Rise of the Rebellion
Dark Side Points
Any character with a dark side score less than their wisdom score can do the following in a fit of rage:
Take 1 Dark Side Point as a free action at any time to gain the use of any Force Power (gained in excess of known Force Powers, must be used before the end of the encounter)
Take 1 Dark Side Point as a free action at any time to regain 3 Force Points
Take 1 Dark Side Point as a free action at any time to regain 1 Destiny Point
Take 1 Dark Side Point as a free action at any time to return 3 Force Powers to your active suite
Dark Side Point Acquisition
Evil actions will gain you Dark Side points depending on the severity of the action
Minor Transgression: 1 point
(ex. Stealing from a helpless beggar collecting credits for a nearby church)
Moderate Transgression: 1d2 points
(ex. Stealing a space transport sending medical supplies to a space colony in desperate need)
Major Transgression: 1d2+1 points
(ex. Blowing up a space station full of refugees desperate to escape from their war-torn home world)
Extreme Transgression: 1d2+3 points
(ex. Destroying a planet full of defenseless, technologically inferior, sentient beings)
Dark Side points gained by choices made by the character or accepting a boon are permanent and the character must spend an extended period of time repenting to atone for their past transgressions.
Using a power with the Dark Side descriptor will automatically give you a dark side point. You may spend a force point immediately after the power ends to prevent yourself from taking the point. A Force Point or Destiny Point cannot be spent to negate a Dark Side point gained from taking a Dark Side point to use a Force Power.
Destiny Points – Limit 1 per round
Base class gains class Force Points – 4 (or Force Points per level – ½ CL – 4) Destiny Points per day.
(ex. A 7th level Jedi gains another level in Jedi still has 1 Destiny point per day, while taking a level in Jedi Knight would give the Jedi 2 Destiny Points per day)
Use the highest class Force Point bonus you receive from all your classes to determine your Destiny Points.
Change the target of a harmful effect within your base movement range as a reaction either to you.
Reset your position in the initiative order
Reset the use of one Feat and Talent (includes Starship Tactics and Force Training)
Spend multiple Force Points in a single round at any time (not just your turn)
Instantly regain 3 Force Points
Ignore all damage from a single attack or effect
Negate all Dark Side points gained from Force Powers with the Dark Side descriptor for a single encounter
Gain a +10 Destiny bonus to a single Skill check, attack roll, or Defense against a single attack
Instead of gaining your class bonus + 1/2 your level each level in Force Points, you gain this many Force Points per day. Feats that grant Force Point augmentations, such as Force Boon, apply to your Force Points per day instead of their listed benefit. Use the highest class Force Point bonus you receive from all your classes to determine your Force Points.
Force Training and Starship Tactics grant your Wisdom + 1 powers or maneuvers every time they’re taken, not just the first.
Jump and Mechanics are class skills for Jedi
Block and Deflect can be used to negate barrages (such as Force Lightning or autofire). If you succeed on the Use the Force check, you take half damage or no damage if the attack did not overcome your Defense.
Using the Surge power is a free action and you’re always considered to have a running start when making jumps augmented by Surge.
If you’re injured while maintaining a force power that requires a standard action to do so, you must make a Use the Force check to continue maintaining the power. The difficulty is 15 + the damage taken.
Returning a force power or starship maneuver to your suite is a reaction, not a swift action.
Your Use the Force check with Force Grip must overcome the target’s Damage Threshold, failing to do so results in half damage and the target acting normally on the following turn.
Force Stun and Force Slam check against the target’s Damage Threshold, not Fortitude Defense.
Jury-Rigging a device restores 1d8 hit points to the object or device in addition to moving it +2 steps on the condition track.
Resilience, the Jedi Sentinel talent, allows you to move +2 steps on the condition track as a full round action instead of its listed benefit.
You cannot aim an area of effect attack. In addition, the base DC to hit the targeted area is 10 and a natural 20 on an attack roll does not deal double damage. An area of effect attack that fails to overcome the Reflex Defense of a target that has cover deals no damage to that target.
Vehicle weapons add half your character level (in addition to any other miscellaneous modifiers, such as Weapon Specialization) to damage before the multiplier.
Full Round Actions still allow for a single Swift action to be taken in the same round.