Artefacts of Old
The following rules are in effect that deviate from the rules printed in the books.
Character creation: roll 4d6 and ignore the lowest six times OR 25 point buy
Plot points; along with Force points, each Player is provided with a number of Plot Points used to modify the game with regards to their character
I know that guy!- 1PP + a valid reason. A story link is established between a PC and NPC e.g; upon meeting an informant in a tavern a player may hand a plot point to the DM and exclaim “well well well, I haven’t seen you since we last infiltrated that Arkanian Facility and stole those science logs” such an exchange would result in a bonus to the starting attitude of the NPC. This use could also be used to grant combat benefits if the character is revealed to be an old enemy or nemesis.
Is there an opportunity for defenestration?- 1PP. Minor items of the scenery can be added for one plot point, this could be used to add a chandelier to swing across, a barrel to throw down some stairs or a convenient tree to avoid a long fall off a cliff. The item must make sense in the setting (so no chandeliers in caves or trees in the ocean).
How did he survive that?! – all remaining PP. A PC can ignore an attack or effect that would drop them to -1 or fewer WP, providing there is no obvious corpse left behind and no chance for it to be retrieved. Examples include going down in a crashing starship, falling from a great height into a sarlacc pit or something else unimaginably terrible, or being on a space station when it explodes. This can only be used once per character.
Well that was convenient! – 1PP. Sometimes things just happen, a burning building collapses, the guards arrive, devices malfunction and the force moves in a mysterious way. If things look dire or you’re getting thrashed in combat, spend one PP for something convenient but not impossible to occur. Maybe the floor gives way under a basilisk war droid, halting its movement for a couple of rounds. Maybe someone is being held hostage and all you need is a convenient distraction to free them. Maybe it would be convenient for some debris in an old debris field to hit one of the enemy fighters chasing you.
You’re not worth my time! – 1PP. sometimes the villain has a load of minions, these minions are nothing more than PC fodder and hardly worth your time, for one PP you can have an attack instantly dispatch a minion, this must be an attach that could reasonably kill the minion. This can also be used on sentries out of battle if they are unaware of your presence.
The Force is strong in this one- 2PP. You may spend 2 plot points to gain another Force point.
Other options may be allowed by the GM providng they make the game more fun, exciting, mysterious or just downright awesome.
training refocus Every 5th level players can choose to take average VP if they have rolled low, they can also choose to retrain any feats or class features if they wish.
Cortosis Weave/Phrik alloy
because Jedi and Sith are a common sight in this era, no self respecting armour, weapon or equipment merchant would create something a lightsaber could easily cut through. All DR related to weapons, armour and equipment applies to Lightsaber damage as well.
To make it easier to track weapon ammunition and power, all weapons need a new power pack/energy cell on a natural roll of a 1 on an attack roll. it takes a move action to replace a power pack.
some weapons still track ammo, due to the nature of a weapon, as a rule of thumb, weapons that fire less than 15 shots track ammunition. melee weapons and lightsabers are the only exception to this, a critical failure does not result in the weapon switching off.
You may only own one droid, this is to make it easier to keep track of them. With the exception of fourth degree droids, all owned droids may not participate in combat, unless under special circumstances. eg. the droid is performing some function that your opponents percieve as a threat. fourth degree droids may participate in combat. Depending on the instruction given, depends on the type of action that the instruction takes. (telling a droid simply to ‘fire on them’ and pointing is a free action. but telling the same droid to “hit the human sniper up on the ridge” is probably a move or standard action) all owned droids are GM controlled, in and out of combat. A droid will automatically go on stand by if no instruction is given, or will continue to do as instructed previously. A droid can only be instructed by it’s master, even if the master instructs the droid to listen to the instructions of another character, the masters instructions will always supercede those of any other character.
Critical hits now carry with them the danger of grievous injury as well as the capacity to kill. when a confirmed critical hit occurs on your character the following injuries may also occur. These are to be decided by the GM, and will only probably occur with certain encounters. Because of the life changing effects of the injuries, if a critical injury occurs on your character, you may spend a plot point to say it didn’t happen.
A variant of the pathfinder simplified skill system is being used as follows;
-All classes get skill points per level as usual but don’t get 4x at level one.
-If a point is spent in a class skill for the first time, that skill gets a +3 bonus.
-If a point is spent in a force class skill for the first time, that skill gets a +1 bonus, this bonus increases to +2 at level 7, and +3 at level 14.
-There are no penalties for spending points in cross-class skills or force cross-class skills.
PCs can drop to -Constitution instead of -10 WP before dying.
because of the danger a critical hit can cause, particularly from high level characters, Critical hits do double damage, rather than damage straight to wounds or hull points. crits on those without vitality points initially still kill instantly.
It’s entirely feasible under the current rules to incapacitate a character every round, as such there are some changes to the current stun setting options. when rolling a fortitude save, a success of 5 or more will cause no effect on the target. success of 0-4 will cause the target to be stunned for 1 round. failure by 1-5 the target is knocked out for 1d4+1 rounds. failure by any more and the target is unconscious for 2d6 rounds.