Table of Contents
Character Creation
Before reading this, make sure you've read the Game Description, it gives some important context to why I'm doing things they way I am.
Force Traditions
Listed below are a number of Force Traditions; every player will choose one of the given traditions to hail from. Your given tradition determines your species options and your starting class, but more than that, it also changes your class's starting feats, and gives you a bonus talent (almost always from your Force Tradition Talent Tree). As normal, your starting feats are conditional on you meeting their prerequisites; if you don't meet them at character creation, you don't gain the feats' benefits until you do. Any feats that were normally starting feats for your class can be selected as bonus feats; for example, a Jal Shey could select Weapon Proficiency (Pistols) as a Noble bonus feat.
You start off with a random Dark Side score dependent on your Force Tradition. Don't roll this yourself, I'll be rolling it in secret - but just be aware that some traditions start off closer to the Dark than others.
Finally, some traditions list some starting equipment; you don't actually start with these, but you will gain access to them early in the campaign so you can go ahead and factor them into your build. Everyone else can assume they'll gain access to any simple weapons they want, as well as basic blasters and cheaper light armors.
Ability Generation
We're going to get a little unusual for ability generation. Use this website and enter your Discord username (exactly, including capitalization and the four-digit hashtag code) in the first box; the second box should say "inquisitorius". The ability scores it outputs will be your abilities. Each ability is made up of two numbers (given in parentheses after the score); if you want, you can swap any two numbers OR any two final scores.
For example, the name "DaTedinator#7682" gives me the following results:
Str: 10 (6 + 4) Dex: 16 (8 + 8) Con: 14 (8 + 6) Int: 12 (9 + 3) Wis: 12 (4 + 8) Cha: 10 (4 + 6)
I could choose to swap a 4 in Str with the 9 in Int, giving me a Strength of 15 (6 + 9) and an Intelligence of 7 (4 + 3). Alternatively, I could choose to swap my Cha with my Int, giving me an Intelligence of 10 and a Charisma of 12.
I will be checking to make sure your abilities drawn match your username, so don't worry if you're confused, and obviously don't try to fudge things.
The Rest
Otherwise, you can build your character as normal, using the following specifications:
- Any Destiny is allowed, but no Backgrounds
- All books are allowed.
- You can ask about as much homebrew content or rules changes as you want and I won't get annoyed as long as you never get annoyed even if I say "no" every time.
- Your characters should all be relatively young for their species/tradition. Not young enough for ability penalties, but you're barely adults.
- No starting credits or equipment.
- I don't expect it to come up for a while, but: if you die, your replacement character must be from a new Force tradition.
- Finally, make sure you look at the Houserules, there are some changes to a few skills and classes and such.
Force Traditions
Agents of Ossus
The Agents of Ossus were a secretive group of Force-users who formed during the ascendancy of the Galactic Empire. Their founder, Jin-Lo Rayce, was a former Padawan and survivor of Order 66. They served to keep the memory of the Jedi burning in the darkness of Imperial oppression.
- Species: Any
- Starting Class: Scoundrel
- Starting Feats: Force Sensitivity, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Agent of Ossus Talent Tree
- Bonus Talent: Buried Presence
- Starting Dark Side Score: 1d6-3
Bando Gora
The Bando Gora was a cult–like criminal syndicate in Outer Rim during the era of the Galactic Republic based on a citadel on Kohlma, a moon of Bogden. The Bando Gora followed the dark side and employed mind-altering neurotoxins—were developed and conditioned to suppress individuality and free will and used Force abilities to turn these drug-addicts into a mindless army of slaves and assassins.
- Species: Any
- Starting Class: Scoundrel
- Starting Feats: Force Sensitivity, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Bando Gora Captain Talent Tree
- Bonus Talent: Bando Gora Surge
- Starting Dark Side Score: 1d4+1
Baran Do
The Baran Do was an ancient order of Kel Dor sages that defended the planet Dorin. Due to their well-honed precognitive skills, they were able to warn government officials and conduct early evacuations from lethal storms.
- Species: Kel Dor
- Starting Class: Noble
- Force Tradition Talent Tree: Baran Do Sage Talent Tree
- Bonus Talent: Enhanced Danger Sense
- Starting Dark Side Score: 1d6-3
Blazing Chain
The Blazing Chain were force-sensitive nomadic marauders in the Unknown Regions. They were a group of raiders always in search of new settlements to plunder, and painted a symbol of a fiery chain on their ships to strike fear in their targets.
- Species: Any
- Starting Class: Scoundrel
- Starting Feats: Force Sensitivity, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Blazing Chain Talent Tree
- Bonus Talent: Rising Anger
- Starting Dark Side Score: 1d4+1
Fallanassi
The Fallanassi, also known as Adepts of the White Current, was a religious order devoted to the White Current, which the Jedi knew as the Force. It was mostly an all-female group like the Witches of Dathomir and hardly ever taught men their teachings. With the White Current, the Fallanassi could do amazing things with illusions and a unique ability known as Force immersion, but had no skill with manipulating the physical world through abilities such as telekinesis.
- Species: Human
- Special: Must be female.
- Starting Class: Scout
- Starting Feats: Control Basics, Exotic Force User (Cloak), Natural Telepath, Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: White Current Adept Talent Tree
- Bonus Talent: White Current Adept
- Starting Dark Side Score: 1d6-4
Felucian Shaman
The Felucian shaman was a position held by members of the Jungle Felucian species. These individuals were the spiritual leaders of the Felucian race and were capable of using the Force to defend and heal their comrades or surround themselves in a defensive aura that was harmful to attackers.
- Species: Felucian
- Starting Class: Scout
-
- Note: Felucians get Force Sensitivity as a racial feat, which is why it's not included here.
- Force Tradition Talent Tree: Felucian Shaman Talent Tree
- Bonus Talent: Hive Mind
- Starting Dark Side Score: 1d4-1
Gand Findsmen
The Findsmen were a Force-sensitive religious tradition of bounty hunters unique to the Gand species. The findsmen worshiped the enshrouding mists of the planet Gand, divining omens and signs in order to locate their prey. Findsmen could locate people, things, places, and even events by auguring signs sent to them during their mystical rituals that could take hours to complete.
- Species: Gand
- Starting Class: Scout
- Starting Feats: Sense Basics, Skill Focus (Perception), Weapon Proficiency (Advanced Melee), Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Gand Findsman Talent Tree1)
- Bonus Talent: Findsman Ceremonies
- Starting Dark Side Score: 1d6-1
Ithorian Nature Priests
The Ithorian Nature Priests were a group of Ithorians who had been selected to be allowed to walk within the holy ground of the Mother Jungle of their homeworld, thus being the Mother's chosen. They drew upon the Force to form a fellowship with the jungle, and they sometimes traveled to and from herd ships or other locations around the galaxy, but eventually, they were required to return to the jungles of Ithor and serve the Mother Jungle.
- Species: Ithorian
- Starting Class: Scout
- Starting Feats: Exotic Force User (Plant Surge), Control Basics, Sense Basics, Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Beastwarden Talent Tree2)
- Bonus Talent: Charm Beast
- Starting Dark Side Score: 1d6-4
Jal Shey
The Jal Shey were an ancient order of users who studied the Force from a purely intellectual perspective, forsaking the more spiritual paths taken by the Jedi and Sith. Jal Shey were typically more known for diplomacy, on par with the greatest Jedi negotiators, but, unlike the Jedi and Sith, they were less successful in physical pursuits, even where the Force was involved.
- Species: Any
- Starting Class: Noble
- Force Tradition Talent Tree: Jal Shey Talent Tree
- Bonus Talent: Knowledge of the Force
- Starting Dark Side Score: 1d6-3
Jensaarai
The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for "followers of the hidden truth." Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order. During its creation and early years the Jensaarai were opposed to the Jedi, due to ignorance and the loss of their founder.
- Starting Class: Jedi
- Starting Feats: Armor Proficiency (Light), Force Sensitivity, Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Jensaarai Defender Talent Tree
- Bonus Talent: Attune Armor
- Starting Dark Side Score: 1d6
- Starting Equipment: Light Jedi Battle Armor, Modern Lightfoil
- Additional: Jedi levels have access to the Armor Specialist Talent Tree, but not the Jedi Sentinel Talent Tree
Kilian Rangers
The Kilian Rangers were a group of Force Adepts found on the planet Kilia IV in the Unknown Regions. They were integrated into the aristocratic hierarchy of Kilia IV as servants of the local nobles, though they swore also to protect the common people. They valued chivalry, justice, and the rule of law.
- Species: Human
- Starting Class: Jedi
- Starting Feats: Armor Proficiency (Light), Force Sensitivity, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Kilian Ranger Talent Tree
- Bonus Talent: Siang Lance Mastery
- Starting Dark Side Score: 1d6-3
- Starting Equipment: Siang Lance, Shield Gauntlet
- Additional: Jedi levels have access to Commando Talent Tree, but not Lightsaber Combat.
Luka Sene
Luka Sene was a formal Miralukan Force organization with meditation and education chambers in most cities on the Miraluka homeworld of Alpheridies. While all Miraluka used the Force to sense the world around them, some Miralukans did have an increased sense-based aspect of the Force. When these Miraluka were identified, Miralukan educators and leaders encouraged such individuals to join the Luka Sene.
- Species: Miraluka
- Starting Class: Noble
- Force Tradition Talent Tree: Luka Sene Talent Tree
- Bonus Talent: Improved Force Sight
- Starting Dark Side Score: 1d6-4
Matukai
The Matukai were an organization of Force adepts who used the physical body to channel the Force. Matukai philosophy was centered around creating a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. Their training involved meditative martial arts, physical training, and somatic rituals.
- Species: Any
- Starting Class: Soldier
- Starting Feats: Control Basics, Exotic Force User (Convection), Martial Arts I, Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Matukai Adept Talent Tree
- Bonus Talent: Wan-Shen Kata
- Starting Dark Side Score: 1d6-2
- Starting Equipment: Wan-Shen
Nightbrothers
The Nightbrothers were a small colony of Dathomirian Zabrak males who lived in a village on the far side of the planet Dathomir under the rule of the Nightsisters. Nightbrothers were accustomed to engaging in rites of passage; one such practice involved covering their faces with thin, dark tattoos.
-
- Special: Must be male.
- Starting Class: Soldier
- Starting Feats: Armor Proficiency (Light), Control Basics, Power Attack, Primitive Warrior,3) Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Believer Disciple Talent Tree4)
- Bonus Talent: Hardiness
- Starting Dark Side Score: 1d4+1
Nightsisters
The Nightsisters, also known as the Witches of Dathomir or Daughters of Dathomir, were a clan and order of magick-wielding females who lived on Dathomir, a planet bathed in dark energies. These Dark side users were able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.
-
- Special: Must be female.
- Starting Class: Scout
- Starting Feats: Exotic Force User (Any), Force Sensitivity, Poison Resistance, Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Dathomiri Witch Talent Tree
- Bonus Talent: Adept Spellcaster
- Starting Dark Side Score: 1d4+1
Order of Shasa
The Order of Shasa was a Force-sensitive cult of Selkath natives of Manaan who were duped to serve Darth Sidious during the tenure of the Galactic Empire. The Order held the safety of the Selkath as its foremost priority. Storytellers of the Order passed down knowledge of the planet's history to younger generations, strengthening the dedication of the Selkath to Manaan.
- Species: Selkath
- Starting Class: Noble
- Starting Feats: Exotic Weapon Proficiency (Fira), Force Sensitivity, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Order of Shasa Talent Tree
- Bonus Talent: Deception Awareness
- Starting Dark Side Score: 1d6-2
- Starting Equipment: Fira
- Additional: Can use Force Scream as if it did not have the Dark Side descriptor.
Shapers of Kro Var
The Shapers of Kro Var were an order of Force-users indigenous to the planet Kro Var. They originated circa 1000 BBY when a damaged cruiser fleeing the devastation of the New Sith Wars crashed on Kro Var. The survivors of the crash then eked out an existence on the inhospitable world. Eventually, the population split into clans and underwent technological regression as infighting between clans occurred. Force-sensitive individuals became leaders within the clans and were referred to as Shapers.
- Species: Any
- Starting Class: Scout
- Starting Feats: Apprentice Shaper, Martial Arts I, Power Attack, Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Shaper of Kro Var Talent Tree
- Bonus Talent: Fluidity
- Starting Dark Side Score: 1d6-2
Wardens of the Sky
The Wardens of the Sky were a Force-using organization that operated throughout the galaxy, keeping the spacelanes safe. They believed that everyone had a right to be able to travel to space and so would do such things as fight pirates or help smugglers, who they believed were defying the tyrants of the spacelanes. Because firing blasters on board starships was dangerous, the Wardens were masters of unarmed combat.
A word of caution: I do not anticipate starship combat being a significant part of the game. It's likely to come up at all, but be careful not to overspecialize and wind up feeling like most of your abilities are useless.
- Species: Any
- Starting Class: Soldier
- Starting Feats: Force Sensitivity, Martial Arts I, Skill Training (Pilot), Vehicular Combat, Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Warden of the Sky Talent Tree
- Bonus Talent: Martial Resurgence
- Starting Dark Side Score: 1d6-1
Zeison Sha
The Zeison Sha were an order of Force-adepts known for their survival skills and resourcefulness as well as their abilities in telekinesis and with the discblade. Home to the Outer Rim planet of Yanibar, the Zeison Sha developed their Force powers as a means of withstanding their harsh planet. The order stressed independence and survival as well as assistance to those in need. Long estranged from the Jedi, they had little use for the Order.
- Species: Any
- Starting Class: Soldier
- Starting Feats: Armor Proficiency (Light), Exotic Weapon Proficiency (Discblade), Mighty Throw, Natural Telekinetic, Weapon Proficiency (Simple Weapons)
- Force Tradition Talent Tree: Zeison Sha Warrior Talent Tree
- Bonus Talent: Recall Discblade
- Starting Dark Side Score: 1d6-1
- Starting Equipment: Discblade