Chronicles of the Gatekeeper Spoilers ahead from close to the end.
Ok I have to tell what happened in the last session but we are in the last part. I'm a player so no GM info.
Brief backstory: This is the second campaign. The first campaign had a quest NPC who was a Kushiban that ran a Hutt Cartel with a Hutt figurehead (happened in the campaign). This NPC was Palpatine level evil. By the end we were all Jedi, and one player was the son-in-law to the quest NPC.
Now it's ABY 14 I'm playing the son of the other player's character (so the grandson of the evil NPC, yes I realized 2 sessions in after I made him he's Rey) Anyway, I did it as a nod to the old campaign. I didn't want to play another Wookie Jedi or else I'd play my character's child.
So the party is Khefe Branx (me): Kushiban Sentinel Shadow/Shien/Artisan Kano Zen: Sullistan Consular Healer/Arbiter/Niman Kri Bil: Syrrian Guardian Protector (if he has another tree I don't know) Werf: Ewok Mystic Magus/Seer/Makashi
Start of Spoilers
We land on Korriban and get attacked by the bounty hunters/Jedi hunters that have been chasing us this whole adventure. The bad guys are at long range, and ranged fighters and we Jedi students, are well, melee. We start moving closer and I'm throwing my lightsaber until I can get within range to Force Leap, and yes I'm gaining conflict. I leap towards the minions and take two down the rest are taken down by the group and hirelings. Eventually, the rest make it up bounty hunters but the Jedi hunters have taken to the air, medium range up. Werf runs into the bounty hunter's ship and, with an incredible roll, make the computer check to unlock the ship. Meanwhile Kri asks the GM is Move can be used to "Fastball Special" me to the main Jedi hunter. We then broke down into a rules discussion about Bind vs Move since there's not "Force Push" After searching the web and parsing the words, the GM decided that move would work so he throws me and I make an Enhanced (yep more conflict) athletics check to land on the hunter. Once there the hunter, due to crits, threats and initiative advantages, failed a piloting check to land and shot up to and away. We are now at Long Range from the fight and Long range from the ground. Meanwhile Werf gets into the Bounty hunter turrets and "does 6 damage" to the other hunter, six...ship...damage. They start scrambling to the ships to find me and the last hunter. Back to my turn I make a very hard (for me) coercion check. The GM flipped a dark side point so it was 3 red vs 3 green and a blue. I say "I place my lightsaber next to his temple and say 'get us to the ground or I kill us both.'" I succeed with a Despair. Now at this point, I'm at 13 conflict. The hunter makes his piloting check gets us to short range and...the Despair kicks in...The Gm says Ok I now need you to make a 4 red difficulty Discipline check. I failed that and he says. "You hear many voices urging you on to slay this foe. You give into the blood frenzy and turn on your lightsaber then Force leap to the ground. Gain 3 conflict. If you want to before, you leave Korriban, you can buy Aggressor without the cross class penalty."
All in all fun session, I ended it with a conflict of 16, and rolled an 8 on the die. I ended the session with a morality of 60.