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An ancient order of Force-users devoted to the Dark Side and determined to destroy the Jedi, the Sith have existed in many forms throughout the history of the galaxy. The original Sith were a near-human population on Korriban, subjected and ruled by outcast Dark Jedi several thousand years before the Battle of Yavin. The name "Sith" eventually came to refer to the Dark Side cult that ruled the Sith people (That is, the "Lords of the Sith"). When the Old Republic discovered the Sith Empire thousands of years later, it lead to the Great Hyperspace War, the first of a long series of conflicts that ravaged the galaxy over the next few millennia. Eventually, the Sith Empire (Now known as the "Old Sith") was destroyed, and all it left behind were ancient holocrons and the ruined tombs and temples on Korriban, Yavin IV, and a handful of other planets throughout the galaxy.
 
An ancient order of Force-users devoted to the Dark Side and determined to destroy the Jedi, the Sith have existed in many forms throughout the history of the galaxy. The original Sith were a near-human population on Korriban, subjected and ruled by outcast Dark Jedi several thousand years before the Battle of Yavin. The name "Sith" eventually came to refer to the Dark Side cult that ruled the Sith people (That is, the "Lords of the Sith"). When the Old Republic discovered the Sith Empire thousands of years later, it lead to the Great Hyperspace War, the first of a long series of conflicts that ravaged the galaxy over the next few millennia. Eventually, the Sith Empire (Now known as the "Old Sith") was destroyed, and all it left behind were ancient holocrons and the ruined tombs and temples on Korriban, Yavin IV, and a handful of other planets throughout the galaxy.
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The current incarnation of the Sith (The "New Sith") is the result of another Dark Jedi who broke away from the order. Two thousand years before the Battle of Yavin, this Dark Jedi had come to the understanding that the true power of The Force lay not through contemplation and passivity, but by tapping into one's emotions and the Dark Side. Renaming himself Darth Ruin, he stole a Sith Holocron from the archives of the Jedi order and began gathering followers to his banner. Awakening beliefs from the dark past, the New Sith cult began to grow, driven by the promise of new powers attainable by tapping into the hateful energies of the Dark Side. It was only a matter of time before the order self-destructed. Internecine struggles by power-hungry Sith practitioners dwindled their numbers. Weakened by infighting, the Sith were easily wiped out by the Jedi at the Battle of Ruusan, one thousand years after Darth Ruin founded the order.
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However, one Sith had the cunning to survive. Darth Bane resurrected the cult so that there could only be two- no more, no less; a master and an apprentice. Bane adopted cunning, subterfuge, and stealth as the fundamental tenets of the new Sith order. Bane took an apprentice. When that apprentice succeeded him, that new Sith Lord would take an apprentice. Thus, the Sith quietly continued for centuries, until the time of Darth Sidious. With great cunning and treachery, Sidious fomented a galactic civil war within the Republic, seized control of the Galactic Senate, wiped out the Jedi order, and replaced the Old Republic with the Galactic Empire. With Sidious as the Emperor and Darth Vader as his loyal apprentice, the Sith ruled the galaxy and plunged it into darkness. It remained so for decades until a new hope arose to bring Darth Vader back from the Dark Side and extinguish the menace of the Sith.
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The Sith order rises once again in the Legacy era, some 140 years after the Battle of Yavin. The new Sith are led by the enigmatic Darth Krayt and serve as Dark Side enforcers to the reincarnated Empire. Though the Sith are not as common as the Jedi were during the days of the Old Republic, it is not uncommon to have a [[Sith Apprentice]] or [[Sith Lord]] attached to an important mission or garrison.
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'''Membership: '''Any character with the [[Force Sensitivity]] feat can become a member of the Sith Tradition by being accepted as an apprentice by a [[Sith Lord]]. During the Rise of the Republic era, there can only be one Sith Lord and one Sith Apprentice. Thus, the only way to join the Sith Tradition during this era is to wait (Or arrange) for one of the two Sith to die.
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=== The Jensaarai ===

Revision as of 17:30, 16 August 2017

The Force is a mystical energy field that surrounds and binds all living in the galaxy. More than just a source of power for those sensitive to its presence, the Force can affect the fates of even ordinary citizens who have no aptitude for its use. In the Star Wars Roleplaying Game, there are two ways a player may call upon the Force for assistance. The first way, usable by all characters, comes in the form of Force Points. The second way, usable only by characters with the Force Sensitivity feat, is through the Use the Force skill and associated Force Powers.

Force Points

Force Points represent a character's knack for for using the force to aid their actions. A character need not be Force-Sensitive to use Force Points; they represent the presence of the Force in all forms of life, and though some call it luck, others believe that it is the will of the Force that that grants a person aid. For a Force-Sensitive character, it represents a conscious decision to call upon the Force for assistance. Characters without the Force Sensitivity feat don't realize that the Force is aiding their actions, only that they are trying hard to succeed.

Gaining Force Points

You get 5 Force Points at 1st level. When you gain a new level, you lose any unspent Force Points from the previous level but gain a number of Force Points equal to 5 + one-half of your new character level (rounded down). Some Prestige Classes grant a higher number of Force Points at each level.


Using Force Points

On your turn, you may spend a Force Point as a free action to roll a 1d6 and add the result to a single attack roll, skill check, or ability check. You can do this once per round. At 8th level, when you spend a Force Point, you instead roll 2d6 and take the best die result as your bonus; at 15th level, you roll 3d6 and take the best die result as your bonus. This is summarized below:

CHARACTER LEVEL NUMBER OF DICE ROLLED
1st-7th 1d6
8th-14th 2d6*
15th or higher 3d6*

*Only count the highest die result

Some Talents, Force Techniques, Force Secrets, and Force Powers require you to spend 1 Force Point to activate. In addition, if you are a Force-User, you may spend 1 Force Point as a swift action to return a single spent Force Power to your active suite of Force Powers.

If you are reduced to 0 HP and would be killed, you can spend a Force Point as a reaction to avoid death and instead fall unconscious.

Finally, you can spend 1 Force Point as a swift action to lower your Dark Side Score by 1.

Unless noted otherwise, you can spend only one Force Point per round.

The Dark Side

The Force has two aspects, one light and one dark. The Dark Side lurks in the shadows, whispering to Force-users, tempting them with quick and easy access to power. While seemingly stronger, the Dark Side is only easier. It consists of the destructive impulses of all living beings. Anger, fear, hatred, and aggression are expressions of the Dark Side, and such emotions can quickly lead a Force-user down the Dark Side's corrupting path. Early on in their training, a Force-user finds that the Dark Side greatly enhances their abilities. After a time, the Dark Side demands more and more of those in it's embrace.

Dark Side Score

Your Dark Side Score measures the extent to which you've been corrupted by the Dark Side of The Force. A 1st-level character begins play with a Dark Side Score of 0. The only way to increase one's Dark Side Score is to commit evil acts.

A character who commits an evil act increases their Dark Side Score by 1. What constitutes an evil act is discussed under the Dark Side Transgressions, below. Regardless of how many evil acts a character commits, the maximum Dark Side Score a character can possess is equal to their Wisdom score. Thus, a character with a Wisdom score of 15 can have a maximum Dark Side Score of 15.

A character whose Dark Side Score equals their Wisdom score has fully embraced the Dark Side and is wholly evil. A hero who falls to the Dark Side becomes a GM character (Unless the GM wants to allow the player to continue playing the Dark Side character as a sort of campaign anti-hero).

Dark Side Transgressions

The GM should use the considerations detailed below as guidelines foe whether or not to increase a character's Dark Side Score. The guidelines are separated by degree: Major transgressions are acts that definitely deserve an increase, moderate transgressions are acts that probably deserve an increase, and minor transgressions are acts that could be considered dark but probably don't deserve an increase.

Major Transgressions

Any of the following transgressions should increase a character's Dark Side Score by 1:

  • Performing a blatantly evil act: This includes deliberately killing or injuring another character who hasn't done anything wrong or who honestly seeks redemption for evil acts they performed in the past.
  • Using a Force Power with the [Dark Side] descriptor: A few Force Powers are, by their very nature, evil. Examples of Force Powers with the [Dark Side] descriptor include Force Lightning, which channels dark energy, and and Dark Rage, which feeds on negative emotions.
  • Using the Force in anger: Using the Force in anger or hatred is bad, but this can be hard to enforce. It's difficult to determine the emotion a character is experiencing. The GM should increase a character's Dark Side Score by 1 in these situations only when the player specifically states that their character is feeling fear, anger, hatred, pride, jealousy, greed, vengeance, and so forth.

Moderate Transgressions

Any of the following transgressions might increase a character's Dark Side Score by 1, at the GM's discretion:

  • Using the Force to cause undue harm: Many uses of the Force are not overtly of the Dark Side, but they can be harmful or even fatal in their applications. When a Force Power that isn't specifically tied to the Dark Side is used to harm living beings, the GM should consider increasing the character's Dark Side Score by 1.
  • Performing a questionably evil act: Some acts, while seemingly cruel, aren't necessarily evil. The GM should consider the intent behind the action before deciding to increase a character's Dark Side Score. For example, it may be a transgression to deliberately kill or injure (Or allow someone else to kill or injure) a character known to have committed evil acts without remorse, but who is otherwise helpless.

Minor Transgressions

Any of the following transgressions might increase a character's Dark Side Score by 1, at the GM's discretion:

  • Performing a dubiously evil act: Increase a character's Dark Side Score only when the act is out of proportion to the situation. In most cases, the GM shouldn't increase a character's Dark Side Score for a single incident, but multiple incidents may indicate that the character has an unconscious cruel streak. For example, a hero who kills an opponent in combat while ignoring opportunities to end the situation without the loss of life might deserve an increased Dark Side Score, though a specific situation might not appear quite so clear-cut.

Dark Side Score Tracker

The Dark Side Score Tracker is a useful tool for tracking a hero's devotion to the Dark Side. The Dark Side Score Tracker is represented as a row of 24 numbered boxes at the bottom of your Star Wars Character Sheet.

A character's Dark Side Score Tracker should have a number of empty boxes equal to the character's Wisdom score. Any extra boxes should be shaded in or blacked out.

Whenever a hero's Dark Side Score increases by 1, the player fills in one of the empty boxes on the character's Dark Side Score Tracker. When a character has no more empty boxes on their Dark Side Score Tracker, they are considered to be dark. They are now effectively lost to the Dark Side and have little hope of finding redemption.

Whenever a character's Wisdom score increases by 1, they gain an additional empty box on their Dark Side Score Tracker. This box remains empty until their Dark Side Score increases by 1.

A hero who still has empty boxes on their Dark Side Score Tracker may be tainted by the Dark Side, but not beyond redemption. A tainted character an rid themselves of the Dark Side's taint by atoning.

Atoning

A hero tainted by the Dark Side can work their way back to the light through heroic deeds, the use of Force Points, and by atoning for past misdeeds. A dark character's only path back to the light is to accomplish a truly epic act of heroism against the dark and in the service of the light.

Effectively, the tainted character accomplishes this by reducing their Dark Side Score. A character can sacrifice 1 Force Point to reduce their Dark Side Score by 1 and clear one box on their Dark Side Score Tracker. This form of atonement represents a period of meditation, reflection, and absolution on the part of the character. If desired by the player and GM, this can be worked into the campaign as part of an adventure, but it isn't necessary. It can occur between adventures.

In addition, an act of Dramatic Heroism by the character- if performed without calling upon the Dark Side- reduces the character's Dark Side Score by 1 and clears one box on their Dark Side Score Tracker.

A dark character can't reduce their Dark Side Score by atoning. Such a character's only option is an act of Dramatic Heroism.

Dramatic Heroism

A dark character may attempt to turn away from the Dark Side by performing an act of Dramatic Heroism without calling upon the Dark Side of the Force. Such an act should require extreme personal cost, be made in a selfless manner, and provide a significant benefit to the galactic balance.

Darth Vader performed such an act of Dramatic Heroism at the end of Return of the Jedi when he sacrificed his own life to save his son and destroy the Emperor. Kyp Durron (In the expanded Star Wars universe) performed a similar act of Dramatic Heroism by destroying the Sun Crusher, a super weapon prototype. Additionally, Jedi history tells of a Jedi named Bastila Shan (From Knights of the Old Republic) falling to the Dark Side, but in an act of Dramatic Heroism she turned the Republic fleet against Darth Malak using a powerful form of Battle Meditation.

If the GM accepts the act as being appropriately heroic, dramatic, and selfless, the character's Dark Side Score drops to 1, and they clear all but one of the boxes on their Dark Side Score Tracker (So that they have a number of empty boxes equal to one less their Wisdom score). In addition, the Dark Side exacts a final toll by drawing away all of the character's current Force Points. Henceforth, the character must strive to walk the path of the light side.

Heroes and the Dark Side

A GM may decide to run a completely heroic campaign. In this case, the GM can rule that once a Force-using character becomes dark, that character becomes a GM character and is no longer under the control of the player. If you're the GM, consider this option carefully before implementing it, because it takes away player freedom. If you put this rule in place at the start of your campaign, then it just becomes part of the rules and everyone is aware of the consequences of walking down the dark path.

Beware the Dark Side

Most players don't want their Jedi characters to slip over to the Dark Side of the Force. If you want a campaign where all the heroes most constantly strive against the lure of the Dark Side, then the GM should increase a character's Dark Side Score for even the most minor of transgressions. If you want a campaign where the heroes have more room to explore options, or if you don't want slipping to the Dark Side to be a major theme of the campaign, then the GM should consider increasing a character's Dark Side Score only for major or moderate transgressions.

Force Powers

Force Powers are special abilities available to anyone who takes the Force Training Feat. They allow characters to do astonishing things such as play tricks with the minds of others, move heavy objects, see into the future, and even blast foes with terrible arcs of lightning.

Learning Force Powers

A character who takes the Force Training feat automatically learns a number of Force Powers equal to 1 + their Wisdom modifier (Minimum of 1). A character can learn additional Force Powers by taking the Force Training feat again or by increasing their Wisdom modifier.

Using Force Powers

When your character uses a Force Power, make a Use the Force check. The check result determines the Power's effect.

Some Force Powers have all-or-nothing effects. Other Force Powers have multi-tiered effects, and your Use the Force check result determines the maximum effect you can achieve, although you can always choose a lesser effect. If your Use the Force check is too low to activate the Force Power's baseline effect, nothing happens and the action is wasted.

Your Force Power Suite

Your character's Force Powers collectively form a suite. When your character uses a Force Power, it's like playing a card and putting it in the discard pile. The Power takes effect, and it's no longer available to the character... at least for a while.

Regaining Force Powers

You have different ways to regain spent Force Powers so that you can use them again:

-When combat is over and you have a chance to rest for 1 minute, you regain all of your Force Powers.

-If you roll a natural 20 on a Use the Force check, you regain all spent Force Powers at the end of your turn.

-You can spend a Force Point as a reaction and immediately regain one spent Force Power.

-Some unique abilities (Such as the Force Focus Talent) allow you to regain spent Force Powers in other ways.

Force Power Descriptors

Some Force Powers are more strongly tied to one side of the Force than the other. These Force Powers carry either the [Light Side] descriptor or the [Dark Side] descriptor. Powers that target creatures' minds carry the [Mind-Affecting] descriptor.

Dark Side

Using a Force Power with the [Dark Side] descriptor increases your Dark Side Score by 1. You cannot use a Force Point to modify your Use the Force check when activating a Force Power with the [Dark Side] descriptor. Dark Side Powers stem from powerful negative emotions, and include Dark Rage and Force Lightning.

Light Side

If you have a Dark Side Score of 1 or higher, you cannot use a Force Point to modify your Use the Force check when activating a Force Power with the [Light Side] descriptor. Light Side Powers are generally beneficial and include Sever Force and Vital Transfer.

Mind-Affecting

A Force Power with the [Mind-Affecting] descriptor has no effect on creatures that are mindless (That is, creatures with no Intelligence Score) or creatures that are immune to Mind-Affecting effects.

Force Powers

The following Force Powers are available to any character who takes the Force Training feat.

FORCE POWER NAME TYPE TIME REQUIRMENT EFFECTS
Battle Strike N/A Swift Action Increases attack and damage for next attack.
Dark Rage Dark Side Swift Action Increases Melee attack and damage for 1 turn.
Farseeing N/A Full-Round Action Allows user to detect an individual over a long distance.
Force Disarm N/A Standard Action Disarms an opponent using the Force.
Force Grip N/A Standard Action Chokes or crushes an opponent, may force opponent to lose their Standard Action.
Force Lightning Dark Side Standard Action Electrocutes an opponent, deals automatic damage.
Force Slam N/A Standard Action Pounds multiple opponents, and may knock them prone.
Force Stun N/A Standard Action Stuns an opponent, and damages their overall condition.
Force Thrust N/A Standard Action You use the Force to push back an opponent several meters, and possibly deal damage.
Mind Trick Mind-Affecting Standard Action You influence the mind of a target by dominating their will.
Move Object N/A Standard Action You use the Force to hold, move, or crush one target.
Negate Energy N/A Reaction You dissipate an energy attack.
Rebuke N/A Reaction You deflect a Force Power used against you.
Sever Force Light Side Standard Action You temporarily block a Force-User's access to the Force.
Surge N/A Swift Action You use the Force to assist in a supernatural jump.
Vital Transfer Light Side Standard Action You heal another through the Force.

Force Talents

Force Talents work exactly like the Talents presented in Classes; however, they are available only to characters with the Force Sensitivity feat. Any time a character with the Force Sensitivity feat would normally gain a Talent (Such as gaining an odd-numbered level in a Heroic Class), he or she may instead select a Force Talent from one of the below Talent Trees. If a character with the Force Sensitivity feat is a member of a Force Tradition, he or she may instead select a Force Talent from that tradition's individual Force Talent Tree.

The Force Talent Trees available to all characters with the Force Sensitivity feat are:

TALENT TREE DESCRIPTION
Alter Talent Tree The Force grants you considerable power over your environment as well as others around you.
Control Talent Tree You have learned how to regulate your own body systems, control your emotions, and channel the Force.
Dark Side Talent Tree The path to the Dark Side of the Force is the quick and easy path, granting amazing power but forever dominating the destines of those in it's grasp.
Sense Talent Tree Your attunement to the Force grants you uncanny powers of perception.

Force Techniques

Force Techniques represent a deeper understanding of the Force and, like material skills, usually come with years of practice. A few gifted or devoted Force-users learn to master them more quickly. In general, Force Techniques are only available to characters with levels in certain Force-using Prestige Classes (Such as Force Adept, Jedi Knight, and Sith Apprentice).

Whenever you gain access to a new Force Technique, select it from the following list. Once selected, a Force Technique cannot be changed.

TECHNIQUE NAME DESCRIPTION
Force Point Recovery At the end of an encounter, you automatically recover 1 Force Point spent during the encounter. You may select this Force Technique multiple times; each time you take it, you recover an additional Force Point spent during an encounter.
Force Power Mastery Chooses a single Force Power. You may Take 10 on Use the Force checks to activate this Force Power even when distracted or threatened. You may select this Force Technique multiple times; each time you select this Force Technique, it applies to a different Force Power.
Improved Force Trance Each hour you remain in a Force Trance, you regain a number of hit points equal to 2 x your character level.
Improved Move Light Object You may make a Use the Force check to move a light object as a Swift Action instead of a Move Action. Using the light object as a projectile weapon requires a Move Action (Instead of a Standard Action).
Improved Sense Force You may use the sense Force ability of the Use the Force skill as a Move Action rather than a Full-Round Action.
Improved Sense Surroundings You may use the sense surroundings ability of the Use the Force skill as a Free Action rather than a Swift Action.
Improved Telepathy Whenever you use the telepathy ability of the Use the Force skill, you can reroll your Use the Force check and keep the better result.

Force Secrets

Skilled Force-users can learn to manipulate their Force Powers in intriguing ways. Force Secrets represent a sublime connection of the Force and are usually available only to powerful Force-users such as Force Disciples, Jedi Masters, and Sith Lords.

Activating a Force Secret cost either a Force Point or a Destiny Point (As noted in it's description), and the normal limits on spending Force Points and Destiny Points during a round apply.

Whenever you learn a new Force Secret, select it from the following list. Once selected, a Force Secret cannot be changed.

SECRET NAME DESCRIPTION
Devastating Power When using a Force Power that deals damage, you can spend a Force Point to increase the Power's damage dice by 50%. Alternatively, you can spend a Destiny Point to double the amount of damage dice.
Distant Power When using a Force Power that has a range expressed numerically, you can spend a Force Point to multiply the range by 10. Alternatively, you can spend a Destiny Point to increase the range to anywhere in the same star system. This Force Secret does not remove the line of sight requirements.
Multitarget Power When using a Force Power that affects a single target, you can spend a Force Point to affect one additional target. Alternatively, you can spend a Destiny Point to affect one target per four character levels.
Quicken Power When using a Force Power that requires a Standard Action or Move Action to activate, you can spend a Force Point to activate the Power as a Swift Action instead. Alternatively, you can spend a Destiny Point to activate the Power as a Reaction instead.
Shaped Power When using a Force Power with a cone area effect (Such as Force Slam), you can spend a Force Point to instead affect a 1 square wide and (5 x cone's length) squares long. Alternatively, when using a Force Power with a cone area effect, you can spend a Destiny Point to instead affect one or more targets of your choice within a number of squares of you equal to the cones length.

Force-Using Traditions

Even those who don't believe in the Force and aren't particularly attuned to it's flow can call upon the Force without understanding exactly what they are doing. When a stroke of luck occurs, or fate seems to be on your side and helps you accomplish a difficult objective, it could be the Force coming to your aid. In game terms, the expenditure of Force Points by non-Force-using characters represents this unconscious, tenuous connection to the Force that all living things share. When a Force-using character calls on the Force this way, he or she knows exactly what's happening.

The most prominent and well-known Force-users in the galaxy are the Jedi. However, the Jedi are not the only ones who have learned to manipulate the Force. Other Force-users sometimes attribute their abilities to sources other than the Force, such as magic or gods, but they are all using the energy to manipulate the world around them. In game terms, anyone with the Force Sensitivity feat has the ability to master the Use the Force skill and learn Force Powers, though many of these beings will never go down this particular path.

Other Force-using Traditions include Dark Side cults (Such as the Sith), and obscure, isolated sects such as the Witches of Dathomir and the Sorcerers of Tund. Some know the Force for what it is but approach it's use in a different way from the Jedi. Others know the Force by a different name. Either way, it remains the mystic energy that binds the galaxy together and gives Force-users their powers.

Membership: The conditions for being considered a member of a given Force Tradition are outlined in the description. A character may be a member of more than one Force Tradition, but this is uncommon.

The Jedi

There is no emotion; there is peace.

There is no ignorance; there is knowledge.

There is no passion; there is serenity.

There is no death; there is the Force.

-From the Jedi Code

For centuries, the group of philosophers that would eventually become the Jedi contemplated the mysteries of the energy field known as the Force. Eventually, some of the group's members mastered the Force. After that, they dedicated themselves to using their newfound skills and powers for good, helping those in need. In the thousands of years that followed, the Jedi served as protectors of the Galactic Republic. Answering to their own Jedi council and operating in concordance with the Judicial Department of the office of the Supreme Chancellor, the Jedi became the guardians of peace and justice in the galaxy.

The Jedi, in addition to battling interstellar criminals and settling galactic disputes, served as mediators, defenders, and teachers. Because of their sense of honor and the epic challenges they undertook, the Jedi became legends, serving as symbols of the best the Republic has to offer. With lightsabers at their side and the power of the Force flowing through them, the Jedi accomplished the tasks set before them with dedication and seeming invisibility. But that invincibility was only an illusion. Jedi often died in the defense of freedom and justice.

During the rise of the Empire era (Episodes I-III), ten thousand Jedi served the Republic and defended it's vast territory. They identified potential recruits early in life, usually within the first six months of a child's existence. As infants, those attuned to the Force and accepted by the Jedi Council were taken to begin their training. Older children, if identified later in life as being Force-sensitive, were refused training in most cases; the Jedi believed that the fear and anger in older children made them too susceptible to the Dark Side, ans so it was unwise to train them. All characters playing in this era that are Jedi Padawan Learners (Jedi class level 1st through 6th) have a master (Jedi class level 7th or higher). While there may be times when the master and the padawan travel together, most of their interactions happen between adventurers, while all characters are training and improving. The master is a GM character, offering training, advice, and aid when the GM feels such aid is appropriate and necessary. Unfortunately, by the end of this time period, Anakin Skywalker has turned to the Dark Side and the Empire has slaughtered nearly all Jedi.

During the Rebellion era, the Jedi purge has been completed. All but a handful of Force-users, let alone fully trained Jedi, were exterminated or corrupted to the Dark Side and placed in the service of the Emperor. Force-sensitive individuals, such as Luke Skywalker and Leia Organa, were hidden from the Empire and cut off from their heritage. More powerful Force-users, such as Obi-Wan Kenobi and Yoda, purposely disappeared and worked to stay unnoticed. Jedi characters in this era eventually attract a teacher, though the training these Force-users provide is haphazard at best. A would-be Jedi learns by experience, though occasional meetings with other Force-users, and even by studying with beings who follow other Force Traditions. It's not easy, witch is why Jedi in this period are few and far between, and few reach the level of power exhibited in earlier or later periods. A Gamemaster wishing to simulate this experience might require the potential character to have at least one non-Force-using class level before allowing them to take levels in the Jedi class.

In the New Jedi Order era, Luke Skywalker has trained about one hundred Jedi and identified perhaps a dozen others in need of training. Prominent Force-users such as Mara Jade Skywalker and Corran Horn help Skywalker train and coordinate the efforts of these Jedi, while promising students such as the Solo children and Ganner Rhysode show great promise for the future. Jedi characters again receive a higher-level mentor who provides training and advice between adventures or when the Gamemaster deems such interaction to be warranted and important to a mission.

Membership: Any character with the Force Sensitivity feat can become a member of the Jedi Tradition by being accepted as an apprentice by a Jedi Knight or Jedi Master.

The Sith

Peace is a lie, there is only passion.

Through passion, I gain strength.

Through strength, I gain power.

Through power, I gain victory.

Through victory, my chains are broken.

The Force shall free me.

-From the Sith Code

An ancient order of Force-users devoted to the Dark Side and determined to destroy the Jedi, the Sith have existed in many forms throughout the history of the galaxy. The original Sith were a near-human population on Korriban, subjected and ruled by outcast Dark Jedi several thousand years before the Battle of Yavin. The name "Sith" eventually came to refer to the Dark Side cult that ruled the Sith people (That is, the "Lords of the Sith"). When the Old Republic discovered the Sith Empire thousands of years later, it lead to the Great Hyperspace War, the first of a long series of conflicts that ravaged the galaxy over the next few millennia. Eventually, the Sith Empire (Now known as the "Old Sith") was destroyed, and all it left behind were ancient holocrons and the ruined tombs and temples on Korriban, Yavin IV, and a handful of other planets throughout the galaxy.

The current incarnation of the Sith (The "New Sith") is the result of another Dark Jedi who broke away from the order. Two thousand years before the Battle of Yavin, this Dark Jedi had come to the understanding that the true power of The Force lay not through contemplation and passivity, but by tapping into one's emotions and the Dark Side. Renaming himself Darth Ruin, he stole a Sith Holocron from the archives of the Jedi order and began gathering followers to his banner. Awakening beliefs from the dark past, the New Sith cult began to grow, driven by the promise of new powers attainable by tapping into the hateful energies of the Dark Side. It was only a matter of time before the order self-destructed. Internecine struggles by power-hungry Sith practitioners dwindled their numbers. Weakened by infighting, the Sith were easily wiped out by the Jedi at the Battle of Ruusan, one thousand years after Darth Ruin founded the order.

However, one Sith had the cunning to survive. Darth Bane resurrected the cult so that there could only be two- no more, no less; a master and an apprentice. Bane adopted cunning, subterfuge, and stealth as the fundamental tenets of the new Sith order. Bane took an apprentice. When that apprentice succeeded him, that new Sith Lord would take an apprentice. Thus, the Sith quietly continued for centuries, until the time of Darth Sidious. With great cunning and treachery, Sidious fomented a galactic civil war within the Republic, seized control of the Galactic Senate, wiped out the Jedi order, and replaced the Old Republic with the Galactic Empire. With Sidious as the Emperor and Darth Vader as his loyal apprentice, the Sith ruled the galaxy and plunged it into darkness. It remained so for decades until a new hope arose to bring Darth Vader back from the Dark Side and extinguish the menace of the Sith.

The Sith order rises once again in the Legacy era, some 140 years after the Battle of Yavin. The new Sith are led by the enigmatic Darth Krayt and serve as Dark Side enforcers to the reincarnated Empire. Though the Sith are not as common as the Jedi were during the days of the Old Republic, it is not uncommon to have a Sith Apprentice or Sith Lord attached to an important mission or garrison.

Membership: Any character with the Force Sensitivity feat can become a member of the Sith Tradition by being accepted as an apprentice by a Sith Lord. During the Rise of the Republic era, there can only be one Sith Lord and one Sith Apprentice. Thus, the only way to join the Sith Tradition during this era is to wait (Or arrange) for one of the two Sith to die.

The Jensaarai