Lesa Galvan

Lesa Galvan hails from the world of Balmorra, who had no desire to become just another factory worker-so once she was of age, she enlisted into the Imperial Academy. There, she demonstrated a knack for command, and rose in the ranks quickly. In little time, she became a Commander, and was likely only a couple of years away from promotion to Captain. All was well, until about 01 ABY.
That year changed everything for her. While she thought she was on the right side, the destruction of Alderaan and a chance meeting with Darth Vader (who was being transported on her ship to another destination-likely looking for a certain Rebel pilot) convinced her that the Empire was, in fact, evil. She and a small group of like-minded Imperials jumped ship as soon as possible-and stole an old Clone Wars prototype vessel, the Phalanx-class Retaliation. Unwilling to put her and her crew under the command of the Rebel Alliance, she nonetheless acted against Imperial interests along the Outer Rim for the duration of the Galactic Civil War.
This campaign used a hack of the Apocalypse World game system, designed for a Star Wars setting.
Stats
Canny: 2 Cool: -1 Deep: -1 Rugged: 1 Suave: 2
Look: Woman, Uniform Wear, Stern Face, Cool Eyes, Wiry Body
Moves
- Leadership
- When your squad fights for you, roll with Suave. On a 10+, hold 3. On a 7–9, hold 1. Over the course of battle, spend your hold 1 for 1 to make your squad:
- Make a hard advance
- Stand strong against a hard advance
- Make an organized retreat
- Show mercy to their defeated enemies
- Fight and die to the last
- When your squad fights for you, roll with Suave. On a 10+, hold 3. On a 7–9, hold 1. Over the course of battle, spend your hold 1 for 1 to make your squad:
- On a miss, your squad turns on you, tries to hand you over to your enemy, -panics/flees, or surrenders.
- Salary
- If your ship and crew are functional and your rank held, at the beginning of the session, roll with Canny. On a 10+, you have surplus at hand and available for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, or if your ship or crew is disabled, your ship and crew is in want. The precise values of your surplus and want depend on your ship and crew options chosen. When surplus lists cred, like 1-cred or 2-cred, that’s your personal share.
Gear
- 5 cred
- A personal piece or two of normal gear or weaponry (comlink and Hold-out blaster (2-harm close reload loud energy concealable))
- Capital ship and crew (below)
Capital Ship
Retaliation
- A Cruiser (1-armour, 3-harm, large)
- A crew of 30-50
- A squad of 10 or so marines to command (2-harm squad, 1-armour, small, +unruly)
- Surplus
- Income for your crew and ship maintenance. (Surplus: +1cred)
- Wants
- Your crew have everyday worries and concerns (want: +anxiety)
- Ship/Crew Options
- Command a Cruiser Instead of a Frigate (3-harm large, +hyperdrive)
- You and your ship are free of any government or military bodies. Drop +obligation
- Crew suffers from: Your ship is old and should have been retired a long long ago. Add +unreliable
- Your ship includes a squadron of Starfighters and their pilots (+1 harm)
Bonds
- I find the ways of Rana strange and they concern me.
- I’m starting to gain a great deal of respect for Jaxon Stryx.