Star Wars: The Old Republic is one of my favorite videogames. Over the years I’ve been thinking a lot about running GURPS in the setting, even though my only attempt so far was a highly recombined version in my Alternate Star Wars campaign. In the original setting, I particularly like how the Sith Empire is depicted, and this is my attempt to represent the intricacies of its social dynamics in GURPS.
Thanks to everyone who gave me valuable ideas for this on Discord!

Imperial Society
The Sith Empire is a magocratic military dictatorship. The Sith rule supreme, but they leave most of the running of the Empire to non-Sith citizens. Any and all authority non-Sith may have is granted though service to the state, of which military is the most prominent. There is no evidence of any kind of elected positions – the state services are rigidly hierarchical and ostensibly meritocratic.
While on paper even the lowliest Sith is superior to all non-Sith, this is not how it works in practice. The power dynamics between the two classes are complex and hinge on perceived status, social connections, and personal power and achievements instead on the rule of law.
Power Structure
At the top, there are the Sith. The Emperor is the ultimate tyrant, but he leaves the governance of the Empire to the Dark Council. Each Councilor heads one of the twelve (later five) Spheres of Influence such as Military Offense, Production and Logistics, or Biotic Science. Below the Councilors, there are the Ministers. Only three have been named in SWTOR (War, Intelligence, and Logistics), but there are likely more. These are the highest positions a non-Sith may achieve, and each commands one or more services of the state such as the Navy, Intelligence, or various administrative services.
Below the Dark Council, there is a kind of a parallel hierarchy, one for the Sith and one for the non-Sith. Each Imperial service falls under a certain Sphere of Influence, but the Spheres work to further various Sith agendas in the background while the services make the Empire actually function. The services are well defined with deep hierarchies we can easily extrapolate from similar real-world organizations, but the Spheres were never examined in much detail in SWTOR. We can only see that the internal Sith hierarchy is rather loose and influenced by master/apprentice relationships. We can assume it is much shallower than the non-Sith hierarchy, because there are far fewer Sith than non-Sith.
It would be easy if these two branches of the Imperial hierarchy were isolated, but they’re not. The Sith exert control over the non-Sith in ways which can’t be neatly represented with simple GURPS Rank. Sith are frequently formally placed in command over parts of the non-Sith services, but they themselves are commanded by their Sith superiors. They are off limits to the non-Sith officers who are otherwise higher up in the chain of command in the service where the Sith is inserted. And regardless of their official position, any Sith has the ability to effectively commandeer non-Sith if they have enough clout. On the flipside, non-Sith may resist such attempts if they have their own clout, and may also force Sith with less clout out of their way.
Rank and Status
Let’s start with low-hanging fruit: using GURPS Rank for the non-Sith services. This has a few quirks, but it’s mostly straightforward. I’ve used real-life military ranking structure below the ranks specific to Star Wars, as there’s no reason to make up anything else.
Military Rank
| LEVEL | ARMY RANK | NAVY RANK |
| 11 | Minister of War | Minister of War |
| 10 | Grand Moff, major planetary governor | Grand Moff |
| 9 | Moff, planetary governor | Moff |
| 8 | General, large colony or minor planetary governor | Admiral |
| 7 | Brigadier General, colony governor | Rear Admiral |
| 6 | Colonel, small colony governor | Commodore |
| 5 | Lt. Colonel | Captain |
| 4 | Captain, Major | Lieutenant |
| 3 | Lieutenant, Sergeant Major | Ensign, Master Chief Petty Officer |
| 2 | Master Sergeant | Chief Petty Officer |
| 1 | Sergeant | Petty Officer |
While the Imperial Army and Navy are distinct organizations, they converge at the top. Moffs and Grand Moffs come from either service and the Minister of War commands all.
Intelligence Rank
The only non-Sith organization with more power than the military is Imperial Intelligence:
| LEVEL | INTELLIGENCE RANK |
| 11 | Minister of Intelligence |
| 10 | Keeper |
| 9 | Division Director |
| 8 | Regional Director, major planetary chief |
| 7 | Director-General, planetary chief |
| 6 | Colonel |
| 5 | Lt. Colonel |
| 4 | Captain, Major, station chief |
| 3 | Lieutenant, Chief Analyst/Technician |
| 2 | Managing Analyst/Technician |
| 1 | Senior Analyst/Technician |
This may be odd to some SWTOR players, as there aren’t any Minders, Watchers, Fixers, or Cypher agents in the table. Let’s be honest: the Imperial Intelligence is depicted in SWTOR the way it is for cinematic effect. It is woefully undersized for a “real” organization, and I’m taking the liberty of reframing it as just one section of the larger apparatus. Yes, there may still be Cypher, Watcher and other designations, but they are codenames.
Note that I’ve framed what would be enlisted ranks in a military as analysts or technicians. The “real” enlisted personnel of an intelligence agency are assets, unwitting dupes who are not actually part of the organization but are manipulated by the officers. Any and all field personnel truly part of the organization are equivalent to commissioned officers. These are the Cypher agents from SWTOR, but the Watchers, Minders, and senior Fixers (who otherwise start as “enlisted” analysts or techs) also count as officers.
The final oddity is the Keeper, who is depicted as a single person hands-on managing all Imperial Intelligence operations in SWTOR. This is downright impossible due to sheer scale… but I’d like to leave the position as a singular one for cinematic effect. Let’s just say he delegates properly and only monitors the most critical ops personally. With a single Keeper, it is questionable if the Minister is a proper extra level of GURPS rank… but let’s leave it like that for simplicity.
Administrative Rank
The various other services use Administrative Rank. An example structure may be as follows:
| LEVEL | ADMINISTRATIVE RANK |
| 11 | Minister of Logistics |
| 10 | Service Director |
| 9 | Division Director |
| 8 | Regional Director |
| 7 | Administrator-General |
| 6 | Administrator-Major |
| 5 | Administrator-Captain, large city mayor, colony manager |
| 4 | Chief Administrator, mayor |
| 3 | Administrator, small city mayor |
| 2 | Junior Administrator |
| 1 | Apprentice Administrator |
Corporate Rank
There is also Corporate Rank for the private sector. This is worth 2 points per level as per Social Engineering (hierarchical position with title, chain of command, normal resources, lacks dominance or uniqueness) but doesn’t carry significant social clout unless you’re in the upper echelon of a major government contractor.
Sith Rank
This is where it gets tricky. First, we should define which ranks exist:
- Apprentice
- “full” Sith but not yet Lord
- Sith Lord
- Darth
- Dark Councilor
- Emperor
The arithmetic of Rank as per Social Engineering may hold true at the Emperor and Dark Councilor level (assuming there are no more than 10,000 Sith in the Empire), but it already starts to break down at the Darth level where a Darth with fewer than 100 Sith subordinates (the breakpoint for the next lower rank) is not hard to imagine. The number and composition of underlings high-ranking Sith may have varies wildly. Many have extensive holdings outside of the state apparatus, comprised mostly of non-Sith. Some are in direct control over segments of state services. And a powerful Sith Lord living in seclusion with just a couple apprentices is still a Sith Lord. Such issues with a “mixed” chain of command and a span of control that doesn’t correlate to the title or respect a Sith gets complicate a tentative Sith Rank. Because of this, we will not use a Sith Rank advantage in this framework.
Sith Power Base
While we can’t use the Rank advantage to properly represent a Sith’s position and influence in the Empire, we can use it to represent their holdings, resources, and all subordinates under their command. Typical examples include:
- a coven of apprentices
- estates with servants and guardsmen
- a section of the Imperial military the Sith is in command of
- any combination of the above
Let’s call this Rank variant Sith Power Base, at 4 points per level. As per Social Engineering, it includes Chain of Command (1/level), Typical Resources (1/level), Special Assets (1/level, access to Sith and their Force abilities), and Legitimacy (2/level, Imperials respect the Sith and those serving them), but doesn’t have Dominance or Uniqueness (-1/level, each power base is its own distinct organization) or Nominal Hierarchical Position with Title (an exception to the general rule; the actual nominal position and title are handled elsewhere). Purchase levels of this advantage purely by span of control, i.e. how many underlings a character has, as per Social Engineering, p. 14. A character can have levels of Sith Power Base either because it is their own, or because they serve another, more powerful Sith. Generally, Darths and Sith Lords have their own, while most lower ranking Sith serve them. However, some Darths and Lords are part of a Dark Councilor’s power base, which represents the apparatus of an entire Sphere of Influence and everyone serving within it! Independent Sith below the rank of Lord are rare, mostly outcasts and renegades. Non-Sith who serve Sith can also have levels of this advantage.
Status
So what actually determines a Sith’s title and position? Why, Status! As a matter of fact, Status determines everyone’s social position in the Empire (non-Sith get their titles from Rank though). It is the ultimate answer to who can get away with bullying whom, regardless if they’re Sith or not. Rank determines who can give you orders and whom you can order by letter of law; Status determines who really has power.
| LEVEL | STATUS |
| 10 | Emperor |
| 9 | Dark Councilor |
| 8 | Grand Moff* (Rank 10), major planetary governor* (Rank 10), Minister (Rank 11) |
| 7 | Darth, Moff, planetary governor (Rank 9) |
| 6 | Large colony* or minor planetary governor* (Rank 8) |
| 5 | Sith Lord, General, Admiral (Rank 7-8), colony governor |
| 4 | Colonel, Commodore, small colony governor* (Rank 6), head of major government contractor |
| 3 | Senior field officers (Rank 4-5), large city mayor* (Rank 5), Multimillionaire 2 citizen, civilian elite |
| 2 | Full-fledged Sith, Junior officers and seniormost NCOs (Rank 3), mayor (Rank 3-4), Multimillionaire 1 citizen |
| 1 | Academy-graduated apprentice Sith, NCO (Rank 1-2), Wealthy citizen |
| 0 | Sith Academy student, enlisted personnel, ordinary citizen |
| -1 | Free non-citizen |
| -2 | Slave |
This table reflects the usual standing of the exemplified individuals. A person in any of these positions may have Status one level higher than specified in the table if they are very powerful or influential, or one level lower if they are new, ineffectual, or politically irrelevant. Greater deviations do not exist in the Imperial society, i.e. more than one level of difference necessarily means that the character has a different title and position. The only exceptions are:
- Emperor is always Status 10.
- A newly appointed Dark Councilor can start at Status 8, but either attains Status 9 once they settle in… or they get replaced. They can never attain Status 10.
- Ministers can’t attain Status 9.
- Entries marked with * already are at +/-1 level from their usual standing. They are in the table for completeness purposes.
Other Advantages
Several notable advantages complement Rank and Status in representing the complex Imperial social web.
Patrons and Duty
Most Sith who get picked as apprentices after graduating the Academy have their master as Patron. This relationship may change as the apprentice becomes a full-fledged Sith, but many Lords and even Darths retain their old masters as Patrons throughout their life. Conversely, apprentices usually have a Duty to their master – this tends to start at a high frequency of appearance, but decreases as the apprentice gains in power. Lords and Darths rarely have a Duty towards their Patron with more than the lowest possible frequency of appearance.
Not all non-Sith have their superiors as Patrons, but it’s useful to advance through the ranks quickly. Some have influential Sith as Patrons instead! This is a convenient way for Sith to extend their influence in the Imperial power structure laterally. All military and intelligence personnel have a Duty toward their organization, but only some members of other services do. Those with a Sith Patron may have two duties – one to their organization, and another to their Patron, but the latter is usually at a low frequency of appearance.
It is rare for Sith to exceed their masters in the power structure without the latter meeting their end. For non-Sith it is not uncommon – such Patrons usually transform into Contacts. Unless the Patron is a Sith, in which case it just doesn’t happen.
Legal Enforcement Powers and Legal Immunity
Certain kinds of Rank and Status come with additional benefits which determine the character’s standing in the eyes of Imperial law. The Sith are untouchable by anyone else – they have Legal Immunity. Full-fledged Sith have Legal Immunity [20]; they can do whatever they please as long as it doesn’t cross other Sith. They also have the benefits of a “diplomatic pouch” – law enforcement may not inspect a Sith’s belongings. Apprentices are somewhat less protected. While they are similarly untouchable in theory, this is less so in practice because the grown-up don’t like them making a mess. Apprentices who graduated from the Academy have the 10-point version; they are immune from standard Imperial law, but are regulated by their masters. Academy students have the 5-point version as the overseers regulate them harshly.
Below the Sith, the Empire is a military dictatorship in a state of permanent martial law – all members of the military have Legal Enforcement Powers. This starts with the 5-point version for Rank 0, and increases to 10 points at Rank 3. Officers can ignore the civil rights of others, but still have only “local” jurisdiction in the sense of the place where they are stationed, and they can’t kill without proper proceedings. Generals and Admirals, starting from Rank 7, have the [15] version because they can effectively station themselves wherever they want and thus have national jurisdiction, but still can’t kill without proper proceedings.
Finally, Imperial Intelligence field agents, starting at Intelligence Rank 3, have the remit to do anything pursuing their objectives. This gives them the 15-point version of Legal Enforcement Powers.
| RANK LEVEL | ARMY OR NAVY RANK | INTELLIGENCE RANK |
| 7+ | Legal Enforcement Powers [15] | Legal Enforcement Powers [15] |
| 3-6 | Legal Enforcement Powers [10] | Legal Enforcement Powers [15] |
| 0-2 | Legal Enforcement Powers [5] | – |
| STATUS (Sith only) | |
| 2+ | Legal Immunity [20] |
| 1 | Legal Immunity [10] |
| 0 | Legal Immunity [5] |
Social Regard
An argument could be made that Sith and even Intelligence officers should have Social Regard (Feared). I have however decided against using this trait since there are already enough moving pieces on the board. Let Reputation speak about especially notorious individuals.
Putting it All Together
To summarize, everyone in an Imperial position of power needs Status, this is what determines the pecking order. Non-Sith also need Rank, because that is what allows them to attain Status, while most Sith have the Sith Power Base advantage. Sith do not take Rank.
Non-Sith can have only one type of Rank, but should also have either Rank or Sith Power Base, never both. Having levels in a Sith’s Power Base means serving your master is your full-time job and you do not have the time to maintain active duty in another service. You can retain your previous rank in such an organization as Courtesy Rank.
Army, Navy, and Intelligence Rank come with levels of Legal Enforcement Powers, while Status comes with levels of Legal Immunity for Sith only.
Patrons can provide similar benefits as Rank / Power Base but having both gives you more options. Characters who have levels of Rank or Power Base within their Patron’s command structure can order around other of their Patron’s underlings, whereas they wouldn’t be able to do so if they lacked the advantage.
Trait Purchasing Checklist
When creating a character, first decide which position in society they occupy by consulting the Status table. Do not buy that many levels of Status yet though, because you may get some levels imputed from Rank / Power Base and Wealth. These traits effectively give you a discount on your Status, they do not modify its level from the one indicated in the table.
For Sith, consult the Arithmetic of Rank table on GURPS Social Engineering, p. 14 if you’d like to have underlings to command, and buy that many levels of Sith Power Base. For Non-Sith, consult the Rank tables and purchase a level corresponding to your desired rank. You may buy Courtesy Rank instead of full Rank if you so desire – this will give you no imputed Status but still lets you have Status corresponding to your rank.
After this, purchase your desired level of Wealth (if any).
Once you’ve purchased your Power Base, Rank, and/or Wealth, see if you get any imputed Status from them. If so, only spend character points on extra levels of Status which are needed to reach your final, desired level. If you get no imputed status, you must buy your Status in full.
Finally, purchase Legal Enforcement Powers or Legal Immunity as indicated by your Army/Navy/Intelligence Rank or Status. Take a Patron and Duty as per the relevant guidelines.
Examples
- Moff Pyron had Lord Kallig as his Patron, but also a Duty towards him. He retained his Military Rank and didn’t take levels in Kallig’s Sith Power Base because he did not cross over full time into Lord Kallig’s service and couldn’t command Kallig’s other minions. Kallig’s own Sith Power Base would have increased in level once Pyron started serving him, if Pyron’s span of control in the military was greater than Kallig’s span of control via his Sith Power Base before that point in time.
- The future Emperor’s Wrath was depicted as having no levels in Sith Power Base at least until he deposed Baras, yet he was still a Sith Lord with Status 5. He was served by Captain Quinn and Lieutenant Pierce, who both had active Military Rank. The Wrath was never depicted to have been able to exploit their Rank, so he didn’t get to adjust his Power Base for having them in his service.

They activated the console, and started looking for research data, but also for a kill switch which would terminate aliens in all of the pods, if any still remained. As they were doing this, one of the pods near them opened – and Link fired several shotgun slugs into it. Out emerged John, stopping the slugs with a psionic force shield. He seemed physically changed, and greeted Trauma Squad. Answering their questions, he explained how the aliens from the pods ignored him, which allowed him to explore the lab after the rest of his squad ran away. He put Emilia’s corpse into one of the pods, as the technology within could revive her. Then, he himself went to be “uplifted”. He offered to prepare the pods to do the same with Trauma Squad, if they so desired. Heinrich was quite intrigued by the possibilities, and asked John what exactly this “uplifting” entailed, but also tried to discretely prod him into revealing if the pod put him under the Masters’ control. John answered that he wasn’t controlled by them, but the party got the impression he was not telling the whole truth. As Heinrich got John to explain the details of the uplifting process, Link sneaked up to John and injected him with a large dose of knockout drugs. At the same moment, M2 engaged the kill switch which he found in the meantime.
For the first few seconds, M2 continued retreating towards the rest of the group, while Nectahii covered him, Link covered Nectahii and Miko, and Miko worked on the aliens surrounding the pair with her swords. More aliens appeared each second, and those from around the corner ignored GEMINI and rushed at the operators. M2 used this opportunity and shot down a good number of the hordelings via GEMINI’s gauss PDW. Once close to Nectahii and Miko, he turned around and started blasting himself. His sniper rifle wasn’t optimal for taking down many hordlings, and neither was Nactahii’s payload rifle, but Link and GEMINI fared better with their automatic shotgun and PDW, respectively. Still, the alien swarm didn’t abate, and Trauma Squad was risking the danger of being overwhelmed.
Just as the operators got some breathing room, four larger aliens emerged from behind the front corner (along with what proved to be the last wave of hordelings), and started focusing on Trauma Squad from afar. This proved to be taking aim with their corrosive spit attacks. At about the same time, the hordelings realized they couldn’t penetrate the operators’ armor with their claws, and started to attempt bites, with which they could also grapple. They piled onto M2, while Miko and Nectahii managed to keep themselves free. Nectahii ignored M2’s instructions to focus on the spitters, and tried to free M2 of some of the hordelings, but he merely managed to keep the number of hordelings latched onto M2 constant. This left Link the only one dealing with the spitters. The spitters only managed to land one hit on Miko and one on M2. Nectahii dodged several hits by floating close to the ceiling and then dropping lower, and Link made good use of cover. Miko’s psionic force field fully absorbed the hit; M2’s armor did the same, but got corroded. After a few seconds of tense shooting and grappling, the aliens started dropping like flies and Trauma Team fully wiped them out.








