Rules of the Road

This page is a collection of all optional/table rules effective in the Beacon Company campaign series. 

All Rules

 

  1. Atonement (Force Unleashed Campaign Guide): Any character who wants to spend a Force Point to reduce his Dark Side Score must spend at least 24 hours in meditation, contemplating the effects of the dark side. Additionally, all characters can spend a Force Point to reduce their Dark Side Score only once per level. 
  2. Skill Focus (UTF) is banned unless explicitly stated otherwise. 
  3. If a character rolls a natural 1 on a saving throw against death, they must spend 2 Force Points (instead of the regular 1) to save themselves from death. 
  4. When a character spends a Force Point to avoid death, they suffer a traumatic injury — a severed limb, serious disfigurement, or something of the sort depending on the source of damage.
  5. Destiny Points are awarded for story moments, not on a per-level basis, and characters are not necessarily tethered to specific destiny tracks. 
  6. Low-velocity projectiles (grenades, rocket launchers, missiles) can be redirected using the Move Object Force power reactively — if the UTF check exceeds the attacking roll, the projectile is deflected. If the UTF roll check exceeds the attacking roll by 10 or more, the defender can throw the projectile back at the attacker or elsewhere. This does expend the Move Object Power from the character's suite, and for each time beyond the first that this function of the power is used in a single round, the character suffers a cumulative -5 penalty to UTF checks to activate this specific power. 
  7. Encumbrance/carrying capacity is essentially ignored except in certain cases such as carrying grenades or fuel cells, for which the carrying capacity rules are handled reasonably.  
  8. It takes approximately 16 hours per square on the Star Wars: Essential Atlas galaxy map to travel through hyperspace. 
  9. In character generation, use the point buy system with 30 points instead of 25 points. 
  10. When rolling for hit points post-1st-level, you may instead choose to take a value of 1/2HitDie+1 (for 1d6, you'd take 4; for 1d8, you'd take 5; for 1d10, you'd take 6). You must choose this option before rolling the hit point die. Additionally, all hit point die rolls must occur at the gaming table. 
  11. Piloting and space combat is handled as a skill challenge, not gridded combat. When firing a ship gun, you may choose to use your Intelligence score + Pilot + BAB if the weapon has a targeting computer, or you may use your Dexterity score + Pilot + BAB (regardless of whether or not there is a targeting computer). Pursuits are handled by opposed Pilot checks. 
  12. Unless I explicitly tell you otherwise, you are not allowed to take any material from beyond the Core Rulebook, including but not limited to equipment (weapons, weapon mods, armor), Force Powers, Talents, and Feats. Sometimes things are cool but mechanically imbalanced; sometimes, things are mechanically reasonable but they don't match the tone of the campaign. 
  13. You may not use Use The Force as your skill of choice for the talents from the Superior Skill noble talent tree. 
  14. A player may spend an unlimited number of Force Points on their turn, so long as it is done before the result is announced. 
  15. The 'suggestion' use of the Mind Trick power cannot be used on targets above your own level (to represent the fact that such uses of the Force only have a pronounced effect on the weak-minded). 

Rules of the Road

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