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Star Wars Saga Edition Rule Changes
Version 1.0
By Jonathan "Donovan Morningfire" Stevens
Section I: Ability Scores, Species, and Classes
- Humans: Bonus Trained Skill: You may freely choose any skills to be trained in, and are not restricted to your list of class skills.
- Wookiees: Claws: Wookiee characters gain a claw attack as per SECR pg274.
- Bonus Trained Skills from Intelligence: You may freely choose any skills to be trained in, and are not restricted to your list of class skills.
- Multi-Classing: When entering a new class, you can choose to gain the Skill Training feat for one of your class skills in place of choosing one of the listed starting feats for your new class.
Section II: Skills
Deception
Seduce (new): You feign romantic interest in a subject, promising illicit favors in exchange for heir aid. Make a skill check against the Will Defense of one target. If successful the target’s attitude is changed to Helpful until 1 hour after you leave the character’s presence, at which time their attitude shifts to Unfriendly. You cannot use seduction in combat or against a Hostile target.
Improve Appearance (new, trained only): You can utilize various methods to make yourself more aesthetically pleasing to others. With a DC 15 skill check and one minute spent applying assorted cosmetics and rearranging your clothing, you gain a +2 circumstance bonus to Deception checks to seduce and Persuasion checks to change attitude for the next hour, plus one additional hour for every 5 points you exceeded the DC.
Mechanics
Basic Repairs: You can use the Repair Droid and Repair Objects parts of this skill untrained, however you cannot take 10 or take 20 on the skill check. But if you fail, the droid/object being repaired moves one step down the condition track as a result of your mechanical ineptitude.
Salvaging (new, trained only): You can spend a full-round action to salvage useful parts from a destroyed object with a DC 20 Mechanics check, gaining (1d6 + level) x 10 credits worth of parts. Once per encounter, you may use these parts to grant you a +2 circumstance bonus on your next Mechanics check made to jury-rig an object.
Perception (modified from D&D3.5e Rules Cyclopedia)
Assess Opponent (new, trained only): As a full-round action, you can make a Perception check against the Will Defense of one target within 6 squares. If you have seen the target in combat, you gain a favorable circumstance bonus to your roll. If successful, you evaluate the target based on the listed threat categories:
Opponent’s CL is… Result
Under your level by 4 or more A pushover
Under your level by 1 to 3 An easy fight
Equal to your level A fair fight
Exceeds your level by up to 3 A tough challenge
Exceeds your level by 4 or more A serious threat
If you fail the Perception check, you believe the target to be either one step higher or lower on the above threat chart. If the target has created a deceptive appearance and your Perception check fails to exceed their Deception check result, you believe the target to be either one step higher or lower on the above threat chart based on the nature of their disguise.
Persuasion
Intimidate (add paragraph): When making a Persuasion check to intimidate a target, you may use the higher of your Charisma or Strength modifier.
Taunt (new): As a standard action, you can make a Persuasion check against a target’s Will Defense. If successful, you temporarily rattle the target through the use of insults and goading, causing them to lose any morale or insight bonuses for one round. The target must be within 6 squares, and their attitude immediately worsens one step regardless of your Persuasion check result.
Section III: Feats
Agile Riposte (modified from d20 Modern SRD)
You are able to attack when your opponent is most vulnerable – the same instant they strike you.
Prerequisites: Dexterity 13, Combat Reflexes, Dodge
Benefit: Once per round, when an opponent makes a melee attack against you and misses, you may make an immediate attack of opportunity against that opponent.
Alertness
You are always on the look-out for trouble.
Prerequisite: Dodge, Trained in Perception
Benefit: You are not considered flat-footed at the start of combat.
Special: You do not gain this feat’s benefits if you are caught by surprise.
Carouser (modified from Conan d20 RPG)
You can drink others under the table and never suffer the after effects.
Prerequisites: Constitution 13, trained in Endurance, character level 5th
Benefit: You gain a +5 circumstance bonus to Fortitude Defense to resist the effects of poison, and even after a raucous night of partying, you heal as though you had a full night’s rest.
Special: Scoundrels can select this as one of their class bonus feats
Dodge (revision)
Benefit (replace 1st paragraph with): You gain a +1 dodge bonus to your Reflex Defense against all attacks.
Easily Repaired (modified from Future Player’s Companion)
Your design makes performing repairs on you much more efficient than most droids
Prerequisite: Must be a droid
Benefit: When someone uses the Mechanics skill to repair you, you recover hit points equal to twice your level. When using Mechanics to repair yourself, you only suffer a -2 penalty to your check result.
Improved Grab
You can quickly get your hands on an opponent.
Prerequisite: Martial Arts I, Base attack bonus +1
Benefit: You hit with an unarmed attack, you may make an immediate grab attempt as a swift action.
Special: If you have the Pin and/or Trip feats, you may use this feat to initiate a grapple after making a successful unarmed attack.
Soldiers can select this as one of their class bonus feats.
Improvised Tools
You have learned to make do without having the right tools at hand.
Prerequisites: Intelligence 13, trained in Mechanics
Benefit: You can make Mechanics skill checks to Disable Device, Handle Explosives, Modify Droid, and Repair without requiring the proper tools.
Special: Scouts and Scoundrels can select this feat as one of their class bonus feats.
Marksman
Your ranged attacks are invariably lethal.
Prerequisites: Deadeye, base attack bonus +8
Benefit: If you Aim and your ranged attack hits, you deal additional damage equal to one-half your level.
Special: Scoundrels and Soldiers can select this feat as one of their class bonus feats.
Medical Expertise You have a gift for healing the injuries of others
Prerequisite: Intelligence 13, trained in Treat Injury
Benefit: Patients under your care recover additional hit points equal to your Intelligence modifier when you successfully use Treat Injury for First Aid, Long-Term Care, and Heal Damage.
Special: Nobles can select this feat as one of their class bonus feats.
Quick Draw (revision)
Special (add the following paragraph): You can reload a weapon that uses an energy cell, power pack, or ammo clip as a swift action instead of as a move action.
Sabacc Face (modified from Modern Player’s Companion)
You are adept at hiding your feelings and emotions from others.
Prerequisite: Wisdom 13
Benefit: When other characters use Perception to sense deception or sense influence on you, they suffer a -5 circumstance penalty to their check result.
Salvage Expert
You have a talent for obtaining useful parts from damaged equipment.
Prerequisite: Trained in Mechanics
Benefit: You may make a DC 20 Mechanics check as a full-round action to salvage useful parts from a destroyed object. These parts provide you a +5 circumstance bonus on your next Mechanics check made to jury-rig an object.
Skill Mastery
You’ve learned how to keep your cool in stressful situations and focus on the task at hand.
Prerequisites: Wisdom 13, Skill Focus (chosen skill), character level 5th
Benefit: Select any one skill in which you are trained except Use the Force. You gain the ability to take 10 on checks for that skill, even if stress and distractions would normally prevent you from doing so.
Special: You may select this feat multiple times. Each time you select it, choose a different trained skill.
Scouts can select this as one of their class bonus feats.
Talented
You are more adept at using certain skills than others.
Benefit: You gain a +2 competence bonus with two trained skills of your choice.
Special: This feat may be selected multiple times, each time selecting a different pair of trained skills.
Nobles and Scoundrels can select this as one of their class bonus feats.
Two-Weapon Defense
Your two-weapon style increases both your offense and defense.
Prerequisite: Dual Mastery I, Base attack bonus +1
Benefit: When wielding a double weapon or two weapons, you gain a +2 dodge bonus to your Reflex Defense. This does not include unarmed strikes or natural weapons.
Special: Jedi and Soldiers can select this as one of their class bonus feats.
Weapons Akimbo (modified from Modern Player’s Companion)
You are skilled at delivering a flurry of attacks while on the move.
Prerequisite: Dexterity 15, Dodge, Dual Weapon Mastery I
Benefit: When attacking with two weapons, you may attack with both of them as a standard action, however you suffer an additional -2 penalty to your attack roll in addition to the other penalties for fighting with two weapons.
Special: Scoundrels and Soldiers can select this as one of their class bonus feats.
Section IV: Talents
Jedi Class Talents
Jedi Consular Tree
Healing Mastery: You may re-roll Treat Injury checks, however you must accept the second result, even if it is worse. In addition, you can administer first aid, treat disease, treat poison, and treat radiation without the requisite medical kit or medpac.
Prerequisite: Jedi Healer, vital transfer
Jedi Healer: You are trained in the Treat Injury skill. Additionally, patients under your care move +1 step along the condition track as a result of a successful Treat Injury check or Use the Force check made to activate the vital transfer power.
Prerequisite: Trained in Knowledge (life sciences)
Jedi Guardian Tree
Acrobatic Recovery (add the following sentence): Your falling damage is further reduced for every 5 points you exceed the Acrobatics check DC (see SECR pg63)
Battle Meditation: removed from the talent tree; this is now a separate Force power.
Mettle (new): Once per encounter, when using the Resilience talent (SECR pg40) or the Recover action (SECR pg154) and you are at one-half your total hit points or less, you heal a number of hit points equal to your level.
Prerequisite: Resilience, trained in Endurance
Jedi Sentinel Tree
Force Track: You may substitute your Use the Force check modifier for your Survival check modifier when attempting to track someone. You are not considered trained in Survival for any purpose other than attempting to track someone. If you are entitled to a Survival check re-roll for tracking, you may re-roll your Use the Force check instead (subject to the same circumstances and limitations).
Resist the Dark Side (replace text with the following): You gain a +5 Force bonus to all Defense scores against Force powers or talents with the [dark side] descriptor or originating from any dark Force-user (that is, any Force-user whose Dark Side score equals their Wisdom score).
Lightsaber Combat Tree
Block and Deflect: removed from the talent tree; replaced with the following talent:
Deflect Attacks (new): As a reaction, you may negate an attack by making a successful Use the Force check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Use the Force check for every time you use this talent since the start of your last turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not flat-footed. You cannot use this talent to negate attacks made by Colossal (frigate) or larger-size opponents unless the attack is made with a point-defense weapon. You may spend a Force Point to use this talent to negate one attack against an adjacent character. You can use this talent to negate some of the barrage of shots fired from a ranged weapon set on autofire, a melee
area attack such as Whirlwind Attack, or the Force Lightning power. If your Use the Force check is successful, you take half damage if the attack would have normally hit and no damage if the attack would have normally missed. You cannot use this talent against other form of area attack.
Prerequisite: Weapon Group Proficiency (lightsabers)
Lightsaber Defense (replace 1st paragraph with): As a swift action, you can use your lightsaber to parry your opponent’s attacks, gaining a +1 deflection bonus to your Reflex Defense for the rest of the encounter. You must have a lightsaber drawn and ignited to use this talent.
Prerequisite (add): Weapon Group Proficiency (lightsabers)
Redirect Shot (clarification): The ranged attack roll is made using your lightsaber attack bonus.
Prerequisite: Deflect Attacks, base attack bonus +5
Noble Class Talents
Presence Talent Tree
Allure: You may choose to re-roll any Deception check made to seduce (see above) or a Persuasion check made to change attitude, however you must accept the second result, even if it is worse.
Captivate: As a full-round action, you can beguile one or more targets of your choice within 6 squares and line of sight, making a Persuasion check against their Will Defense. If successful, the targets suffer a -5 penalty to Perception checks for one round. You can keep the targets captivated as a full-round action each subsequent round and making a new Persuasion check. The effect immediately ends if the targets are attacked or threatened.
Prerequisite: Allure
Lineage Talent Tree
Cross-Training (new): Upon taking this talent, select one skill that you are not trained in, even if it is not on your list of class skills. You are now considered fully trained in this skill. You cannot select this talent to become trained in Use the Force unless you already posses the Force Sensitivity feat.
Prerequisite: Educated
Favors (new): You have the ability to acquire minor aid from a long list of people. Once per day, you may spend a Force Point to make a special Gather Information check, with the Difficulty Class based on the level of aid being requested, ranging from DC 10 for simple favors up to DC 30 for formidable and highly dangerous or illegal favors. This check takes one minute, and you must have some reasonable method of contacting the person in question.
You can only request a particular favor once per adventure, and cannot request the same favor the next should your initial attempt fail. Whether the favor you request is available is subject to approval by the GM, and may be vetoed if the GM feels the favor would be inappropriate for the current adventure.
Prerequisite: Connections, trained in Gather Information
Medical Specialist (new): You may re-roll Treat Injury checks, keeping the better of the two results.
Prerequisite: Educated, trained in Knowledge (life sciences) and Treat Injury
Scoundrel Class Talents
Fortune Talent Tree
Gambler (revision): You gain a +5 competence bonus on Wisdom checks when you gamble. You can select this talent multiple times; each time you take this talent, the competence bonus increases by +2.
Savant (new): Select one of the following skills: Knowledge (single category), Mechanics, Perception, Use Computer. When making a re-roll for that skill, you may keep the better result.
Prerequisite: Knack, trained in the skill chosen.
Misfortune Talent Tree
Opportunist (new): At the start of your turn, you may spend a Force Point. Until just before the start of your next
turn, you can make an attack of opportunity against an opponent who has just been struck for damage by another
character.
Prerequisite: Combat Reflexes
Quick Strike (new): When attacking with a light melee weapon, a lightsaber, or any other weapon that can benefit
from the Weapon Finesse feat, you do an additional point of damage on a successful attack.
Prerequisite: Weapon Finesse
Scout Class Talents
Survivor Talent Tree
Adrenaline Surge (new): You can spend a swift action to gain a +1 morale bonus to your attack rolls and to your
Defense scores until the end of your next turn, at which time you move two steps along the condition track.
Prerequisite: Extreme Effort
Robust (from d20 Modern): You gain a number of hit points equal to your class level when you select this talent,
and gain +1 hit point for each additional class level you gain. The effects of this talent stack with the benefit gained
from the Toughness feat.
Prerequisite: Trained in Endurance
Soldier Class Talents
Commando Talent Tree
Combat Instincts (new): When one or more allies use the Aid Another action to give you a bonus to your attack
roll, you gain a circumstance bonus of equal to the total bonus provided to your damage roll.
Prerequisite: Battle Analysis
Grenadier (new): You roll an additional die of damage when attacking with any weapon that has a burst radius.
Elite Trooper Prestige Class Talents
Weapon Master Talent Tree
Heavy Gunner (new): When attacking with an autofire-capable weapon, you may deal +1 die of damage. This
increased damage die stacks with the increased damage from the Burst Fire feat.
Prerequisites: Strength 15, Controlled Burst, Weapon Group Proficiency (heavy)
Twin Attack (new): Choose either an exotic melee weapon or weapon group with which you are proficient. You
take no penalty on your attack on your attack roll when using the Rapid Strike feat with such weapons.
You may select this talent multiple times. Each time you select this talent, it applies to a different exotic weapon
or weapon group.
Prerequisite: Weapon Focus with chosen exotic melee weapon or weapon group
Force Adept Prestige Class Talents
Force Adept Talent Tree
Battle Precognition (new): You may substitute your Wisdom modifier for your Dexterity modifier when determining
your Reflex Defense.
Prerequisite: Force Perception
Jedi Knight Prestige Class Talents
Duelist Talent Tree
Twin Attack (lightsabers; new): You take no penalty on your attack on your attack roll when using the Rapid Strike
feat with a weapon in the lightsabers weapon group.
Prerequisite: Weapon Focus (lightsabers)
Lightsaber Forms Tree (revised)
Ataru (add the following sentence): You may re-roll Acrobatics checks made to tumble, however you must accept
the second result, even if it is worse.
Prerequisites: Rapid Strike, Weapon Finesse, Weapon Focus (lightsabers), trained in Acrobatics and Endurance
Djem So (add the following sentence): If your counterattack is successful and the damage roll exceeds the target’s
threshold, they move one additional step along the condition track.
Prerequisites: Deflect Attacks, Power Attack, Weapon Focus (lightsabers), Weapon Specialization (lightsabers)
Jar’kai (replace with): When wielding two or more lightsabers, your deflect bonus is increased by +2 when using
the Lightsaber Defense talent, and you gain a +2 bonus to lightsaber damage rolls.
Prerequisites: Dual Mastery I, Lightsaber Defense, Multiattack Proficiency (lightsabers), Weapon Focus (lightsabers)
Juyo (add the following sentence): On a critical hit, if your damage roll exceeds the target’s threshold, they move
one additional step along the condition track.
Prerequisites: Weapon Focus (lightsabers), Weapon Specialization (lightsabers), Whirlwind Attack, base attack
bonus +10
Makashi (add the following sentence): You treat your target’s damage threshold as if it were 2 points lower when
determining the result of your attack.
Prerequisites: Lightsaber Defense, Melee Defense, Weapon Focus (lightsabers), Weapon Specialization (lightsabers)
Niman (add the following sentence): You can take 10 on Perception checks to Sense Deception or Sense Influence
(SECR pg71)
Prerequisites: Adept Negotiator, Weapon Focus (lightsabers), trained in Knowledge (social sciences) and Persuasion
Shien (add the following sentence): You gain a +2 circumstance bonus to damage when making an attack of
opportunity.
Prerequisites: Combat Reflexes, Power Attack, Redirect Shot, Weapon Focus (lightsabers)
Shii-Cho (add the following sentence): You do not suffer the -5 penalty to your attack roll when attempting to
disarm an opponent wielding a weapon with both hands (SECR pg152).
Prerequisites: Deflect Attacks, Improved Defenses, Weapon Focus (lightsabers)
Sokan (replace first sentence with): You may take 10 on Acrobatics checks to cross difficult terrain, stand up from
prone, or tumble, even when distracted or threatened.
Prerequisites: Acrobatic Recovery, Running Attack, Weapon Focus (lightsabers), trained in Initiative
Soresu (add the following sentence): You are not automatically considered flat-footed at the start of combat,
provided you are not surprised and thus unable to act in the surprise round.
Prerequisites: Deflect Attacks, Dodge, Weapon Focus (lightsabers), trained in Initiative.
Trakata: No change
Prerequisites: Melee Defense, Weapon Focus (lightsabers), Weapon Specialization (lightsabers), base attack bonus
+10
Vaapad (add the following sentence): You gain a +2 Force bonus to all Defense scores against Force powers or
talents originating from any dark Force-user (that is, any Force-user whose Dark Side score equals their Wisdom score).
Prerequisites: Juyo, Triple Crit (lightsabers), Weapon Focus (lightsabers), Weapon Specialization (lightsabers), base
attack bonus +12
Talent Trees and Prestige Classes
The following Prestige Classes now have access to the Talent Trees listed next to their name.
Elite Trooper: Armor Specialist Talent Tree (SECR pg51)
Force Disciple: Force Item Talent Tree (SECR pg214)
Gunslinger: Weapon Specialist Talent Tree (SECR pg53), but only when applied to the pistol or rifle weapon groups.
Jedi Master: Lightsaber Forms Talent Tree (SECR pg218)
Sith Lord: Duelist Talent Tree (SECR pg 218)
Section V: The Force
Force Talents
Alter Talent Tree
Kinetic Might (new): Once per round, you can choose to re-roll a Use the Force check made to activate one of the
following powers: Force disarm, Force grip, Force slam, Force thrust, move object, or repulse. You must abide by the
second result, even if it is worse.
Transfer Force (new): Once per encounter as a swift action, you can sacrifice one of your Force Points to give one
ally within line of sight a temporary Force Point. If this Force Point is not used by the end of the encounter, it is lost.
Prerequisite: vital transfer
Control Talent Tree
Force Stealth (new): You can make a Use the Force check instead of a Stealth check. You are considered trained
in Stealth for purposes of using this talent. If you are entitled to a Stealth check re-roll, you may re-roll your Use the
Force check instead (subject to the same circumstances and limitations).
Trust the Force (new): Once per day, you can spend a Force Point as a free action to treat the next attack roll or
skill check you make during your current turn as a modified 20, in effect “taking 20†on the roll, even if you would be
prevented from doing so.
Prerequisite: Strong in the Force
Dark Side Talent Tree
Bolt of Hatred (new): You can create balls of unnatural flame, enabling you to make a ranged attack roll that does
1d6 points of energy damage. Using this talent increases your Dark Side score by 1.
Prerequisites: Power of the Dark Side
Power of the Dark Side (revised): When spending a Force Point to increase the result of an attack roll, skill check,
or ability check, you can chose to use this talent to roll an additional die, choosing the best result from the dice rolled.
However, using this talent increases your Dark Side score by 1.
Force Crush (new): When using a Force power that inflicts damage, you treat the target’s threshold as though it
were 5 points lower when determining if the target moves along the condition track.
Prerequisite: Power of the Dark Side, Swift Power
Sense Talent Tree
Instinctive Astrogation (new): You can use your Use the Force check modifier instead of your Use Computer check
modifier when making astrogation checks. If you are entitled to a Use Computer check re-roll, you may re-roll your
Use the Force check instead (subject to the same circumstances and limitations).
Prerequisite: Force Pilot
Machine Empathy (new): You can make a Use the Force check instead of a Mechanics check. You are considered
trained in Mechanics for purposes of using this talent. If you are entitled to a Mechanics check re-roll, you may re-roll
your Use the Force check instead (subject to the same circumstances and limitations).
Visions (revision): Whenever you use the farseeing Force power, you can spend a Force Point as a free action to
see into the target’s past or future, up to a maximum of 1 year per your character level. Any information about the
target’s future is subject to change, depending on whether steps are taken to alter that future.
You may spend a Destiny Point to look up 10 years per your character level into the target’s past or future.
Force Tradition Talent Trees
Imperial Knight Talent Tree (new)
Attune Armor: as per SECR pg107
Gauntlet Defense: Once per round when an opponent hits you with a lightsaber attack while you are wearing
cortosis gauntlets, you may spend a Force Point as a reaction to make an immediate unarmed attack against that
opponent. If your attack hits, the opponent’s lightsaber is deactivated and cannot be turned back on for one minute
(10 rounds).
Prerequisite: Armor Proficiency (light)
Improved Harm’s Way: You can use the Harm’s Way talent (SECR pg52) as a free action
Prerequisite: Harm’s Way
Knight’s Vow: Once per encounter, you can spend a Force Point to designate a single target as your primary
opponent. For the rest of the encounter, you gain a +2 morale bonus on damage rolls against the target.
Prerequisite: Weapon Focus (lightsaber)
New & Revised Force Powers
Battle Meditation (revision)
You can influence the outcome of battle through the Force. Time: Full-round action. Range: Special.
Make a DC 20 Use the Force check. If successful, you grant all allied characters within 12 squares of you a +1
Force bonus to their attack rolls and Defenses for the duration of the power. This is a mind-affecting effect.
Special: You may maintain your concentration on this power, requiring a standard action each round as well as a
new Use the Force check. If you suffer damage while maintaining battle meditation, you must succeed on a Use the
Force check (DC = 15 + damage taken) to maintain concentration on this power, with the effect ending immediately
upon a failed Use the Force check to maintain this power.
You can spend a Force Point to increase the Force bonus by +2 for one round. Alternatively, you can spend a
Destiny Point to increase the bonus to +2 for the rest of the encounter.
Concentration [Light Side] (modified from SWd6 R&E Core Book, WEG)
You can focus on a single task with astounding results. Time: Swift action. Target: You.
Make a DC 15 Use the Force check. If successful, you gain a +5 Force bonus to your next attack roll or skill check
made during the same round.
Special: You can spend a Force Point to increase the Force bonus to +10. A character with one or more Dark Side
Points cannot spend a Force Point in this manner.
Force Light [Light Side] (modified from Power of the Jedi Sourcebook, WotC)
You can channel the Force into blast of light, wiping away the dark side’s corrupting influence. Time: Standard action.
Target: All targets within a 6 square burst and line of sight.
Make a Use the Force check. Compare the result to the Will Defense of all living targets within 6 squares of you
and who have a Dark Side Score greater than 0. If the result equals or exceeds the targets’ Will Defense, they are
moved one step along the condition track and have their Dark Side score reduced by one.
Special: You may spend a Force Point to move the affected targets two steps along the condition track and lower
their Dark Side Score by 1d4 points.
Force Shield (new)
You use the Force to deflect incoming attacks. Time: Move action. Target: You.
Make a Use the Force check. You gain a Shield Rating value of one-half your result, rounded down to the nearest
multiple of 5. This Shield Rating lasts for 10 rounds or until depleted, whichever one occurs first.
Special: You can spend a Force Point to as a reaction to restore 5 points to your Shield Rating, or you can spend a
Destiny Point to completely restore your Shield Rating from this power.
Hatred [Dark Side] (modified from Dark Side Sourcebook, WotC)
You release your anger and your hate in a wave of damaging Force energy. Time: Standard action. Target: All targets
within a 6 square burst and within line of sight.
Make a Use the Force check. Compare the result to the Damage Threshold of all targets within 6 squares of you.
If the result equal or exceeds the targets’ Damage Threshold, they take 2d6 points of damage and are moved one step
along the condition track. If the result is less than any target’s Damage Threshold, it only takes half damage and does
not move along the condition track.
Special: You can spend a Force Point to deal an additional 1d6 points of damage to all targets within range.
Inflict Pain [Dark Side] (modified from SWd6 R&E Core Book, WEG)
You render a foe helpless with pain. Time: Full-round action. Target: One character within 6 squares or line of sight.
Make a Use the Force check. If your check result equals or exceeds the target’s Damage Threshold, they cannot
take any action that requires movement or concentration until the beginning of your next turn.
Special: You may maintain your concentration on the targeted creature to continue the effect from round to
round. Maintaining inflict pain is a standard action, and must make a new Use the Force check each round. The effect
ends if your check result is less than the target’s Fortitude Defense.
You can spend a Force Point to move the target one step down the condition track if your check result exceeds the
target’s threshold.
Move Object (expanded)
Special (add the following paragraph):
When using move object to hurl a targeted object that is at least one size category larger than the target, the
attack is considered to be an area attack (SECRpg156) and affects adjacent targets within the burst radius. The burst
radius of this attack is determined by the size of the object thrown: Medium or smaller = 0 squares, Large = 1 square,
Huge = 2 squares, Gargantuan = 3 squares, Colossal = 6 squares, Colossal (frigate) or larger = GM’s discretion.
Repulse (unofficial)
You create a wave of energy that blasts surrounding enemies. Time: Standard action. Targets: All adjacent targets
Make a Use the Force Check. The result of the check determines the result, if any:
DC 15: All adjacent targets take 4d6 points of damage. If your Use the Force check equals or exceeds the target’s
damage threshold, it is pushed back 1 square.
DC 20: As DC 15, except the targets are pushed back 2 squares.
DC 25: As DC 15, except the targets are pushed back 2 squares and knocked prone.
Special: You can spend a Force Point to deal an additional 2d6 points of damage to adjacent targets.
Summon Storm (modified from Dark Side Sourcebook, WotC)
You use the Force to manipulate the atmosphere to create rain, winds, and thunder. Time: One full-round. Target:
10 square burst radius, centered on you.
Make a Use the Force check. Compare the result to the Fortitude Defense of all targets within your area of
effect. If the result exceeds their Fortitude Defense, they take a -2 penalty to attack rolls and skill checks while
within your radius of effect, otherwise they are unaffected.
Special: You initiate this power on your turn, but it does not take effect until the start of your next turn. You can
maintain this power as a standard action, making a new Use the Force check. If you suffer damage while maintaining
battle meditation, you must succeed on a Use the Force check (DC = 15 + damage taken) to maintain concentration on
this power.
You can spend a Force Point when activating this power to increase the penalty to -5 if you exceed the target’s
Fortitude Defense or a -2 penalty if you do not.
Section VI: Miscellaneous
Entertain Checks
Characters can earn the respect, admiration, and even adoration of others through entertainment arts. Whenever a
character wants to impress others with an artistic expression, they may make a Persuasion check as outlined below:
Entertain an Audience: The check is modified by the average attitude of the audience towards you: unfriendly -10,
indifferent -5, friendly -2, or helpful +0. Any Entertain checks made in front of a hostile audience automatically fail.
Check Result Crowd’s Reaction
Less than 15 The audience’s attitude shifts one step against you.
15 to 24 The audience’s attitude is not modified by your performance.
25 or higher The audience’s attitude shifts one step in your favor.
Play a “gigâ€: You may also make a Persuasion check to entertain in order to earn money. A night’s effort allows
you to earn a number of credits equal to your check result x 10, provided the audience’s attitude towards you does not
shift to Hostile as a result of your performance. If the audience’s attitude is considered Helpful after your
performance, the number of credits earned is doubled.
Retry: Generally you cannot retry an Entertain check on the same audience for 24 hours.
Special: You can take 10 on an Entertain check, but you can’t take 20.
If you have the Allure talent (see Section IV: Talents), you may re-roll an Entertain check provided at least 2/3rds
of the audience finds you sexually appealing.
New Talent (add to the Lineage Talent tree)
Entertainer: You gain a +5 bonus to your check result whenever you make a Persuasion check to entertain
within a category of performance, such as acting, playing a type of instrument, dancing, singing, or telling
jokes. You can select this talent multiple times, each time choosing a different field of expertise.
Bonuses from Tech Specialist modifications
Unless specified otherwise, each modification is considered to provide an equipment bonus to the listed trait. Also,
you can add multiple modifications to a single object, increasing the Mechanics check DC by +5 for each additional
modification, but cannot apply the same modification more than once.
Calling Upon the Dark Side
When spending a Force Point to increase the result of an attack roll, you can roll an additional die by calling upon the
dark side, up to a maximum of 3d6, choosing the best result from the bonus dice rolled. However, doing so increases
your Dark Side score by 1, and characters that have fallen to the dark side cannot use this option.
Natural Healing (replace 1st sentence with the following): A living creature that gets six consecutive, interrupted hours
of rest regains hit points as equal to one-quarter their full hit point total (rounded down) or a number of hit points
equal to their Constitution score, whichever is greater.
Making a Disarm Attack (replace 1st sentence with the following): Make a normal melee attack roll against your
opponent, you gets a +5 bonus to their Reflex Defense.
Maiming Attack
As a standard action, you can make an attack roll at a -5 penalty, and if the damage inflicted is enough to reduce the
target to 0 hit points and exceeds their damage threshold, the target instead suffers only half damage and is maimed in
a manner suitable to the type of attack; treat this is a persistent condition.
Reckless Attack
As a standard action, you can concentrate more on hurting your enemies rather than protecting yourself. You take a -5
penalty on your Reflex Defense and gain a +2 circumstance bonus to attack rolls until the start of your next turn.
Restrained Attack
When making an attack, you can take a -5 penalty to your attack roll, and the damage inflicted if the attack is
successful is halved. You must declare you are making a restrained attack prior to making the attack roll.
Hanger modification (Starships of the Galaxy; revision)
Base cost is 100 credits. Hanger bays can be installed on any ship of Colossal size or larger. Each bay has (starship’s
cost modifier)/5 units of hanger space.
Section VII: Optional Rules
Destiny Mechanics
The bonus or penalty listed for a Destiny is only applied when you spend a Destiny Point on a course of action that will
either lead you closer to your destiny or farther from it.
New Destiny Types
Creation
You are destined to create something that will have an impact on the future of the Galaxy, for better or for worse.
It could be a weapon, a building, a group, a relic such as a holocron, or even a person. Examples include Darth Krayt
founding the New Sith Order or Shmi Skywalker giving birth to Anakin.
Destiny Bonus: For 24 hours, you and any allies within 10 squares gain a +1 destiny bonus to all skill checks and
ability checks.
Destiny Penalty: You take a -1 penalty to all skill checks and ability checks for 24 hours.
Destiny Fulfilled: Increase two ability scores of your choice by +1 each.
Heroic Self-Sacrifice
Your destiny is to stand in harm’s way, selflessly laying down your own life when the time is right so that one of
your comrades can fulfill their own destiny. An example of this would be Biggs Darklighter flying cover for Luke during
the Battle of Yavin, as would Ganner Rhysode holding off an endless swarm of Yuuzhan Vong warriors while Jacen Solo
went on to complete his mission.
Destiny Bonus: For 24 hours, you and any allies within 10 squares gain a +1 destiny bonus to all defenses (Reflex,
Fortitude, and Will)
Destiny Penalty: You take a -1 penalty to your defenses (Reflex, Fortitude, and Will) for 24 hours.
Destiny Fulfilled: The ally you sacrificed yourself for gains a permanent +1 destiny bonus to their defenses (Reflex,
Fortitude, and Will).
Romance
Your star is destined to be crossed with another’s, fated to fall hopelessly, passionately, and maybe even tragically
in love with another person. The classic example is Han Solo and Princess Leia, while the doomed romance of Anakin
Skywalker and Padme Amidala would be a more tragic example of this.
Destiny Bonus: For 24 hours, you and any allies within 10 squares gain a +1 destiny bonus on all attack rolls.
Destiny Penalty: You take a -1 penalty on all attack rolls for 24 hours.
Destiny Fulfilled: You and your lover increase one ability score of your choice by +1 each.
Self Awareness
You are destined to discover that there’s far more to your identity than you were aware of. You may be the
inheritor of a great fate, or your own past is not what it seems. Examples include Corran Horn learning of his Jedi
heritage and the Jedi Exile learning of her own nature.
Destiny Bonus: For 24 hours, you and any allies with 10 squares gain a +1 destiny bonus on all skill checks and
ability checks.
Destiny Penalty: You take a -2 penalty on all skill checks and ability checks.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.
Alternate Defense Score Calculation (from D&D4e)
When determining your Defense scores, use the following formulas, replacing the ones found on page 145 of the SECR.
- Reflex Defense = 10 + [higher of Dexterity or Intelligence modifier] + class bonus or armor bonus
- Fortitude Defense = 10 + [higher of Strength or Constitution modifier] + class bonus
- Will Defense = 10 + [higher of Wisdom or Charisma modifier] + class bonus
Additional Second Winds (based on Healing Surges from D&D4e)
Instead of only having one Second Wind per day, each character with at least one heroic level can catch a second wind
a number of times per day equal to 1 plus their class bonus to Fortitude Defense, with the Extra Second Wind feat and
Tough as Nails talent functioning as normal. However, you can only use the Catch a Second Wind action (SECR pg 154)
once per encounter.
Advisory Warning
The following material will almost certainly disrupt game balance as it currently stands in regards to between Forceusers
and regular characters. I would advise careful consideration before implementing the following into your game.
The Force, Unleashed
In this section, the ability to use the Force is greatly expounded, with very little thought or concern given to overall
game balance. In short, the power of a Force-user will be, quite frankly, unleashed. If watching the Jedi do their
thing in the animated Clone Wars shorts is your thing, then these will be right up your alley…
New Feat
Unleashed (unofficial version)
You possess an extraordinary power in the Force.
Prerequisites: Force Sensitivity, Strong in the Force
Benefit: When you spend a Force Point to increase the result of an attack roll, skill check, or ability check, you may
roll an extra die, taking the best result out of all the dice rolled.
Special: Jedi characters may select this as one of their class bonus feats.
New Force Technique
Improved Force Power
Choose a single Force power that you know. When activating this power, you calculate the effects as though you had
spent a Force Point to enhance the power’s effects. Additionally, you may spend a Force Point to enhance the power’s
effects as though you had spent a Destiny Point.
You may select this Force technique multiple times; each time you select this Force technique, it applies to a
different Force power.
Prerequisites: Strong in the Force, Unleashed
New Special Traits
Force Affinity
Some beings display an unusually powerful connection to the Force, displaying a level of prowess that is matched
only by Force-users of greater experience, while to others the Force is a whisper they must struggle to hear. A prime
example of the former would be Anakin Skywalker, the Chosen One of Jedi prophecy, while Tallisbeth “Scoutâ€
Enwandung-Esterhazy would be an example of the latter.
When the character gains the Force Sensitivity feat, roll d20 plus their Charisma modifier and refer to the
following chart:
Result Force Affinity Game Effects
1 or 2 Marginal -2 to Force Point results (minimum 0); cannot select the Strong in the Force feat.
3 to 7 Minor -1 to Force Point results (minimum 1).
8 to 14 Average No change
15 to 18 Gifted +1 to Force Point results
19 or 20 Exceptional +2 to Force Point results; gain Skill Focus (Use the Force) as a conditional bonus feat.
21+ Vergeance As Exceptional, plus gain Strong in the Force as a bonus feat.
Upon completing their Destiny, a character with Force Affinity (Marginal or Minor) can negate the Force Point
penalty instead of gaining the listed bonus for their Destiny; this effectively changes their current Force Affinity to
Force Affinity (Average).
Force Reserve
All characters with the Force Sensitivity feat gains a Force Reserve equal to their Charisma modifier less the number of
cybernetic prosthesis/replacements they have received, with a minimum value of 1.
Once per round, you can expend a point from your Force Reserve to activate one of the following list of effects:
- Enhance a Force power as though you had spent a Force point
- Restore an expended Force power to your suite as a reaction.
- Activate an Alter, Control, Dark Side or Sense talent that requires spending a Force Point.
- Activate a Force Secret
Note that in regards you cannot spend a Force Point and use a point of Force Reserve to “stack†effects, such as
enhancing a Force Power.
If a character’s Force Reserve is reduced to zero, they immediately move one step along the condition track and
gain a persistent condition due to the mental and physical fatigue of drawing too deeply upon their reserves. A
character’s Force Reserve is refreshed when they have a chance to rest for eight hours or they roll a natural 20 on a
Use the Force check.
Special: If used in conjunction with the Force Affinity rules above, your modifier to Force Point results is also
applied when determining your Force Reserve.
Footnotes
- Basic Repairs for the Mechanics skill and Maiming Attack option are taken from comments by Gary M. Sarli on
the WotC Star Wars message boards.
- Entries noted as clarification and/or errata are courtesy of RavingDork’s Official Compiled Errata thread on the
WotC Star Wars message board.
- Salvaging option under Mechanics and Expert Salvager feat are modified from d20 Future and ErikModi’s
Salvager feat in the Non-Combat Feats thread on the WotC Star Wars message board.
- The Rules for Entertaining are modified from Matthew “Tao†Myers’ Saga Conversions (
http://www.saga-edition.com)
website.
- Natural Healing revision is from D&D4e as per the “Scalegloom Hall†hand-out from D&D Experience.
- The term “Vergeance in the Force†under Force Affinity is originally from Mark "Nazgul/Balrog" Fiorda to
describe the “Skywalker effect†from the Revised Core Rulebook.
- Destiny Mechanics is taken from suggestions by GM Chris and GM Dave from the Order 66 podcast
(
http://www.d20radio.com)
- New Destinies are modified from the versions originally found on the Star Wars Saga section of RPGnet Wiki
(
http://wiki.rpg.net/index.php/Star_Wars_Saga:_Main_Page).