Star Wars – Game Management
Campaign Creation Part 6 – Mandalorian Storyline
This is the starting page for the campaign starting in April 2021.

Campaign Premise
The starting characters are attached to a clan of Mandalorians in the Elrood sector of the Outer Rim Territories ten years after the formation of the empire. The starting group of characters are Mandalorian Bounty Hunters working together to fund their clans medical, facilities and equipment saving only 10% of their earnings for themselves.
This campaign has ten planned sessions, with potential for more depending on how well that goes.
If a player can’t make the next session, their character will be played by someone else on the night.
Character Creation
For the purposes of the story, only three of the fringer former careers are good starting points, the outsider does not fit for one of the starting characters.
One Characters come from the High and Mighty caste of the Mandalorian culture with a codename from Alpha, Beta, Gamma and Delta.
Two of the Characters come from the Middle Class Struggles caste of the Mandalorian culture with the codenames Epsilon, Zeta, Theta and Iota.
The remaining characters come from the Down and Out caste of the Mandalorian culture and have codenames from Kappa, Lambda, Omicron, Sigma, Upsilon and Omega.
All starting characters will be of the Mandalorian race. (Future characters will have other options)
All starting characters will be of the Bounty Hunter career. (Future characters will have other options)
Each character starts with 5 Points of Obligation into Family and Oath relating to what they owe their clan. More obligation can be taken after discussion on concepts.
The game will start with the character creation process as being part of the game play. Everyone starts with a base character, selecting the free starting skills and specialisations as part of game play. All starting XP will also be spent during this time. We will see if we can roleplay our way through character creation. Each character will have a primary and a secondary attribute.
Mostly follow the Star Wars Character Creation guidelines.
The Team Bonus for this campaign will be a base of operations, consisting of the team, and support staff from your clan. This will changed based on your adventures in the storyline.
Opening Storyline
You are a member of Clan Duinnogwuin (or Clan Star Wing for outsiders of the clan). Fifteen years ago brought on the official disillusion of your clan as part of Mandalore society and your people went to the stars.
At the end of the Clone Wars and the Rise of the Galactic Empire, your elders reformed the Clan in another part of the outer rim, and since then almost ten years have past with only a fraction of your clan responding to the call.
You are not the best the Clan has to offer, not the brightest, but you are a team and a family. Something in your clans past has resurfaced and has marked your clan for elimination, and those who wear the clan markings proudly have been disappearing without a trace, others rest in the clan medical wing awaiting recovery, and in some cases treatment that may never come.
All the ancient armour and weapons for the clan protectors has gone missing, and the clan’s hideout on Coyn is falling apart due to lack of supplies and manpower. You have been selected by the clan leaders, based on your backgrounds, and a diverse arrange of complementing talents to work as a team. They have scraped together the last of their resources, and favours to get you each a bounty hunter licence known as the IPKC (Imperial Peace Keeping Certificate). Your team is their last hope, your mission is to build up a reputation and funnel your credits back into the Clan so they can rise again like their legendary mascot, or will they finally fade into memory.
Outstanding Quests
- Short Term Quests
- Accept your first mission
- Complete your first mission
- Redistribute funds back into the clan
- Long Term Quests
- Find what happened to the Missing Relics of the Clan
- Find what is responsible for attacking the Clan
- Find missing members of the Clan
Campaign Storylines
- Chapter 1 – It all begins here
- Chapter 2 – Choices
Chapter 1 – It all begins here
- Part 1 – Character Introduction
- Part 2 – Character Backstory
- Part 3 – Character Motivations
- Part 4 – Character Obligations
- Part 5 – Character Combat Basics
- Part 6 – Character Combat Advanced
- Part 7 – Fulfilling Objectives
- Part 8 – Character Advancement
- Part 9 – Base of Operations and Motivations
Part 1 – Character Introduction
In this part of the story, we introduce all the characters, building them as we go. They learn where they are in the galaxy and what that means for the group. This includes their first mission together.
Between sessions all the characters will get a creation page to detail them for future sessions and/or players as the characters will made available to others if they are unable to make it. The characters will remain constant with the players being able to be changed as needed.
- The Assassin – Instrument of Policy
- The Gadgeteer – Connoisseur of Tech
- The Martial Artist – Masters of Close Quarters Combat
- The Operator – Master of Many Vehicles
- The Skip Tracer – Able to track you anywhere
- The Survivalist – Master of the Wild
Notes: Character depart Coyn and Arrive at Elrood, accepting their first bounty on a drunkard called “Vanna” they earn 300 credits with they split 50 credits each.
- Bounty #1 – (posted by Elected Governor) Vanis Vanna, Reward 300 cr alive for shooting a stormtrooper and escaping arrest. Note: linked to 20+ bars in the city as his local hangout.
Part 2 – Character Backstory
In this part of the story, the characters talk more about their backstory going into why they thought they would make a great bounty hunter.
- Bounty #2 – (posted by Elected Governor) Savin El Capitano, Reward 300 cr alive, wanted for questioning imperial authority. Note: Local celebrity entertainer talking about local politics and a voice of the people.
- Savin disappeared from public appearances two months ago when an assassination attempt failed to kill him and his place of work and residence was destroyed in a terrorist activity. Bomb was in two stolen imperial mining transports.
- Imperials have put out a press release to all media companies condemning the attacks and noting that they have taken a personal interest in this case and have taken over jurisdiction. Any evidence, witnesses, or footage has been deemed property of the empire in the interests of public safety.
- New Contact – Mr Devero, a Derovian PR man who worked with Savin and owned the building that was destroyed. Hinted that the attack might have been politically motivated.
- New Contact – Lt Sandemo, an Imperial Crime Scene Investigator with a squad of stormtroopers investigating the terrorist attack.
- New Contact – Flight Officer Kalif Sangweller, redheaded recruiter working bars for enlistment.
- New Contact – Admiral ?, white uniformed recruiter working bards for enlistment.
Five other bounties were on offer but will be handed out to others interested in joining the guild.
- Bounty (Posted by Elected Governor) Saul Vandana, Reward 300 cr, information to be obtained linking target to crime, then upon proof of crime, a capture order will be issued to the team. Note: the crime in question is up to the team, and the target is a political opponent of the planetary governor.
- Bounty (Posted by Local Swoop Dealership) Milinius Cartargia, Reward 300 cr, capture alive, with return of stolen property in good working order, stolen while taking it for a test ride. Note: Milinius was abducted during the test ride and the swoop maynot be with him.
- Bounty (Posted by Elected Governor) Fathin Montcurl, Reward 300 cr, capture alive and no lasting harm, wanted for delusional attacks on government officials on farm estate outside of town. Note: Father of the Elected Governor.
- Bounty (Posted by Planetary Security) Xarbin Thriftbane, Reward 300 cr, capture alive, wanted for disturbing the peace, failure to attend court, and bail jumping. Note: Trandoshan trying to escape a false charge.
- Bounty (Posted by Planetary Security) Hernandez Harfleflit, Reward 300 cr, capture alive, wanted from failing to follow instructions and deviating from flight lane, which endangered civilians. The ship is to be impounded and its contents delivered unspoiled for completion of the bounty. Note: ship had a malfunction causing the crash.
Part 3 – Character Motivations
This part of the story stars off with the Bounty Hunter story for why they were willing to sign up to be bounty hunters and what other motivations they have besides being a Team Player.
- Bounty #2 (posted by Elected Governor) El Capitano, Reward 300 cr alive, wanted for questioning imperial authority. Note: Local celebrity entertainer talking about local politics and a voice of the people
- Savin disappeared from public appearances two months ago when an assassination attempt failed to kill him and his place of work and residence was destroyed in a terrorist activity. Bomb was in two stolen imperial mining transports.
- Imperials have put out a press release to all media companies condemning the attacks and noting that they have taken a personal interest in this case and have taken over jurisdiction. Any evidence, witnesses, or footage has been deemed property of the empire in the interests of public safety.
- Contact – Mr Devero, a Derovian PR man who worked with Savin and owned the building that was destroyed. Hinted that the attack might have been politically motivated.
- Contact – Lt Sandemo, an Imperial Crime Scene Investigator with a squad of stormtroopers investigating the terrorist attack. Conducting an investigation in the actions of the Governor’s aid in relation to numerous bounties posted recently.
- Contact – Flight Officer Kalif Sangweller, redheaded recruiter working bars for enlistment.
- Contact – Admiral Hearweller, white uniformed recruiter working bards for enlistment. Bought up the vineyards surrounding parts of the town.
- Kyaanna appoints Vanna as her second with the guild officials with the collection of bounty due to Imperial involvement
- Bounty #3 (Posted by Elected Governor) Fathin Montcurl, Reward 300 cr, capture alive and no lasting harm, wanted for delusional attacks on government officials on farm estate outside of town. Note: Father of the Elected Governor.
- Shot down starfighter.
- Shot last bounty hunter squad from over 1 km away, and is the best marksman in the sector having won numerous awards on display in the governors office.
- Designs weapons, and trains the security forces of the planet.
- Fought in the clone wars and astill has farm hands who were former clone soldiers.
Part 4 – Character Obligations
Team Obligation Level 1, All black market cost multiplier increased by 1, characters who have obligation banked (B) gain 1 to their obligation if it is rolled.
% Chance of Obligation issue
- 01-05 Assassin (Family) B15
- 06-10 Gadgeteer (Family) B15
- 11-15 Skip Tracer (Family) B5
- 16-20 Survivalist (Family) B5
- 21-25 Martial Artist (Family)
- 26-30 Operator (Family)
- 31-35 Martial Arist (Oath) B15
- 36-40 Operator (Oath) B5
- 41-45 Survivalist (Oath) B5
- 46-50 Skip Tracer (Oath) B5
- 51-55 Assassin (Oath)
- 56-60 Gadgeteer (Oath)
- 61-65 Operator (Addiction)
- 66-70 Droid Tech (Family) B15
Total of 155 Obligation accrued
- 20 Asassin (Family)
- 20 Gadgeteer (Family)
- 20 Martial Artist (Oath of Service)
- 20 Droid Tech (Family)
- 10 Operator (Oath of Service)
- 10 Survivalist (Oath of Service)
- 10 Skip Tracer (Oath of Service)
- 10 Skip Tracer (Family)
- 10 Survivvalist (Family)
- 5 Assassin (Oath of Service)
- 5 Gadgeteer (Oath of Service)
- 5 Martial Artist (Family)
- 5 Operator (Family)
- 5 Operator (Addiction)
Part 5 – Character Combat Basics
Characters have to take on a Rival per character to see how well they can work a a group against a number of enemies. Using the concept of theatre of the minds eye for combat.
- Characters provided Lamanite Armour and choices of
- Blaster Rifle, Blaster Pistol or Stun Grenade
- Brass Knuckles, Truncheon or Gaffi Stick
Part 6 – Character Combat Advanced
Characters have to take on a minion group per character.
Each character can choose one of these loadouts, but only one per team, so once it is taken its not available to another character.
- Blaster Rifle, Smoke Grenade
- 2x Twin Blaster Pistols
- Twin Vibroswords
- Vibro-ax, Smoke Grenade
- Twin Light Blaster Pistols, Vision Enhancing Helmet
- Blaster carbine, Ranging Scope, Smoke Grenade
Part 7 – Fulfilling Objectives
Teaching the players that objectives are not the same as wants or needs. In the game an objective might be to witness something, but not interfere, even if they want to effect the outcome or know what happens next.
A bounty hunter captures or kills its prey, then turns them over to the guild or client for the reward, and that is the end of their involvement in the affairs. Hunters do not have the right to question or follow up on a bounty once they have collected on it.
This is a hard lesson to learn in a game where you want to be the hero of the story. Not all storylines have a hero, and not all actions are heroic.
Part 8 – Character Advancement
Upon completion of this session, character will be receiving their experience for the storyline and walking through how to advance their characters. This will also take into account the variations that I have introduced into the game pairing some information from the base Genesys system in Star Wars.
Characters gain 10 XP and will be assigning them this session. Motivation bonuses come at a later time.
Part 9 – Base of Operations and Motivations
This session will start off with the characters showing what advancements they have taken for their character with the 10 XP to spend on anything they want, then have the motivation check to see if the character qualifies for any of the three motivations associated with that character.
Chapter 2 – Choices
This is where the real campaign starts, having been set up by a shorter season 1, and will have impacts on the longterm storyline of the game.
FFG Rules
These are going to br broken down into snippets to help show how to work in a narrative into the background build for the players and their characters.
- Step 1 – Background
- Step1A – Former Career
- Step1B – Career Transition
- Step 2 – Obligation
- Step 3 – Species
- Step 4 – Career
- Step 5 – Specialisation
- Step 6 – Invest Experience Points
- Step 7 – Derived Attribures
Step 1A – Former Career
- Attribute – Background – The High and Mighty
- Codename – Aleph, Beth, Gimel and Daleth
- Starting Credits +2,500
- Starting Obligation +10 to Family
- Storyline Hook – Your faimly line is with the ruling members of the clan, and your seen as a good contender for clan leadership, if your survive and make a good impression on the rest of the family.
- Attribute – Background – Middle Class Struggles
- Codemane – Samekh, Zayin, Heth, Teth and Yodh
- Starting Credits +1,000
- Starting Obligation +5 to Family
- Storyline Hook – Your relation to the clan is solid, your family survived the purge and exodus and landed on their feet. When they heard the call, it was hard to pull away from your new life and join the rest of the clans, but you did, though you know many who did not.
- Attribute – Background – The Down and Out
- Codemane – Kaph, Lamedh, Mem, Nun, Ayin, Sade, Qoph
- Starting XP +5
- Starting Obligation +5 to Oath
- Storyline Hook – The purge and exodus was hard on your family. Many members were lost, or lost their way. The call to rejoin was the best thing that happened to you. Most of the clan is at this level, and your standing in the clan is in jeopardy. You have had to make certain premises to the clan for them to accept you. What are they?
- Attribute – Background – The Outsider
- Codename – Sin, Taw, Res, Pe, He, Waw
- Starting XP +10
- Starting Obligation +10 to Oath
- Storyline Hook – You have nothing to do with the Clans, the families or Mandalore culture. Character is not trusted by clan and can never gain any standing in the clan. You have had to make many promises to the clan to be able to work with them. What are they, as any broken promise is a death sentence.
Step 1B – Career Transition
- Attribute – Background – A Failure of Character
- Gain a third obligation of your choice from Addiction, Obsession or Betrayal at 5 (gaining 5 XP)
- Storyhook – You are seen as on your last chance with the Clan with this as the turning point as a do or die scenario.
- Attribute – Background – A Higher Calling
- Increase your Oath by +10 (gaining 10 XP)
- Storyhook – You have taken a deeper oath of service than the other, and need to write down what those promises were.
- Attribute – Background – Enemies and Antagonists
- Increase obligation to family by 5 (gaining 1,000 credits)
- Storyhook – You have made enemies in the clan due to your choices that have lead to many losses.
- Attribute – Background – In It For the Money
- Increase Family by 5 (gaining 5 XP)
- Storyhook – You signed up to join the squad because it was a way to bring in money for the family. Money is life.
- Attribute – Background – Lawbringer
- Increase Family by 5 (gaining 5 XP)
- Storyhook – You want to see justice done for the family and those who have fallen along the way.
- Attribute – Background – Opportunity Knocks
- Increase Family by 10 (gaining 2,500 credits)
- Storyhook – You have a chance to get ahead, as long as you take the chance and make something of yourself.
- Attribute – Background – Thrill of the Hunt
- Increase Oath by 5 (gaining 5 XP)
- Storyhook – You live for the chance to prove yourself, and being a hunter and honing your skills was the best opportunity you needed.
Step 2 – Obligation
Note: The normal rules for increasing this obligation is take from the two background traits that the player selects.
- Attribute – Obligations
- Family (starts at 5) Your working to keep the clan alive, what ever money you make you intend to put back into the clan who shelter and keep you alive.
- Oath (starts at 5) You oath of service to the clan has brought you much in the way of chances. It has lead to you becoming a trusted member of the clan, as long as you keep to the oath.
Step 3 – Species
- Attributes – Racial – Mandalorian Human
- Brawn – 2
- Agility – 2
- Intellect – 2
- Cunning – 2
- Willpower – 2
- Presence – 2
- Wound Threshold – 11 + Brawn
- Strain Threshold – 10 + Willpower
- Starting Experience – 105 XP
- Starting options – One rank in a combat skill of their choice or two ranks in knowledge skills of their choice. Starting characters cannot have skills higher than rank 2.
Step 4 – Career
In the first session, players will be assigned their four chosen ranks during gameplay and the specialisation. So while building a character independently give you complete choice in these, working with the team gives you coverage of all the starting skills. This is not meant as a limitation, but as a cohesive group that has trained to cover each others limitations.
For a team perspective, taking skills you have only 2 points in the attribute in makes you ideal for cooperating with someone who is naturally gifted in the attribute but not as skilled. This will be talked through as part of character creation.
- Attributes – Career – Bounty Hunter
- Career Skills – Athletics (B), Brawl (B), Perception (C), Piloting – Planetary (A), Piloting – Space (A), Ranged – Heavy (A), Streetwise (C), Vigilance
- Starting Character gains one rank in four career skills of thier choice.
- Starting Character chooses one of the following specialisations for free: Assassin, Gadgeteer, Martial Artist, Operator, Skip Tracer, Survivalist
- Career Skills – Athletics (B), Brawl (B), Perception (C), Piloting – Planetary (A), Piloting – Space (A), Ranged – Heavy (A), Streetwise (C), Vigilance
Step 5 – Specialisation
- Attributes – Specialisation – Assassin
- Career Skills – Melee (B), Ranged – Heavy (A), Skulduggery (C), Stealth (A)
- Starting Character gains one rank in two career skills of their choice.
- Attributes – Specialisation – Gadgeteer
- Career Skills – Brawl (B), Coercion (W), Mechanics (I), Ranged – Light (A)
- Starting Character gains one rank in two career skills of their choice.
- Attributes – Specialisation – Martial Artist
- Career Skills – Athletics (B), Brawl (B), Coordination (A), Discipline (C)
- Starting Character gains one rank in two career skills of their choice.
- Attributes – Specialisation – Operator
- Career Skills – Astrogation (I), Gunnery (A), Piloting (A) – (Planetary, Space)
- Starting Character gains one rank in two career skills of their choice.
- Attributes – Specialisation – Skip Tracer
- Career Skills – Cool (P), Knowledge (I) – Underworld, Negotiation (P), Skulduggery (C)
- Starting Character gains one rank in two career skills of their choice.
- Attributes – Specialisation – Survivalist
- Career Skills – Knowledge (I) – Xenology, Perception (C), Resilience (B), Survival (C)
- Starting Character gains one rank in two career skills of their choice.
Step 6 – Invest Experience Points
Unlike the normal character build this is going to be done in the course of the first session as part of the campaign. Future characters can choose their own stats but would be advised to discuss why in they want to be ongoing characters instead of expendable bit parts. (Note: If you don’t want to follow these rules you will need to build only to the Edge of the Empire Core Rules – nothing else)
Starting characters should have 105 XP to 125 XP depending on background choices.
Characters are going to be given these choices to help define who they are and receive a Leading (Best) or Supporting (Strong) role in the characteristics.
- Agility – This measures the characters manual dexterity, hand-eye coordination and body control. These characters have a good sense of Balance, flexibility and deft hands. Agility is used for a number of physical skills such as Coordination, and is key to ranged skills such as Ranged (Light) and Ranged (Heavy)
- Brawn – This measures the characters brutal power, strength, and overall toughness. They are physically fit and hardy, tend not to get sick often, and have strong constitutions. Brawn is used for a number of physical skills such as Athletics, and Brawl. This is also used to determine their Starting Wound Threshold.
- Cunning – This measures how the characters crafty, devious, clever and creative aspects are. They are savvy, quickly pick up on social and environmental clues, and good with short-term plans and tactics. This is used for mental skills such as Deception, Perception and Survival.
- Intellect – This measures a characters intelligence, education, mental acuity, and ability to reason and rationalise. They are good at extrapolating or interpolating data, can recall details and draw from previous experience, and good with long term strategies and ramifications of existing actions. Intellect is used for Astrogation, Computers and Knowledge skills.
- Presence – This measures the characters mixie, charisma, confidence and force of personality. They are natural leaders, draw attention when they enter the room, can easily strike up a conversation with anyone and are quick to adapt to social situations. Presence is used interpersonal skills such as Charm and Leadership.
- Willpower – This measures the characters discipline, self control, mental fortitude, and faith. They can withstand stress and fatigue, remain composed during chaotic situations, and exert influence over the weak-minded. Willpower is used for Coercion and Vigilance. This is also used to determine their Starting Strain Threshold.
After selecting as a team who is best with each Attribute, characters can then be strong in two other Attributes which spends 100 of their 105 base starting XP. Remaining XP is going to be spread between extra skills at Rank 1 from your class lists, and Tier 1 Talents.
Agility
- Attribute – Starting XP – Best in Agility
- Starting Agility is 4
- Attribute – Starting XP – Strong in Agility
- Starting Agility is 3
Brawn
- Attribute – Starting XP – Best in Brawn
- Starting Brawn is 4
- Attribute – Starting XP – Strong in Brawn
- Starting Brawn is 3
Cunning
- Attribute – Starting XP – Best in Cunning
- Starting Cunning is 4
- Attribute – Starting XP – Strong in Cunning
- Starting Cunning is 3
Intelect
- Attribute – Starting XP – Best in Intellect
- Starting Intellect is 4
- Attribute – Starting XP – Strong in Intellect
- Starting Intellect is 3
Precence
- Attribute – Starting XP – Best in Precensce
- Starting Presence is 4
- Attribute – Starting XP – Strong in Presence
- Starting Presence is 3
Willpower
- Attribute – Starting XP – Best in Willpower
- Starting Willpower is 4
- Attribute – Starting XP – Strong in Willpower
- Starting Willpower is 3
Step 7 – Derived Attributes
- Attribute – Wound Threshold
- 11+ Starting brawn + talents
- Attribute – Strain Threshold
- 10+ Starting willpower + talents
- Attribute – Defence
- Ranged Defence 0
- Melee Defence 0
- Attribute – Soak Value
- Brawn + Talant + Gear
Step 8 – Motivations
Each of the characters has one motivation to choose and gains an additional motivation as a campaign motivation. Motivations are sorted out at the end of each part of a story chapter. This could be 1 to 5 sessions.
- Attribute – Motivations
- Team Player – So seek to expand your skills to complement those naturally gifted in your team strenthening you ability to work together.
- A Character earns +5 XP if their skills in their best attribute are lower than those who are average in that skill
- A Character earns +5 XP if their average attribute based skills are higher rank than those who are strong or best in those attributes.
- Players choice.
- Team Player – So seek to expand your skills to complement those naturally gifted in your team strenthening you ability to work together.
Step 9 – Gear and Appearance
Characters start off with 500 credits to buy all their gear. Through obligation this might increase out to 4,000 credits. They must follow the following limitations:
- No Restricted (R) Items are available for starting characters.
- Once all items are purchase characters gain d100 extra credits to what they have remaining as their starting funds.
Their physical appearance should be noted down detailing the following:
- Height, weight, and build
- Hair and eye colour
- Skin, scale or fur colour
- Scars, tattoos and other identifying marks.
Next make any notes on the characters personality, and how you would like it to grow over the course of the storyline.
Available Starting Gear (no single item costing more than 500 credits) Modifications are not available for starting characters,
- 1 Credit
- 5 Credits
- 15 Credits
- 25 Credits
- 35 Credits
- 40 Credits
- 75 Credits
- 150 Credits
- 200 Credits
- 300 Credits
- 350 Credits
- 400 Credits
Step 10 – Team Bonus
The team starts with a base of operations where the clan in trying to earn enough to feed its members and survive. There are three other squads working out of the base (Primus, Secundus, Quadrous and your Octus representing what is left of the fighting strength of the family. The other eight clan squads are missing presumed dead.
Content Updates
- 2021-07-26 – Adding in spelling corrections and details for session 9.
- 2021-07-13 – Adding in updates for tonight’s session.
- 2021-06-15 – Adding in some more detail for the intro to combat which covers two sessions instead of one. With the next session expecting to cover character advancement.
- 2021-05-31 – Updates for chapter 1 of the campaign to hopefully conclude the introductory section of the storyline. Also trying to complete each of the starting items for characters. All new characters will need to pick from this list as well.
- 2021-05-05 – Updates for chapter 1 of the campaign.
- 2021-04-13 – More attributes added to skills.
- 2021-04-08 – Adding the attributes for the skills.
- 2021-04-04 – Working on the basics of the specialisations.
- 2021-04-02 – Adding in storyline segment.
Star Wars RPG
SW Menu: Adventure, New Rules, Adversary, Companies, Droid, Equipment, Galaxy Map, Location, Vehicle
Campaign: NPCs, Side Stories, Timeline
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign
Character Builds: Bounty Hunter (Karlid – Assassin, Vanna – Gadgeteer, Kyanna – Martial Artist, Jed – Operator, Theya – Skip Tracer, Cadkia – Survivalist), Smuggler (Ebaya – Gambler), Technician (B1-337 – Droid Tech)
References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Mandalorians, Rebels, Sith)
Creating a Campaign:
(1) Rules and Setting,
(2) Characters and Timeline,
(3) Fringes Storyline,
(4) Rebels Storyline,
(5) Force Storyline,
(6) Mandalorian Storyline
SW Adventures
Campaigns: 2011 West End Games Edition, WEG to Fantasy Flight Games
The Star Wars Beginner Games: Overall Review, EotE – Escape from Mos Shuuta, This includes: The Long Arm of the Hutt, AoR – Takeover at Whisper Base, This includes: Operation: Shadowpoint, FD – Mountaintop Rescue, This includes: Lure of the Lost, FA – Discovery on Jakku , This includes: A Call for Heroes
The Published Adventures Campaign: Character Creation
The Beta Rule Adventures: Crates of Krayts (EotE), Operation: Shell Game (AoR), Lost Knowledge (FD)
The Core Rule Adventures: Trouble Brewing (EotE), Perlemian Haul (AoR), Lessons from the Past (FD)
The Game Master Kit Adventures: Debts to Pay (EotE), Dead in the Water (AoR), Hidden Depths (FD)
The Published Adventures: Beyond the Rim (EotE), Onslaught at Arda I (AoR), Chronicles of the Gatekeeper (FD), The Jewel of Yavin (EotE), Friends Like These (AoR), Ghosts of Dathomir (FD)
(EotE) Edge of the Empire, (AoR) Age of Rebellion, (FD) Force & Destiny, (FA) The Force Awakens
Library of Books
B5, d20 System, Pathfinder, SW

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