Star Wars: Dawn of Defiance
What is Dawn of Defiance?
Dawn of Defiance is a Star Wars Saga Edition Roleplaying Game campaign set in the tumultuous period between Episodes III and IV. It consists of 10 linked adventures. These adventures are designed to take characters from 1st level to 20th level. Along the way, they’ll become embroiled in the battle against the newly-formed Galactic Empire and will have the chance to strike decisive blows as they encourage rebellion.
What do I Need?
In order to play the Dawn of Defiance campaign in you’ll need a copy of the Star Wars Roleplaying Game Saga Edition rulebook (also called the core rulebook, or abbreviated SWSE), a set of dice, and commitment to the gaming schedule. Electronic copies of the core rulebook and all of the supplemental books may be available, just ask your game master (GM) for information.
Character creation follows the rules presented in the core rulebook, except where noted in this player guide. Characters begin play at 1st level.
There are two types of Ability score generation available to the players: dice generation and planned generation.
Using the dice generation method all Ability scores must be generated with supervision of the GM. Using the planned generation method the player may allocate scores at any time without GM supervision, but the scores must be reviewed by the GM prior to playing the character in the game.
The player may choose to use the planned generation method after dice generation results are determined.
This method allows for potentially greater Ability scores than the planned generation method.
Roll 4d6 dice and re-roll any 1s again, but only one time. If the result is still a 1 after the re-roll you do not get to re-roll it a second time. After all four dice are rolled and 1s re-rolled one time then discard the lowest of the four dice. Total up the remaining three dice. Record that number in a column. Perform this step 5 more times while making a column of six numbers.
Once your first column is generated, make a second column of numbers in the same fashion as the first. Once you have two columns of numbers generated, pick a column that you will assign to your Ability scores and discard the unused column.
If you determine that you do not like either column of numbers for your Ability scores, you can always generate your Ability scores via the planned generation method.
Instead of rolling your ability scores, you can use the Planned Generation method as described on page 18 of the core rulebook, except you build a character with 32 points for this campaign. Each ability score starts at 8.
Use the chart below as a guide to determine how many points a specific ability score costs. Starting characters may not allocate points to make a score higher than 18; however species or other rule adjustments are allowed to achieve higher than 18 scores.
Choosing a Species
You may choose any species in the core rulebook, with the exception of Ewoks, which are not available for play. The Devaronian and other species are available for play and can be found in supplemental books, but each must be approved by the GM in order to ensure continuity with the greater Star Wars timeline.
Playing a droid hero is allowed in the Dawn of Defiance campaign. Droid characters use Option 1: Playing a Custom Droid presented on page 186 of the core rulebook. You cannot play a standard droid model in the campaign. Droids have 27 points for ability scores.
Heroic Classes and Class Features
All heroic classes in the core rulebook are available for play, although due to the Galactic Empire’s merciless policy towards Jedi, Force-using characters should be careful where they display their powers. Other heroic classes are available for play and can be found in supplemental books, but each must be approved by the GM in order to ensure continuity with the greater Star Wars timeline.
Characters begin play with maximum credits at 1st level.
In addition to options presented in the core rulebook, additional rules options may become available throughout the campaign as the GM determines the rules fit into the timeline of the Dawn of Defiance module.
Unavailable Character Options
While walking the balance between darkness and light might be an interesting character concept, the Dawn of Defiance campaign does not abide characters that fall completely to the dark side. The following character options are not available:
- Sith Apprentice (SWSE)
- Sith Master (SWSE)
All equipment with a military or illegal rating is unavailable for purchase at character creation, with the following exceptions: heavy blaster pistol and hold-out blaster pistol. You must pay the additional license fee for any available equipment that has a restriction rating (see page 118 of the core rulebook). At 1st level, you need not make any skill checks to obtain an available item with a restriction rating; simply pay the additional license fee, and the item’s all yours.
Once you begin Dawn of Defiance, you may find equipment that is normally unavailable or that has a restriction rating. If someone in your group wants to keep the piece of equipment, simply decide who in your group wants it, and that person writes the item in the notes section of their character sheet for the adventure. Make a notation of (unlicensed) after the item’s name. Be advised though – carrying items that are unlicensed may get you into trouble with the Empire.
You may also attempt to purchase licensed or restricted equipment (plus hold-out blaster pistols and heavy blaster pistols) after you begin the campaign by using the rules on page 118 of the core rulebook (either through legal means or the black market). Black market items you obtain are considered legit for purposes of Imperial scrutiny (they’re not treated like unlicensed equipment you find).
Vehicles in the Dawn of Defiance campaign use the same purchasing rules as other equipment. All military and illegal vehicles are unavailable for purchase, as well as the droid starfighter and droid tri-fighter.
When you create your character, you may choose a destiny from the following list presented under Sample Destinies on page 113 of the core rulebook: destruction, discovery, or rescue. No other destinies are available.
The rules under Death and Destiny on page 115 of the core rulebook are used in the Dawn of Defiance campaign, with one exception. If a character becomes a Force Spirit, they become tied one other Force-sensitive character at the table. The player of the living character the Force Spirit is tied to should make a note on their character sheet pertaining to the Force Spirit. During future adventures, GMs may have the Force Spirit appear to impart some important information.
The Force rules present in the core rulebook are used, with the following exceptions:
- You may not reduce your Dark Side Score in any manner; thus increases of the Dark Side Score are permanent
- If your character falls to the dark side, treat this result as a character death (see below)
While it is rare, it is possible that a character may die during the Dawn of Defiance campaign. If this happens, the player cannot participate with a PC (player character) in the rest of the adventure where the character’s death occurred. This may mean that a player may have to sit out more than one session while the rest of the group finishes the adventure; if this happens, the GM might want to consider having that player play the part of some of the NPCs (non-player characters) the others meet and play some of the bad guys during combat encounters.
At the start of the next adventure after the character’s death, the player may create another character set to the minimum level of play for that adventure. The character gains credits equal to a 1st level character, and may purchase equipment with the same restrictions as a 1st level character.
The Golden Rule
If you have a question about how something works in Dawn of Defiance, ask your GM. The GM is the final authority for all rules decisions.