Species
Only one species, Humans!
However, before XP is spent, you can up one characteristic by 1 while downing another by 1 to reflect diversity - though just once.
Starting XP
In addition, you have 120 bonus XP for the character.
Morality/Duty/Obligation
We won't be using those systems.
Careers
When choosing careers, take what fits the most thematically.
Force
Mechanically, it doesn't reflect any mystical thing, but the powers of human mind that can be unlocked due to schooling, conditioning, selective breeding, genetic engineering, and drugs. As far as Force Careers and Force Powers are concerned, we shall exercise caution in adopting them, though - only what really fits thematically.
Both Dark and Light pips can or even must be used at the same time. You add what you roll or what you've applied. The use of Dark pips, however, generates threat or despair, with various consequences.
Talents
Most will work as printed. If you find a talent that makes zero sense in the setting or addresses a disallowed mechanics, you can replace it with some other ranked talent typical for the tree (like Dodge, Toughened, Grit, etc.). In case of doubt of what makes or doesn't make sense, ask me!
Advantage/Threat/Triumph/Despair
You can pocket your Advantages and Triumphs. If you end up a collective scene with a surplus, up to 3 Advantage and 1 Triumph carries over.
I can pocket my Advantages and Triumphs as well as your Threats and Despairs. To make it easy, I use my pocketed Advantages as your Threats and my pocketed Triumph as your Despair. As above, up to 3 Threat and 1 Despair can carry over.
If other rules don't interfere, I resolve my Threat and Despair on my own, but I can put them into your Advantage or Triumph pool on a whim.
Other Aspects
Other Aspects
The Maker | Blessed Her Coming and Going