III Character Advancement

III. III. Character Advancement Section Last Updated: 7/17/16

1.) Improving Skills: In between adventures players are giving the opportunity to improve their characters skills. To do this the player will spend character points. The amount of character points is based on a gradient scale, which increases as the skill level gets higher. To improve a skill, spend character points equal to the number of dice you currently have in that skill. A 3D blaster skill can be increased to 3D+1 for 3 points then to 3D+2 for 3 points then to 4D for 3 points then it becomes 4 points to increase to 4D+1 and so on. You can increase any skill listed on your sheet between adventures, but can only increase any particular skill once per adventure you play in.

2.) Improving Advanced Skills: There are a few advanced skills in the Star Wars universe that act a little different from normal skills. The main difference is that they cost double the normal amount to increase. Like normal skills these can only increase one pip per adventure played. See learning advanced skills section for more information.

3.) Improving Force Skills: Like advanced skills, Force skills cost double the normal base amount to increase. There may be a few exceptions to the cost increase written into specific modules, which the GM will inform you about. This cost increase was not always in effect; it is due to the Jedi going into hiding. There is no longer openness to the Jedi, because they are being hunted. This makes it difficult to train under one master. Like normal skills these can only increase one pip per adventure played.

4.) Learning New Skills: To learn a new skill you must find someone to teach you. The teacher must have 2D higher in the skill than the learner’s associated attribute. This also takes time to learn and teach. When it is decided who is teaching whom, mark on the update sheet under the notes section started teaching/learning (skill) to/from (character and player name). Since it takes two adventures to teach/learn a skill, during the next adventure mark under the notes section finished teaching/learning (skill) to/from (character and player name). It is not necessary to have both players together during the second training session. It is assumed you finished in your spare time at the base when the module was done. It is important to note that when you are occupied teaching you cannot learn something yourself.

5.) Learning Advanced Skills: At this time players cannot teach other players advanced skills. One prerequisite for learning an advanced skill, such as Engineering (any field) or Medicine, is you must first have the associated normal skill, Repair skill or First Aid, at 5D or higher. Then to obtain the required training your character has the following options: 1) train during an interactive (no other training can be done at the same time), 2) train during two separate seminars (no other training can be done at the same time), 3) select two adventures approved by a judge that you will not play, or 4) combine one training seminar with not playing in one adventure. This covers the time requirement for the schooling needed. Also there is a cost of 2 character points and 7,000 credits for the training. Once these requirements are met you receive the advanced skill at 1D, not your attribute default. The reason for that is that if you were using the base skill version, such as First Aid, you would add the advanced skill to the base skill for the role.
{Jax, who has Medicine, the advanced version of First Aid, needs to make a first aid roll. He would then roll 5D for his First Aid skill plus 1D for his Medicine skill for a final resulting roll of 6D.}

6.) Learning Force Skills: For a character to learn the Control, Sense or Alter skill they must first find a teacher. Some adventures have qualified teachers and there are usually teachers at the Interactives. In order for another character to teach you a Force skill, he must have at least 2D in the appropriate skill and must know one of the force powers exclusive to that skill (Telekinesis for Alter, etc.). Force powers that use multiple skills (Control and Sense for example) do not count. The reason for this is when the student finally gets the skill he also learns that force power (it was the instrument the teacher used to practice the new skill). Similar to learning regular skills this takes time. It will keep the student and teacher busy for four adventures, during which they cannot learn or teach other skills. This also costs 20 character points.

7.) Learning to be Force Sensitive: If your character did not start play as Force sensitive, they can still learn it. It takes two rounds of training by any other Force sensitive character and costs 20 character points.

8.) Learning Force Powers: Similar to learning Force skills the teacher must have 2D higher in all applicable Force skills to teach a power they know. If the power uses Control and Sense the teacher has to be 2D higher in both. Learning Force powers has no character point cost but does take four adventures to learn/teach. At this time there are some adventures in which characters can learn Force powers without these limitations.

9.) Self-learning Force Powers: This method of Force power learning does not involve a teacher. The Force-user meditates to learn a new power. Only experienced Force-users can use this technique and there is a cost. The Force-user must have a minimum of 5D in each required Force skill for the power to be learned and the Force-user must have a combined Force skill rating (Con + Sen + Alt) of 8D or more. Learning Force powers using this method costs 5 character points per power learned and still requires four adventures to learn.

10.) Improving Attributes: To improve a character’s attributes (Dexterity, Strength, etc.) they must spend 10 times the number of character points as it would cost to raise it as a skill. This can be done once every ten adventures played. If the new improved value of the attribute is less than or equal to the character’s racial maximum for that attribute (i.e. 4D for Humans), then the attribute can be improved without a chance of failure by simply spending the required character points. If the new improved value of the attribute is greater than the character’s racial maximum, then there is a possibility that the attribute improvement will fail. The Gamemaster must roll dice equal to the racial maximum for that attribute and then the player must roll dice equal to the new improved attribute value (the wild die is used in these rolls). This roll must be witnessed by a Council member. If the racial maximum roll is greater than or equal to the new improved roll, then the attribute increase succeeds and the proper character points are spent. If the racial maximum roll is less than the new improved roll, then the attribute increase fails and the character must still spend half of the required character points for improving the attribute. If this roll fails, the character would then have to wait ten adventures to try again.
{Jax wants to increase his 3D+2 Strength to 4D. Since Jax is a Human, this increase will take him to his racial maximum level and so there is no chance of failure. This costs him 30 character points (3 points as if it were a skill x 10 for 30 points).
Ten adventures later Jax wants to increase his 4D Strength to 4D+1. Now that the new value is greater than his racial maximum of 4D, the Gamemaster has to roll 4D (racial maximum) versus his roll of 4D+1 (new improved) to see if the attribute increase will succeed. If the racial maximum is 14 and the new improved is 12, then the increase succeeds and Jax spends 40 character points. If the racial maximum is 14 and the new improved is 16, then the increase fails and Jax spends 20 character points.}

11.) Improving Move: To improve a character’s Move score they must spend character points equal to the next highest move value. If the character has different modes of movement (swimming, flying), then each must be improved separately. Be sure not to exceed the racial limits for your character.
{Jax has the standard Human move of 10 and wants to improve it to 11. This costs him 11 character points.}

12.) Special Skill Rules – Martial Arts: There are many different types of Martial Arts. Some have special techniques or abilities associated with them. Anyone can learn a general version of Martial Arts as long as they have a Brawling skill. This general version can even be taken as a specialization at character creation. To learn any advanced form of Martial Arts (forms with techniques and/or special abilities) requires specialized training and can only be learned from an NPC at Seminars or Interactives.
The typical rules for any of the Brawling specialization Martial Arts skills is that you gain 1 technique (if the style has techniques) in your Brawling style specialization for each 1D above your base Brawling skill, but this usually means that no one raises their base Brawling, because they would miss out on techniques. To correct for this discrepancy and to not penalize those that opted to raise their base Brawling skill Sparks will allow characters to gain Brawling Style Techniques in any known associated Brawling style specialization for Brawling skill deviation above Strength Attribute. This would make the Style techniques be for each 1D over the Strength attribute instead of Brawling with the condition that any dice difference between a base Brawling skill and the Strength attribute can ONLY be applied once (i.e. Strength 3D, Brawling 8D, Brawling: SpecForce MA 10D, Brawling: Barabel MA 10D - this would give you 2 techniques for SpecForce MA and 2 techniques for Barabel MA and 5 additional techniques that could be applied to either in any combination - It would NOT give you 5 extra SpecForce MA techniques and 5 extra Barabel MA techniques.). The same system is utilized for a Brawling Parry skill raised above Dexterity attribute.

A. Martial Arts (non-specific style):
This general form can be taken at any time as a specialization of the Brawling skill without any training from any PC or NPC. This form has only a few basic associated techniques, 2 offensive and 1 defensive. The offensive skill is a specialization under Brawling and the defensive skill is a specialization under Brawling Parry and will be called Martial Arts Parry. For the offensive skill the character must learn Punch first, and then Kick. There is only one defensive technique, Weapon-block. The general rules for learning techniques still apply. The character learns one technique for each full die code Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. Both the offensive and defensive specializations are learned at the same time as if they were one skill.

Offensive Techniques
Kick (required second) – Easy: adds +2D to damage roll.
Punch (required first) – Very Easy: adds +1D to damage roll.

Defensive Techniques
Weapon-block (required first) – Opposed Martial Arts vs. Melee Combat: blocks a melee attack; negates melee weapon to unarmed combat bonus.

B. SpecForce Martial Arts:
To help maintain game balance within the Sparks campaign the rules governing the SpecForce Martial Arts skill have been changed. First we have split the SpecForce Martial Arts skill into two separate skills, one for offense the other for defense. The offensive skill will remain a specialization under Brawling where the defensive skill will become a specialization under Brawling Parry and will be called SpecForce Martial Arts Parry. Due to this split the possible techniques that can be learned have also been split between offensive and defensive styles (see list below). Secondly the character being trained must learn the “basic” techniques before others can be learned. For the offensive skill the character must learn Punch first and Kick second. For the defensive skill the character must learn Weapon Block first. The general rules for learning techniques still apply. The character learns one technique for each full die code SpecForce Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. The third change involves the learning of these skills. Both the offensive and defensive specializations are learned at the same time as if they were one skill. But due to the unique nature of this skill and the training required, player characters can no longer train other characters. This skill must be learned from an NPC at a Seminar or Interactive. Also before they receive this training the character must enlist in the Rebel military service (characters who already know this skill will not have it removed due to this additional requirement). These focused techniques are then only shared with other members of the Rebel military ranks.

Offensive Techniques
Combination Strike – Moderate: make a primary attack with any basic strike technique which has a base difficulty of Very Easy or Easy (punch, jab, kick, elbow smash, knee strike, etc.), and then make a second attack (no techniques) that deals 3D damage with no multiple action penalties. {formerly Multiple Strikes}
Disarm – Moderate: disarms the target character.
Elbow Smash – Very Easy: adds +1D to damage roll.
Flying Kick – Difficult: adds +2D to damage roll and incorporates one free move action per round; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Foot Sweep – Moderate: trips opponent, which must remain prone for the remainder of the round.
Hold/Grapple – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent.
Instant Knockdown – Moderate: knocks target down; to stand the target must wait one round or suffer multiple action penalties.
Instant Stun – Moderate: stuns target for one round.
Kick (required second) – Easy: adds +2D to damage roll.
Punch (required first) – Very Easy: adds +1D to damage roll.
Shoulder Throw – Moderate: hurls target to the ground causing 3D damage.
Silent Strike – Difficult: the character must be within arms reach of the target and remain undetected; the character can instantly kill or render unconscious (character’s choice) their opponent.
Spinning Kick – Moderate: adds +1D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.

Defensive Techniques
Blindfighting – Very Difficult: (reaction) character ignores the effects of blindness.
Flip – Moderate: (reaction) hurls target to the ground causing 3D damage.
Headbutt – Easy: (reaction) inflicts Str + 1D damage and can be used if bound or held.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Power Block – Moderate: (reaction) successful parry inflicts Str + 1D on target.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.
Stun Block (requires Instant Stun, Power Block, and Weapon-Block) – Very Difficult: (reaction) a successful parry after imposing a -5 penalty (must still meet the difficulty level) inflicts one ‘stun’ damage result on the attacker. This technique applies only to a single attack. Additional uses of this technique may be used as a reaction per attack by suffering -1D per use as a multi-action penalty.
Weapon-block (required first) – Opposed Martial Arts vs. Melee Combat: blocks a melee attack; negates melee weapon to unarmed combat bonus.

C. Bothan Martial Arts
The offensive skill is a specialization under Brawling and the defensive skill will become a specialization under Brawling Parry and will be called Bothan Martial Arts Parry. Due to this split the possible techniques that can be learned have also been split between offensive and defensive styles. Secondly the character being trained must learn the “basic” techniques before others can be learned. For the offensive skill the character must learn Shoulder Throw first, Hold/Grapple second, and Instant Stun third. For the defensive skill the character must learn Flip first, and Blind-Fighting second. The general rules for learning techniques still apply. The character learns one technique for each full die code Bothan Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. Both the offensive and defensive specializations are learned at the same time as if they were one skill. Due to the rare nature of this skill and the training required, player characters cannot train other characters in this specialization. This skill must be learned from the Bothan Martial Academy, which will either count as a favor used, or one to be owed.

Offensive Techniques
Combination Strike – Moderate: make a primary attack with any basic strike technique which has a base difficulty of Very Easy or Easy (punch, jab, kick, elbow smash, knee strike, etc.), and then make a second attack (no techniques) that deals 3D damage with no multiple action penalties. {formerly Multiple Strikes}
Disarm – Moderate: disarms the target character.
Foot Sweep – Moderate: trips opponent, which must remain prone for the remainder of the round.
Hold/Grapple (required second) – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent.
Instant Knockdown – Moderate: knocks target down; to stand the target must wait one round or suffer multiple action penalties.
Instant Stun (required third) – Moderate: stuns target for one round.
Shoulder Throw (required first) – Moderate: hurls target to the ground causing 3D damage.

Defensive Techniques
Blindfighting (required second) – Very Difficult: (reaction) character ignores the effects of blindness.
Evasion Basic – Moderate: (reaction) character gains the base difficulty as addition to the roll of any one attack/avoidance reaction skill (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove one die from actions each round if this is done.
Evasion Advanced – Very Difficult: (reaction) character gains the base difficulty as addition to the roll of any two attack/avoidance reaction skills (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove two dice from actions each round if this is done.
Flip (required first) – Moderate: (reaction) hurls target to the ground causing 3D damage.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.

D. Teräs Käsi Martial Arts
This Martial Art form is a specialization under the Brawling skill that does not utilize techniques, but does have a special ability. Up to half of the skill dice can be removed from the attack to hit roll and are then added to the damage for the attack. On a round that this ability is used, no other non-Teräs Käsi attack actions or reactions can be used (multiple Teräs Käsi attacks can be declared, but the multiple action penalty subtracts from both the attack pool and the damage pool of dice). But due to the unique nature of this skill and the training required, player characters cannot train other characters. This skill must be learned from an NPC at a Seminar or Interactive. The player character must also use a personal initiative to seek out a Master to learn this skill from and convince that Master to take the player character on as pupil. This Martial Art form requires six uninterrupted months to learn. The Seminar or Interactive counts as one or two months, respectively, towards this training. The additional months can be accounted for by opting out of modules where one module accounts for one month of time. A judge must approve these modules. Another option is to only play in Seminar or Interactive events until the six-month requirement is met (no other module can be played between Seminars or Interactives). Even though this is a specialization under Brawling it still has the basic skill character point cost to improve (not half price rounded up as per other specializations).

E. Cryshok Martial Arts
This new martial arts skill will follow the basic rules for the Spec Force Martial Arts skill. It will have an offensive specialization under Brawling and a defensive specialization under Brawling Parry. In order to learn this skill the character must be a member of the Cryshok Brotherhood and can then learn both specializations as one skill at a Seminar or Interactive. The character still learns one technique for every full +1D above the Brawling or Brawling Parry skill that the Cryshok Martial Arts specialization reaches. The character still needs to learn the Punch technique first followed by the Kick technique second for the offensive techniques and Weapon-block first for the defensive techniques.

Offensive Techniques
Combination Strike – Moderate: make a primary attack with any basic strike technique which has a base difficulty of Very Easy or Easy (punch, jab, kick, elbow smash, knee strike, etc.), and then make a second attack (no techniques) that deals 3D damage with no multiple action penalties. {formerly Multiple Strikes}
Disarm – Moderate: disarms the target character.
Elbow Smash – Very Easy: adds +1D to damage roll.
Flying Kick – Difficult: adds +2D to damage roll and incorporates one free move action per round; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Foot Sweep – Moderate: trips opponent, which must remain prone for the remainder of the round.
Hold/Grapple – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent.
Instant Knockdown – Moderate: knocks target down; to stand the target must wait one round or suffer multiple action penalties.
Instant Stun – Moderate: stuns target for one round.
Kick (required second) – Easy: adds +2D to damage roll.
Punch (required first) – Very Easy: adds +1D to damage roll.
Shoulder Throw – Moderate: hurls target to the ground causing 3D damage.
Silent Strike – Difficult: the character must be within arm’s reach of the target and remain undetected; the character can instantly kill or render unconscious (character’s choice) their opponent.
Spinning Kick – Moderate: adds +1D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.

Defensive Techniques
Blindfighting – Very Difficult: (reaction) character ignores the effects of blindness.
Flip – Moderate: (reaction) hurls target to the ground causing 3D damage.
Headbutt – Easy: (reaction) inflicts Str + 1D damage and can be used if bound or held.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Power Block – Moderate: (reaction) successful parry inflicts Str + 1D on target.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.
Weapon-block (required first) – Opposed Martial Arts vs. Melee Combat: blocks a melee attack; negates melee weapon to unarmed combat bonus.

F. Barabel Martial Arts
The offensive skill is a specialization under Brawling and the defensive skill will become a specialization under Brawling Parry and will be called Barabel Martial Arts Parry. Due to this split the possible techniques that can be learned have also been split between offensive and defensive styles. Secondly the character being trained must learn the “basic” techniques before others can be learned. For the offensive skill the character must learn Jab (Punch) first, and Unstoppable Force second. For the defensive skill the character must learn Power Block first, and Immovable Object second. The general rules for learning techniques still apply. The character learns one technique for each full die code Barabel Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. Both the offensive and defensive specializations are learned at the same time as if they were one skill. Due to the rare nature of this skill and the training required, player characters cannot train other characters in this specialization. This skill must be learned from the Barabel Mercenary Guild, which will either count as a favor used, or one to be owed.

Offensive Techniques
Focused Strike – Moderate: upon a successful Willpower (DC 15) roll, you are able to focus your strength and do STR +3D damage to an inanimate object such as a door, chain, etc.  The object needs to be immobile.  If this is done in the presence of others the user may make an Intimidation check as a free action as his/her next action.
Jab (required first) – Very Easy: adds +1D to damage roll. (Punch is usable as a replacement for this.)
Lock – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent. STR damage each round.  Neither character in the grapple may take any actions or reactions except break or continue the grapple.  The grappler may break the grapple as a free reaction.
Lunging Punch – Difficult: adds +2D to damage roll and incorporates one move action; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Mighty Blow – Easy: adds +3D to damage roll but your target gets a free attack at no additional multiple action penalty that cannot be parried, blocked, or dodged. The opponent’s free attack is resolved first.
Spinning Tail Lash – Moderate: adds +2D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty, requires a tail.
Stack ‘Em Up – If the player ‘drops’ an opponent he may make an immediate brawling (Barabel Martial Arts) attack against another adjacent opponent with no multiple action penalty.  This attack does STR-1D damage, may not be used in conjunction with another offensive maneuver, and may only be used once per round.
Stunning Fury – Moderate: adds +1D to the damage roll; also gives the opponent a stun result unless the target’s resistance roll is 5 greater than the damage roll.
Tail Lash – Difficult: adds +1D to the damage roll; requires a Moderate Perception roll by the opponent to notice and be able to attempt to parry.  If opponent suffers a stun result or greater, then they are knocked prone, requires a tail.
Unstoppable Force (required second) – Moderate (Opposed Brawling Parry or Specialization): use your body to charge and knock a target to the ground causing STR damage.  Opponent must be a minimum of 4m away.

Defensive Techniques
Blindfighting – Very Difficult: (reaction) character ignores the effects of blindness.
Give It Back – Very Difficult: (reaction) when you take damage due to a melee attack and successfully use this maneuver, you may make an immediate brawling(Barabel Martial Arts) attack against that opponent with no multiple action penalty. 
Headbutt – Easy: (reaction) inflicts STR + 1D damage and can be used if bound, held, or grappled.
Immovable Object (required second) – Moderate: (reaction) whenever an opponent moves more than 3 meters and successfully attacks you, doing no damage you may move them 1 meter in any direction as they bounce off of you.  They are now prone.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Power Block (required first) – Moderate: (reaction) parry inflicts STR + 1D on target.
Power Weapon Block (Requires Weapon-block and Jab) – Opposed Martial Arts vs. Melee Combat: (reaction) blocks a melee attack; negates half the melee weapon to unarmed combat bonus (round down), also gets to use Jab against the same opponent as a free action immediately.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold, grapple, or lock without multiple action penalties.
Take the Blows – Difficult: (reaction) this maneuver counts as two actions and no other defensive maneuvers may be used during the round.  When using this maneuver one chooses to take all melee attacks.  You have steeled yourself against any melee attacks, you receive a +3D bonus on your resistance rolls to melee attacks, but you also receive -1D to your Dodge skill for the round.
Weapon Block – Opposed Martial Arts vs. Melee Combat: (reaction) blocks a melee attack; negates melee weapon to unarmed combat bonus.
  
G. Echani Martial Arts
This new martial arts skill will follow the basic rules for the Spec Force Martial Arts skill. It will have an offensive specialization under Brawling and a defensive specialization under Brawling Parry. The character still learns one technique for every full +1D above the Brawling or Brawling Parry skill that the Echani Martial Arts specialization reaches. The character still needs to learn the Jab technique first followed by the Kick technique second for the offensive techniques and Weapon-block first for the defensive techniques. In order to learn these skills the character must be an Echani OR they must go to Eshan to find an NPC to teach it to them and can then learn both specializations as one skill at a Seminar or Interactive. Player characters cannot train other characters in these skills.

Offensive Techniques
Combination Strike – Moderate: make a primary attack with any basic strike technique which has a base difficulty of Very Easy or Easy (punch, jab, kick, elbow smash, knee strike, etc.), and then make a second attack (no techniques) that deals 3D damage with no multiple action penalties. {formerly Multiple Strikes}
Disarm – Moderate: disarms the target character.
Elbow Smash – Very Easy: adds +1D to damage roll.
Flying Kick – Difficult: adds +2D to damage roll and incorporates one free move action per round; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Foot Sweep – Moderate: trips opponent, which must remain prone for the remainder of the round.
Hold/Grapple – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent.
Instant Knockdown – Moderate: knocks target down; to stand the target must wait one round or suffer multiple action penalties.
Instant Stun – Moderate: stuns target for one round.
Jab (required first) – Very Easy: adds +1D to damage roll. (Punch is usable as a replacement for this.)
Kick (required second) – Easy: adds +2D to damage roll.
Knee Strike – Easy: adds +1D to damage roll. This technique is usable when grappled or grappling an opponent. It can also be used in confined spaces or anytime your legs are not pinned.
Spinning Kick – Moderate: adds +1D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.

Defensive Techniques
Evasion Basic – Moderate: (reaction) character gains the base difficulty as addition to the roll of any one attack/avoidance reaction skill (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove one die from actions each round if this is done.
Evasion Advanced – Very Difficult: (reaction) character gains the base difficulty as addition to the roll of any two attack/avoidance reaction skills (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove two dice from actions each round if this is done.
Foot Thrust – Moderate: (reaction) knocks target off balance and allows for one additional martial arts attack using any technique that has a maximum difficulty level of Easy with no additional multiple action penalties.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Power Block – Moderate: (reaction) successful parry inflicts Str + 1D on target.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.
Stun Block (requires Instant Stun, Power Block, and Weapon-Block) – Very Difficult: (reaction) a successful parry after imposing a -5 penalty (must still meet the difficulty level) inflicts one ‘stun’ damage result on the attacker. This technique applies only to a single attack. Additional uses of this technique may be used as a reaction per attack by suffering -1D per use as a multi-action penalty.
Weapon-block (required first) – Opposed Martial Arts vs. Melee Combat: blocks a melee attack; negates melee weapon to unarmed combat bonus.

H. Sholân Kha Martial Arts
The offensive skill is a specialization under Brawling and the defensive skill will become a specialization under Brawling Parry and will be called Sholân Kha Martial Arts Parry. Due to this split the possible techniques that can be learned have also been split between offensive and defensive styles. Secondly the character being trained must learn the “basic” techniques before others can be learned. For the offensive skill the character must learn Strike first, Foot Sweep second, and Momentum Strike third. For the defensive skill the character must learn Instant Stand first, and Acrobatic Flight second. The general rules for learning techniques still apply. The character learns one technique for each full die code Sholân Kha Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. Both the offensive and defensive specializations are learned at the same time as if they were one skill. Due to the rare nature of this skill and the training required, player characters cannot train other characters in this specialization.

Benefits/Restrictions:
This style requires movement each action, the PC will get a free 2 meter move for each maneuver performed, unless the maneuver states otherwise.  The movement is required, if for some reason the PC cannot take this movement, the benefits of the Style are lost for the Turn, and cannot be brought back up until Next Turn. PCs cannot exceed their normal movement maximum in a turn with these moves (both free and bonus). Remember if PC cannot move, then the benefits of the style are lost for the Turn.
If a PC reverts to normal movement, then the benefits of this Style are lost for the Turn, and cannot be brought back up until Next Turn.
When referring to Jump/Acrobatic movements, the movement distance will be the PCs Die Code with that skill minus MAP. If on a Force Point, this movement cannot exceed the base skill die code, after MAP has been applied. If Quadding, then this movement cannot exceed the Force Point movement.

Offensive Maneuvers
Cartwheel Strike – Moderate limited to once per turn, Prerequisite Acrobatics: adds +1D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty, incorporates a free Acrobatic movement.
Death Blossom – Very Difficult, limited to once per turn: -1D to damage roll, strikes all those adjacent to the PC, friend or foe. Does not grant a free move, but does not drop the Martial Art's benefits.
Disarming Strike (Disarm) – Moderate: disarms the target character.
Double Tap – Very Difficult: +0D to damage roll, strikes two adjacent targets at once, both targets resist the single attack roll and soak the same damage roll.
Foot Sweep – (Required Second) Moderate: trips opponent, which must remain prone for the remainder of the round.
Instant Stun – Moderate: stuns target for one round.
Joint Strike – Moderate: adds +1D to damage roll. A series of quick strikes aimed at the various appendages of the opponent in an attempt to immobilize them. If the damage is not soaked, then the damage is applied to movement, instead of taking damage the follow occurs: Stun confers a minus 2 to movement, Wound minus 5, Incapacitated minus 10, and Dead becomes Immobile. This is damage associated with the wound damage taken and would persist as long as the wound level is present. Fixing the wound damage also resolves this problem.
Jumping Strike – Very Difficult, limited to once per turn: adds +3D to damage roll and incorporates Jump movement; opponent gets to add 5 to their defensive result; failure means you suffer a Stun result, are off balance and your opponent gets a free attack at no additional multiple action penalty.
Momentum Strike (Kick) – (Required Third) Easy: adds +2D to damage roll.
Spinning Strike (Spinning Kick) – Moderate: adds +1D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty. No Bonus Movement granted, you do not lose the benefit of the MA style due to this.
Spring Strike - Easy, limited to once per turn: +0D to damage roll, incorporates a free Jump movement
Strike (Elbow Smash) – (Required First) Very Easy: adds +1D to damage roll.
Whirlwind Strike – Difficult, prerequisite Acrobatics. +2D to damage roll, cannot 'Call Shot' with this maneuver. A flurry of blows that hits all locations of the opponent, applying the damage roll to the weakest armored location.

Defensive Maneuvers:                      
Acrobatic Flight – (Required Second) Moderate; prerequisite Acrobatics. The character does a series of Somersaults, Round Offs, and Cartwheels to maneuver into a better position. Character does a full Acrobatic move, without MAP penalties.
Back Flip – Difficult: (reaction); prerequisite Acrobatics. The Character moves away from the attack on a successful opposed Martial Arts vs Attack using Acrobatics. If the target number is tied, the PC will receive an additional 3D to Soak. If within 5 of the Target Number, they will receive an additional 2D to the soak roll, and within 10 of the target number receive 1D. Failure allows the hit as normal, but places the PC away from the opponent half his Acrobatic Move and prone.
Evasion Basic – Moderate: (reaction) character gains the base difficulty as addition to the roll of any one attack/avoidance reaction skill (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove one die from actions each round if this is done.
Evasion Advanced – Very Difficult: (reaction) character gains the base difficulty as addition to the roll of any two attack/avoidance reaction skills (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove two dice from actions each round if this is done.
Foot Thrust – Moderate: (reaction) knocks target off balance and allows for one additional martial arts attack using any technique that has a maximum difficulty level of Easy with no additional multiple action penalties.
Instant Stand – (Required First) Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties
Reprisal Strike (Power Block) – Moderate: (reaction) successful parry inflicts Str + 1D on target.
Weapon-Avoidance (Weapon-Block) – Opposed Martial Arts vs. Melee Combat: avoids a melee attack; negates melee weapon to unarmed combat bonus.

I. Alchaka Martial Arts
The offensive skill is a specialization under Brawling and the defensive skill will become a specialization under Brawling Parry and will be called Alchaka Martial Arts Parry. Due to this split the possible techniques that can be learned have also been split between offensive and defensive styles. Secondly the character being trained must learn the “basic” techniques before others can be learned. For the offensive skill the character must learn Strike first, and Kick second. For the defensive skill the character must learn Seeking Center first and then Weapon Block second. The general rules for learning techniques still apply. The character learns one technique for each full die code Alchaka Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. Both the offensive and defensive specializations are learned at the same time as if they were one skill. Due to the rare nature of this skill and the training required, player characters cannot train other characters in this specialization.

Balance:
The Jed'aii believe in Balance in the Force, that the body and the spirit must both be in balance.  This Martial Art follows the Jed'aii Path in its teachings. Therefor a PC must maintain a balance within oneself. This Balance is defined as: Having no more than 3 Force Points more than one has Darkside points. If a PC is ever out of balance, then the difficulty of all maneuvers is increased one step.
This style can incorporate the use a melee weapon, which must be able to be wielded in one hand. The Maneuver will state if the weapon can be used with the Maneuver. When using a weapon, the attack roll will use their Melee Skill, and not their Alchaka Martial Arts skill.
Some Maneuvers refer to an Acrobatic or Jump Move. This Move is equal to the PCs Die Code in that skill.

Offensive Maneuvers:
Angry Wind – (Required: all offensive maneuvers) Moderate minus DSPs: Note: Use of this ability gains the user a Dark Side point as the user abandons himself to his inner anger and lets the Dark Side influence him, for the duration of the attack. When this skill is used in combat the user goes into a spinning kata, which creates a massive wind. This wind causes everyone within 6 meters to make a Strength roll (Difficult: 20) to remain standing, as it causes a knockback effect that throws everyone around the user back causing STR+3D damage. To attack the user a parry roll is required, to avoid the wild lashings of the user. Failure to parry this attack means the attacker has failed to dodge the spinning strikes of the user, resulting in damage equal to the user’s STR+ his Dark Side points. Angry Wind also gives the user +1D to resist stun for the duration of the attack. Note: Using this ability negates the seeking center defensive maneuver, so usually is used as a last resort.
Combination Strike – Moderate: make a primary attack with any basic strike technique which has a base difficulty of Very Easy or Easy (punch, kick, elbow smash), and then make a second attack (no techniques) that deals 3D damage with no multiple action penalties. Weapon Allowed. {formerly Multiple Strikes}
Disarming Strike (Disarm) – Moderate: disarms the target character. Weapon Allowed.
Flying Kick – Difficult: adds +2D to damage roll and incorporates one free move action per round; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Focused Strike – Moderate: upon a successful Willpower (Moderate: 15) roll, you are able to focus your strength and do STR+3D damage to an inanimate object such as a door, chain, etc. The object needs to be immobile. If this is done in the presence of others the user may make an Intimidation check as a free action as his/her next action. Weapon Allowed.
Foot Sweep – Moderate: trips opponent, which must remain prone for the remainder of the round. Weapon Allowed.
Hold/Grapple – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent.
Kick – (Required Second) Easy: adds +2D to the Damage Roll.
Nerve Pinch – Very Difficult: Successful strike causes target to be at -1D strength for the remainder of the encounter unless a moderate first aid check is performed on them. Effects do not stack.
Palm Strike – Difficult: Adds +1D to the Damage. Knocks back the target by 2 meters.
Spinning Kick – Moderate: adds +1D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Strike (Punch) – (Required First) Very Easy: adds +1D to the Damage Roll.
Throwing Strike – (Requires Palm Strike) Moderate: knock backs the target a number of meters equal to their STR Die Code and causes 3D damage.

Defensive Maneuvers:
Back Flip – (Requires Acrobatics) Difficult: (reaction) The Character moves away from the attack on a successful opposed Martial Arts vs. Attack using an Acrobatic Move. If the target number is tied, the PC will receive an additional 3D to Soak. If failed by 5 of the Target Number, they will receive an additional 2D to the soak roll, and failed by 10 of the target number they will receive an additional 1D to the soak roll. Failure by more than 10 allows the hit as normal. Any failure places the PC away from the opponent half his Acrobatic Move and prone for the remainder of the round.
Blindfighting – Very Difficult: (reaction) character ignores the effects of blindness. Weapon Allowed.
Evasion Basic – Moderate: (reaction) character gains the base difficulty as addition to the roll of any one-attack/avoidance reaction skill (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove one die from actions each round if this is done.
Evasion Advanced – Very Difficult: (reaction) character gains the base difficulty as addition to the roll of any two attack/avoidance reaction skills (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove two dice from actions each round if this is done.
Go With the Flow – (Required: all other Defensive maneuvers) Moderate: As a Full Defense this technique gives the user a bonus of his current Force Points to his Reaction Skills. Go With the Flow also gives the user +1D to resist damage for the duration of the attack. May be kept up. Note: Using this ability negates the seeking center defensive maneuver, so usually is used as a last resort.
Headbutt – Easy: (reaction) inflicts Str + 1D damage and can be used if bound or held.
Reversal – Opposed Martial Arts vs. Strength roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.
Seeking Center – (Required First) (Requires Willpower skill of 4D minimum) (Time Taken: Full Round) Moderate: When the Seeking Center maneuver is successfully accomplished the PC will gain total balance to his body giving him a plus 2D to all Alchaka martial arts maneuvers.
Weapon-Block – Opposed Martial Arts vs. Melee Combat: avoids a melee attack; negates melee weapon to unarmed combat bonus.
Weapon Capture – Opposed Martial Arts vs. Attack: (reaction) Suffer an additional -1D multi- action penalty to take away a weapon being used on the player; weapon must be within Reach. Reach is 2m.

13.) Character Death or Retirement: Although nobody likes to think about the death of their character, this new rule makes it a little less painful. Also this provides an avenue for players to retire characters and start a new one without starting from scratch. When a character dies or voluntarily retires, the player can apply some of the previous characters points to their new character. For each full sheet (seven modules listed per sheet) a character has completed their new character receives 25 character points. No points are awarded for a partially complete sheet. The module the character dies or retires in is not counted as completed. The new character does have some limitations as to how these points may be spent during character creation. First complete the standard character creation process as outlined in section I (these new characters made using this feature are not eligible for further changing up to the fourth module played). Secondly the player has the option of raising one attribute by one pip “+1” at this time (no matter how many sheets have been completed) provided they have the required character points to spend. The player can raise any attribute by additional pips once for every 10 full sheets completed (sheet 10-19 equals 2 total pips, sheet 20-29 equals 3 total pips). The player can learn one basic skill or learn one Force power for every two advancement sheets that have completed. Advanced skills, specializations, skills or Force powers that require unique prerequisites cannot be added to the sheet. Then the player can spend any or all of their remaining character points to improve skills. However, the player is limited to raising each skill by only one pip “+1” for each full sheet their previous character had. The new character also receives bonus Force points pending on the highest completed sheet of the dead or retiring character as that sheet level corresponds to the NPC tiering chart (see section VII #2 h) (sheet 1-4 = 0; sheet 5-10 = +1; sheet 11-16 = +2; sheet 17+ = +3). Another option the player has is to trade any of these character points in for extra starting credits. If the player wishes to do this, they get 500 credits per 1 character point spent. Starting credits from the template and any additional credits bought with character points can be used to modify any of their starting equipment (they cannot purchase additional equipment at this time). One modification attempt may be made per item for each two completed sheets of the previous character. The cost of any modification is double the standard cost, if not completed by the character (using the new characters skill values) as it is assumed to be completed by a paid NPC. Modifications completed by an NPC are always successful. Modifications done by the character must be rolled, and any failures count towards their number of available attempts. And finally when you are all done the new character sheet number corresponds to ½ the highest completed sheet from the previous character (rounded down).
{Unfortunately Jax died. He had played a total of 17 modules and died in the 18th. This means he completed two full sheets and was part way on the third. Bill decides to start a new character, Dax. After completing the basic character creation he has 50 character points in addition to the templates base 5 that he can spend. With Jax only having two completed sheets, Dax does not get any additional Force Points. Bill decides to spend 20 points to raise Dax’s Strength from 2D+2 to 3D. With his remaining 35 character points he can still raise any skill twice (two full sheets) using the improving a skill rules from this section. Finally Dax is listed as a sheet 1 character, because it is half of Jax’s two completed sheets.}

14.) New or Changed Campaign Skills:
J. Animal Handling (Perception)
This skill measures the ability to read common animals. It is generally used to determine an animal’s mood or intention. It is also used to adjust an animal’s attitude. (Specializations exist for specific animals, i.e. Tauntauns, Banthas, womp rats, etc…)
Sample Difficulties for reading an animal:
Common Species Easy (10)
Known Species Moderate (15)
Rare Species Difficult (20)
Unique Species Heroic (31+)
The difficulty can be modified by the Gamemaster for Orneriness, habitat and circumstance.

K. Animal Training (Knowledge)
This skill measures the ability to control common animals, though not to ride them. It is generally used to make animals perform tricks and follow commands.  (Specializations exist for specific animals, i.e. Tauntauns, Banthas, womp rats, etc…). First a successful Animal Handling roll needs to be made by the person(s) attempting the training at the beginning of each training period (time taken period).
Sample Difficulties:
Trick Type Difficulty Time Taken
Speak, Pursue Simple Easy (10) 1D Hours
Pack Animal, Stay Easy Moderate (15) 3D Hours
Carry Rider, Rescue/Retrieve Average Difficult (20) 1D Days
Attack, Guard Hard Very Diff (25) 3D Days
Search, Strategic Attack Complex Heroic (31+) 2D Weeks

Modifiers
Domesticated non-predatory Animals +0
Domesticated Predatory Animals +5
Non-Domesticated non-Predator Animals +15
Non-Domesticated Predatory Animals +20
Difficulty can be modified by the Gamemaster for the type of trick, type of creature and situational modifiers.

L. Force Deterrence - Advanced (Knowledge)
Force Deterrence is an advanced skill under Knowledge with the base skill of Willpower. To learn ‘Force Deterrence’ the trainee must have a minimum Willpower of 5D. It will take the standard 2 sessions (2 Seminars or 1 Interactive) to learn and will cost 7,000 credits like any other advanced skill. In addition the player must schedule a personal initiative (PI) for the first session to find a trainer. This is because the trainer must have specialized knowledge or use of the Force. The advanced skill starts at 1D like other advanced skills. Unlike other advanced skills it is used ONLY for resisting Force powers and does NOT add to basic Willpower rolls unless the Willpower roll itself is used to resist Force powers. ‘Force Deterrence’ is used to resist Force powers of a mental nature that allow resistance with Control or Perception rolls (receptive telepathy, sense force potential, farseeing, projective telepathy, dim other’s senses, affect mind, control mind, illusion, memory wipe, and mind rape). This power does not help with Force powers manifesting a physical effect (force push, injure/kill, telekinesis, force lightning, inflict pain, and telekinetic kill).
Special Notes:
a) Keep in mind that the Force power ‘Force of Will’ uses Willpower to boost the protection number. With ‘Force Deterrence’ the target would make a Willpower plus Force Deterrence roll for the protection number.
b) There is a specialization under Willpower called ‘Force Resistance’ and this is only used on Force powers that allow Willpower rolls for resistance already.

M. Combined Martial Arts and Combined Martial Arts Parry – Advanced (Dexterity and Strength)
These new advanced skills will allow a player with multiple martial art styles to combine their effects into one form. There are several limitations, costs and restrictions that need to be taken into account:
There is an Advanced skill for Combined Martial Arts (attack) under Strength and there is an Advanced skill for Martial Arts Parry under Dexterity.
The player must have the minimum 5D in each martial arts style to be integrated into the one of the advanced skills (attack or parry).
The player must have each martial arts style to be integrated raised above the base brawling by 1D for each style to be integrated into the advanced skills (i.e. you want to combine 2 styles then both of these styles need to be at least 2D above brawling or brawling parry; you want to combine 4 styles then all 4 styles need to be at least 4D above brawling or brawling parry).
The player must still spend 2 personal initiative training periods (2 Seminars, or 1 Interactive), 7,000 credits, and 2 character points to learn the each of the advanced skills (4 training periods, 14,000 credits, 4 character points for both attack and parry).
Once learned the advanced skills starts at 1D. This 1D will add to all of integrated styles for attack or parry.
The advanced skills cost double character points to be raised (1D to 1D+1 costs 2 cp, etc.).
The advanced skills can only be raised to a limit equivalent to the lowest integrated style dice bonus above the base brawling or brawling parry(i.e. 3 styles are integrated; they are 4D, 5D, and 8D above brawling, so the advanced skill for attack can only be raised to 4D). If you reach this limit, the lowest integrated style must be raised before the advanced skill can be raised again.
For each 1D (including the first starting die) the advanced skill is raised the player can choose one new technique from any of the integrated styles. If an integrated style does not have techniques (Teras Kasi), the advanced skill dice still apply to the overall skill for use in any associated special ability (i.e. advanced skill dice can be used to increase the damage).

N. Scholar (Knowledge)
The Scholar skill under Knowledge has been revised to indicate what fields of study were being learned with the dice increase. For every 1D above Knowledge, record a field of study (astronomy, physics, chemistry, engineering, etc.) that was studied. Difficulties in a field of study you have would be easier than those outside that field of study. The gamemaster may use an intermediate difficulty if one of the fields of study known is related close enough to the check. This will not change the specializations (automatically known field of study), because it still increase at half cost and the field of study is learned with the first pip spent.

O. Animal Mastery – Advanced (Perception)
Animal Mastery is an advanced skill under Knowledge with the base skill of Animal Training. To learn ‘Animal Mastery’ the trainee must have a minimum Animal Training of 5D. It will take the standard 2 sessions (2 Seminars or 1 Interactive) to learn and will cost 7,000 credits like any other advanced skill.
Time Taken: Weeks to Months
Specializations: For specific animals — Tauntauns, Banthas, Womp Rats
Game Notes: Allows animal trainers to add or improve skills above the base attribute of animals. Trainable skills are limited to the list below. Effectiveness of skill usage is up to the judge. Even with the skill the desired activity may not be possible For example, an animal without appendages will have difficulty lifting objects that would require a grip, even if they possess the skill; however, they may be able to push an object out of their path.
For an animal to learn/advance a skill the trainer must first roll Animal Handling and overcome the animal’s orneriness score. If the Animal Handling roll is successful the trainer must make a complex Animal Training roll (Heroic + modifiers). If successful, the trainer may then make an Animal Mastery roll to teach/improve a skill. Difficulties are listed in the table below.
Note: multiple animals can be trained at the same time, but they must all be of the same type and present at the same time. Individual skill rolls for Animal Handling, Animal Training, and (A) Animal Mastery are made for each animal. Also only 1 animal or group of animals can be trained at the same time.
Note: this skill must be made at a Personal Initiative to start training. The training can be completed during later events and modules, but must be started as a Personal Initiative.

Learning Increment Animal Mastery Skill Roll Time Required (at end of)
New Skill / +1 /+2 / +1D Very Easy (5) 0 weeks (end of this event)
+1D+1 / +1D+2 / +2D Easy (10) 2 weeks (end of next module)
+2D+1 / +2D+2 / +3D Moderate (15) 4 weeks (end of 2nd module)
+3D+1 / +3D+2 / +4D Difficult (20) 6 weeks (end of 3rd module)

The maximum skill bonus allowed is +4D above base attribute. If an animal naturally has skill greater than +4D the skill cannot be trained further. An animal cannot be trained in a new skill until the previous skill is complete and another Personal Initiative is started. For example, Cheese E. Rebel trains their nexu to sneak, advancing its skill from +1D to +1D+1. The training will take 2 weeks (end of next event) to complete and the nexu will not be eligible for an additional skill increase until the next Personal Initiative after the end of the next module. The time is spent training even if Cheese E. Rebel fails their Animal Mastery roll to increase the skill.
Limited skill list:
Dexterity
Acrobatics
Brawling Parry
Dodge
Perception
Hide
Search
Sneak
Knowledge *
Intimidation
Strength
Brawling
Climbing/Jumping
Flight
Lifting
Running
Stamina
Swimming
  * Treat knowledge as a 0D when utilizing the Intimidation skill

15.) Dark Side Point Atonement: In order for a character to get rid of accumulated Dark Side Points (provided that they did not Turn to the Dark Side) they can attempt to Atone for their actions that led to them gaining their Dark Side Points. First the character must inform the Gamemaster at the beginning of the event (Module, Seminar, Interactive, or Mission) that they are going to attempt to Atone. This means the character and the Gamemaster will be mindful of the character’s actions throughout the event. The character must remain on their best behavior. Borderline, overly aggressive, or morally questionable actions that would not gain a Dark Side Point can prevent atonement. At the end of the event the Gamemaster will determine if the character’s actions were consistent with the Atonement attempt. If the Atonement is successful, the Gamemaster will mark on the character’s update sheet under the notes section ‘Atonement 1 of X’ and sign off on the update. To eliminate a Dark Side Point requires multiple successful Atonements (X). The character must Atone 3 plus the total number of Dark Side Points ever earned (not just that they currently have) times to eliminate 1 Dark Side Point. So the more times a character gains Dark Side Points the more future Atonement attempts are required. The Atonement attempts do not have to be consecutive events, but the Dark Side Point is not lost until the last required Atonement attempt is successful. If the character gains a Dark Side Point anytime on the road to Atonement, all accumulated Atonement attempts are negated and the Atonement process must be started again (and now it will require at least one more successful Atonement attempt).
{Jax received a Dark Side Point in his previous module and now wishes to attempt Atonement. Since this was his first Dark Side Point, he has to complete 4 (3 + 1 Dark Side Point) successful Atonement attempts. If sometime later after he has Atoned successfully and eliminated this first Dark Side Point he gains another Dark Side Point, it would require 5 (3 + 2 Dark Side Points) successful Atonement attempts. Even though he only has 1 Dark Side Point currently, he has gained 2 Dark Side Points total.}

16.) Redemption from the Dark Side: This rule works for non-player characters that the players wish to redeem as well as those unfortunate player characters that have turned to the Dark Side. Redemption is no easy task. You cannot just walk up to the individual and demand that they convert. This will often have the opposite effect and anger the individual. The individual or group in some cases attempting the redemption must create a ‘Moment of Doubt’ in the target Dark Side individual. This ‘Moment of Doubt’ is where the person is confronted with a personal dilemma and begins to reexamine the path they have taken and the consequences this may have on themselves and others.

Moment of Doubt –
Creating a ‘Moment of Doubt’ is different for each person you encounter. It comes from what is motivating that individual. In some cases simple non-aggressive defiance (aggression usually just angers the individual and has the opposite effect desired) is enough to show them that the Dark Side is not stronger than the Light Side. This is usually done by simply taking defensive actions while calmly trying to talk them down. Knowing the individual can go a long way towards understanding what motivates them. You can use personal history to remind them of the way it use to be. It is also an advantage if you know the stressor that caused them to turn to the Dark Side in the first place.

This is strictly a role-playing encounter. There are no set mechanics that determine if you succeed (there are some modules with specific mechanics, but these pertain to that situation and individual alone). The gamemaster must determine if you successfully created a ‘Moment of Doubt’ and how the individual will react afterwards. Sometimes they break down after the ‘Moment of Doubt’. While other times they may need to go off alone and return later.

The cost of Redemption is high. When an individual does turn from the Dark Side, they lose all character points and Force points. There Dark Side points either stay at there current value if less than 5 or are reduced to 5. These Dark Side points are atoned for in the standard fashion and signify the struggle that this character must still undertake to fight their way back from the Dark Side and its influences.

17.) Spontaneous Activation of Force Powers: This rule allows characters to activate (not learn) a Force power spontaneously if they make the difficulty rolls with an additional +10 for each required roll (Control, Sense, Alter). The character must also burn a Force Point (removed without being used) even if the difficulty numbers fail to activate the power. They can use a Force Point as standard to assist with the rolls or additional actions as normal (this point is separate from the burned Force Point). Dark Side effects apply as normal. The character must have witnessed use of the power beforehand. The character does not learn the power at this time, but they can learn it using the standard rules (self learning or from an NPC at a Seminar or Interactive). This activation of a Force power does not disrupt other Force powers being learned at the time. This rule is subject to Gamemaster discretion at the time (The Force may not want or allow the indicated power to be used at that time). No Force point is burned if the power is denied by the Gamemaster.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License