To the Ends of the Galaxy
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 Starship Tactics and Force Training)
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
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 Starship Maneuver 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
General Combat Revisions
All characters gain a +2 increase to an attribute of their choice at character creation
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.