Rules
Origins: Origins are the entry point into the campaign, this game has four basic origins; Criminal, Resistance, Outcast, and Local. The skill increase can not take a starting skill above 2 as normal.
- Criminals have a checkered past and are known to the underworld in some way, maybe it was not by choice but your daily life is on the wrong side of the law begin with 1 point in Stealth, Knowledge Underworld, or Streetwise but they must increase starting Suspicion by .5.
- Resistance means that the character has decided that the Empire or Imperial presence on Bankor is not in the best interest of Bankor and choose to resist. May select Discipline, Athletics, or Ranged Light but they must increase starting Suspicion by .5.
- Outcasts are new arrival from elsewhere maybe a refugee or just an immigrant trying to start over they do not gain any skills but may start with +250 credits and an increase of .5 to their starting Suspicion.
- Locals are the numberless masses that live on Bankor, they are folks just trying to get by or maybe just trying to blend in. They do not gain any additional skills but they start with +50 credits and may decrease starting Suspicion by .5 to a minimum of 0.
Force Users and Jedi: Force users do not have to be a Jedi, they can be unaligned folks who have no connection to the fallen order if so they use the rules as normal in Force and Destiny or may use a universal specializations that grants Force Rating, if there is a question please ask the GM. Those who were trained as Jedi must take the Jedi career from Rise of the Separatists or Collapse of the Republic, specifically the Padawan specialization.
Those that start as Jedi trained may begin with a lightsaber in lieu of any starting money and must also take Fallen Order (10) as their Obligation which is worth ten points, this will grant them +10 XP; they can forego the lightsaber but they still have Fallen Order (5) Obligation but only granted +5 XP. All Force Users start with +.5 Suspicion, Jedi Trained start with +1 Suspicion.
Special rule for Force Users, the first Despair rolled in a scene will summon Imperial scrutiny, the second Despair rolled by players in the scene will summon an Inquisitor or similar Imperial nemesis threat. If the character that rolls this has a Suspicion of 1 or higher will instead summon an Inquisitor or equal threat on the first Despair rolled in the scene, this can happen in event threads as well.
Suspicion: The Galactic Empire does not suffer sedition and is always on the lookout for dissidents. This is rated by a personal Suspicion score that is rated from 0 to 5, 0 being below notice and 5 being primary target of elimination by Imperial authorities. Characters that are caught doing criminal acts, supporting the Resistance, or suspected of being a Force User can draw undue attention to themselves.
Players begin with Suspicion at 0, adjusted by starting origin and other features. The higher the number the more notice and hassle by the Empire and local authorities they suffer.
- Suspicion 0 to 1: No modifiers, just another faceless rabble living under the boots of Imperial authority.
- Suspicion 1.1 to 2: The character is known to the authorities, they suffer a setback die to all event rolls.
- Suspicion 2.1 to 3: Your face is marked, suffer two setback dice to all event rolls and increase Obligation by 5 (Marked by Empire).
- Suspicion 3.1 to 4: Wanted by the Empire, cannot join public events and the character will be targeted by Imperial authorities on any day they start at this level of suspicion.
- Suspicion 4.1 to 5: Same as the previous level but the Imperial agents will be elite caliber up to and including an Inquisitor.