New Organizations - anybody have any?

Here is a list of all the Organizations in this thread. There are too many for 1 post, so see post #3 for the rest. At this point, post #3 has Grand Army of the Republic,  Jedi OrderJenassari, Kwa Holdings, New Republic, Predator-Type Yautalor Clans, STAR Agency, Starfighter Command, and the Trianii Rangers.

Please submit any Organizations you've come up with, and I'll consolidate them here! (There are a couple that are not entirely fleshed out, so I'm not including them here.)

Alderaanian Resistance (by old_benn and ShadoWarrior):
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The Alderaanian Resistance is a fledgling organization created in secret by Senator Bail Organa at the start of the Dark Times. As time goes on, the Alderaanian Resistance grows, and joins with other paramilitary groups, and ultimately becomes the Alliance to Restore the Republic (Rebel Alliance). But early in the Dark Times, the Alderaanian Resistance is not particularly widespread, nor well equipped.

Members of the Alderaanian Resistance are often simply called “Rebels”. The Rebels oppose the Empire at every turn, and will take action against it whenever they can inflict damage without exposing themselves too severely. They are no match for the Empire in strength, and rely on guerilla tactics and espionage to achieve their goals. Being vastly outmanned and outgunned, the Rebels boost their morale by taking reassurance from their visible, heroic, “poster-boy” members. Such members are highly regarded and are valuable members of the organization. Rebel recruits find new strength within themselves in order to better serve their “heroes”. The Rebels also strive for the revival of the Jedi Order. Force-sensitive beings without Dark Side points are held in high regard. The Rebels are always looking for effective agents and officers. Soldiers, Officers, Infiltrators, and Saboteurs are at a premium.

The Rebels value each member of the organization, and place a high priority on teamwork. Members are taught self-reliance early on in their training, but they are also taught to work together whenever possible, for the greater good of the Rebellion.

Type: Paramilitary

Enemies and Allies: The greatest enemy of the Alderaanian Resistance is the Empire. The Rebels might also attack criminal organizations in order to obtain needed resources, or to indirectly hurt the Empire, but the Empire is always the Alderaanian Resistance’s main focus.

Scale: 12 (Multiple systems)

Organization Score Criteria:
Positive Criteria                                             Organization Score Modifier
Experience:                                                   +1/2 char. level
Has Base Attack Bonus +5 or higher:            +1
Is Force Sensitive:                                         +1
Has levels in the Soldier class:                      +1
Has levels in the Jedi Knight prestige class:  +1
Has levels in the Officer prestige class:         +1
Has levels in the Infiltrator prestige class:     +1
Has levels in the Saboteur prestige class:     +1
Defeats major Imperial opponent:               +1/4 enemy CL
Destroys major Imperial supplies/installation:   +1 per 50,000 value (max +3)
Obtains supplies/weapons for use by the Alderaanian Resistance:    +1 per 10,000 value (max +5)
Prevents the death or capture of another Rebel:   +1
Completes a mission for the Alderaanian Resistance:   +1
Participates in liberation of an Imperial planet:      +3

Negative Criteria                                           Organization Score Modifier
Disobeys a command from a superior officer:    -1
Fails to complete a mission for the Alderaanian Resistance:   -1
Intentionally harms, or allows harm to come to, another Rebel:   -2
Known to be an ally, informant, or agent of the Empire:     -5
Provides information about the Alderaanian Resistance to another organization:   -10
Has Dark Side score > 0:   - half # of Dark Side Pts.

3 or lower - None
4-6 - Trooper Recruits are trained to work together whenever possible. They gain a +2 bonus on all attempts to Aid Another Rebel.
7-11 - Sergeant: An honorific that conveys no additional mechanical benefit.
12-16 - Lieutenant: Those who demonstrate the ability to lead are granted the rank of Lieutenant. Lieutenants have learned to identify standard Imperial tactics, and use this information to keep themselves and their troops alive in combat. As a swift action, Lieutenants may grant themselves and all allies within 6 squares a +1 insight bonus to Reflex defense against Imperial opponents for the duration of the encounter. All such allies must be able to hear and understand the Lieutenant to receive this bonus, and must remain within 6 squares of the Lieutenant to retain this benefit.
17-20 - Captain: An honorific that conveys no additional mechanical benefit.
21-30 - Commander: Commanders are given broad objectives, and the details are left for them to figure out on their own. As such, commanders have access to more personnel and equipment, and can use them in whatever ways they see fit. While within the Rebel Militia’s area of influence, Commanders have access to an expert technician with the Tech Specialist feat and Starship Designer feat (mechanics +17), and do not pay licensing fees for licensed, restricted, or military equipment. Commanders also only pay what the Tech Specialist would pay for any of his modifications (they don’t pay any additional fees normally associated with hiring a Tech Specialist to perform a modification for them).
31 or higher - General: Among the highest ranking members of the organization, Generals make decisions that affect the Rebel Militia as a whole. They are responsible for the continued existence and efficiency of the organization. Once per encounter, as a swift action, a General can grant a number of allies equal to his Charisma modifier (minimum 1) the Rapport feat for the duration of the encounter. All such allies must be within the General’s line of sight to receive this benefit, though they need not remain within line of sight to retain this benefit.


Antar Band (by Master_KiRam):
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The Antar Band is an experienced group of smugglers, thieves and scavs. Recruited from all corners of the galaxy, many of the Band’s numbers are from now-defunct criminal groups or are former law-enforcement officials now using their training in more profitable pursuits. As a result of their checkered backgrounds, many members of the groups have enemies all over the galaxy; this has on occasion, caused difficulties, since many missions have been completely derailed by a chance encounter with a foe from the past. The Band has since made it a point of keeping their rosters a secret, and tried not to hire high-profile criminals. Head of the relatively small but influential Antar Band is a Gotal named Ujin Voli. Voli, a career criminal, has worked with slaving rings, smuggling circles and spice cartels. Voli realizes the Black Sun overwhelms his group financially and in simple manpower, Voli is determined to continue competing against the Black Sun. Ruthless, spiteful and a good leader to boot, Ujin is confident he will at the very least be able to “persuade” the Black Sun to allow the Gotal his own space.If he is unable to :convince the Black Sun to leave him alone he is determined to cause the Vigo’s undoing. “Description modified from Secrets of the Sisar Run by West End Games”

Type: Criminal Syndicate
Enemies and Allies: The greatest enemy of the Antar Band is the Black Sun and The Empire. Another hindrance to the Antar Band are local law enforcement agencies along the Sisar Run.
Scale: 12 (Multiple systems)

Organization Score Criteria:

Positive Criteria                                    Organization Score Modifier
Experience                                            +1/2 character levels
Has at least one level in scoundrel class   +1
Base Attack bonus of +5 through +9         +1
Base Attack bonus of +10 through +15     +2
Trained in Stealth                                       +1
Has a parent, spouse, or sibling in the Band   +2
Recruits a new member                                   +1
Saves the life of a member who has a score of 21+     +3
Completes 2 missions assigned by the Band                +1
Defeats a member of the Black sun or the Empire      +1/4 opponents CL
Donates Credits or Supplies to the Band                +1 per 5,000 credits

Negative Criteria                                                          Organization Score Modifier
Reviled                                                                              -1/4 Dark Side Score
Known to be friendly with the Black Sun or the Empire     -2 to -10
Loses supplies or Material belonging to the Band              -1 per 5,000 credits
Fails on a mission assigned by the Band                           -2
Steals from the Band                                                        -10
Provides information about the Band to an enemy          -10
Kills a member of the organization intentionally              -20

Rank     Score       Title and Duties
0        3 or lower   Recruit: None
1           4-12         Puppet: Puppets are the lowest ranking members of the Antar Band and represent the majority of the Band’s membership. Puppets gain a +2 bonus to Will Defense to resist effects from enemies of the Antar Band. Puppets must obtain supplies for the Band equal to 2,000 credits x the players character level onze a year, while part of the Band.
2          13-22        Recruiter: Recruiters see to the day-to day activities, Recruit new members as well as train new members for the Antar Band. Recruiters gain a 10% discount on all items purchased through vendor friendly to the Band.
3          23-30        Enforcer: Enforcers see to the organization and discipline of different legs of the Band, such as smuggling, thieves, slicers. . . etc. Enforcers are also responsible for fulfilling “contracts” placed by Leaders and the Boss. As a result Enforcers take no attitude penalty on Persuasion checks to influence the altitudes of members.
4     31 or Higher    Leader: Leaders are the underlings of Ujin Voli or anyone that may take his place in a GM’s game, and see to his whims such as performing difficult missions. Leaders gain Access to a space transport and gain an aid that has heroic levels equal to his/her heroic level -3.


Army of Life (aka Knights of the Core) (by Master_KiRam):
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The Army of Life was an eco-terrorist group with criminal links operating in the times of the Galactic Republic. The Army operated with the supposed goal of resurrecting primitive ecosystems throughout the galaxy. On 31 BBY, the Army of Life staged a dangerous plan known as Operation Clodhopper. It was its goal to illegally export clodhoppers from Naboo to Stend IV. As Stend IV lacked of clodhopper predators, the creatures would have thousands of children in a very short time, wreak havoc and finally devastate the colony.

Type: Eco-Terrorist
Scale: 14 (Multiple Sectors)
Enemies: Law Enforcement, any Tech based Organization or Government
Rivals: Unknown
Allies: Unknown

Organization Score Criteria:

Positive Criteria                                                Organization Score Modifier

Experience                                                        ½ character levels
Have at least one level in Scout                       +1
Trained in Survival                                            +1
Has Skill Focus in Survival                                 +2
Recruits a new member into the Army of Life    +1
Completes a mission assigned by the Army of Light    +1 per 3 missions
Destroys a stronghold of an enemy of the Army of Life    +8
Donates Credits or Supplies to the Army of Life               +1 per 5,000 credits

Negative Criteria                                               Organization Score Modifier
Is a member of the Techno Union                     -2
Is a Member of the Trade Federation                -2
Not Trained in Survival                                       -3
Fails on a mission assigned by the Army of Light   -2
Provides information about the Army of Light to an enemy   -10
Posts a bounty on a member of the Army of Light                -10
Kills a member of the Army of Life intentionally                     -20

Rank     Score             Title and Duties
0.        9 or lower        Initiate: Initiates are those who have just become members but have not been trusted with being members. Initiates have no duties other than learning their place in the Army of Life
1.          10-19             Knight: Knights are members of the Army of Life and are expected to participate in the operations of the Army of Life and the spreading their propaganda. Knights gain a +2 bonus on attempts to use aid another actions to assist another member of the Army of Life.
2.          20-29             Lieutenant: Lieutenants operate as leaders of the Army of Life in lieu of the Commanders who’s identities are kept secret in order to protect Commanders from enemies of the Army of Life. Lieutenants can gain meetings with Commanders within 1d4 days, and take no penalties on persuasion checks to influence the attitudes of members of the Army of Life. Lieutenants are responsible for seeing to the training of new knights as well as help with the planning of targets set for “simplification.”
3.       30 or higher      Commanders: Commanders or the secret leaders of the Army of Life. Their identities are kept secret to all except the Lieutenants. This Secrecy keeps the Army from being taken down by the removal of its head. Commanders donate credits to the organizations reserves, and see to the planning of operations and targets of the Army.


Aurool Clan (by RobShanti):
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The Aurool Clan is one of the ruling clans of Ryloth, having a representative sitting on the Twi'lek Clan Council. Founded hundreds of generations ago by an Aurool patriarch, the clan has risen and fallen in stature many times over the eons. The clan values business acumen above all, and success is expected by any mean necessary. The Aurool Clan has had its greedy hands in many ventures to varying degrees in its sordid history, including spice trade, slave trade, and other, less unethical (and less than ethical) ventures. Moral turpitude has always played a role in the clan's ascendancy, and members of the clan have often prided themselves on their perfidiousness. However, for every dozen members of the clan whose success and status arose from treachery, there is at least one of equal success and status who got where he is by legitimate means.

Type: Noble House
Scale: 8 (regional / national)
Enemies: Mercathi, Shak, R'lyek and Doneeta Clans of Ryloth Rivals: Dira, Fenn and Olan Clans of Ryloth
Allies: Secura and Una Clans of Ryloth, Besadii Hutt Kajidic

Membership in the Aurool Clan is not restricted to Twi'leks, but only Twi'leks of the Aurool family may hold the positions of Chieftain or Clan Councilmember. To date, there have been no Vice or Chief Envoys of any other species, but even non-Twi'leks could, theoretically, rise to the positions. Anyone born to the Aurool family is automatically eligible to participate in the business ventures of the Clan. Outside of the Aurool family, the forging of a contract is generally required to formalize membership, although such formalities are often waived, and a handshake or bow is often enough to seal a gentlemen's agreement welcoming an associate as a vassal to the Clan.

Positive Criteria (Organization Score Modifier):
Member of the Twi'lek Species (+1)
Has at least 1 level in Noble (+1)
CHA 13+ (+1)
Trained in Persuasion (+1)
SF in Persuasion (+2)
Trained in Knowledge: Bureaucracy (+1)
SF in Knowledge: Bureaucracy (+2)
Destroys/Razes Enemy Stronghold (+8)
Completes Mission for the Clan (+1)
Recommendation of Member with Organization Score of 21+ (+2)
30+ years as active member of Clan (+2)
10+ years as active member of Clan (+1)
Recruits new member or makes a powerful ally (+1)
Parent/sibling/spouse is active member of Clan (+2)
Wealth (+1 per 50,000 credits, max of +5)

Negative Criteria (Organization Score Modifier):
Associates with Balosar (-1)
Friendly with Enemy of Clan (-2 to -10)
Steals from the Clan (-10)
Provides Insider Information to Enemy of Clan (-10)
Intentionally kills member of Clan without Authorization from Clan (-20)

Score / Title, Benefits and Duties:
3 or lower: none
4 - 10: Vassal Associate - An earnest drive to further the status and wealth of the Clan is the earmark of a valuable Vassal Associate of Clan Aurool. Anyone can join the Clan as a Vassal Associate, and one of such standing is typically works for the Clan on one or more of many levels, from an enforcer to body guard to business manager. A Vassal Associate of the Aurool Clan may add any one CHA-based skill to his class skill list.
11 - 20: Vice Envoy - There are several Vice Envoys to the Aurool Clan, each charged with seeking out profitable business ventures to swell the purses of the Clan Treasury. A Vice Envoy is often charged to travel the Galaxy in search of investors and investments, and frequently is outfitted with the appropriate gear and transportation worthy of his standing. A Vice Envoy of the Aurool Clan may reroll a failed Persuasion check to change attitude once per day and use the higher result.
21 - 25: Arch Envoy - There is but one Arch Envoy of the Aurool Clan, and he serves as a financial advisor, confidant and counsellor to the Chieftain on a wide variety of matters. It is to the Arch Envoy that each of the Vice Envoys answers, and it is his favor that they seek to curry with their exploits, with the ultimate aim of eventually replacing him. Whenever the Arch Envoy of the Aurool Clan makes a successful Persuasion check to Intimidate, all allies within line of sight receive a +2 morale bonus to Will against the target of the Intimidation and all his allies for the remainder of the encounter.
26-30: Chieftain - There is but one Chieftain of the Aurool Clan, and it is his duty to run the Clan, adjudicating disputes among members and making all decisions surrounding issues within the Clan. The Chieftain of the Aurool Clan may attract minions as per the Mastermind Talent of the Crime Lord PrC, but may have a number of minions equal to his Charisma score present at any given time (minimum of 2).
31+: Clan Councilmember - The Twi'lek Clan Council comprises one representative from only five of the many Clans of Ryloth at any given time. A Clan Councilmember is typically a former Chieftain, or the relative or trusted counsellor of a Chieftain, and is charged with representing his Clan in the decisions that effect all the Ryloth Clans as a whole. The Clans with representatives sitting on the Council enjoy particular political power and prestige during the tenure. When any one member of the Twi'lek Clan Council dies, however, the rest of the members are driven into the bright lands of Ryloth and left to die. The many Clans of Ryloth then swiftly vie to maneuver a new representative into one of the five empty Council seats. A Clan Councilmember with the Influential Friends or Powerful Friends Talents from the Lineage Talent Tree may use each talent once per encounter, rather than once per day.


Corporate Sector Authority (by RobShanti):
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The Corporate Sector Authority (CSA) is a free enterprise fiefdom in the end of the Galaxy's Tingel Arm. The Corporate Sector, formed in 490 BBY by corporate purchases of real estate in the Tingel Arm to resolve differences between Galactic Republic lawmakers and the moguls of the Galaxy's largest corporations, originally consisted of a few hundred star systems, supposedly devoid of intelligent life. After the Clone Wars, a group of lobbyists known as the Galactic Corporate Policy League formed the Corporate Sector Authority and expanding its influence to nearly 30,000 star systems with the signing of the Corporate Sector Charter. The CSA took possession of many of the remaining droids and assets belonging to the Confederacy of Independent Systems and paid the Empire an annual stipend of 3% of the sector's gross product, as well as a tithe of materials and ore produced. During Emperor Palpatine's reign over the galaxy, Corporate Sector companies developed technologies mainly for use by the Empire. The monetary authority of the Corporate Sector was the Authority Currency Exchange which issued Authority Cash Vouchers and crystalline vertexes.

Type: Government
Scale: Sector (Scale score = 13)
Enemies: Trianii Rivals: various Hutt Clans
Allies: expatriated Corporate Alliance associates, the Empire

The governing body of the Corporate Sector Authority comprises several powerful corporations managed by a Direx Board, made up of 55 high ranking business executives.

Positive Criteria & Organization Score Modifier:
Experience +1/2 Character levels Trained in Knowledge (Bureaucracy) +1
Has Skill Focus feat for Knowledge (Bureaucracy) +1
Member of Corporate Agent PrC +1
Has Natural Leader feat (provided the organization you lead is a subsidiary of the CSA) +1
Has Adept Negotiator talent +1
Has Master Negotiator talent +1
Has Competitive Drive talent +1
Has Competitive Edge talent +1
Has Corporate Clout talent +1
Has Wealth talent +1
Has Connections talent +1
Spent 10 or more years in Organization +1
Spent 100 or more years in Organization +2
Saves the life of a member who has a 21+ Organization Score +1
Donates credits or supplies to the CSA +1 per 5,000 cr donated

Negative Criteria & Organization Score Modifier:
Loses or destroys supplies or materials belonging to CSA -1 per 5,000 cr value
Steals from CSA -5 Provides information about the organization to an enemy -5
Not trained in Knowledge (Bureaucracy) -1
Fails on a mission assigned by the organization -1
Is a member of the Trianii species -1

Score / Title / Benefits & Duties:
3 or lower: None   
Benefits: None    
Duties: None
4 - 10: Industrialist - Those with ambition, capitalist savvy and the drive to climb the corporate ladder are valued by the Corporate Sector Authority, such as the Petty bureaucrats and numerous roving assistant auditors employed by the Office of the Auditor-General to check information from outside the office and run investigations. Also included in this category are aspiring entrepreneurs, who can find many opportunities in the Corporate Sector to achieve financial success or, better, to earn the notice of the Executive Directorship Board.
Benefits: None
Duties: None
11-20: Viceprex - A Viceprex is subservient to the Direx Board, and is still an employee of the Corporate Sector Authority itself, rather than an employee of one of the Direx Board's sponsoring corporations. There are three levels of Viceprex: Executive Viceprex, which administers a division of the Authority; Subdivision Viceprex, managing a subdivision of one of these divisions; and Assistant-Viceprex, in charge of a smaller section of a division or a particular division facility.
Benefits: Pay no licensing fees on licensed goods within the organization's sphere of influence.
Duties: Perform a dangerous mission for the CSA.
21-25: Direx - The Executive Directorship Board, otherwise known as the Direx Board, is responsible for managing the companies composing the Corporate Sector Authority. The body is made up of 55 members, known as Direxes, all high ranking business executives. Thirty-seven of those seats consist of voting sponsor corporations. Eighteen seats rotate among the non-voting but contributing members, allowing them approval rights on the budgets of the CSA.
Benefits: Take no attitude penalty on Persuasion checks to influence the attitudes of members of the CSA.
Duties: None.
26-28: Auditor-General - The Auditor-General is appointed by the Prex to observe the operations of the CSA and to remove sources of corruption and inefficiency. The Office of the Auditor-General employs numerous roving assistant auditors to check information from outside the office and run investigations. Essentially the intelligence department of the CSA, coordinating information from industrial spies throughout the galaxy and informers in the Imperial civil service, the Auditor-General also operates the Detached Duty Office as a sort of internal affairs bureau. Additionally, the Auditor-General serves as the CSA's defense minister.
Benefits: Access to a specialist agent (CL 8 Espo or member of the Auditor General's staff) while within the CSA's sphere of influence.
Duties: Kill, capture or disable an enemy of the CSA (CL equal to your heroic level +1).
29-30: Prex - The title of Prex is an elected position available to a member of the Direx Board of the CSA. A Prex is selected by peers to serve for three years as personal representative to the Direx Boards, counterbalancing the ExO. The Prex is also responsible for personally presenting the secret annual reports to the Emperor.
Benefits: access to a personal aide who has heroic levels equal to your heroic level -3.
Duties: Donate Credits to the Organization's reserves (equal to 1,000 cr x your character level).
31+ : ExO - ExO, or Executive Officer, presides over the Direx Board and, while originally charged only with scheduling meeting times and locations and presenting Direx policy to the Authority consumers, eventually assumed greater authority with underling Direxes operating in a more advisory capacity. To be elected for ExO, a candidate must be nominated, seconded, and thirded, then voted in by a majority. The position is for no fixed term, but, at any time, a vote of no-confidence from the Direx Board, which would need to be seconded and ratified, could remove an individual from office. The ExO is required to hold no stock save from CSA companies and to hold no outside positions. To be found with outside interests is grounds for immediate removal from office. The ExO is considered a political leader abroad and holds the social standing of an Imperial Grand Moff.
Benefits: Obtain a meeting with an official, ruler or lead of a rival (but not enemy) organization in 1d4 days (maximum once every three months).
Duties: None.


Freelance Transporters' League (by Lynn_LeFey): [sblock]

Official Activities
1. Secure     Transport.
2. Armed     Escort for Convoys

3. Dispatch     Service for Freelance Transporters




Secure Transport: FTL has a range of armed transports, capable of reasonable defense of cargo.




Armed Escort: FTL maintains a number of small capital ships for escort duty of convoys, and provides this service for a fee based on the ships used.




Dispatch: FTL, as its name implies, acts as a dispatcher for Freelance Transporters. It charges a 5% commission on earnings, and all of its freelance transporters undergo rigorous background checks, to ensure both the crews and craft meet all Imperial Legal Standards.




 





    Unofficial Activities
    1. Work     for non-humans
    2. Training     ship crews for combat
    3. Transport     and naval combat power for groups opposing the Empire.
    4. Privateering     against the supply lines of the Empire.
    5. Gather     Intel on potential allied groups and Imperial fleet operations.


    Work for Non-humans: In an era where legitimate jobs are difficult to come by for non-humans, FTL will not discriminate against non-humans. NOR will it discriminate against humans who wish to join the cause.




    Training: A major focus of the organization, members will be trained to perform vital functions aboard starcraft. In a para-military style, which should exactly emulate actual military rank structure, individuals gaining rank will gain command of vessels as per their level of experience. The intent is to produce training programs which exceed the level of skill produced by the Empire. Rebel organizations must do more with less, and that requires highly skilled crewmembers.




    Transport and Naval Combat Power: FLT will handle transport logistics for other groups in need of transport, within our ability, coordinating with their command structures to grant the highest likelihood of success for a given mission. This will include moving troops, vehicles, and supplies, providing fighter support for ground forces, ships for breaking blockades, and full assault forces for ship to ship encounters.




    Privateering against supply lines: A major thrust of activity for FTL will be to strike the Imperial supply lines. They are relatively lightly guarded, and a rich supply of materials for rebel forces. In addition to arming our forces, it also stymies Imperial Operations.




    Gathering Intel: FTL will maintain agents in major ports to gather information on pirate activity and Imperial Fleet Movements. This information will be freely shared with other organizations that oppose the Empire. Information returned from other Rebel Organizations will be used but counted as less reliable than first-hand.




    To these ends, FLT will attempt to gain a company-wide military hardware license. ALL craft from FTL which take part in Privateering activities will have functioning disguised transponders. Initial dispatch work will be used to test newcomers' reliability, and possible willingness to work against the Empire.




    FTL will organize a code system to broadcast pertinent information to their ships, as well as offer legitimate work to freelance transporters. Information supplied will include things like the presence of Imperial Patrols.




    Rank Criteria




    Positive Score     Criteria                                     Rank




    INT 13+                                                           +½
    DEX 13+                                        +½
    CHA 13+                                                       +½

    Gather Information                                       +1
    Knowledge:Tactics                             +1
    Mechanics                                                       +1
    Pilot                                               +1
    Treat Injury                                                     +1
    Use Computer                                                  +1
    Skill Focus in any     Above                                 +1
    Weapon Proficiency: Heavy     Weapons          +1
    Weapon Proficiency:     Pistols                          +1
    Light Armor Proficiency                                       +1
    Vehicular Combat OR Tech     Specialist          +1




     Positive Score     Critera (Cont'd)                  Rank




    Recruit Member                                                +¼ per     recruit
    Donate/Acquire     supplies                                 +1 per 10,000cr worth
    Complete Mission                                          +½     per mission
    Experience                                                      + ½ CL
    Participate in Victorious     Battle              +½ per battle




    Negative     Criteria                                                Rank




    Kill FTL Member                                          -20
    Provide Info on FTL to     Enemy                     -10
    Steal from FTL                                                -5
    Post Bounty on FTL     Member                       -5
    Friendly with an enemy of     FTL                    -3
    Reviled                                                             - darkside     score
    Lose or Destroy     Supplies                              -2 for capital ship*
                                                       -1/vessel or     vehicle*
                                                       -1/2 for     vehicle/astromech/equivalent*
    Fail a Mission                                                 -1/2     (but never to lower rank)




    * Loss of supplies should     never lose rank if done under orders.




    Rank Information




     Rank Name            Rank Score          Benefits                                                                                                                        Duties




    Admiral                 40+                  Command of a Squadron                                                                         Create Longterm FTL Goals
    Captain                  35-39               Command of Cruiser access to a Squadron for 1 week
    Commander            30-34
                   Command of Frigate or access to Cruiser for 1 week                           Acquire Resources
    Lieutenant                     25-29                      Command of Gunship or access to Frigate for 1 week
    Ensign                               20-24
                  4 helper agents, Command of Starfighter Flight (4) or access to Gunship           
                                                                                                                           Perform Dangerous Missions
    Chief Petty Officer       15-19                      Command of a Starfighter or access to Starfighter Flight (4) for 1 week
    Petty Officer            10-14
                   Duty Gear, Access to vehicle or access to Starfighter for 1 week
                                                                                                                           Train Deckmen
    Senior Deckman       5-9                         Blaster Pistol OR Medical Kit, Blast Helmet and Vest                       Participate in battles
    Deckman                       2-4                         Uniform, Basic Datapad, Prize Pay                                                         Learn duties




    Command Equivalence
    Starfighter = Light Transport
    Gunship = Starfighter Squadron (12)
    Frigate = Starfighter Wing (36)
    Gunship: for these purposes, a gunship is a vessel of Colossal size with at least 150 hp, shields better than 30, and heavy weapons.




    Benefits Explained




    Uniform
    Maybe a bit of an overstatement. Everyone will be issued boots and coveralls (if they need them).




    Medical Care
    While aboard an FTL ship, or on a mission for FTL, all members will have their medical care covered.




    Food and a berth
    All crewmembers will be fed for free, and be assigned a berth and storage locker or spacer's chest for personal belongings.




    Basic Datapad
    Each deckman, after having shown some aptitude and the ability to take orders, will be issued a basic datapad, which will contain all of their training manuals.




    Prize Pay
    Legitimate income made by FTL Ships is divided among all crew, with shares equal to member's Rank Score, after operating expenses are paid. For this purpose, rank score should be rounded down to the nearest whole number. Ships taken a prize have their value divided among all crew, with shares equal to member's Rank Score, which is then applied to additional rank based on 'Donated Supplies', which is to say, they don't keep captured ships, but it adds to their rank. Cargo of ships taken may be portioned out to crew, up to an amount equal to 100cr per Rank Score, at the ship commander's discretion, the remainder to be donated to FTL.




    Blaster Pistol, Blast Vest and Helmet
    All individuals who attain the full rank of Senior Deckman will be issued a blaster pistol, blast Vest and helmet. It is expected that every crew member will defend the ship against boarding actions or participate in boarding actions against other ships. For individuals who are unwilling to inflict injury on others, the blaster pistol will be replaced with a Medical Kit.




    Duty Gear
    May requisition gear worth 1000cr related to your primary duty. For instance, Medics may requisition medical kits, gunners may requisition blaster carbines, System Operators may requisition data pads, and mechanics may requisition tool kits. Other gear may be requisitioned as is required by mission.




    Transport and Safe Quarters:
    Everyone of petty officer rank and above is given free transport anywhere within FTL's area of influence, as well as access to quarters off-ship in a secure location, should they need them.




    Vessel Access and Command
    Virtually all benefits above Petty Officer are access to, or command of, vessels of increasing size or number.  Access is a temporary use. It may be for a single mission, or it may be acting command when the normal commander is off doing something else. While it's not mentioned anywhere else, it should be safe to assume that if someone joins the organization and already possess a ship of a given size, they would be assigned the acting rank required to command that vessel. So, if a smuggler with a light transport joined FLT, he or she would be treated as Chief Petty Officer, until their organization score exceeded 19, even if their initial score was lower than 15. Ship groups are as follows:




    Helper Agents
    All officers gain the benefit of access to up to 4 helper agents, who are specialists in given fields, to assist in gathering information, coordinating logistics, researching data, etc.




    Punishments
    Crew found guilty of crimes by a jury of 5 officers (or 5 crew in the event insufficient officers are available), can have rank revoked. In addition, depending on the severity of the crime, they may be Marooned or, for the worst offenses, Airlocked. In the event not even 5 crewmen are available, the Ship's highest ranking individual shall make a sole verdict.




    Loss of Rank: Rank should be decreased as set in Negative Criteria. A jury may set different values depending on circumstances.




    Marooning: This is the prescribed action for prisoners, and the likely punishment for serious crimes short of murder. Marooning will be done on a planet with sparse inhabitation, in a location where natural resources are available, but there are no technologically advanced settlements detectable. Individuals shall be given basic survival gear, including a knife, 7 ration packs and filtration canteen for each person marooned. In addition, one Sporting Blaster Pistol or Slugthrower Pistol will be provided per group, including one energy cell or clip of ammunition.




    Airlocking: For the most heinous crimes, offenders may be airlocked; that is, forced out an airlock into space. This is exactly equivalent to execution. This punishment is reserved for murderers and traitors who jeopardize the entire vessel and its crew.




    Organization Scale




    ½ Krenna's Heroic Level + CHA modifier. Which would start at 8, Regional/National, the size of a local crime syndicate.




    Current scale: 9




    Sample Crewmembers 

    Deckman 'untrianed' Missions:0     Org. Rank 2.5
    Medium RACE nonheroic 1
    Init: +0; Senses Perception +4
    Languages: Basic

    Defenses Ref  10 (flat-footed 10), Fort 11, Will 9
    hp 3; Threshold 11
    Speed 6 squares
    Melee unarmed +1
    Ranged Sporting Blaster Rifle +0 (3d6)
    Base Atk +0, Grp +1
    Special Actions none

    Abilities Str 12, Dex 11, Con 13, Int 10, Wis 8, Cha 9
    Feats: WP: Pistol, 3 Unassigned
    Skills Mechanics +5,  2 Unassigned
    Possessions Uniform, Blaster Rifle (Sporting)




    Deckman 'normal' Missions:0     Org. Rank 3.5
    Medium RACE nonheroic 1
    Init: +1; Senses Perception +1
    Languages: Basic

    Defenses Ref 11 (flat-footed 10), Fort 9, Will 11
    hp 2; Threshold 9
    Speed 6 squares
    Melee unarmed +0
    Ranged Blaster Pistol +0
    Base Atk +0, Grp +0
    Special Actions none

    Abilities Str 11, Dex 12, Con 8, Int 10, Wis 13, Cha 9
    Feats: WP: Pistols, Skill Training: Mechanics, 2 Unassigned
    Skills Use Computer +5, Mechanics +5
    Possessions Uniform, basic data pad




    Senior Deckman (Gunner) 'skilled' Missions: 2    Org. Rank 6.5
    Medium RACE nonheroic 2
    Init: +1; Senses Perception -1
    Languages: Basic

    Defenses Ref 12 (flat-footed 11), Fort 11, Will 9
    hp 6; Threshold 11
    Speed 6 squares
    Melee unarmed +1
    Ranged Blaster Pistol +2
    Base Atk +1, Grp +1
    Special Actions none

    Abilities Str 11, Dex 13, Con 12, Int 10, Wis 8, Cha 9
    Feats: WP:Pistols, WP: Rifles, WP:Heavy, Light Armor Proficiency
    Skills Pilot +6

    Possessions Uniform, Blaster Pistol, Blast Vest and He

    I have several Organizations that I am working on for my website, but none ready to release yet. I am currently rereading a couple of the novels that detail the late Dark Time/early Rebellion era to get some of the details straight, so it may take a bit (I am a sucker for obscure EU material).

    Keep an eye out, though, and I'll cross post at least one proto-Rebel organization for you here.
    List of Organizations (continued)

    Grand Army of the Republic (by NicoJMont): (can also see post #110 for the info with better formatting) 
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    Type: Military Organization

    Enemies and Allies: The greatest enemy of the Grand Army of the Republic is the Confederacy of Independent Systems.  To be voted into existence by the Republic Senate in response to the grown threat of the Confederacy the Grand Army of the Republic and Created with the Emergency Powers granted to the Supreme Chancellor. 
    Allies of the Grand Army of the Republic are the Jedi Order.  Through the Reorganization in the Republic and creation of Republic High Command the Grand Army of the Republic and Jedi Order were merged almost as a united fighting force.
    Other Allies of the Grand Army of the Republic are the Republic Senate & Office of the Supreme Chancellor.  Who act as their commanders giving orders to the Army. 
    As Soldiers of the Republic, the Grand Army of the Republic are allied with many other law enforcement and planetary security forces throughout the Republic.

    Scale: 17 (Partial Galactic: Most known worlds, except in some regions)

    Organization Score Criteria:  Becoming a member of the Grand Army of the Republic in any meaningful capacity usually requires the member to be bore as a Clone Trooper or Enlist in the Republic Military and complete Boot Camp.

    Criteria Tables:  The following criteria can affect the organization score of a member of the Jedi Order.

    Positive Criteria                                    Organization Score Modifier
    Character level experience                                    + ½ character level
    Has at least 1 level of the Jedi Class and is a Padawan of the Jedi Order    + 24 (this bonus insand yes makes a Padawan a Commander as per the saga edition rpg)
    Base Attack Bonus +5 through +9                         + 1
    Base Attack Bonus +10 through +14                     + 1
    Base Attack Bonus +15 or higher                           + 1
    Has levels in the Elite Trooper Prestige Class        + 1
    Has levels in the Jedi Knight Prestige Class           + 31 (as per the saga edition book this makes jedi knights generals)
    Has levels in the Jedi Master Prestige Class          + 35
    Ten or more years in the Organization                  + 1
    Thirty or more years in the Organization               + 1
    Is a Clone Trooper                                                  + 2
    Completes a mission assigned by the organization    + 1 after 4 missions
    Makes a discovery important to the organization    + 1 after 4 discoveries
    Recommendation of a member of the Organization with a score 21+    + 1
    Defeats an enemy of the Organization                    + 1/16 opponent’s CL
    Participates in a battle in which the organization is victorious    + 1


    Negative Criteria                                    Organization Score Modifier
    Is of a hated Species                                                   - 2
    Loses or destroys supplies or materials                      - 1 per 5,000 credit value
    Fails a mission assigned by the organization               - 2
    Provides information about the organization to an enemy    - 10
    Kills a member of the organization intentionally          -20
    Is a member of the Jedi Order after Order 66              - 100



    Titles, Benefits, and Duties:  Members of the Grand Army of the Republic are the soldiers of the Republic.  They must be well disciplined always taking orders from commanding officers without question or concern for ones fate.  They must take part and fight in full scale battles along the warfront.  After Order 66 they are to hunt down and destroy all Jedi.


    Title: Benefits and Duties
    Cadet (0-4): Cadets are the lowers-ranking members of the Grand Army of the Republic.  They are typically young adults looking to join the Grand Army and are attending boot camp.  They gain no benefits.
    Trooper (5-10): Troopers gain the following benefits +2 bonus on attempts to aid another action to assist another member of the Grand Army of the Republic, A monthly stipend of 100 credits x your organization score for tasks related to the organization, and Pay no licensing fees on licensed goods within organization’s sphere of influence.  Troopers Duties are to Participate in battle against the enemy of the Organization
    Sergeant (11-19):  Sergeants can spend a Force Point to immediately requisition 1,000 credits worth of supplies, Pay no licensing fees on restricted goods within the organizations sphere of influence, Free medical care while within the organization’s sphere of influence, and Access to 4 Clone Troopers (nonheroic 8) while within the organization’s sphere of influence.  Sergents duties include Perform Dangerous missions for the Organization.  Sergeants gain all benefits and duties of Troopers.
    Lieutenant (20-24):  Lieutenants gain the following benefits: Access to Special Agents (one no more than 8 levels heroic or nonheroic) while within the organizations sphere of influence.  Lieutenant Duties include: Obtaining supplies or materials for the organization (equal to 1,000 x character level).  Lieutenants also gain all benefits & duties of Sergeants and troopers.
    Commander (25-30):  Commanders gain the following benefits: +1 circumstance bonus on attack rolls against an enemy of the organization, Access to a Space Transport, Pay no licensing fees on military goods within the organizations sphere of influence, and Can spend a Force Point to immediately requisition 10,000 credits worth of supplies, regardless of restrictions.  Commander’s Duties include: Training new members of the organization, Kill capture, or disable enemies of the Organization. Commanders also gain all benefits and duties of Lieutenants, Sergeants, & Troopers.
    General (31+): Generals gain the following benefits:  Access to a Capital Ship for 1 week.  Access to 12 Starfighters for up to 1 week.  Obtain a meeting with an official, ruler or leader of a rival (but not enemy) organization within 1D4 days. General’s gain all benefits and duties of Commanders, Lieutenants, Sergeants, & Troopers.



    Jedi Order
    (by NicoJMont): (can also see post #111 for the info with better formatting) 
    Show

    Type: Force Tradition
    Enemies and Allies: The greatest enemy of the Jedi Order is the Sith. Throughout the entire history of the Galaxy the Sith and Jedi have been in an epic duel of the Force. The Jedi are always on the look out for the users of the Dark Side of the Force and through mostly peaceful yet at times hostile actions attempt to eradicate the Dark Side. Allies of the Jedi Order are the Galactic Republic.

    They work towards preserving Peace, Justice within the Republic. Often referred to as the Republic’s guardians. During the ending days of the Old Republic the Jedi were at times a bit controlled by the Republic. The Supreme Chancellor under the authority of Emergency Powers in the Galactic Senate reorganized the Republic’s bureaucracy to better coordinate the Judical Department with the War Effort. The Jedi Order technically being a part of the Judical Department were moved out of their traditional role of Peacekeepr, instead becoming officers in the Grand Army of the Republic and the Republic Navy. As the Supreme Chancellor is the Commander-in-Chief, he became in a position to command the Jedi directly. While the Jedi still have the right to refuse the Supreme Chancellor’s orders, they must provide considerably more justification other than “the will of the Force” because they can be charged with insubordination, if not treason. This control the Supreme Chancellor holds of the Jedi has left to much tension and the inevitable destruction of the Jedi Order with the actions taken under Order 66.

    Other Allies of the Jedi Order include the Antarian Rangers, a paramilitary organization dedicated to the support and well being of the Jedi Order. This organization is formed from many financial backers, Force Users whom were not accepted into the Jedi Academies, and Non-Force Sensitive citizens of the Galaxy who wished to some how be a part of the Jedi Order. As Peacekeepers of the Republic, the Jedi Order are allied with many other law enforcement and planetary security forces throughout the Republic.

    Scale: 17 (Partial Galactic: Most known worlds, except in some regions)
    Organization Score Criteria: Becoming a member of the Jedi Order in any meaningful capacity usually requires the member to be Force Sensitive. They must be discovered and brought before the Jedi Council and accepted as a Jedi. Throughout the days of the Old republic most Jedi were chosen at birth. They are raised from infants and in to the ranks of the Jedi Order.

    Criteria Tables: The following criteria can affect the organization score of a member of the Jedi Order.

    Positive Criteria                                  Organization Score Modifier
    Character level                                    + ½ character level
    Has at least 1 level of the Jedi Class           +1
    Charisma 13 or higher                                 +1
    Trained in Use the Force                              +1
    Has the Skill Focus feat for Use the Force    +1
    Is Force Sensative                                       +1
    Has levels in the Jedi Knight Prestige Class   +1
    Has levels in the Jedi Master Prestige Class   +1
    Possesses a lightsaber                                   +1
    Thirty or more years in the Organization         +1
    One hundred or more years in the Organization  +2
    Completes a mission assigned by the organization   +1 for every 4 missions
    Makes a discovery important to the organization      +1 after 4 discoveries
    Brings an enemy of the organization to Justice        +1/16 opponent’s CL
    Has passed the Jedi Trials                                        +1
    Has taken on a Padawan Learner                            +1
    Has successfully trained a Padawan into Knighthood    +1
    Saved a Planetary Government or Organization allied to the Jedi Order    +1

    Negative Criteria                                           Organization Score Modifier
    Charisma 8 or lower                                                -2
    Not trained in Use the Force                                    -2
    Is non-Force Sensative                                           -2
    Tainted by the Dark Side                                         -1 per Dark Side Point
    Kills a member of the organization intentionally      -20
    Has a Dark Side Score of 5 or Higher                       -5
    Known to be friendly with an enemy of the organization    -2
    Failed the Jedi Trials                                                            -2

    Titles, Benefits, and Duties: Members of the Jedi Order are always required to be the Guardians of Peace and Justice in the Old Republic. Members of the Jedi Order must be prepared to take orders from the Jedi Councils. They must be willing to put all personal ambitions and attachments aside to perform their selfless duties to the Republic. They will engage in dangerous missions, negotiate and broker peace between planetary governments, organizations, and individual citizens of the Republic. They represent the moral compass of the Republic. All members must be prepared to give their live at any time in service to the Republic.

    Rank        Score            Title: Benefits and Duties
    0           2 or lower        Youngling: Younglings are the lowers-ranking members of the Jedi Order. They are typically children who are being raised and beginning their training in the Jedi Arts. They gain no benefits but are required to attend the Jedi Academy classes.
    1               3 - 4             Jedi Service Corps: As a member of the Jedi Service Corps you are assigned by the Jedi Reassignment Council to either serve as a ArgiCorps Worker, EduCorps Worker, ExplorCorps Worker, or a MedCorps Worker. You gain no benefits.
    2              5 - 10            Padawan: As a Padawan you are taken by a Jedi Master (or Jedi Knight if no Masters are available) as a Padawan Learner. A Padawan’s benefits are: Access to an astromech or protocol droid that has no more than 3 nonheroic levels. Padawans are required to perform the following duties: Follow their Masters on dangerous missions.
    3              11 - 28          Jedi of the Order: Jedi of the Order benefits are: When you spend a Force Point to enhance your Use the Force Skill roll an additional 2D6 and take the higher of the two, and Free transportation within the organization’s sphere of influence, and finally Access to the Jedi Archives that allow you to make Gather Information checks from anywhere in the galaxy. Jedi of the Order are required to perform the following Duties: Participate in battle against an enemy of the Jedi Order. Jedi of the Order are also gain all benefits and must perform all duties of a Padawan.
    4              19 - 30          Jedi Knight: To become a Jedi Knight you must have at least 1 level of the Jedi Knight Prestige Class and must have completed your Jedi Trials. Jedi Knights gain the following benefits: Access to a starfighter for up to 1 week, Obtain a meeting with an official, ruler, or leader of the Jedi Order or a group friendly to the Jedi Order within 1D4 days, Access to 4 clone troopers (nonheroic 8) for missions, Free medical care while within the Jedi Order’s sphere of influence, Can spend a Force Point to immediately requisition 10,000 credits worth of supplies, regardless of restrictions. and Access to a space transport for up to 1 week. Jedi Knights are required to perform the following Duties: Perform dangerous missions for the Jedi Order & Recruit or rescue members of the Jedi Order. Jedi Knights also gain all the benefits and duties of Jedi of the Order and Padawans.
    5              31 - 35          Jedi Master: To become a Jedi Master you must have at least 1 level of the Jedi Master Prestige Class. Jedi Masters gain the following benefits: Access to a specialist agent (one with no more than twelve levels, heroic or nonheroic) within the Jedi Orders sphere of influence. Jedi Masters are required to perform the following duties: Train a new member of the Organization (Padawan learner) and Kill, capture, or disable an enemy of the organization (CL equal to your heroic level +1) Jedi Masters also gain all the benefits and duties of a Padawan, Jedi of the Order, and Jedi Knight.
    6              36 - 40         Jedi Council Member: Council members serve on one of the Jedi Councils, Council of First Knowledge, Council of Reassignment, or Council of Reconciliation. Council Members gain no special benefits Council members also gain all the benefits and duties of Padawans, Jedi of the Order, Jedi Knights, & Jedi Masters.
    7          41 or higher     Jedi High Council Member: Jedi High Council Members have a seat on the Jedi High Council. High Council Members benefits include: Obtain a meeting with an official, ruler or leader of a rival (but not enemy) organization within 1D4 days. Jedi High Council Members also gain all the benefits and duties of Padawans, Jedi of the Order, Jedi Knights, Jedi Masters, & Jedi Council Members.


    Jensaarai (by Master_KiRam):
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    I am the Protector of Justice
    I know no Emotions
    I know the Truth of the Force
    I am the Protector of Worlds.
    I know the Power of the True Force,
    I am the Defender of the True Way
    The Universe know not my existence.
    I pledge myself to the Jansaarai .
    For I have found True Life,
    In the Protection of the people I care.

    The Jansaarai Code

    Type: Force Tradition
    Enemies and Allies: The Galactic Republic and the order of the Jedi Knight have been traditionally at odds as the Jedi Council dispatched members of the order to investigate leads on a so-called Sith Cult. The Empire was at first allies of the Jensaarai, but became enemies when Darth Vader killed the Saarai-Kaar’s son. The New Jedi Order became fragile allies with the Jensaarai after a brief encounter with New Republic forces. Eventually the two Force Factions became Allies when Jansaarai joined the New Jedi Order under Luke Skywalker new “ideology” of the Force.

    Scale: 12

    Organization Score Criteria: Jensaarai philosophy is a mixture of both Jedi and Sith teachings, which are honorable and disciplined, yet fueled by the power of aggression. Jensaarai ideals border on the Dark Side of the Force yet do promote honor, discipline, respect, peace and justice.

    Positive Criteria                                                        Organization Score Modifier
    Experience                                                                        +1/2 character levels
    Has at least one level in the Jedi class                                        +1
    Has at least one level in the Jedi Knight or Jedi Master Prestige class   +1
    Has Rek’dul Mastery Talent                                                                    +1
    Trained in use the Force                                                                         +1
    Is Force Sensitive                                                                                   +1
    Makes a discovery important to the organization                                +1/3 discoveries
    Completes a mission assigned by the Jensaraarai                              +1/3 missions
    Brings a Janaraarai enemy to justice                                                   +1/4 opponent’s CL
    Has successfully trained an Apprentice                                                 +1

    Negative Criteria                                                                   Organization Score Modifier
    Not Force Sensitive                                                                       -1
    Does not have a Jensaarai Talent                                                -2
    Reviled                                                                                   -1/4 Dark Side Score
    Has a Dark side score greater than half character’s wisdom       -10
    Loses Jensaarai Materials                                                        -1 per 5,000 credits
    Fails a Jensaarai Mission                                                               -1
    Steals from the Jensaarai                                                            -10
    Passes Jensaarai secrets to outsiders                                        -10
    Kills a Jansaarai intentionally                                                       -20
    Known to be friendly with an enemy of the organization             -2

    Rank        Score            Title: Benefits and Duties
    The Jansaarai allow both the Force Sensitive and the Non-Sensitive into their ranks. The Title of

    0.         7 and under     Apprentice: Apprentices are responsible for learning the precepts of the Jansaarai and for creating their own light sabers and creating their armor. Since the same care and methods used by traditional Jedi are not used by the Jansaarai these item do not gain a +1 bonus. Apprentices cannot advance in rank regardless as to their Rank Score until their light saber and armor are finished.
    1.             8-14             Taral: “Defender” Taral are non-sensitive knights of the order. Taral are responsible for day to day activities of the Jansaarai. Tarals gain a +2 bonus on attempts to use aid another action to assist another member of the Jansaarai.
    1.             8-14             Jidai’taral: “Jedi Defender” Jidai’taral are Force Sensitive knights of the order. Taral are also responsible for training the Apprentices of the order. Jidai’taral gain a +2 bonus on attempts to use aid another action to assist another member of the Jansaarai.
    2.            15-21            Kissai: “Priest” Kissai see to the assisting in the rights and rituals of the Jansaarai order. They are responsible for the care and the acquisition of new material for the Jansaarai. This rank is open to the Sensitive and Non-sensitive alike. Kissai can Spend one Force Point to immediately requisition 1,000 credits’ worth of legal, unrestricted supplies or services within the Jansaarai’s sphere of influence.
    2.            15-21            Jen’jadal: “Hidden Jedi” Jen’jadal are Force Sensitive and train Apprentices in the ways of Jansaarai Order. Jen’jadel receive a stipend of 100 credits x the characters organization score for the use in training his/her apprentice. Regardless as to the fact that they are training apprentices Jeni’jadal or duty bound to participate in battle against enemies of the Jansaarai.
    2.             15-21            Saarai Massasi: “Warriors of Truth”: Saarai Massasi are the non-sensitive personal body Guard of the Saarai-Kaar. Saarai Massasi are chosen by the Saarai-Kaar himself. Saarai Massasi also gain a +1 circumstance bonus on attack roll againt said enemies.
    3.             22-29            Kissaiari: “Priest” Kissairi are assistants to the Jen’kaar, and see to his/her every need. Kissaiari also oversee the Kissai in their duties. Kissaiari Can obtain a meeting with leaders of the Jansaarai within 1d4 days as a repsresentative of the Jen’kaar. This rank may be held by both Force Sensitive and Non alike.
    3.             22-29            Jiaasjen Saarai: “Truth within Shadows” Jiaasjen Saarai are the executive officers that act as the assistants to Derripha Saarai, and the Jen’kaar and see to the management of the members beneath them. They are often required to go on Dangerous missions for the Jansaarai. Jiaasjen Saarai take no attitude penalty on Persuasion checks to influence the attitudes of members of the Jansaarai.
    4.         30 or higher       Derripha Saarai: “Devourer of Truth” Derripha Saarai are Non-Sensitive spiritual leaders of the Jansaarai, and responsible for seeing to it that the greater good is maintained throughout the Jansaarai sphere of influence. This comes by seeing to the capture or disablement of enemy organization or simply destroying their supplies or supply lines.
    4.         30 or higher       Jen’kaar: “Hidden Keeper” Jen’kar are Force Sensitive spiritual leaders who also are responsible for seeing to the greater good throughout the Jansaarai sphere of influence but with slightly different methods. Jen’kaar see to the death of enemies or their organization within Jensaarai sphere of influence. The planning for this kind of enforcement if left to the very high up to assure complete balance of the dark and light sides of the force. Only Jen’kaar may become Saarai-kaar.
    5.         35 or Higher:      Saarai-kaar: “Keeper of the Truth” The Saarai-kaar is the sole master of the Jensaarai Order, and is responsible for seeing to the organization of the Jansaarai Order and is charged with maintaining the studies of his acolytes. There can only be one Saarai-kaar at any one time regardless as to character’s rank score.



    Kwa Holdings (by Jormundre)

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       The Kwa were an ancient extragalactic species native to the Outer Rim world of Dathomir that built the Infinity Gates and Star Temples during the Pre-Republic era. The Infinity Gates were permanent structures capable of enabling near instant travel between interstellar locations and were housed within the Star Temples.

       The Kwa have not resided in this galaxy since before the rise of the Infinite Empire founded by the Rakatan species. They instead instilled all the knowledge and power of the Kwa Holdings to a mysterious group called the Aing-Tii Monks before they departed. The Aing –Tii vigilantly saw to the preservation of the Kwa Holdings situated within the Kathol Rift and neighboring regions for millennia.

       The Aing-Tii prepare their ranks to ferry Kwa delegates to all corners of the galaxy so they may conduct their census every five-hundred years. During this time, select groups of scholars are visited and given the option to return with the Kwa where they will update the celestial records and live out their days in a manor of their choosing.

       Many galaxies are in some way part of the Kwa Holdings. Their influence is not always common knowledge to the inhabitants, but their goal is to preserve life as it falls into their view of the cosmic balance. Species and groups long thought to be extinct continue to exist on distant worlds far removed from galactic knowledge. While the Kwa answer to no one in regards to their galactic nurseries, they will listen to entities gifted with the ability to communicate with the Force.

        The Kwa rely on a multitude of Force using traditions to achieve their goals throughout the cosmos. Talented individuals are frequently selected to carryout sensitive tasks on their behalf.


    (+) Positive Criteria                                                         (-) Negative Criteria
    +1 per Force Talent                                                         -2 per Dark Side Point
    +1 per Force Tradition Talent                                         -5 acting against Kwa Holdings
    +1 per Light side Talent or Force Power                      -1 per Dark Side Talent or Power
    +1 per Dramatic act of Heroism                                     -1 per needlessly lost life
    +1 per successfully accomplished Mission                  -2 per failed mission
    +2 per level in a Force user Prestige Classes




    Rank and Responsibilities:




    Initiate: [Rank 1-5] you have been inducted by a ranking member of the Kwa Holdings and are awaiting assignment to your first tour. A tour is a series of tasks that lasts four character levels. This period of observation allows operatives to appropriately deploy you based on your skills and talents.
      Benefit: Effective immediately and again each month, you receive a salary equal to 500 x your Organization score.




    Field Operative: [Rank 6-15] you are part of a sanctioned task force and have been provided with room and board on a Kwa Holdings vessel. You answer to Team Leaders and personal who speak for your head of Operations. You may also receive personalized instruction from other Force traditions, potentially learning their talents. By accepting the title of Field Operative, you must complete one tour (4 character levels).
       Benefits: You gain access to a Quarter Master that works for Kwa Holdings. The Quarter Master can obtain weapons or equipment for you in 1d4 days. Price is usually one half of the market value and ignores licensing fees.
       Additionally, once per level, you may requisition one Superior Tech Specialist upgrade (or template) for a weapon or piece of equipment you own (for free).


    Specialist: [Rank 16-25] you have become an invaluable part of the Kwa Holdings Organization by displaying great promise in your field of expertise. You answer to Team Leaders and Operations, but may utilize a pilot to take you on non-sanctioned flights.
        Benefits: Your salary increases to 1000 x organization score (instead of x 500).

    Higher ranks do exist, but they are tailored to the individual who is promoted from Specialist.




    New Republic(by Stayker): see post #14 for the link.

    Predator-Type Yautalor Clans (by ErikModi): see post #5. (Too long to include here.)

    The STAR (Special Tactics Analysis and Response) Agency by Enlightened1
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    The STAR Agency
    Quis custodiet ipsos custodes?

    Founded by Lord Vitellis Thorne, the Special Tactics Analysis and Response (STAR) Agency is a small, semi-secret group which stands as a liaison between the Jedi Order and the Republic Senate. The agency is dedicated to gathering and analyzing information about the Sith, and about Force-users in general, so that threats and potential threats to the Republic can be detected and monitored, even if those threats arise from within the Jedi Council itself. Responsible directly to the Chancellor, this agency will work closely with the Jedi Council to forge an unbreakable bond of cooperation and trust between the Jedi and the Senate, in order to better protect both groups against incursions and subversions by darksiders. The agency investigates and develops tactics, equipment, and methods to counter the awesome powers of the Force, so that if and when necessary, they can be called upon to intervene. By serving as an independent monitor of force-user activity, the STAR Agency can warn of potential force-empowered threats against the Republic, and by coordinating and fielding agents working cheek-by-jowl with the Jedi in the field, it can position itself best to know and resist threats of conquest and treachery - even those skulking within the Jedi Order. Only by coordination between the Jedi and the Republic can freedom and justice be defended. The greatest weapon is, as it has always been, information, for those who know how to use it. The STAR Agency aims to have that information in the hands of those who are dedicated to preserving the best of civilization, and its agents work to gather that information, and apply it in the field alongside regular intelligence and military forces of the Republic. STAR Agents are not expected to take on major threats alone; instead, they work with Jedi knights and regular forces in order to counter darkside incursions in the best manner possible. Although they are a Republic government arm, STAR is not concerned with particulars of legality or even morality among its allies; agents can and will work easily with crimelords, smugglers, and foreigners, if it will further the goal of protecting the Republic from major threats, especially threats from the Sith or other darksiders.

    Type: Military/Paramilitary
    Enemies and Allies: While all darkside Force users fall under the scrutiny and, if necessary, the intervention of the STAR Agency, the greatest such threat is the Sith. The Sith have commanded fleets; they have infiltrated governments, subverted populations, and even turned Jedi to their evil purposes. And while crime lords and such are illegal and should be stopped, their activity is nothing compared to the galaxy-wide threat that the Sith present; they will stop at nothing to dominate and destroy all that the Republic represents: freedom and democracy. By standing between the Senate and the Council, the STAR agency is able to provide coordination and cooperation between the two, while at the same time watching for subversion in either organization. It is a dangerous and often thankless job: STAR agents are often viewed as a bit suspicious by many in both groups, but the job they do is necessary to the survival of civilization. Most of the direct action recommended by the agency is executed by the Jedi, as they are able to best handle the Force-empowered threats.
    Scale: 12 (multiple systems). The agency is small, so it cannot be everywhere at once; but it does have clearance to go anywhere in the Republic, and follows its mission beyond the borders to wherever its mission leads.

    Organization Score Criteria:
    Character Level +1/2 per character level
    Force-Sensitive +1
    Charisma and Intelligence of 13 or more +1
    Trained in either the Deception or Persuasion skills +1
    Trained in the Gather Information skill +1
    Has one or more levels in the Noble class +1
    Has levels in either Crime Lord or Officer class +2
    Is trained in Knowledge (Galactic Lore) +1
    Is trained in two or more other Knowledge skills +1
    Has the Unstoppable Force feat +2
    Has Skill Focus: Knowledge (Galactic Lore) +1
    Discovers a darksider threat +1 per discovery
    Kills or captures a dark Jedi, Sith, or other darksider +1/4 the darksider’s CL
    Has 3 or more Dark Side Points -2
    Has any DSPs and is Force Sensitive -2
    Fails to pass along important information about a darksider threat -2
    Kills a Jedi who has a Dark Side Score of 3 or lower -5

    Titles, Benefits, and Duties:
    Rank       Score           Titles, Benefits, and Duties
    0          3 or lower       None
    1              4-8              Researcher: A low-level member rarely sent on missions of great importance or danger, either working in an office or going out to investigate low-level rumors, history, or maintain contacts among the populace. Researchers may add any one Knowledge skill, or Gather Information, to their class skill list.
    2             9-13             Agent: STAR Agents are actively involved in field work. While they rarely are the core of an anti-Sith mission, they are expected to keep tabs on potential threats and rumors, cooperate with any superiors who select them for missions, and to keep tabs on Force users in general within their jurisdiction. Agents often contact government authorities (such as planetary governors and corporate chiefs) in order to gain cooperation and information regarding the STAR mission. A STAR Agent adds Unstoppable Force to their bonus feat list, and can reroll any single Charisma or Intelligence-based skill check (other than Use the Force) once per day, and use the better result.
    3            14-20           Operative: When a significant dark-side threat is detected, and is beyond the ability of and Agent, someone of this rank or higher will be dispatched to investigate and neutralize it if possible. Operatives are always accompanied by personnel from regular intelligence or military groups, including Jedi if possible. A STAR Operative can gain access to up to two NPC allies (of up to 6 character levels each) while on agency business, once per mission (if these allies are killed, they cannot be replaced for at least a week).
    4            21-30           Sentinel: Sentinels are major movers within the agency, and are known and respected (or even feared) among the leadership of other organizations. Once per day, a STAR Sentinel can invoke the authority of the agency: any single opponent suffers a -2 to all skill checks and attack rolls made against you, as long as the opponent is of the same character level or less. This is a fear effect that lasts for the duration of one encounter.
    5        31 or higher     Guardian: The highest levels of STAR personnel take on the burden of defending the Republic and its ideals, responsible for protecting civilization itself against the forces of tyranny and oppression. At this level, the agent steps in to stop threats that could endanger entire star systems and galactic regions. Working closely with Jedi and Republic forces – and often in command of them, STAR is authorized to take whatever means necessary to neutralize the threat of the Dark Side. A STAR Guardian may obtain and use otherwise restricted gear: select any single item; for that item only, all licensing time and credit costs are waived, if the item has a normal cost of 200 times the character’s organization score or less.


    Starfighter Command (the starfighter branch of the Rebel Alliance) (by old_benn):
    Show
    Starfighter Command (which later becomes the New Republic Starfighter Command) is a branch of Fleet Command, which in turn is a branch of the Rebel Alliance. Starfighter Command consists of all the starfighters and starfighter pilots in the Rebel Alliance.

    Being vastly outnumbered by Impirial forces, Starfighter Command emphasizes quality over quantity. Each pilot is trained to succeed in the face of at least 3-to-1 odds. As such, most ships used by Starfighter Command are shielded, providing their pilots with better chances of survival. Pilots are taught to use teamwork to help overcome these odds, and most combat tactics rely heavily on the use of wingmen. Surviving multiple combat scenarios against overwhelming odds usually causes pilots to develop a sense of bravado and/or invincibility. Allied squadrons often compete with each other for who has had the best performance, usually defined by the number of kills versus the number of ships lost. As such, each pilot usually keeps careful track of his number of kills. Some squadrons even paint each pilot’s kills on the fuselage of his starfighter.

    Starfighters provide an excellent opportunity to hurt the Empire, and are often employed in hit-and-run attacks against supply convoys or other military targets. The most famous squadron in Starfighter Command is Rogue Squadron, which seems to succeed at any mission given to it, no matter how impossible the task.

    Type: Military
    Enemies and Allies: The greatest enemy of Starfigher Command is the Empire. Starfighter Command might also attack criminal organizations in order to obtain needed resources, or to indirectly hurt the Empire, but the Empire is always Starfighter Command’s main focus.
    Scale: 17 (Partial Galactic)

    Organization Score Criteria:
    Positive Criteria:
    Experience +1/4 char. level
    Is trained in Pilot +1
    Has Skill Focus (Pilot) +1
    Has Vehicular Combat feat +1
    Has Starship Tactics feat +1
    Has Base Attack Bonus +5 or higher +1
    Has Base Attack Bonus +9 or higher +1
    Has Base Attack Bonus +15 or higher +1
    Has levels in the Ace Pilot prestige class +1
    Has levels in the Officer prestige class +1
    Starfighter kills +1 per 10 kills
    Destroys an enemy capital ship or space station +1
    Prevents the death or capture of another member of Starfighter Command who is 2 ranks higher then himself +1
    Completes a mission for Starfighter Command +1 per 4 missions

    Negative Criteria: Disobeys a command from a superior officer -1
    Destroys materials belonging to Starfighter Command -1 per 10,000 value (max -5)
    Fails to complete a mission for Starfighter Command -1
    Intentionally kills another member of Starfighter Command -2
    Provides information about Starfighter Command to another organization -10

    Rank and Benefits:
    0-3 Rookie: Rookies are either still in training, or fresh out of training with little or no live combat experience. No mechanical benefit.
    4-7 Flight Officer: A Flight Officer acts as a wingman to the senior member (usually a Lieutenant) of his wing-pair (a 2 ship group). Flight Officers have enough combat experience to be skilled wingmen, and are trained to protect their wing-pair leader at all times. A Flight Officer may, during their turn, designate himself as a wingman to a single ally. Any given ship may only have one wingman, and any ship designated as a wingman may not have a wingman themselves. Flight Officers gain the Harm’s Way talent which can only be used on the ally for which they have designated themselves a wingman (subject to the conditions/benefits specified in that talent’s description).
    8-12 Lieutenant: A Lieutenant usually acts as the senior member of their wing-pair. Lieutenants have seen plenty of combat, and have become skilled dogfighters. Lieutenants may add 1 Starship Maneuver with the [Dogfight] descriptor to their Starship Maneuver suite. They must already have the Starship Tactics feat to gain this benefit.
    13-16 Captain: A Captain is usually the leader of a flight (a 4 ship group comprised of 2 wing-pairs). They have experience directing multiple ships during combat, and have a fundamental grasp of group tactics. Captains may add 1 Starship Maneuver with the [Attack Pattern] descriptor to their Starship Maneuver suite. They must already have the Starship Tactics feat to gain this benefit.
    17-20 Major: An honorific that conveys no additional mechanical benefit.
    21-30 Commander: Commanders are usually given command of an entire squadron (a 12 ship group comprised of 3 flights). Commanders are responsible for the well-being of the entire squadron, and are skilled in tactics that will benefit the entire team. Commanders gain a bonus of +3 to the number of vehicles allowed in a squadron they command (limited to a total of 12) for the purposes of using talents from the Squadron Leader talent tree (on p.17 of SotG).
    31+ General: The highest ranking members of the organization, Generals have authority over multiple squadrons, sometimes even capital starships. Their increased duties often force them out of the cockpit, doing more bureaucratic duties such as devising large scale strategies, dealing with other branches of the Rebel Alliance, and making supply requisitions. When Generals do participate in combat, their considerable experience makes them very dangerous foes. Generals may add any 2 Starship Maneuvers to their Starship Maneuver suite. They must already have the Starship Tactics feat to gain this benefit.


    Trianii Rangers (by RobShanti): [sblock] The Trianii Rangers ply the lanes of Trianii Space, protecting the felinoids’ isolationist colonies during their early establishment and continually against outside forces bent on conquest. The Trianii Rangers are a formidable force, adept in space combat as well as in ground warfare. The Corporate Sector was powerless to defeat the Trianii Rangers in a campaign to claim Trianii space, and the Empire never tried. During the Trianii-CSA conflict, several Trianii were captured and interrogated, and some were sent to the asteroid prison facility of Stars' End before Han Solo and his cohorts destroyed it.

    Type: Colonial Military
    Scale: Multiple Systems (Scale score = 12; OS Modifiers >1 are halved, infra.)
    Enemies: Corporate Sector Authority.
    Rivals: None.
    Allies: patchwork planetary militias of Trian, Brochiib, Pypin, Ekibo, and Fibuli.

    Trianii are fiercely independent explorers and, as such, prefer to stick to their own kind. While, theoretically, it is not necessarily impossible for an outsider to be accepted into the ranks of the Trianii Rangers, there has, to date, been none; the first will have his work cut out for himself proving his worth.

    Positive Criteria & Organization Score Modifier:
    Experience +1/2 Character levels
    Is a member of the Trianii species +1
    Has a Base Attack Bonus of +10 or higher +1
    Trained in Pilot +1
    Has Skill Focus in Pilot +1
    Has Skill Focus feat for Knowledge (Tactics) +1
    Has A Few Maneuvers feat +1
    Has Starship Tactics feat +1
    Has Tactical Genius feat +1 
    Has Vehicular Combat feat +1
    Has any talent from the Hyperspace Explorer talent tree +1
    Has any talent from the Spacer talent tree +1
    Has Ace Pilot Prestige Class +1
    Has Elite Trooper Prestige Class +1
    Has Officer Prestige Class +1
    Has parents, spouse or sibling in the Trianii Rangers +1
    Spent 10 or more years in Trianii Rangers +1
    Recommendation of a member with a 21+ Organization Score +1
    Saves the life of a member with a 21+ Organization Score +1
    Makes a discovery important to the Trianii Rangers +1 per discovery
    Defeats a Trianii enemy of equal or greater CL in combat +1/4 Opponent’s CL
    Destroys or razes a stronghold of an enemy of the Trianii +4
    Participates in a battle in which the Trianii Rangers are victorious +1

    Negative Criteria & Organization Score Modifier:
    Is not a member of the Trianii species -2
    Is affiliated with the Corporate Sector Authority -5
    Is known to be friendly with the Corporate Sector Authority -4
    Associates with the Corporate Sector Authority -3
    Dexterity of 8 or lower -1
    Lacks at least a +5 Base Attack Bonus -1
    Not trained in Pilot -1
    Not trained in Knowledge (Tactics) -1
    Fails on a mission for the Trianii Rangers -1
    Fails to defeat an enemy of the Trianii in combat -2
    Steals from the Trianii Rangers -5
    Provides Information about the Trianii Rangers to an Enemy -5
    Kills a Member of the Trianii Rangers Intentionally -5

    Score / Title / Benefits & Duties:
    3 or lower: None. Benefits: None. Duties: None.
    4 - 6: Explorer – Members of the planetary militia of the Trianii colonies often aid the Trianii Rangers in exploring and defending their own corner of Trianii space, as do Trianii mercenaries who are unaffiliated with an official military body. The Trianii, while fiercely independent, have, from time to time, accepted the assistance of trusted outsiders, though these are few and far between. For an outsider to win the trust of the Trianii and be permitted to aid in their cause despite their ferocious pride is no small feat. Benefits: None. Duties: None.
    7-11: Ranger – Any trusted defender of Trianii space who seeks admission to the elite Trianii Rangers begins as a cadet and undergoes intensive training in both starfighter combat and ground combat. Those cadets who successfully complete the harsh Trianii Ranger training become enlisted personnel and hold enlisted grades or rates, and perform jobs specific to their particular occupational specialty. Those who demonstrate ideological dedication and combat prowess quickly become non-commissioned officers, such as sergeants, corporals, or warrant officers, and form the backbone of the Trianii Rangers. Non-commissioned officers are the primary and most visible leaders for the bulk of the Ranger enlisted corps. Additionally, they are the primary military leaders responsible for executing the Trianii Rangers’ missions and for training military personnel. Their training and education typically includes leadership and management as well as service-specific and combat training. Another critical role they play is providing advice and guidance to the officer corps. Benefits: None. Duties: None.
    12-20: Ranger Officer – The lower tiers of commissioned officers are leadership and management generalists. In addition, they are usually trained in a specific military occupational specialty. The lower tiers of the commissioned officer corp of the Trianii Rangers include pilot officers, flying officers, flight lieutenants, squadron leaders, and wing commanders. Benefits: +2 bonus on attempts to use the Aid Another action to assist another member of the organization. Duties: None.
    26-30: Ranger Captain – The middle tiers of commissioned officers include captains and commodores, and command companies or multiple squadrons of Trianii Rangers, or command large ships. Captains who command squadrons of more than one larger vessel assume the flag officer rank of senior captain or commodore. Benefits: Take no attitude penalty on Persuasion checks to influence the attitudes of members of the organization. Duties: None.
    31+: Ranger Marshal – The highest tiers of commissioned officers include marshals, the few chief marshals (a/k/a Five Star Marshals), and the Supreme Marshal herself (who holds the rank ex officio as Pride Leader of Trianii Space). Ranger Marshals hold very senior appointments, command fleets or formations of Trianii Ranger vessels and make military decisions at the highest level. Benefits: Access to a speci
    I released mine for Aurool Clan of Ryloth in the Praxeum about a week after the FUCG came out. ;)

    Using the rules for Organizations in Chapter IV of the FUCG, I've created this new Organization, the Aurool Clan of Ryloth. Please Evaluate and Critique Honestly:

    AUROOOL CLAN

    The Aurool Clan is one of the ruling clans of Ryloth, having a representative sitting on the Twi'lek Clan Council. Founded hundreds of generations ago by an Aurool patriarch, the clan has risen and fallen in stature many times over the eons. The clan values business acumen above all, and success is expected by any mean necessary.

    The Aurool Clan has had its greedy hands in many ventures to varying degrees in its sordid history, including spice trade, slave trade, and other, less unethical (and less than ethical) ventures. Moral turpitude has always played a role in the clan's ascendancy, and members of the clan have often prided themselves on their perfidiousness. However, for every dozen members of the clan whose success and status arose from treachery, there is at least one of equal success and status who got where he is by legitimate means.

    Type: Noble House

    Scale: 8 (regional / national)

    Enemies: Mercathi, Shak, R'lyek and Doneeta Clans of Ryloth

    Rivals: Dira, Fenn and Olan Clans of Ryloth

    Allies: Secura and Una Clans of Ryloth, Besadii Hutt Kajidic

    Membership in the Aurool Clan is not restricted to Twi'leks, but only Twi'leks of the Aurool family may hold the positions of Chieftain or Clan Councilmember. To date, there have been no Vice or Chief Envoys of any other species, but even non-Twi'leks could, theoretically, rise to the positions. Anyone born to the Aurool family is automatically eligible to participate in the business ventures of the Clan. Outside of the Aurool family, the forging of a contract is generally required to formalize membership, although such formalities are often waived, and a handshake or bow is often enough to seal a gentlemen's agreement welcoming an associate as a vassal to the Clan.

    Positive Criteria (Organization Score Modifier):
    Member of the Twi'lek Species (+1)
    Has at least 1 level in Noble (+1)
    CHA 13+ (+1)
    Trained in Persuasion (+1)
    SF in Persuasion (+2)
    Trained in Knowledge: Bureaucracy (+1)
    SF in Knowledge: Bureaucracy (+2)
    Destroys/Razes Enemy Stronghold (+8)
    Completes Mission for the Clan (+1)
    Recommendation of Member with Organization Score of 21+ (+2)
    30+ years as active member of Clan (+2)
    10+ years as active member of Clan (+1)
    Recruits new member or makes a powerful ally (+1)
    Parent/sibling/spouse is active member of Clan (+2)
    Wealth (+1 per 50,000 credits, max of +5)

    Negative Criteria (Organization Score Modifier):
    Associates with Balosar (-1)
    Friendly with Enemy of Clan (-2 to -10)
    Steals from the Clan (-10)
    Provides Insider Information to Enemy of Clan (-10)
    Intentionally kills member of Clan without Authorization from Clan (-20)

    Score / Title, Benefits and Duties:

    3 or lower: none

    4 - 10: Vassal Associate - An earnest drive to further the status and wealth of the Clan is the earmark of a valuable Vassal Associate of Clan Aurool. Anyone can join the Clan as a Vassal Associate, and one of such standing is typically works for the Clan on one or more of many levels, from an enforcer to body guard to business manager. A Vassal Associate of the Aurool Clan may add any one CHA-based skill to his class skill list.

    11 - 20: Vice Envoy - There are several Vice Envoys to the Aurool Clan, each charged with seeking out profitable business ventures to swell the purses of the Clan Treasury. A Vice Envoy is often charged to travel the Galaxy in search of investors and investments, and frequently is outfitted with the appropriate gear and transportation worthy of his standing. A Vice Envoy of the Aurool Clan may reroll a failed Persuasion check to change attitude once per day and use the higher result.

    21 - 25: Arch Envoy - There is but one Arch Envoy of the Aurool Clan, and he serves as a financial advisor, confidant and counsellor to the Chieftain on a wide variety of matters. It is to the Arch Envoy that each of the Vice Envoys answers, and it is his favor that they seek to curry with their exploits, with the ultimate aim of eventually replacing him. Whenever the Arch Envoy of the Aurool Clan makes a successful Persuasion check to Intimidate, all allies within line of sight receive a +2 morale bonus to Will against the target of the Intimidation and all his allies for the remainder of the encounter.

    26-30: Chieftain - There is but one Chieftain of the Aurool Clan, and it is his duty to run the Clan, adjudicating disputes among members and making all decisions surrounding issues within the Clan. The Chieftain of the Aurool Clan may attract minions as per the Mastermind Talent of the Crime Lord PrC, but may have a number of minions equal to his Charisma score present at any given time (minimum of 2).

    31+: Clan Councilmember - The Twi'lek Clan Council comprises one representative from only five of the many Clans of Ryloth at any given time. A Clan Councilmember is typically a former Chieftain, or the relative or trusted counsellor of a Chieftain, and is charged with representing his Clan in the decisions that effect all the Ryloth Clans as a whole. The Clans with representatives sitting on the Council enjoy particular political power and prestige during the tenure. When any one member of the Twi'lek Clan Council dies, however, the rest of the members are driven into the bright lands of Ryloth and left to die. The many Clans of Ryloth then swiftly vie to maneuver a new representative into one of the five empty Council seats. A Clan Councilmember with the Influential Friends or Powerful Friends Talents from the Lineage Talent Tree may use each talent once per encounter, rather than once per day.

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    For use with my home-brew, inspired-by-the-Predator race, I've done organizations for some eight Yautalor Clans.

    Yautalor Clans

    Dark Blade
    The Dark Blade Clan is a small but tenacious Clan. They keep their territory safe from their larger neighbors through sheer determination. They never say die, and will fight as long as they are able. Many larger forces have given up on attacks against the Dark Blade Clan, simply because the Dark Blades fight furiously for every centimeter of ground.
    Type: Tribal Clan
    Enemies and Allies: The Dark Blade Clan shares boarders with several larger Clans. These Clans have been to war many times, but the Dark Blades have always managed to hold their own. Most of the Clans along the boarder of Dark Blade territory are very cautious about provoking the small Clan’s considerable wrath.
    Scale: 4
    Organization Score Criteria: As with other Yautalor Clans, one becomes a Dark Blade almost exclusively be being born into the Clan. As with all other Yautalor Clans, however, some individuals are either abducted from other Clans and brought into the Clan or adopted by the Clan for a variety of reasons. To be a respected member of the Clan, however, one must demonstrate considerable skill in hunting and killing a dangerous foe (character or creature with a CL at least equal to their own.)
    Criteria Tables: The following criteria can affect the organization score of a member of the Dark Blade Clan.

    POSITIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Character level +1/2 character level
    Member of the Yautalor species +1
    Weapon Focus with Yautalor weapon +1
    Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places. +2 per hunting ground so marked
    Defending Dark Blade territory +2
    Defeats a group of enemies whose combined CL is higher +1/2 combined CL of opponents
    Defeats an opponent in hand-to-hand combat +1/4 the character’s CL
    Takes a trophy of a fallen opponent +1/4 the opponent’s CL
    Winning an honor duel against a fellow Dark Blade +1/4 the opponent’s CL

    NEGATIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Killing an unarmed noncombative opponent -1
    Getting captured -1
    Turning down an honor duel -2
    Allowing prey to escape -2
    Losing to a fellow Dark Blade in an honor duel -5
    Failing to defend Dark Blade territory -5
    Killing a fellow Dark Blade outside of an honor duel -10

    Titles, Benefits, and Duties: The Dark Blade Clan is organized like many other Yautalor Clans, with a rough hierarchy based on an individual’s skill. Hunts and battles increases a person’s honor within the Clan, while higher honor allows one to undertake more dangerous battles and hunts. All Dark Blade warriors are expected to defend the Dark Blade territory against outsiders. Higher ranking warriors are charged with guiding the training of young warriors, and young warriors are expected to respect and learn from their elders.

    RANK SCORE TITLE: BENEFITS AND DUTIES
    0 5 or lower Unblooded. Unblooded are warriors who are still in training, and have yet to be officially adopted into the clan or even named. If they survive their training, they can advance to full-fledged Clan warriors.
    1 6-10 Blooded. Once a warrior has demonstrated sufficient training and passed a ritual hunt, they become Blooded warriors. Blooded warriors are full-fledged members of the Clan. A Blooded warrior gains, for free, a suit of Yautalor Hunter’s Armor and a pair of Yautalor Wristblades.
    2 11-24 Elder. A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader. Elders train cadres of young warriors, guiding them through the path of the Unblooded. As a full-round action once per encounter, an Elder may grant all Dark Blades within 6 squares a +1 morale bonus on all attack checks for the remainder of the encounter.
    3 25-30 Honored Elder. These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders may have one Dark Blade follower with heroic levels no higher then 1/2 their own.
    4 31+ Huntmaster. The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan. There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death. A Huntmaster may, once per encounter as a swift action, grant all Dark Blades within 6 squares the Swarm feat for the rest of the encounter.

    Roleplaying Applications: Playing a member of the Dark Blade Clan presents many of the same challenges as playing any Yautalor, but one should keep in mind the Clan’s tenacity. Dark Blades seldom, if ever, back down from a fight, especially against enemies who outnumber them. Having been outnumbered for as long as they can remember, they tend not to think of the odds before entering a fight.
    Dark Blades will frequently start fights, especially to defend their territory and Clan. Since they usually find themselves fighting more numerous enemies, they usually take feats and talents that allow them to effectively engage multiple enemies.

    Faluna
    The Faluna Clan is an oddity in Yautalor society. In all other Clans, males wage war and go on hunts to accumulate honor and respect, which in turn attracts attention from females, and the most honored Yautalor warriors have had many mates. The Faluna Clan lost all of its males many generations ago. Legend says they were weak and the Black Warrior removed them to prevent their weakness from spreading. The females of the Faluna Clan banded together, and took up their dead males’ hunting gear and waged war on their neighbors, stealing their men. Today, the Faluna Clan is dominated by women, while the males take on the roles traditionally associated with female Yautalor.
    Type: Tribal Clan
    Enemies and Allies: The Faluna Clan has enemies across most of the northern hemisphere of Presh IV, and every Clan across the planet has heard of them. Not much can scare a Yautalor warrior, but the thought of being captured and sentenced to life as a domestic servant can make them break out in a cold sweat. No Clan actually likes the Faluna Clan, but several respect the attitude and power of their warrior women. And some males consider the female warriors of the Faluna Clan as the most desirable Yautalor females in existence.
    Scale: 5
    Organization Score Criteria: The Faluna Clan organizes itself like many other Yautalor Clans, but with women holding the ranks. Males are forbidden from gaining standing within the Clan, and are relegated to performing domestic functions. Unlike other Yautalor Clans, the Faluna Clan does not adopt outsiders, with the exception of females from other Clans who wish to become more then mates. To become an accepted member of the Clan, one must be a female Yautalor, and undergo a traditional rite of passage, hunting and killing a formidable prey (creature or character with a CL equal to or greater then that of the prospective Clan Member.)
    Criteria Tables: The following criteria can affect the organization score of a member of the Faluna Clan.

    POSITIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Character level +1/2 character level
    Weapon Focus with Yautalor weapon +1
    Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places. +2 per hunting ground so marked
    Defending Faluna territory +2
    Captures and subdues a male from another Clan +1/4 the character’s CL
    Defeats an opponent in hand-to-hand combat +1/4 the character’s CL
    Takes a trophy of a fallen opponent +1/4 the opponent’s CL
    Winning an honor duel against a fellow Faluna +1/4 the opponent’s CL

    NEGATIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Killing an unarmed noncombative opponent -1
    Turning down an honor duel -2
    Allowing prey to escape -2
    Losing to a fellow Faluna in an honor duel -5
    Allowing a male from another clan to escape -5
    Killing a fellow Faluna outside of an honor duel -10
    Getting captured and subdued by a male from another Clan -20

    Titles, Benefits, and Duties: The Faluna Clan is organized like many other Yautalor Clans, aside from the gender reversal. The women of the Faluna Clan prize honor in battle as much as the males of other Clans, and especially enjoy testing themselves in combat against other male Yautalor.

    RANK SCORE TITLE: BENEFITS AND DUTIES
    0 5 or lower Unblooded. Unblooded are warriors who are still in training, and have yet to be officially adopted into the clan or even named. If they survive their training, they can advance to full-fledged Clan warriors.
    1 6-10 Blooded. Once a warrior has demonstrated sufficient training and passed a ritual hunt, they become Blooded warriors. Blooded warriors are full-fledged members of the Clan. A Blooded warrior may make Persuasion checks to intimidate male Yautalor as a swift action.
    2 11-24 Elder. A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader. Elders train cadres of young warriors, guiding them through the path of the Unblooded. An Elder may, once per encounter, grant one other Faluna warrior of lower level a bonus to one attack roll equal to half the Elder’s base attack bonus.
    3 25-30 Honored Elder. These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders may, once per encounter, grant all Faluna within 6 squares a +1 Clan bonus on attack rolls and damage rolls for the remainder of the encounter.
    4 31+ Huntmaster. The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan. There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death. A Huntmaster may, once per month, recruit a group of 2d4 Faluna Clan warriors, each with ten heroic levels. These warriors are available for one week.

    Ish’tin’val
    Taking advantage of the technology brought to Presh IV by outsiders, the Ish’tin’val Clan has pioneered the integration of galactic standard technology into traditional Yautalor hunting gear. They have upgraded their hunting tools to vibroweapons, and taken to mounting stealth field generators, helmet packages, and ranged weapons onto their hunter’s armor. Many of the recent crop of Ish’tin’val warriors are among the best marksmen in the galaxy.
    Type: Tribal Clan
    Enemies and Allies: The Ish’tin’val Clan made many enemies over the years, which is what prompted them to begin utilizing advanced technology in the first place. Since then, most Clans maintain friendly relations with the Ish’tin’val, either because they are loathe to provoke such well-equipped adversaries or because they want similar weapons for themselves.
    Scale: 5
    Organization Score Criteria: The Ish’tin’val Clan is organized like many other Yautalor Clans. The Clan adopts others easily, especially those who demonstrate facility with high technology. They have the largest population of non-Yautalor in their ranks. As with all Yautalor Clans, one is only accepted as a full Clan member after completing a ritual hunt (killing a creature or character with a CL equal to or greater then their own.)
    Criteria Tables: The following criteria can affect the organization score of a member of the Ish’tin’val Clan.

    POSITIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Character level +1/2 character level
    Has the Skill Focus (Mechanics) feat +1
    Weapon Focus with Yautalor weapon +1
    Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places. +2 per hunting ground so marked
    Defending Ish’tin’val territory +2
    Takes a level in the Yautalor Warrior-Artisan class +2
    Takes the Modernization talent +2
    Takes a trophy of a fallen opponent +1/4 the opponent’s CL
    Winning an honor duel against a fellow Ish’tin’val +1/4 the opponent’s CL

    NEGATIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Killing an unarmed noncombative opponent -1
    Turning down an honor duel -2
    Allowing prey to escape -2
    Losing to a fellow Ish’tin’val in an honor duel -5
    Killing a fellow Ish’tin’val outside of an honor duel -10

    Titles, Benefits, and Duties: The Ish’tin’val Clan is like most other Clans, aside from their embrace of technology.

    RANK SCORE TITLE: BENEFITS AND DUTIES
    0 5 or lower Unblooded. Unblooded are warriors who are still in training, and have yet to be officially adopted into the clan or even named. If they survive their training, they can advance to full-fledged Clan warriors.
    1 6-10 Blooded. Once a warrior has demonstrated sufficient training and passed a ritual hunt, they become Blooded warriors. Blooded warriors are full-fledged members of the Clan. A Blooded warrior gains a pair of Yautalor Wristblades and a single exotic Yautalor weapon for free. These weapons are upgraded with vibrotechnology (see the Modernization talent in the Yautalor Warrior Artisan prestige class.)
    2 11-24 Elder. A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader. Elders train cadres of young warriors, guiding them through the path of the Unblooded. An Elder may modify Yautalor arms and armor with the Tech Specialist feat for no cost.
    3 25-30 Honored Elder. These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders gain a +1 attack bonus with high-tech weapons they have constructed for themselves.
    4 31+ Huntmaster. The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan. There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death. A Huntmaster gains the Skill Focus (Mechanics) feat.

    Kantran
    Living in the Great Desert on Presh IV’s equator, the Kantran Clan are renowned for their toughness, even among other Yautalor. Young warriors prove their worth by stalking and killing a venomous razor serpent. . . a segmented snakelike creature. Once killed, the razor-sharp bony segments are fashioned into the Kantran Clan’s signature weapon, the bone whip.
    Type: Tribal Clan
    Enemies and Allies: The Kantran Clan lives in the middle of a large desert, and raids their more fertile neighbors for basic supplies. The Vak’isk’Tal and Ruushtan Clans are their favored opponents for this, and rivalry between these Clans runs deep.
    Scale: 6
    Organization Score Criteria: The Kantran Clan adopts no one, and the only way to become a member of the Clan is by being born into it and completing the ritual hunt. The Clan is isolationist and likes it that way.
    Criteria Tables: The following criteria can affect the organization score of a member of the Kantran Clan.

    POSITIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Character level +1/2 character level
    Weapon Focus with Yautalor Kantran Clan Bone Whip or Razor Whip +1
    Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places. +2 per hunting ground so marked
    Defending Kantran territory +2
    Slays a razor serpent +2
    Fashions a Bone Whip or Razor Whip +2
    Takes a trophy of a fallen opponent +1/4 the opponent’s CL
    Winning an honor duel against a fellow Kantran +1/4 the opponent’s CL

    NEGATIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Killing an unarmed noncombative opponent -1
    Turning down an honor duel -2
    Allowing prey to escape -2
    Losing to a fellow Kantran in an honor duel -5
    Killing a fellow Kantran outside of an honor duel -10

    Titles, Benefits, and Duties: The Kantran Clan is like most other Clans.

    RANK SCORE TITLE: BENEFITS AND DUTIES
    0 5 or lower Unblooded. Unblooded are warriors who are still in training, and have yet to be officially adopted into the clan or even named. If they survive their training, they can advance to full-fledged Clan warriors.
    1 6-10 Blooded. Once a warrior has demonstrated sufficient training and passed a ritual hunt, they become Blooded warriors. Blooded warriors are full-fledged members of the Clan. A Blooded warrior gains the Exotic Weapon Proficiency (Kantran Clan Bone Whip) feat for free.
    2 11-24 Elder. A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader. Elders train cadres of young warriors, guiding them through the path of the Unblooded. An Elder may, once per encounter as a swift action, grant all Kantran within six squares a +1 bonus on attack and damage rolls for one round.
    3 25-30 Honored Elder. These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders may spend a Force point to gain a +5 bonus to Survival checks made to track a particular target.
    4 31+ Huntmaster. The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan. There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death. A Huntmaster can score a critical hit with a Kantran Bone Whip or Razorwhip on a roll of 19 or 20.

    Ruushtan
    The Ruushtan Clan chooses not to use larger Yautalor weapons, such as combi-sticks and glaives. Rather, they use mauls and large wristblades, preferring the utility of two weapons over that of double-weapons.
    Type: Tribal Clan
    Enemies and Allies: The Ruushtan Clan bears great enmity toward the Kantran Clan, and the two Clans exist in a near-perpetual state of war. The Ruushtan Clan also fights off several challengers from other Clans who seek to earn in combat the right to construct the Clan’s unique large wristblades.
    Scale: 6
    Organization Score Criteria: The Ruushtan Clan takes in few adoptees, and adds an additional criteria to their ritual hunt rite of passage. . . no weapon may be used except for Ruushtan Clan wristblades.
    Criteria Tables: The following criteria can affect the organization score of a member of the Ruushtan Clan.

    POSITIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Character level +1/2 character level
    Weapon Focus with Ruushtan Clan wristblades +1
    Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places +2 per hunting ground so marked
    Defending Ruushtan territory +2
    Creates their own pair of Ruushtan Clan wristblades +2
    Takes a trophy of a fallen opponent +1/4 the opponent’s CL
    Winning an honor duel against a fellow Ruushtan +1/4 the opponent’s CL

    NEGATIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Killing an unarmed noncombative opponent -1
    Turning down an honor duel -2
    Allowing prey to escape -2
    Losing to a fellow Ruushtan in an honor duel -5
    Killing a fellow Ruushtan outside of an honor duel -10

    Titles, Benefits, and Duties: The Ruushtan Clan is like most other Clans.

    RANK SCORE TITLE: BENEFITS AND DUTIES
    0 5 or lower Unblooded. Unblooded are warriors who are still in training, and have yet to be officially adopted into the clan or even named. If they survive their training, they can advance to full-fledged Clan warriors.
    1 6-10 Blooded. Once a warrior has demonstrated sufficient training and passed a ritual hunt, they become Blooded warriors. Blooded warriors are full-fledged members of the Clan. A Blooded warrior gains a suit of Yautalor Hunter’s Armor and a pair of Ruushtan Clan wristblades for free.
    2 11-24 Elder. A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader. Elders train cadres of young warriors, guiding them through the path of the Unblooded. An Elder may, once per encounter as a swift action, grant all Ruushtan within 6 squares the Cleave feat for the remainder of the encounter.
    3 25-30 Honored Elder. These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders may, once per encounter, spend a Force as a swift action to reroll one attack check that round.
    4 31+ Huntmaster. The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan. There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death. A Huntmaster can score a critical hit with Ruushtan Clan wristblades on a 19 or 20.

    Spak-Hee-Leep
    The Spak-Hee-Leep Clan eschews weapons completely, using only their bodies to make war. They are the inventors and most skilled practitioners of the Yautalor martial art, Dahd Toudi.
    Type: Tribal Clan
    Enemies and Allies: The Spak-Hee-Leep Clan holds its own against Clans who assume “unarmed” equals “helpless.” They are far from helpless, and are more then happy to educate anyone who thinks otherwise.
    Scale: 5
    Organization Score Criteria: The Spak-Hee-Leep Clan occasionally takes in other Yautalor, but only those who show great facility for martial arts. They do not use weapons at all. Thus, in their ritual hunt, one must kill one’s prey with their bare hands.
    Criteria Tables: The following criteria can affect the organization score of a member of the Spak-Hee-Leep Clan.

    POSITIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Character level +1/2 character level
    Has the Martial Arts I feat +1
    Has the Martial Arts II feat +1
    Has the Martial Arts III feat +1
    Has the Dahd Toudi Style feat +1
    Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places +2 per hunting ground so marked
    Defending Spak-Hee-Leep territory +2
    Takes a trophy of a fallen opponent +1/4 the opponent’s CL
    Winning an honor duel against a fellow Spak-Hee-Leep +1/4 the opponent’s CL

    NEGATIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Killing an unarmed noncombative opponent -1
    Turning down an honor duel -2
    Allowing prey to escape -2
    Losing to a fellow Spak-Hee-Leep in an honor duel -5
    Killing a fellow Spak-Hee-Leep outside of an honor duel -10

    Titles, Benefits, and Duties: The Spak-Hee-Leep Clan is organized like many other Yautalor Clans.

    RANK SCORE TITLE: BENEFITS AND DUTIES
    0 5 or lower Unblooded. Unblooded are warriors who are still in training, and have yet to be officially adopted into the clan or even named. If they survive their training, they can advance to full-fledged Clan warriors.
    1 6-10 Blooded. Once a warrior has demonstrated sufficient training and passed a ritual hunt, they become Blooded warriors. Blooded warriors are full-fledged members of the Clan. A Blooded warrior gains a suit of Yautalor Hunter’s Armor and a pair of Ruushtan Clan wristblades for free.
    2 11-24 Elder. A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader. Elders train cadres of young warriors, guiding them through the path of the Unblooded. When spending a Force Point to increase an unarmed attack roll, an Elder may add twice the Force Point die’s result to damage.
    3 25-30 Honored Elder. These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders may, once per encounter, make an unarmed coup-de-grace as a standard action.
    4 31+ Huntmaster. The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan. There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death. A Huntmaster deals an additional die of damage with all unarmed attacks.

    Tril-kil-kult
    The Tril-kil-kult Clan is one of the larger Yautalor Clans. Their Clan boundary is in the northern hemisphere, and contains a large mountain range. From these mountains, centered around a volcano known locally as “Mount Doom” comes an ore that Tril-kil-kult blacksmiths forge into exceptionally durable weapons. The weapons of the Tril-kil-kult Clan are largely immune to corrosion, even by industrial acids, and are extremely difficult to break.
    Type: Tribal Clan
    Enemies and Allies: The Tril-kil-kult Clan is one of the largest and most aggressive Clans, proactively defending the secrets of their unique metallurgy. Many Clans have come seeking the secrets to Tril-kil-kult metals. All have failed.
    Scale: 8
    Organization Score Criteria: The Tril-kil-kult adopts rarely, and most members of the Clan are born into it. As with other Clans, a ritual hunt must be completed before one becomes a full member of the Clan.
    Criteria Tables: The following criteria can affect the organization score of a member of the Tril-kil-kult Clan.

    POSITIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Character level +1/2 character level
    Weapon Focus with a Yautalor Weapon +1
    Weapon Specialization with a Yautalor weapon +1
    Has levels in the Yautalor Warrior-Artisan Class +1
    Constructs any Yautalor weapon with the Tril-kil-kult Manufacture template +2
    Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places +2 per hunting ground so marked
    Defending Tril-kil-kult territory +2
    Takes a trophy of a fallen opponent +1/4 the opponent’s CL
    Winning an honor duel against a fellow Tril-kil-kult +1/4 the opponent’s CL

    NEGATIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Killing an unarmed noncombative opponent -1
    Turning down an honor duel -2
    Allowing prey to escape -2
    Losing to a fellow Tril-kil-kult in an honor duel -5
    Killing a fellow Tril-kil-kult outside of an honor duel -10

    Titles, Benefits, and Duties: The Tril-kil-kult Clan is like most other Clans.

    RANK SCORE TITLE: BENEFITS AND DUTIES
    0 5 or lower Unblooded. Unblooded are warriors who are still in training, and have yet to be officially adopted into the clan or even named. If they survive their training, they can advance to full-fledged Clan warriors.
    1 6-10 Blooded. Once a warrior has demonstrated sufficient training and passed a ritual hunt, they become Blooded warriors. Blooded warriors are full-fledged members of the Clan. A Blooded warrior gains a suit of Yautalor Hunter’s Armor, a pair of Yautalor wristblades, and one exotic Yautalor weapon for free. One of these items may have the Tril-kil-kult Manufacture template applied to it for free.
    2 11-24 Elder. A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader. Elders train cadres of young warriors, guiding them through the path of the Unblooded. Once per day, an Elder may reroll any Mechanics check made to build a Yautalor item, but must accept the result of the second roll, even if it is worse.
    3 25-30 Honored Elder. These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders reduce the cost of adding the Tril-kil-kult Manufacture template to an item they build to 10% of the item’s base cost.
    4 31+ Huntmaster. The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan. There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death. A Huntmaster may, once per encounter, spend a Force point to reroll an attack check with a Yautalor weapon they have built. They must accept the result of the second roll, even if it is worse.

    Vak’isk’tal
    The Vak’isk’tal Clan is probably the largest Clan, owing more to a quality of training then any special weapon or technique. Excellent all-around warriors, Vak’isk’tal Yautalor are a match for nearly any foe they come across.
    Type: Tribal Clan
    Enemies and Allies: The Vak’isk’tal is another of the largest Yautalor Clans, due to their amazing generalization. While many other Clans have unique weapons or tactics they use, the Vak’isk’tal Clan uses whatever it takes to get the job done. In ages past, they have aggressively expanded, absorbing many smaller Clans.
    Scale: 8
    Organization Score Criteria: The Vak’isk’tal Clan will take in any who can prove themselves, and their rights of passage are some of the most difficult of any Yautalor Clan. At one time, young warriors would have to hunt Grand Prey to secure their place in the clan. When Grand Prey are not available, warriors are tested against Hive Spiders, and those who pass have the Clan’s symbol drawn on their foreheads with the spider’s digestive juices, which doubles for the creature’s blood.
    Criteria Tables: The following criteria can affect the organization score of a member of the Vak’isk’tal Clan.

    POSITIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Character level +1/2 character level
    Weapon Focus with a Yautalor Weapon +1
    Weapon Specialization with a Yautalor weapon +1
    Marks a hunting ground by skinning the bodies of slain opponents and hanging them from high places +2 per hunting ground so marked
    Defending Vak’isk’tal territory +2
    Takes a trophy of a fallen opponent +1/4 the opponent’s CL
    Winning an honor duel against a fellow Vak’isk’tal +1/4 the opponent’s CL

    NEGATIVE CRITERIA ORGANIZATION SCORE MODIFIER
    Killing an unarmed noncombative opponent -1
    Turning down an honor duel -2
    Allowing prey to escape -2
    Losing to a fellow Vak’isk’tal in an honor duel -5
    Killing a fellow Vak’isk’tal outside of an honor duel -10

    Titles, Benefits, and Duties: The Vak’isk’tal Clan is like most other Clans.

    RANK SCORE TITLE: BENEFITS AND DUTIES
    0 5 or lower Unblooded. Unblooded are warriors who are still in training, and have yet to be officially adopted into the clan or even named. If they survive their training, they can advance to full-fledged Clan warriors.
    1 6-10 Blooded. Once a warrior has demonstrated sufficient training and passed a ritual hunt, they become Blooded warriors. Blooded warriors are full-fledged members of the Clan. A Blooded warrior gains a suit of Yautalor Hunter’s Armor, a pair of Yautalor wristblades, and one exotic Yautalor weapon for free.
    2 11-24 Elder. A veteran of numerous hunts and battles, an Elder of the Clan is a respected leader. Elders train cadres of young warriors, guiding them through the path of the Unblooded. An Elder may, once per encounter as a swift action, grant all Vak’isk’tal warriors within 6 squares a +1 to hit with melee attacks until the start of his next turn.
    3 25-30 Honored Elder. These are some of the most revered elders of the Clan, and none but the Huntmaster would dare dispute them. Honored Elders can make an additional attack of opportunity each turn.
    4 31+ Huntmaster. The ultimate authority of the Clan, the Huntmaster’s word is law throughout the Clan. There can be only one Huntmaster at a time, and any character who wishes to attain this rank must defeat the current Huntmaster in an honor duel, which can be to the death. A Huntmaster may, once per encounter, score a critical hit against a creature with Intelligence 3 or less by spending a Force point.
    http://community.wizards.com/go/thread/view/75862/19424726/Saga_Edition_Weapons_Complaints__ http://community.wizards.com/go/thread/view/75862/19425146/New_Empire_Sourcebook
    Thanks! It's great to see what people have come up with! Anybody else?
    I like the "Yautalor Clans" stuff, I might "Borrow" from it if I ever get around to doing a proper Yautja write up.

    It think it might be a good idea to remember that the Rebal Alliance is not one cohesive organisation until very late in it's life. So it's perfectly reasonable to create your own splinter faction, then intergrate it when the proper stats come out.
    Crazy good work there

    Can I perhaps make a smalle request?

    That you make the org. names in bold?

    Thank you... for the work, and hopefully for the request :D

    I got an Organisation here

    ...Bug
    Well, I actually have the whole thing in a tabled Word doc. If people are interested, I'll upload that and post a link to it.
    http://community.wizards.com/go/thread/view/75862/19424726/Saga_Edition_Weapons_Complaints__ http://community.wizards.com/go/thread/view/75862/19425146/New_Empire_Sourcebook
    CORPORATE SECTOR AUTHORITY

    The Corporate Sector Authority (CSA) is a free enterprise fiefdom in the end of the Galaxy's Tingel Arm. The Corporate Sector, formed in 490 BBY by corporate purchases of real estate in the Tingel Arm to resolve differences between Galactic Republic lawmakers and the moguls of the Galaxy's largest corporations, originally consisted of a few hundred star systems, supposedly devoid of intelligent life.

    After the Clone Wars, a group of lobbyists known as the Galactic Corporate Policy League formed the Corporate Sector Authority and expanding its influence to nearly 30,000 star systems with the signing of the Corporate Sector Charter. The CSA took possession of many of the remaining droids and assets belonging to the Confederacy of Independent Systems and paid the Empire an annual stipend of 3% of the sector's gross product, as well as a tithe of materials and ore produced.

    During Emperor Palpatine's reign over the galaxy, Corporate Sector companies developed technologies mainly for use by the Empire.

    The monetary authority of the Corporate Sector was the Authority Currency Exchange which issued Authority Cash Vouchers and crystalline vertexes.

    Type: Government

    Scale: Sector (Scale score = 13)

    Enemies: Trianii

    Rivals: various Hutt Clans

    Allies: expatriated Corporate Alliance associates, the Empire

    The governing body of the Corporate Sector Authority comprises several powerful corporations managed by a Direx Board, made up of 55 high ranking business executives.

    Positive Criteria & Organization Score Modifier:
    Experience +1/2 Character levels
    Trained in Knowledge (Bureaucracy) +1
    Has Skill Focus feat for Knowledge (Bureaucracy) +1
    Member of Corporate Agent PrC +1
    Has Natural Leader feat (provided the organization you lead is a subsidiary of the CSA) +1
    Has Adept Negotiator talent +1
    Has Master Negotiator talent +1
    Has Competitive Drive talent +1
    Has Competitive Edge talent +1
    Has Corporate Clout talent +1
    Has Wealth talent +1
    Has Connections talent +1
    Spent 10 or more years in Organization +1
    Spent 100 or more years in Organization +2
    Saves the life of a member who has a 21+ Organization Score +1
    Donates credits or supplies to the CSA +1 per 5,000 cr donated

    Negative Criteria & Organization Score Modifier:
    Loses or destroys supplies or materials belonging to CSA -1 per 5,000 cr value
    Steals from CSA -5
    Provides information about the organization to an enemy -5
    Not trained in Knowledge (Bureaucracy) -1
    Fails on a mission assigned by the organization -1
    Is a member of the Trianii species -1

    Score / Title / Benefits & Duties:

    3 or lower: None
    Benefits: None
    Duties: None

    4 - 10: Industrialist - Those with ambition, capitalist savvy and the drive to climb the corporate ladder are valued by the Corporate Sector Authority, such as the Petty bureaucrats and numerous roving assistant auditors employed by the Office of the Auditor-General to check information from outside the office and run investigations. Also included in this category are aspiring entrepreneurs, who can find many opportunities in the Corporate Sector to achieve financial success or, better, to earn the notice of the Executive Directorship Board.
    Benefits: None
    Duties: None

    11-20: Viceprex - A Viceprex is subservient to the Direx Board, and is still an employee of the Corporate Sector Authority itself, rather than an employee of one of the Direx Board's sponsoring corporations. There are three levels of Viceprex: Executive Viceprex, which administers a division of the Authority; Subdivision Viceprex, managing a subdivision of one of these divisions; and Assistant-Viceprex, in charge of a smaller section of a division or a particular division facility.
    Benefits: Pay no licensing fees on licensed goods within the organization's sphere of influence.
    Duties: Perform a dangerous mission for the CSA.

    21-25: Direx - The Executive Directorship Board, otherwise known as the Direx Board, is responsible for managing the companies composing the Corporate Sector Authority. The body is made up of 55 members, known as Direxes, all high ranking business executives. Thirty-seven of those seats consist of voting sponsor corporations. Eighteen seats rotate among the non-voting but contributing members, allowing them approval rights on the budgets of the CSA.
    Benefits: Take no attitude penalty on Persuasion checks to influence the attitudes of members of the CSA.
    Duties: None.

    26-28: Auditor-General - The Auditor-General is appointed by the Prex to observe the operations of the CSA and to remove sources of corruption and inefficiency. The Office of the Auditor-General employs numerous roving assistant auditors to check information from outside the office and run investigations. Essentially the intelligence department of the CSA, coordinating information from industrial spies throughout the galaxy and informers in the Imperial civil service, the Auditor-General also operates the Detached Duty Office as a sort of internal affairs bureau. Additionally, the Auditor-General serves as the CSA's defense minister.
    Benefits: Access to a specialist agent (CL 8 Espo or member of the Auditor General's staff) while within the CSA's sphere of influence.
    Duties: Kill, capture or disable an enemy of the CSA (CL equal to your heroic level +1).

    29-30: Prex - The title of Prex is an elected position available to a member of the Direx Board of the CSA. A Prex is selected by peers to serve for three years as personal representative to the Direx Boards, counterbalancing the ExO. The Prex is also responsible for personally presenting the secret annual reports to the Emperor.
    Benefits: access to a personal aide who has heroic levels equal to your heroic level -3.
    Duties: Donate Credits to the Organization's reserves (equal to 1,000 cr x your character level).

    31+ : ExO - ExO, or Executive Officer, presides over the Direx Board and, while originally charged only with scheduling meeting times and locations and presenting Direx policy to the Authority consumers, eventually assumed greater authority with underling Direxes operating in a more advisory capacity. To be elected for ExO, a candidate must be nominated, seconded, and thirded, then voted in by a majority. The position is for no fixed term, but, at any time, a vote of no-confidence from the Direx Board, which would need to be seconded and ratified, could remove an individual from office. The ExO is required to hold no stock save from CSA companies and to hold no outside positions. To be found with outside interests is grounds for immediate removal from office. The ExO is considered a political leader abroad and holds the social standing of an Imperial Grand Moff.
    Benefits: Obtain a meeting with an official, ruler or lead of a rival (but not enemy) organization in 1d4 days (maximum once every three months).
    Duties: None.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    I have one i'll post later today. The organization has become both species in part and an organization but I like them a lot. This is a very abbreviated version so if anyone likes the idea let me know I will post more.

    The idea was to make space gypsies, I clan fading from it's truly warlike roots to something different. I wont post the species here unless asked, but you do not have to be the species to belong to the organization but you do to get to Org Score 31+. Acceptance of outsiders is rare but it happens.

    House Ma’at (Mandalorian offshoot, Noble house)
    Scale: 9 A planetary sized fleet of starships functioning as a shadowport
    ________________________________________________________________________________________
    For some 10,000 years house Ma’at has traveled the stars calling no world home. An ancient offshoot of the
    Mandalorian tradition, the Ma’at are a strong noble bloodline of warrior nomads. They have kept much of the
    Mandalorian ideology but are decidedly less warlike. The Ma’at warrior tradition is focused on the conducting
    of the “Dark Hunts”, where Ma’at warriors test themselves through the direct confrontation of the most vile
    enemy that can be found and tracked. The Ma’at economy is supported through deep space mining, the sales
    of high technology and the operation of the shadowport. The Ma’at fleet itself is almost never seen and stays
    far from civilized space, generally at some incredibly remote deep space mining site. Ma’at themselves tend to
    travel widely but do so through blending in as well as possible. Much of Ma’at technology mirrors that of the
    Old Republic era Mandalorian culture but is easily on par with current galactic technology. Rumors whispered
    are that the Ma’at are genetically related to the Echani, but no verification has ever been made.
    ________________________________________________________________________________________
    Benefits:
    Org Score/Title-Benefit
    0-5/ Unnamed- Receive Org Score x10 CR monthly. Free housing and medical treatment at fleet
    6-10/ Sworn- 1/day make an astrogation check without a navicomputer, this can be done untrained
    11-15/ Proven- 1/day can take 20 on a Knowledge-Galactic Lore check, this can be done untrained
    16-20/ Named- Receive a suit of Mandalorian armor (Light, Battle or Assault) and a chosen weapon
    21-25/ Nephilim- Granted ownership of a personal starfighter valued at no more then 150,000 CR
    26-30/ Cherubim- Granted ownership of a space transport with a value no more then 500,000 CR
    31+/ Seraphim- Spend force point to immediately access 10,000 CR in cash, goods and/or services
    ________________________________________________________________________________________
    Duties:
    Participation in any Dark Hunt offered
    Obtaining new technologies and force knowledge
    Obtaining supplies or funds for the organization equal to 2000x Character level
    Killing Sith or Dark force users, CL equal to your CL+1
    Training of young Ma’at
    Participation in a battle against the Sith or major criminal organization
    Finding rare artifacts and lost knowledge
    Positive Criteria:
    +1 to Org Score
    Force Sensitive
    Each level of Force Training
    Jedi Class
    Noble Class
    Soldier Class
    Trained in Pilot
    Participation in a battle where Ma’at are victorious
    +2 to Org Score
    Each force based item possessed
    Parents are Ma’at
    Making an important force based discovery or recovery of an artifact
    +5 to Org Score
    Parents are noble Ma’at
    +8 to Org Score
    Destroys of a Sith or Criminal stronghold
    Miscellaneous
    +1/2 CL
    +1/4 CL of defeated superior Sith or Criminal
    +1 per 5000 CR in funds or supplies donated

    Negative Criteria:
    -2 to Org Score
    Known to be friendly with the Sith or major criminals
    Fails on a mission for the Ma’at
    -5 to Org Score
    Sale or loss of Ma’at Equipment
    Fails to defeat a Sith or major criminal in combat
    -10 to Org Score
    Provides information about the Ma’at to the enemy
    -20 to Org Score
    Kills a Ma’at without a formal challenge

    I tried to mirror things I found in the books, tell me how you guys feel about balance and things of that nature. A group of purely spacefaring gypsies need ships, so that is why the org benefits sort of focus that direction.
    Rob, one thing about the CSA as you listed them. The Natural Leader feat makes you the head of your own organization, so can you be a member of two organizations at a time? Also, why would the CSA give you more respect for striking out on your own rather then keeping it "in the family?"
    http://community.wizards.com/go/thread/view/75862/19424726/Saga_Edition_Weapons_Complaints__ http://community.wizards.com/go/thread/view/75862/19425146/New_Empire_Sourcebook
    Rob, one thing about the CSA as you listed them. The Natural Leader feat makes you the head of your own organization, so can you be a member of two organizations at a time? Also, why would the CSA give you more respect for striking out on your own rather then keeping it "in the family?"

    I was thinking the organization of your own design would be another of the many companies that comprises the CSA. In other words, you could become the leader of Galactic Electronics, but still only be a Viceprex in the larger "Corporate Sector Authority" body.

    But you raise a good point...maybe I should specify in the Positive Criteria list that any organization you lead must be a subsidiary of the CSA.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    I took a stab at the New Republic when TFUCG came out. I have it on my webpage here.

    You could adapt it to the Rebel Alliance quite easily I think.
    I took a stab at the New Republic when TFUCG came out. I have it on my webpage here.

    You could adapt it to the Rebel Alliance quite easily I think.

    Thanks for your input!
    I'm a sucker for NJO and LotF era stuff. What I really want to see is an organization for the Galactic Alliance Guard under Jacen Solo. I'm thinking a positive criterion would be the ability to use Force thrust for R.E.B.J. and perhaps no real restrictions as far as Dark Side points... Bonuses for being an Enforcer and being trained in stealth, gather information, maybe survival.
    If anybody's been copying these down, please note that I have edited my Corporate Sector Authority organization above, in Post #10.

    Also, if you're interested in other stats for things Corporate Sector, please check out Jindy's Corporate Sector Sourcebook in the Praxeum.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    I love your Yautja Clan Org. Ive for some time been using a solitary hunter to keep my player humble. Hats off!!
    Thanks. Looking through them, I may have to revise a few things to make use of the Follower mechanic from CWCG.
    http://community.wizards.com/go/thread/view/75862/19424726/Saga_Edition_Weapons_Complaints__ http://community.wizards.com/go/thread/view/75862/19425146/New_Empire_Sourcebook
    you know I was thinking of developing a negative organization score for your organizations rival ie

    Republic vs Separatist
    Old republic vs Sith Empire
    jedi order/Rebellion vs Empire
    Sith empire vs Fel Empire vs Galactic Alliance

    Example character working for the Rebels and its affect on how the Empire views them

    1-10
    If youve done a few missions for the Rebels then its probably got back to the Empire giving you a negative score with the Empire at this level the Empire has stuck you on the Imperial Locate and Detain list. The character's Official credentials are now marked, if their ids are scanned (say at an Stormtrooper check point or planetary customs centre) then the character will be arrested for Imperial Intelgience to Interogate. The character will have to get fake documents or stay off imperial held worlds.

    11-20

    The character has done a number of missions for the Rebel Alliance the character may even hold a rank in Rebel Alliance military. In addition to previous restrictions the Empire is now actively searching for the character. Bountys have been posted and Bounty hunters are now actively looking for them. The characters are no longer just have to be careful on Imperial worlds bounty hunters can turn up on any world the characters visit

    21-30

    The character is a known hero to the Rebel cause and the Empire wants them dead or alive. The Empire has deployed teams from both ISBs storm trooper command and Imperial Intelligience's Special Intelligience unit. ISB and SI units can and will commendeer military resource from local commanders to achieve their goals. Bounty Hunters will report directly to ISB or SI unit commanders. The Empire will offer reward money to anyone who provides info leading to the location of the character.

    31-40

    The character is known as a champion of freedom to billions of being throughout the galaxy Lord Vader and the Emperor himself has marked you for death. The character is so renown that the Empires rulers have decided to dispatch agents from the Empires most powerful agencys to track down the character. Imperial Intelligience has dispatches the Inquistors (Dark jedi) to track down the character. Lord Vader put out units of Noghri death commandos and detachments of the 501st. The Emperor deploys Imperial Soverign Protectors and Imperial Shadow guardsmen

    40+

    The character is a rebel leader and clone to the same level as Princess Leia, Admiral Ackbar and Mon Mothma and the Emperor wants the character dead and hes willing to use any means necessary to reach that goal. Palpatine and Vader dispatch their personal agents to eliminate the character such as the Emperors hands and Vaders secret Apprentice and if they fail the Empires willing to do what ever it takes. If the character known to be in a city on a planet then a fleet of Star Destroyers will be sent to the planet and the city will be leveled from orbit.

    What do you guys think?
    you know I was thinking of developing a negative organization score for your organizations rival ie

    Republic vs Separatist
    Old republic vs Sith Empire
    jedi order/Rebellion vs Empire
    Sith empire vs Fel Empire vs Galactic Alliance

    Example character working for the Rebels and its affect on how the Empire views them

    1-10
    If youve done a few missions for the Rebels then its probably got back to the Empire giving you a negative score with the Empire at this level the Empire has stuck you on the Imperial Locate and Detain list. The character's Official credentials are now marked, if their ids are scanned (say at an Stormtrooper check point or planetary customs centre) then the character will be arrested for Imperial Intelgience to Interogate. The character will have to get fake documents or stay off imperial held worlds.

    11-20

    The character has done a number of missions for the Rebel Alliance the character may even hold a rank in Rebel Alliance military. In addition to previous restrictions the Empire is now actively searching for the character. Bountys have been posted and Bounty hunters are now actively looking for them. The characters are no longer just have to be careful on Imperial worlds bounty hunters can turn up on any world the characters visit

    21-30

    The character is a known hero to the Rebel cause and the Empire wants them dead or alive. The Empire has deployed teams from both ISBs storm trooper command and Imperial Intelligience's Special Intelligience unit. ISB and SI units can and will commendeer military resource from local commanders to achieve their goals. Bounty Hunters will report directly to ISB or SI unit commanders. The Empire will offer reward money to anyone who provides info leading to the location of the character.

    31-40

    The character is known as a champion of freedom to billions of being throughout the galaxy Lord Vader and the Emperor himself has marked you for death. The character is so renown that the Empires rulers have decided to dispatch agents from the Empires most powerful agencys to track down the character. Imperial Intelligience has dispatches the Inquistors (Dark jedi) to track down the character. Lord Vader put out units of Noghri death commandos and detachments of the 501st. The Emperor deploys Imperial Soverign Protectors and Imperial Shadow guardsmen

    40+

    The character is a rebel leader and clone to the same level as Princess Leia, Admiral Ackbar and Mon Mothma and the Emperor wants the character dead and hes willing to use any means necessary to reach that goal. Palpatine and Vader dispatch their personal agents to eliminate the character such as the Emperors hands and Vaders secret Apprentice and if they fail the Empires willing to do what ever it takes. If the character known to be in a city on a planet then a fleet of Star Destroyers will be sent to the planet and the city will be leveled from orbit.

    What do you guys think?

    I think you might be onto a good idea, but not on the grand scale you've described. Everything you just said should be happening anyway, and they are campaign-changing events. The GM should have already planned for those things to happen.

    But I do like the idea of negative consequences for your role in the given organization. Keeping with your example of Rebel vs. Empire, I think better consequences would be:

    -2 to bureaucracy rolls to acquire licensed weapons while in Imperial territory (it's harder to get stuff when the Empire is looking for you).

    -2 to deception/sneak while in Imperial territory (it's harder to lie/avoid detection when they're actively ready/looking for you).

    That kind of stuff. Keep the consequences at the same low-level detail as the benefits. Not campaign-altering events that should be happening behind-the-scenes anyway. IMHO.
    If anybody's been copying these down, please note that I have edited my Corporate Sector Authority organization above, in Post #10.

    Also, if you're interested in other stats for things Corporate Sector, please check out Jindy's Corporate Sector Sourcebook in the Praxeum.

    Yeah...I had to edit this again.

    I only recently realized that the FUCG says, on p. 64, "The [organization score] modifiers on the tables [sic] below [referring to Table 4-2] apply to organizations with a scale of 1 through 7. For organizations with a scale of 8 through 14, divide the organization score modifier by 2....The minimum adjustment a character can receive is 1 point."

    My stats for the Corporate Sector Authority had a Scale of 13, which means I should have divided many of the OS modifiers by 2.

    I went ahead and fixed that. It wasn't too much trouble, actually.

    HOWEVER, having 10 or more years in the organization and having 30 or more years in the organization both gave a +1 modifier. SO, I eliminated the 30-or-more-year advantage (since it was redundant) and, in turn, eliminated the negative modifier "Fails on a mission assigned by the organization."

    So, it should be good now.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    Also from Jindy's Corporate Sector Sourcebook thread is another one of my Organizations:

    DOC’S STARSHIP MOD RING

    Founded by Klaus "Doc" Vandangante – a talented, but blacklisted, Coruscanti-born parvenu-engineer-turned-drifter whose doting, widowed mother was a Corporate Sector viceprex – and his late, outlaw tech wife Shardra, the ring of outlaw techs comprising this criminal enterprise are considered the best starship modification specialists in the Galaxy. Doc’s techs, who include his daughter Jessa, are renown – or perhaps nefarious – for repairing smuggling ships and souping them up with illegal modifications.

    Among the many unorthodox, questionable or outright illegal modifications available from Doc and his techs are: custom hyperdrive upgrades, transponder slicing, the integration of fluidics or other non-standard systems, the mounting of weaponry, the installation of cloaking or ejection devices, and the hardwiring of droids – such as general assistance models – into navigation or other shipboard systems.

    Originally established on the frozen Outer Rim world of Urdur, the headquarters of Doc’s outlaw tech shadowport has, from time to time, moved locations to avoid detection by authorities. Potential clients must often rely on word of mouth or Cynabar's InfoNet to find it.

    Type: Illegal Enterprise

    Scale: Larger localized group (Scale score = 2)

    Enemies: Empire, Corporate Sector Authority.

    Rivals: OutlawTech, Shug Ninx’s Nar-Shaddaa-based Spacebarn, Abbot Drayk’s Tatooine-based Dim-U transponder-slicing monastery.

    Allies: countless Hutt clans, the Car’das Smugglers, Booster Terrik, the Kwuennox Smugglers, the Black Curs.

    Doc’s operation has a loose hierarchy with Doc at the top, and sundry technicians and engineers in his employ.

    Positive Criteria & Organization Score Modifier:
    Experience +1/2 Character levels
    Trained in Knowledge (Technology) +1
    Has Skill Focus feat for Knowledge (Technology) +2
    Trained in Mechanics +1
    Has Skill Focus feat for Mechanics +2
    Has Gearhead feat +1
    Has Scavenger feat +1
    Has Starship Designer feat +1
    Has Tech Specialist feat +1
    Has Coordinate talent +1
    Has Engineer talent +1
    Has Fast Repairs talent +1
    Has Hot Wire talent +1
    Has Quick Fix talent +1
    Has Personalized Modifications talent +1
    Has Master Slicer talent +1
    Has Illicit Dealings talent +1
    Spent 10 or more years in Organization +1

    Negative Criteria & Organization Score Modifier:
    Not trained in Pilot -2
    Not trained in Mechanics -2
    Known to be friendly with the Empire -5
    Loses or Destroys Supplies or Materials -1 per 5,000 credit value
    Steals from the Organization -10
    Provides Information about the Organization to an Enemy -10
    Posts a Bounty on a Member of the Organization -10
    Kills a Member of the Organization Intentionally -10

    Score / Title / Benefits & Duties:

    3 or lower: None
    Benefits: None
    Duties: None

    4 - 10: Journeyman – A skilled mechanic or technician who knows his trade well and demonstrates a true talent for custom modifications is a valued tradesman in Doc Vandagante’s eyes. A good tech is hard to find, and Doc is always willing to give someone with the passion for starship modification the opportunity to do an honest, if illegal, day’s work in his organization.
    Benefits: None
    Duties: None

    11-25: Yeoman – Doc Vandagante keeps a sharp eye on his crew of outlaw techs for those skilled experts who demonstrate not only a particular, remarkable acumen with repairs and modifications, but also the prudence to keep a low profile and the discretion to keep themselves and their employer beneath the notice of the Empire or law enforcement. Doc rewards particularly loyal, trustworthy and skilled outlaw techs with a share of his limited resources.
    Benefits: Access to an astromech droid that has no more than three non-heroic levels (no heroic levels).
    Duties: None.

    26-30: Master Technician – Those few technicians who demonstrate the utmost loyalty to Doc and aid in his operation in the most meaningful ways, or perhaps create a particularly masterful modification that demonstrates outstanding creativity, skill or workmanship or garners critical praise, earn great respect and are often called upon to supervise teams of staff. Such valued master technicians are often delegated special projects to oversee and command a cadre of subordinate technicians not only to supervise, but also to teach.
    Benefits: Costs for modifying items that have significance to the Organization by using the Tech Specialist feat are waived once per week.
    Duties: None.

    31+: Master Engineer – While a prodigy in his own right, Doc often relies upon and welcomes the input of his most skilled engineers in any project. These rare and cherished few become close confidantes to Doc even in matters that transcend the ordinary order of business. Those precious few who achieve this level of trust within Doc’s organization are often themselves simply an extension of Doc’s own supervisory authority. One does not win Doc’s favor to this extent easily, however. Doc’s Master Engineers are often experts in many fields, consummate craftsmen who can perform any task relating to mechanics or computers, from incorporating alien technology into a starship design to designing and building AI to drafting the plans for new or unique weapon designs.
    Benefits: Access to a space transport.
    Duties: None.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    Excellent! Keep them coming!
    Excellent! Keep them coming!

    Well, if you insist!

    This one, from the same thread, was done by Jindy himself:

    First, let's revisit Ploovo. (I'm only changing out Far Shot for Natural Leader, increasing his charisma by 2 so that the organization can be scale 10)

    Ploovo Two-for-One (Revisited) CL 13
    Adult Male Human Noble 5 / Scoundrel 2 / Crime Lord 6
    Force 11; Dark Side 8
    Init +10; Senses Perception +12
    Languages Basic, High Galactic, Huttese, Ettian, Rakririan, Klatoonian
    Defenses Ref 24 (flat-footed 24), Fort 23, Will 28; Command Cover
    hp 68; Threshold 23
    Speed 6 squares
    Melee +7 unarmed (1d4+5)
    Ranged +7 by weapon (damage by weapon +5)
    Base Atk +7; Grp +7
    Atk Options Melee Defense, Point Blank Shot, Careful Shot
    Special Actions Knack, Notorious, Attract Minion, Shared Notoriety, Command Cover
    Abilities Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 18
    Talents Wealth, Educated, Connections, Knack, Notorious, Attract Minion, Shared Notoriety
    Feats Melee Defense, Improved Defenses, Linguist, Weapon Proficiencies (Simple, Pistols, Rifles, Advanced Melee), Skill Foci (Gather Information & Persuasion), Point Blank Shot, Careful Shot, Natural Leader
    Skills Deception +14, Gather Information +19, Initiative +10, (All Knowledges at +12 due to Educated Talent), Perception +12, Persuasion +19, Pilot +10, Ride +10, Treat Injury +12, Use Computer +12
    Possessions Luxurious estate, vast amounts of criminally acquired wealth.

    ----
    Now for the organization:

    Ploovo's Criminal Syndicate

    Ploovo Two-for-One's criminal enterprise consists of seedy clubs and casinos on major trade worlds in the Corporate Sector, which serve as a front for his numerous protection rackets and loan sharking efforts in the region.

    If there is a loan shark operating in the Corporate Sector space, or a protection racket, odds are Ploovo is connected to it.

    Type: Criminal

    Scale: 10 (Multiple Planets)

    Enemies/Rivals: Rebel Alliance, Thar Larson, Corporate Sector Authority, Hutt Crime Families

    Allies: None

    Organization Score Criteria:

    Positive -
    Experience (+1/4 Character levels)
    Trained in deception (+1)
    Skill Focus in deception (+1)
    Trained in persuasion (+1)
    Saves the life of a Member with an organization score of 21+ (+1)
    Works continually with a member of the organization (+1)
    Completes a mission assigned by the organization (+1)
    Has a Base attack bonus of +5 through +9 (+1)
    Reviled +1/8 Dark Side Score
    Trained in Intimidation (+1)
    Skill Focus (Intimidation) (+1)
    Skill Focus (Persuasion) (+1)
    Member of Crime Lord Prestige Class (+1)
    Recruits a new member into the organization (+1)

    Negative -
    Not trained in Intimidation -2
    Not trained in Deception -2
    Fails on a mission assigned by the organization -2
    Known to be friendly with the Corporate Sector Authority -4
    Kills a member of the organization intentionally -20

    ---
    Rank/Score/Benefits & Duties:

    Rank 0 / Score 3 or lower / No title, benefits, duties.

    Rank 1 / Score 4-9 / Thugs - Ploovo's lowest level enforcers. They are the ones who create the need for the protection payments, and sometimes serve as bodyguards for Collections Agents.

    Rank 2 / Score 10-19 / Collections Agent - They are the ones sent initially to collect payments for protection or loan payments.

    Benefit: Monthly stipend of 100 credits x organization score for tasks related to the organization.

    Rank 3 / Score 20-29 / Protocol Team - Five-person group that was loyal to Ploovo, specializing in obtaining money owed to Ploovo. Due to Ploovo's loanshark activities, he usually found an amount of people delaying in the payments; in the most difficult of cases, Ploovo sent the Protocol Team to collect the forgotten payments.

    Benefits: Pay no licensing fees on restricted goods within the organization's sphere of influence; +2 bonus to Will Defense to resist effects from enemies of the organization.

    Duties: Perform various collections missions for the organization.

    Rank 4 / Score 30 or higher / Boss - Runs the organization.

    Benefit: Access to a personal aide who has heroic levels equal to your heroic level -3.

    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    This is all great stuff. Thanks for sharing. I'm disappointed that Organizations haven't recieved any attention since TFU, thanks again.
    This is all great stuff. Thanks for sharing. I'm disappointed that Organizations haven't recieved any attention since TFU, thanks again.

    You're welcome, rhaz. What's even more disappointing is that Rodney's basically said there are no plans to build any more Organizations...ever. That sucks.

    Anybody have any requests for Organizations? I'll see what I can do.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    Also from Jindy's Corporate Sector Sourcebook thread is another one of my Organizations:

    TRIANII RANGERS

    The Trianii Rangers ply the lanes of Trianii Space, protecting the felinoids’ isolationist colonies during their early establishment and continually against outside forces bent on conquest. The Trianii Rangers are a formidable force, adept in space combat as well as in ground warfare. The Corporate Sector was powerless to defeat the Trianii Rangers in a campaign to claim Trianii space, and the Empire never tried. During the Trianii-CSA conflict, several Trianii were captured and interrogated, and some were sent to the asteroid prison facility of Stars' End before Han Solo and his cohorts destroyed it.

    Type: Colonial Military

    Scale: Multiple Systems (Scale score = 12; OS Modifiers >1 are halved, infra.)

    Enemies: Corporate Sector Authority.

    Rivals: None.

    Allies: patchwork planetary militias of Trian, Brochiib, Pypin, Ekibo, and Fibuli.

    Trianii are fiercely independent explorers and, as such, prefer to stick to their own kind. While, theoretically, it is not necessarily impossible for an outsider to be accepted into the ranks of the Trianii Rangers, there has, to date, been none; the first will have his work cut out for himself proving his worth.

    Positive Criteria & Organization Score Modifier:

    Experience +1/2 Character levels
    Is a member of the Trianii species +1
    Has a Base Attack Bonus of +10 or higher +1
    Trained in Pilot +1
    Has Skill Focus in Pilot +1
    Has Skill Focus feat for Knowledge (Tactics) +1
    Has A Few Maneuvers feat +1
    Has Starship Tactics feat +1
    Has Tactical Genius feat +1
    Has Vehicular Combat feat +1
    Has any talent from the Hyperspace Explorer talent tree +1
    Has any talent from the Spacer talent tree +1
    Has Ace Pilot Prestige Class +1
    Has Elite Trooper Prestige Class +1
    Has Officer Prestige Class +1
    Has parents, spouse or sibling in the Trianii Rangers +1
    Spent 10 or more years in Trianii Rangers +1
    Recommendation of a member with a 21+ Organization Score +1
    Saves the life of a member with a 21+ Organization Score +1
    Makes a discovery important to the Trianii Rangers +1 per discovery
    Defeats a Trianii enemy of equal or greater CL in combat +1/4 Opponent’s CL
    Destroys or razes a stronghold of an enemy of the Trianii +4
    Participates in a battle in which the Trianii Rangers are victorious +1

    Negative Criteria & Organization Score Modifier:

    Is not a member of the Trianii species -2
    Is affiliated with the Corporate Sector Authority -5
    Is known to be friendly with the Corporate Sector Authority -4
    Associates with the Corporate Sector Authority -3
    Dexterity of 8 or lower -1
    Lacks at least a +5 Base Attack Bonus -1
    Not trained in Pilot -1
    Not trained in Knowledge (Tactics) -1
    Fails on a mission for the Trianii Rangers -1
    Fails to defeat an enemy of the Trianii in combat -2
    Steals from the Trianii Rangers -5
    Provides Information about the Trianii Rangers to an Enemy -5
    Kills a Member of the Trianii Rangers Intentionally -5

    Score / Title / Benefits & Duties:

    3 or lower: None.
    Benefits: None.
    Duties: None.

    4 - 6: Explorer – Members of the planetary militia of the Trianii colonies often aid the Trianii Rangers in exploring and defending their own corner of Trianii space, as do Trianii mercenaries who are unaffiliated with an official military body. The Trianii, while fiercely independent, have, from time to time, accepted the assistance of trusted outsiders, though these are few and far between. For an outsider to win the trust of the Trianii and be permitted to aid in their cause despite their ferocious pride is no small feat.
    Benefits: None.
    Duties: None.

    7-11: Ranger – Any trusted defender of Trianii space who seeks admission to the elite Trianii Rangers begins as a cadet and undergoes intensive training in both starfighter combat and ground combat. Those cadets who successfully complete the harsh Trianii Ranger training become enlisted personnel and hold enlisted grades or rates, and perform jobs specific to their particular occupational specialty. Those who demonstrate ideological dedication and combat prowess quickly become non-commissioned officers, such as sergeants, corporals, or warrant officers, and form the backbone of the Trianii Rangers. Non-commissioned officers are the primary and most visible leaders for the bulk of the Ranger enlisted corps. Additionally, they are the primary military leaders responsible for executing the Trianii Rangers’ missions and for training military personnel. Their training and education typically includes leadership and management as well as service-specific and combat training. Another critical role they play is providing advice and guidance to the officer corps.
    Benefits: None.
    Duties: None.

    12-20: Ranger Officer – The lower tiers of commissioned officers are leadership and management generalists. In addition, they are usually trained in a specific military occupational specialty. The lower tiers of the commissioned officer corp of the Trianii Rangers include pilot officers, flying officers, flight lieutenants, squadron leaders, and wing commanders.
    Benefits: +2 bonus on attempts to use the Aid Another action to assist another member of the organization.
    Duties: None.

    26-30: Ranger Captain – The middle tiers of commissioned officers include captains and commodores, and command companies or multiple squadrons of Trianii Rangers, or command large ships. Captains who command squadrons of more than one larger vessel assume the flag officer rank of senior captain or commodore.
    Benefits: Take no attitude penalty on Persuasion checks to influence the attitudes of members of the organization.
    Duties: None.

    31+: Ranger Marshal – The highest tiers of commissioned officers include marshals, the few chief marshals (a/k/a Five Star Marshals), and the Supreme Marshal herself (who holds the rank ex officio as Pride Leader of Trianii Space). Ranger Marshals hold very senior appointments, command fleets or formations of Trianii Ranger vessels and make military decisions at the highest level.
    Benefits: Access to a specialist agent, who has no more than twelve levels – heroic or otherwise – while within the sphere of influence of the Trianii Rangers.
    Duties: None.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    Just a heads up, in case anybody copied my Corporate Sector Authority organization stats...I modified them again. I added a positive OS modifier of +1 for saving the life of a member of the Organization with a score of 21+, and counterbalanced it with a -1 OS for anyone who fails on a mission for the CSA.

    I did this because Odumin got his promotion to Territorial Manager after an undercover mission in which he saved the life of High Inquisitor Laddinare Torbin from an attack by the religious cult known as the Church of the First Frequency.

    While there's no indication that Laddinare Torbin actually had an OS of 21+ in the CSA, I figured...if the CSA promoted Odumin for saving Torbin, Torbin must have a 21+ OS score with the CSA. Even if he didn't, if they gave a promotion to Odumin for saving Torbin, who didn't have any OS of any significance with the CSA, then there must be a bonus for saving someone who does have a significant OS with the CSA.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    Nowhere near finished, but PEACH it to death! =]

    GALACTIC ALLIANCE GUARD

    The Galactic Alliance Guard (GAG) was a secret police organization that came into existence around 40 ABY. It was created by the Galactic Alliance, under the auspices of Chief of State Cal Omas and Admiral Cha Niathal, during the Second Galactic Civil War in order to counter Corellian terrorist activity on Coruscant. It was based in the Galactic Justice Center and comprised top Coruscant Security Force, Galactic Alliance Intelligence Service, ex-New Republic Intelligence Service, and Special Forces personnel.

    Leadership was initially offered to Mara Jade Skywalker due to her previous exploits as an Emperor's Hand. The thought of a Jedi running a secret police unit troubled her, and she declined. Instead, Jedi Knight and aspiring Dark Lord of the Sith, Jacen Solo, took command of the unit.

    Jacen was given the rank of Colonel and led the Galactic Alliance Guard on many raids in Galactic City, specifically in districts and areas with a heavy Corellian population. The soldiers under his command saw similarities between his command style and that of Darth Vader's, noting that he "never asked of them what he would not do himself."

    The GAG interned, deported, and interrogated its suspects with brutal efficiency. In some cases interrogation would be meted out by Jacen Solo personally. Under his command, the members of the organization earned a fast reputation as an uncompromising band of hard-liners. Many of the citizens targeted by the Guard referred to them as "stormies" due to the strong similarities between GAG troopers and the stormtroopers of the Empire. Later in the war, GAG was monitoring the conversations and communiqué of not only suspected Confederation terrorists, but also high-level members of the Galactic Alliance.

    As a reward for their effectiveness, Colonel Solo requested that the Guard be upgraded from an deserted section of Galactic City, Quadrant A-89, to a mobile command center—the Imperial II-class Star Destroyer Anakin Solo, which served as Colonel Solo's personal command ship.

    Type: Military / Paramilitary

    Scale: 11 (Coruscant System)

    Enemies and Allies:

    Organization Score Criteria:

    Criteria Tables: The following criteria can affect the organization score of a member of the Galactic Alliance Guard.

    Positive Criteria Organization Score Modifier:
    Character Level +1/2 Character level
    Was a member of Galactic Alliance Intelligence Service, Galactic Alliance Special Forces, or Coruscant Security Force +1
    Served for 10+ years in Galactic Alliance Intelligence Service, Galactic Alliance Special Forces, or Coruscant Security Force +2
    Has at least one talent from the Awareness talent tree +1
    Has at least one talent from the Commando talent tree +1
    Has levels in the Enforcer prestige class +1
    Has levels in the Infiltrator prestige class +1
    Has levels in the Vanguard prestige class +1
    Recommended by Admiral Niathal +2
    Recommended by Colonel Solo +5
    Successfully completes a mission assigned by the GAG +1 per mission (max +5)
    Causes the arrest, capture, or death of an enemy +1/4 the enemy's CL
    Discovers a hidden Corellian terrorist cell +1 per discovery (max +5)
    Participates in a successful raid of a Corellian terrorist cell +1 per raid (max +5)

    Negative Criteria Organization Score Modifier:
    Member of Master Privateer Prestige Class -1
    Member of Outlaw Prestige Class -5
    Is a member of the Bothan species -2
    Is a member of the Wookiee species -2
    Citizen of Corellia -2
    Natural born citizen of Corellia -5
    Fails on a mission assigned by Admiral Niathal -2
    Fails on a mission assigned by Colonel Solo -5
    Is a wanted criminal -10
    Provides information about the organization to an enemy -10

    Rank Score Title: Benefits, and Duties:

    0 3 or lower: None

    1 4 - 6 Trooper:

    2 7 - 13 Sergeant:

    3 14 - 20 Lieutenant:

    4 21 - 30 Captain:

    5 31 or higher Commander:

    Roleplaying Applications:
    Nowhere near finished, but PEACH it to death! =]

    Well, it looks good so far. But, to me, the benefits of an Organization are usually what needs the most tweaking. (To ensure it's not game-breaking, etc.) I'm looking forward to what you come up with for that part.
    It's not quite the Rebellion, but it's the proto-Rebellion. I found this on WizO_Tao's site:

    Alderaanian Resistance

    The Alderaanian Resistance is a fledgling organization created in secret by Senator Bail Organa at the start of the Dark Times. As time goes on, the Alderaanian Resistance grows, and joins with other paramilitary groups, and ultimately becomes the Alliance to Restore the Republic (Rebel Alliance). But early in the Dark Times, the Alderaanian Resistance is not particularly widespread, nor well equipped. Members of the Alderaanian Resistance are often simply called “Rebels”. The Rebels oppose the Empire at every turn, and will take action against it whenever they can inflict damage without exposing themselves too severely. They are no match for the Empire in strength, and rely on guerilla tactics and espionage to achieve their goals. Being vastly outmanned and outgunned, the Rebels boost their morale by taking reassurance from their visible, heroic, “poster-boy” members. Such members are highly regarded and are valuable members of the organization. Rebel recruits find new strength within themselves in order to better serve their “heroes”.

    The Rebels also strive for the revival of the Jedi Order. Force-sensitive beings without Dark Side points are held in high regard.

    The Rebels are always looking for effective agents and officers. Soldiers, Officers, Infiltrators, and Saboteurs are at a premium.

    The Rebels value each member of the organization, and place a high priority on teamwork. Members are taught self-reliance early on in their training, but they are also taught to work together whenever possible, for the greater good of the Rebellion.

    Type: Paramilitary

    Enemies and Allies: The greatest enemy of the Alderaanian Resistance is the Empire. The Rebels might also attack criminal organizations in order to obtain needed resources, or to indirectly hurt the Empire, but the Empire is always the Alderaanian Resistance’s main focus.

    Scale: 12 (Multiple systems)

    Organization Score Criteria:

    Positive Criteria Organization Score Modifier

    Experience: +1/2 char. level
    Has Base Attack Bonus +5 or higher: +1
    Is Force Sensitive: +1
    Has levels in the Soldier class: +1
    Has levels in the Jedi Knight prestige class: +1
    Has levels in the Officer prestige class: +1
    Has levels in the Infiltrator prestige class: +1
    Has levels in the Saboteur prestige class: +1
    Defeats major Imperial opponent: +1/4 enemy CL
    Destroys major Imperial supplies/installation: +1 per 50,000 value (max +3)
    Obtains supplies/weapons for use by the Alderaanian Resistance: +1 per 10,000 value (max +5)
    Prevents the death or capture of another Rebel: +1
    Completes a mission for the Alderaanian Resistance: +1
    Participates in liberation of an Imperial planet: +3

    Negative Criteria Organization Score Modifier

    Disobeys a command from a superior officer: -1
    Fails to complete a mission for the Alderaanian Resistance: -1
    Intentionally harms, or allows harm to come to, another Rebel: -2
    Known to be an ally, informant, or agent of the Empire: -5
    Provides information about the Alderaanian Resistance to another organization: -10
    Has Dark Side score > 0: - half # of Dark Side Pts.

    Titles, Benefits, and Duties:

    Rank Score Title Benefits and Duties
    0: 3 or lower None
    1: 4 - 6 Trooper Recruits are trained to work together whenever possible. They gain a +2 bonus on all attempts to Aid Another Rebel.
    2: 7 - 11 Sergeant An honorific that conveys no additional mechanical benefit.
    3: 12 - 16 Lieutenant Those who demonstrate the ability to lead are granted the rank of Lieutenant. Lieutenants have learned to identify standard Imperial tactics, and use this information to keep themselves and their troops alive in combat. As a swift action, Lieutenants may grant themselves and all allies within 6 squares a +1 insight bonus to Reflex defense against Imperial opponents for the duration of the encounter. All such allies must be able to hear and understand the Lieutenant to receive this bonus, and must remain within 6 squares of the Lieutenant to retain this benefit.
    4: 17-20 Captain An honorific that conveys no additional mechanical benefit.
    5: 21-30 Commander Commanders are given broad objectives, and the details are left for them to figure out on their own. As such, commanders have access to more personnel and equipment, and can use them in whatever ways they see fit. While within the Rebel Militia’s area of influence, Commanders have access to an expert technician with the Tech Specialist feat and Starship Designer feat (mechanics +17), and do not pay licensing fees for licensed, restricted, or military equipment. Commanders also only pay what the Tech Specialist would pay for any of his modifications (they don’t pay any additional fees normally associated with hiring a Tech Specialist to perform a modification for them).
    6: 31 or higher General Among the highest ranking members of the organization, Generals make decisions that affect the Rebel Militia as a whole. They are responsible for the continued existence and efficiency of the organization. Once per encounter, as a swift action, a General can grant a number of allies equal to his Charisma modifier (minimum 1) the Rapport feat for the duration of the encounter. All such allies must be within the General’s line of sight to receive this benefit, though they need not remain within line of sight to retain this benefit.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    It's not quite the Rebellion, but it's the proto-Rebellion. I found this on WizO_Tao's site:

    Alderaanian Resistance
    Designed by ShadoWarrior.

    Alderaanian Resistance

    The Alderaanian Resistance is a fledgling organization created in secret by Senator Bail Organa at the start of the Dark Times. As time goes on, the Alderaanian Resistance grows, and joins with other paramilitary groups, and ultimately becomes the Alliance to Restore the Republic (Rebel Alliance). But early in the Dark Times, the Alderaanian Resistance is not particularly widespread, nor well equipped. Members of the Alderaanian Resistance are often simply called “Rebels”. The Rebels oppose the Empire at every turn, and will take action against it whenever they can inflict damage without exposing themselves too severely. They are no match for the Empire in strength, and rely on guerilla tactics and espionage to achieve their goals. Being vastly outmanned and outgunned, the Rebels boost their morale by taking reassurance from their visible, heroic, “poster-boy” members. Such members are highly regarded and are valuable members of the organization. Rebel recruits find new strength within themselves in order to better serve their “heroes”.

    The Rebels also strive for the revival of the Jedi Order. Force-sensitive beings without Dark Side points are held in high regard.

    The Rebels are always looking for effective agents and officers. Soldiers, Officers, Infiltrators, and Saboteurs are at a premium.

    The Rebels value each member of the organization, and place a high priority on teamwork. Members are taught self-reliance early on in their training, but they are also taught to work together whenever possible, for the greater good of the Rebellion.

    Type: Paramilitary

    Enemies and Allies: The greatest enemy of the Alderaanian Resistance is the Empire. The Rebels might also attack criminal organizations in order to obtain needed resources, or to indirectly hurt the Empire, but the Empire is always the Alderaanian Resistance’s main focus.

    Scale: 12 (Multiple systems)

    Organization Score Criteria:

    Positive Criteria Organization Score Modifier

    Experience: +1/2 char. level
    Has Base Attack Bonus +5 or higher: +1
    Is Force Sensitive: +1
    Has levels in the Soldier class: +1
    Has levels in the Jedi Knight prestige class: +1
    Has levels in the Officer prestige class: +1
    Has levels in the Infiltrator prestige class: +1
    Has levels in the Saboteur prestige class: +1
    Defeats major Imperial opponent: +1/4 enemy CL
    Destroys major Imperial supplies/installation: +1 per 50,000 value (max +3)
    Obtains supplies/weapons for use by the Alderaanian Resistance: +1 per 10,000 value (max +5)
    Prevents the death or capture of another Rebel: +1
    Completes a mission for the Alderaanian Resistance: +1
    Participates in liberation of an Imperial planet: +3

    Negative Criteria Organization Score Modifier

    Disobeys a command from a superior officer: -1
    Fails to complete a mission for the Alderaanian Resistance: -1
    Intentionally harms, or allows harm to come to, another Rebel: -2
    Known to be an ally, informant, or agent of the Empire: -5
    Provides information about the Alderaanian Resistance to another organization: -10
    Has Dark Side score > 0: - half # of Dark Side Pts.

    Titles, Benefits, and Duties:

    Rank Score Title Benefits and Duties
    0: 3 or lower None
    1: 4 - 6 Trooper Recruits are trained to work together whenever possible. They gain a +2 bonus on all attempts to Aid Another Rebel.
    2: 7 - 11 Sergeant An honorific that conveys no additional mechanical benefit.
    3: 12 - 16 Lieutenant Those who demonstrate the ability to lead are granted the rank of Lieutenant. Lieutenants have learned to identify standard Imperial tactics, and use this information to keep themselves and their troops alive in combat. As a swift action, Lieutenants may grant themselves and all allies within 6 squares a +1 insight bonus to Reflex defense against Imperial opponents for the duration of the encounter. All such allies must be able to hear and understand the Lieutenant to receive this bonus, and must remain within 6 squares of the Lieutenant to retain this benefit.
    4: 17-20 Captain An honorific that conveys no additional mechanical benefit.
    5: 21-30 Commander Commanders are given broad objectives, and the details are left for them to figure out on their own. As such, commanders have access to more personnel and equipment, and can use them in whatever ways they see fit. While within the Rebel Militia’s area of influence, Commanders have access to an expert technician with the Tech Specialist feat and Starship Designer feat (mechanics +17), and do not pay licensing fees for licensed, restricted, or military equipment. Commanders also only pay what the Tech Specialist would pay for any of his modifications (they don’t pay any additional fees normally associated with hiring a Tech Specialist to perform a modification for them).
    6: 31 or higher General Among the highest ranking members of the organization, Generals make decisions that affect the Rebel Militia as a whole. They are responsible for the continued existence and efficiency of the organization. Once per encounter, as a swift action, a General can grant a number of allies equal to his Charisma modifier (minimum 1) the Rapport feat for the duration of the encounter. All such allies must be within the General’s line of sight to receive this benefit, though they need not remain within line of sight to retain this benefit.

    Wow, now that's funny. I've never had *me* quoted back to *me* before. :D I posted this organization on a different thread for PEACH purposes, and I neglected to post the finished product on this thread. So thanks for getting it on here.

    Interestingly, it says it was developed by ShadoWarrior. But I don't really care who gets credit -- as long as it's out there for people to use. I designed it for use in Dawn of Defiance (specifically, I wanted to avoid having the positive criteria make the PCs rise in ranks too quickly/slowly relative to the campaign as a whole). But it should be fine to be used in any home-brewed campaign too. Thanks for finding this!
    That is interesting. Well, I took the reference to ShadoWarrior out of there.

    WizO_Tao's done that before on his site, given credit to the wrong person. It's supposed to be automated now, but I suppose errors still happen. I'm sure if you let him know, he'll be happy to change it.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    That is interesting. Well, I took the reference to ShadoWarrior out of there.

    WizO_Tao's done that before on his site, given credit to the wrong person. It's supposed to be automated now, but I suppose errors still happen. I'm sure if you let him know, he'll be happy to change it.

    Well, to be fair, I didn't post it to WizO_Tao's site. ShadoWarrior must have, and therefore got the credit. And upon further examination, there are a couple of tiny tweaks made to it. (The rank names are slightly different, and the positive criteria are slightly different.)

    Anyway, I dropped the ball and didn't post this to WizO_Tao's site, nor did I post it in this thread. So it's my own fault. I'm just glad someone else liked it enough to use/post it! I've used ideas/creations from others plenty of times -- so I'm glad to have been able to contribute something myself!
    I had one that I'd done myself when DoD 1 first came out. Benn's fluff text was better than mine, so I used his fluff text way back last year when I merged his version and mine. And then I filed it away, having forgotten who had written the fluff text. My apologies for any distress my creeping decrepitude may have caused.

    You'll find that I've given Benn the joint credit he very much deserves. If something like this happens again just let one of the moderators on Tao's site (like myself) know in PM instead of raising a stink here. People do honestly forget things. No one's trying to steal from others.

    PS - someone did one up for Switch's information network that I'd like to publish on Tao's site, but I can't find who posted it here on the WotC boards.
    I apologize if my last couple posts came off differently than I intended them to. I meant no offense, and similarly, I was not offended myself. I was not claiming that anyone stole anything. I was just pointing out the irony of the fact that in a thread I started in order to get more organizations out there, my own organization (from my point of view) got posted -- and not by me! I found that irony to be humorous, and I may not have conveyed that feeling very well. If anything, I was mad at myself for not posting my own organization in the thread I started for that very purpose!

    I am certainly not upset at anyone -- quite the opposite. Thank you to all who get more organizations out there!
    Well, the irony of having one of your forgotten creations posted back at you is pretty darn funny. It's also a lesson to you that you should hang out at Tao's Saga-Edition.com, too. {shameless plug} :P
    I only recently discovered a fatal flaw with my Corporate Sector Authority Organization build: I used only static criteria for accumlating Organization Score Modifiers. Once you've fulfilled all the criteria, there's still no way anyone could qualify for the highest ranks.

    So...I had to add in a new positive and a new negative criterion:

    Donates credits or supplies to the CSA, +1 per 5,000 cr donated

    and

    Is a member of the Trianii species, -1

    Okay. Now the Organization seems to work.
    FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
    Organizations:

    Grand Army of the Republic

    Type: Military Organization

    Enemies and Allies: The greatest enemy of the Grand Army of the Republic is the Confederacy of Independent Systems. To be voted into existence by the Republic Senate in response to the grown threat of the Confederacy the Grand Army of the Republic and Created with the Emergency Powers granted to the Supreme Chancellor.
    Allies of the Grand Army of the Republic are the Jedi Order. Through the Reorganization in the Republic and creation of Republic High Command the Grand Army of the Republic and Jedi Order were merged almost as a united fighting force.
    Other Allies of the Grand Army of the Republic are the Republic Senate & Office of the Supreme Chancellor. Who act as their commanders giving orders to the Army.
    As Soldiers of the Republic, the Grand Army of the Republic are allied with many other law enforcement and planetary security forces throughout the Republic.

    Scale: 17 (Partial Galactic: Most known worlds, except in some regions)

    Organization Score Criteria: Becoming a member of the Grand Army of the Republic in any meaningful capacity usually requires the member to be bore as a Clone Trooper or Enlist in the Republic Military and complete Boot Camp.

    Criteria Tables: The following criteria can affect the organization score of a member of the Jedi Order.

    Positive Criteria Organization Score Modifier
    Character level experience + ½ character level
    Has at least 1 level of the Jedi Class and is a Padawan of the Jedi Order + 24 (this bonus insand yes makes a Padawan a Commander as per the saga edition rpg)
    Base Attack Bonus +5 through +9 + 1
    Base Attack Bonus +10 through +14 + 1
    Base Attack Bonus +15 or higher + 1
    Has levels in the Elite Trooper Prestige Class + 1
    Has levels in the Jedi Knight Prestige Class + 31 (as per the saga edition book this makes jedi knights generals)
    Has levels in the Jedi Master Prestige Class + 35
    Ten or more years in the Organization + 1
    Thirty or more years in the Organization + 1
    Is a Clone Trooper + 2
    Completes a mission assigned by the organization + 1 after 4 missions
    Makes a discovery important to the organization + 1 after 4 discoveries
    Recommendation of a member of the Organization with a score 21+ + 1
    Defeats an enemy of the Organization + 1/16 opponent’s CL
    Participates in a battle in which the organization is victorious + 1


    Negative Criteria Organization Score Modifier
    Is of a hated Species - 2
    Loses or destroys supplies or materials - 1 per 5,000 credit value
    Fails a mission assigned by the organization - 2
    Provides information about the organization to an enemy - 10
    Kills a member of the organization intentionally -20
    Is a member of the Jedi Order after Order 66 - 100







    Titles, Benefits, and Duties: Members of the Grand Army of the Republic are the soldiers of the Republic. They must be well disciplined always taking orders from commanding officers without question or concern for ones fate. They must take part and fight in full scale battles along the warfront. After Order 66 they are to hunt down and destroy all Jedi.







    Rank Score Title: Benefits and Duties
    0 4 or lower Cadet: Cadets are the lowers-ranking members of the Grand Army of the Republic. They are typically young adults looking to join the Grand Army and are attending boot camp. They gain no benefits.
    1 5 - 10 Trooper: Troopers gain the following benefits +2 bonus on attempts to aid another action to assist another member of the Grand Army of the Republic, A monthly stipend of 100 credits x your organization score for tasks related to the organization, and Pay no licensing fees on licensed goods within organization’s sphere of influence. Troopers Duties are to Participate in battle against the enemy of the Organization
    2 11 - 19 Sergeant: Sergeants can spend a Force Point to immediately requisition 1,000 credits worth of supplies, Pay no licensing fees on restricted goods within the organizations sphere of influence, Free medical care while within the organization’s sphere of influence, and Access to 4 Clone Troopers (nonheroic 8) while within the organization’s sphere of influence. Sergents duties include Perform Dangerous missions for the Organization. Sergeants gain all benefits and duties of Troopers.
    3 20 - 24 Lieutenant: Lieutenants gain the following benefits: Access to Special Agents (one no more than 8 levels heroic or nonheroic) while within the organizations sphere of influence. Lieutenant Duties include: Obtaining supplies or materials for the organization (equal to 1,000 x character level). Lieutenants also gain all benefits & duties of Sergeants and troopers.
    4 25 - 30 Commander: Commanders gain the following benefits: +1 circumstance bonus on attack rolls against an enemy of the organization, Access to a Space Transport, Pay no licensing fees on military goods within the organizations sphere of influence, and Can spend a Force Point to immediately requisition 10,000 credits worth of supplies, regardless of restrictions. Commander’s Duties include: Training new members of the organization, Kill capture, or disable enemies of the Organization. Commanders also gain all benefits and duties of Lieutenants, Sergeants, & Troopers.
    5 31 or higher General: Generals gain the following benefits: Access to a Capital Ship for 1 week. Access to 12 Starfighters for up to 1 week. Obtain a meeting with an official, ruler or leader of a rival (but not enemy) organization within 1D4 days. General’s gain all benefits and duties of Commanders, Lieutenants, Sergeants, & Troopers.


    Jedi Order

    Type: Force Tradition

    Enemies and Allies: The greatest enemy of the Jedi Order is the Sith. Throughout the entire history of the Galaxy the Sith and Jedi have been in an epic duel of the Force. The Jedi are always on the look out for the users of the Dark Side of the Force and through mostly peaceful yet at times hostile actions attempt to eradicate the Dark Side.
    Allies of the Jedi Order are the Galactic Republic. They work towards preserving Peace, Justice within the Republic. Often referred to as the Republic’s guardians. During the ending days of the Old Republic the Jedi were at times a bit controlled by the Republic. The Supreme Chancellor under the authority of Emergency Powers in the Galactic Senate reorganized the Republic’s bureaucracy to better coordinate the Judical Department with the War Effort. The Jedi Order technically being a part of the Judical Department were moved out of their traditional role of Peacekeepr, instead becoming officers in the Grand Army of the Republic and the Republic Navy. As the Supreme Chancellor is the Commander-in-Chief, he became in a position to command the Jedi directly. While the Jedi still have the right to refuse the Supreme Chancellor’s orders, they must provide considerably more justification other than “the will of the Force” because they can be charged with insubordination, if not treason. This control the Supreme Chancellor holds of the Jedi has left to much tension and the inevitable destruction of the Jedi Order with the actions taken under Order 66.
    Other Allies of the Jedi Order include the Antarian Rangers, a paramilitary organization dedicated to the support and well being of the Jedi Order. This organization is formed from many financial backers, Force Users whom were not accepted into the Jedi Academies, and Non-Force Sensitive citizens of the Galaxy who wished to some how be a part of the Jedi Order.
    As Peacekeepers of the Republic, the Jedi Order are allied with many other law enforcement and planetary security forces throughout the Republic.

    Scale: 17 (Partial Galactic: Most known worlds, except in some regions)

    Organization Score Criteria: Becoming a member of the Jedi Order in any meaningful capacity usually requires the member to be Force Sensitive. They must be discovered and brought before the Jedi Council and accepted as a Jedi. Throughout the days of the Old republic most Jedi were chosen at birth. They are raised from infants and in to the ranks of the Jedi Order.







    Criteria Tables: The following criteria can affect the organization score of a member of the Jedi Order.

    Positive Criteria Organization Score Modifier
    Character level + ½ character level
    Has at least 1 level of the Jedi Class + 1
    Charisma 13 or higher + 1
    Trained in Use the Force + 1
    Has the Skill Focus feat for Use the Force + 1
    Is Force Sensative + 1
    Has levels in the Jedi Knight Prestige Class + 1
    Has levels in the Jedi Master Prestige Class + 1
    Possesses a lightsaber + 1
    Thirty or more years in the Organization + 1
    One hundred or more years in the Organization + 2
    Completes a mission assigned by the organization + 1 for every 4 missions
    Makes a discovery important to the organization + 1 after 4 discoveries
    Brings an enemy of the organization to Justice + 1/16 opponent’s CL
    Has passed the Jedi Trials + 1
    Has taken on a Padawan Learner + 1
    Has successfully trained a Padawan into Knighthood + 1
    Saved a Planetary Government or Organization allied to the Jedi Order + 1


    Negative Criteria Organization Score Modifier
    Charisma 8 or lower - 2
    Not trained in Use the Force - 2
    Is non-Force Sensative - 2
    Tainted by the Dark Side - 1 per Dark Side Point
    Kills a member of the organization intentionally -20
    Has a Dark Side Score of 5 or Higher - 5
    Known to be friendly with an enemy of the organization - 2
    Failed the Jedi Trials - 2




    Titles, Benefits, and Duties: Members of the Jedi Order are always required to be the Guardians of Peace and Justice in the Old Republic. Members of the Jedi Order must be prepared to take orders from the Jedi Councils. They must be willing to put all personal ambitions and attachments aside to perform their selfless duties to the Republic. They will engage in dangerous missions, negotiate and broker peace between planetary governments, organizations, and individual citizens of the Republic. They represent the moral compass of the Republic. All members must be prepared to give their live at any time in service to the Republic.







    Rank Score Title: Benefits and Duties
    0 2 or lower Youngling: Younglings are the lowers-ranking members of the Jedi Order. They are typically children who are being raised and beginning their training in the Jedi Arts. They gain no benefits but are required to attend the Jedi Academy classes.
    1 3 - 4 Jedi Service Corps: As a member of the Jedi Service Corps you are assigned by the Jedi Reassignment Council to either serve as a ArgiCorps Worker, EduCorps Worker, ExplorCorps Worker, or a MedCorps Worker. You gain no benefits.
    2 5 - 10 Padawan: As a Padawan you are taken by a Jedi Master (or Jedi Knight if no Masters are available) as a Padawan Learner. A Padawan’s benefits are: Access to an astromech or protocol droid that has no more than 3 nonheroic levels. Padawans are required to perform the following duties: Follow their Masters on dangerous missions.
    3 11 - 28 Jedi of the Order: Jedi of the Order benefits are: When you spend a Force Point to enhance your Use the Force Skill roll an additional 2D6 and take the higher of the two, and Free transportation within the organization’s sphere of influence, and finally Access to the Jedi Archives that allow you to make Gather Information checks from anywhere in the galaxy. Jedi of the Order are required to perform the following Duties: Participate in battle against an enemy of the Jedi Order. Jedi of the Order are also gain all benefits and must perform all duties of a Padawan.
    4 19 - 30 Jedi Knight: To become a Jedi Knight you must have at least 1 level of the Jedi Knight Prestige Class and must have completed your Jedi Trials. Jedi Knights gain the following benefits: Access to a starfighter for up to 1 week, Obtain a meeting with an official, ruler, or leader of the Jedi Order or a group friendly to the Jedi Order within 1D4 days, Access to 4 clone troopers (nonheroic 8) for missions, Free medical care while within the Jedi Order’s sphere of influence, Can spend a Force Point to immediately requisition 10,000 credits worth of supplies, regardless of restrictions. and Access to a space transport for up to 1 week. Jedi Knights are required to perform the following Duties: Perform dangerous missions for the Jedi Order & Recruit or rescue members of the Jedi Order. Jedi Knights also gain all the benefits and duties of Jedi of the Order and Padawans.
    5 31 - 35 Jedi Master: To become a Jedi Master you must have at least 1 level of the Jedi Master Prestige Class. Jedi Masters gain the following benefits: Access to a specialist agent (one with no more than twelve levels, heroic or nonheroic) within the Jedi Orders sphere of influence. Jedi Masters are required to perform the following duties: Train a new member of the Organization (Padawan learner) and Kill, capture, or disable an enemy of the organization (CL equal to your heroic level +1) Jedi Masters also gain all the benefits and duties of a Padawan, Jedi of the Order, and Jedi Knight.
    6 36 - 40 Jedi Council Member: Council members serve on one of the Jedi Councils, Council of First Knowledge, Council of Reassignment, or Council of Reconciliation. Council Members gain no special benefits Council members also gain all the benefits and duties of Padawans, Jedi of the Order, Jedi Knights, & Jedi Masters.
    7 41 or higher Jedi High Council Member: Jedi High Council Members have a seat on the Jedi High Council. High Council Members benefits include: Obtain a meeting with an official, ruler or leader of a rival (but not enemy) organization within 1D4 days. Jedi High Council Members also gain all the benefits and duties of Padawans, Jedi of the Order, Jedi Knights, Jedi Masters, & Jedi Council Members.
    Organizations:

    Grand Army of the Republic


    Negative Criteria Organization Score Modifier
    Is of a hated Species - 2

    I haven't looked at your Jedi Order org yet, but I've looked at the GAotR, and it looks great. Apart from a few irrelevant typos, this is the only real problem I saw. Unless I missed it, you never defined what constitutes a "hated species".

    I'll comment again once I've read the Jedi Order.