Hi everyone, hope you all had a nice holiday! It has been a long time since the last update, but AGE of the Empire is still being worked on for a print/pdf. The process has included adding new content, clarifying text, collecting art and designing a new layout template. I want this to not only be great resource but a gorgeous book. This means it be bit longer until it is finally released. I am working with Lulu to get a limited print run (not for distribution and definitely NOT FOR SALE) and will be giving away a few copies on the blog here. Below is what you can begin to expect from the finished product.



mirialanMirialans are renowned for their cultural affinity for the Force. Their religion teaches that each and every individual’s actions contributes to his or her own destiny and effect the Force. All children receive this religious instruction and are screened for their ability with the Force.

Appearance: Mirialans are a near-human species with green to yellow skin and vibrantly colored irises that are double the size of humans. The geometric tattoos on their faces are unique to every mirialan and are a reflection of his or her accomplishments.

Height: 1.6-1.8 meters.

Homeworld: Mirial is a cold, dry planet that has remained isolated despite its location along the Hydian Way. Although its lack of commercially lucrative resources has helped to lend itself to this remoteness, its strategic position has made it the target of invasion, such as by the Trade Federation during the Clone Wars.

Sample Names: Anabi, Chesni, Dayd, Eyavai, Iabki, Qis, Yat, Zuni.

cristi-balanescu-cristib-aggressorIf you choose to play a mirialan, modify your character as follows:

  • Ability Adjustment(s): Add 1 to Perception.
  • Pick One Ability Focus: Communication (Bargaining) or Intelligence (Religious Lore).
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Mirialan.


Species Power: Mindfulness. You can reach out with your senses to draw upon the living Force as you rest. You regain additional health while resting equal to your Perception.

Mirialan Benefits
2d6 Roll Benefits
2 +1 Communication
3-4 Focus: Perception (Empathy)
5 Focus: Communication (Investigation)
6 Focus: Willpower (Faith)
7-6 +1 Dexterity
9 Focus: Perception (Force Alter)
10-11 Focus: Dexterity (Initiative)
12 +1 Willpower


Classes: Adept, Agent, and Diplomat

Requirements: Willpower 1 or higher.

Your resilience comes from putting mind over matter.

Novice: Your force of will is what defines your vigor. You add your Willpower instead of your Constitution whenever you gain and regain Health.

Journeyman: You are better at keeping wits about you. You have a +1 bonus when making an ability test against becoming disoriented.

Master: You are capable of shrugging off some injuries. If you fail a Constitution (Stamina) test, you can reroll it, but you must keep the results of the second roll.

4 thoughts on “Update

  1. Same here. Currently using your ruleset for a one on one campaign with a mate. Works quite well, even though we’re playing an Old Republic setting.

    Thanks for that and keep in mind your international fans. I’d need overseas shipping.


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