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Expanded Content - Variant Rules
Expanded Content - Variant Rules
Expanded Content - Variant Rules
10/30/2018
NEW VARIANT RULES
Destiny - a reward for characters who work towards a
singular goal
AND, AS ALWAYS
Minor text . xes
DARK SIDE CORRUPTION
he power of the dark side of the Force can be Additionally, whenever you gain Corruption, roll a d20.
an alluring prospect, its volatile nature has been If your Wisdom score is greater than your Charisma
known to wreak havoc on the bodies of even the most modi er, then add the di erence between the two to
powerful Sith Lords. the roll. If the result is less than your new Corruption
After you rst learn a dark side force power, you are score, roll a d20 again and consult the Dark Side
at risk of being physically altered through the dark Corruption table. If you would gain a dark side
side’s hold on you. For every dark side force power you corruptions you already have, roll again.
learn, your Corruption score increases by one. Your
Corruption score might also increase as a result of
performing an act of great evil, as determined by the
GM, such as: DARK SIDE CORRUPTION
d20 Result
Murder in cold blood.
1 You never cast a re ection in mirrors.
Harming an innocent by knowingly spreading a disease,
poisoning a well, or being reckless with your force You have a rattling cough and sometimes expel
2
powers. bloody parasites in a t of coughing.
Stealing for personal gain. Your shadow appears enormous and monstrous,
3
Casting dark side force powers. never quite matching your movements.
Using dark side-aligned relics, such as a Sith holocron. You can eat only rotting, spoiled food; you vomit up
4
anything else within minutes.
5 Your skin becomes ashen and unnaturally pale.
Your eyes turn yellow, or another color unusual for
6
your species.
A pair of horns grows from your forehead, or a
7
di erent location, if you already have horns.
Dark gashes appear across your body in random
8
locations.
When you speak, a faint cry accompanies your
9
words, as if from a soul in pain.
10 You weep blood.
You develop a nasty wound in your side that oozes
11 stinking black ichor whenever you become angry.
This wound never heals.
You grow an extra nger on each hand and an
12
extra toe on each foot.
Your nose rots away, leaving a dark crater in your
13
face that leaks bloody mucus.
Your face becomes a pool of darkness; with a hood
14 on, your head is heavily obscured until the hood is
removed.
Animals are always hostile to you and attack you
15
when you come within 15 feet of them.
Your reproductive organs shrivel and fall o or out
16
of your body.
You grow a second row of teeth in your mouth and
17
a new row of teeth in an unexpected place.
Your face sags in a disturbing way, and becomes
18
wrinkled.
Your skin bloats and becomes feverish to the
19 touch. When you perspire, you give o a foul,
sweetish musk.
Once each week, a child within 1 mile of you
20
sickens and dies.
WEAPON HIT DICE AND HIT POINTS A player can choose to specialize their character with
the following features.
A weapon's hit points are presented both as Hit Dice
and hit points. A weapon has a number of Hit Dice
equal to twice its damage dice. For instance, a blaster
FIGHTING STYLE
ri e has a 1d8 damage die, so it has 2 Hit Dice, which Certain class features or feats o er your choice of
are d8s. A weapon's hit points are determined by taking Fighting Style. As a part of this variant rule, you should
the average of its hit dice. For instance, a blaster has 2 allow your players to take the following Fighting Style
Hit Dice, which are d8s, so it has 9 hit points on instead of the options listed in the Player Handbook.
average, as shown in the Hit Dice Average table below. You can't take a Fighting Style option more than once,
even if you later get to choose again.
HIT DICE AVERAGE
Hit Die Average Hit Points per Die SUNDER FIGHTING
d4 2½
You are skilled at striking in order to damage, and
potentially destroy, your enemies’ weapons. While you
d6 3½ are wielding a melee weapon with which you are
d8 4½ pro cient, you gain the following bene ts:
d10 5½ You no longer have disadvantage on Sundering attack
d12 6½ rolls.
When a foe hits you with a Sundering attack, you can
At the DMs discretion, some weapons might be use your reaction to add a +5 to your armor class vs the
resistant, immune, or even vulnerable to certain types triggering attack. If this causes the attack to miss, your
of damage. Enhanced weapons are resistance, or even weapon does not take any damage.
immune, to damage from unenhanced weapons.
FEAT
REPAIRING DAMAGED/BROKEN WEAPONS A feat represents a talent or an area of expertise that
A weapon is destroyed when it drops to 0 hit points. As gives character special capabilities. It embodies training,
long as a weapon has 1 or more hit points remaining, a experience, and abilities beyond what a class provides.
character can attempt to perform minor repairs by At certain levels, your class gives you the Ability Score
spending one or more of the weapon's Hit Dice at the Improvement feature. Using the optional feats rule, you
end of a short rest, up to the weapon's maximum can forgo taking that feature to take a feat of your
number of Hit Dice. To restore hit dice, the player must choice instead. You can take each feat only once, unless
rst make an Intelligence (Technology) check If a the feat’s description says otherwise. As a part of this
weapon has at least 1 HP remaining, you can attempt to variant rule, you should allow your players to take the
make minor repairs to it during a Short Rest. To following feat instead of the options listed in the Player
attempt to restore HD, a character must make an Handbook.
Intelligence (Technology) roll. The DC is 8 + the amount
of damage the weapon has taken. The player has SUNDERING MASTERY
advantage on the roll if they know the mending tech You have mastered rending your foes’ weapons, leaving
power or are pro cient with the appropriate artisan's them impotent and vulnerable to your follow up
tools (armstech's tools for blasters and vibroweapons, attacks. While you are wielding a melee weapon with
arti cer's tools for lightsabers). On a failure, the Hit Die which you are pro cient, you gain the following
is expended and no hit points are restored. On a bene ts:
success, the player can spend the weapon's Hit Dice to
restore hit points. The player can decide to spend an Before you make a Sundering attack with weapon that
additional Hit Die after each roll. you are pro cient with, you can choose to forgo your
A weapon regains Hit Dice when serviced by a pro ciency bonus. If the attack hits, you add double
professional with the appropriate artisan's tools, who your pro ciency bonus to the attack's damage.
can repair the weapon over a number of hours equal to On your turn, when you score a critical hit with a
the size of the weapon's damage dice. For instance, a Sundering attack or reduce a weapon to 0 hit points
blaster ri e has a 1d8 damage die, so it would take 8 with one, you can make one melee weapon attack as a
hours to repair. This service costs half the value of the bonus action.
weapon.