New Rules

Force and Destiny Point Revisions

Force Points: Instead of gaining your class bonus + 1/2 your level each level in Force Points, you gain this many Force Points per session. Feats that grant Force Point augmentations, such as Force Boon, apply to your Force Points per session instead of their listed benefit. Like Class Defense bonuses, your character uses the highest Class Force Point bonus of all known classes to determine Force Points per session. Force Points can be spent any time during a round, not just on your action

Destiny Points: Limit 1/round

Base class gains class Force Points – 4 Destiny Points per session (ex. A 7th level Jedi gains another level in Jedi still has 1 Destiny point per session, while taking a level in Jedi Knight would give the Jedi 2 Destiny Points per session). Like Class Defense bonuses, your character uses the highest Class Force Point bonus of all known classes to determine Destiny Points per session.

• Change the target of a harmful effect within your base movement range as a reaction either to you.
• Reset your position in the initiative order
• Reset the use of one Feat and Talent (includes Combat Gadget Training, Gravity Combat Training, Force Training, Personal Combat Training, and Starship Tactics)
• Spend multiple Force Points in a single round at any time (not just your turn)
• Instantly regain 3 Force Points
• Reduce the damage from an attack that would reduce you below 0 hit points so that you have one hit point remaining
• Gain a +10 Destiny bonus to a single Skill check, attack roll, or Defense against a single attack
• Destiny Points can also be used to facilitate epic story moments, subject to GM discretion

Build Object House Rules

The rules for building an object are on FUCG p.30, with the following changes:

Building an object from manufactured parts costs half the value of the object itself. Building an object from scratch costs a third the value of the item itself. Building an object from Raw Materials adds +5 to the difficulty to build the item and the “raw materials” must be constructed first (equal to half the hp/value of the item itself).

Item Type Difficulties are also changed: Simple is DC 10, Moderate is DC 20, and Complex is DC 30.

Circumstance bonuses are also changed: Building an object from parts (+0), Based on well known design (-2), Detailed Knowledge (-2), Detailed Schematics (-5), Poor Quality Materials (+5).

“Detailed Knowledge” is an appropriate Knowledge check equal to the complexity of the item. Creating a schematic for an item requires a relevant knowledge check equal to the difficulty of creating the item and takes (1 hour per 5 of the DC x the size multiplier of the object listed on FUCG p.30).

General Rules Revisions

• All characters gain a +2 increase to an attribute of their choice at character creation

• Always re-roll 1s on hp. If you roll less than half your die rating, you can take half your die rating as hp (rounded up)

Combat Revisions

Armor Check Penalty: ACPs are decreased by one step from -2 (Light), -5 (Medium), and -10 (Heavy). ACPs are now -1 (Light), -2 (Medium), -5 (Heavy)

Armor Movement Speed: Medium Armor now has a movement speed of 5 squares (instead of 4).
Medium Sized creatures are 6/5/4 and Small Sized Creatures are 4/3/2 for their respective movement rates in Light/Medium/Heavy armor.

• Full Round Actions still allow for a single Swift action to be taken in the same round.

• We will not be playing with 5 foot adjusting in this game.

• Collision damage dealt to crews with full cover aboard ships is reduced by the ship’s Damage Threshold.

• Jury-Rigging a device restores 1d8 hit points to the object or device in addition to moving it +2 steps on the condition track.

• You cannot aim an area of effect attack. In addition, the base DC to hit the targeted area is 10 and a natural 20 on an attack roll does not deal double damage. An area of effect attack that fails to overcome the Reflex Defense of a target that has cover deals no damage to that target.

• Vehicle weapons add half your character level (in addition to any other miscellaneous modifiers, such as Weapon Specialization) to damage before the multiplier. Critical hit multipliers are applied to total damage rolled.

• Full Round Actions still allow for a single Swift action to be taken in the same round.

• We will not be playing with 5 foot adjusting in this game.

General Feat and Talent Revisions

Fool’s Luck and Skill Focus grant a +2 competence bonus to a skill check, not a +5, and these bonuses do not stack

Feats will be granted every odd level (1, 3, 5, 7, etc) instead of the listed progression

Skill Training grants your Intelligence modifier in additional trained skills

Proficiency is now just a single feat. When you take this feat, you select your Wisdom modifier in weapon and armor groups to become proficient with.

Weapon Specialization is now a Feat, not a Talent, that has Weapon Focus and a +4 BAB as a prerequisite and is a Bonus Feat for the Jedi and Soldier classes.

• Returning a Combat Gadget Training, Gravity Combat Training, Force Training, Personal Combat Training and Starship Tactics to your active suite by spending a Force Point is a reaction, not a swift action, and can be done in conjunction with activating the Maneuver

Signature Device now lets you add two modifications from Tech Specialist (or Superior Tech Specialist) to any time and both apply at the same time

Force Talent and Feat Revisions

Block and Deflect will remain two separate Talents for this game

• The following powers can only be used once per target per scene/hour: Dark Rage, Dark Transfer, Enlighten, Vital Transfer, Vornskr’s Ferocity

• Using the Surge power is a free action and you’re always considered to have a running start when making jumps augmented by Surge

• If you’re injured while maintaining a Force Power that requires a standard action to do so, you must make a Use the Force check to continue maintaining the power. The difficulty is 10 + the damage taken.

Force Stun and Force Slam check against the target’s Damage Threshold, not Fortitude Defense

Resilience, the Jedi Sentinel talent, allows you to move +2 steps on the condition track as a swift action instead of its listed benefit

Telekinetic Savant: Once per encounter as a free action when you activate a force power with the Telekinetic descriptor, that Force Power does not consume a use of your per encounter force powers. You may select this feat multiple times, with each selection granting an additional use of this talent once per encounter. Core p.100

Force Focus: As a full round action make a Use the Force check with a difficulty of 15. If you succeed, your character regains a single force power use plus an additional use for every 5 by which you exceed the DC (rounded down). Core p.101

Dark Side Savant: Once per encounter as a free action when you activate a Force Power with the Dark Side descriptor, that force power does not consume a use of your per encounter Force Powers. You may select this feat multiple times, with each selection granting an additional use of this talent once per encounter. Jedi Academy Training Manual p.16

Force Power Adept: You may spend a Force Point to reroll any Use the Force check to activate any Force Power once per encounter. This feat may be taken multiple times, with each additional instance granting another use of this talent once per encounter. Core p.214

Transfer Power: As a standard action, you may grant one of your Force Powers known to an ally within 12 squares until the end of the encounter. When the ally activates that Force Power, it expends a single use of their Force Powers per encounter as normal. Activating this talent also expends a single use of your Force Powers per encounter but you otherwise retain access to the transferred force power. Jedi Academy Training Manual p.24

Prepared For Danger: This talent is redundant and no longer needed.

New Rules

To the Ends of the Galaxy Jonathonathon