Character Point Upgrading & Purchasing: every few weeks, the HGM or an SGM will host an upgrade session, purchasing can take place during these sessions, or during a GM’s regular campaign. See more on Character Upgrades in the corresponding Player’s Compendium section of the CODEX.

Selling: Getting characters ready for the campaign is a good idea, thus it is suggested that the group be led to some sort of shop before heading out on the adventure. If this is not possible, perhaps they’re on a starship, then a chance to get ground-side middle of campaign is also good. GMs need to consider where they are to determine what is available and how much it should cost. Here is a good example of what GMs should do.

The party enters a small and dusty item shop. The shelves have a lot of empty space but there are a few items available. Items Available: Single Person Tent (Stock 2) Cost 200 C, Worklight (Stock 5) Cost 25 C, Medpac (Stock 6) Cost 100 C, and Macrobinoculars (Stock 3) Cost 100 C.

Now the party knows what is available and how much. Another option is presenting an NPC shopkeeper, with whom characters can haggle (using bargain or another skill) and perhaps locate additional information on the items they’re purchasing.


For the purpose of this tutorial and your GMing knowledge, a ‘normal’ sim is considered to be 3-4 hours in length. Double length and triple length sims, would be anywhere from 6 to 12 hours, respectively.

Character Point Distribution: Character points are the “experience” of the character. The more a character sims and how he or she acts in a sim the more he or she grows.

Sim Attendance: As a simple basis, consider your average sim to be worth 4 CP for full participation. In general, especially when a character isn’t present for the entire sim, a good rule of thumb is 1 CP per hour of active participation. Players who are ‘actively’ participating are making posts of quality RP and posting in a timely manner.

Heroism: During a sim characters may do things of great bravery or innovation that should earn them a few more CP. Saving a fading life, being intelligent in a bad situation, or negotiating a favorable situation might be examples of this. GMs should use their discretion when awarding a heroism bonus, but no more than 3 CP should be awarded in this way.

Outside the Sim: The HGM may award up to 5 CP for a sim plot that is well written. Participation in a Forum sim is worth up to 3 CP. The HGM may also award additional CP for ideas or labor that assist the SWO (i.e., website work, rules suggestions, etc.)

Starting CP: Characters start with 5 CP–all characters start with 2 CP and gain 3 more just for turning in their character sheet.

Development Points: For Force-Sensitive characters, dev-points represent the ‘experience’ of the character as a Force user. Because development points are a requirement for the advancement of a Jedi character, GMs should take care to make sure the points are awarded correctly and responsibly. No more than 1 development point should be awarded per sim, with the option of an additional development point for ‘extreme or epic’ actions that are in sync with a character’s chosen path.

MORALITY (also known as Alignment)

The key point about morality that you need to understand as a player, is that morality is neither a penalty nor a benefit. Yes, there are adjustments to a Force User’s power as their morality shifts, but you should not feel as if you are punishing a character for giving them a DSP for killing a non-combatant, or rewarding that same character for saving a puppy. Morality is meant to shift, and be a gauge of a person’s general alignment. If a character feels as if they must have the ‘Godly’ Light Side +3D to all power bonus; they should play their character as such; but you should not feel as if this person is undeserving of DSP should they sway from their path.

In addition, as a character’s morality approaches +100 or -100, it should be more difficult for them to earn LSP or DSP for some of the ‘lesser’ actions they could partake in. At +70, saving a puppy might not gain you a LSP, but saving one from death at personal expense by running into a burning building might. Conversely, at -90; you likely won’t get a DSP for immolating the black cat that crossed your path, as to get rid of your bad luck. However, telekinetically picking up a bus full of school children to crush it probably will.


To learn a new skill, a player must declare that learning in sim, and whether or not that player has a teacher.

Declaring Training: Any player who intends learn a new skill needs to declare that during a sim. The GM will then keep track of how many days it will take to learn and inform the HGM (or modify the character sheet directly) to indicate when the time is up so that the player may advance or learn a skill.

Learning a new skill takes two times (2x) the number of D before that skills attribute WITH or WITHOUT a teacher.

Advanced skills may only be learned after a character reaches a certain skill dice level, and take double a ‘normal’ skill’s time to learn. (That is, a skill that would normally take you 4 sims to learn increased to 8, and a skill that would normally take you 2 sims to learn is increased to 4.)

Specializations may be learned at any time and require the same time to learn as regular skills.

Refer to the Basic Skills and Advanced skills Database for detailed information on each skill.

At the end of each sim, your training counter will decrement by one point (two for double length, three for triple), no matter what situation you may be in. If you have a teacher that is attending the sim, it decrements by two (four for double length, etc etc). If you have a teacher, but he/she did not attend the sim; you do not receive this additional bonus. Essentially, having a teacher is an additional ‘boost’ but is not required, and it is suggested (strongly) that you have a teacher to help you advance.

Learning Credit: If a character learns a skill during a sim and has ‘extra’ learning left over, you may apply this as a ‘negative’ learning counter to their sheet. If a character has a Learning Credit, they MAY NOT receive more, and should pick the new skill that they wish to learn during the next sim that they participate in. Learning credit is redeemed at a 1:1 ratio.

Our most current rule regarding Character sims allow simmers to gain an increment of ONE learning, provided the sim meets the following criteria:

1. The sim must have at least 3 simmers.

2. The sim must last at least one hour and have some substance to it.

3. Abuse of the Character sim privilege will result in suspensions of player rewards, for as long as the HGM sees fit.

Special sims, namely Training Sims (usually ran on per need basis), in which characters specially use the skills that they are training for, will iterate training counters by TWO, no matter if you have a trainer or not. Again, anyone found abusing this will be dealt with accordingly.

Note: Your ‘training’ counter decrements each time you sim. Some GMs award additional learning for longer sims and/or in-character actions. Pay attention to your sheet after each sim for potential GM changes/bonuses!

Learning Force powers for Force Users work a little differently. Iterations are still doubled with a trainer, but are dictated by the experience of the Force User and the complexity of the power they’re trying to learn.


Occasionally, a player will join the game mid-sim. It is always up to the GM’s discretion whether or not this person will sim. If you’re about to end your sim, it’s usually not worth it to get them all filled in. Please let the player know this respectfully. If you’ve just started, or plan to go for a while, then it’s appropriate to assign another simmer to fill the late player in. It’s usually good to select someone who’s been there since your sim began. If you have multiple late arrivals, designate different fillers so one person isn’t doing the bulk of the work. Make sure to check with your late arrival to make sure they’ve been properly filled and know anything specific or important to your storyline that they need to be aware of (i.e., a reduced connection to the Force, some strange cultural norm for an alien world, etc.).


The Traits system, while being awesome, does dramatically affect the work a GM does. In general, it is the players’ responsibility to be aware of their traits and roll accordingly. Traits are NOT the Game Master’s responsibility — if your player forgets their +1D bonus due to a trait, well, that’s their fault and you shouldn’t slow down your sim so they can re-roll.

GM Rewards:

Recognizing that Game Masters have a tremendous job in organizing and carrying out a sim; they now receive the following for a SINGLE character they own (of their choice) per sim they run:

• CP Awarded to Players x2.
• 3 Iterations of their skill Learning, REGARDLESS if their trainer is present or not. (4 for double-length, 6 for triple, etc.)
• Any other GM rewards for sims are at the dicretion of the HGM.

Note: See the Sim Rewards section in the CODEX for a more detailed description of GM rewards.
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