Rule Changes

Hero Cards
At the start of every session players may choose two Hero Cards of their choice. For every stat a character has at 15+, the character receives a bonus physical (from STR, DEX, or CON 15+) or mental (from INT, WIS, or CHA 15+) card. The two chosen cards are selected from the following list: Attack, Defense, Physical, Mental. The purpose of hero cards is to allow the players to “bend” or “break” the rules by using an ability in a way not granted by a feature, feat, or skill. They are not meant to confer a bonus to dice rolls or stats (unless granted a circumstance bonus by the GM, which is situational), as that is left to Force Points.

Attack: An attack card allows you to modify an attack roll to perform various functions, such as inflicting a status, a forced movement, or perhaps even allowing a coup de grance in certain circumstances. An attack card may apply for an entire round if balanced by a proper penalty. The use of an attack card must be declared before the attack roll or at the start of a round.

Defense: A defense card allows you to respond to attacks made against you, either by allowing movement, a counterattack of some sort, or by affecting enemies or allies. It will not grant the player a bonus to defense directly, but may do so in certain circumstances (such as creating cover or concealment.) A defense card may apply for a round if balanced by a proper penalty. A defense card must be used before the attack or at the start of a round.

Physical: A physical card allows you to perform a feat of strength, dexterity, or constitution that would otherwise be impractical, not covered by rules, or to alter conditions in a way that allows a rule to take effect. Physical cards might allow great feats of strength, or perhaps altered kinematics to suit a situation. A physical card may apply for an entire round if balanced by a proper penalty. The use of a physical card must be declared before the roll or ability check in question or at the start of a round.

Mental: A mental card allows you to push your mind to it’s limits, gain uncanny insight, or influence those around you in ways that are not normally possible. A mental card may apply for an entire round if balanced by a proper penalty. The use of a mental card must be declared before the roll or ability check in question or at the start of a round.

Knowledge Skill Synergy
5 ranks in a knowledge skill may provide a bonus to other skills or actions.
Knowledge (Alien Species): 2 synergy bonus to Disguise checks if disguised as a species other than your own.
Knowledge (Archeology): +2 synergy bonus to Search checks at archeological sites.
Knowledge (Architecture): +2 synergy bonus to Demolitions checks to destroy a building.
Knowledge (Astronomy): +2 synergy bonus to Astrogate checks.
Knowledge (Chemistry): +2 synergy bonus to Demolitions checks to build explosives.
Knowledge (Medicine): +2 synergy bonus to Treat Injury checks.
Knowledge (Wilderness): +2 synergy bonus to Survival checks in Wilderness.
Knowledge (Streetwise): +2 synergy bonus to Gather Information checks in an urban environ.
Craft and Social Skills:
Many knowledge skills can apply a bonus to conversation, repair, and crafting, and therefore an exhaustive list would prove counterproductive.

Requesting Gear+*
1d20 + Charisma + Character Level + Reputation Bonus. Knowledge (Bureaucracy) of 5 ranks or more will grant a 2 bonus to the roll. Failure means you cannot try again until the next mission. Failure to return equipment from prior missions can have a negative effect on the DC for this check. Availability also has an effect on this DC.

Customizations to Gear+*
I’m going to change the time required for modifying weapons and armor to be based on the price of just the upgrade difference, (i.e. 50% of the base cost instead of 150% of the base cost) so that modifying takes less time than crafting from scratch. You will only have time, and likely only gain best benefit out of the gear that you will actually care for at all times, these are your primary weapon, your secondary weapon, any attachments to those weapons, and your armor. All other items are issued and returned.

Attacks of Opportunity
Found some information concerning attacks of opportunity with ranged weapons used as melee. Essentially if you are using it as a club, you threaten with it, but not if you are using it as a ranged weapon. So here is my updated ruling: In any round where you make a melee attack with a ranged weapon, or specify that you are wielding it as a club, you may threaten until the start of your next turn. Otherwise if you make a ranged attack, or do not specify that it is being wielded as a club, you do not threaten in melee with it.

Electrostaff and E-11 changes
Electrostaff: Okay I’ve told some people that the Electrostaff was going to work just like a Quarterstaff, but looking over Saga Edition and doing some thinking I’m going to give it an upgrade. The Electrostaff will now be a two-handed vibroweapon, 2d6/2d6, With a stun setting, Fort. DC 15. It will retain its hardness against lightsabers. It will be bludgeoning and energy damage. It weighs 2 Kg.
E-11 Rifle: For the E-11, if you are using it one handed, it means the stock is folded, folding or unfolding a stock is a move action. When one-handed its considered in the pistol group, has a 14m range, and does not provoke attacks of opportunity. When two-handed its back to its normal stats and does provoke attacks of opportunity. The DLT-20a and DLT-19 do not have folding stocks and are two-handed only.

Rule Changes

Troopers dark_hunter87