TEXT: STAR WARS FATE EDITION
  By Ryan M. Danks
  Star Wars Fate Edition is a fan-made implementation of the Star Wars setting for the 
  Fate Core system. The following draft assumes the reader is familiar with that system.
  During this writing, I have taken inspiration from Star Wars: Saga Edition, 
  Wookieepedia.com, Sarah Newtonʼs Burn Shift, Brian Engardʼs Wild Blue, Rob 
  Wielandʼs CAMELOT Trigger!, Clark Valentineʼs Kriegszepplin Valkyrie and Fred Hicks, 
  Leonard Balsera, Rob Donoghue and the folks in the Google+ Fate Core community.
  
  INTRODUCTION
  Star Wars is the setting for many different sagas throughout the history of an “ancient” 
  galactic civilization thatʼs hundreds of thousands of years old.
  The many ﬁlms, novels, comic books and video games have told a vast number of 
  stories in that very large setting (a whole galaxy, in fact). As such, Star Wars is at once 
  about speciﬁc characters of great ability and fame, and about a setting full of incredible, 
  dangerous environments. But at its core, Star Wars is about saga. Duels between 
  powerful beings wielding lightsabers, shootouts in cantinas, traversing the unpredictable 
  expanse of hyperspace or navigating dangerous political environments are all things 
  that characters do. But what Star Wars is, is saga.
  Character growth and survival while taking part in the grandest of stories are par for the 
  course in a Star Wars game. In fact, every game should not only have a very real 
  danger to each and every character, but the grand saga of Star Wars demands that 
  such danger also be as widespread as threatening an entire planet or, as often as you 
  can swing it, the entire galaxy.
  This game is about doing all of that, and making it possible to do it easily without an 
  overabundance of rules to get in the way of such grandiose storytelling.
  
  CREATING YOUR STAR WARS GAME
  This supplement gives you the tools necessary to create and run a game in the Star 
  Wars setting using the Fate Core rules.
  Before play begins, sit down with the “Settings Big Issues” section of Fate Core and 
  decide what your gameʼs two big issues are by considering what era of the Star Wars 
  lore youʼll be playing in, as well as your gameʼs scale.
  Eras
  The hundreds of stories told in the Star Wars Universe span literally tens of thousands 
  of years. Many things remain static throughout all of them (particularly technology). 
  Despite the era of play, smugglers still transport illicit goods, diplomats still struggle with 
  political intrigue and the Jedi and Sith still wage wars (although the Sith are replaced by 
  the Yuuzhan Vong in the New Jedi Order era).
  The era your game takes place in will color the issues that are appropriate - but that 
  isnʼt to say you canʼt ﬁnd a corner of the galaxy where the themes of that era donʼt 
  apply.
  Before the Republic Era (36,000 - 25,000 BBY)
  This era explores the earliest days of the Jeʼdaii Order, as they study the Force on 
  Tython. Space travel is limited though the ruthless Rakatan Inﬁnite Empire spans the 
  reaches of the known worlds using the Darkside of the Force to power technology far 
  more advanced than that of their subjugated neighbors.
  Old Republic Era (25,000 - 1,000 BBY)
  This era begins with the formation of the Republic. During these long years, the Sith 
  break from the ranks of the Jedi and create multiple Sith Empires that rise to power and 
  then fall into obscurity. (This is the era of the various Old Republic video games.)
  Rise of the Empire Era (1,000 - 0 BBY)
  This era begins with a golden age for the Republic, but ends in tragic darkness as 
  centuries of Sith scheming culminate in Darth Sidiousʼs rise to power at the end of the 
  Clone Wars, crowning himself the galactic Emperor.
  Rebellion Era (0 - 5 ABY)
  Beings struggle under the oppression of Imperial control, with no Jedi to protect them, in 
  this era. Darth Sidious and his apprentice, Darth Vader, rule with iron ﬁsts during this 
  era. Early on, an Alliance to Restore the Republic forms, and the emperor is eventually 
  overthrown.
  
  New Republic Era (5 - 25 ABY)
  This era sees an end to tyranny as a New Galactic Republic liberates countless worlds 
  from the Imperial Remnant. As the Republic struggles to bring peace to a fractious 
  galaxy, Luke Skywalker becomes a Jedi Master, establishing a New Jedi Order.
  New Jedi Order Era (25 - 40 ABY)
  During this era, an extra-galactic species known as the Yuuzhan Vong invade the 
  galaxy. A Galactic Alliance is formed between the leading factions of the galaxy and they 
  push back the invaders after ﬁve long years of war. Their celebration is short, however, 
  as only a few years later the Killik civilization resurfaces, under the inﬂuence of the Dark 
  Nest - servants of the Darkside. They create a crisis within the Alliance that escalates 
  into a brief, but intense, war. 
  Legacy Era (40 ABY - )
  A Second Galactic Civil War erupts, and former allies ﬁnd themselves on opposite sides 
  of the conﬂict. A new Dark Lord of the Sith appears in the form of Darth Caedus, who 
  brings an end to hostilities as both factions unite against him. After his death, the new 
  alliance splits, and the Empire once again takes over the galaxy.
  Scale
  The scale of your game is up to you, but most sagas, the very best, begin small (like a 
  simple moisture farmer with mysterious origins) and grow to encompass the entire 
  galaxy (overthrowing an Emperor).
  During the small scale leg of your saga, the heroes will deal with problems that affect 
  local regions, possibly traveling between different locations and solving problems found 
  in the area. As their saga grows, theyʼll inﬂuence events in whole sectors of space, and 
  eventually, their actions will dictate the future of the galaxy.
  
  CHARACTERS
  Although he may not look like it at ﬁrst, your character is a mover and shaker in the 
  galaxy. Whether youʼre trained by the Jedi (or Sith) to use the Force, a diplomat in the 
  political arena or a smuggler ﬂying the unfriendly hyperspace lanes, your actions will 
  matter.
  Creating Your High Concept
  To create your high concept, choose an archetype and a species, like Wookiee Scout 
  or Human Jedi. If you want, you can modify this to further deﬁne the idea or suggest an 
  an important relationship to a family or organization, like Human Princess of Alderaan 
  or Togruta Member of the Jedi Council.
  Note to Force-Users
  If you are planing to be a Force-user, your high concept must represent your 
  sensitivity to the Force in some way. This can be done by adding Force-Sensitive to 
  your high concept (like Force-Sensitive Human Smuggler), or by choosing an 
  archetype that is described as a Force-user, like the Jedi, Sith, another Force 
  tradition or even being an untrained Force adept.
  
  Archetypes
  Characters in Star Wars are often segregated into stereotypical roles. Think of 
  archetypes as your character class. When you reach a major milestone, you might 
  rename the archetype part of your high concept to represent more specialized 
  application, like adding a prestige class, although this could be included from the 
  beginning, too.
  Bounty Hunter
  Mercenaries for hire, bounty hunters pursue their targets with methodical precision, 
  bringing them in or taking them down for the right price, or for principle. The best bounty 
  hunters are well armed and trained in Investigation and Blast skills.
  Jedi Knight
  As guardians of the galaxy, the Jedi use the powers of the Force and their fabled 
  lightsabers to keep the peace. Their skills in diplomacy are as renowned as their 
  combat prowess, as such, they are adept in Fighting and Persuasion, and their training 
  in the Force has honed their Will.
  Noble
  Members or ruling political families, high-ranking cartel criminals or military ofﬁcers, if 
  the noble wasnʼt born to wealth, they have had plenty of time becoming accustomed to 
  it. Few nobles worth their expensive clothes are without high Persuasion and Resources 
  skills.
  Sith Acolyte
  Trained in the Darkside of the Force, Sith acolytes are devoted to the ideals of the Sith 
  empire and work to further their reach in the galaxy. Their terrible schemes are carried 
  out in the utmost secrecy, often inﬂuencing others to do their bidding. Sith acolytes are 
  highly skilled in Deception and have an iron Will.
  Smuggler
  Quick on the blaster draw, and even quicker with a witty comeback, smugglers are 
  experts in transporting goods, that may or may not be illicit, from port to port. They often 
  possess the highest Deception and Transport skills in the group.
  Trooper
  Corporate security forces, Mandalorian warriors, bodyguards and cartel thugs are all 
  trained for one thing: combat. They often have high ranks in Blast and Vigor and are 
  typically the only ones in the group that bother wearing armor.
  This is not a comprehensive list, but merely to demonstrate typical archetypes. Use 
  them as is, or as inspiration for new ones.
  
  Species
  Your species says a lot about how other beings will react toward you and what your 
  innate physiology suggests are potential strengths and weaknesses. You can invoke 
  your high concept to take advantage of these species traits, or the GM can compel 
  them.
  Some species have special abilities, like the Kiffarʼs psychometry or the Falleenʼs mind-
  controlling pheromones, which can be used by invoking the characterʼs high concept or 
  coloring the advantages they create, but also make good stunts for the character, if itʼs 
  something the player wants to emphasize mechanically.
  There are hundreds of alien species in the Star Wars Universe, and it would require a 
  supplement all its own to list them all. Below is a short list of popular species, feel free 
  to add your own.
  Cathar
  A feline humanoid species, the Cathar are a respected species 
  known for their loyalty, passion and temper. They are efﬁcient hand-
  to-hand combatants, possessing retractable claws, strong physiques 
  and natural agility.
  Humans/Near-Humans
  Since humans and near-humans are the most common sentient species, they are the 
  standard to which all others are compared. Some near-human species have special 
  abilities that, while covered under normal invocations of their species aspect, could 
  make for a potential stunt. Notable species of near-humans are the Chiss, Kiffar, 
  Miraluka, Mirialan, Rattattaki, Twiʼlek and Zabrak.
  
  Kel Dor
  Evolving on a planet with a thick atmosphere consisting mostly of 
  helium and a unique gas, the Kel Dor see better in low-light 
  conditions, but must wear a gas breather when not in their natural 
  atmosphere. They are quick and wise, with a compassion that rivals 
  their vigilantism sense of justice.
  Nautolans
  An amphibious species that prefers to live underwater, and have 
  natural qualities to facilitate such conditions, Nautolans tend to 
  reﬂect the moods of those around them, representing a very 
  accurate empathic sense.
  Togruta
  Peaceful and quiet, yet ﬁerce in combat, the Togruta are loyal to a 
  fault and prefer the companionship of large groups.They possess an 
  echolocation sense that lets them get an accurate perception of 
  everything around them and are primal experts at stalking prey.
  Wookiee
  Despite their fearsome and savage countenance, Wookiees are 
  intelligent, gentle and ﬁercely loyal. Their strength and tempers are 
  renowned, however, and an angered Wookiee on the battleﬁeld is to 
  be avoided.
  
  SKILLS AND STUNTS
  Star Wars Fate Edition uses the following skills. Stunts can be taken from the list below 
  or from other Fate Core implementations, usually with a small adjustment to their names 
  to make thematic sense.
  Athletics
  This skill represents how good a character is at moving their body and performing 
  athletic activities. Athletics is important when quickness is needed, enabling you to 
  cover more ground, dodge Blast attacks and stay on your feet when youʼre knocked off 
  balance.
  Athletics Stunts
  • Acrobatic. Gain a +2 bonus to Athletics checks to overcome scene aspects or other 
  obstacles preventing you from moving between zones.
  • Roll With The Blow. You may use Athletics instead of Fighting to defend against 
  Fighting attacks.
  Blast
  Although itʼs used to shoot anything, the Blast skill earned its name when the blaster 
  become the dominant weapon in the galaxy. This skill is useful for ﬁring any handheld or 
  ship-mounted weapon, from slugthrowers to blaster carbines and from blaster cannons 
  to proton torpedoes.
  Blast Stunts
  • Pistol Whip. The ﬁrst time an opponent moves into the same zone as you, use Blast 
  instead of Fighting to make a melee attack.
  • Penetrate Their Shields. When you succeed with style on a Blast attack in a starship, 
  you gain a full scene aspect with a free invocation, instead of just a boost.
  Deception
  Knowing when to show your tell and when to conceal your hand is an important survival 
  skill, and Sabacc strategy. Use Deception whenever you want to conceal your intentions 
  or actions, including feats of stealth, sleight of hand or spinning a good yarn to fool the 
  local port authority.
  Deception Stunts
  • Ambush. You can use Deception to make physical attacks, provided your target isnʼt 
  already aware of your presence.
  • Social Chameleon. Gain a +2 bonus to Deception rolls made to blend into crowds.
  
  Empathy
  Empathy involves the understanding and ability to determine a beingʼs intentions and 
  emotional state. Use Empathy to discern the truth of a statement, know the emotional 
  state of another and help them overcome social and mental difﬁculties.
  Empathy Stunts
  • Lie Detector. Gain a +2 bonus to all Empathy rolls made to discern or discover lies, 
  whether theyʼre directed at you or someone else.
  • Conﬁdant. Gain a +2 bonus to all Empathy rolls made to help others recover from 
  social and mental consequences.
  Fighting
  The galaxy is a dangerous place. Having some know-how in a ﬁght can get you out of 
  tight spots when you donʼt have a blaster handy. Use Fighting to defend yourself in 
  close-quarters conﬂicts, knock-out an opponent and participate in a lightsaber duel.
  Fighting Stunts
  • Dirty Fighting. You can use Fighting instead of Deception to create advantages 
  related to feinting or misdirecting in combat.
  • Severing Blow. Once per scene, when you force an opponent to take a consequence, 
  you can spend a fate point to increase the severity of the consequence that he must 
  take (so minor becomes moderate, moderate becomes severe). If your opponent was 
  already going to take a severe consequence, he must either take a severe 
  consequence and a second consequence or be taken out.
  Investigation
  Through concentrated effort and in-depth scrutiny you can ﬁnd the truth in things. 
  Security forces, Jedi and bounty hunters use this skill to examine evidence, gather 
  useful information through interrogation and scour a planet for a fugitive.
  Investigation Stunts
  • Just One More Thing. You may use Investigation instead of Empathy to defend 
  against attempts to use Deception to mislead or lie to you. 
  • Bounty Hunter. Gain a +2 bonus to Investigation rolls made to track a fugitive planet-
  side.
  Lore
  The more knowledge you possess about the galaxy the less likely something will 
  surprise you when you encounter it. Use Lore to identify the model of a starship, know 
  something about galactic history and administer medical treatment.
  
  Lore Stunts
  • Field Medic. Gain a +2 bonus to Lore rolls made to help others recover from a 
  physical consequence.
  • Studied The Technical Readout. You can spend a fate point to use Lore in place of 
  any other skill for one roll or exchange, provided you can justify having studied about 
  the action youʼre attempting.
  Mechanics
  Sometimes things break. Mechanics is the skill of working with all forms of machinery 
  and electronics, to repair it or sabotage it. Use Mechanics to overcharge your blaster, 
  repair the hyperdrive on your ship or ﬁnd the weak spot on a star destroyer.
  Mechanics Stunts
  • Hand Me That Hydrospanner. Whenever youʼre in a situation that demands a certain 
  tool, you may make an overcome roll to declare that you retroactively happen to have 
  one on hand. If you succeed with style, you can add a boost to that item as normal.
  • Shield Operator. Gain a +2 bonus on Mechanics rolls used to create advantages 
  related to activating, restoring or boosting shields on a starship.
  Notice
  This skill represents the characterʼs awareness and ability to acquire information from 
  their immediate surroundings. Use Notice to spot the concealed blaster in a smugglerʼs 
  vest, ﬁnd someone sticking out in a crowd and eavesdropping on a conversation.
  Notice Stunts
  • Eavesdropper. Gain a +2 bonus on Notice rolls when trying to listen in on a 
  conversation.
  • Keen Sense. Gain a +2 bonus on Notice rolls when using a speciﬁc sense (chosen 
  when this stunt is purchased).
  Persuasion
  This is the skill to get what you want from people, be it from a kind word or a menacing 
  threat. Use Persuasion to negotiate a cease ﬁre, seduce a senator or intimidate a thug.
  Persuasion Stunts
  • Consular. Gain a +2 bonus to Persuasion rolls when speaking on behalf of another.
  • Fierce Gaze. Gain a +2 bonus to Persuasion rolls used to make mental attacks while 
  intimidating a target.
  
  Resources
  This skill describes your characterʼs general level of inﬂuence in the galaxy by means of 
  their material wealth and the quality of their contacts. Use Resources to acquire 
  equipment, gain a meeting with a senator or bribe a guard.
  Resources Stunts
  • Throw Credits At It. You can use your Resources skill to recover from consequences, 
  provided the consequence is something that can be resolved by monetary expense.
  • Your Reputation Precedes You. Once per scene, when you meet someone for the 
  ﬁrst time, you can make a Persuasion roll against a Fair (+2) difﬁculty to declare that 
  they have heard of you and are affected by your reputation, whatever it may be. Place 
  an aspect to this effect on the target.
  Transport
  This is the skill used to operate ground vehicles, submersibles, speeders and starships. 
  Transport is the equivalent of Athletics while in a vehicle. Use this skill to perform 
  evasive maneuvers, plot a hyperspace course or win a pod-race.
  Transport Stunts
  • Fly Casual. You can use Transport in place of Deception while piloting a starship.
  • Form Up On Me. Gain or grant an additional +2 when combining skills while ﬂying in 
  formation with at least one other starship.
  Vigor
  This skill represents your physical conditioning and ability to apply power in a physical 
  endeavor. This skill determines any extra stress boxes and consequences you may 
  have. Use Vigor to resist extreme environments, outlast or overpower an opponent in a 
  physical contest and other applications of brute force or endurance.
  Vigor Stunts
  • Iʼm Bigger Than You. You may use Vigor instead of Persuasion to make a mental 
  attack once per scene when using your size to intimidate a target.
  • Never Give Up! Gain a +2 bonus on Vigor rolls made to resist any effect having to do 
  with fatigue, exhaustion or sleep deprivation.
  Will
  This skill represents your characterʼs general level of mental fortitude. Use Will to pit 
  yourself against obstacles that require mental effort, resist confusion and defend against 
  mental attacks.
  
  Will Stunts
  • Strong Willed. Gain a +2 bonus to Will to defend against mental attacks from uses of 
  the Force.
  • Focus. Gain a +2 bonus to Will rolls to create advantages on yourself.
  
  EXTRAS
  Whether itʼs a starship, lightsaber, Force-sensitivity or the beneﬁts of holding a political 
  ofﬁce, every character in the Star Wars Universe worth building a saga around has an 
  important external tool or beneﬁt that helps them survive the unknown dangers of the 
  galaxy. In Star Wars Fate Edition, these are built as extras. Each character has the 
  following extras budget that must be spent on purchasing extras.
  • +2 Aspects
  • +2 Stunts
  • +6 Skill Points
  Characters may also use their character creation slots to purchase extras, if desired.
  
  THE FORCE
  There is no emotion, there is peace. 
  There is no ignorance, there is knowledge.
  There is no passion, there is serenity. 
  There is no chaos, there is harmony.
  There is no death, there is the Force.
  The Force permeates all living things, linking them together. Those who are sensitive to 
  its ebbs and ﬂows can learn expand their perceptions, increase their physical abilities, 
  inﬂuence others and even move things with their minds.
  Mechanically, the Force works through a combination of aspects (granting Force 
  abilities by expanding on the range of aspects you can create through advantages and 
  boosts) and stunts (extending the power and scope of the character's Force abilities).
  Obi-Wan Kenobi’s starﬁghter is skidding across the ﬁghter bay of General Grievous’s 
  capital ship. His player tells the GM he wants to use Athletics to try and jump out of it 
  before it comes to a stop so he can destroy the nearby battle droids before they can 
  ambush Anakin and R-2, who are also skidding across the ﬁghter bay. Obi-Wan’s 
  player rolls his Athletics skill and succeeds with style. Not only does he succeed in 
  jumping clear of the skidding ship, but he gained a boost, which he decides to color 
  with the Force and calls it Force Leap. On the next round, he invokes it to help him in 
  dispatching the battle droids.
  Extra: The Force
  Permission: Force-sensitivity.
  Cost: Your high concept must have some reference to being Force-sensitive or 
  afﬁliated with a Force tradition.
  The Force aspect allows you to use the Force by coloring the advantages and 
  boosts you create with skills. For instance, while searching a room for a stealthy 
  criminal, you can create an advantage called Force Sense, which you can then 
  invoke to “see through the Force” and try to ﬁnd your target. 
  This aspect can also justify the use of certain actions and skills, like using Blast 
  while unarmed by striking the target with the Force. You invoke this aspect when 
  you want to perform a more powerful feat related to a use of the Force, like imbuing 
  your words with the Force for a bonus or reroll, or leaping across a chasm as a 
  declaration.
  The Force-sensitive part of this aspect is often compelled when you feel an 
  overwhelming disturbance in the Force or you become the subject of a witch hunt.
  
  Decades later, Obi-Wan uses the Force to empower his words and conceal the identity 
  of two droids in his and Luke’s possession. He waves his hand, saying, “these are not 
  the droids you’re looking for.” His player rolls Deception and succeeds in creating a 
  scene aspect, which he aptly names These are Not the Droids You are Looking For, 
  and invokes it to add passive resistance to the stormtroopers attempts to identify the 
  droids. Being weak-willed, and not all that perceptive, they fail their attempts and 
  continue their search elsewhere.
  Using The Force
  The following are some common names of, and ways to invoke, advantages 
  created through the Force. These are just examples, feel free to come up with new 
  ways to represent these powers as needed. But remember, they cannot exceed the 
  normal rules for invoking aspects.
  • Farseeing. Invoke to discover a story detail or to help with a roll by already 
  knowing the result.
  • Force Leap. Invoke as a declaration to leap long distances or as a bonus on 
  attacks.
  • Force Push. Invoke for a bonus on Blast attacks.
  • Force Speed. Invoke as a bonus on Athletics rolls.
  • Mind Trick. Invoke to add passive resistance to not follow your command.
  • Move Object. Invoke as a declaration to move a small object without touching it.
  • Rebuke. Invoke as a bonus when defending against other uses of the Force.
  
  Force Stunts
  Force stunts are used to improve the characterʼs uses of the Force. Most of the these 
  stunts are represented through uses of the Force aspect, so these are not necessary to 
  emulate a Jediʼs abilities. Force stunts are used, instead, to allow masters of particular 
  Force abilities to use them more often or in ways not covered by normal rules for 
  invoking aspects. This is not a comprehensive list. Use these as a baseline to create the 
  more exotic powers seen in the expanded universe.
  • Farseeing (Notice). Once per scene, spend a fate point and describe where and 
  when you are trying to perceive and make a special Notice roll, representing your 
  ability to sense far away places and times through the Force. You may discover or 
  create an advantage for each shift you score on this roll, but you still only get one free 
  invocation.
  • Force Choke (Will). Once per scene, use Will to make a physical attack, ignoring the 
  opponentʼs armor rating when doing so. (You must have at least one tempted aspect 
  to purchase and use this stunt.)
  • Force Lightning (Blast). Gain a +2 bonus when using the Force to empower Blast 
  attacks. (You must have at least one tempted aspect to purchase and use this stunt.)
  • Lightsaber Deﬂection (Fighting). Use Fighting to defend against Blast attacks while 
  wielding a lightsaber.
  •  Strong in the Force. When you succeed with style while using the Force as 
  justiﬁcation to create an advantage, you create a full scene aspect instead of just 
  taking a boost.
  • Surge (Athletics). Gain +1 zone of free movement or ignore all scene aspects that 
  impede movement if they could be overcome by a prodigious leap.
  
  THE DARKSIDE OF THE FORCE
  Peace is a lie, there is only passion.
  Through passion, I gain strength.
  Through strength, I gain power.
  Through power, I gain victory.
  Through victory, my chains are broken.
  The Force shall free me.
  Few beings fall to the Darkside out of purely evil intentions (although there are plenty of 
  those, we call them villains). Many beings who succumb to the lure of the Darkside do 
  so for a good cause, thinking there is no other way and resorting to the unthinkable out 
  of desperation. But despite their intentions, a Force-user is not only sensitive to the 
  Force, but is also inﬂuenced by it, and when they transgress against the Force they 
  cause an imbalance that can lead to corruption.
  You commit a Force transgression in the following ways:
  • Acting out of fear or anger. Invoking an aspect while an advantage, boost or 
  other aspect representing fear or anger has been placed on you.
  • Committing an evil act. Any act that your table agrees it be evil. Such as 
  acting for personal gain at the expense of others, killing an innocent or helpless 
  opponent, etc.
  • Invoking a Darkside aspect. Usually attached to Darkside objects or locations 
  (like Sith holocrons or areas with residual Darkside energy), although it can also 
  be attached to beings (such as those corrupted by Sith Alchemy).
  • Using the Force to take a life directly. The Force ﬂows through every living 
  thing, and while it can be used to aggressively, if the result of using the Force 
  causes loss of life, an imbalance will occur.
  When your table agrees that you have committed a Force transgression, alter your 
  trouble aspect to reﬂect the temptation you feel towards invoking the Darkside. Thus, 
  opening the gate for the GM to compel you for the Darkside taint within you, or for you 
  to introduce new decision based compels.
  If you transgress further, modify your other aspects (one per transgression) to represent 
  your continuous fall to darkness (if possible, choose an aspect that makes sense with 
  the transgression you committed to modify). The ﬁnal modiﬁcation you can make is to 
  your high concept, at which point you have fallen completely to the Darkside and no 
  longer suffer change for committing Force transgressions.
  The thing to remember here is that the players, even the ones who committed an evil 
  deed and ended up tainted for it, are overall good beings. Thatʼs why theyʼre heroes! 
  
  Even if they fall to the level of a villain for a session or two, fallen PCs should always 
  ﬁnd their way back. If it appears that such a thing just wonʼt happen because of how the 
  narrative is playing out, and you donʼt want to play a Darkside villains game, then it may 
  be time to create a new character for the player of the former hero.
  Atonement
  You can “atone” for your Darkside corruption by changing one of your aspects as a part 
  of reaching a milestone, as usual. This represents a commitment to atoning (spending 
  the milestone on changing the aspect). As usual, it requires a major milestone to 
  change your high concept.
  
  EQUIPMENT
  For the most part, it is assumed that if your character has a particular skill, that includes 
  the appropriate equipment to use that skill effectively. Things like blaster pistols, a 
  toolkit, medkit or even starship are as available to the character as their own two ﬁsts 
  (or their speciesʼs version of ﬁsts). In fact, denying the use of a skill because of the lack 
  of an implement is equivalent to compelling a scene aspect like Your Gear Has Been 
  Conﬁscated.
  When the story needs something that the characters donʼt have, like a special type of 
  tool or resource, or a rare weapon, or if the heroes need to replenish their supplies after 
  suffering from the above aspect, then you enter into the realm of acquiring equipment.
  Acquiring Equipment
  Equipment can be acquired in a number of ways throughout the galaxy. The most 
  common method is with valuable resources, like Republic credits or similar 
  exchangeable currencies. Less common, depending on what planet your on, include 
  stealing what you need, building it from raw materials or winning it in a game of Sabacc. 
  All of these methods use the relevant skill (Resources for purchasing, Deception for 
  gambling, Mechanics for building, etc.) to create a scene aspect to represent the item, 
  which can later be converted to an extra by spending the appropriate character slot 
  (aspect, skill or stunt) or by using an advance to permanently acquire the item.
  
  Equipment as Extras
  Purchasing equipment as an extra doesnʼt just make it a more permanent part of your 
  character, it also says something about them - deepening the concept of who they are 
  as much as describing the tool at hand. A generic blaster pistol isnʼt good enough for 
  Han Solo, he carries a Customized BlasTech DL-44 (and Han always shoots ﬁrst).
  When deciding on how to spend a characterʼs extras budget, make sure the equipment 
  they choose have a unique quality or personal value, something theyʼre not going to be 
  changing constantly through the course of a scenario.
  Below are examples of equipment built as extras.
  Extra: Astrodroid
  Permission: Acquire the droid during play.
  Cost: 1 aspect and 6 skill points.
  Astromech droids are a series of versatile utility robots generally used for the 
  maintenance and repair of starships and related technology.
  Aspects: Astromech
  Skills: Good (+3) Mechanics and Transport
  Extra: Bowcaster
  Permission: Take Wookiee as your species.
  Cost: One stunt.
  The weapons of the Wookiees pack some serious stopping power, which is 
  essential for the Wookiees as they have to protect themselves against predators 
  that live in the forests of Kashyyyk.
  The Bowcaster causes your Blast attacks to hit for Weapon 2.
  
  Extra: Lightsaber
  Permission: Be a Jedi or a Sith.
  Cost: One aspect and two stunts.
  The formal weapon of the Jedi and Sith. The weapon consists of a blade of pure 
  plasma emitted from the hilt and suspended in a force containment ﬁeld.
  Besides the obvious combat advantages, you can invoke your lightsaber when 
  attempting to cut through objects or other beings. But lightsabers come with a heavy 
  burden, either to protect the innocent, or to enslave them. Be prepared for compels 
  when that expectation causes complications for you, or when you are recognized by 
  your weapon when such recognition can hinder your mission.
  The lightsaber causes your Fighting attacks to hit for Weapon 2, and when you 
  succeed with style on a Fighting defense against an opponent that is not wielding a 
  lightsaber, you can choose to inﬂict a 2-shift hit rather than take a boost.
  
  Lightsaber Forms
  Part of the fun of playing with a lightsaber is choosing your lightsaber form. Every 
  Jedi is trained in the basics of ﬁghting with a lightsaber (Form 1) and they all train in 
  an advanced form (or continue towards mastery of the ﬁrst form), but few are adept 
  enough with them to warrant listing it as a stunt on their character sheet. Those who 
  do, have completely mastered their chosen form.
  All of the following stunts require a lightsaber to be used.
  • Form I: Shii-Cho. Gain a +2 bonus to Fighting rolls when creating a Disarmed-
  type of aspect when targeting an opponentʼs weapon.
  • Form II: Makashi. Gain a +2 bonus on Fighting rolls to create advantages or 
  defend against opponents wielding a lightsaber.
  • Form III: Soresu. When you succeed on a Fighting roll to create a Defensive-type 
  of aspect, you gain an additional free invocation of that advantage.
  • Form IV: Ataru. Gain a +2 bonus on Fighting attacks while invoking an advantage 
  or boost created by the Athletics skill.
  • Form V: Djem-So. When you tie on a Fighting attack, gain a +2 bonus to Fighting.
  • Form VI: Juyo. Gain a +2 bonus on Fighting attacks while invoking an advantage 
  or boost created by the Fighting skill.
  • Form VII: Vaapad. (Requires Form VI: Juyo) Gain a +2 bonus on Fighting attacks 
  while invoking a consequence you placed on an opponent.
  
  Extra: Mandalorian Armor
  Permission: Be a Mandalorian, and possess an aspect indicating such.
  Cost: Two aspects (one for the permission) and two stunts.
  Mandalorian armor has an aspect called Walking Arsenals. If you are wearing the 
  armor, you can invoke this aspect to bring to bear any weapon necessary to the 
  situation, but you can also suffer a compel when on planets with strict weapons 
  restrictions.
  Made from the near indestructible metal beskar, Mandalorian armor is highly 
  resistant to all types of damage. You gain Armor 2 against physical attacks while the 
  armor is on.
  Within the armored helmet lies a heads-up display that assists in tracking enemies 
  in combat, granting a +2 bonus to Notice rolls used to create advantages related to 
  tracking or targeting enemies on the battleﬁeld.
  Extra: “Specially Modiﬁed” Space Transport
  Permission: Owner of the starship.
  Cost: Aspects and stunts, invested by multiple characters.
  This starship has bee heavily modiﬁed over the years, boosting its speed, shielding 
  and performance to illegal levels.
  Aspects: Fastest Ship In The Galaxy, Hidden Cargo Compartments, Known 
  Smuggling Ship
  Stunts: 
  • Downright Illegal Hyperdrive. Pilots gain +2 on Transport rolls to win contests of 
  speed.
  • Starship Shield Generator. When you succeed on a mechanics roll to create an 
  advantage related to activating, restoring or boosting shields, you gain an 
  additional free invocation of that advantage.
  
  ORGANIZATIONS
  Whether itʼs a criminal cartel, a local street gang or the population of a planet, some 
  characters were born to lead. For others, their inﬂuence is so great that they bring 
  something new to an organization they join.
  Organizations are similar to equipment in that they can be represented by a single 
  aspect (Queen of Naboo), a stunt or written as a full extra. And itʼs possible for a 
  character to expand upon an extra already in use (like adding A New Darkness when a 
  Darksider joins an organization, such as the Galactic Senate). Allowing characters to 
  inﬂuence organizations they join, or create, gives them a stronger connection to the 
  galaxy and a makes them feel like they have more of a stake in what happens to it.
  If a group of characters is going to share in the leadership of an organization, they can 
  all contribute to part of the cost. Even the GM can partake, granting the organization 
  traits on behalf of NPC leaders, which can cause problems later if thereʼs a political 
  divide. Characters sharing leadership of an organization can use the entire 
  organizationʼs skills and aspects, but if anyone splits from the group (effectively creating 
  a new organization), they take their spent resources with them (they gradually dissolve 
  without the characterʼs overseeing).
  Example Organization
  Extra: Criminal Cartel
  Permission: Established leadership of the cartel (can you hold onto it?).
  Cost: Aspects, skills and stunts, invested by multiple characters.
  This is an example of one of the many criminal organizations that exist in the 
  galaxy. When interacting with other organizations, use the skills here.
  Aspects: Illegal Proﬁts; Friends in Low Places; Membership is Hard, Members 
  are Harder
  Skills: Great (+4) Deception, Good (+3) Fighting, Fair (+2) Vigor, Average (+1) 
  Resources
  Stunts: 
  • Thugs. Spend a fate point to have back-up arrive in the scene. A group of four 
  average or two fair minions arrive. The scene must be within the cartelʼs territory.
  
  THE GALAXY
  The galaxy is a big place, full of hundreds of species in an interrelated society that 
  spans thousands of years and hundreds of sectors. And thereʼs still more to discover!
  Not every discovery is a good one, however, just ask Gav and Jori Daragon (who 
  rediscovered the Sith and ignited the Great Hyperspace War). Exploring the galaxy can 
  be a dangerous proposition.
  Jump to Lightspeed
  Traversing hyperspace is the only way to cross the vast expanses between one star to 
  another. Travel times vary however, as celestial bodies move around. Navigating around 
  stellar anomalies that suddenly move into place can cause some relatively close jaunts 
  to take quite a bit of time, which is a perfect excuse for downtime to make repairs or 
  partake of some on-ship conversation.
  Due to all those gravity wells, pesky moving planets and asteroid ﬁelds, hyperspace 
  travel can be highly dangerous without a constantly updated navicomputer. To safely 
  make the jump to lightspeed, you have to succeed at a Fair (+2) overcome roll using the 
  Transport skill. The difﬁculty can go up depending on many factors: distance to 
  destination, how common the route is traveled (and thus updated), state of the 
  hyperdrive, etc. If you have time, you can create a Plotted A Course-type advantage 
  with the Transport skill before entering hyperspace, but in the heat of battle, thatʼs not 
  always an option.
  Failing the overcome roll doesnʼt mean you fail to enter hyperspace, but rather that you 
  succeed at a cost. The cost could be catastrophic hyperdrive failure, being off-course, 
  running into an Imperial patrol or any number of costs the GM can think up. 
  
  Planets of the Galaxy
  Hereʼs a short list of potential locations you may travel to.
  Alderaan
  A planet of forests, hills and snow-capped mountains, Alderaanʼs nobility stands for 
  peace, freedom and unity. They have been ardent members of the Galactic Senate 
  since the Republicʼs inception.
  Aspect: Soul of the Republic
  Coruscant
  A vast cityscape dominates the surface of planet. Home of the Jedi Order and the 
  Galactic Senate, Coruscant represents the power and prosperity of thousands of years 
  of democracy and progress. But beneath its gleaming towers lies a seedy underworld 
  that many of those in the upper levels fail to recognize.
  Aspect: Capital of the Republic
  Corellia
  This environmentally-conscious cityscape is the hub for galactic corporate enterprise. 
  Many of the Republicʼs economic, political and military leaders hail from the planet.
  Aspect: Bastion of Freedom
  Hoth
  This desolate, frozen wasteland is one of the most remote and lifeless planets in the 
  galaxy. Throughout the millennia, however, many battles have been fought in its orbit, 
  littering valuable debris on its surface, and itʼs a perfect location for a secret Rebel base.
  Aspect: A Cold and Lifeless Planet
  
  Ilum
  This mountainous ice world stood dormant for thousands of years, until the discovery of 
  vast amounts of subterranean Adegan crystals, which proved to be perfectly attuned for 
  use in a lightsaber. Since that time, it has been a coveted treasure trove of the Jedi.
  Aspect: Valuable to the Jedi
  Korriban
  The red, dusty planet of Korriban is the home world of the Sith. As the seat of the Sith 
  Empire for thousands of years, the planet contains more Sith artifacts than anywhere 
  else in the galaxy, but the tombs that hold them are very dangerous, as are the spirits of 
  the Sith lords who inhabit them.
  Aspect: Seat of Sith Power
  Nar Shaddaa
  This vast cityscape covered planet is one of the most vibrant and dangerous places in 
  the galaxy. Dominated by a black market and rampant crime, the moon has become the 
  ultimate symbol of corruption in the galaxy.
  Aspect: Smugglerʼs Moon
  Taris
  Once a galactic nexus and boasting a vast cityscape, Tarisʼs importance declined with 
  the introduction of improved trade routes, and the planet rapidly fell into decay. During 
  the Jedi Civil War, Sith Lord Darth Malak razed the planet. It has since become a post-
  apocalyptic swamp, abandoned but not forgotten.
  Aspect: Nexus of Unfortunate Events
  Tatooine
  Seas of sand and rock bake beneath the twin suns of Tatooine. Small pockets of barely 
  civilized communities dot the desolate landscape. Shelter from the brutal climate can be 
  found among the small towns and settlements, but trust is as rare as water on the 
  lawless world.
  Aspect: Hive of Scum and Villainy
  Tython
  Lush mountains and forests make the ancient home world of the Jedi a beautiful, if 
  dangerous place. Predators abound in the unexplored wilderness of Tython, corrupted 
  by the remnant Force energies of a great cataclysm caused by the civil war fought by 
  the ﬁrst students of the Force.
  Aspect: Birthplace of the Jedi
  
  ALLIES AND OPPONENTS
  Battle Droids
  B1 Series Battle Droid (Average)
  Baktoid Combat Automataʼs battle droid is a metal skeleton with a blaster. They are 
  controlled by a central control computer that operates several thousand battle 
  droids, destroyer droids and droid starﬁghters simultaneously.
  Aspects: Frail in Appearance, but Deadly in Intent; Remote Controlled
  Skills: Average (+1) Blast
  Stress: None
  B2 Series Super Battle Droid (Fair)
  An improvement in the original B1 Series Battle Droid design, the Super Battle 
  Droid is larger and armored. Although it relies on a central control computer for 
  guidance, it doesnʼt deactivate when it loses contact due to an internal processor. 
  Aspects: Armored Battle Droid
  Skills: Fair (+2) Blast, Average (+1) Fighting and Vigor
  Stress: 2 physical boxes
  
  Droideka Series Destroyer Droid (Good)
  Armed with two heavy repeating blasters, a bronzium armor shell and deﬂector 
  shields, the Droideka Series Destroyer Droid is a powerful force on the battleﬁeld. 
  Their main propulsion method is a microrepulsor-assisted wheel mode that allows 
  them to fold themselves up and roll along at high speeds. 
  Aspects: Deﬂector Shields, Remote Controlled
  Skills: Good (+3) Blast, Fair (+2) Vigor, Average (+1) Notice
  (Droidekaʼs can transform, replacing Blast with Athletics)
  Stress: Two 1-shift physical boxes and one 2-shift box
  Droid Starﬁghter (Fair)
  A completely mechanized vessel, the “Vulture” droid starﬁghter is “crewed” by a 
  droid processor and controlled by a central control computer. They are armed with 
  blaster cannons and torpedo launchers and are fast and agile. They can also 
  conﬁgure themselves into “walk mode,” allowing them to patrol on the ground as 
  well as in space.
  Aspects: Agile Droid Starﬁghter, Remote Controlled
  Skills: Fair (+2) Transport, Average (+1) Blast
  (Droid starﬁghters can transform, replacing Transport with Athletics)
  Stunts: Torpedos. Gain Weapon 2 on Blast attacks when invoking a Target 
  Locked-type aspect.
  Stress: 1 physical box
  
  Creatures
  Acklay (Good)
  With sharp claws, thick skin, six legs and an unmatched ferocity, the acklay is the 
  embodiment of chaos. They are often exported from their home world of Vendaxa to 
  take part in gladiatorial games.
  Aspects: Ferocious Amphibian; Six, Clawed Legs; Near-Sighted Darkvision
  Skills: Good (+3) Fighting, Fair (+2) Athletics, Average (+1) Notice and Vigor
  Stress: Two 1-shift physical boxes and one 2-shift box
  
  Dewback (Average)
  Dewbacks were large, four-legged reptiles native to the Dune Sea of Tatooine. They 
  were commonly employed as beasts of burden because of how easily they could be 
  domesticated.
  Aspects: Beast of Burden, Deceptively Fast
  Skills: Average (+1) Vigor
  Stress: None
  Rancor (Good)
  The large, fearsome rancor holds a special place in the nightmares of countless 
  beings. They are periodically captured and sold as exotic pets.
  Aspects: Nightmarish Beast, Berserker Rage
  Skills: Good (+3) Vigor, Fair (+2) Fighting, Average (+1) Athletics and Notice
  Stunts: Large Predator. Gain Weapon 2 against creatures smaller in size.
  Tough Skin. Use Vigor instead of Athletics to defend against physical attacks, but 
  take 1 stress on ties.
  Stress: Two 1-shift physical boxes, one 2-shift box and one 3-shift box
  Tauntaun (Average)
  Dirty and smelly, the reptilian tauntaun is perfectly suited to life on Hoth. The 
  tauntaunʼs thick fur and layers of fat keep it warm during the day, but it must seek 
  shelter from the bitter cold at night or itʼll freeze.
  Aspects: Beast of Burden, Strong Scent
  Skills: Average (+1) Athletics
  Stress: None
  
  Jedi
  Jedi Padawan (Fair)
  A padawan is a Jedi-in-training. They are attached to a Jedi Knight and, although 
  young, have exceptional abilities of their own.
  Aspects: Youthful, Follow The Code, <Species> Jedi In Training
  Skills: Fair (+2) Fighting, Average (+1) Athletics and Notice
  Stunts: Lightsaber Deﬂection (Fighting). Use Fighting to defend against Blast 
  attacks while wielding a lightsaber. 
  Extras: Lightsaber. (Aspect: Lightsaber) Your Fighting attacks hit for Weapon 2, 
  and when you succeed with style on a Fighting defense against an opponent that is 
  not wielding a lightsaber, you can choose to inﬂict a 2-shift hit rather than take a 
  boost.
  Stress: One 1-shift box
  Jedi Knight (Good)
  As guardians of the galaxy, the Jedi use the powers of the Force and their fabled 
  lightsabers to keep the peace. They are ﬁercely loyal to the Republic and adhere 
  strictly to the Jedi Code.
  Aspects: <Species> Jedi Knight, Follow the Code
  Skills: Good (+3) Fighting, Fair (+2) Will, Average (+1) Athletics and Notice
  Stunts: Lightsaber Deﬂection (Fighting). Use Fighting to defend against Blast 
  attacks while wielding a lightsaber. 
  Extras: Lightsaber. (Aspect: Lightsaber) Your Fighting attacks hit for Weapon 2, 
  and when you succeed with style on a Fighting defense against an opponent that is 
  not wielding a lightsaber, you can choose to inﬂict a 2-shift hit rather than take a 
  boost.
  Stress: Two 1-shift boxes and one 2-shift mental box
  
  Imperials
  Stormtrooper (Average)
  The elite troops of the Empire, cloned or trained to ﬁght and die without fear or 
  question. They are obedient and devoted to the Emperor.
  Aspects: Stormtrooper, Devoted to the Emperor
  Skills: Average (+1) Blast
  Stress: None
  Heavy Stormtrooper (Fair)
  Featuring heavier armor and weapons than standard Stormtroopers, Heavy 
  Stormtroopers are a fearsome sight on the front-lines of a battleﬁeld.
  Aspects: Heavy Stormtrooper, Devoted to the Emperor
  Skills: Fair (+2) Blast, Average (+1) Vigor
  Stress: One 1-shift box
  
  Scout Trooper (Fair)
  Recognizing the need for troopers with special equipment and training for various 
  locals, the Emperor ordered the cloning of additional types of Stormtroopers.
  Aspects: Scout Trooper, Devoted to the Emperor
  Skills: Fair (+2) Transport, Average (+1) Blast and Notice
  Stress: One 1-shift box
  Imperial Ofﬁcer (Good)
  Not cloned like most Stormtroopers, or recruited from backwater worlds, Imperial 
  Ofﬁcers are drawn from families with long histories of military service and are 
  trained to lead through respect and fear, but rarely ﬁnd occasion to get their hands 
  dirty.
  Aspects: Imperial Ofﬁcer, Haughty Demeanor
  Skills: Good (+3) Persuasion, Fair (+2) Will, Average (+1) Blast and Notice
  Stress: Two 1-shift boxes and 1 2-shift mental box
  Imperial TIE Fighter (Fair)
  A low-maintenance craft with no moving parts, the TIE is easily mass-produced and 
  low on mass, allowing for the Imperial ﬂeet to use them in massive numbers.
  Aspects: Imperial Starﬁghter, Agile but Vulnerable
  Skills: Fair (+2) Transport, Average (+1) Blast
  Stress: One 1-shift box
  
  Imperial Star Destroyer (Superb)
  Relatively common warships that dwarf frigates and cruisers, the Star Destroyer is a 
  dagger-shaped vessel said to have enough ﬁrepower to destroy an entire star 
  system.
  (Note: This is a way to build a capital ship, if necessary, for PCs who may want to 
  pool resources and have one, or if you prefer to run your space combats as 
  character vs. character engagements. Capital ships in the movies are better 
  constructed as environmental hazards with multiple zones.)
  Aspects: Imperial Capital Ship, Heavy Weaponry, Powerful Deﬂector Shields
  Skills: Superb (+5) Vigor, Great (+4) Blast, Good (+3) Notice, Fair (+2) Mechanics, 
  Average (+1) Transport
  Stunts: Massive Capital Ship. Star Destroyers are a zone all their own, and they 
  use Vigor to defend against physical attacks.
  Point-Defense Blasters. Gain Weapon 2 on Blast attacks against starships in the 
  Star Destroyerʼs zone.
  Starship Shield Generator. When you succeed on a mechanics roll to create an 
  advantage related to activating, restoring or boosting shields, you gain an additional 
  free invocation of that advantage.
  Tractor Beam Projectors. Use Vigor to create Grapple-type advantages at range.
  Turbolasers. Gain Weapon 2 against other capital ships. 
  Stress: 4 physical boxes, 4 consequence slots 
  
  Rebels and Clone Troopers
  For the most part, Rebel Troopers and Clone Troopers share the stats for 
  Stormtroopers, with just a few aspect changes. Their capital ships are likewise similar to 
  a Star Destroyer in use, but their attack ﬁghters are a bit different. Even so, the Z-95 
  Headhunter and ARC-170 starﬁghters piloted by the clones were similar enough to the 
  T-65 X-Wing piloted by Rebels.
  Independents
  Fringers, free traders, smugglers and mercenaries of all kinds consider themselves to 
  be outside of the law. They mostly work on the outer rim, where the Republic canʼt touch 
  them, but there are even elements of Fringe society beneath the gleaming towers of 
  Coruscant or in the back allies of Corellia.
  Incom T-65 X-Wing Starﬁghter (Good)
  An almost perfect balance of speed, maneuverability and defensive shielding make 
  the X-Wing the ﬁghter of choice for Rogue Squadron.
  (Note: The major differences between the X-Wing and the Z-95 Headhunter and 
  ARC-170, both piloted by clones during the Clone Wars, is the exclusion of the 
  shield generator, which the clones didnʼt have access to.)
  Aspects: Well-Balanced Assault Starﬁghter
  Skills: Good (+3) Blast, Fair (+2) Transport, Average (+1) Notice
  (Note: Most Republic starﬁghters included an astromech droid port in their design, 
  allowing the droid to use their skills to assist the pilot.)
  Stunts: Proton Torpedos. Gain Weapon 2 on Blast attacks when invoking a 
  Target Locked-type aspect.
  Starship Shield Generator. When you succeed on a mechanics roll to create an 
  advantage related to activating, restoring or boosting shields, you gain an additional 
  free invocation of that advantage.
  Stress: 2 1-shift boxes
  
  Bounty Hunter (Good)
  Mercenaries for hire, bounty hunters pursue their targets with methodical precision, 
  bringing them in or taking them down for the right price, or for principle.
  Aspects: <Species> Bounty Hunter, Dead or Alive
  Skills: Good (+3) Blast, Fair (+2) Investigation, Average (+1) Athletics and 
  Persuasion
  Extras: Modiﬁed Mandalorian Armor. (Aspects: Jet Pack, Walking Arsenal) 
  Gain Armor 2 against physical attacks and a +2 bonus to Notice rolls used to create 
  advantages related to tracking or targeting enemies on the battleﬁeld
  Stress: Two 1-shift boxes
  Thug (Average)
  Street toughs aspiring to become swoop champions. They rarely make it above the 
  rank of basic security for a local crime lords, although some become shady law 
  enforcement ofﬁcers.
  Aspects: <Species> Bruiser, Shady Dealer
  Skills: Average (+1) Fighting or Blast
  Stress: None
  
  Sith
  Crime Lord (Fair)
  Some crime lords began as the rare thug, able to claw their way to the top, although 
  most were already in positions of power when they achieved their status in the 
  criminal underworld.
  Aspects: <Species> Underworld Boss
  Skills: Fair (+2) Contacts, Average (+1) Deception and Persuasion
  Stunts: Thugs. Spend a fate point to have back-up arrive in the scene. A group of 
  four average or two fair minions show up. The scene must be within the Crime 
  Lordʼs territory.
  Stress: One 1-shift box
  Sith Acolyte (Good)
  Trained in the Darkside of the Force, Sith acolytes are devoted to the ideals of the 
  Sith empire and work to further their reach in the galaxy. Their terrible schemes are 
  carried out in the utmost secrecy, often inﬂuencing others to do their bidding.
  Aspects: <Species> Sith Acolyte, Follow the Code
  Skills: Good (+3) Deception, Fair (+2) Blast, Average (+1) Fighting and Will
  Stunts: Force Lightning (Blast). Gain a +2 bonus when using the Force to 
  empower Blast attacks.
  Extras: Lightsaber. (Aspect: Lightsaber) Your Fighting attacks hit for Weapon 2, 
  and when you succeed with style on a Fighting defense against an opponent that is 
  not wielding a lightsaber, you can choose to inﬂict a 2-shift hit rather than take a 
  boost.
  Stress: Two 1-shift boxes and one 2-shift mental box
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/Star Wars Fate/Star-Wars-Fate-Edition.pdf