Light vs. Dark
The theme of the campaign is traditionally heroic. Per the sidebar on page 94 of Saga Edition, characters who fall to the Dark Side are turned over to permanent GM control. As a result of this rule, any classes requiring the character to fall to the Dark Side are not available for player characters.
Force Points may be spent under atonement rules to reduce Dark Side Score prior to falling completely to the Dark Side, but such expenditures are not recoverable in any manner, such as Force Point Recovery. The maximum number of Force Points that can be spent on atonement per week in game is one and atonement can only be done during a time that includes significant meditation and reflection by the character. This can be done in our out of game, such as between adventures. In either case, roleplaying of the character to suitably reflect the sincerity of atonement will also be expected. Lack of sincerity in atonement may result in the GM restoring the atoned Dark Side Score rating.
The GM may also reduce a character’s Dark Side Score if he judges the character to have performed heroically and with great personal sacrifice or risk.
If particularly egregious acts resulted in one or more increases in a character’s Dark Side Score, then heroic acts may be to the only way to take the final few steps to free oneself from the clutches of the Dark Side of the Force.
Characters are created via point buy and 32 points. At this point in the campaign new characters are created at level 12.
If your character makes the ultimate sacrifice, you may create a new character using the new character rules, except create your new character at a level based on the Experience Point Total of your recently deceased character. For example, if your character dies while level 14, you may create a new character with the same Experience Point Total your old character had, thus beginning at level 14.
When advancing a level, players will roll to determine the gain in hit points for the new level and if the result on the die exceeds half the hit die, then the roll is used. If not, the character gains hit points equal to half of the hit die plus 1 plus Con bonus.
|Half + 1||Total Min HP|
|D4||2 + 1||3 + Con Bonus|
|D6||3 + 1||4 + Con Bonus|
|D8||4 + 1||5 + Con Bonus|
|D10||5 +1||6 + Con Bonus|
|D12||6 + 1||7 + Con Bonus|
NPCs are not subject to standard campaign rules for Hit Point advancement. The GM may set NPCs at HP amounts felt to be suitable to create appropriate challenges for the party, either higher or lower than the base campaign formula depending on circumstances, though generally NPCs will not exceed possible maximums.
Characters above 1st level start with credits based on the following formula. Level is current character level of the new character (above 1st), and base credits in the base credit amount determined by the highest number of base class levels the character has. In the event of a tie in number of base class levels for a character, then the character gains the benefit of the base class with the higher amount of base credits for use in the formula.
Formula = Level x (Level – 1) x base credits
Jedi = 375 base credits
Scoundrel, Scout, or Soldier = 937.5 base credits
Noble = 1,500 base credits
Noble with the Wealth Talent = Add additional credits equal to 2,500 credits times the number of Noble levels times the number of Non-Noble levels, plus an additional 2,500 credits times each actual Noble level taken.
For example, a level 10 character with 4 levels of Noble and the Wealth Talent would be:
Base Computation is 135,000 credits
Noble levels is 4
Non-Noble levels is 6
Credits per Non-Noble level is 4 × 2,500; resulting in 10,000 per Non-Noble level
Total credits for Non-Noble levels is thus 60,000
Credits per Noble level is that level x 2,500, each of which is then summed together.
Level 4 Noble credits is 10,000
Level 3 Noble credits is 7,500
Level 2 Noble credits is 5,000
Level 1 Noble credits is 2,500
Thus Noble level credits are 25,000 in this example.
Thus, the final computation is 135,000 + 60,000 + 25,000.
This brings the grand total to 220,000
Characters start play with Force Points equal to the formula for their current class (the class taken at 12th level). The maximum expenditure of Force Points allowed is one per round, other than to prevent death or as outlined by any special ability that explicitly allows additional expenditures of Force Points in a single round.
All characters begin play with the feat Armor Proficiency (Light) in addition to other feats normally granted by the initial base class. Soldiers begin play with the Armor Proficiency (Heavy) feat in addition to other feats normally granted by the class and that feat is added to the Soldier’s starting feat list for the purposes of multiclass feat selections for characters that later join the Soldier class.
Characters will begin play with 4 Destiny Points at level 12. Characters created at higher levels will use this formula [(Level/4)+1]. A Destiny will be selected by the GM for each character and thus be secret to the characters. The maximum Destiny Points that can be accumulated by each character at once is 5. The rate at which Destiny Points will be gained is per the standard rules (1 per level gained). Short term bonuses and penalties for approaching or moving away from one’s Destiny will not be used in play from a numerical rules standpoint, however the GM may give out clues through a variety of story elements that will help players discover their Destiny during play.
Fulfilling a Destiny is not guaranteed if player’s choices or the events resulting from character actions in the game prevent such an outcome, but all Destinies will be given at least one opportunity, if not more, for fulfillment. Also, when a Destiny is achieved the permanent bonus for the Destiny is awarded to the character.
The Corruption Destiny will not be given to the player characters in this campaign because its fulfillment turns the character to the Dark Side, thus retiring the character from player control in play, per the campaign’s heroic theme rule. Other base Destinies will be possible. Refer to the Destinies section for possible Destinies from non-Core sources.
When an attack is made with a Destiny Point and the target negates the attack with a Destiny Point, that attack is resolved. An ongoing exchange of Destiny Points until one side runs out in a, “Destiny Point War,” will not be permitted and ultimately is wasteful of the coolness that should be Destiny Points.
Clarifications on Block and Deflect
The iterative use of these talents within the same round stack with each other to determine penalty on subsequent uses.
A critical hit can be blocked or deflected if the UtF check total beats the attack roll total. For this reason, the total value of an attack roll on a natural 20 roll still needs to be known when Block or Deflect come into play.
Attacks made with a Destiny Point cannot be blocked or deflected unless the target also uses a Destiny Point to negate a hit against them, per the standard Destiny Point rules. Additional actions stemming from the negated attack are only possible if the character has the appropriate talent(s) for those purposes. For instance, if a character uses a Destiny Point to hit a Dark Jedi with a blaster bolt, and the Dark Jedi uses a Destiny Point to negate the attack, the attack is then negated. If the Dark Jedi then also had Redirect Shot available, the Dark Jedi could then use Redirect Shot and rolls would take place to determine the outcome.
Starting Encounters and Flat-Footed
Saga Edition treats the Flat-Footed state differently at the start of encounters than previous d20 games in the WotC product lines. This state is only invoked if there was a Surprise Round at the start of the encounter and only for characters caught unaware by the Surprise Round.
Prestige Class Alterations
Force Disciple’s Prophet Class Feature
The rules as written will be applied as normal, except the Destiny will remain secret and the player character will not necessarily receive the Destiny requested by the player because this is a secret Destiny game. However, given that the vision granted is supplied by the GM, it’s entirely possible that the GM will give clues to the Destiny in the vision and the player’s request for a new Destiny might be a reflection of the clues given. Alternately the player may seek to strive against the Destiny hinted at in the vision and request a Destiny in opposition to the vision, which may actually change the character’s Destiny. This request may actually be granted, but even so, the Destiny will remain secret until the character fulfills his or her Destiny.