House Rules and Setting Notes How we adapt Draw Steel to Star Wars, plus table agreements and setting notes. Templates Starter layouts for new pages. Copy one, or insert it from the editor's template picker, then fill it in. Secrets go in the GM Only book, not here. Template: NPC Role: Faction: Species: First met: Session N, location Who they are A few lines on appearance, manner and reputation. What they want Their goals, and what they would trade to get them. What the party knows Only what the characters have actually learned. Secrets go in the GM Only book. Relationships How they relate to the party, to other NPCs and to factions. Link to other pages here. Session notes Session N: Template: Location Type: planet, city, station, ship or other Region / system: Controlled by: First visited: Session N What it is like The look, sound and feel of the place, and what stands out. Who is here Notable NPCs and groups. Link to their pages. What happened here Session N: Points of interest Rumours and open threads Things the party has heard or left unresolved. Secrets go in the GM Only book. Template: Faction Type: government, order, clan, syndicate or other Leader or face: Territory: Party reputation: N / 10 (see the Party Ledger) What they stand for Their aims, methods and how they see the party. Key people Link to NPC pages. Assets and reach Fleets, bases, money, influence, and where they are strongest. Allies and enemies How they relate to other factions. History with the party Session N: Quests Open and finished quests with this faction. Locked quests stay in the GM Only book. Template: Player Character Player: Class / kit: Species: Homeworld: Background Where the character came from and how they got here. Personality Manner, habits, fears and what they will not do. Goals What they want, in the short and long term. Relationships Allies, rivals, debts and family. Link to NPC pages. Notable moments Session N: Gear and ship role What they carry, and what they do aboard the ship. Template: Session Session: N Date: In-world date: Present: Summary A short paragraph on what happened. Key scenes Decisions and consequences What the party chose, and what it set in motion. People and places Links to NPC, location and faction pages that appeared or changed. Loot and rewards Reputation and wealth changes Faction reputation and party wealth movements. Update the Party Ledger to match. Open threads Next session Where the party is and what they are likely to do next. Character Options The eleven classes and twelve ancestries open to players, reskinned for Star Wars. Classes Classes All eleven Draw Steel classes are open to players. The mechanics are unchanged. The names and flavour are Star Wars. Tags: Force (your powers can be the Force), Technology (or the same powers can be gadgets, gear and training), Ion specialist (ion damage is a signature of the class), Counter-Force (trained to counter the supernatural). See Draw Steel in Star Wars for the ion damage rule, and The Force, Titles, Perks and Kits for becoming a Jedi, Grey Jedi or Sith. Class Tags Inquisitor Force, Technology, Ion specialist Warden Force, Technology, Ion specialist Catalyst Force, Technology Marauder Force, Technology Ascetic Force, Counter-Force Operative Force, Technology Commander Force, Technology Adept Force Scoundrel Force, Technology Beastheart Force, Technology Legion-Master Force, Technology Inquisitor Force, Technology, Ion specialist A hunter sent to find and judge those who threaten the order you serve. You are at your best against the strongest foes. Your judgement stops enemies in their tracks, hurls them aside and wrecks droids and machinery. Subclasses Sentinel: You hunt your order's hidden enemies, and keep your own mind open and guarded. Watcher: You root out clandestine threats that others miss before they reach your order. Guardian: You set the example for your order and keep the weak from being corrupted. Warden Force, Technology, Ion specialist A deep well of power runs through you, from the Force or from cutting-edge technology. You keep your allies in the fight and make them hit harder, while turning the same power on your enemies and filling them with unease. Domains (you choose two) Creation: Build, mend and shape matter, from field repairs to forging something new. Death: Walk close to endings, whether as a Force-wielding mortician or a battlefield reaper. Fate: Read the currents of the Force and nudge what is meant to happen. Knowledge: Archives, holocrons and hard-won lore, put to practical use. Life: Heal, restore and keep your allies standing. Love: Bonds of devotion that hold a team together, and give them courage. Nature: The wild places of the galaxy answer when you call. Protection: Stand between your friends and harm, with wards and shields. Storm: Lightning, ion and the fury of the sky. Sun: Light, hope and burning conviction against the dark. Trickery: Misdirection, deceit and a well-timed grin. War: Discipline and ferocity for those who live on the front line. Catalyst Force, Technology A master of seven elements, learned from ancient Force teachings or built into lab-made equipment. You blast crowds, put enemies where you want them, shape terrain and warp space, and your chosen element sets what you do best. Subclasses Earth: Permanence. Bolster your body and shape the terrain itself. Fire: Destruction. Devastate enemies and melt objects to slag. Void: Mystery. Teleport, create illusions and make things incorporeal. Marauder Force, Technology You do not temper the heat of battle. You unleash it. Your wild upbringing taught you the ways of predators, and now you devastate foes with overwhelming might, hurling yourself and your enemies around the field as your ferocity grows. Subclasses Berserker: Your rage becomes raw physical might, a living force of nature. Reaver: Your rage becomes instinct and cunning, set against the false order of civilisation. Ascetic Force, Counter-Force An unarmed warrior of perfect discipline, trained to counter the supernatural, Force or technology. You have mastered Teräs Käsi, the martial art designed to hunt Force users. Anyone who bends the laws of nature should fear you. Subclasses Chronokinetic: Sense the flow of battle through the Force and act faster than you should. Cryokinetic: Tap into absolute cold and manifest its effects in your body. Metakinetic: See through the illusions of the universe to master your body and mind. Operative Force, Technology Spy, assassin or commando, trained at a secret school in chemistry, illusion or shadow-work. You deal heavy damage, slip quickly across the battlefield and fade from notice, with more skills than any other hero. Subclasses Umbra: Shadow-craft: teleport in clouds of smoke and manipulate darkness. Caustic: Acids, bombs and poisons, the tools of an exceptional assassin. Mirage: Illusion, used to infiltrate strongholds and sow orchestrated chaos. Commander Force, Technology Strategist, defender, leader. With blade or blaster in hand, you lead allies into the thick of battle, heal them and boost their damage, movement and attacks, and stand between them and death, daring your enemies to best you. Subclasses Insurgent: Fight dirty, break the rules and do whatever keeps your allies alive. Strategist: Treat the battlefield as a game board and think several steps ahead. Vanguard: Lead from the front on force of will and personality. Adept Force You are naturally in touch with the Force, perhaps as a mystic, a wanderer or a trained Jedi or Sith, and you may never have held a lightsaber. Bend matter, time or minds, but each use of power risks harming you. Subclasses Foresight: See future and past events, and bend time to aid allies and hinder foes. Telekinesis: Physically manipulate creatures and objects. Telepathy: Speak to, read and influence other minds. Scoundrel Force, Technology The galaxy is a stage and everyone on it is an actor. You find drama in a duel, a story or a song, and turn the most ordinary moment into spectacle. Your performance lifts your allies and rattles your enemies. Subclasses Auteur: Find drama in story and recount, bending events in your favour. Duelist: Fight as a dance of death, in tandem with your opponent. Virtuoso: Find drama in music and song, and fill an audience with pathos. Beastheart Force, Technology You never fight alone. A wild creature such as a nexu, a wampa or a young kell dragon is bound to you by a primal connection. Together you charge into the fray or prowl its edges to pick off the vulnerable. Subclasses Packguard: The fearless defender of your pack. Anyone who harms them goes through you. Prowler: An unseen ambusher who strikes from the shadows. Punisher: Overwhelm anyone unwise enough to earn your wrath. Circuit: A cybernetic companion crackling with plasma, cryo and arc discharge. Legion-Master Force, Technology You are the armada. You command a legion that never tires: reactivated droids, spawned abominations or Force echoes of the dead. Your minions hold the line and support your allies, and when it matters you call on your champion. Subclasses Abomination Legion: A Sith alchemist breeding spirit into flesh: shapeshifters that grow in hunger and power. Scrap Legion: Command the robotics of broken droids: hardy, and many. Hex Legion: A Dathomiri hexcrafter calling familiars and spirit-hosts out of the Force. Echo Legion: A Force-seer calling echoes of the dead to act in the living world. Next Pick an Ancestry, then answer the Session Zero Questionnaire. Ancestries Ancestries All twelve ancestries are open to players. Each lists its signature traits and the options you choose from. Ancestry Home or origin Ardennian Ardennia, Outer Rim Droid Built, not born Human Everywhere Ithorian Ithor Kaminoan Kamino Nightsister Dathomir Sith Pureblood Korriban Sullustan Nearly every world Tognath Yar Togna Twi'lek Ryloth Wookiee Wookiee homeworld Zabrak Iridonia Ardennian Agile, quick-thinking natives of Outer Rim Ardennia, with an extra pair of arms and prehensile toes. Natural pilots, at home in any job that keeps their hands full. Signature traits Cockpit Focus: a mind trained to stay calm under pressure, resistant to psychic harm. Choose from: Four-armed athletics or martial arts, keen battlefield awareness (Beyondsight, Foresight), Unstoppable Mind, or a Psionic Gift. Droid Built, not born, and needing no food, water or air. Most are dutiful machines, but a rare few develop real personality and memory, and turn stubborn and opinionated. Signature traits Chassis: choose the body you were built with, which sets your size. Durable: when beaten down you go inert instead of dying. Resists cold, corruption, lightning and poison, but burns badly. Choose from: Machine Empathy with other droids, Bloodless, a Tracking Beacon, or Salvaged Programming from your original chassis. Human Humanity's grip on the Force is light, yet you sense the unnatural: an electronic hum in the air, a rogue droid nearby, a dark-side artefact close at hand. Signature traits I Have a Bad Feeling About This: sense nearby supernatural creatures and objects. Choose from: Perseverance, Determination, Staying Power, Resist the Unnatural, or Can't Take Hold against supernatural effects. Ithorian Gentle nature-stewards from Ithor's herdships. Rarely seen far from home, so their presence is taken as a significant sign, for good or ill. Signature traits Big: you are larger than most. Choose from: Great strength (All Is A Feather), Forceful shoves, Stand Tough, Great Fortitude, or Doomsight, a foretold end to your story. Kaminoan Tall, pale cloners and geneticists from storm-lashed Kamino, an ocean world. Their clinical culture treats emotion as an inconvenient variable to be managed. Signature traits Light frame: you fall gently and are harder to shove around. Choose from: An orderly mind (Systematic Mind, Unphased, Keeper of Order), sharp reflexes (I Am Law), Useful Emotion, Nonstop, or great speed (Lightning Nimbleness). Nightsister Dathomiri witches who claim their haunted world's wilds by birthright, wielding ancient magicks handed down by clan-mothers. Trespassers should fear the trees. Signature traits Nightsister Glamor: Dathomir's dark arts help you blend into your surroundings. Choose from: Forest Walk, Swift, thorny vines that bind a foe (The Forest Defends), Quick and Brutal on critical hits, Unshakeable Grace, or Revisit Memory. Sith Pureblood Crimson-skinned heirs of Korriban's ancient Sith, with horns, bone spurs and glowing eyes. Nearly all are Force-sensitive, in a warlike society where cunning and long memories lead to power. Signature traits Silver Tongue: a gift for reading what people want in a negotiation, plus an interpersonal skill. Choose from: Bone Spurs, Glowing Eyes, Dark Sight, Impressive Horns, Predator's Stride, Wary Instinct, or Dark Levitation. Sullustan Adaptable generalists found on nearly every world, from starport administrators to freighter pilots. They share the culture around them while keeping traditions of their own. Signature traits Shadowmeld: flatten yourself into a living shadow to hide. Small: easy to slip into or out of trouble. Choose from: Ghost Step, Nimblestep, Graceful Retreat, Reactive Tumble, Fearless, or Corruption Immunity. Tognath Gaunt, exoskeleton-clad natives of volcanic Yar Togna, nearly immune to pain. Most carry cybernetics to sharpen dulled senses, and they are known as tenacious mercenaries. Signature traits Augment Tuning: retune your cybernetics to detect a target, shed light or open a private comlink channel. Choose from: Grounded, Stand Tough, Great Fortitude, Resonant Tools, or a Weathered Hide. Twi'lek Graceful and charming, shaped by the hardships of Ryloth's deserts. Their history remembers a better age of art, dance and heirloom sculpture, before slavers and war. Signature traits Twi'lek Grace: an edge when you flirt or persuade, and you seem to each person exactly as engaging as they find easiest. Choose from: Graceful Retreat, Startling Retort, High Senses, Unshakeable Grace, Revisit Memory, or Unstoppable Mind. Wookiee Fierce, loyal and family-oriented, with a gift for craftsmanship. Their anger cannot be hidden, and they are famed for fury in battle, a reputation they find distasteful. Signature traits Relentless: when you are struck down, you get one last free strike. Choose from: Rage Rush, Grounded, Glowing Recovery, Nonstop, or Passionate Artisan. Zabrak Horned, often tattooed natives of Iridonia, hardened by its crags and acid pools and tolerant of great pain. Many sell their skills as soldiers and bounty hunters. Signature traits Iridonian Hardening: immunity to acid, cold, corruption, fire, lightning or poison, which you can swap after a respite. Choose from: Instinctive Guard, War Cry, Remember your Oath, Canister Rig, Jetpack Burst, or a fixed Acclimated immunity. Next Pick a Class, then answer the Session Zero Questionnaire. Homeworlds are listed on Known Worlds. Setting and Tone Setting and Tone Era: The Old Republic, 0 to 8 ATC In the old calendar: 3653 to 3645 BBY, about 3,650 years before the events of A New Hope The story so far Nearly thirty years ago, the Sith Empire returned from deep in the Unknown Regions, a power the galaxy had thought long gone. It conquered half the galaxy, burned Coruscant, and forced the Republic to the treaty table. The Treaty of Coruscant ended the war on paper. The Republic needed the respite to bind its wounds. The Sith seemed to need it as well, to consolidate the worlds they had taken. Dating: ATC Years are counted from the day the treaty was signed. The campaign begins at 0 ATC, After the Treaty of Coruscant. A cold war on the borders The border worlds have changed flags and the garrisons have changed uniforms. Both sides deny everything, and everyone knows what is going on anyway. Out along the treaty lines, the people who live there are left to look after themselves. That is where you come in. What you will do You play an unlikely band of heroes, thrown together by circumstance, or maybe by the Force. You live in a galaxy of tension and conflict, where ordinary people are often caught in the middle. You might help locals, run cargo, chase a bounty or do a little spying. Are you in it for yourself, or for the people around you? Tone Star Wars adventure with a Western feel, a little like The Mandalorian. Lighter in spirit, with dusty frontier towns, odd companions and the odd showdown. Choices can be complicated, and the stakes are personal. The world around you The treaty holds only while no one is caught breaking it. Every faction has an agenda, and few of them are the one they show you. Who you work for Still open. It depends on who you choose to be, and the first session will show what brings you together. The party could be Republic, Imperial, mixed or deliberately neutral. Related pages The Republic and the Jedi The Sith Empire The Hutt Cartel The Mandalorians The Underworld Known Worlds Draw Steel in Star Wars Player FAQ Draw Steel in Star Wars Draw Steel in Star Wars Draw Steel has been reskinned for Star Wars. The mechanics are the same. The names and flavour are not. All eleven classes and all twelve ancestries are open to players. See Classes and Ancestries. Magic becomes the Force, psionics or technology The mechanics stay the same, and the description is yours to shape. Draw Steel's magic becomes the Force, psionics or technology. Your reading of your own abilities is open in many cases, but not all. A fire spell could be an ancient Force power, a flamethrower strapped to your wrist, or both. Some abilities are tied to the setting, such as the ion focus of Inquisitors and Wardens, or anything that names the Force outright. If you are unsure, ask the Director. Ion damage replaces holy damage In core Draw Steel, holy damage is part of the identity of the classes that became the Inquisitor and the Warden. Here that role belongs to ion. Inquisitors and Wardens are the ion specialists. Force users among them learn Ionize, a technique for commanding electrical energy: overload droids, turrets and machinery, or shape a crackling barrier. Others get the same effect from ion-charged gear and hard training. Class tags Each class is tagged with how it can be played: Tag Meaning Force Your powers can be the Force. Technology Or the same powers can be gadgets, gear and training. Ion specialist Ion damage is a signature of the class. Counter-Force Trained to counter the supernatural. Weapons You do not need to use a gun. In this era Jedi are far more common, and a lightsaber can block a blaster bolt, so blasters are less dependable than you might expect. The Old Republic also has better technology: vibro weapons made from materials that can turn a lightsaber aside, and personal energy shields that soak up bolts. The result is a mixed battlefield, with melee and ranged fighting in nearly every battle. Pick any class and play it however you like. A ranged character is exciting in this setting, and the Director encourages it. See Weapons and Technology. Droids Droids are playable. See the Droid entry on the Ancestries page. The Force The Force is not a class. See The Force, Titles, Perks and Kits. The Force, Titles, Perks and Kits The Force, Titles, Perks and Kits Force users are rare in number, but this is an era when Jedi and Sith are far more common than you would have seen in the events of the main films. Meeting one is unusual, not unheard of. The Force is not a class of its own. It can run through several classes, as the way you interpret your abilities to work. You can start the campaign as a Jedi if you wish, or become one during the story you want to tell. Three parts of your character make that possible, alongside your class: titles, perks and kits. Titles Earned in play, and the path you walk. Path Steps Jedi Padawan, then Knight, then Master Sith Acolyte, then Apprentice, then Lord Grey Jedi A path of their own Each step needs a story moment, such as a mentor taking you on or a trial. A perk Awakened Force Sensitivity marks you as Force-sensitive and is the first step on a Jedi or Sith path. It lets you use a lightsaber properly. Without it, or an equivalent title benefit, a lightsaber is only an improvised weapon. A kit Your kit is what lets you fight like a Jedi. Several lightsaber forms and treasures (standard, double-bladed, short) let you affect the battlefield differently. For example, Form III, Soresu, counters blaster fire: for the patient defender who outlasts rather than overwhelms. Becoming a Jedi, a Grey Jedi or a Sith None of them is a class. Choose a Force-linked class (Inquisitor, Warden, Catalyst or Adept are the usual fits), take a lightsaber form kit, and follow your path through titles you earn in play. Most Jedi are taken in as children, trained as initiates, then become a Padawan to a Knight and face the trials. Adults can come to the Order late. Your backstory decides which: you could be a Padawan at the start, a trained Knight, or someone who never joined at all. The Order sits on Tython, apart from the Republic, so being a Jedi in this era comes with politics attached. A Sith or a Grey Jedi changes which side of the Cold War you start on and how the party fits together, so speak to the Director first. See also Player FAQ and The Republic and the Jedi. Player FAQ Player FAQ Can I be a Jedi, a Grey Jedi or a Sith? Yes, if you want to. None of them is a class. Choose a Force-linked class (Inquisitor, Warden, Catalyst or Adept are the usual fits), take a lightsaber form kit, and follow your path through titles you earn in play: Padawan, Knight and eventually Master for the Jedi, with Grey and Sith tracks of their own. Most Jedi are taken in as children, trained as initiates, then become a Padawan to a Knight and face the trials. Adults can come to the Order late. Your backstory decides which: you could be a Padawan at the start, a trained Knight, or someone who never joined at all. The Order sits on Tython, apart from the Republic, so being a Jedi in this era comes with politics attached. A Sith or a Grey Jedi changes which side of the Cold War you start on and how the party fits together, so speak to the Director first. More: The Force, Titles, Perks and Kits. Can I play a droid? Yes. Droids are built, not born. You need no food, water or air, and a rare few develop real personality and memory. Which side are we on? Open. The party could be Republic, Imperial, mixed or deliberately neutral. Your answers to the character questionnaire will shape the decision. Do I need to know Star Wars lore? No. Everything you need is in this wiki, and the rest the Director will give you in play. Fans of the older games will spot familiar names. Newcomers lose nothing. How does magic or holy damage work in Star Wars? The mechanics stay the same. The description is yours to shape. Draw Steel's magic becomes the Force, psionics or technology, and a new ion damage type replaces holy damage. Your reading of your own abilities is open in many cases, but not all. A fire spell could be an ancient Force power, a flamethrower strapped to your wrist, or both. Some abilities are tied to the setting, such as the ion focus of Inquisitors and Wardens, or anything that names the Force outright. If you are unsure, ask the Director. More: Draw Steel in Star Wars. Do I need to use a gun? Doesn't everyone in Star Wars use blasters? No. In this era Jedi are far more common, and a lightsaber can block a blaster bolt, so blasters are less dependable than you might expect. The Old Republic also has better technology: vibro weapons made from materials that can turn a lightsaber aside, and personal energy shields that soak up bolts. The result is a mixed battlefield, with melee and ranged fighting in nearly every battle. Pick any class and play it however you like. That said, a ranged character is exciting in this setting, and the Director encourages it. More: Weapons and Technology. When can I ask questions? At any point before session zero.