Legends of the Galaxy uses Adventure Logs to track your character's progression. Players are expected to track their beginning, earned, and end levels of:
- Duty Group Contribution
- Conflict earned each session
- Gear gained or lost
- Critical Injuries
- Equipment Damage
- Story Rewards Earned
In addition Players are to track special Story Rewards that the Game Master details the PCs earned during their play. They use this information to track their character's advancement. At the end of each session the Game Master should initial the boxes acknowledging the Adventure Log as official. This can include things like group rewards earned, enemies or contacts earned, major story plot details, critical injuries sustained, and anything else the Game Master sees fit to add.
Filling Out an Adventure Log
Filling out an adventure log is actually pretty simple. Record the following information: (GMs are encouraged to record contact info for the players, for record keeping purposes. However, this is not required.)
- Event Info
- Character Name
- Player Name
- Game Master Name
- Event Location
- Character Core Scores
- Experience Points
- Obligation Score
- Duty Score
- Group Contribution Rank Score
- Current Rank in the Rebellion (if character is playing an Age of Rebellion Character)
- Morality Score
- Conflict Score
- Story Rewards
- Adventure Played
- 3 Story Boxes.
- Here, a GM can note specific story events that occurred during the event, legendary actions performed, story rewards, success or failure of goals, signature items gained, and anything else the GM wants to note about the session. These Story Rewards should also be noted when reporting as they can affect the overall Legends of the Galaxy Story.
- The GM should initial all Story Rewards to confirm that they are valid.
- Equipment Lost
- Equipment Gained
- Contacts or Enemies earned
Day Job Checks
The goal of Legends of the Galaxy is to provide a fun, family-friendly experience for as many players as possible. One way we reward players is to offer a free D100 roll for spending credits at the beginning of each adventure. If this is your first time playing you earn a Day Job Check in addition to the Character Creation D100 for Starting Spending Credits.
Awarding Group Contribution
In Legends of the Galaxy players come in and out of groups on a regular basis. Who you play with one week may not be the same as who you play in the next week. This makes tracking Group Contribution challenging.
In Star Wars Legends of the Galaxy only characters who have chosen to join the Rebel Alliance and earn Duty are allowed to gain Duty Group Contribution. When the combined Duty score of all of the Rebellion members at the table increases to a total score of 100 points the players with Duty gain a Duty Group Contribution rank increase and a promotion to your rank in the Rebel Alliance. Rebel PCs are also awarded all benefits detailed in the Age of Rebellion Core Rulebook when Increasing a Group Contribution rank.
If your character does not have a Duty score they may choose to officially join the Rebel Alliance to begin earning Duty. Adventures like Rebel Breakout or Onslaught of Arda I are great examples of adventures where players can join the Rebellion for the first time. When playing at tables with players from various systems (Edge of the Empire, Age of Rebellion, or Force and Destiny) It is expected that the Rebel players are getting their missions from their Rebel handler and presenting the adventure to the non Rebel players as just another paid mission. This is to protect the covert nature of the Rebellion. If a Rebel player wishes they may choose to recruit non Rebel players into the Rebellion. Doing so does not earn the player any additional Duty for doing so unless the character's Duty is Recruitment.
Healing Critical Injuries
At the end of each adventure the Game Master should give players a chance to get one of their Critical Injuries sustained healed with a single Medicine check. The difficulty based on the Critical Injury sustained. In addition Between Adventures it is expected that players heal their Strain and Wounds to full. Any Critical Injuries earned between the sessions can be healed as noted below:
- Easy Critical Injury - 100 credits
- Average Critical Injury - 250 credits
- Hard Critical Injury - 500 credits
- Daunting Critical Injury - 1000 credits
Purchasing Equipment Between Adventures
In-between adventures a play is able to purchase equipment, weapons, armor, droids, and vehicles. This helps prevent unnecessary shopping to slow down game play at the table. In addition, Incidental items are also able to be gained with the flip of a Light Side pip out of the destiny pool. This must be approved by your Game Master. When purchasing equipment between adventures you must follow the following rules:
No restricted items
No items with a rarity above 6
Selling Gear and Equipment Between Adventures
In Legends of the Galaxy players are able to sell their gear at 25% of the base value of gear between adventures. However, if players try to do it in game they may make checks to sell their gear taking the result of the dice roll allowing them to potentially sell their gear for a greater value
Modifying Equipment Between Adventures
In-between adventures a player is not allow to modify or add attachments to any type of equipment, weapons, or armor. This is because modification to gear often requires a check of some type. At the beginning of an adventure or during downtime for the character during an adventure the Player Character may modify gear as long as the Game Master sees the rolls performed. The GM should include the noted modification to the gear on the character's adventure log in the Story Reward sections.