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* [[People]]
* [[People]]
* [[Planets]]
* [[Planets]]
 
* [[Races]]
'''Introduction'''
* [[Rules]]
 
This system was designed to emulate familiar tabletop systems such as Star Wars: Saga Edition, Pathfinder 1e, DnD 3.5, and elements drawn from other systems. If a rule is not explicitly stated here for something, it is likely that rules from Pathfinder 1e or DnD 3.5 will be used. Ask, and if they merit their own sections, they will be incorporated into this growing ruleset.
Where, no wait, When are we?
 
While this system could be used in any era of Star Wars, our game for the Legacy System is set 5,000 years before the Battle of Yavin IV in Star Wars: A New Hope, and 1,000 years before the events of Knights of The Old Republic (KoTOR circa 2003). In this reimagined universe, the galaxy is still forming with political and religious powers both familiar and entirely new.
 
Twenty years have passed since the conclusion of the events that transpired in Star Wars: Legacy. For those new to the game, a galaxy-wide war known as the Sith War, or the Force War ended in a peace treaty eighteen years ago. The war involved factions from all across the galaxy including the Republic, the Kormani Federation, the Sith Empire, the Mandalorian Clans, and several independent planets. At the end, the Sith Empire retreated to the Outer Rim, their invasion forestalled for now. The Peace treaty began as a non-aggression pact between the Republic, Federation, and Sith Empire, effectively halting the war but also leaving most conquered worlds under Imperial control. This happened after the public revelation of the Rakatan Dark Reaper, an ancient technology capable of destroying entire fleets with ease. Although the threat of the Reaper itself seems to have ended, fear is pervasive that another weapon, or worse will return to terrorize the galaxy. This has led to a tense cold war between the factions. Under the peace treaty, the Federation, Republic, and Empire will not attack nor interfere with colonies on outer rim worlds owned or chartered by the other factions.
 
Despite this apparent peace, the major factions struggle to position themselves to defend against future conflict. The ultimate fate of the galaxy, and your fate remains undecided. Are you bound by destiny, or will you carve your own path?
 
The Ruling Powers of the Galaxy are linked below.
[[Factions]]
 
 
New and Modified Rules
Character Options
* [[How to Build]]
* [[How to Level-Up]]
 
 
'''Game Basics and the Core Mechanic'''
 
Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:
# Roll a d20.
# Add any relevant modifiers.
# Compare the result to a target number.
# If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.
 
Dice
The Star Wars Legacy System uses the standard set of seven dice used in most editions of Dungeons and Dragons and Pathfinder. Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15).
 
The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result.
'''d%'''
 
Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100.
'''Modifiers'''
 
A modifier is any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty.
Stacking
 
In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.
'''Types of Bonuses'''
 
Certain items, powers, and class features provide mechanical bonuses to a character’s statistics.  Modifier Types used in the Legacy system are as follows:
'''Ability Modifier'''
 
The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities.
 
Circumstance Modifier
A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source.
 
Competence Modifier
A competence bonus (or penalty) affects a character's performance of a particular task, as in the case of the Overcharger Ability to Bolster Tech. Such a bonus may apply on attack rolls, defenses, skill checks, manifester level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren't related to a character's level or skill ranks. Multiple competence bonuses don't stack; only the highest bonus applies.
 
Dodge Bonus
A dodge bonus improves Armor Reflex Defense as a result of physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by powers or enhanced items. Any situation or effect (except wearing armor) that negates a character's Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to Reflex Defense, even other dodge bonuses.
Enhancement Bonus
An enhancement bonus represents an increase to the effectiveness of a weapon, or a general bonus to an ability score or defense. Multiple enhancement bonuses do not stack. Only the highest enhancement bonus applies.
Inherent Bonus
An Inherent Bonus represents an increase in the inherent abilities of a character’s skills or ability scores. Multiple Inherent bonuses to the same abilities do not stack. Only the highest Inherent bonus applies to any given ability.
Insight Bonus
An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies..
Morale Modifier
A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non Intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses.
Natural Armor Bonus
A natural armor bonus improves Armor Rating resulting from a creature's naturally tough hide. Natural armor bonuses stack with all other bonuses to DR and ER except other natural armor bonuses. Some effects (such as the Force Barrier power) grant an enhancement bonus to the creature's existing natural armor rating, which has the effect of increasing the natural armor's overall bonus to Armor Rating.
Species Bonus
A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature.
 
Size Bonus
A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to Reflex Defense, Attack Rolls, Stealth Checks, Grapple checks, and various other checks.
Rounding Fractions
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage and hit points, have a minimum of 1.
Multiplying
Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).
When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).
Ability Scores and Modifiers
Each ability, after changes made because of race, has a modifier ranging from -5 to +N, where N is a positive whole number. It also shows bonus spells, which you’ll need to know about if your character is a spellcaster.
The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.
Score
Modifier
1
-5
2-3
-4
4-5
-3
6-7
-2
8-9
-1
10-11
+0
12-13
+1
14-15
+2
16-17
+3
18-19
+4
20-21
+5
22-23
+6
24-25
+7
26-27
+8
28-29
+9
30-31
+10
Etc.
Etc.
 
Strength
Strength measures your character’s muscle and physical power. Strength also limits the amount of equipment your character can carry.
 
You apply your character’s Strength modifier to:
Melee attack rolls.
Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
Athletics Skill Checks
Strength checks (for breaking down doors and the like or Grappling).
 
Dexterity
Dexterity measures hand-eye coordination, agility, reflexes, and balance.
 
You apply your character’s Dexterity modifier to:
Ranged attack rolls with Ranged or Thrown Weapons
Reflex Defense, for avoiding attacks that you can escape by moving quickly.
Acrobatics, Escape Artist, Fly, Piloting, Ride, Security, Sleight of Hand, Stealth, Use Rope, and Vehicle Gunnery checks. These are the skills that have Dexterity as their key ability.
 
Constitution
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points.
 
You apply your character’s Constitution modifier to:
Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level).
Fortitude Defense, for resisting poison, powers, and similar threats.
Concentration checks. Concentration is a skill, important to Force Users and some Engineers that has Constitution as its key ability.
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.
 
Intelligence
Intelligence determines how well your character learns and reasons.
 
You apply your character’s Intelligence modifier to:
The number of languages your character knows at the start of the game.
The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
Astrogation, Craft, Demolitions, Forgery, Knowledge, Linguistics, Repair, Search, and Use Computer checks. These are the skills that have Intelligence as their key ability.
An Engineer gains bonus power points based on his or her Intelligence score.
An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3.
 
Wisdom
Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings.
 
You apply your character’s Wisdom modifier to:
Will Defense, for resisting mental effects and influence.
Heal, Perception, Profession, Sense Motive, and Survival checks. These are the skills that have Wisdom as their key ability.
Force Users get bonus Force Points based on their Wisdom scores.
 
Charisma
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.
 
You apply your character’s Charisma modifier to:
Deception, Handle Animal, Intimidation, Perform, and Persuasion checks. These are the skills that have Charisma as their key ability.
Checks that represent attempts to influence others.
Droids gain bonus Utility Slots equal to ½ their positive Charisma Modifier.
Force Users may get bonus Force Points based on their Charisma scores.
 
Ability Score Changes
When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.
 
 
Survival
Sleep and Exhaustion: Here
 
Dismemberment:
Weapons that deal energy or slashing damage leave devastating wounds when they inflict critical hits.When weapons score a critical hit and inflict 2 condition levels, they also dismember. Lightsabers and Disruptor weapons threaten dismemberment on 1 condition level loss instead of 2. Determine the degree of dismemberment with the following steps.
Step 1: Roll a d6 to determine which limb was hit.
Step 2: The defender will then roll a d20, minus the modifier from their current condition. (Example- the defender was in normal health and sustained a critical hit that reduced them to the first negative condition level, receiving a -1 to everything, including this defense roll). Calculate the total, then refer to this table to determine the final effect.
If you fully lose a limb, your maximum force potential is reduced due to the loss of a living part of your body. Reduce your maximum Force Points by 1 for a hand and by 2 for a leg or arm.
If you do not have the limb you roll, suffer dismemberment effects to the Torso instead.
 
d6
Injury
>15 (Scar)
11-15 (Minor)
6-10 (Moderate)
1-5 (Major)
<1 (Critical)
1
L Leg
Damage
1 Turn Half Speed
Half Speed until Healed
Hobbled, Permanent Half Speed
Leg Amputation, Max Speed 5ft.
2
R Leg
Damage
1 Turn Half Speed
Half Speed until Healed
Hobbled, Permanent Half Speed
Leg Amputation, Max Speed 5ft.
3
Main Hand
Damage
1 Turn -2 AB
Can't use hand until Healed
Hand Amputation
Arm Amputation
4
Offhand
Damage
1 Turn -2 AB
Can't use hand until Healed
Hand Amputation
Both Hands are Amputated
5
Torso
Damage
Staggered 1 round
Stunned 1 round
Gain the Critical Hindrance Flaw
Helpless, Gain the
Critical Hindrance Flaw
6
Head
Damage
Staggered 1 round
Deafened in 1 ear
Or Blinded in 1 Eye
Permanently Blinded
Decapitation
 
 
Hobbled
Hobbled means your bones are broken or you’ve lost significant muscle mass, but haven’t lost the limb. You can only heal this condition by healing within a Kolto Tank for 8 hours.
 
Defenses
The Defense System for Star Wars: Legacy is a bit different from 3.5 and Pathfinder, having taken some inspiration from the Star Wars Saga Edition system. Here is what you need to know:
 
 
There is no Armor Class and saving throws are only utilized by certain undefined effects that the DM would rather the player roll for. Instead there are checks and defenses. Some situations may call upon you to make a skill check or ability check (Ex. Strength check would be 1d20 + Strength mod). Otherwise, only one person rolls for every attack. The Attacker. This tends to speed up combat and provide a more cinematic experience.
In order to deal damage to, or inflict a status effect upon, an opponent, you must roll and beat the target’s defense (Defender always wins ties).
In rare cases, you may need to make a saving throw if it is an environmental effect or particular ability. Your Saving throw is your Defense - 10.
Attacks target one of three of the following defenses:
Reflex Defense - This represents a character’s ability to avoid being hit at all. It is the most commonly used defense and serves the role of Armor Class in this system.
Reflex Defense = 10 + Dexterity Modifier + Class Bonus + Feats + Items + Misc
Fortitude Defense -  This represents a character’s physical durability and immune system. A high Fortitude allows a character to fend off poisons and resist many debilitating effects.
Fortitude Defense = 10 + Constitution Modifier + Class Bonus + Feats + Items + Misc
Will Defense - This represents a character’s Force of Will. A High Will Defense allows a Droid to resist being hacked, and a living character to resist being manipulated by force powers and other mind-affecting effects.
Will Defense = 10 + Wisdom Modifier + Class Bonus + Feats + Items + Misc
Criticals:
During a critical hit, only the weapon damage is multiplied. The exception is of course the enchantments that specifically do something special on critical hits.
 
Death and Dying:
A character reduced to -1 or fewer hit points falls unconscious and enters a death spiral. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls as detailed below. If they fail the roll, they lose hit points as detailed below. A character dies if they reach their Damage Threshold +10 in damage past 0 (so a character with a 16 Damage Threshold would die if reduced to -26).
Death Spiral:
On the first round after being dropped unconscious, you roll a d4. Each round, the die you roll increases by one step (d4 -> d6 -> d8 -> d10 -> d12 -> d20). If you roll one of the three highest numbers on the die, you succeed the roll for that round, and take no damage for that round. Should you fail, you take damage equal to the number you roll. If you take damage from some other source (ex. someone attacks you) then for each time you were dealt damage in the round, the range of numbers decreases by 1 (minimum of 1) (Ex: if you are attacked once, then you must roll one of the highest two numbers; if you are attacked twice or more, then you must roll the highest number).
 
Droids reduced to -1 or fewer hit points do not enter a death spiral, instead,  they are disabled and considered unconscious. A Droid is permanently destroyed if it suffers damage equal to its Damage Threshold past 0.
 
 
Environmental Hazards
The environment can pose minor or severe danger to a character. See the Hazards page linked above for more rules and details.
 
Healing
After taking damage, you can recover hit points through natural healing or through healing items and powers. In any case, you can’t regain hit points past your full normal hit point total.
Natural Healing
With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.
Unnatural Healing
Various abilities, items, and powers can restore hit points.
Healing Limits
You can never recover more hit points than you lost. Magical healing won’t raise your current hit points higher than your full normal hit point total.
Healing Ability Damage
Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score. If two ability scores have been damaged, then heal the ability score with the most damage.
 
 
Actions In Combat:
 
*What Can You Do in a Round?
Full Round Action (No Standard or Move Action):
Full-Attack (Certain Feats or Fighting Styles still use this (Rapid Shot)
Standard Action (Plus Move Action):
Hit Stuff (Attack Action + Extra Attacks)
Manifest a Force Power
Activate a Tech Ability
Take a move action
Draw a weapon or item from your pack
Move Action (Plus Standard Action):
Move + Draw a holstered weapon or deploy a weapon mount
Draw a holstered weapon or Deploy a Weapon Mount
Reload
Make a Perception check
Stand up from being knocked prone
Use a held Med-pac, Potion, Poison flask, or Repair Kit on someone else.
Swift Action or Immediate Action (only 1 per round):
Immediate Actions used on other’s turns count as your swift action in the following action
Certain Powers
Use a held Med-pac, Potion, Poison flask, or Repair Kit on yourself
Free Action:
Enter Combat Focus and Rage
Yell
Piss Yourself
Cry
Flip the bird (if you have a hand free)
Listen to what the Engineer tells you to do
Drop a Held Item
Speak
Draw a med-pac, potion, poison flask, or grenade from a bandolier or belt pouch.
 
Special Maneuvers
Note: You cannot combine Special Combat Maneuvers with the following special attack feats:
Expertise
Targeted Shot
Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent as a standard action. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against Reflex Defense 10. If you succeed, your friend gets either +2 Reflex Defense against your opponent’s next attack roll or +2 bonus on their next attack roll against your opponent.
 
Out of combat, you may use the aid another action to aid an ally in a skill with which you have invested at least 1 rank. Doing so grants the ally a +2 circumstance bonus on their roll.
 
Attacks Of Opportunity
Sometimes a combatant in a melee lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.
Threatened Squares
You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you’re unarmed, you don’t normally threaten any squares and thus can’t make attacks of opportunity.
Reach Weapons
Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.
Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.)
Provoking an Attack of Opportunity
Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing an action within a threatened square.
Moving
Moving out of a threatened square usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack—the 5-foot step and the withdraw action.
Performing a Distracting Act
Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Actions in Combat notes many of the actions that provoke attacks of opportunity.
Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.
Making an Attack of Opportunity
An attack of opportunity is a single melee attack, and you can only make one per round. You don’t have to make an attack of opportunity if you don’t want to.
An experienced character gets additional regular melee attacks (Flurry or Rapid Shot), but at a lower attack bonus. You make your attack of opportunity, however, at your normal attack bonus—even if you’ve already attacked in the round.
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).
Combat Reflexes and Additional Attacks of Opportunity
If you have the Combat Reflexes feat you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn’t count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.
 
Bull Rush
You can make a bull rush as a standard action (or as an attack) or as part of a charge. When you make a bull rush, you attempt to push an opponent straight back instead of damaging him. You can only bull rush an opponent who is one size category larger than you, the same size, or smaller.
 
Step 1: You move into the defender’s space and provoke an attack of opportunity unless you have the Improved Bull Rush Feat.
 
Step 2: You and the defender make opposed Strength checks. You each add +4 for each size category you are larger than medium, or a -4 penalty for each category you are smaller than medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.
 
Step 3: Consequences. If you beat the defender’s Strength check result, you push them back 5 feet. If you wish to move the defender, you can push them back an additional 5 feet for each point by which your check result is greater than the defender’s check result. You can’t, however, exceed your normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other, however. If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.
Fighting Defensively
You can choose to fight defensively when attacking as a full-round action. If you do so, you take a -4 penalty on all attacks in the round to gain a +2 dodge bonus to Reflex Defense for the same round.
Sundering / Rending Attack
You can use a Full Round Action to make a single attack against an opponent’s Armor. This can only be accomplished with melee weapons unless you have the Sundering Shot Feat. If you have the ability to make an additional attack as part of an attack action, you may apply rend one additional time for every additional attack you’d normally be able to make.
 
Armors
Step 1: Attack of Opportunity. You provoke an melee attack of opportunity from the target whose armor you are trying to rend (If you have the Improved Sunder or Sundering Shot Feats, you don’t incur attacks of opportunity from making the attempt with the respective weapons covered by those feats.)
 
Step 2: Opposed Rolls. You make an attack roll with your respective weapon. If your roll beats both the opponent's Reflex Defense and their defensive roll, apply rend in addition to normal damage. The defender rolls a 1d20 + Armor Rating. Your Armor Rating is equal to the higher of your physical and energy DR values.
 
Step 3. You rend the target’s armor by ½ your Strength or Dexterity Modifier, whichever you used to make the attack.
 
Rend
An armor that has suffered rend damage has its effective Armor Rating reduced by 1. This reduces all DR on the armor that is at or above the armor rating to this new value. For example, an armor that has 4 DR / 8 ER has an Armor Rating of 8. After suffering 2 points of Rend, the Armor’s new Armor Rating is 6. It provides 4 DR / 6 ER until repaired.
Trip Attack
As a standard action you may attempt to disarm your opponent with a melee attack.
Step 1: Attack of Opportunity. Make a melee attack against your opponent. This attack provokes an attack of opportunity from the target who you are trying to trip. If you have the Improved Trip Feat, you don’t provoke an attack of opportunity for making a trip attack.
 
 
Step 2: Opposed Rolls. If your attack succeeds, make a strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). If the combatants are of different sizes, the larger combatant gets a bonus on the check of +2 per difference in size category.
 
Step 3. If the attacker’s check is higher than the defender’s, the defender is knocked prone.
 
Charge
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.
Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)
If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.
You can’t take a 5-foot step in the same round as a charge.
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
Attacking on a Charge
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a -2 penalty to your Reflex Defense until the start of your next turn.
A charging character gets a +2 bonus on the Strength check made to bull rush an opponent.
Even if you have extra attacks, you only get to make one attack during a charge.
Disarm
As a standard action you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand.
If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails.
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to disarm. (If you have the Improved Disarm feat, you don’t incur an attack of opportunity for making a disarm attempt.) If the defender’s attack of opportunity deals any damage, your disarm attempt fails.
Step 2
Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +2 bonus on this roll, and the wielder of a light weapon takes a -2 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +2 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a -2 penalty on the roll.
Step 3
Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square.
If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him.
Grabbing Items
You can use a disarm action to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack.
If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +2 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above.
You can’t snatch an item that is well secured unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist the attempt.
Grapple
Grapple Checks
Repeatedly in a grapple, you need to make opposed grapple checks against an opponent. A grapple check is like a melee attack roll. Your attack bonus on a grapple check is:
Strength Modifier + Special Size Modifier + Athletics Bonus OR Acrobatics Bonus
Special Size Modifier
The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16. Use this number in place of the normal size modifier you use when making an attack roll.
Starting a Grapple
To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times.
Step 1
Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.
Step 2
Grab. You make an unarmed melee attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.
Step 3
Hold. Make an opposed grapple check as a free action.
If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike.
If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.
In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie.
Step 4
Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.
Grappling Consequences
While you’re grappling, your ability to attack others and defend yourself is limited.
No Threatened Squares
You don’t threaten any squares while grappling.
No Dexterity Bonus
You lose your Dexterity bonus to Reflex Defense (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)
No Movement
You can’t move normally while grappling. You may, however, make an opposed grapple check to move while grappling.
If You’re Grappling
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your Extra Attack Feature allows you to make multiple attacks, you can attempt one of these actions in place of each of your attacks.
Activate a Item
You can activate an item, as long as the item doesn’t require Concentration or intense focus to activate. You don’t need to make a grapple check to activate the item.
Attack Your Opponent
You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a -2 penalty on such attacks.
You can’t attack with two weapons while grappling, even if both are light weapons.
Manifest a Power
You can attempt to manifest a power while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action.  Any power that requires precise and careful action is impossible to manifest while grappling or being pinned. If the power is one that you can cast while grappling, you must make a Concentration check (DC 20) or lose the power. You don’t have to make a successful grapple check to cast the spell.
Damage Your Opponent
While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a -4 penalty on your grapple check.
Exception: If you have the Improved Unarmed Strike feat, you can choose to deal your damage as lethal damage when grappling without taking the usual -4 penalty for changing nonlethal damage to lethal damage.
Draw a Light Weapon
You can draw a light weapon as a move action with a successful grapple check.
Escape from Grapple
You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Acrobatics (Escape Artist) check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
Move
You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
Pin Your Opponent
You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
Break Another’s Pin
If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
Use Opponent’s Weapon
If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a -4 penalty (doing this doesn’t require another action).
You don’t gain possession of the weapon by performing this action.
If You’re Pinning an Opponent
You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking.
You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt.
You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa).
You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent.
If You’re Pinned by an Opponent
When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a -4 penalty to your Reflex Defense against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling.
Joining a Grapple
If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.
If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.
Multiple Grapplers
Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.
When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.
Run
You can run as a full-round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to Reflex Defense unless you have the Run feat.
 
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
 
You can’t run across difficult terrain or if you can’t see where you’re going.
A run represents a speed of about 12 miles per hour for an unencumbered human.
 
Movement
There are four movement scales, as follows.
Tactical, for combat, measured in feet (or squares) per round.
Local, for exploring an area, measured in feet per minute.
Overland, for getting from place to place, measured in miles per hour or miles per day.
Vehicle, for vehicle combat.
See this link for a more detailed explanation of Movement.
Ranged Combat Errata
Firing a Ranged weapon while threatened by a melee combatant imposes certain disadvantages on the ranged attacker, depending on the type of weapon used. You are considered threatened when you are within the reach of an enemy’s melee attack.
 
 
Melee attacks include melee weapons,unarmed (if the enemy has the Improved Unarmed Strike feat) attacks, natural weapons, and offensive force powers with a range of Touch if the force user has a free hand.
The penalty imposed on a ranged weapon is determined by its weapon group:
 
Bows / Crossbows / Pistols / Heavy Pistols / Vambraces / Flamethrowers: Reloading provokes an attack of opportunity
 
Thrown Weapons:  -1 on ranged attack rolls
 
Rifles: -1 to attack rolls, reloading provokes an attack of opportunity
 
Heavy Rifles / Missile Launcher / Grenade Launcher: -1 to attack rolls, reloading provokes AoO, attacking provokes AoO.
Melee Combat Errata
Reloading Melee Weapons (Powertech and Vibrotech) provokes an attack of opportunity while you are threatened unless you have a free hand (You are wielding a one handed melee weapon with nothing in the offhand)
Equipment
See this Link to learn more about the subcategories of items and equipment that may be equipped, traded, discovered, or crafted.
 
Carrying Capacity
Encumbrance rules determine how much a character’s armor and equipment slow them down. Encumbrance comes in two parts: encumbrance by armor and encumbrance by total weight.
 
Encumbrance by Armor
A character’s armor defines his or her maximum Dexterity bonus to Reflex Defense, armor check penalty, speed, and running speed. Unless your character is weak or carrying a lot of gear, that’s usually all you need to know. If your character is weak or carrying a lot of gear, however, then you’ll need to calculate encumbrance by weight. It’s usually a good practice to keep all of your gear and its weight listed on one page for this purpose.
 
Weight
If you want to determine whether your character’s gear is heavy enough to slow them down more than the armor already does, total the weight of all the character’s items, including armor, weapons, and gear. Compare this total to the character’s Strength on the Carrying Capacity Table, listed below. Depending on how the weight compares to the character’s carrying capacity, your character may be carrying a light, medium, or heavy load. Like armor, a character’s load affects the character’s maximum Dexterity bonus to Reflex Defense, carries a check penalty (which works like an armor check penalty), reduces the character’s speed, and affects how fast the character can run, as shown on the Carrying Loads Table below. A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character.
 
Strength Score
Light Load
Medium Load
Heavy Load
1
3 lb. or less
4-6 lb.
7-10 lb.
2
6 lb. or less
7-13 lb.
14-20 lb.
3
10 lb. or less
11-20 lb.
21-30 lb.
4
13 lb. or less
14-26 lb.
27-40 lb.
5
16 lb. or less
17-33 lb.
34-50 lb.
6
20 lb. or less
21-40 lb.
41-60 lb.
7
23 lb. or less
24-46 lb.
47-70 lb.
8
26 lb. or less
27-53 lb.
54-80 lb.
9
30 lb. or less
31-60 lb.
61-90 lb.
10
33 lb. or less
34-66 lb.
67-100 lb.
11
38 lb. or less
39-76 lb.
77-115 lb.
12
43 lb. or less
44-86 lb.
87-130 lb.
13
50 lb. or less
51-100 lb.
101-150 lb.
14
58 lb. or less
59-116 lb.
117-175 lb.
15
66 lb. or less
67-133 lb.
134-200 lb.
16
76 lb. or less
77-153 lb.
154-230 lb.
17
86 lb. or less
87-173 lb.
174-260 lb.
18
100 lb. or less
101-200 lb.
201-300 lb.
19
116 lb. or less
117-233 lb.
234-350 lb.
20
133 lb. or less
134-266 lb.
267-400 lb.
21
153 lb. or less
154-306 lb.
307-460 lb.
22
173 lb. or less
174-346 lb.
347-520 lb.
23
200 lb. or less
201-400 lb.
401-600 lb.
24
233 lb. or less
234-466 lb.
467-700 lb.
25
266 lb. or less
267-533 lb.
534-800 lb.
26
306 lb. or less
307-613 lb.
614-920 lb.
27
346 lb. or less
347-693 lb.
694-1,040 lb.
28
400 lb. or less
401-800 lb.
801-1,200 lb.
29
466 lb. or less
467-933 lb.
934-1,400 lb.
+10
×4
×4
×4
 
 
Bigger and Smaller Creatures
The figures on the above Table are for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. A smaller creature can carry less weight depending on its size category, as follows: Small ×¾, Tiny ×½, Diminutive ×¼, Fine ×1/8.
 
Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, multiply the value corresponding to the creature’s Strength score by the appropriate modifier, as follows: Fine ×¼, Diminutive Tiny ×¾, Small ×1, Medium ×1½, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.
 
 
Load
 
Max Dex
 
Check Penalty
Speed
 
Run
(20 ft.)
(30 ft).
(40ft.)
(50 ft.)
(60 ft.)
(70 ft.)
(80 ft.)
Medium
+3
-3
15 ft.
20 ft.
30 ft.
35 ft.
40 ft.
50 ft.
55 ft.
x4
Heavy
+1
-6
15 ft.
20 ft.
30 ft.
35 ft
40 ft.
50 ft.
55 ft.
x3
 
If your character is wearing armor, use the worst of the two sets of penalties (from armor or from load) for each category. Do not stack the penalties.
 
 
Weaponry
Weaponry and damage follows the usual rules for dnd 3.5, except Blasters and many weapons have increased damage potential. (For Example, a high end Blaster Rifle deals 3d6 damage).
 
Armor no longer grants an AC bonus, instead, it grants two types of damage reduction.
Physical Damage Reduction - Anything marked as having DR reduces incoming slashing, piercing, or bludgeoning damage by that amount.
Energy Damage Reduction - Anything marked as having ER reduces incoming energy or ion damage by that amount.
 
Masterwork Weapons and Armor also possess Upgrade Slots representing the upgrade potential of a weapon. This could be a Rifle’s Scope, an improved energy cell for a Lightsaber, or any number of upgrades you’ll find in your travels. You can use these to explore and deeply customize your armor and weapon to match your style, or you can buy and use premade gear and avoid getting bogged down in the details.
 
A note on Firearms: In this era, archaic slugthrowers are being replaced by the more popular blaster pistol and rifle. These weapons don’t consume ammo in the traditional sense but instead use Energy Cells. These energy cells will recharge themselves if they are not fully burned out, leading many to assume that a blaster will never run out of ammo. Experienced warriors know this is not the case, eventually energy cells will burn out due to poor maintenance or under battlefield stress. It’s always good to carry a back-up power cell or seven for your primary weapon. A roll of a natural 1 may result in a misfire where the blaster’s energy cell burns out.
 
Shields and Damage Types
The Damage Types as they exist in DnD and this system are as follows:
Physical: Piercing, Slashing, Bludgeoning
Non-lethal (Subdual, does not affect condition levels)
Cold
Fire
Acid
Electrical
Sonic
Energy
Energy (Subdual, does not affect condition levels. All dice rolls against droids are 1s)
Ion (deals double damage against Droids and Shields, does not affect condition levels). Ion is treated as Subdual damage for droids. Ion damage is absorbed by all shields, regardless of type.
Unstoppable (Not resisted by shields, ignores DR. May disintegrate targets reduced to 0 HP.)
 
Shields generally take a Standard or Swift action and activate and work like a damage barrier that soaks damage until it runs out. These do not stack with reduction by armor. If a character has both an active shield and armor, the shield takes damage first.
 
A Shield always has 1 damage pool, represented by its Capacitance, even if it protects from more than one damage type. Because of this, shields that protect from multiple damage types may stop more damage but will be depleted by each.
 
Subdual Damage: Sometimes a character gets roughed up or weakened. This sort of damage wont’ kill a character, but it can knock a character out.
Lethal Vs. Subdual Damage: Lethal damage is subtracted from your hitpoint total, while Subdual Damage should be counted up from 0. When your Subdual Damage exceeds more than half your current hit points, you are Staggered. When it exceeds your current  hit points, you are unconscious.
Nonlethal damage with a weapon that deals nonlethal damage (Such as a stun pistol or stun setting on a rifle - no penalty)
Lethal damage with a weapon that deals nonlethal damage - A character can use a weapon that deals subdual damage, including an unarmed strike, to deal normal damage instead, but the character suffers a -4 penalty on the attack roll.
Nonlethal damage with a weapon that deals lethal damage - A character can use a weapon that deals lethal damage to deal subdual damage instead, but the character suffers a -4 penalty on the attack roll.
A character heals subdual damage at a rate of 1 hit point per hour per character level. When an ability heals hit point damage, it also heals an equal amount of subdual damage, if any.
 
Navigating the Stars
The Galaxy is a vast place with hundreds of worlds we could visit, if you knew how to get there; however, complete Navi Computers are rare and the Galaxy is still developing Hyperspace Routes between worlds. A new ship may only contain two or three destinations pre-programmed into its database. In order to travel to other destinations, you will need to map the routes yourself like the earliest of Space Explorers (an endeavor that can take weeks or months of travel by flying in realspace), or you can purchase nav coordinates from Exploration companies such as Navistar and bring more of the Galaxy to your fingertips.
 
Vehicle Control and Space Combat
 
Vehicles, much like characters, have their own character sheets and function a lot like characters themselves. With comparing Vehicular Combat to normal combat, there is a necessary difference in scale.
 
 
A Vehicle has Hit Points, Armor, Weapons, and Condition Tracks just like characters do with a few key differences.
If a Vehicle possesses a Hyperdrive, it will come with a x1/2 , x1, x2, or x3+ multiplier. This is used by the DM to calculate how long it will take to travel to a destination. The lower the number, the faster your Hyperdrive is. A x1 Hyperdrive can typically cover 1500 parsecs in a day.
If a Vehicle has a Hyperdrive, it likely also has a Navicomputer used for computing its routes. It will come with a x1/2 , x1, x2, or x3+ multiplier. This is used to determine how long it will take to perform the calculations. See the Astrogation skill for details.
When comparing a Vehicle’s Hit Points and armor, we usually use a 10 Scale Rule and standard penalties for Size at hitting smaller targets. This rule simply means that a scale of 1:10 is used for damage and hit point values.
 
Downtime
The Galaxy is a large place and travel between distant stars can leave a crew with a good amount of downtime. This time spent in transit or working between missions can be used for any number of activities including, but not limited to:
Using the Craft Skill to create items.
Using the Perform or Profession Skills to work a trade and earn credits.
Increasing your following on 13-Chan, a new Vlog and Blog website produced by the enigmatic tech mongol and Duros named Ophra Bane. A genius on the holonet who became famous after the success of his blog, Redjacked which chronicled the adventures of a group called Exo-XIII during the Force War.
Spending time with your Crew.
Hunting down or researching the next job
And more!
 
 
Republic Calendar & Time Measurement
Time Measurement
60 Standard Minutes = 1 Standard Hour
24 Standard Hours = 1 Standard Day
7 Standard Days = 1 Standard Week
5 Standard Weeks = 1 Standard Month
10 Standard Months + 2 Festival Weeks + 4 Holidays = 368 Standard Days = 1 Standard Year
 
7 Day Week
Mirday
Tirday
Wiersday
Drezday
Firday
Malasday
Uthurday
 
Months
The Months were loosely named after the first 10 planets to join the Republic.
 
Newday
Corvus (Coruscant)
Iridia (Iridonia)
Highday
Duran (Duro)
Frey (Fresia)
Kuan (Kuat)
Festival of Light
Orden (Ord Mantel)
Umbra (Humbarine)
Republic Day
Anaxes (Anaxes)
Titan (Tython)
Borne (Borleias)
Festival of Night
Lifeday
 
Holidays
Newday: A time to embrace the new year. Often used to set promises or goals for the coming year. (Day 1)
Highday: A galactic holiday often involving a day of competition. (Day 72)
Festival of Light: 7 Days between Months 5 and 6. A celebration of life and renewal. (Days 178 to 184)
Republic Day: An Annual Holiday held to commemorate the rise of the Galactic Republic (Day between months 7 and 8 - Day 254)
Festival of Night: 7 days between Months 10 and 1. (Days 361 to 367)
Lifeday: A time to reflect on the past year and look ahead to the future. (Day 368)
 
 
 
Tapestry of Fate (Optional Rules)
Bound by Destiny
Destiny Points: Destiny points provide a player with the means to alter d20 rolls in dramatic situations, reflecting the luck that can change crushing failure into heroic success. Your character has a limited number of destiny points, and you must use them wisely, since you don’t replenish this supply until your character attains a new level (or whenever the DM grants them back).
 
You can spend a destiny point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Certain feats allow you to spend destiny points in different ways, but this is their most basic use.
 
When you spend a destiny point, you add the result of a roll of 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare that you are spending a destiny point after you have already rolled the d20, but you must do so before the Dungeon Master reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can’t use a destiny point on a skill check or ability check when you are taking 10 or taking 20.
 
You can only use destiny points once in a round. If you spend 1 or more destiny points on a special action (see below), you can’t spend a point in the same round to improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll in destiny point die. If a character suffers permanent level loss, he does not lose any destiny points he has remaining, and any subsequent level advancement provides new destiny points as normal.
 
If your character level is 8th or higher, you can roll two d6s when you spend a destiny point. If you do so, apply the highest result and disregard the other rolls. As a 15th-level character, you can roll 3d6 and take the best result of the three. So, if you rolled 1, 2, and 4, you would apply the 4 to your d20 roll.
 
At 1st level, you have 5 DESTINY points. Each time you attain a new level, you gain a fresh supply of destiny points equal to 5 + 1/2 your character level, rounded down. Any destiny points you didn’t spend at your previous level are lost.
 
Instead of modifying a die roll, you may elect to spend Destiny point to gain an additional or special use of an ability. A Scoundrel may use destiny points as additional grit points they cannot recover. A Soldier may use a destiny point to perform a maneuver without ending their Combat Focus (Combat Strike/Indomitable). Jedi and Engineers may convert destiny points directly into Power and Force Points.
 
 
Note: If you are not playing with this rule, also disallow Destiny Feats and the Tempered by Skill flaw.
 
Chains of the Chosen (WIP - Conceptual)
One of the challenges of running a PnP game is providing a morality system; a means of showing a character’s growth over the course of a story by either a shift in alignment in standard dnd or the acquisition of new skills by leveling.
 
No one knows what paths they will walk over the course of their journey. This optional rule provides a framework of special flaws and abilities that are designed not only to reflect some of the possible choices a character might make, but provide a direct mechanical impact on the player character.
 
How this works is that I have provided a number of story chains. Each chain begins with one or more options for a character flaw that you voluntarily adopt. By completing a story arc or major milestone such as the death of a character, major victory, or major loss, you gain a point of Karma. At this point, you may choose to abandon your current flaw, gain new ones, or to buy an ability down the chain. If you buy an ability on one of the chains, you are shackled to its flaws permanently, but you also permanently gain the resulting abilities. A character may complete several chains in the course of their journey, start down several paths, or choose to remain unchained entirely.
 
Chained Powers are functionally similar across classes but may provide different benefits or costs based on class. For example, the Calm Emotions power may be fuelled by grit points for Scoundrel and Force Points by Consulars.
 
Don’t see any that you like? Propose your own!
 
A Chain Follows the Following Order:
 
Minor Flaw → Minor Ability → Minor Ability → Major Flaw → Major Ability
 
See this link for more information about individual chains and their abilities.
DM Resources
“Note that these rules are Guidelines, more than actual Rules.”
 
Ask me about seeing these if you want to run a game.
 
 
''For the use of things like criticism, parody, bla. It's fair use and not a damn infringement of copyright. What we are trying to say is: We love you, Star Wars. Thanks for not suing us''

Latest revision as of 02:50, 6 March 2025

Star Wars: Legacy 2.0 The Rules