Star Wars RULES ADDITONS AND ERRATA

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1 Star Wars RULES ADDITONS AND ERRATA House Rules The following rules additions, corrections, and errata apply to the Star Wars SAGA Edition roleplaying game. Note that these rules changes are not official and in all other cases the game's official rules and errata apply normally. These rules additions are broken down by category below. In all situations the Game Master's ruling supercedes any of the rules presented below. Ability Scores Character ability scores are generated using he planned generation method (see SECR p.18) but all ability scores begin at a base of 10 rather than 8. Players have 24 points (28 in a high-powered game) to spend to increase their ability scores. Use the following table to determine the cost of ability score increases. Score Cost Score Cost Score Cost HEROIC CLASSES The following modifications apply to the starting feats, talents, and class skills of the heroic classes detailed in the Star Wars SAGA Edition core rulebook (SECR). Talents are listed by their applicable talent trees, and only the changes or modifications to each talent will be described. The normal rules for each talent apply uness otherwise noted. Each talent's source is noted in parentheses. JEDI The Jedi class is not limited to characters belonging to the Jedi tradition. This class can be used to represent characters who have training in lightsaber combat, Force sensitivity, or both. Changes to Jedi talents are listed below. JEDI GUARDIAN TALENT TREE Jedi who follow the path of the guardian are skilled combatants who excel at both defending their allies and swiftly dispatching their opponents. Battle Meditation (SECR p.40): Activating this talent is a full-round action but it does not require a Force point. It affects all allies within a 6 square burst of the Jedi until the end of the encounter. All allies in the area of effect gain a +1 insight bonus to their attack rolls and to all defenses. Allies who move more than 6 squares away from the Jedi lose this bonus until they return to the area of effect. Battle Meditation is treated as an aura (see auras, under Combat below). Immovable (RECG p.23): Activating this talent requires a swift action, but maintaining it is a free action. This talent is considered to be a stance (see stances, under Combat below). You cannot be forced to move with a pull, push, or slide (such as with the Bantha Rush feat) and attempts to move you with a Force power or ranged attack (such as Force thrust) take a -5 penalty to their attack roll or to the skill check. Improved Battle Meditation (KOTOR p.25): Characters with this talent may spend a Force Point to activate the Battle Meditation talent as a swift action rather than a full-round action. Additionally the area of effect increases to a 12 square burst. Prerequisite: Battle Meditation JEDI SENTINEL TALENT TREE Jedi who follow the path of the sentinel are dedicated foes of the dark side of the Force who specialize in hunting down corruption and infiltrating the dark corners of the galaxy. Sentinel Strike (KOTOR p.25): The additional damage done by this talent should also be added to attacks against flanked opponents (unless have the Uncanny Dodge II talent or cannot otherwise be flanked).

2 LIGHTSABER COMBAT TALENT TREE The lightsaber is an elegant weapon from a more civilized age. Characters who take talents from this tree can dramatically improve their prowess with a lightsaber. Lightsaber Defense (SECR p.41): A character can activate this talent as a swift action, but maintaining it is a free action. This talent is considered to be a stance (see stances, under Combat below). Riposte (KOTOR p.25): This talent may be used once per encounter per point of the character's Dexterity or Wisdom modifier (minimum 1). It is otherwise as presented. Prerequisites: Block, base attack bonus +5. NOBLE Characters with levels in the noble class become exceptional leaders and negotiators regardless of their social station. Changes to noble talents are listed below. INFLUENCE TALENT TREE Characters with talents from this talent tree learn to exert their influence over their opponents. While many of the talents in this tree are mind-affecting effects, others are not and can therefore be used against droids or other targets otherwise immune to them. Fluster (KOTOR p.26): You may use this talent a number of times equal to Charisma modifier (minimum 1) during an encounter. It is otherwise as presented. Prerequisites: Presence, trained in Persuasion. Intimidating Defense (KOTOR p.26): You may use this talent a number of times equal to Charisma modifier (minimum 1) during an encounter. It is otherwise as presented. Prerequisites: Presence, trained in Persuasion. INSPIRATION TALENT TREE Leaders who take talents from this talent tree can inspire their followers and push them beyond their normal limits. All of the talents in this tree are mind-affecting effects. Moreover, you cannot use these talents on yourself. Bolster Ally (SECR p.43): You may use talent on any single ally a number of times equal to your Charisma modifier (minimum 1) during an encounter. It may otherwise be used once per round as a standard action (as presented). LEADERSHIP TALENT TREE The talents in this tree allow you to become a natural leader capable of driving your followers to success. All of the talents in this tree are mind-affecting effects. You cannot use these talents on yourself. Reactionary Attack (KOTOR p.26): You may use this talent a number of times equal to Charisma modifier (minimum 1) during an encounter. It is otherwise as presented. Prerequisites: Born Leader, trained in Persuasion. SCOUNDREL Levels in the scoundrel class represent training in innovative and unorthodox skills and tactics. Changes to scoundrel talents are listed below.. FORUNE TALENT TREE Scoundrels who take talents from this tree trust in luck and chance to see them through adversity and danger. Knack (SECR p.46): Once per encounter you can reroll a skill check and take the better result. You can select this talent multiple times; each time you take this talent you can use it one additional time per encounter. It is otherwise as presented. Lucky Shot (SECR p.46): Once per encounter you can reroll an attack roll and take the better result. You can select this talent multiple times; each time you take this talent you can use it one additional time per encounter. It is otherwise as presented. Prerequisite: Knack.

3 MISFORUNE TALENT TREE Any character who takes talents from this tree know how to turn a situation to their advantage and capitalize on their opponents' mistakes. Backstabber (GaW p.20): You can take advantage of your adversary's distractions to hit him where it hurts. This talent is as presented, save that if the target normally has no Dexterity bonus to its Reflex Defense you do an additonal 1d6 points of damage. Prerequisite: Sneak Attack Sneak Attack (SECR p.46): The additional damage done by this talent should also be added to attacks against flanked opponents (unless have the Uncanny Dodge II talent or cannot otherwise be flanked). Stymie (CWCG p.24): Once per round as a swift action you can designate a single target within 12 squares and line of sight or, if you are aboard a vehicle, within 12 squares in space combat scale that you can communicate with directly. Until the beginning of your next turn the target takes a -5 penalty to all checks with a single skill, which must be designated at the time this talent is activated. This is a mind-affecting effect. Targets who have levels in the Jedi Master and Sith Lord prestige classes (and are immune to fear) are unaffected by this talent. Note that only a single target can be affected by this talent. You can, for example, impose this penalty on the Pilot skill of a starfighter pilot but not on the Pilot skill of a captial ship's crew. SMUGGLING TALENT TREE Smugglers rely on their savvy and quick wits to get things past their opponents' guard. They can often make the implausible seem perfectly believable and even hide things in plain sight. Fast Talker (TFUCG p.27): Once per encounter you can take 20 on a Deception check as a standard action when attempting to deceive. This talent is otherwise as presented. Prerequisite: Art of Concealment. SCOUT Characters with levels in the scout class have learned to rely on their instincts. They have honed their ability to survive against extreme odds and a variety of adverse conditions. Changes to scout talents are listed below. AWARENESS TALENT TREE Heroes with talents from this tree are good at following their instincts and using their innate alertness to avoid danger. Uncanny Dodge I (SECR p.49): You do not lose your Dexterity bonus to your Reflex Defense when you are flat-footed. This talent is as presented save for the change in its prerequisites. Prerequisite: Acute Senses. Uncanny Dodge II (SECR p.49): You cannot be flanked. This talent is as presented save for the change in its prerequisites. Prerequisites: Acute Senses, Uncanny Dodge I. SPY TALENT TREE Scouts make excellent spies thanks to their abilities at infiltration and observation. Hereos with talents from this tree can use their infiltration skills to hide in plain sight and their observaton skills to provide bonuses to their allies. Improved Surveillance (TFUCG p.28): This talent is as presented, save that it reduces the time to use Surveillance to a move action action in addition to its normal benefit. Prerequisite: Surveillance, trained in the Perception skill. Surveillance (TFUCG p.28): This talent is as presented, save that a standard action is required to use it, not a full round action. Prerequisite: Trained in the Perception skill. SOLDIER Levels in the soldier class represent either advanced combat training or hard-won experience in battle. Changes to soldier talents are listed below.

4 ARMOR SPECIALIST TALENT TREE Soliders who take talents from this tree learn to maximize the benefits and minimize the penalties of wearing armor. Second Skin (SECR p.51): The armor bonus to your Reflex Defense is applied after halving the value of your armor bonus for purposes of the Improved Armored Defense talent. This talent is otherwise as presented. Prerequisite: Armored Defense. BRAWLER TALENT TREE Characters with talents from this tree are skilled in personal combat and specialize in melee maneuvers and tactics. Melee Smash (SECR p.51): The damage bonus provided by this talent increases to +2 when you attack with a weapon you wield two-handed. This talent is otherwise as presented. SKILLS The following changes should be applied to the skills presented in the Star Wars SAGA Edition core rulebook. Note that these changes do not affect the normal mechanics for using skills (see SECR p.57). ATHLETICS (STR) Armor Check Penalty This skill replaces the Climb, Jump, and Swim skills presented in the Star Wars SAGA Edition core rulebook. Unless otherwise noted, all the normal mechanics for using the Climb skill (see SECR p.63-64), the Jump skill (see SECR p.68) and Swim skill (see SECR p.74) are used as presented. Classes with the Climb, Jump, and/or Swim skills on their list of class skills replace them with Athletics. Jump Use checks to jump when a character needs to leap over obstacles or pits, or move horizontally or vertically without climbing. High Jump: To simplify the resolution of Athletics checks to jump up or down, simply divide the result of the check by 10 to determine the number of feet you move vertically. Divide the result by 5 instead if you get a running start of at least 2 squares. To determine whether or not you can reach something while jumping, add your height plus one-third, rounded down. You can use the rules presented on SECR p.68 to determine the distance jumped in meters. Long Jump: To simplify the resolution of Athletics checks to jump across, simply divide the result of the check by 10 to determine the number of squares you move horizontally. Divide the resut by 5 instead if you get a running start of at least 2 squares. The vertical distance you clear is equal to one-quarter the distance you move horizontally. You can use the rules presented on SECR p.68 to determine the distance jumped in meters. FEATS The following changes should be applied to the feats listed below. Note that unless otherwise stated these feats work as presented. Each feat's source is noted in parentheses. Advantageous Attack (TFUCG p.31) You know how to take advantage of slow-moving enemies in combat. Prerequisite: Base attack bonus +1. Benefit: When you make a successful attack against a target who has not yet acted in combat or who uses the withdraw action or has incurred a penalty to his or her movement, you inflict additional damage equal to your full heroic level. Normal: Typically you only add one-half your heroic level to damage rolls. Dodge (SECR p.84) You are adept at dodging blows. Prerequisite: Dexterity 13. Benefit: You gain a +1 dodge bonus to your Reflex Defense. In addition, on your turn, you designate one opponent as a free action and gain an additional +1 dodge bonus to your Reflex Defense against attacks from that opponent. You can select a new opponent as a free action any time you take an action or a reaction. The normal rules for dodge bonuses apply (see SECR p.84 for more details).

5 Strafe (TFUCG p.35) You can make a strafing attack without a vehicle. Prerequisite: Base attack bonus +1. Benefit: When making an autofire attack, instead of attacking a 1-square burst, you attack a line 1 square wide and 6 squares long. Special: If you are using a jetpack, you can use the Strafe feat to make an autofire attack against all squares you fly over. Unleashed (TFUCG p.35) You gain access to Unleashed abilities (see TFUCG p.37). If you have the Force Sensitivity feat, you you also gain access to Force Unleashed abilities (see TFUCG p.89).. Prerequisite: Must have chosen a destiny (or secret destiny). Benefit: You can activate Unleashed abilities by spending a Destiny Point. Special: If you have the feat Strong in the Force, you may spend a Force Point to use an Unleashed ability or power. You may only do so once per encounter however. Normal: You may not use Unleashed abilities and powers. PRESTIGE CLASSES The following modifications apply to the talents and class abilities listed below from the various prestige classes detailed in the Star Wars SAGA Edition core rulebook ( SECR) and other supplements. Talents are listed by their prestige class, applicable talent trees, and generally only the changes or modifications to each talent will be described. The normal rules for each talent apply uness otherwise noted. Each talent's source is noted in parentheses. BOUNTY HUNTER Characters who have levels in this prestige class are skilled in tracking down and neutralizing their opponents. This class may also be used to represent anything from law-enforcement agents and recovery specialists to contract killers and underworld enforcers. BOUNTY HUNTER TALENT TREE You have learned the skills necessary to take your prey down hard and fast, as well as a few other tricks of the trade. Hunter's Target (SECR p.208): You may use this talent on one opponent at the start of an encounter as a free action. If that opponent is defeated, you may designate a new opponent as your hunter's target as a free action during your next turn. You may also use this talent against a group of similar opponents that use regular tactics (such as Imperial stormtroopers or the crew of a space transport) provided you have prior combat experience against them or have studied their tactics. Familiar Foe (SECR p.209): You can gain the bonus from this class ability against a group of similar opponents that use regular tactics (such as Imperial stormtroopers or the crew of a space transport) provided you can observe all of them in combatas a full-round action, have prior combat experience against them, or have studied their tactics. CRIME LORD This prestige class can also be used to represent clever leaders with a grasp of unorthodox tactics who operate outside the law, such as guerilla commanders, mercenary captains, and revolutionaries. MASTERMIND TALENT TREE You can attract loyal followers and are skilled at providing tactical direction for them and your allies. Attract Minion (SECR p.210): The minion you attract with this talent has heroic class levels equal to three-quarters of your combined heroic and prestige class levels. Your minion only has levels in the nonheroic class if you do. Additionally, if this minion is killed or leaves your service, you can replace him or her with a minion of equal level at the start of the next adventure. ELITE TROOPER Characters with levels in this prestige class have received some form of advanced combat training. WEAPON MASTER TALENT TREE You have mastered one or more aspects of the weapons you wield and can use them with deadly accracy to inflict devastating damage.

6 Ferocious Assault (GaW p.30): Once per encounter, when making an autofire attack, you can treat the attack area as a 2-square burst. You deal +1 die of damage with this attack. JEDI KNIGHT While members of this prestige class technically have to be members of the Jedi tradition, it can also be used to represent characters who have been trained n the Jedi arts without belonging to the Jedi Order. As a result some members of other Force traditions, such as the Imperial Knights, the Jensaarai and the Sith, may have levels in this prestige class. JEDI BATTLEMASTER TALENT TREE You are highly trained in Jedi combat techniques, and can function as both a leader and a warrior. Jedi Battle Commander (KOTOR p.39): Your battle meditation gives a +2 insight bonus to attack rolls and defenses instead of the normal +1. Prerequisites: Battle Meditation. LIGHTSABER FORMS TALENT TREE You have honed your combat ability and fighting prowess when using a lightsaber by mastering one of the classic forms of lightsaber combat. Ataru (SECR p.218): This talent is considered to be a stance (see stances, under Combat below). You must declare that you are using this stance, though entering it is a free action. Djem So (SECR p.218): The Force Point you spend to activate this talent does not count against the normal limit of spending only one Force Point per turn. Additionally, you do +1 die of damage and slide the target 1 square on a successful attack. This talent is considered to be a stance (see stances, under Combat below). You must declare that you are using this stance, though entering it is a free action. Jar'Kai (SECR p.218): This talent is considered to be a stance (see stances, under Combat below). It subsumes the benefit of the Lightsaber Defense and Niman talents. You must declare that you are using this stance, though entering it is a free action. Prerequisites: Lightsaber Defense, Niman. Makashi (SECR p.218): This talent is considered to be a stance (see stances, under Combat below). It subsumes the benefit of the Lightsaber Defense talent. You must declare that you are using this stance, though entering it is a free action. Prerequisite: Lightsaber Defense. Shii-Cho(SECR p.219): This talent is considered to be a stance (see stances, under Combat below). You must declare that you are using this stance, though entering it is a free action. Prerequisite: Block, Deflect. Soresu (SECR p.219): This talent is considered to be a stance (see stances, under Combat below). You must declare that you are using this stance, though entering it is a free action. Prerequisites: Block, Deflect. SITH APPRENTICE Although they may come to join the Sith through a variety of means, the members of this prestige class are all part of the Sith tradition, and all of them have one thing in common the Sith have no room for mercy or weakness. SITH TALENT TREE You have learned some of the ancient secrets of the Sith and can channel your anger and hatred to perform feats that many would consider...unnatural. Dark Scourge (SECR p.223): Your hatred of the Jedi knows no bounds. You gain a +1 dark side bonus to attacks rolls against Jedi characters and do +1 die of damage to them with all attacks. THE FORCE The following changes and modifications to Force powers, talents, techniques, and secrets should be applied. Note that none of these changes affect the basic game mechanics for the use of Force abiilities.

7 FORCE POWERS Changes to the various Force powers found in the Star Wars SAGA Edition core rulebook and its supplements are listed below. Each Force power's source is noted in parentheses. Dark Transfer [Dark Side] (LECG p.53): This power is as presented, save that you may spend a Force Point to revive a creature that died since the end of your last turn. You must succeed on a DC 25 Use the Force check. If the check is successful, the creature is alive but unconscious and does not receive the normal healing benefit of this power. FORCE TALENTS The following modifications should be applied to the Force talents listed below. Each Force talent's source is noted in parentheses. DARK SIDE TALENT TREE The dark side of the Force offers a quick and easy route to power at the cost of forever dominating those in its grasp. Dark Presence (SECR p.101): As a standard action you grant yourself and all allies within a 6 square burst a +1 Force bonus to all attack and damage rolls until the end of the encounter. This effect ends if you die or fall unconscious. Allies who move more than 6 squares away from you lose this bonus until they return to the area of effect. Dark Presence is treated as an aura (see auras, under Combat below). Prerequisites: Charisma 13, Power of the Dark Side. DATHOMIRI WITCH TALENT TREE A Force-using tradition from the planet Dathomir, the witches a primative but powerful sect of Force users. They have handed down their ancient techniques over many generations. Flight (SECR p.107): As a swift action you may spend a Force Point to fly. You gain a fly speed equal to your normal land speed and you may asecnd at half speed or descend at double speed. This flight lasts for a number of rounds equal to your Charisma modifier +1; if you are still airborne at that time you descend to the ground unharmed if you can reach it in a single move action. Otherwise you fall. COMBAT The basic rules for combat are as presented in the Star Wars SAGA Edition core rulebook, with the following modifications and notes applied. While the rules changes below are minor they do have a significant effect on area attacks and tactical movement during combat. As with all house rules, these rules are subject to the Game Master's discretion. Special Combat Actions The following changes and house rules apply to the various special rules that arise during combat situations. These changes ar epresented alphabetically by topic. Area Attacks The basic rules for area attacks are unchanged. The attacker makes a single attack roll and compares the result to the Reflex Defense of every target in the area. Creatures you hit take full damage and creatures you miss take half damage unless they have cover, improved cover, or the Evasion talent. Autofire Weapons: A weapon set to autofire targets a 1-square burst instead of a 2-square-by-2- square area. All other rules for autofire apply normally. Burst Radius: Autofire, some Force powers, grendades and explosives have a burst radius, which is determined by selecting a target square and all squares adjacent to it in a radius equal to the size of the burst. A burst 2 attack, for example, affects a central target square and the next two suares out from it in all directions (a 5-square-by-5-square area, or 25 squares total). Most grenades have a 2-square burst, while concussion grenades and thermal detonators have a 4-square burst. Auras An aura radiates out from the originating character's square a number of squares equal to its size. All characters and creatures in the area covered by the aura are subject to its effects. When a character or creature leaves the squares covered by an aura, its effects on him or her end. Its efffects resume when a character or creature re-enters the squares covered by the aura.

8 Diagonal Movement You can move diagonally on a 1-square-for-1-square basis with no additional movement cost. This allows you to take the withdraw action (see SECR p.153 for details) even when moving diagonally. Melee Duels When two or more characters engage in melee combat for more than 1 full round, they will automatically begin to shift across the battlefield. They will shift 1 square in a random direction every round as a free action. You or your opponent may try to control this movement by a making an opposed Initiative check. The winner determines the direction of your shift. Stances A stance is a style of fighting or moving that provides you with a static combat benefit. In order to use a stance, you must declare that you are entering the stance on your turn. Unless specified otherwise, entering or exiting a stance is a free action. You cannot enter a stance when you are flat-footed, surprised, or otherwise denied your Dexterity bonus to your Reflex Defense. You can use any number of stances at the same time and you gain the benefit of all the stances you are currently using. ALLIES AND OPPONENTS Use the following rules to enhance and modify the various allies and opponents the heroes will encounter during their adventures. NONHEROIC CHARACTERS The sheer variety of nonheroic characters can be better represented by applying one of the following three templates to NPCs with the nonheroic character class. These rules supercede the normal rules for nonheroic characters. Generally nonheroic characters can only have one template, though the minion template (see below) can be applied to characters with the thug template. Diplomat: Nonheroic characters with this template are skilled at communications and include everything from ambassadors and merchants to confidence men and missionaries. Diplomats add one-half their nonheroic level to their Will Defense. Diplomats start with four feats that must be chosen from Skill Focus and Skill Training for the Deception, Gather Information, Perception, and Persuasion skills. They also gain one additional feat that must be chosen from among Improved Defenses, Linguist, Weapon Proficiency (advanced melee weapons), Weapon Proficiency (pistols), or Weapon Proficiency (simple weapons). Expert: Nonheroic characters created using this template include all manner of skilled professionals, including everything from engineers and professors to mechanics and medics. Experts add one-half their nonheroic level to either their Fortitude Defense, Reflex Defense or Will Defense. They also gain four feats chosen from Skill Focus or Skill Training for the Knowledge, Mechanics, Pilot, Treat Injury, or Use Computer skills or one of the Cybernetic Surgery, Surgical Expertise, Tech Specialist, or Vehicular Combat feats. They also gain one feat chosen from among the Weapon Proficiency (advanced melee weapons), Weapon Proficiency (pistols) or Weapon Proficiency (simple weapons) feats. Minion: Nonheroic minions are allies or opponents who are there to serve as shock troops or cannon fodder for large battles. This template may be applied to any character with noheroic levels. A minion's hit points are equal to its level (an 8 th level nonheroic thug minion has 8 hit points, for example) and will therefore generally be defeated after a single, successful attack. The GM can average the minion's damage dice to speed up play. Attacks that do half damage on a miss (such as grenades or certain Force powers) do no damage to a minion, but all other effects apply. Attacks that move a minion down the Condition Track automatically move them -2 steps down if successful. The next time they move down the Condition Track they are defeated automatically. Four minions are considered to be about the same as a standard opponent of their level (five at levels 11-15, six at levels 16-20). Minions are worth one-fifth (20%) of their normal experience value. Thug: Characters created with this template include anyone skilled at combat or physical violence and can include everything from law enforcement personnel and soldiers to criminal thugs and gang members. This template should be also be used for clone troopers, Imperial stormtroopers, and Rebel soldiers with any degree of experience. Thugs have a base attack bonus equal to their total non-heroic levels, plus any additional increases to base attack bonus from levels in heroic classes.thugs add one-half their nonheroic level to their Fortidude Defense and their Reflex Defense, and this stacks with any armor or equipment bonuses they may have. Thugs start with four feats chosen from among Armor Proficiency (light), Armor Proficiency (medium), Weapon Proficiency (advanced melee weapons), Weapon Proficiency (heavy weapons), Weapon Proficiency (pistols), Weapon Proficeincy (rifles), and Weapon Proficiency (simple weapons). They also gain the Skill Training feat for either the Athletics, Endurance, or Knowledge (tactics) skill.

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