Character Advancement

Character Advancement is one of the funnest parts of the Character development. It allows you to improve your chances of completing harder checks successfully. You can gain new talents or increase your mastery in the force.  In addition to investing your experience points you can gain and modify your gear or vehicles, heal your injuries and much more.

Below are the rules for advancing your character in STAR WARS: Legends of the Galaxy….


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:

  • XP
  • Obligation
  • Duty
  • Duty Group Contribution
  • Morality
  • Conflict earned each session
  • Credits
  • Gear gained or lost
  • Critical Injuries
  • Equipment Damage
  • Story Rewards Earned
  • Notes

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.  In addition Players are to track special Story Rewards that the Game Master details the PCs earned during their play. These Story Awards are noted exactly as the Game Master Details out.  All adventure notes are to be made on the back side of your adventure logs.

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.
  • Rewards
    • Credits
    • Equipment Lost
    • Equipment Gained
    • Contacts or Enemies earned

Experience is the primary means by which players customize their characters. Each Player Character earns Experience Points during game play. These may be spent to improve themselves.

Skill Training

Each skill has 5 ranks of training available. A character may have already acquired one or more ranks of skill training.

The cost of training skills falls into one of two categories: career skills and non-career skills. The character gains career skills through their starting career, specializations, and talents.

Career Skills

Training a career skill to the next highest rank costs 5 times the rank to which it is being raised. For example, training a skill from 0 (untrained) to rank 1 requires 5 experience points. Improving rank 1 career skill to rank 2 requires 10 experience points. Each rank must be purchased sequentially. That means that acquiring a rank 2 requires 15 experience points (5 for raising it from zero to rank 1, then 10 more for raising it from rank 1 to rank 2).

Non-Career Skills:

A character can also p urchase ranks in non-career skills. Each rank of a non-career skill costs five timesthe rank it is being raised to plus an additional 5 experience points.

For example, training a skill from rank 0 (untrained) to rank 1 requires 10 experience points. Improving a rank 1 non-career skill to rank 2 requires 15 experience points. Each rank must be purchased sequentially.

Characters may purchase ranks in skills between adventures or during an adventure if they have the available xp to spend.


Characters do not begin with any force powers. However, they may be purchased by characters who have a Force Rating of at least 1. 

Unless specified in the Force Power description, Force Powers can be purchased by any Force-sensitive character. Some powers have a prerequisite Force Rating that a character must possess before he can purchase the power.

The initial purchase of each Force Power costs a certain amount of experience, which is listed in the power’s entry. Once the power is purchased, the user may spend additional experience to further customize and enhance it. The cost for each Force Power or the enhancements to it vary depending on the power. See the Force Power Talent Trees to know how much the power or its upgrades cost.

Force Powers may be purchased between adventures or later during game play if the character has the available xp to spend.


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.

Equipment Rewards

In lieu of an Equipment Reward a player always may choose to accept 500 credits for his character as an equipment reward. Doing this means the customer will get no equipment reward during that adventure.


Some adventures do offer a payday of credits. This can be given as a special equipment reward or by the Game Master awarding the PCs the credits for completing a mission.


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.


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

Story Rewards are noted on your Adventure Logs. These are narative events that can give benefits to characters which can help GMs understand what the Player Character’s, Character’s has completed in the past. This will help the GM integrate the character’s individual story into the adventure at hand.

It is critical that PCs bring all of their Adventure Logs to a game to ensure that a GM can verify their advancement.


Talents are acquired from characters’ available talent trees, which are generally provided by their career. Talent trees provide a unique format for purchasing talents that come with several rules and restrictions.

Each specialization talent tree has four columns and five rows. This means each talent tree has a total of twenty talents that the player can purchase. The cost for each talent depends on the row it occupies. The talents in the topmost row are the cheapest, costing 5 experience points each. The nest row’s cost 10 experience points each; the third row costs 15; the fourth row costs 20; and the fifth and final row costs 25 experience points each.

Note that the choices on each tree are connected by a series of lines that link some talent choices with others. Characters may only purchase talents for which they are eligible. Characters are eligible to select any talents in the topmost row, plus any talents that are connected via one of the aforementioned links to a talent that the character has already acquired.

Please note that each talent in the tree may be selected and purchased only once. In the case of ranked talents (talents that may be purchased multiple times and have effects that stack the more they are purchased), the only way to purchase them multiple times is if there are multiple selections of the same talent on the available talent trees.

Characters may purchase talents between adventures or later during gameplay.


Characteristics can only be increased using experience points spent at character creation.  However, they can be increased by purchasing specific talents. No characteristic can be increased during the course of the game higher than 6.


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 note on your adventure log the roll made, the result, and include the noted modification to the gear on the character’s adventure log in the Story Reward sections.  If this is not done then the modification is not considered legal.


Each character stars with a single specialization with-in his chosen career or that is a Universal specialization. However, the player may purchase access to additional specializations.

Purchasing a specialization means basically that the player may buy the ability to purchase talents within that specialization. Also, each specialization may have additional career skills. These skills now count as career skills for the character (although the PC does not gain free advances in ranks which they had already purchased).

Purchasing an additional specialization within a character’s career or as a Universale specialization costs ten times the total number of cpecializations the character would possess with this new specialization.  So, a character with one spcialization could purchase a second career specialization for 20 experience points. If he wished to purchase a third career specialization, it would cost another 30xp.

Characters may purchase additional specializations outside of their career. Purchasing non-career specialization costs ten times the total number of specializations the character woudl posses with this new specialization, plus an additional 10 XP. So , a character with one specialization could purchase a second non-career specialization for 30 experience points. If the PC has two specializations already, a third specialization, that is non-career would cost another 40 experience.