Saga Rules FYI
- Ability Scores: Your ability scores will typically range from 8-18 at the start of the game. The ability scores are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Your ability modifier, which is derived from your ability score, is added as a bonus to skills, attacks, defenses, and so on:
Ability Score Ability Modifier
0-1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
Etc. Etc.
At every four Heroic Level (levels 4, 8, 12, 16, 20), you may increase two of these scores by +1 each.
- All attacks and attack-like effects targets one of three Defenses - Fortitude, Reflex, or Will. Your Defenses are calculated like this:
Fort: 10 + Heroic Level + Constitution Modifier + Equipment Bonus + Class Bonus + Misc.
Ref: 10 + Heroic Level or Armor Bonus + Dexterity Modifier + Class Bonus + Natural Armor + Size + Misc.
Will: 10 + Heroic Level + Wisdom Modifier + Class Bonus + Misc.
Some Species grant bonus to defenses - for example, a Twi'lek gets a +2 species modifier to their Fortitude Defense, and a Hutt gainst a +5 species modifier to their Will Save against any Use the Force check. Your Class Bonus to defenses are as follows for the base classes:
Jedi: Fortitude +1, Reflex +1, Will +1
Noble: Reflex +1, Will +2
Scoundrel: Reflex +2, Will +1
Scout: Fortitude +1, Reflex +2
Soldier: Fortitude +2, Reflex +1
- Damage Treshold: Attacks that deal massive amounts of damage can impair or incapacitate you regardless of how many hit points you have remaining. Your damage threshold determines how much damage a single attack must deal to reduce your combat effectiveness or, in some cases, kill you.
A Small or Medium character's damage threshold is equal to his or her Fortitude Defense.
- Attack bonuses: You have a Base Attack bonus that you apply to all attack rolls. For a Jedi or a Soldier, this number is equal to their class level (so a Jedi 3 has a Base Attack Bonus of +3), while for a Noble, Scoundrel or Scout, this number is two thirds of your class level (for example, a third level scout has a Base Attack of +2).
When making a melee attack, you add your Strength Modifier to the attack roll, and when making a ranged attack, you add your Dexterity Modifier. Certain feats and talents may grant additional modifiers to these.
- Force Points: At every level, you gain 5 + half your Heroic Level (rounded down) Force Points. At third level, this is 6 Force Points. These can let you give bonuses to your d20 rolls, or be used to power certain talents or Force Powers. Force Points that have not been spent when you gain a new level are forever lost.
If you select the Force Boon feat (SECR, p. 85), you get an additional three Force Points every level.
When using Force Points to increase the result of your d20 rolls, here is the bonus gained, as determined by your level:
Character Level Number of dice rolled
1st-7th 1d6
8th-14th 2d6*
15th-20th 3d6*
*Only count the highest die result.
Note: You can roll this bonus dice after you see the result of your d20 roll, but it must be before you know whether or not it's a success or not.
- Destiny Points: At every level, you gain one Destiny Point. Unlike Force Points, these are not lost when gaining a new level - you can hoard them for as long as you want. Destiny Points can do a variety of things, such as automatically scoring a critical hit (no attack roll required), causing an attack against you to miss (even once the attack is resolved), act out of turn (thus changing your position in the initiative order), and power various uses of Force Powers. To spend these, you must have choosen a Destiny (SECR, p. 113), from the following selection: Corruption, Destruction, Discovery Education, Redemption, or Rescue.
- Skills: Unlike previous editions of the d20 rules, there are no skill points to be assigned at each new level. You are either Trained in a skill, or you are not. Skill-modifiers are calculated like this:
Half your heroic level (rounded down) + Trained (+5) + Skill Focus (+5) + Misc.
When you start the game, you have a number of trained skills depending on your starting class:
Jedi - 2 + Intelligence Modifier
Noble - 6 + Intelligence Modifier
Scoundrel - 4 + Intelligence Modifier
Scout - 5 + Intelligence Modifier
Soldier - 3 + Intelligence Modifier
You can also take the Skill Training feat to gain another Trained skill.
- Feats: At every three levels, you gain one feat. Also, at every even level taken in a base class, you gain one bonus feat, to be chosen from their list of bonus feats.
- Talents: At every odd level in a class, you gain a Talent, to be chosen from your class' list of Talent Trees. Also, if you have the Force Sensitivity feat, you can always choose to take a Force Talent (SECR, p. 100) instead of a Talent listed in your class.
- Class Starting Credits
Jedi - 3d4 x 100
Noble - 3d4 x 400
Scoundrel - 3d4 x 250
Scout - 3d4 x 250
Soldier - 3d4 x 250
This message was last edited by the GM at 16:33, Fri 30 Oct 2015.