| Rhal, the Styx Boatman |
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Looking over the House Rules PDF that Jemstone shared I will be implementing these rules for the game -
Force Training
After much research, consideration, and noble Bothans being flung to their death, it has become apparent that starting Jedi characters are heavily restricted in what they can and cannot do with The Force. This does not model well when compared with the various movies, regardless of which of the six you actually believe exist and were real. Further, review of the various classes and opponents listed in the game clearly indicate that it is expected that a starting Jedi will have the Force Training Feat. Unfortunately, no other Class is so penalized at game start: All of them start with the appropriate Feats necessary to do their job. To remedy this, all Jedi gain the Force Training Feat at First Level. Playtesting has shown this will not unbalance the game. The Force Powers Suite is modified accordingly, as listed below.
Force Powers Suite
The Force Powers Suite is normally generated by taking the Force Training Feat. When you take this Feat, you would normally gain 1 + WIS modifier in available Force Powers for use during the Encounter. Normally, you must assign each of these points in your Suite to a specific power, with each assignation indicating another use of that power per Encounter. Unfortunately, this once again doesn’t map to the abilities and opportunities available to other Classes. Thus, the Force Powers Suite has been modified so that the Jedi gains a Force Powers Suite equal to (1/2 Level + WIS modifier), with a minimum amount of (1 + WIS modifier) at First Level. The Jedi may use any available power during an Encounter, up to the total number of points in the Force Powers Suite. This requires amending the “Using Force Powers” rule to no longer indicate that a roll of a natural 20 on Use The Force when activating a power recovers all Force Power Suite points at the end of the Jedi’s turn to maintain play balance.
Force Points
Years of fighting against the forces of evil have proven that restricting the Force Point resource to a diminishing pool that only increases at Level-break and replenishes under extreme circumstances is not conducive to the theatrical, over-the-top, Space Opera genre that the game exists in. In fact, it leads players to jealously guard their Force Points like a greedy Jawa, instead of using them during normal game play. Rather than hoarding Force Points for “when I really need it,” it makes more sense, and encourages the Players to engage in more thrilling heroics, if the Characters have access to a dynamic pool of points that they can “spend like water.” Therefore, all Characters gain six (6) Force Points at the start of each session. These points automatically replenish at the start of the next session, unless the GM is running a multi-part, danger-laden session. Force Points are regained by doing foolishly heroic, dangerously noble, and other Star Wars appropriate actions (throwing yourself in front of an AT-AT, running screaming at a bunch of Stormtroopers, and the like).
Data Slicing
There is ample evidence in Star Wars to indicate that data is not handled the same way it is handled in the real world. The reason it was so important for Darth Vader to get back the Death Star plans wasn’t because the Rebels were running around with a stolen copy – it was because the Rebels had stolen the only copy. Data in Star Wars is a valuable commodity: it is not impossible to do so, but it is clearly expensive and difficult to copy data. Droids are not backed up, they are simply wiped clean when they accumulate too much data (and thus, personalities). Ship “brains” are tricky and difficult to repair. Slicers in the game should be aware of this – being sent in to Hutt Space by the Republic Intelligence Service to “steal a few plans” is not something to be entered into lightly!
