House Rules

Playing the Game

Lights, Camera, Action!

Is the Force with You?

For instances when a despair is rolled and there are a couple of possible choices you can use this rule. Or if the GM wants to randomize the degree of something.

Roll a Force Die

  • double dark = the Force is against you: worst possible result or Pyrrhic victory (1 in 12)
  • single dark = the Force is not with you: bad result or soured success (6 in 12)
  • single light = the Force is with you: good result or lessened failure (2 in 12)
  • double light = the Force is strong with you: best result or mitigated failure (3 in 12)

Character Creation


Since players come and go I will give players the max obligation of 20 + up to 20 more. We will prorate the total obligation based on how many players actually are in a session and create the obligation table on the fly. 2 = 100%; 3 = 75%; 4-5 = 50%; 6+ = 25%.


Starting with Duty is optional and only rolled when players with Duty are present.


Only Force-sensitive players need to track this, but others may. Players without a Force Rating should half losses/gains.


Interaction Skills

Target is:

  • Friendly +1 BO
  • Neutral —
  • Suspicious +1 SE
  • Hostile +2 SE
  • Enemy +3 SE

Desired Result to NPC:

  • Advantageous +1 BO
  • Of no value —
  • Annoying +1 SE
  • Harmful +2 SE
  • Disastrous +3 SE

Skill List

Combat Skills

General Skills


Streetwise, Deception, and Coercion can also be used to bargain, like Negotiation. Using the wrong skill in the wrong situation or time can increase or upgrade difficulty or introduce setback dice. Using Coercion to negotiate almost always creates hostility after the fact.


Streetwise, Deception, and Coercion can also be used to bargain, like Negotiation. Using the wrong skill in the wrong situation or time can increase or upgrade difficulty or introduce setback dice. Using Deception to negotiate brings consequences when the target realizes they have been duped.


This skill is also used for dealing with bureaucracies or administrative tasks and diplomacy as Streetwise is used to make contacts in the underworld. Streetwise, Deception, and Coercion can also be used to bargain, like Negotiation. Using the wrong skill in the wrong situation or time can increase or upgrade difficulty or introduce setback dice.


Streetwise, Deception, and Coercion can also be used to bargain, like Negotiation. Using the wrong skill in the wrong situation or time can increase or upgrade difficulty or introduce setback dice. The appropriate situation Streetwise can be used when negotiating is with criminals or for illegal goods.

Knowledge Skills

  • Commander - Warfare becomes Education (Galactic Lore)
  • Commander (Figurehead) - Core Worlds becomes Underworld (Culture Lore)
  • Commander (Strategist - Warfare becomes Education (Galactic Lore)
  • Diplomat - Core Worlds becomes Education (Galactic Lore)
  • Diplomat (Ambassador) - Core Worlds becomes Education (Galactic Lore)
  • Diplomat (Analyst) - Warfare becomes Underworld (Culture Lore)
  • Diplomat (Propagandist) - Warfare becomes Underworld (Culture Lore)
  • Engineer - Education becomes Outer rim (Technology)
  • Engineer (Scientist) - Education becomes Warfare (Science)
  • Mystic - Outer rim becomes Underworld (Galactic Lore)
  • Sentinel - Core Worlds becomes Education (Galactic Lore)
  • Sentinel (Artisan) - Education becomes Warfare (Science)
  • Soldier - Warfare becomes Education (Galactic Lore)

Ancient Lore

This is the new name for the old Knowledge (Lore) skill. It includes the study of archeology, linguistics, and mystic animals and plants.

Core Worlds

This skill is now Planetology. Other uses of the skill have been rolled up into Culture and Galactic Lore

Culture Lore

This skill was Knowledge (Underworld). This skill encompasses things like sociology, psychology, philosophy, theology, and criminology. It is the study and understanding of cultures and their inhabitants, laws, customs, and traditions. A character with this skill has an intimate knowledge of the workings of cultures vs Galactic Lore which paints broad strokes.


This skill is now called Galactic Lore. Dealing with bureaucracies is rolled into Negotiation.

Galactic Lore

This skill was Knowledge (Education). This skill is knowledge of the current galaxy and its inhabitants. Existing races, planets, systems and their contributions to galactic history and culture, pop culture and its trends, who values what and where, and what rifts go where.


This skill is now Ancient Lore.

Outer Rim

This skill is now Technology. The uses of the old skill have been rolled up into Culture and Galactic Lore


was Core Worlds


was Warfare


was Outer Rim


now Culture Lore


now Science


remains the same


Characters are fluent in a number of languages equal to INT over 2 plus ranks in all knowledge skills. The languages chosen should reflect the skill ranks used to learn them. Examples:

  • Culture Lore/Galactic Lore/General INT/Xenology - Binary, Old Corellian, Cbell-1,Huttese, Bocce, Gamorrean, Old Corellian, Ewok, Aqualish, Askajian, Cheunh, Shyriiwook, Tusken
  • Ancient Lore - Rakatan, Sith, Da Wherda Verda, Pre-Corellian
  • Planetology/Science/Technology- Tech, Omnisignal Unicode,


Gear & Equipment

Galactic Economics


Selling & Trading

Used/looted items being sold have a "cost" of 50% their listed value.

Combat Skills

Item Qualities

Weapon Maintenance


Dismantling for Parts

An item give "parts" equal to its value modified by a skill check (usually Mechanics): 1 success=25%; 2 success=50%; 3+ success=75%. Each AD=5%; each TR=25%; each TH=-5%; each DE=-25%. Difficulty is based on item rarity with setback dice and upgrades based on current damage: undamaged —; minor 1 SE; moderate 2 SE; major 2 SE + upgrade difficulty once; destroyed 3 SE + upgrade difficulty twice.

Using an item for parts to repair another of the same item can downgrade the difficulty of the repair: destroyed remove a SE; major downgrade DI once; moderate downgrade difficulty once + 1 BO; minor downgrade difficulty once + 2 BO; undamaged downgrade difficulty twice + 2 BO.

Shopping for Parts

Spotting viable parts







Detection Devices






Customization & Modifications

Weapon Attachments

Color Changers

This attachment shifts the projected color of the lightsaber blade by one step. Onlookers can make a 2 Difficulty Perception action at engaged and 3 Difficulty at Short to determine the actual color of the blade. Additional modding allows additional color change steps. Seven steps of color change allows the blade to take on any color desired.
Base modifiers: shift the lightsaber's color by up to 3 steps
Modification Options: 2 color shift 1 Mods; 4 perception difficulty +1 mods
Hard Points Required: 1
Price: 150cr

Conflict & Combat

I really want to tack the EABA damage/armor/soak rules onto the system!

Range (Taken from FFG Boards)

  • ≤1 tile: engaged
  • ≤5 tiles: short
  • ≤15 tiles: medium
  • ≤30 tiles: long

The movement rules work well with this too, and I usually give about 7 as the maximum distance someone can move with a maneuver. This way it works out that it takes two maneuvers to go from short range to long range, no matter how far "into" short range you are.

For space, distances are a little less well-defined (although I use a grid here too). Based off of games like X-Wing/TIE Fighter, I treat squares as about half a kilometer (and in doing so, largely ignore the distances FFG uses), because this largely matches up with weapons ranges in that game:

  • ≤1 = Close
  • ≤3 = Short
  • ≤7 = Medium
  • ≤15 = Long

Regardless of how you flavor the square size, this works pretty well for ship movement (and I just use "Speed" as allowable movement distance, in squares).

Another System
Close/Engaged 1 unit

Short 2-4 units

Medium 5-9 units

Long 10-16 units

Extreme A 17-25 (limiting how far weapons can be pushed)

Extreme B 26+ units.

For personal combat, I use roughly 4 units per maneuver, and 3m per unit.

For ground vehicles, I use 100m per unit, and Speed units per maneuver.

For space, I just use units. up to speed units per maneuver.


Stimpacks (taken from Sturn's Stuff)

A Stimpak's full name is "Stimulation Pack". They are a temporary boost that allows a person to keep operating while suffering minor injuries. They aren’t a magical healing potion that suddenly heals up all wounds. The bacta portion of a Stimpak does stimulate some quick healing, but much of the affect is only a temporary boost to vitals.

After approximately 1 hour, a stimpak user will receive damage equal to 2 Wounds per Stimpak administered (10 Wounds maximum after applying 5 stimpaks) as the stimulants subside and the person feels the full affect of his unhealed wounds.

Starships & Vehicles

The Force

Lightsaber Colors

Attuned lightsaber crystals reflect the connection their wielders have with the Force. This is based on Career and Morality.

Color Changers

There exists an attachment that can alter the projected color of a lightsaber blade, whether for vanity (conflict!), stealth, or other reasons.


Morality directly limits a character's FR; only those who commit to a side can tap the greatest power of the Force. Morality gains/losses are dependent on where the character stands on the chart: Grey, Dark, Light. Moving in the direction the character wants on the Morality scale (lower for Dark, higher for Light) is limited while losses are determined normally. Engaging your strength allows normal movement, while engaging your weakness doubles losses. Grey characters use the normal rules as the Force pulls at them to commit.

The Dark, Grey & Light-side of the Force

Force users who have never committed to a side (reached 70+ or 30<) are Grey and use the normal rules for Morality.

Force users who have dropped below 30 are Dark. They remain Dark until they reach 70+, at which point they reset Morality to 50 and become Grey. At the GM's option, through narrative play, they can be "Redeemed" and retain their score and become Light. While Dark, negative results (gains) are halved and positive results (losses) are applied normally unless the character's strength (vice) is engaged. Roll Morality normally if the passion is engaged. Double losses if the weakness (virtue) is engaged. If a Dark character engages both, roll normally, but double positive (losses) results.

Force users who have attained a Morality of 70+ are Light. They remain Light until they drop below 30, at which point they reset Morality to 50 and become Grey. At the GM's option, through narrative play, they can "Fall" and retain their score and become Dark. While Light, positive results (gains) are halved and negative results (losses) are applied normally. If a character's strength (virtue) is engaged, roll Morality gains/losses normally. If his weakness (vice) is engaged during play, double losses. Both of these states can apply and if so, roll normally but double any losses.

Testing Morality

Sometimes the Force tests your commitment. Mechanically, if the GM rolls the ones digit of your morality score on a ten-sided die at session start, your gains/losses are doubled for the session, whatever method (engaging stength/weakness or not). Narratively, the character should be faced with a hard choice that tempts him with engaging his weakness or denying his strength. Those lacking a strength should be tempted into taking one.

The Power of the Force

The Force grants more power to those who commit themselves to drawing power from the Light or Dark side. Those who remain undecided, or Grey, cannot tap into the greatest powers of the Force. Characters cannot access more FR than their Morality and attunement allow, but do not lose any FR purchased and may purchase FR freely.

"Grey" characters (30-70 with no affiliation) are limited to a FR of 1 (+1 for committing to a strength). Dark/Lightside characters (those 20-70 (Dark) or 30-80 (Light)) are limited to a FR of 2 (+1 for committing to a strength). Paragons of Dark/Light (10-19/81-90) are limited to a FR of 4 (+1 for committing to a strength). Greater paragons of Dark/Light (10</90+) are limited to a FR of 8 (+1 for committing to a strength). Achieving greater heights of power requires additional commitment beyond the morality system.

Strength & Weakness

Virtues are strengths for the Light; weaknesses for the Dark. Vices are strengths for the Dark; weaknesses for the Light. They need not be paired directly as many vices can result from the failure of any given virtue.

Strength & Weakness Table
Virtues Notes Vices Notes
Chastity (Honesty) discretion; cleanliness; honesty; education; resisting temptation, corruption & distraction Lust (Deceit) excessive sexual appetites; spreading ignorance; giving in to temptation; deceit
Charity (Love) self-sacrifice; generosity; love Greed (Selfishness) excessive focus on material possessions and/or material wealth vs spiritual growth
Temperance restraint; justice; prudence with regards to actions; moderation of self-interest vs public interest and others' rights Gluttony overindulgence; lack of restraint; lack of prudence; carelessness of others and one's surroundings
Patience forbearance; harmony; forgiveness; non-violent conflict resolution Wrath (Hatred) extreme anger; need for revenge; bloodlust
Kindness compassion; trust; empathy Envy jealousy; secret agendas; meanness; spite
Humility giving of respect; spiritual self-examination; reverence; doing without expectation of reward Pride stealing credit; requiring rewards; a need for public acceptance; inflicting despair, fear or using intimidation
Diligence work ethic; tenacity; faith Sloth laziness; lack of work ethic; nihilism; inflicting sadness or depression; lack of caring

The Galaxy


Speed is 1 box every 8 hours at class 1

Law & Society

The Rebellion


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