide business from the comfort of your office. It’s also been equipped with extensive
defenses and security to ensure people stay out of its computer banks and outside of the
premises. Should you not have any workers for it currently it’ll be staffed by competent
followers. As a final note, the computer hosts a definitely not illegal AI that’ll give assistance
wherever it can; naturally it’s quite loyal and won’t turn on you.

600 The Corporate Sector Authority - This isn’t the actual sector of space by the same name,
though in some ways it’s quite similar. You now have a sizable portion of the CSA under your
control and have significant influence and power within its government. What this does is grant
you a large portion of the sector in which you’ll face just about no oversight, taxes, or anything
that sort while also being able to make far reaching decisions that’ll affect other companies,
though you’re not the sole authority in the Sector. In future worlds you’ll gain a similar
arrangement with the governments or general authorities of the world and will have a
proportional amount of territory for your activities.
600 Corporate Empire - You know how I mentioned you weren’t quite in the same league as the
big boys before? Well it seems I was wrong because you’re so very much there, at the top in
fact. This company could be in many ways better described as a nation of its own and is a
megacorp by every definition of the word. This is something on par with the Mining Guild,
Czerka and other absurdly powerful corporations in the galaxy. It spans and outright controls
numerous star systems strewn throughout the galaxy, a number of which are either valuable
resource production worlds or heavily industrialized. You also have sizable “security” forces to
not only protect your assets but with which to aggressively negotiate with stubborn worlds.
Naturally and it shouldn’t even need to be said this will easily make you one of the wealthiest
men or women in the galaxy, especially since you own the entire thing and don’t have to deal
with the petty squabbles of a board.

Scientist

100 Credentials - These are as straightforward as they sound, you now have legal documents
and licenses that state your fields of scientific mastery and study. They may not seem like much
but they can be helpful when proving you are in fact what you say you are.

100 Garage - Everyone has to start somewhere and this is it for you: this small lab is located in a
place of your choosing and has everything you’d need to get started. This includes basic
equipment for the type of research you’re conducting, as well as storage and living quarters
should you not have another home. It isn’t much but it’s certainly a start.

200 Rare Material Requisition - Occasionally you’ll need something a bit rarer and more
expensive for your studies. This might be Kyber crystal or something else but the point is that
it’s expensive and plenty of other people want it as well and you’ll have to fight them for it.
Well, no longer will that be an issue. By simply filling out this basic form you’ll find whatever you
need quickly shipped to a location of your choosing.

200 Custom Probe Droid - Always helps to have a reliable assistant and so you do. This multirole
droid can fulfill a number of jobs for you that range all over the place. The first of its abilities is
to act as something of an analysis droid which can help greatly when needing to run simulations
as well as do deep scans when not in your lab. The second use would simply be, as the name
suggests, a probe droid. This guy is capable of withstanding incredibly hostile environments and
is quite capable of taking samples from them or analysing targets. The droid will also help with
general upkeep and maintenance. By default this droid takes the appearance of an Imperial
Probe droid. If destroyed or damaged it’ll either repair itself or return in a day or two, unless of
course you fix the issue first.

400 Gree Secrets - There are few civilizations in galactic history that have been as advanced as
the Gree were at one point. From machines capable of terraforming entire worlds to the
advanced sciences behind the Hypergates. Their technology was both unique and powerful, and
now it's all yours. You have a complete record of the technology, both known and lost that
belonged to the Gree race in its entirety. The principles it works on are no doubt different than
most tech used by the galaxy but with time and effort replicating everything using other tech is
possible, also helped by the plans giving clear directions and data on how everything works.

400 Palpatine’s Blueprints - Sheev may have been suicidally overconfident, but the man sure
did have nice toys. Here you have what looks to be a holocron, which will only respond to you or
those you authorize, even if you are not a Force user. Those looking for secrets of cosmic power
will be disappointed, since instead of being filled with secrets of the Force, it’s filled with
blueprints and schematics. From both Death Stars, to Shadow Droids, to World Devastators, to
the Galaxy Gun, every one of the Emperor’s secret weapons have their designs stored here. It
even contains blueprints for devices based on his designs, like the Darksaber.

600 The Maw Installation - Congratulations Jumper you’re now the proud owner of a secret
research facility in the middle of a cluster of black holes! Beyond being almost unreachable and
undetectable due to its location, and therefore one of the most secure locations in the galaxy,
this large facility is one of the most advanced in the galaxy and contains everything a Galactic
Empire with a virtually bottomless check book could give it. This includes quarters, labs, food
production, etc. It is also staffed by a number of loyal follower characters who fulfill various
roles in the station ranging from researchers to security. While the researchers will be of higher
quality than most, only a few can be expected to match the likes of Qwi Xux and those of her
level, though even that’s enough to reproduce things like the Sun Crusher and Death Star.

600 Centerpoint Station - This was never designed to be a weapon, being the Celestial
equivalent of construction equipment. However, the sheer amount of power this immobile
space station can harness beggars the imagination. The station operates by using an immensely
powerful hyperspace tractor beam to safely move anything from moons to solar systems and
even black holes on a galactic scale. This one has an incredible range covering somewhere
around half the galaxy. However, this isn’t just a free superweapon or stellar construction
device. You’ll have to decipher how to control it on its own and given that it was designed by
the Celestials that’ll be quite the task, though it will provide quite a bit of information about
Celestial technology.

Soldier

100 Trusty Blaster - You wouldn’t be much of a soldier without a weapon, now would you? This
is a standard issue blaster of your choice from one of the various militaries in the galaxy. This
could range from being an E-11 Blaster to a DC-15 if it suits you. The weapon’s ammunition will
replenish over time and it will be replaced in a day or two if lost or destroyed.

100 Cortosis Infused Weapon - This is something any fighter wouldn’t mind having at their side.
This is a Cortosis silenced vibroweapon of your choice, as long as it’s a melee weapon of some
sort. Beyond being incredibly resistant to lightsabers these weapons are truly terrifying in close
quarters combat. Operating by using high speed sonic vibrations to greatly increase the
weapon’s lethality to the point of ripping through armor where other weapons would be left
useless. If you wish you may also instead exchange this for a shock, neural, or perhaps even a
cryo weapon if those suit you more.

200 Beskar Armor - Now this is something quite valuable, this is a full set of Beskar armor which
is some of the best armor in the Galaxy. It’s capable of blocking lightsabers and blaster bolts
with ease and doesn’t weigh the user down too much. This particular set will retain any
modifications you make to it and can be imported into other sets of armor.

200 Jetpack - A portable high ground of sorts, this is the dream of many around the galaxy. This
jetpack allows you an incredible amount of mobility and options during combat. The jetpack is
capable of carrying up to eight hundred pounds of weight and never seems to run out of fuel.
Finally the pack is also extraordinarily durable, ensuring it won’t misfire in the middle of combat
if struck by an enemy or ally by accident.

400 Military Command - Be a crying shame if you had to start out scrubbing toilets now
wouldn’t it? Well fortunately you won’t have to, you’re now in this setting and any position bar
a high ranking member of a military of your choosing is yours should you wish it; this could also
be a pirate gang or similarly non conventional faction as well. If you’re on the ground you’d be a
general or equal in tier depending on the faction while a naval based Jumper would be the
equivalent of an admiral. This doesn’t exactly give you the skills for the job but it does at least
get you in place.
400 Advanced Weapons Cache - Some of this stuff is illegal, you know that right? Well
regardless this is a huge cache of weapons from all across the galaxy, all of which are among the
most advanced one could even theoretically get one’s hands on. This ranges from powerful
prototype disruptor weapons which lack many of the normal weaknesses and still rip opponents
apart on the atomic level, to more tame things. There’s enough weapons and ammunition in
here to outfit a small army and it’ll continually replenish as needed. In future Jumps this’ll
update to add similarly powerful weapons by the settings standards.

600 Galaxy Map - The Holy Grail of all commanders, this here is a complete map of the galaxy
detailing every system in both the primary galaxy and also its satellite galaxies. Now on the
surface this may seem a bit lacking, however this isn’t merely a normal map. This is a real time
map that shows everything going on at once, every ship movement and every base can be
found here with systems in place to help you find exactly what you want. It won’t help you find
individual people or anything that precise but just about everything else is fair game. Naturally
this updates to each new setting you go to.

600 Helmet of Mandalore the Ultimate - A priceless relic from the Mandalorian Wars, this
Beskar helmet belonged to the last Taung Mandalore, that being the infamous Mandalore the
Ultimate as one might guess. Beyond the benefits wearing a Beskar Helmet may grant, owning it
also grants several other boons. The first and the most simplistic is that it slowly feeds you the
skills and abilities of Mandalore the Ultimate, that being his genius and fighting ability which at
his height was enough to challenge the Jedi Revan and bring the Republic to its knees. The
second is probably the most important and theoretically powerful, it ensures that, should the
owner want it, any faction they lead or are a part of will rapidly begin to grow in power.
Opportunities will present themselves to take easy, yet valuable territory. The enemy’s strongest
warriors will have a falling out and only a fraction will fight against you, and so on and so forth.
With a solid power base and the right moves your name could go down in history for better or
worse.

Starship Designer
Getting around without a ride would be a bit of an issue, here’s 700 SP, which operates at a 1 CP
to 1 SP conversion ratio. Ships you already own may be freely imported, including vessels from
this Jump doc.

Size/Class
50 Starfighter - The standard starship in the galaxy, small, cheap, fast, and efficient. This is what
the vast majority of spacefaring people use to travel throughout the galaxy. The name
Starfighter is somewhat inaccurate since this isn’t just things like Flashfire Starfighters or
X-Wings and includes ships up to as big as the Millennium Falcon and Ebon Hawk. Don’t expect
to go fight anything too powerful with these, though escaping them isn’t too hard assuming the
tractor beam doesn’t nail you.

100 Transport - A bit of a bigger ship, though not too enormous, these vessels are perfect for
hauling cargo to and fro, and with a bit of work they can easily become gunboats. This includes
vessels like the GR-75 transport or Gozanti Cruisers. Larger vessels the size of ISDs and such may
also be chosen, though they’ll be far weaker than a warship of their size would be given their
cargo haulers.

200 Corvette - 100 - 200 meters - This is entering the realm of being a dedicated warship now.
Corvettes are among the smallest military vessels used but don’t let that make you
underestimate them. They lack the firepower of much larger vessels but make up for it by being
significantly faster and being able to intercept or run past larger ships. A good example would
be the CR90 class.

300 Frigate - 200 - 400 meters - A dedicated warship, frigates are capital ships used in
skirmishing and support roles in engagements to help protect larger vessels. Unlike corvettes
they lack as much maneuverability but make up for it by having stronger guns, defenses, and
even fighters at times. The Lancer or Nebulon-B are solid examples.

400 Cruiser - 400 - 600 meters - Or perhaps the name Star Cruiser is more fitting. Regardless,
these ships serve in many ways as the generalists of fleets, as they’re among the most common
available in each fleet. Dreadnaught heavy cruisers would be the highest this particular range
could go.

500 Heavy Cruiser - 600 - 1000 meters - Much the same as smaller cruisers, heavy cruisers are a
common vessel that make up the backbone of most fleets. Naturally while they’re well armed
they’re also much slower than many smaller vessels. An example would be the
Acclamator-Class.

600 Star Destroyer - 1000 - 2000 meters - A medium sized, yet quite powerful capital ship most
famous for its use by the Galactic Empire. These aren’t necessarily destroyers though they can
be used like that. Vessels at this size can be expected to wield heavy firepower as well as a
compliment of fighter craft. Imperial Star Destroyers and Nebula-Class Star Destroyers are
examples.

700 Battlecruiser - 2000 - 5000 meters - Battlecruisers are among the most powerful vessels in
a fleet. Generally they’re surrounded by support craft to keep fighter swarms and such off of
them due to their slower nature, however their heavy armor and guns can generally rip through
most vessels and therefore evens out much of the drawback. Examples would be the
Subjugator-Class used by the CIS and the Procurator-Class.

800 Dreadnaught - 5000 - 25,000 meters - Powerful warships, these are generally the most
powerful vessels any fleet or star nation will field. These can carry up to thousands of weapon
emplacements while being equipped with armor and shields capable of holding against an
entire fleet at their max. Ships in this category that are well known would be Super Star
Destroyers like the Executor or Eclipse.

1200 Mobile Station - 25,000 - 160,000 meters - These are things that could and would reshape
the entire galactic political landscape by just existing. Ranging from much smaller Super
Dreadnaughts to battle stations the size of moons, these are the most powerful vessels in the
galaxy. These can have tens of thousands of turbolasers and can destroy planets with relative
ease. An example would be the Death Star.

Armament

000 Laser Cannons - The standard armament of all warships and in fact many vehicles
throughout the Star Wars galaxy. Their firepower and number depends on the classification of
your vessel meaning a starfighter’s cannons won’t match a Star Destroyer’s in either. Generally
they’re better against more lightly armored targets.
50 Automatic Guns - An upgrade for base laser cannons that vastly increased the fire
rate of your guns, though it won’t improve the amount of damage dealt by them individually.

100 Mass Drivers - Crude but effective would sum these up well, mass drivers are projectile
weapons that work by firing metal slugs at tremendous speeds. Despite being perceived as
primitive in some circles these are not weak in the slightest and are capable of fulfilling the
same roles as either laser cannons or turbolasers, though they suffer from having limited
ammunition.
100 Spinal Cannon (Corvette or above required) - As the old saying goes, speak softly
and carry a big stick. This doesn’t actually replace your ship’s mass drivers but does add a huge
punch by, in essence, turning your ship into one giant gun. Running along your ship’s “spine” is a
massive magnetic accelerator that, when activated, fires ammunition near or even at the speed
of light. The size of what is thrown depends on the warship but the damage done will always be
quite large.

100 Turbolasers (Requires Laser Cannons and at least Corvette, free for Heavy Cruiser and up)
Featuring as the main guns of any warship of some note in the galaxy, turbolasers are better
than laser cannons in just about every way but rate of fire. These guns are capable of bringing
down capital ships and slagging countries to even continents and entire planetary surfaces given
some time and as such wielding them can bring quite a bit of power and attention.
100 Primary Cannons - For those of you who like big guns this is the option for you.
Similarly to the Munificent-Class Frigate your vessel is now equipped with a massive (for its size)
primary gun. These two or so guns are capable of immense destruction when powered properly
on a large enough ship, to the point that ice moons up to a thousand kilometers in diameter can
be annihilated and they can easily drop weaker planetary shields.
300 Agrocite Cannons - An upgraded variant of the ordinary turbolaser developed by
the CIS during the Clone Wars. Regardless of whether you’re in that period or not your ship has
now had all its turbolasers replaced with this variant. These guns are incredibly powerful and
represent a huge upgrade over normal variants as a single shot could obliterate an entire
Venator-Class Star Destroyer.

100 Ion Cannons - These are in essence an EMP weapon; they operate by overloading and
therefore disabling and potentially frying enemy electronics. Thus making them excellent
weapons for capturing ships. Depending on the size and power of your weapon disabling entire
capital ships in single shots is certainly possible.

100 Mines - A relatively simple tool, your ship is equipped with a stock of space mines which it
may lay at will. These include just about all normal mines as well as a stock of Mass Shadow
Mines for your use.

200 Missile Silos - A catch all term for rocket propelled weaponry. You now have an appropriate
number of missiles and launchers for your ship size. There are a veritable multitude of differing
kinds and you’re able to choose three types to start with. Others may be bought at a price of 50
CP each type.
Carbonite - A unique missile type equipped with a warhead containing supercooled
carbonite. When it impacts enemies it immediately deals large amounts of damage and slows
enemies down greatly. These are more for air/orbit to ground than anti-starship duties.
Concussion - The general type of missile employed by most factions, these work by
simply homing in on a target and detonating an explosive warhead. Depending on the ship you
use you’ll either have starfighter variants or anti-capital ship variants for warships and planetary
bombardment.
50 Advanced Concussion - Seems like regular just won’t do it for you, for an extra
50 CP your compliment of concussion missiles has now been replaced with a more
advanced model. These missiles are better in just about every way, being faster, more
explosive, having a longer range, etc. Any vessel using these will have an edge at least in
this category.
50 Savant - It seems the trend with concussion missiles continues when it comes
to have many variants, the Savant is a rather interesting armament in that it functions as
an advanced homing missile. However, it takes it to the next level, combining a far more
powerful targeting array with the ability to lock onto a new target if need creates a
deadly weapon.
Cruise - Much like concussion missiles these are simply highly powered missiles that
home in on enemies.
Discord - Employed by the CIS these were the bane of starfighters: upon contact they
release swarms of buzzdroids which rip enemy starfighters apart piece by piece. The downside
is the shields and heavier armor of larger vessels makes them worthless against them.
Hex - I would advise you not allow people to know you have these, given their purpose.
Hex missiles are weapons of mass destruction that use the chemical agent Trihexalon to inflict
enormous casualties on enemies. These are predominately for terror and to cause damage to
organics and are little better than concussion missiles against other targets.
Intruder - An anti shield generator weapon, when these impact an enemy ship they
cause a reaction with the ship’s shields designed to overload the generators and rip the ship
apart.
Nano - Tiny missiles that are barely indistinguishable from blaster fire, their small size
makes them more suitable for smaller targets and they’re capable of being guided or homing in
on targets.
Heavy Rocket - Simple, slow, and powerful sums these up rather well. Heavy Rockets are
an incredibly powerful anti-Capital type of ordinance that pack a punch heavier than even
Proton Torpedos. Unfortunately despite their power they’re incredibly slow by space combat
standards thus making them useless against fighters, and meaning they’ll need to be protected
if the enemy has point defenses. Though should they hit you can be sure they’ll make the
enemy bleed.

200 Electromagnetic Plasma Cannons - Normally only found on Umbaran hover tanks you’ve
somehow had these advanced weapons scaled up to fit on a starship. They heavily outperform
laser cannons in much the same way as turbolasers when at full power.
200 Proton Torpedo Launchers - A powerful weapon against heavily armored and defended
targets. Proton torpedoes are a common and effective tool used by many throughout the
galaxy. These, when massed together, can cause serious damage to enemy capital ships, while
the larger more powerful variants can do that on their own and be used for planetary
bombardment. Unfortunately while they’re stronger than most missiles they’re also slower.
Alternative Torpedos - May be purchased at 50 CP each.
Advanced Proton Torpedo - There’s not much to say here that hasn’t already been said.
These are in essence just proton torpedoes, however as one might’ve guessed they’re a more
advanced version than the normal ones you find. These are faster, more powerful, and smaller
variants and thus generally far more efficient to use than their predecessors.
Ion Torpedo - Much like the proton torpedo in design and operation, however these
weapons naturally have a different outcome. These torpedoes carry an immensely powerful ion
charge that on a starfighter level can easily disable other starfighters, and heavily overpower
normal ion weaponry.

Superweapons

300 Magnetic Bombard (Requires at least Cruiser or above) - Taking the form of a cannon on
board the vessel, the magnetic bombard cannon is a devastating weapon against high-tec
enemies. The gun can be fired constantly and just about anything it hits will have all electronics
rendered inoperable, whether it be an entire city or potentially larger. Normally they can
potentially be reflected back but yours lacks this weakness.

400 Metal-Crystal Phase Shifter - An incredibly dangerous weapon, the MCPS works by
breaking down whatever metal it targets into powder. This attack penetrates all shields and
ignores the durability of starship armor. Even small scale uses can be dangerous as pinhole
fractures can be left throughout hulls causing the vessel to rip itself apart.

500 Kumauri Mass Drivers (Requires at least Frigate or above) - An ancient weapon from
another time, or perhaps a relatively new weapon should you be in the correct era. These mass
drivers work simply by firing asteroids at incredible speeds allowing for immense damage to be
done to planets but also other ships. Shields have made these less effective over time, but they
still represent a huge threat if properly leveraged.

600 Two-Wave Graveshock (Requires at least Dreadnaught of 19km to use at full power) -
Another one of the Empire’s planet destroying weapons. The TWG operates by manipulating
gravity; which when used on a planet it can and will cause enormous amounts of damage
regardless of planetary defenses. This involves the creation of immense natural disasters like
causing earthquakes that swallow cities and potentially rip continents asunder. It’s incredibly
power hungry with only Super Star Destroyers and above being able to cause planetary
destruction.

700 Superlaser (Requires at least Star Destroyer of at least 1.5km, discounted to Battle
Stations and Dreadnaughts) - You can’t go wrong with the classics, now can you? Installed on
your ship is a Superlaser of incredible power. This weapon fires a single beam capable of
cracking planets open like eggs or even outright destroying them; it’s also quite effective against
enemy capital ships. Yours is more akin to the Eclipse/Death Star II laser and therefore doesn’t
need much time to recharge.

1000 Resonance Torpedos (Discount to Starfighters) - The ultimate weapon developed by the
Empire and perhaps the most terrifying one as well. Resonance torpedoes’ function is simple:
they force a Star to enter its final stages of life and go supernova in mere minutes. They’ll also
cause a chain reaction and any nearby stars or planets will be obliterated as their molecular
bonds simply fall apart, thus allowing for solar system destruction.

Defenses

000 Hull Armor - Every ship has a hull and now so does yours. More than that though yours is
equipped with a respectable amount of armor for its size.

000 Shields - Shields weren’t always used by ships in galactic history, and even some in modern
times aren’t equipped with them. However, they’re almost ubiquitous and therefore your ship is
equipped with both particle and ray shields.

100 Heavy Armor - So the basic amount of armor wasn’t enough for you? Well now your ship
has been heavily upgraded armor wise. Even corvettes with this could take a noticeable amount
of punishment before being crippled. The armor extends to all portions of the ship, though
there will still be weaker points.

100 Labyrinthian Design - Boarders can be an issue at times, an issue that very few enjoy for
obvious reasons. Your ship was in part designed with this issue in mind: the interior of the
vessel is incredibly hard to navigate for anyone not familiar with it, or led by a mouse droid.
Attackers will find themselves slowed down greatly while defenders can easily use the terrain
advantage.
100 Onboard Traps - This is the option for when having guns outside your ship wasn’t enough.
The vessel is now littered with hidden weapons emplacements and other nasty traps for
hostiles. This ranges from hangar laser cannons capable of blowing up unshielded corvettes and
small cruisers to hallways which can electrify and fry enemies.

200 Supercharged Shields - Your shields have now received the same treatment as that of the
Mon-Calamari ships. Your shields are immensely powerful, capable of taking a much larger
beating from multiple ships of a similar class. It can also be put into a supercharged state
temporarily when needed, though note that this consumes far more power.

200 Onboard Droid Defenders (Requires at least Transport) - Extra hands are always useful:
your ship is equipped with an onboard fabricator as well as a large stock of battle droids. They
can be deployed during boarding actions, both in defense and in theory offense as well.

300 Sensor Jammer - This jammer will jam any and all attempts by others to lock onto or scan
your ship. This means missiles will fail to lock or and tractor beams will simply slide off of the
ship. Naturally this can also aid in stealth as scans can’t find you.

500 Cloaking Device - These are rare and expensive, but to many well worth the cost. This
device will completely cloak your ship, making it invisible to mark one-eyes, sensors, scans,
vessel emissions, etc. It won’t allow you to outright attack when invisible but it can allow you to
slip past enemies and even get the jump on them.

800 Quantum-Crystalline Armor - The option for those who decided they wanted to be
invincible. Your starship’s hull is now made of quantum-crystalline armor, one of the strongest
materials in existence. Putting this on a fighter sized craft would allow it to fly through a Star
Destroyer without shields and suffer no damage, survive supernovas without issue, and tank
hits from the Death Star. Putting this on anything bigger than a Starfighter would normally be
ruinously expensive, but since you paid CP even something the size of the Second Death Star
may be given this; perhaps you could just use it as a giant wrecking ball at that point.

Support/Utility

000 Base Facilities - These are the various rooms and facilities you’d find on a vessel, meaning
the engine room to the bridge or cockpit. The number of these is dependent on the size of the
vessel so an X-Wing won’t have anything but a cockpit. Meanwhile a Super Star Destroyer could
be expected to be equipped with thousands of rooms ranging from Med-Bays to Crew Quarters.
000 Main Reactor - The primary power generator of your vessel, without any upgrades this is
just a normal Hypermatter reactor seen in most ships. However, for 200 CP this could be
upgraded to one of the Eternal Empire’s Sun Generators which operate using miniature stars as
power sources for vessels and generate vast amounts of power. At 400 CP this could be a
Celestial power generator that uses the Force to harvest a virtually limitless amount of power
for your ship.

000/100 Tractor Beam (Free for Corvettes and up) - A common tool, but a useful one
nonetheless. Tractor Beams operate by generating a force field around a targeted object or
person and using said field to move it about. They’re commonly used by spaceports to safely
guide ships into a landing position but larger ships are also generally equipped with them. It’s
also quite rare but it’s possible for these to be placed on starfighters to help lock enemy fighters
down. This option will give your vessel an appropriate number of projectors for its size, with
something the size of the Death Star getting around 768.

100 Luxury Designs - Your ship was built with quality and luxury in mind and it shows.
Everything from the quarters to kitchens are equipped and made with top of the line materials
and equipment. For instance, beds will be made of fine silk and other exotic materials. Naturally
the beauty of the vessel and morale of its crew are liable to rise. The ship also includes top of
the line hydroponics areas which produce fresh food for the crew, assuming the ship has the
space.

100 Smuggling Bays (Free Transport) - Occasionally you might want to get something a little
less than legal past customs and scans and it can be a pain when you have to fight your way
through a system because they find it. These are a set of hidden compartments meant to hold
such things; they’re undetectable to scanners and will naturally ward people away from
checking them. Depending on the ship size they can also be quite extensive in size and capacity.

100 Extra Hangar Bays (Requires at least Frigate) - Every ship with the size to afford one will
have a hangar or two. However that isn’t all that much and can be limiting to some. These are
an extensive set of new hangars that have been integrated onto your ship. They’ll greatly
increase the fighter capacity of your ship as well, as one may imagine. There are also a few
secret hangars that can be disguised and used to leave the vessel subtly.

200 Slave Circuit - You see, the Star Wars galaxy seems to operate on the idea that throwing
enough people at a problem will fix it in many cases, unfortunately resulting in some ships
requiring huge crews. Your ship is equipped with a slave circuit and extensive automation; while
it doesn’t fully automate the system it does mean machines will take care of the vast majority of
jobs and the organic crew can be miniscule in size. Also allows for you to control the vessel
remotely, though if it lacks any crew don’t expect it to perform at maximum ability.

200 Gravity Well Generator - Enemies that run are never fun to deal with, which is what these
large gravity well generators are useful for. When activated they shut down any and all FTL
travel in a very large vicinity.

200 Multi-Environmental Sealing - Taking a page from the Mon Cala now aren’t we? Your ship
has been redesigned for use in just about any environment, no matter how extreme. It can
withstand much greater temperatures, pressure, etc and is all around that much more resistant
to wear and tear. Of course, that’s not all. The ship may also act as a submersible in liquids it’s
capable of withstanding allowing you to treat it as a submarine if you wish. Though be careful of
firing turbolasers underwater, you’re likely to start boiling the sea if you do.

200 Advanced Facilities - Before your facilities like medbays and kitchens were standard, not
bad but not particularly advanced by any means. That’s changed now. The vessel’s facilities are
all top of the line with cutting edge technology that makes them immensely more efficient and
effective. For instance, medbays are now easily on par with the most advanced ones of
Coruscant and other developed regions.

200 Rakatan Repair Drones - A set of ancient Rakatan droids have now been added to your
ship; they’ll actively conduct any maintenance necessary during both peace and battle. Due to
their origins they’re significantly better than most modern equivalents and never seem to run
out of power due to being powered by the Force. Any droids that are destroyed seem to
reappear within a day.

300 Universal Adaptation - Quite simply you’ll never need to worry about incompatible
technology anymore. Your ship can have any and all tech seamlessly integrated into it without
issue, though you’ll need to actually do the work and if you screw up the installation that’s on
you.

400 Attached Escort craft (Requires at least Dreadnought) Your vessel isn’t alone anymore it
would seem. Attached to your ship is a ship up to the size of a frigate. The ship shares all size
appropriate purchases to the highest level. You may choose if it’s docked inside or attached to
your ship on the outside.

Mobility
000 Hyperdrive - Otherwise known as warp drives, hyperdrives are an integral part of galactic
civilization, and are present on just about all ships with some exceptions. As such you’ve also
found one of these devices installed on board your ship.
+200 Class Five - Despite being ranked as the highest class, Class Five hyperdrives are in
fact the slowest the galaxy has to offer, taking significantly longer to traverse the galaxy than
those of lower levels. These are commonly found on civilian starships.
000 Class Four - Generally freighters and haulers sit at about this level. It’s faster than
Class Five and more efficient but beyond that it’s still on the lower end. Though it still achieves
amazing speeds.
50 Class Three - This is where they start to get advanced, Class Three hyperdrives were
commonly used by military ships during the Clone Wars on both sides. While they won’t get
anywhere near the likes of a Class One they’ll still provide a solid middle ground so to speak.
100 Class Two - The next level, generally found in the military, many ships in the Galactic
Empire and its predecessors used drives like these due to their innate advantages in speed.
200 Class One - This is the highest Hyperdrives can normally go as they aren’t generally
produced at any higher levels. Advanced warships and the starships of the wealthy may be
found with these depending on the era.
300 Class 0.4 - It was inevitable really, eventually people were going to try and overclock
their FTL and they succeeded. Through some not necessarily safe operations the hyperdrive on
your vessel has been significantly upgraded to a level only the Vong would reach. Skipping from
one side of the galaxy to the other is accurately described as being a hop, skip, and a jump away
for you now.

000 Engines - You wouldn’t really be going anywhere without these now would you? These are
an appropriate set of sublight engines for your ship. They’re nothing too special but they’ll get
the job done and they're reliable so you need not worry about them breaking on you, unless
you push them well beyond their limits that is.
100 Advanced Engines - Bog standard is just that, standard and that’s not good enough.
These engines are top of the line and the most advanced in the galaxy during your time period.
In general they’re just better than normal models in just about every way being much faster,
more reliable, durable, and very efficient.
200 Isotope-5 Enhanced Engines - Your ship’s got a bit of a boost in the engine
department now. Isotope-5 is a substance that when used in reactors provides an enormous
power boost for very little cost. With this upgrade your ship, even if it’s quite large, can reach
incredible speeds. Even perhaps allowing outdated warships to outrun hyper advanced
counterparts.

Other
500 Dovin Basals - This is a rather exotic piece of technology you’re in possession of it would
seem. This black creature with pulsing red and blue arms is not a machine of electricity and
steel but is instead a piece of living technology used by a certain extragalactic menace. With a
purchase of this you’ll find your vessel has had a number of these plants attach themselves to it,
and integrate into its primary computers through as of yet unknown methods. While they will
feed off your ship’s energy the benefits they bring cannot be understated as their use of gravity
manipulation can work miracles. At their base these creatures are effectively a form of
propulsion and shields of another kind, capable of easily matching the vessels of this galaxy in
speed, while its defenses operate by creating microsingularities which swallow enemy fire and
craft. However, they also have the ability to be used offensively as the creatures can rip ships
apart or strip a vessel of its shields if not stopped and if your ship is at least capital in size you’ll
find that they’re capable of ripping a moon out of a planet’s orbit and dropping it.

Star System Customizer


You’ve got the deed to your own Star System which is quite something so now it’s time
to design and build it so it’s not just a giant ball of gas and some rocks. To help build it up you’ll
receive 1000 Tatoo Points with a conversion rate of 1 CP to 2 TP. Of note is resources must be
applied to each world individually but development stretches across everything, meanwhile
unique will specify in the option.

Natural Features

100 - Planet (First three free) - Each purchase grants your system a new world, it won’t be a
particularly impressive world but it’ll be capable of bearing life and have some, though not
much in the way of resources.

50 - Moon (First six free) - The satellites or planetoids that revolve around your planets. These
aren’t minor moons like Phobos but instead something larger like Luna and such. You’ll get one
for each purchase you make here. They won’t be capable of supporting life but they’ll sit at the
100 CP tier for Wealth of the Worlds.

50 - Asteroid Belt (First free) - Each purchase of this will grant your system another asteroid
belt. Why do you want a giant belt of rocks in space? Well because these sit at the 200 CP tier of
Wealth of the Worlds and as such carry substantial mineral wealth, though without special
technology they’ll never bare life.

50 - Star (First Free) - There’s not much to say here, each purchase will grant you a single giant
ball of plasma to either place in your original system to create a binary system, or to place
outside to set the basis of a second star system. You’re free to choose what kind of star this is.

50 - Black Hole - So this is a bit odd but if you want one then who am I to say no. You’ll gain a
single black hole per purchase and like stars they can be used as the basis for a new system,
however as it’s a black hole and not a star any system based around one of these will be dead
bar special technology. These are useful though as plenty of research can be gained from them
and they’re required to manufacture the subatomic knots of space-time used in the various
gravitational devices of the galaxy.

Resources

+200/+100/100/200 Ecosystem Type - The life of the planet and the environment it lives in is
naturally rather important, choose what your world is like. For +200 TP your world is rather like
a death world and is not suited to large scale colonization, this could mean its a volcanic
wasteland like Mustafar or an unending jungle full of various Xenomorph-esque nightmares. For
+100 TP your world is simply harder to live on, it’s not too bad but it’s not suited to bare a very
large population. For 100 TP the world is welcoming and full of an assortment of life, naturally
there will be hostile creatures but they’re not a real issue and the planet’s biosphere is suited to
a large populace. For 200 TP the planet is a veritable paradise overflowing with bountiful food
and docile life, to settle this world you’d have to actively try and screw up.

+100/100/200 Wealth of the Worlds - Having a planet or two is great and all, but what’s the
point if they’ve got nothing to give? For +100 TP you can make a single planet, moon, etc under
your control rather barren, it may be great for life but you’ll find little in the way of mineral
wealth here. For 100 TP the world is rather generous in its bounty, there’s plenty to mine of just
about every common resource and even some rarer material. For 200 TP this jumps rather
noticeably to the point that this world is overflowing with resources to the point of making
planets like Earth look poor, even a single one of these could make a man very wealthy.

300 Unique Resources (Can be taken multiple times) - Your worlds contain the various normal
resources of the galaxy no doubt, however those are always in an abundance given the galactic
scale of things. Nestled within or potential simply on your worlds is some sort of rare, precious
resource that is considered ‘rare’ on a galactic scale. This could be Agrocite, Beskar, durelium, or
perhaps glitterstim. This won’t give you the means to extract it but it does mean it’s there, this
modifier applies to each planet/moon individually and must be taken multiple times for each
planet or moon, however it is discounted after the first purchase.

Development

+100/100/200/400 Population - The metaphorical soul of a nation is in many cases its people,
and since you’re building your own little fief it’s fitting you gain some should you desire it. For
+100 TP your system has either no people, or is very sparsely populated (think 80,000-200,000
people system wide) for one reason or another. While this can be changed it does mean it’ll
take a great deal or time before you start doing much other than setup. For 100 TP this grows to
a more respectful number somewhere in the millions. Your fief is still young but it’s growing
rapidly and you have the population to start getting a bit more adventurous. For 200 TP this
grows immensely to the point that your system has a population well into the billions. This is
what you would expect of many developed Mid Rim worlds. Finally, and for 400 TP your
system’s population matches that of the greats, with a number sitting around a Trillion people
or more depending on the number or worlds making you a match for even Coruscant.

+100/100/200/400 Industry - The fires of industry are the lifeblood of nations that bring forth
development and wealth so naturally you’ll likely want something here. For +100 TP your
industry is decidedly nonexistent for the most part. Think Tatooine in that there’s very little of
note beyond a few small and scattered areas. For 100 TP you gain something more respectable,
your system now has a noticeable level of industrial development that would have the Mid Rim
nod in approval. For 200 TP this grows even more to match the might of the Core Worlds, your
system is a beacon of production and service and is naturally quite wealthy as a result. Finally
and for 400 TP this grows to match the greats of the galaxy like Kuat and Geonosis. Your
system’s production is frankly ridiculous and is more than capable of producing entire fleets of
warships or supplying entire sectors should you desire it.

+100/100/200 Education - The general level of education of your populace is a rather important
detail so it may be picked here. For +100 TP your populace is rather uneducated and your
education system (if one even exists) is an ineffective mess. Fixing this is possible but it’ll set
back technological progress and generally efficiency of your worlds a great deal if not dealt
with. For 100 TP your people are comparable to a prosperous Mid Rimm world, they’ve been
given good educations and you can confidently say they’re rather intelligent. For 200 TP your
general level of education is rather absurd by most standards, while not everyone is a genius the
general intelligence of your populace is far above even the standard for many Core worlds.
Furthermore, you’ll find you already have several true geniuses such on par with the likes of
Umak Leth.

200 Orbitals - Space stations! They’re useful for so many things ranging from mining, research,
to even simply trade. Normally you’re system or systems would have a few, enough to cover
their bases but with this you’ve maxed the theoretical category out. Any mining opportunities in
space have been covered and the same can be said for R&D. While these won’t cause your
economy to explode they do add a solid bit of income to it and ensure you don’t have to build
them yourself.

Military

100/200/300 Ground Forces - These are the ground based military forces of your little fiefdom,
this’ll include everything from standard infantry to elite special operations forces. For 100 TP
this will be rather limited with your military being more akin to a militia just large enough to
defend whatever holdings you have so long as they’re not too big, so don’t expect much in the
way of discipline or heavy weaponry. For 200 TP you start getting somewhere, this is something
more akin to the standard defense forces of the more developed worlds in the Mid Rim and
even Core. It’s hardly unstoppable but you’ll find it’s that much larger, better trained, and better
equipped. Finally, for 300 TP you’ll get something only the most powerful of Systems and worlds
can afford to field, even if your nation shouldn’t realistically be able to. This is a force that’d
require the GAR or the Imperial Military to put some serious effort into defeating on the
ground, your troops are in essence the goose stepping Prussians of this galaxy and with the
armor they have at their back you’ll find most rather hesitant to challenge you.

100/200/300 Orbital Fleet - An army is great but without a Navy of some sort it’s rather useless
don’t you think? For 100 TP you’ll receive a small flotilla, adequate for anti piracy measures but
anything more threatening than a Cruiser or two is a cause for concern, hopefully you’re in a
safe area. For 200 TP this gets upped a decent bit to be rather respectable. Your fleet as it can
now be called is hardly the biggest in the galaxy but for a single system it’s rather impressive.
Your sailors are well trained and you’ve numerous warships under your command, think the
fleet of a prosperous Mid Rim world. Finally, for 300 TP this is something like what you’d find
defending Fondor or Kuat. Your fleet is equipped with numerous capital ships of incredible
power and countless support vessels, all equipped with veteran crews ready to deal with
whatever comes at you. It won’t be enough to stop a galactic power but it is rather noticeable
even on a Sector level.
100/200/300 Defense Platforms - Mobile defenses like starships are great and quite necessary,
but sometimes you need or perhaps simply want a bit more firepower at your disposal. In such
a case this is for you. For 100 TP your system is equipped with a small set of Golan 1 Defense
Platforms with supporting laser cannon and missile turrets. This isn’t hugely powerful but it’s
more than enough to make most pirates think twice before attacking. For 200 TP your Golan 1s
will be replaced with Golan 2 Platforms and their numbers will expand noticeably, the same will
apply for the smaller turrets scattered throughout the system. This is enough to fight off
moderately strong fleets and keep just about any pirate that isn’t insane away. Finally, and for
300 TP you’ll find yourself with a number of Golan 3 Platforms and numerous lesser turrets and
platforms. This is the point where capital ships on par with ISDs or their time period equivalent
must be involved to have a chance at cracking these static defenses.

200 Planetary Shields - If starships can have deflector shields then why can’t planets? Your
worlds have been equipped with an immensely powerful shield generator, equal in strength to
the shields of wealthy core worlds. This affords a great deal of protection from just about
anything the galaxy can throw at you. It can be cracked by Torpedo Spheres and an entire fleet
bombarding it for quite some time, but nothing less than the superlaser of the Death Star is one
tapping it.

200 Planetary Cannons - If the planet can have a shield then why not guns as well? Your world,
or worlds have been equipped with substantially ground based weapons emplacements, such as
Turbolaser Cannons and Ion Cannons like the one on Hoth. As such they’re more than capable
of bringing down enemy capital ships through either sheer power or by simply disabling them
and leaving them vulnerable to boarding. While these won’t stop an entire fleet of ISDs on their
own, they’ll definitely take their pound of flesh and could even turn the tide of a close battle.

Other

100 Subatomic Knot Refinery (Requires a Black Hole) - Built around black holes these immense
deep space plants produce an invaluable resource to the rest of the galaxy, that being
subatomic space-time knots, which are a required resource in just about all of the galaxy’s
gravitational technology. Each purchase of this will ensure one of these immense facilities is
built around a single black hole you currently own, and give the tech to produce more of them.

200 Force Sensitivity - For whatever reason the people in your worlds seem to be far more likely
to force sensitive than not, to the point that maintaining a sizable order of force users would
certainly be possible by just recruiting from what you own alone. Most of these people will be
around Knight level with Masters being uncommon, those of the level of Living Legend will be
incredibly rare, but still far more likely to be found here than elsewhere and honestly even one
or two of these people can cause serious change. This applies to everything you have here.

300/500 Ancient Relics - This world holds something ancient and of noticeable power on it just
waiting to be discovered. For 300 TP this could be something like ancient Sith tombs filled with
relics of the past or perhaps even a Rakata terraforming just waiting to be used or reverse
engineered. For 500 TP this is far greater and could be something like structures and technology
built by the Celestials or a peer group, these relics are enough to make immense waves even on
a galactic scale if utilized properly. Naturally I’d recommend guarding these things well lest
others attempt to appropriate them. This applies only to a single world at a time.

COMPANIONS

Recruitment - You may freely recruit anyone in the Jump so long as you can convince them, and
do so without the use of mind warping powers or extreme charisma. If you wish for the Force to
ensure you meet on favorable terms 100 CP can be paid.

Imports - Companions can be imported freely, however they’ll receive no CP and can’t access
the Jump doc if it’s done this way. Otherwise for a charge of 300 CP up to eight companions
with 800 CP budgets and origins may be imported into the Jump.

OC Companions - For those of you looking to create a companion of your own this is for you, for
100 CP you can freely design a new companion. They’ll receive an origin as well as a full budget
of 1000 CP to spend on the doc.

DRAWBACKS
+0CP Character Replacement - You may replace any character from the story you’re entering, as
long as you have any truly necessary perks they have. E.g. You must be Force sensitive to
replace a Force sensitive.

+50 CP Extended Stay - This may be chosen up to three times in order to receive CP, can be
chosen more but will not receive CP for choice. With each purchase your stay in the galaxy will
be extended 10 years past when you would normally leave.

+100CP Noticed - Well it seems laying low isn’t an option anymore, as soon as you enter the
Jump a great echo will ripple throughout the Force and galaxy, alerting all those who are Force
sensitive and even those not but in positions of power. This won’t make them hostile but it will
clue them all into the fact that you exist in some way or another.

+100CP Bounty - Perhaps you owe the Hutts money, or maybe you’ve made a Sith Lord angry.
Regardless of the why, you’ve now got a sizable bounty on your head; it isn’t large enough to
attract everyone in the galaxy, and it’s not impossible to scare people off but it’s going to cause
issues for you no matter what.

+100CP Farmboy/Nerfherder - There’s something about how you dress, how you speak, or how
you hold yourself. Everyone you meet assumes you’re either an ignorant bumpkin or an
untrustworthy scoundrel. Effort and experience can show people you’re just as intelligent,
worldly, reliable, or honest as can be.

+200CP Disarmed - Yes, yes, it can’t be true; it’s impossible. And yet, somehow, it is. You’ve lost
a hand and will be unable to regrow it regardless of any supernatural or technological
regeneration or healing powers or items in your possession. At best, you will be able to obtain a
cybernetic replacement comparable to those produced with local technologies. Can be taken
multiple times, removing a new foot, hand, or other major appendage each time.

+200CP Orthodox - What do you mean the Force exists outside of the Jedi and Sith Order?
Everyone knows that the Jedi Council and current reigning Sith Lord might as well be the will of
the Force. You are either a member of the Jedi Order or the Sith Order, and one fully committed
to the reigning orthodoxy. You will not oppose the Jedi/Sith Code in deed or thought, nor will
you approve of other members of your order going against mainstream Jedi/Sith teachings in
any significant way. Mavericks, revolutionaries, and reformers are all one stop short of traitors
as far as you are concerned, whether they be peers, subordinates, or superiors, regardless of
any moral or practical arguments to the contrary.

+200CP Mary Sue - They aren’t a bad guy, and aren’t directly opposed to your goals, but they
are ridiculously overpowered, have overwhelming plot armor, and everything you would want
credit for will be credited to them. No matter where you go in this galaxy or beyond, you will
NEVER be able to escape people telling you how much better they are than you.

+300CP Baby - Rather than choosing your age freely, you begin your jump as a very young child.
A child with development equivalent to a 3-4 year old human. And, regardless of your species,
you will age so slowly that by the time you leave you’ll only be the equivalent of a 5-6 year old
human. Your ability to focus, your understanding of consequences, your physical capabilities,
and your control of your emotions will all suffer, though never to a level that is seriously
dangerous to you. But at least you’ll be cute.

+300CP When the Galaxy Stopped Making Sense - This isn’t what you’re used to, I can assure
you of that Jumper. There’s something wrong about this galaxy that you can’t put your finger on
at first, though it’ll quickly become apparent. This galaxy is in fact a setting of one of the various
poor fanfictions out there. The timeline will make no sense, you’ll find overpowered OCs and
other various problems. The good part is that it’s limited to the galaxy and you could, in theory,
run away from it.

+400CP The Great Hunt - Welcome to the jungle moon of Dxun Jumper, this might be rough if
you don’t know your way around. The leader of the Mandalorians, or a similar group should
they not be available, has called a new Great Hunt which has attracted some of the most skilled
and dangerous combatants in the galaxy. You’re not one of these candidates, in fact you’re one
of the bounties they’re to track down and kill or capture. The people coming after you are some
of the most ruthless and dangerous the galaxy has ever produced, and more than that you’ll
find your powers are greatly diminished to the point that these people are legitimate threats,
though not necessarily in a direct confrontation.

+400CP Maimed - You have suffered an immense injury, comparable to having been cut in half
and set on fire. Healing you completely will be impossible by any means, whether supernatural
or technological, for as long as you remain in this jump. To survive, you will be forced to live in a
full-body life-support suit that somewhat limits your movement, and comes with its own
complications to your every-day life. You can survive without the suit for very short periods of
time or when in a clean room. But even with the suit, your life here will be one of constant pain.

+400CP Sith Attack Dog - You begin your jump under the control of a major Sith Lord
appropriate for your time period, a Sith Lord who absolutely does not view you as an
apprentice, a Sith Lord who is immune to any supernatural powers from previous jumps. He or
she will “train” you as one trains a rabid hound: torturing you into obedience, psychologically
manipulating you, and unleashing you upon their enemies until you either die in the line of
duty or step far enough out of line to justify being put down. Any escape you make will be
temporary at best so long as the Lord survives, and while resistance or subterfuge is possible,
they will be on the lookout for any rebellion. The only way to truly be free is to somehow kill
your Sith Lord, either via strength of arms, subtle manipulation, or the recruitment of allies.

+400CP Marty Stue - All the features of a Mary Sue, but their goals & actions directly oppose
yours. What’s more, they know about you, and believe that if they “befriend” you hard enough
that you can be redeemed and join their harem. Expect long, super preachy sermons at any
encounter, which they can effortlessly give while fighting.

+600CP A Thousand Years of Suffering - Congratulations, you’re going to be alive for a long
time, unfortunately it’s in the stomach of a Sarlacc. Disregard your previous location and
anything else of that sort as you’re now with the belly of the Felucia Sarlacc. While inside the
beast you’ll find all your powers are massively reduced to the point that escaping at all will be
an intense struggle. In the meanwhile the Sarlacc will continuously attempt to repeatedly digest
you slowly time and time again. Needless to say if it can fully subdue you before you escape this
will be a very unpleasant ten years.

+600CP Traya was Right - Regardless of what the Jedi say, what the Sith believe, or what was
true of this universe before you arrived, the Force is not your ally nor will it bend to your will.
The Force is uncaring and unreliable at best and actively malicious at worst. It will conspire to
draw you into danger for its own nebulous goals, manipulating your enemies, your allies, you,
and chance to do so. The danger you find yourself in will grow over time, while your ability to
draw upon or manipulate the Force will weaken. At first, this will manifest as poor luck, but by
the end of your stay, you will have no more Force sensitivity than an average human, near lethal
accidents will dog your every step, and every Force sensitive you encounter will be filled with
the visceral urge to kill you where you stand.

+600CP The Force Does Not Work like That - Letting you come into this universe as some sort of
ascendant god or something of that sort would be dreadfully boring don’t you think? As of
taking this you’ll find yourself stripped of everything but your body mod and whatever you pick
up here. So your vast magical powers, unending Von Neumann armies, etc are now
permanently locked away until the end of the Jump, with the exception of perks and items
gained in other Star Wars Jumps. This should give you a more authentic experience in the Star
Wars universe.

+1000CP Sweet Mother Has Come - It’s that time of the year again, the galaxy is once again on
the precipice of destruction as it’s wont to be. Your entrance to the galaxy has had unintended
consequences it would seem. The Bringer of Chaos, Abeloth, or something of similar power
should she not be available, has now been unleashed on the galaxy and will do anything to
achieve their goals. This is a being that’s going to be capable of devastating the galaxy if not
stopped so you’d best be ready, and don’t think you can just ignore it. You freed them and
therefore they’re going to be coming for you, after all you interest them a great deal.

SCENARIOS WIP
Following Revan’s Trail or something like that, the reward will be the Foundry and the Star
Forge.

Establish true, lasting peace between the Father, Son, and Daughter so that true balance can
come to the Force. Bonus points if you can fix Abeloth and fully reunite the family.
Reward might be the Ones as companions and Mortis.

Rebel Flag - the Republic of the Clone Wars Era really was corrupt and ineffectual, and the
Confederacy was compromised from the start. Form a third faction, and liberate the galaxy or
render the other powers unable or unwilling to conquer your new state. Reward, your faction
imports as territory followers?

Celeste’s Place - I’ll expand on this later but you’ll be replacing Celeste Morne in her story and
the reward will be the Muur Talisman.

Ending
Well it seems your decade here is up and it’s time to make your choice.

The Simple Life: You’ve had fun on your adventures and you’re likely glad to have had them, but
it’s time to call it quits. Once the Jump fully ends you’ll wake up at home and in bed as if
nothing happened. You’ll retain anything you gained and your warehouse will remain as normal.

Punch it, Chewie: The Star Wars galaxy was an adventure to be had, and likely one filled with
epic tales and experiences, but it’s hardly the only one you want to have. You’ll move forward
with everything you’ve gained from this Jump onto the next one soon.

A Galaxy Far, Far Away: It seems you’ve fallen in love with the Star Wars galaxy in one way or
another, as such you’ll remain here for the rest of your life should you choose this. Back home
you’ll simply disappear, your affairs will be put in order and your family and loved ones will
come to terms with it quickly and peacefully, perhaps because they know you’re in a better
place.

NOTES
When I say you can pick any place in the galaxy within reason I mean to say something
like the Font of Power and Pool of Knowledge are not exactly reasonable places to start in.

Credit to A Nonymous and Salvor Hardim for a whole slew of perks and items in the
Jump, they helped accelerate the process greatly.

Credit to Mac Ibach for taking the time to edit my horrid grammar which was a huge
help.

Thanks as well to everyone on SB and Reddit that have given suggestions and helped
with the Jump as a whole as well.

In other worlds where the Force does not exist, it will always exist for you. Those who
you have awakened the potential for using the Force within will be able to gain as much of a
connection as you have yourself, unless you choose to set their sensitivity to a lesser amount.

Turns out I had too many perks in the Sith line so this is getting moved here until I figure
out if I want to reimplement it somehow.
400 Through Victory My Chains Are Broken - The force has set you free, you’ll make sure you
never end up in chains again and you mean it quite literally. You’re all but impossible to
imprison at all, as avenues of escape for you will continuously make themselves available to you
to allow for easy getaways. This is also regardless of the type of prison and works the same for a
normal prison as it would for being sealed away beyond reality. You’ll also find that attempts to
shackle or bind you through powers or abilities just seem to slide off you. You are free.
Generic Jedi Clone Wars v1.3
By Sistercomplexkingpin

Introduction
A dreaded plot has covered the entire galaxy!

An all-out war between the Galactic Republic and the Separatist Alliance will soon be put

into motion, with the Galactic Republic leading an army of clones and the Separatist

Alliance leading an army of droids against each other. The Jedi Order will seem to be

involved in this war in order to restore peace to the galaxy, while the Sith Order seemingly

making their return to destroy both the Galactic Republic and the Jedi Order.

You will arrive here a week before the first battle of Geonosis will take place, after which

you will be staying here for five years, allowing you to experience all the events that

happened during the Clone Wars.

Take these +1000 Choices Points, you will need it in order to survive.
Location
Roll a D6 to decide your starting location, or spend 50 CP to choose your location.

1. Coruscant: One of the core worlds, this planet’s surface is covered entirely by thousands of
layers of buildings and skyscrapers, serving as the capital planet of the Galactic Republic. This is
also the planet where most of the Jedi Masters can be found residing within the Jedi Temple and
where the office of the Supreme Chancellor can be found as well.
If your origin is that of a Jedi, you may choose to start at the Jedi Temple here for free.

2. Alderaan: One of the core worlds, this planet’s surface, is covered in snow-capped mountains
with patches of green grassy hills. This planet is where the House of Organa can be found. The
people on this planet practice the philosophy of pacifism. Because of this, Alderaan has not seen
conflict in generations. Although peaceful, I don’t recommend residing here permanently, as this
planet would face a great danger after the Clone Wars.

3. Naboo: This planet’s surface is covered by a variety of different landscapes, such as the
rolling plains, the grassy hills and the swampy lakes, found near the borders of the outer rim.
You can find the Gungans here. This planet was ruled by Padmé Amidala and is also the home
planet of the Supreme Chancellor Sheev Palpatine.

4. Tatooine: A planet that is covered entirely in sand, located on the outer rim, this planet is
generally ignored by the galaxy at large. This is the perfect place for anyone who wishes to stay a
low profile. Because of this, this planet has also become a safe haven for smugglers and criminal
activity. You can find the Jawas and the Sand People here.

5. Kamino: This planet is mostly covered by ocean, located in the wild space of the galaxy,
largely isolated from the wider galaxy. This is where the clone army of the Galactic Republic
will soon be made. You can find the Kaminoans here, who specialize in cloning technology.
If your origin is that of a Clone, you may choose to start at the cloning facilities here for free.

6. Geonosis: This planet’s surface is covered by rocky deserts, mesas and buttes, serving as the
capital planet of the Separatist Alliance. This is the planet where the majority of the battle droids
will be built from. This planet will also soon be the place where the opening conflict of the Clone
Wars would begin, you can find the Geonosians here.
Species
Those of the Clone Origin cannot choose any option from this section.

Everyday Joe (Free): You may choose to be any species that can be found within the Jedi Order,
such as Humans, Twi'leks, Nautolans, Togrutas, Cereans, Iktotchi, Kel Dor, etc.
You also can be a part of the species of Jedi Master Yoda, if you so choose.

Something Special (-100 CP): You may choose any sapient species that can be found within the
Clone Wars canon, such as Jawas, Wookiees, Gungans, Kaminoans, Geonosians, etc.
You may not choose the species that the Father, the Daughter, and the Son are from.

Origins
Any origins can be taken as Drop-In, you would receive no additional memories from your
background besides on how to read, speak and write Galactic Basic fluently.

Independent (Free): You’re not interested in the conflicts between the Galactic Republic and
the Separatist Alliance, as such you don’t belong to either party of the Clone Wars, perhaps
you’re a bounty hunter, Mandalorian or even a civilian, either way you can choose to stay out of
the conflict or join the fight, it is all up to you to decide what is your path from here on out.

Clone (Free / -100 CP): By default, you are apart of the Republic Troopers, which consist of the
clones of the Mandalorian bounty hunter Jango Fett, which you are one yourself, unlike your
brothers, you don’t age twice as fast as a normal human and aren't implanted with any inhibitor
chips to make you execute any orders you don’t want to follow, though do keep this a secret, as if
you’re found without these inhibitor chips, the Republic would definitely implant them into you.
By paying 100 CP you can instead be a clone of anyone who’s genetic source could be
reasonably gotten by the Kaminoans, Anakin Skywalker, Obi-Wan Kenobi, even Palpatine
himself is possible, don’t expect to reach their level of power though, you are clone after all.

Jedi (-200 CP): The biggest and most ancient religious order of force users in the galaxy, the
Jedi has been known as peacekeepers of the galaxy, however recently the Republic has
commissioned the Jedi as officers of the Republic Military, with Knights and Master given the
military rank of Jedi General, and Padawans gaining the rank of Jedi Commander.
By default you will start out as a Jedi Padawan, however depending on the perks you have
purchased, you may begin as a Jedi Knight or Jedi Master instead.

As an Independent your age would remain the same as your last jump or your current age if this
is your first jump, as a Clone your age is 15 +1d8, and as a Jedi your age is 13+2d8, your gender
remains the same as it was before, though both age and gender can be change for 50 CP.
Perks
Perks are discounted 50% for their respective Origin, with the 100 CP Perks being freebies.

Independent Perks
Skilled Pilot (-100 CP): With this perk, you gain the skills to decently pilot any vehicle that can
be found in the Clone Wars Era, such as speeders, starfighters, walkers, gunships, etc.
While you can weave and dodge through the battlefield better than any average pilot of the
Republic Army, you won’t be out maneuvering Anakin Skywalker anytime soon.

Fine Smuggler (-200 CP): You gain the necessary skills in order to become a fine Smuggler,
such as the knowledge on how to hide illegal contrabands in places most people wouldn’t even
think about, and the ability making those items fit those places no matter how impossible without
damaging the products, this perk couldn’t protect the items you’re trying to hide from sensors
that are strong enough though, you also gain the ability to navigate and find the black markets on
any planet, while always making any items you sell go for the highest price it possibly could.

Great Bounty Hunter (-400 CP): This perk makes your skills just slightly below the greatest
bounty hunters such as Cad Bane and Jango Fett, with this perk you gain a expert level of
knowledge on how to wield and maintenance all kinds of blaster pistol and rifles, gaining the
strength, dexterity and speed that would let you easily take on a small squad of the Republic
Army, even able to hold off a Jedi Knight for sometime, you will also gain a decent amount of
skill in tracking and hunting people in order to complete your bounty.

The Mandalorian (-600 CP): With this perk you have been adopted into one of the Mandalorian
clans of your choosing, gaining the complete knowledge of Mandlorian culture and all customs,
you also gain a complete mastery on how to use and maintain any equipment used by the
Mandalorians, such as the vambraces, jetpacks, swords, axes, blasters, grenades, etc.
Chances are that if an average Mandalorian has used it before, you’re a master at using it.
You will gain the strength, dexterity and speed to give even a Jedi Master a run for their money,
furthermore you will obtain knowledge of how to hunt exotic creatures of various shapes and
sizes that would update each jump.
It is no joke that with the power and knowledge you obtain here, you have a very good chance of
becoming the Mandalore with this perk alone, if you so choose.
Clone Perks
The Mask of Loyalty (-100 CP): You will gain the knowledge on how to conduct yourself in the
Republic Military such as the etiquette and the standard protocols in order to not stand out
among your fellow soldiers, the people you work for will not question your loyalty, even if they
are the paranoid type, this perk won’t protect you should be caught being disloyal to the person
or organization you’re working for, you need to regain their trust or take on a new identity in
order for this perk to work again.

Logistics of the Army (-200 CP): Logistic is the backbone of any military and the Republic
Military is no exception, with this perk, you will gain the ability to handle anytype of logistic a
small army could need, such as handling paperworks, calculating supplies, checking inventory
items, maintaining the equipments, etc. You will also be able to do these tasks two times faster
than the best logistic officer the Republic Military has to offer.

Good Soldier (-400 CP): With this perk, you are granted the military rank of Clone Captain in
the Republic Military, as well as the skills and abilities that come with this rank, you are every
bit on par or even better than the famous Captain Rex, marksmanship, robolobotomy, unarmed
combat, piloting starfighter, walkers and speeders, you can do them all expertly, you also gain
the knowledge on how to command a company of Clone Troopers without a problem, in addition
to this, you also expert of several battle strategies that involves small skirmishes, while this
doesn’t make you a master tactician, you can lead your company of Clone Troopers through an
average warzone of the Clone Wars with minimal loses, with these abilities, some effort and the
on coming war, you are sure to rise through ranks quickly.
In future jumps you can choose to be granted a similar rank within the organization you join.

Clones are Forever (-600 CP): In the start of each jump, you can choose to become a clone of a
Canon Character in that setting, you will not get their memories, equipments or the powers they
would later gain in their story, what you will get is their potential and their genetic abilities, you
may choose to only have the benefits of their genetic abilities, or have the downside that comes
with the genetics of that person, such as racial weaknesses or a curse in their bloodline, etc.
You can save up to five slots for your clone forms, should you wish to become a clone of
somebody while your slots are full, you have to delete one of your other clone forms in order to
become that clone, switching from one clone form to another works like your alt-forms.
You may not choose to become a clone of someone who doesn’t have a genetic sample, so you
can’t be a clone of an energy being, spirits, conceptual beings, AIs, and robots.
Jedi Perks
Force Sensitivity (Free & Mandatory for Jedi / -100 CP): With this perk, you will gain a
strong connection with the force, strong enough to do basic force abilities such as, force push and
force persuasion unconsciously without any training, if you’re of the right age or a little bit older,
any Jedi, Knights or Masters would be delighted to take you in as their Padawan.
Other origins would have to pay 100 CP in order to become a Force-sensitive this perk describes.

Padawan Training (-100 CP): With this perk, you will become a experienced Padawan in the
Jedi Order, an expert in one of the seven lightsaber form of your choosing, with the basic
knowledge on how to connect with the force though meditate, the knowledge of the basic Jedi
principles and the beginner knowledge on how to use the force abilities the Jedi are known for,
such as minor telekinesis, enhanced senses, empathy and minor hypnosis. This perk will also
make your teachers more eager and motivated to teach you.

Oneself, Unchanged (-100 CP): The Dark Side of the Force corrupts, and the Light Side of the
Force makes one stagnant, it is hard to remain as yourself, if you go too deep into the Light or
Darkness, this perk makes it so that no matter how much you have change mentally, you will
always have a switch in your mind to revert your mental state back to your original self, while
this can remove any type of mental corruption or mental illness, it also removes any mental
growth you experience that would make you a better person, no outside influence can make you
flip that switch, you will only return to your true self, should you choose to.

The Negotiator (-200 CP): The Jedi Order are not all filled with warriors, many of the Jedi
before the war were diplomats, scholars, philosophers, medical doctors and even explorers, with
this perk, you will have a basic understanding and knowledge in all those kind of fields, with a
small boost in diplomacy, negotiation and charisma, you can very well stop small conflicts, and
small riots from happening with only your words.
While you’re not on the level of Obi-Wan in this department, with some practice and enough
patience, it’s very possible for you to reach his level or even surpass him.

The Code (-200 CP): The Jedi Code, the heart of the Jedi teaching, now with this perk you can
have your own mantra as well, either this is some variation of the Jedi Code or something you
came up with, you will always feel the emotions the mantra is trying to convey, for example, by
repeating the Jedi Code as your chosen mantra, it would rapidly calm you down and make you
feel at peace, even if you were extremely stressed out or fearful beforehand.
You can choose to teach this mantra to other people, and when they repeat your mantra, they will
feel the effect of this perk, as if they had it themself.

Markings of Knighthood (-200 CP): Congratulations, you are now a Knight of the Jedi Order,
to go alongside with this rank, you have gained the strength, dexterity and speed to take on a
squad of battle droids by yourself without a single scratch, you’ve also gain the mastery of three
of the seven lightsaber forms of your choosing, as well as being an expert in all of the force
abilities used by the Jedi Knights, for example, collapsing small caves, leaping high distances,
forming small barriers out of the force, reading someone’s mind, dodging and deflecting blaster
bolts are all quite possible for you now, you also gain a mental defense against mind probes and
corruption of any kind, although force users or other telepaths who are stronger than you can still
break through this defense, so it’s not infallible.

The Grand Teacher (-400 CP): If the Jedi Order has to decide which of its member is the best
educator, it would without a doubt be you, any subject you choose to teach would be easily
understood by any students, even if it’s a new concept they have never heard of before, and any
person taking your lessons will learn five time faster than they normally would.
You can teach a person to become force-sensitive, or impart other supernatural abilities that
otherwise couldn’t be taught, such as Ki (Dragon Ball), Chakra (Naruto), or Aura (RWBY).
This perk only works if you have sufficient knowledge or have the corresponding abilities to
impart, you can’t really teach a person to make a perpetual motion machine by only knowing the
concept or making a person gain supernatural abilities you yourself don't have.

Ways of the Master (-400 CP): Throughout various trials and effort you have now reached the
esteem rank of Jedi Master, with this outstanding achievement, you have achieved mastery of all
seven lightsaber forms, gaining the strength, stamina, dexterity and speed to mow down an entire
army of battle droids without getting a single an injury, your force abilities have been
strengthened to the point that only a few in the galaxy can match your power, for example, using
telekinesis to destroy small armies of battle droids, healing yourself and others through the force,
choosing to have force visions, influencing a crowd of people with your hypnosis, sensing
dangers before they happen, and enhancing your physical and mental capability through the force
are all quite achievable for you now, you have also become extremely resilient to the force
abilities of other people, for example, Darth Sidious’s force lightning will only make you feel a
little bit of tingle across your skin, while Darth Tyranus could only force push you a meter away
from where you’re standing, this won’t make you immune to their powers, however it is close
enough. You can toggle this resilience on or off, in case you want to be affected by other’s force
abilities. Outside of this jump, your resilience also applies to other types of psychic powers.

Wisdom of the Force (-400 CP): Across the history of the galaxy, there are force users who
have discovered the exotic use of the force, now you are considered among them.
Changing the weather, teleporting, shapeshifting, stopping lightsaber blades without harm,
sustaining your own life without any food, air or water, survive in the vacuum of space, even
stopping time for a few second, are all possible with enough time and effort, you can even
reverse engineer Dark Side techniques into Light side techniques and vice versa, wield the Light
Side of force lightning as a Jedi if you wish, the powers of the force are within your fingertips.
The Chosen One (-600 CP): The Jedi Council said that Anakin Skywalker is the chosen one,
who has the potential to become the most powerful force user in the history of the Jedi Order,
however they were wrong, as you are the true chosen one.
This perk boosts all your force-related abilities greatly, even as a Padawan you would be beating
Jedi Knights if both of you are only using the force to duel, your potential and talent with the
force is unmatched, while other Jedi would struggle to learn a force technique for an year, it will
only take you a week to master it, while this alone is pretty impressive, your true ability as the
chosen one, is your ability to grow without limit, your skills will never regress from inactivity,
your connection with the force can’t be broken, any training you do will see growth, no matter
how small of an increase you will gain from it, your potential and powers are unending, should
you have enough time to grow, there is no one in the galaxy you can’t surpass.

There is only the Force (-600 CP): The Light Side of the Force is good, and the Dark Side of
the Force is evil, it is only the mortals that decides which side of the force is good or bad,
however you know the truth, as you have reached enlightenment through the force, you’ve
realize that after the dust has settled, there is no good or evil, there is only the force. With this
perk, you can wield both the abilities Light Side and the Dark Side without any conflicts or harm
, you’re not affected by the corrupting effects of the Dark Side, nor would you be affected by the
Light, and the abilities of both sides would be greatly enhanced should you use them together.
Outside the jump, this perk allows you to gain conflicting abilities, wield them together without
harm and the ability to use them together with greater strength than using them alone.
For example, this perk allows you to wield both holy and demonic energies, or wield both magic
and esper abilities together (Toaru).

Death, yet the Force (-600 CP): Normally when a Jedi has died, they would become one with
the force, yet with this perk you have gain the technique to become a Force Ghost, retaining your
identity within the force after your death indefinitely, as a Force Ghost you can’t harm or be
harm by physical entities, and can phase through solid matter effortlessly, gravity no longer
affects you as you can even hover or fly now, normally you can’t be seen or heard by the living,
however you can choose to manifest yourself either as a floating, milky gray mass of energy that
lacked distinctive features or a image of yourself when you were alive only now you’re
transparent and emitting a bluish glow, you can also choose as who can see and hear you, as you
are audible and / or visible to one person, yet aren’t to other, you aren’t totally defenseless in this
state either, as you can use most of the force abilities you’ve when you were alive at a weaker
level, and can teleport instantly to any point in the galaxy at will, however, you need to be
familiar with the destination, you can become alive again if you or your companions have any
revival abilities, otherwise you’re automatically revived at the start of the next jump.
If you’ve died again as a Force Ghost, you’ll fail your chain (this perk acts like a 1up).
Items
All origins gain a bonus of +300 CP to spend in the Items section.
Items are discounted 50% for their respective Origin, with the 100 CP Items being freebies.
These Items cannot be purchased multiple times, unless stated otherwise.

General Items
Clone Wars Collectibles (Free): With this item you will get a vast collection of the figurines,
and models of all the canon characters and vehicles that have appeared in the Clone Wars, all of
the items are insanely accurate, made out of the highest quality materials, and are fully
interactable with each other, you can play out your wildest fantasies, creating all miniature Clone
Wars scenarios you like, however except weird looks from the people in canon, should they
found out about your collection, or even weirder looks if you’re caught playing with them.

Strange Vehicle (-100 CP): A primitive vehicle that doesn’t belong in this galaxy, however there
is a strange rumor that Jedi Master Yoda had once owned this ancient vehicle, this vehicle’s
name is “2001 Honda Civic”, it is a small white vehicle with four wheels, two doors, carries up
to two people, including the driver, and can travel up to 137 mph, in the trunk of the vehicle,
there is crate of an addictive substances labeled “Ketamine” that refills a day after all the
substance in the crate is used, the vehicle requires no maintenance, is self-cleaning, have infinite
fuel, and can take on quite the abuse despite being made by primitive technology, such as taking
a few hit of blaster bolts or destroying a few droids by ramming into them, if this vehicle is
destroyed or badly damaged, it and its “content” will be repaired to brand new after 8 hours.

Standard Galactic Weaponry (-200 CP): You can’t travel in this galaxy safely if you’re not a
force user or own a gun, while this option doesn’t make you a force user, you’ll get the second
best thing, a DL-44 blaster pistol with infinite ammo and the blaster bolt color of your choosing,
comes with attachments to reconfigure it into a blaster rifle, a vibro-knife that will never dull,
and a license to own these weapons, neither equipments purchases here requires any type of
maintenance. While these weapons won’t save you from the horrors of the Clone Wars, it’s more
than enough to stop a common thief from robbing you on the spot.

Blueprints of the Republic Army (-400CP): You will get an index of all the blueprints on how
to build all the weapons, armor, vehicles and fleets used by the Republic Army during the Clone
Wars, The index contains the blueprints of the Venator-class Star Destroyer, Acclamator-class
cruiser, Republic Light Cruiser, LAAT Gunship, Y-Wing Starfighter, Republic Stun Tank,
AT-TE, BARC Speeder, and the DC-15 Weapon Series, various clone trooper armors, just to
name a few. Chances are that if it has been used by the Republic Army in the Clone Wars, the
blueprint of it will appear in the index.
With enough resources you can arm entire armies that can threaten the Republic itself.
Kamino Cloning Facility (-600 CP): The one of the cloning facility in which the Republic
created their clone armies, with this facility it is very possible to create an clone army of your
own, station by numerous Kaminoan scientists that runs the cloning facility, they would clone
any being you have the genetic samples of, you can program the clone’s personalities and put in
inhibitor chips of your design, this facility can also serve as the training ground for the clones
you created, by default the Kaminoans and the clones you make are all loyal to you, and counts
as followers, you may import them individually as companions if you wish.
Independent Items
A New Start (-100 CP): A perfect set item for Independents such as yourself, identifications!
This item contains a set of documents within a folder that proves your “identity” and your
residentship, you can choose to update this set of documents to match whatever planet you’re
currently on, don’t worry about the legitimacy either, as even if Republic officials or / and people
who are investigating you wouldn’t be able to find a single problem with it, it even appears in the
local governments database, so it is truly foolproof.
In other jumps with no interstellar community or a single government, you can choose to update
these documents to match whatever country you’re currently staying in.

Galactic Bounty List (-200 CP): Something any bounty hunter can appreciate, a datapad with
an updating list of all the bounty that is available within your star system, this list also contains
rescue missions, protecting V.I.Ps, and investigation requests, as long as person has put out a
bounty of some kind, you will receive it with your datapad, even if that bounty isn’t meant for
you, with this bounty list in your hands, you will never go out of business ever.
Outside this jump, this list will update itself on all the bounties that are currently available inside
the solar system you’re staying in.

Personal Starship (-400 CP): Your own personal Firespray-class interceptor, with the color and
decals of your choosing, this starfighter capable of hyperdrive, is equip with short-ranged
sensors, a basic navigation system, armed with auto-blasters and a light tractor beam projector,
can hold up to nine people including the pilot, has infinite fuel, and doesn’t require any
maintenance, this is the perfect starship for any bounty hunter wishing to travel the galaxy.
If destroyed it will appear fully fixed beside you, or in your hanger after a day.

Mandalorian Equipments (-600 CP): A set of Mandalorian armor made out of beskar, the
armor is comfortable to wear, and you can choose the design of your armor, comes with a
Mandalorian vambrace that comes equipped with a large array of different weapons, such as
blasters, darts, flamethrowers, rockets, vibro-blades, and whipcords, the vambrace will never
runs out of ammo, a Z-6 Jetpack that have infinite fuel, and its rocket will be restocked after it’s
used, neither the armor nor the equipments here need any maintenances.
With this set of equipment, and some training, you’ll soon become a true Mandalorian.
Clone Items
Military Rations (-100 CP): Standard ration packs issued by the Republic Army during the
Clone Wars, you receive large stack of ration pack that would refill itself daily, even if you
haven't eaten all of its contents, this ration packs contains about 30 sweet energy cubes of various
color, one cube is able to provide enough nutrients for a single day, while they aren’t particularly
appetizing or delicious, it will have to make do when you’re on the battlefield.

Standard Clone Armor (-200 CP): A phase II clone trooper armor, comes with various paint
and accessories used by various clone troopers to customize to your liking, the armor itself is
made out of plastoid plates over a black body glove, the armor could withstand impacts,
pressure, heat and acrid vapors, through it is strangely vulnerable to direct blaster fire, the armor
fits you perfectly, and you will never feel uncomfortable while wearing this armor, this armor
will also repair itself when you’re out of combat, and it will be ready to go for your next battle.
You can purchase this item again to upgrade your clone armor to a katarn-class commando
armor, the helmet includes a electro-binocular, night-vision modes, built-in air filtration system
for toxic gasses, a hud that displays a small map, alongside the health of the wearer and the
strength of the shielding left on the armor, the armor is covered by deflector shields, has
reinforced plating against blaster fire and other anti-infantry weapons, resist extreme heat or
cold, EMP resistance, can be fully sealed, allowing the wearer to survive in the vacuum of space
for 20 minutes, and knuckle plate of the armor has a retractable vibro-blade installed, you’ll
always feel comfortable wearing this armor, this armor will repair itself when you’re out of
combat for a day, and the deflector shield will recharge itself a few minutes after it’s down.

The Republic Armoy (-400 CP): The full armory of the Republic Army, every single weapons
that have seen use in the Clone Wars can be found here, for example this armory contains the
DC-15A blaster rifle, DC-17 repeater hand blaster, DC-15S blaster, DC-15x sniper rifle,
DC-17m ICWS Blaster Carbine, Z-6 rotary blaster cannon, RPS-6 rocket launcher, and the
PLX-1, comes with never ending supply of ammo crates and boxes various grenades that never
run out, there is enough weapons and ammo here to arm an entire legion of clone troopers.
As a bonus you also get a never ending supply of phase I clone trooper armor, though the armor
itself isn’t anything special.

The J01st Legion (-600 CP): Your very own clone trooper legion, consisted of nine thousand
clone troopers, this legion is equipped with 50 AT-TE, 50 LAAT Gunships, 100 AT-RT, 200
Y-Wing Starfighters, and a single acclamator-class battleship, to carry all your troops and
vehicles, all the clone troopers in your legion are equipped with jetpacks, phase II clone trooper
armor and standard weapons that are issued by the Republic Army.
This item would grant you the military rank of Clone Commander and its equivalent in future
jumps should you choose, all the clone troopers in this item are considered followers, they are all
extremely loyal to you, and they don't have any inhibitor chips installed in them by the Republic.
Should your legion perish in battle or die to unnatural causes, they would respawn a week after
their demise, however your vehicles are not replaced if they are destroyed, so it’s best to hire
some mechanics or learn how to repair them yourself.
Jedi Items
Training Devices (-100 CP): A set of training devices used by the Jedi to train their own, consist
of a Training Saber, a Training Tunic, a Marksman-H Training Remote, and seven Muntuur
Stones, the Training Saber are lightsabers of limited power, because of this, it’s non-lethal nor
does it risk dismemberment, however it still causes slight pain if someone was hit by it, the
Training Tunic are made of a snowy white fabric and very sensitive to heat, a hit from a Training
Saber or a Marksman-H Training Remote would leave a scorch mark on the tunic, the tunic will
clean itself after the training session is over, the Marksman-H Training Remote is a training droid
design to train its user on how to properly deflect blaster bolts with a lightsaber, comes with two
settings, lethal or sting, quick and unpredictable, the remote has multiple power levels that can
give even a Jedi Knight a workout, the Muntuur Stones are design to train the Jedi in telekinesis,
these stones are also a powerful tool when used in meditation, all the training devices purchased
here are unbreakable, and never need any maintenances, so you don’t have to worry about
breaking them when you are training.

Robes of the Jedi (-200 CP): Your own personal Jedi Robes, that comes with belts, shoes, and
gloves, you may design what your robes looks like, as the Jedi doesn’t have a set uniform, so go
wear those blue or green robes all you like, despite the robes constrictive appearance, they don’t
hinder the wearer’s movement at all, the robes also provides protection against severe weather
conditions, such as Hoth, or Tatooine, your robes will always feel comfortable to you and help
you mediate easier when you are wearing them, if damage, a mediation session will repair them.
You can purchase this item a second time to receive a Jedi commander armor of your design, it is
a modified version of the clone trooper armor, made with plastoid plates over a Jedi’s robes, it is
design to not hider a Jedi's lightsaber forms and movements, while also providing protection to
the Jedi, this armor as all the benefits of the Standard Clone Armor, and Robes of the Jedi
items, however it doesn’t have the meditative effects and the repair method the first robe gives.
Both the robe and the armor are self-cleaning, so you don’t have to worry about washing them.

Your Lightsaber (-400 CP / Free): The lightsaber you have built when you became a Padawan,
lightsabers are a weapon that consist of a plasma blade, powered by a kyber crystal, where the
blade is emitted from the metal hilt, with a switch that could shut the blade on and off at will.
With this purchase, you’re granted access to the Lightsaber Builder, and gain +800 LP to spend
in order to design your very own lightsaber, or instead you can get a generic lightsaber, with a
generic hilt, and a generic kyber crystal which color is of your choosing for free.
Only those of the Jedi Origin who have either purchased the Padawan Training, Markings
of Knighthood, or Ways of the Master perks, may choose to get the free generic lightsaber.

Jumper’s Temple (-600 CP): You are now a proud owner of a Temple similar to that of the Jedi
Order, gain access to the Jumper Temple Builder, and be granted +1200 TP in order to build
and design your temple, you can choose the exterior, interior and layout of all the facilities of the
temple you have purchased, you can make your temple look like the Coruscant Temple, the
Lothal Jedi Temple, the Tython Jedi Temple or even the Chu'unthor with the right options. When
you enter a new jump, you can place your temple anywhere you want, as long as the temple type
you choose can support it. Companions that aren’t imported in the current jump can stay within
the temple, however they can’t leave it either.
Lightsaber Builder
You may only access this builder if you’ve purchased the Your Lightsaber item with CP.
Once you gain access to this section, you can purchase more lightsabers to build for 200 CP.
Additional Lightsaber Points may be converted at a 1 CP to 2 LP ratio.
Swords or other Lightsabers may be imported into this builder for free.

Lightsaber Hilts
You can only choose one hilt per lightsaber.
Standard Hilt (Free): This is the standard lightsaber hilt a Jedi would chose when making their
lightsaber, the standard lightsaber hilts consists of a power cell, the casing, a focusing lens, the
emitter, an on/off switch, and a slot to place a kyber crystal in, overall it’s a pretty simple device.

Shoto Hilt (Free): More commonly known as the hilt for short lightsabers, the shoto hilt utilizes
the same components of the standard hilt, however both the hilt itself and the blade it produce are
significantly shorter than the standard lightsaber hilt, mainly used by dual wielders as a second
blade or people who are too short to utilize the standard hilt efficiently.

Guard Shoto Hilt (-100 LP): Referred to as a lightsaber tonfa, guard shoto hilts are a rare type
of hilt that was design to block other lightsabers, this hilt has a smaller second handle extending
from the main hilt at 90 degrees angle, while it could be wielded from the main handle, it’s
design to be wielded from the perpendicular handle instead.

Curved Hilt (-100 LP): A hilt design to allow the wielder to employ greater precision when
slashing and lunging at their enemies, this hilt also gives the wielder more power when
delivering overhand strikes, however the curved hilt has one fatal weakness, the curvature of this
hilt makes it so that deflecting blaster bolts is harder than its standard hilt counterpart.

Crossguard Hilt (-100 LP): This hilt has the same functions as the standard hilt, but possesses
two small vents below the primary blade, positioned opposite of each side on the hilt, these vents
are design to release additional energy from a unusually powerful or damaged kyber crystal in
order to produce smaller blades from each vent, this hilt is design to protect the wielder’s hands
in battle, while also allowing the wielder to break an opponent's guard, or inflict grievous
wounds with ease if wield with both hands, this hilt can have a third vent on the bottom of the
hilt if you so choose.

Double-Bladed Hilt (-200 LP): A hilt that is longer than that of the standard hilt, this hilt can
emit the plasma blade from both ends of the hilt, you can wield this hilt as a standard hilt, if you
choose to only ignite one blade from either side of the hilt, the hilt allows the wielder to have a
faster rate of attack, and enhance defensive capabilities by having more surface area for
deflecting and parrying, however special training is required to use this hilt, as without special
training, wielders will more likely bisect or impale themselves with this hilt.

Pike Hilt (-200 LP): A variation of the double-bladed hilt, with the same functionality of the
double-bladed hilt, however the pike hilt’s handle is slightly longer, the blade this hilt produces is
thicker and shorter compared to the blade produced by double-bladed hilt.
If the pike hilt doesn’t suit your preference, you may instead choose the ancient sith variate of
the pike hilt, this version of the pike hilt only produce a single blade, while having a extremely
long handle, the length of the handle is comparable to that of a polearm.

Spinning Hilt (-200 LP): Another variation of the double-bladed hilt, it has all the capabilities of
the double-bladed hilt, with the added disk-like handguard that surrounds the ends of the hilt, the
emitters are installed in the hand guard instead of the hilt, this allows the blade emitted to spin
along the disk, while the hilt remains stationary, allowing the wielder to access more techniques
and movements previously limited by the double-bladed hilt, the handguard can fold itself in
half, however the blades will not spin, this hilt is not without flaws, as if the handguard is
damaged, it would affect the lightsaber’s ability function properly.

Blaster Hilt (-200 LP): A hilt with a handguard that connects to the bottom of the hilt, the hilt
itself is functions the same as a standard hilt, however on the top of the handguard is a second
emitter that releases the energy from the kyber crystal as a projectile similar to a blaster bolt, the
projectile fired from the hilt would rapidly weaken the longer the distance it travels, the
projectile act like blaster bolts within 15 meters, any longer than that, it would only function as
stun bolts.

Whip Hilt (-300 LP): Also known as the Lightwhip, this hilt is a heavily modified version of the
standard hilt, unlike the standard hilt, the components of this hilt allows the blade emitted to be
flexible and be used as a whip instead of a sword, because of this the blade this hilt produce is
thinner and weaker than that of the standard hilt, wielders of this hilt needs to pay attention on
where the blade is going so that they don’t lost a limb or two on accident.

Kyber Crystals
You can only choose one crystal per lightsaber.
Unless you’ve purchased the Dual Core or Tri-Core add-on.

Average Kyber Crystal (Free): A common force-attuned crystal, that grew within the Caves of
Ilum, this type crystal can focus and amplify energy, because of this it’s one of the main reason
to why a lightsaber even functions, this crystal is clear and colorless, however by focusing force
energy into the crystal, its color would shift to match the nature of the wielder. You however can
change this crystal to any color, by using the force to meditate with the crystal for 10 minutes.
Bondar Crystal (Free): A type of kyber crystal that can only be found in asteroid within the
Alderaan system, the blade produced by this crystal stuns rather than cut, so it is used by the Jedi
Order of old as crystal for the training sabers, while a person struck by the blade will still feel a
slight pain, the blade is entirely non-lethal, comes in any type of color found in a rainbow.

Dantari Crystal (-100 LP): A kyber crystal found in the planet Dantooine, this crystal are
formed within the eggs of kinraths that are native to Dantooine, this crystal is extremely popular
among Jedi of the old, when placed within a lightsaber, it will recover the wielder’s force
energies at a faster rate, the crystal comes in red, green, blue, purple, pink, or yellow.

Dragite Gem (-100 LP): A type of kyber crystal only found forming within the mountain ranges
in the planet M'haeli, this crystal is small, dull, fragile, and very difficult to put inside a
lightsaber, however when the crystal is put in, the blade will emit a loud hum, and produce a
shockwave when striking a solid target, the shockwaves produced by the strike have the
capability to disorient and harm the wielder’s enemies.

Ghostfire Crystal (-100 LP): This type of kyber crystal can be found forming within the
mountain peaks of various planets in the Outer Rim, this crystal is entirely translucent and near
invisible, so it is very hard to find, when placed in a lightsaber it produces a dim and transparent
blade of no color, that generates no sound even when igniting the blade, the crystal generates
illusory afterimages of the blade that follows the motions of the wielder.

Barab Ingots (-200 LP): A type of kyber crystal that can only be found in Barab I, this crystal
can be formed in clusters within the planet's mountains, the crystal is hot to touch and glow
brighter than normal kyber crystals, when placed in a lightsaber, it produces a flame-like blade
that incinerates anything it cuts, it also makes the entire lightsaber slightly radioactive, this
crystal comes in a variety of common lightsaber colors you can choose from.

Varpeline Crystal (-200 LP): This type of kyber crystal can be found in the planet Mearalis II,
this crystal is extremely hard and dense, it is mainly used by the Republic for industrial cutting
machines, when placed in a lightsaber, the blade would produce a sharp sound when it comes in
contact with any object, this crystal provides incredible cutting power that can cut through the
thickest or toughest objects more easily than other blades, comes in the color of white or gold.

Lava Crystal (-200 LP): A kyber crystal that can only be formed from volcanic planets and
moons, the crystal produces an orangish blade, a color most similar to lava, this blade produces
heavier and denser blade than normal kyber crystals, the crystal also produce bit of flames
around the blade, and sometimes lava would splashed and dripped out from the blade as well.
Heart of the Guardian (-300 LP): One of the two legendary kyber crystal in the galaxy, when
placed in a lightsaber, it produces a bronze hue with a yellow core, the blade emitted by this
crystal will strike the enemies harder than normal, and will also increase its wielder’s speed
significantly, allowing for a devastating assault with the strength and speed this crystal provides.

Mantle of the Force (-300 LP): One of the two legendary kyber crystal in the galaxy, unlike
most crystals, this kyber crystal works best when it’s paired with another kyber crystal in a
lightsaber, as this crystal greatly amplifies the abilities of the other crystals, increasing the
blade’s capabilities, while also enhancing the unique abilities the other crystals have, this crystal
also has the power to greatly enhance your force abilities, this crystal produces a cyan blade.

Additional Add-ons
You may purchase as many add-ons as you like.

Silent Activation (Free): Your lightsaber no longer produces any noise on ignition, it would still
produce the classic hum that the lightsabers are known for, after the blade is ignited and when
you’ve swung your blade.

The Hidden Blade (Free): Your lightsaber can now be disguised as part of any mundane items,
such as a handle of an umbrella, a part of a cane, etc.
This doesn’t hide your lightsaber from sensors though, this is only a visual trick after all.

Permanent Switch (Free): This add-on makes it so that your lightsaber blade is always on, and
there is no way to deactivate it, where are you going to find a stealth to contain this thing?

Custom Accessoires (Free): Wrap your lightsaber with whatever kind of common material and
engravings you want, a lightsaber covered with either wood, gems, leather, or inlay with silver or
gold engravings are all possible, any accessories you decide you put on your lightsaber here
doesn’t effect the function or durability of you lightsaber.

Holster Unrequired (-100 LP): Your lightsaber can now be attached to anything you wear like
glue, and no amount of motion is going to make you lose your lightsaber, even if you’re caught
in a F6 tornado, this doesn’t apply to the powers of other people, so they can still disarm you
with the force.

Colored Lens (-100 LP): With this add-on your lightsaber blade will now be any color of your
choice, this doesn’t change the color of your kyber crystal, it just added a color lens on your
blade emitter so that it would change the colors of you blade, you can change the color of your
blade again if you focus on your lightsaber for a minute, the colors don't have any effect on your
force alignment, so a force user can still tell if you're a Jedi or a Sith by the color of your blade.
Liquid-proof Weapon (-100 LP): Your lightsaber becomes liquid-proof, it will be able to
function perfectly even after it has been submerged in water, acid or lava, no matter what type of
liquid or what amount of liquid will be able to make your lightsaber malfunction.

Saber Compatibility (-100 LP): You can now attach your lightsaber to the ends of another
lightsaber to form a double-bladed lightsaber, works on any type of lightsaber that’s out there, no
matter how strange the shape or size of it is, just to be clear while this can be attached to a
double-bladed lightsaber, you won’t be able to make a triple-bladed lightsaber, you’ll only ever
be able to produce a double-blade.

Dual Core (-200 LP): You can now select a second kyber crystal to be placed within your
lightsaber, you can choose which kyber crystal you purchased produces the color for your
lightsaber blade, the crystals within your lightsaber will not cause any complications with each
other and your lightsaber will function smoothly as if there’s only one kyber crystal in it.
Can’t be purchased with the Tri-Core add-on.

Under the Radar (-200 LP): Your lightsaber will not be pick up by any sensors or detectors of
any kind, force users also wouldn’t be able to detect your lightsaber on you, so bring your
lightsaber to any airport or separatists checkpoints, unless they personally search your body, they
wouldn’t be able the find your lightsaber no matter how advance of the technology they use.
Outside this jump, this add-on will also apply to any supernatural abilities trying to find your
lightsaber, this add-on can be turned on or off.

All Terrain Weapon (-200 LP): Your lightsaber will not be damaged by any kind of harsh
environments, such as extreme heat / cold, acid rain, the vacuum of space, radiations, deep
pressure environments, underwater and terrains that mess with electronics, you lightsaber will
always continue to function, no matter how strange of a place you are at.

Mandalorian Saber (-200 LP): Your lightsaber is now made out of beskar, more commonly
known as mandalorian iron, the metal has a high tolerance for extreme forms of damage, because
of this your lightsaber could now withstand direct blaster shots and lightsaber strikes easily.

Force Resilient (-300 LP): You lightsaber is now immune to any types of force abilities from
other force users, no longer can they pull your lightsaber away from your hands, or crush your
lightsaber to pieces with the force, if they want to destroy your lightsaber or trying to disarm
you, they have to do it the old fashion way, by taking it off your cold dead corpse.
Outside of this jump, this makes your lightsaber immune to any type of supernatural abilities of
other people trying to effect it, this add-on can be turned on or off.
Tri-Core (-300 LP): You can now select three kyber crystals to be placed within your lightsaber,
you can choose which kyber crystal you purchased produces the color for your lightsaber blade,
the crystals within your lightsaber will not cause any complications with each other, your saber
won’t implode on itself, and it will function perfectly as if there’s only one kyber crystal in it.
Jumper Temple Builder
This temple could be a Jedi Temple, or a temple that is unrelated to the Jedi.
You may only access this builder if you’ve purchased the Jumper’s Temple item.
Additional Temple Points may be converted at a 1 CP to 2 TP ratio.
You can import similar buildings into this builder for free.

Force Nexus
A force nexus is a place where the force flowed most freely, the force here will be focused
into a wellspring of energy that could be more easily harnessed by any force-sensitives.
This section will contain options for your temple to gain supernatural effects.

Light Side Nexus (-200 TP): Your force nexus is that of the Light Side of the Force, all learning,
teaching, training and abilities related to the Light Side are all boosted by 20% for non-hostiles
within the reach of your nexus, people within range of your nexus will also gravitate more
strongly towards the Light Side of the Force, it would make fallening to the Dark Side of the
Force nearly impossible while they are in the range of your nexus.
This option can’t be taken with the Dark Side Nexus or Balance Nexus options.

Dark Side Nexus (-200 TP): Your force nexus is that of the Dark Side of the Force, all learning,
teaching, training and abilities related to the Dark Side are all boosted by 20% for non-hostiles
within the reach of your nexus, people within range of your nexus will also gravitate more
strongly towards the Dark Side of the Force, it would make redeeming them to the Light Side of
the Force nearly impossible while they are in the range of your nexus.
This option can’t be taken with the Light Side Nexus or Balance Nexus options.

Balance Nexus (-400 TP): You’re force nexus is perfecting balance in the force, all learning,
teachings, training and abilities related to the force will be increased by 50% for non-hostiles
within the range of your nexus, people within range of your nexus will also not lean towards any
side of the force while they are in the range of your nexus.
This option is discounted if you’ve taken the There is only the Force perk.

Nexus Range I (Free): The range and effects of your force nexus only surround your temple.

Nexus Range II (-100 TP): The range and effects of your force nexus can now
encompass an area that is a size of an average city, beside the size of your temple.

Nexus Range III (-200 TP): The range and effects of your force nexus can now
encompass an area that is the size of a large country, beside the size of your temple.
Nexus Range IV (-300 TP): The range and effects of your force nexus can now
encompass an area that is the size of Coruscant, beside the size of your temple.

Cloaking Nexus (-200 TP): Force users can no longer use their abilities to sense, locate, spy or
divination whatever is covered by the effects of your force nexus unless you have taken a
drawback, no force abilities would be able to be aware of you, your followers and whatever
crazy stuff you’re doing, you can bring about the end of reality and none will be the wiser, as
long as you stay within the range of your force nexus, this doesn’t affect the abilities of your
allies if you choose, this protection doesn’t include technology, so you will still be spy on by
satellites and your activities will be picked up by technological sensors.
Outside of this jump, this cloaking protection will apply to all kinds of supernatural powers.

Suppression Nexus (-300 TP): All hostile entities in the range of the your nexus will find their
strongest power be reduce by 50%, this will target the general ability of a person, for example, if
a mage is strong in ice magic, all their magical powers would be reduce, if a person is good with
a blaster, their ability to use any kind of ranged weapons would be reduced instead, the nexus
will only reduce a person's strength, intelligence or speed if that’s all they’re good at.

Temple Type
You may only purchase one temple type.

Ground Temple (Free): Most types of temples you will find in this galaxy are ground temples,
and with this option yours isn’t any different, this type of temple is usually on the surface of a
planet, this is the most traditional type of temple you can obtain in this galaxy.

Under-Type Temple (-100 TP): A type of temple that is either underground or underwater,
naturally hidden from invaders, and extremely hard to enter without knowing the entrance, this
type of temple is perfect for force users who wish to remain hidden from the galaxy at large.
Incompatible with the Wood option as the main material.

Satellite Temple (-200 TP): A rare type of temple that can be found either orbiting a planet or
the vacuum of space, serving as both a temple and a space station, while this type of temple is
capable of hyperdrive, and traveling through space, it is slower compared to other starships.
Incompatible with the Wood and Stone options as the main material.

Starship Temple (-300 TP): Only a few kinds of this temple were ever made in the history of
the galaxy, being both a starship and a temple, this temple is capable of hyperdrive, travel
through the stars at breathtaking speeds, and is mobile enough to escape any pursuers.
Incompatible with the Wood and Stone options as the main material.
Temple Material
You may only choose one type of material your temple is made out of.
You can pair another material with the Customizable Decor option.
The durability of all your facilities depends on your purchase here.

Wood (Free): Your temple will be entirely be made out of wood, it can be any type of wood that
can be found within the galaxy, such as wroshyr wood or greel-wood, this have no effect on the
durability of your temple though, it’s all purely cosmetic, comes will all the disadvantages that a
house made out of wood would have, such as pretty flammable, easy to destroy, susceptibility to
termites, moisture damage, rot and decay, all that jazz, but hey, it does look pretty cool.

Stone (Free): Your temple will be made entirely out of stone, it can be any type of stone that can
be found within the galaxy, such as sandstone, marble, or granite, this have no effect on the
durability of your temple though, it’s all purely cosmetic, most of the ancient Jedi temples are
made out of stone so you’ll fit right in, however they are weak to blasters and lightsabers.

Steel (Free): Your temple will be made entirely out of steel, this material has been outdated in
the galaxy for quite some time now, it is mainly used for inner components of buildings, because
they aren’t known to be aesthetically pleasing, provides better defense and durability than wood
or stone, and it’s completely space travel compatible!

Customizable Decor (Free): You can now decorate your temple with any type of material you
want, wooden floors with stone wall, all golden temple, a slime interior and durasteel exterior are
all possible, do note that this doesn’t affect the temple’s durability, as all of the decor is made out
of a strange substance that can mimic the appearance and touch of the material it’s mimicking,
this material will mimic the durability of the base material the temple is made out of.

Durasteel (-200 TP): Your temple will be made entirely out of durasteel, it’s the most used
material in the galaxy from armor to starships, this material can withstand blistering heat, frigid
cold, and monumental physical stress, making it leagues above the free material options,
durasteel is capable from withstanding blows from vibro-weapons and very briefly, lightsabers.

Quadanium (-300 TP): Your temple will be made entirely out of quadanium, mainly used in the
construction of fleets and battle stations, quadanium is an extremely durable kind of metal, it has
better capabilities than durasteel, and it’s capable of taking a few blows from direct blaster fire.

Beskar (-400 TP): Your temple will be made entirely out of beskar, the strongest material you
can find in this galaxy, beskar is stronger than both durasteel and quadanium, thought to be
nearly indestructible, beskar is capable of withstanding direct blaster bolts and repelling
lightsaber strikes, however this material could still be harm by weapons made out of beskar.
Temple Utilities & Structures
There are no upper limits of the amounts of options you may purchase.
The facilities you’ve purchased here will all fit inside your temple, somehow.

Temple Size I (Free): Your temple is about the size of a large apartment complex, your temple
can reasonably house up to 100 people.
You can decide on the length and height of your temple, as long as they don’t exceed the
temple size you’ve purchased.

Temple Size II (-100 TP): Your temple is about the size of a large fortress, your temple
can reasonably house up to 1,000 people.

Temple Size III (-200 TP): Your temple is about the size of a small town, your temple
can reasonably house up to 10,000 people.

Temple Size IV (-300 TP): Your temple is about the size of a small city, your temple can
reasonably house up to 100,000 people.

Temple Size V (-400 TP): Your temple is about the size of a small country, your temple
can reasonably house up to 1,000,000 people.

Basic Living Space (Free): This option will provide you with minimalist rooms to live in, this
space provides a single steel bed, a steel locker, a sink and a toilet, the room is quite small, only
enough to fit a person comfortably, but it will have to make do. By default this will provide you
and all of your followers / companions rooms of whatever options you’ve purchased here.
Should anyone become your follower / companion, or you, your follower / companion have
birth children, they will be allocated a housing option of whatever you’ve purchased here.

Average Living Space (-100 TP): This option will provide you living spaces similar to
that of the size of a studio apartment, this space provides a living room connected with the
kitchen, a bedroom, a closet room, a bathroom with a sink, toilet, bathtub, and a showerhead,
comes fully furnished to whatever common furnitures you can find on the galactic market.

Luxury Living Space (-200 TP): This option will provide you living spaces similar to
that of the size of a mansion, this space provides three floors with multiple rooms on each floor,
extremely spacious, you can install any luxury options you want for free with this living space,
saunas, library, roman baths, golden toilet, it is possible as long as it can fit, comes fully
furnished with the best furnitures the galaxy has to offer.
Environmental Controls (-100 TP): By default your temple’s temperature and environment is
decided by whatever planet your temple is currently on, however with this option you can now
decide on temperature, humidity, airflow, gravity and breathable air for all species inside your
temple, you even decide on environment of individual rooms, for example, you can have a room
that’s blazing hot, another freezing cold, or of zero-g, and another that act like a vacuum.

The Lights (Free): Your temple now have lighting installed in every room, all the lights that are
hooked up in your temple never causes any harmful effects to you or your residents, you can
choose what kind of lights the electronics that’s installed in your temple, warm light, cold light,
moonlight, starlight, sunlight, are all within your choice, the lights even provide benefits like the
real deal, such as getting vitamin d, or turning into a werewolf from your light.

Waterworks (-100 TP): This installs plumbing fixtures into your temple, this also adds
unlimited amounts of clean water that can be safely consumed by any species, all types of
facilities or items installed in your temple will be hooked up to this waterwork.

Unlimited Power (-100 TP): This provides you with a reactor core installed somewhere inside
your temple of your choosing, this reactor core is capable of generating infinite power for any
facilities or items installed in your temple, however if you take this reactor core out of your
temple and installed it elsewhere, it will only be able to function like a normal reactor core.

Area of Learning (-100 TP): A large room that is capable of fitting 100 students comfortably,
this room can duplicate itself to fit the educational needs of all the inhabitants within this temple
on your command, there’s a control panel that is install on the wall to change the interior with
solid holograms to mimic any terrain, or set up solid hologram enemies programed with basic
data to train with, you can reprogram these holograms should you possess enough combat data of
someone, any training or learning done in this room are increased by 30%.
Comes with an unlimited amount of educational supplies found within the galaxy, including the
items in Training Devices.

Medical Bay (-200 TP): A medical center where its interior, equipments will expand in size and
number for the patients are that send here, comes equipped with various surgical tools found in
the galaxy, bacta tanks filled with powerful healing agents that never runs out, medical droids
that are capable of healing the most severe wounds and diseases, this room, the droids and
equipments here are always clean and sanitized, any surgeries done here will have a higher
success rate and the healing done will be twice as efficient.

Workshops (-200 TP): Workshops and laboratories for those who are not interested in the ways of
combat, generally this is a large set of rooms that are capable of letting people inside your temple to
create and research the subject they’re specialized in, the workshop provides state of the art equipments
that can be brought within this galaxy, allowing people in the workshop to work on what they’re
specialized in, any experiments done here will not damage any equipments or harm the researchers, any
of the rooms here can duplicate into smaller versions of itself to provide personal workshops, if you so
choose.

Meditation Chambers (Free): A small room used by force-sensitives to enhance their


connection to the force, entering a meditational state in this room is easier, and those who
meditate here can feel the force easier as well, this room is completely sound-proof, and comes
with unending supply of common meditational items such as, chimes, candles, incense, etc.
You and all your companions / followers will receive a meditation chamber this option describes.

Garden (Free): A large Garden similar to a park found somewhere within your temple of your
choosing, filled with common plants and flowers found within that galaxy that aesthetically fits
together nicely, there a panel on wall to make the walls and ceiling stimulate the atmosphere of
any planet, so you can watch a aurora borealis or the twin suns of Tatooine in the comfort of your
garden, comes with a variety of common decor that can be found in garden of this size, such as
water fountains, stone paths, plastic flamingos, benches, etc.

Greenhouse (-200 TP): A greenhouse the size of a large farm, the soil here is capable of
growing any kind of plant life, and comes with a sprinkler system to water your plants.
Plants that are planted here grow twice as fast as they normally would, and also come with large
bags of seeds (that are labeled) of all the flora found in the galaxy, such as small plants, grains,
fruits, herbs, flowers, and vegetables; the bags will refill themselves when used.

Library (-100 TP): The size of this library is comparable to that of the Jedi Archives on
Coruscant, this is a library containing the holobooks of all the knowledge, and research the Jedi
Order has amassed through the history of their order, these holobooks doesn’t contain any
information on how to use the force, these holobooks can’t be hacked, modified or erased in any
way, so you don’t have to worry about any knowledge being lost to time, this library can expand
itself to house more knowledge, comes with a librarian droid that can sort and maintain all of the
holobooks in this library and know where every single holobook are in the library as well, this
droid can also scan any physical books to create a holobook copy to add into your library.

Holocron Vault (-300 TP): This vault contains various holocrons the Jedi has ever made
throughout the history of the galaxy, force techniques, lightsaber forms, meditation techniques,
lesson, research and teachings about the force, if a Jedi has ever recorded knowledge in a
holocron, you will find a corresponding copy of one here inside you vault, the vault itself is
impregnable and unbreakable, only those you granted access can enter this vault.
If you’ve purchased the Library, you will receive a librarian droid inside the vault that knows
the location of any specific holocron inside the vault, the droid will also be able to sort and
maintain the holocrons inside the vault, this droid can’t be hacked, doesn’t need any power to
function and doesn't need any maintenance.
Hangar (-100 TP): This hangar will expand in size to fit any kind of space vehicle that can be
found in this galaxy, this doesn’t include battle stations. Any starship can be parked in, or depart
from, this hangar safely and without any problems. It comes with a flight traffic control center to
manage all the arrivals and departures of this hangar.

Material Cave (-200 TP): A small cave inside your temple somewhere of your choosing. This
cave will be full of various ores found in the galaxy, and ores to make metal alloys such as
durasteel, quadanium, and beskar,. This cave will generate 500 tons of materials. The common
ores will grow back a day after they are harvested, while durasteel and quadanium ores will take
a month, and beskar will take a year to regrow after harvest.

Crystal Cave (-200 TP): A cave shaped like a labyrinth. The cave is 8 square kilometers in size.
This cave is filled with various clusters of kyber crystals found in the Lightsaber Builder. Free
crystals will regrow after a day, while 100 LP crystals will regrow after a month and 200 LP
crystals will regrow after a year when harvested, 300 LP crystals will not grow in this cave. This
cave will send visions and vivid hallucinations that will expose the deepest insecurities of those
who enter, exposing an individual's weaknesses and shortcomings. Should they successfully
overcome these visions, a kyber crystal most suited for the individual will glow with a strong
light only they can see. You can easily navigate this cave, and you can choose who will receive
the visions when they enter this cave, including yourself.

Production Plant (-200 TP): This production plant is capable of creating anything, as long as
you have enough material and the blueprint of what you’re trying to make. You can only make
items up to 30% the size of your temple, however you can make a bigger item in parts. How
you’re going to move the items that are too big outside your temple is another problem.

Strategy Room (Free): A room that can display any star system, plants, and areas in holograms if you
have the maps of said area. The holograms displayed can be modified with various dots and lines with
different descriptions. The room comes with retractable tables and seats for people to discuss various
topics. Any thinking and discussions about strategies and plans here will have their effectiveness
increased by 30%.

Council Chamber (Free): A large meeting room capable of seating 30 people comfortably. This
room is filled with 13 seats surrounding a large retractable round table in the middle of the room. The
seats will always be comfortable for whoever sit on them, and people in this room will be less likely to
make lapses in judgment, have clearer thoughts, and the discussions happening here will never become
too heated.

Comlink Center (-100 TP): A room that functions like a communication center that allows your
comlink / holoprojector to facilitate planetary and intergalactic communication. With this room,
you can contact anyone in the galaxy from inside your temple. All the calls made using this
comlink center are encrypted and can’t be intercepted or deciphered by others. It comes with an
unlimited supply of various comlinks and holoprojectors to make all the calls and meetings you
want.

Containment Cells (-200 TP): A prison block that will add additional cells for anyone you bring
in here. Anyone that’s put into these cells will have their supernatural powers suppressed and
their physical powers turned into that of an average human. The cells are very barebone, with
only a single bed and a toilet. It comes with a carbon-freezing chamber that can freeze people
with no side effects. The cells are unbreakable from the inside, so no prisoners are getting out
anytime soon.

Lifts (Free): Elevators and other kinds of lifts of your design for you to travel inside your temple
in case it gets too big, even if your rooms expand to ridiculous sizes. These lifts can get you
anywhere in less than 5 min, and need no power or maintenance to function.

Control Center (Free): A room where you can view any room inside your temple. Your temple
will now have hidden cameras installed in every hallway, entrance and facility. You can decide
which rooms will be excluded from the surveillance of this room. The cameras are high
resolution, and any footage recorded by these cameras can be viewed on a holoprojector. It
comes with a server that can store an infinite amount of security footage. You can also control
and give out commands to any droids / turrets you’ve inside your temple, should you have any.

Security Turrets (-200 TP): With this option, turrets will be installed inside the floors, ceilings
and walls of your temple, as well as placed within hallways and entrances to any facilities in
your temple. You can always expect at least 2 turrets in every hallway and entrance. These turrets
are equipped with blaster bolts and missiles capable of destroying a tank. The turrets can never
be hacked, never need any maintenance and never run out of ammo. You’ll also have various
turrets outside the walls of your temple. These turrets have anti-air capabilities, capable of taking
down starships and fleets if they don’t destroy your temple first. The number of turrets you’ll get,
depends on the size of your temple.

Shield Generator (-200 TP): A shield generator capable of generating a shield strong enough to
withstand even a planet destroying laser. If it has enough power, the shield when activated will
surround your temple with a sphere that also covers the area underneath your temple. While this
shield can stop any high-velocity projectiles and energy weapons, people and solid objects can
still pass through, although any physical object coming in or out will be imparted with a deadly
electric shock, so your invaders will not be coming in easily. This shield can be turned on or off.
It will automatically turn off if your temple runs out of power.
Stealth-Field Generator (-200 TP): A stealth-field generator that covers the entirety of your
temple like the Shield Generator. This field is invisible to the naked eye, and can hide your
temple from any kind of technological surveillance, such as detectors, sensors, scanners, and
satellite surveillance from orbit. This completely hides your temple, making it invisible.
However, people with the force or other supernatural powers can still detect your temple. This
field can be turned or off. It will automatically turn off if your temple runs out of power.

Temple Followers
By default the followers you purchase here have no connections to the Jedi Order. However
the followers purchased here could have that connection if you so choose.
When you purchase a follower here, you can decide on their gender, race, appearance, and
personality. Should your followers purchased here perish in battle or die to unnatural
causes, your followers would respawn a week after their death.

Loyalty I (Free): At this level of loyalty, all followers purchased within this builder will view
you as a well respected and trusted leader. However, if you order your followers to follow
suicidal orders, your followers will question you about those orders or refuse to follow those
orders without a good reason. If you abuse them too much, expect your followers to leave you, or
start a rebellion.
Anyone who willingly stays within your temple for 10 years will become loyal to you,
gaining the loyalty of whatever loyalty level you’ve purchased here.

Loyalty II (-100 TP): At this level of loyalty, all followers purchased within this builder
will view you as a beloved and cherished leader, akin to the Grandmasters of the Jedi Order.
Your followers will follow your every order without question, convincing themselves that there’s
always a good reason behind your orders. They will also care about your health and happiness.
Your followers will make some effort to make sure you’re more comfortable or uplift your mood,
such as offering you their seat, or throwing a party to help you relax, although there is a breaking
point for this loyalty if you put them through too much abuse.

Loyalty III (-200 TP): This is the highest amount of loyalty you can ever achieve. All
followers purchased within this builder will view you less like a leader and more like a target of
worship and their pillar of support. In your followers eyes, you can do no wrong, can make no
mistake, no matter how much or how strong the evidence shown to them. Even if you admit your
mistakes and wrongdoings to them, they will only lavish you with praise, or assure you that it’s
not your fault. Your followers will happily follow every one of your whims and orders, they
would even die for you with a smile on their face without fear. It’s without a doubt that they put
your well-being way above their own, and would offer to do most of your tasks for you without
you saying anything. This loyalty is not without a downside however, as even the slightest insult
towards you is enough to send your followers into a fit of rage, and there’s no telling what they’ll
do to someone who has harmed you or has ill intentions towards you.

Maintenance Droids (Free): Astromech droids capable of cleaning, repairing and maintaining
every facility, droid, vehicle and equipment you bought in this jump. They’re also capable of
repairing any technology found within this galaxy. The droids purchased here have a faster repair
speed than any normal droid, as they can repair even a heavily damaged satellite within a day.
Depending on your temple size, you’ll either receive 5, 10, 100, 1,000 or 10,000 maintenance
droids. Comes with recharge ports for all the droids you’ve purchased in the builder.

Educational Corps (-100 TP): A group of scholars that are also incredible educators.
Educational corps members consist of force-sensitives trained to impart knowledge, philosophy,
and to have patience and compassion. They’re all capable of being galactic university professors,
and can train Padawans in how to use the force to the level of a Jedi Knight. Educational corps
members are also capable archivists, adept at learning and translating various languages, sorting
books in large archives, and are capable of analyzing and handling the sorting of various artifacts
without issues. Depending on your temple size, you’ll either receive 5, 10, 100, 1,000 or 10,000
members of the educational corps; there are even a few members that are on the level of a Jedi
Knight.

Agricultural Corps (-100 TP): Members of the agricultural corps are a group of force-sensitives
that are experts in growing, researching, experimenting various kind of plant life in the galaxy, as
well as speeding up the plant’s growth and maintaining the plant’s health with the force, the
corps members have great cultivating skills and are superb geologists, capable of maintaining
and setting up greenhouses, this corps can provide many necessities for the temple, depending on
your temple size, you’ll either receive 5, 10, 100, 1,000 or 10,000 members of the agricultural
corps, however due this corps preferring agriculture over swordsmanship, there are only few
members here that are on the level of a Jedi Knight.

Exploration Corps (-200 TP): A group of force-sensitives that are specialized in exploring
unknown regions, the members of this corps are capable of discovering ancient, forgotten
secrets, mapping out hyperspace routes, scouting dangerous undiscovered regions, as well as
having great navigation, survey, piloting and survival skills, depending on your temple size,
you’ll either receive 5, 10, 100, 1,000 or 10,000 exploration corps member, due to the nature of
this corps, many of its members have the skills and abilities of a Jedi Knight.

Medical Corps (-100 TP): A group of healers that are force-sensitive, members of the medical
corps are experts in the art of healing both mind and body through the force, while having
surgical skills that rivals medical droids, the members of this corps can also heal corruption on
the mind, serving as both psychologists and doctors, depending on your temple size, you’ll either
receive 5, 10, 100, 1,000 or 10,000 members of the medical corps, because of the focus on the
healing arts, there are few members here that are on the level of a Jedi Knight.

Technical Division (-100 TP): The members of the technical division are a group of
force-sensitive that are extremely knowledgeable about technology, the members in this division
is capable of repairing, maintaining and reprogramming most of the technology found in this
galaxy, this division also serves as a R&D department, analyzing and researching any new
technology you bring to them, creating devices and developing new technological advances or
improving various technology found in the temple, although this process takes time, depending
on your temple size, you’ll either receive 5, 10, 100, 1,000 or 10,000 members of technical
division, because the division is made out of researchers and technicians, there are few members
here that are on the level of a Jedi Knight.

Temple Guards (-300 TP): A security force to keep invaders out your temple, these guards will
patrol the temple, prevent unauthorized access to places you want them to guard, repel invaders
and respond to any emergencies occurring in the temple, the temple guards are equipped with
lightsaber pikes of a yellow blade and wear robes and mask with similar protection as the Jedi
commander armor, depending on your temple size, you’ll either receive 10, 100, 1,000, 10,000 or
100,000 temple guards, the temple guards are all stronger than the average Jedi Knight, the
temple guards are also great duelists, have a mastery of four of the seven lightsaber forms and
experts of the remain three forms.
Companions
Import Companion (-50 CP): You can spend 50 CP to import an existing companion or create a
brand new original companion, the companion can choose a origin, get all of its discount related
to that origin and the freebies the origin provides, the companion gets +600 CP to spend on perks
and items, however the companions can’t purchase the Jumper’s Temple item.
This can be purchased multiple times.

Canon Companion (-50 CP): By paying 50 CP if you can convince a canon character to join
your journey before this jump ends, you may recruit them as a companion, this option will make
it so that you’ll have several chances to meet the character you chose in a favorable condition.
This can be purchased multiple times.

Wookiee Buddy (-50 CP / Free for Independent): A wookiee you’ve freed from enslavement,
now this wookiee feels indebted to you, and would like to follow you on your journey. This
wookiee has the Skilled Pilot, the Great Bounty Hunter perks, and a custom bowcaster that
never breaks or runs out of ammo. This wookiee will follow you no matter the destination, even
if you’re heading towards hell, your wookiee buddy won’t ever betray or abandon you.

Your Clone (-50 CP / Free for Clone): A clone of yourself, this clone has all the perks that you
have that doesn’t affect or need the mind and soul. This clone of yourself is mostly a blank state,
retaining small parts of your personality, having a mind that’s like a newborn child, this clone
views you as a parental figure, and trusts you greatly.

Shining Padawan (-50 CP / Free for Jedi): A Togruta Padawan of your preferred gender with a
lot of potential, depending on your purchase here this can be your fellow Padawan, or this is the
Padawan that you’re the master of. This Padawan has the Force Sensitivity, Padawan Training,
Wisdom of the Force perks, and a generic green lightsaber from the Your Lightsaber item.
This Padawan trusts you with their life, always believes that there’s good in you, and won’t
betray you, if you don’t betray them first.

Jumper Squad (-100 CP): A squad of 4 clones from the Republic Army, these clones were
deemed defective as they aren’t compatible with the inhibitor chips all clones are installed with.
You’ve somehow saved these clones from termination, as such these clones swore their life and
loyalty towards you. All of the clones have the Logistics of the Army and the Good Soldier
perk without the military rank. All the clones are equipped with the custom phase II clone armor
from the Standard Clone Armor item, a DC-15A blaster rifle and a DC-17 hand blaster that
never breaks or runs out of ammo. These clones will follow you through any battlefield, and will
face any enemies with you, only extreme abuse or betrayal will make these clones turn on you.
You can import these clones separately or together in future jumps.
Drawbacks
Supplement Toggle (+0 CP): With this toggle, you may use this jump and use it as a supplement
of another jump, this will allow you to either merge the settings of both jump or take the
purchases you’ve made here into the another jump, drawbacks will still happen though, the
involved characters in the drawbacks and their forces will all come with you to that another
jump, there’s no escape no matter where you run.

Fanfiction Toggle (+0 CP): This toggle allows you to make the setting of this jump to that of
any fanfiction that is about the Clone Wars, fanfiction about characters from outside the jump
getting tossed into the Clone Wars are fine, only a slight mention about the Clone Wars is not, the
drawbacks will still happen, no matter how much changes the fanfiction makes toward the
original story.

Extended Stay (+50 CP): This drawback will extend your stay by another five years, I would
recommend you to leave, as things get really messy after the Clone Wars, if you taken this
drawback multiple times, you’ll be able to experience most of the events that occurred in the Star
Wars series, all the way up to Return of the Jedi.
You can take this drawback as many times as you want, but you only gain points for six
purchases.

Yoda Talk (+100 CP): Your speech pattern will be exactly the same as Jedi Master Yoda, while
people can still understand what you’re trying to convey, except the Jedi Order to make
assumptions that you are mocking the Jedi Grandmaster if you’re not of the right species.

Limbless (+100 CP): You will lose one of your limbs upon choosing this drawback, no healing
or organic prosthetics will be any to replace your missing limb, as healing won’t and organic
prosthetics will be instantly destroyed when placed, you may have a cybernetic to replace your
missing limb, however it will always feel uncomfortable and you’ll never get used to the
cybernetic replacement. You can take this drawback multiple times, up to four times.

Enemy of the State (+100 CP): Upon taking this drawback, you will be disliked by a faction in
the galaxy of your choosing, it can be the Republic, Jedi Order, Mandalorians, Separatist, or any
large group of people that have a large influence in the galaxy, while they won’t kill you on sight,
they will refuse to work with you, and distrust anything that you say, it will take a lot of good
will to just turn them neutral, and you’ll have to save them from destruction multiple times to
even have a chance to turn them into allies.

Slaver’s Favorite (+200 CP): Upon seeing or hearing about you, you will become the person
most attractive to all the slavers in the galaxy, while this doesn’t include any Hutts, many slavers
across the galaxy will want to enslave you for personal reasons or to sell you off, better watch
your back, as not even the threat of death will stop these slavers from trying to enslave you.
All the War Crimes (+200 CP): You know how Skywalker and his Padawan have committed so
many war crimes that their enemies no longer trust their surrenders?
Now this will happen to you as well, your enemies will commit as many war crimes against you
as possible, geneva convention, more like geneva suggestions or even geneva to do list, except
your enemies to use really dirty and dishonorable tactics from now on.

Plastic Lightsaber (+200 CP): Your lightsaber and any sharp weapons just don’t work on any
enemies anymore, lightsabers you wield now work like batons, never dismembering any limbs or
making any cuts, impaling an enemy is always non-lethal as any stabwounds your enemies suffer
won’t affect their fighting abilites and the impalement wound will be easily healed even without
a doctor, this also applies to any sharp weapons you wield, at this point you might as well fight
with your fists, at least it will be more lethal.

Darth Binks (+400 CP): Jar Jar Binks is now a Sith Lord whose intelligence and powers
surpasses that of all the current Sith Lord alive, he’s either a partner of the other Siths or a hidden
mastermind no one knows about, the worst part is that nobody will believe you should you tell
anyone that Jar Jar is a Sith Lord, and if you show too much of a presence or display powerful
abilities expect Jar Jar to include you as a pawn in his dark plans.

Star Wars Amnesia (+400 CP): You will lose all and any knowledge about the Star Wars
franchise during your stay, and any material from outside of the jump that will give you
knowledge on Star Wars will only be accessible until the next jump, good luck on trying to stop
the darkest plot the galaxy has seen in a millennium without any foreknowledge.

Hunted by the Hutt (+600 CP): A very influential and powerful Hutt will now be very obsessed
with you, this Hutt will stop at nothing to make you their slave and the Hutt Cartel will support
them no matter how much loses the cartel suffers, depending on your appearance, you’re either
going to suffer greatly or “suffer” in another way when you’re enslaved by this Hutt, you will
soon learn why neither the Jedi, the Republic nor the Sith wants to mess with the full might of
the Hutt Cartel. While being enslaved doesn’t end your chain, you’ll definitely not enjoy being
enslaved by a Hutt that is obsessed with you.

Somehow Plagueis Returns (+600 CP): How did he return? His apprentice made sure that he is
dead without a doubt, but somehow he has returned. The famed Darth Plagueis the wise, coming
back to take revenge against his apprentice, and he’s bringing a hidden army no one has heard
about that can rival both the Separatist Army and the Republic Army, your foreknowledge is
most certainly useless now, expect more casualties, more chaos, and more war, the whole galaxy
will be in an even greater turmoil, soon society on many planets, the Republic and the Jedi Order
will collapse under the weight of this new war.
You’ve reached your ending, now choose!

Stay Here

Go Back Home

Continue on
Changelog
V1.1: Fix some grammatical mistakes and a few wordings in the jump. Changed the Clone
Wars Amnesia drawback to Enemy of the State, added beskar in Material Cave option,
increased prices and deleted freebies in the Jumper Temple Builder.

V1.2: Fix some grammatical mistakes and wordings in the jump found by suggestions.
Added Blaster Hilt in the Lightsaber Builder, added an upgrade option in the Standard
Clone Armor item, rebalanced some prices in the Jumper Temple Builder, added a
Fanfiction Toggle in the drawbacks.

V1.3 Fix some grammatical mistakes and wordings in the jump found by suggestions.
Added Wookiee Buddy, Your Clone, Shining Padawan, and Jumper Squad as OC
companions, removed some discounts in the Jumper Temple Builder, and clarified the
Jumper’s Temple item.

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