House Rules

Homebrew Trees/Talents List:

Homebrew Species List:

Social Checks

 * Coercion, Leadership vs Discipline
 * Deception vs Vigilance
 * Charm vs Cool
 * Negotiation vs Negotiation

Knowledge Skills
Cost rework: 5xp if career per rank (so rank 5 being 25xp total from 1-5), 10xp out of career (so rank 5 being 50xp total from 1-5 )

Triumph Bonus
If a pool of 3 y or greater ever rolls nothing but Triumphs (and no Despairs) something special happens.

Lightsaber and Crystal Crafting
Lightsabers may be crafted one of three ways: Discipline, Knowledge (Lore), or Mechanics. The base hilt is something you can't have crafted for you, however for mods and attachments those are rolled off mechanics and anyone may do those for you. (I might make exceptions when it comes to the crystal mods)

Explosive Mechanics:
When performing a Mechanics check with an explosive and a double Despair is rolled, the explosive is immediately detonated, regardless of Success or Advantage. On a failed check the pc immediately rolls 2 +80 criticals and are at double their wound threshold. On a Success they simply roll 5 criticals, and are 5 wounds over their threshold.

Force Pips:
No longer require a destiny flip to use an opposing side of the force. However conflict and strain are still taken as normal.

Critical injury Alternatives:
Gruesome injury- RAW: Permanent -1 to a stat. Change: -2 to any stat until this crit is healed. This does allow for a 0 in the given stat, or in the cases of a 1 in the stat it becomes -1 increasing the checks difficulty.

Old wounds flare up: For the remainder of the characters life when they roll a despair involving that attribute GM may spend a destiny point to trigger a -1 to the characteristic until end of encounter. This must be noted on your character sheet

Knocked senseless- RAW: You become staggered until the end of encounter. Change: WIP. I don't enjoy this crit as either a GM or a player so I'm looking for alternate options for it that are more interesting.