Introduction

=Introduction= This is a d20 version of Star Wars, completely separate from the official WotC version. I created it because I believe that the official version basically sucks--the rules are unwieldy and over-complicated.

To Play
The rules here run virtually stand-alone, save that you may need the 3.5 Player's Handbook as a mechanics reference.

=Hero Points= Instead of hit points, characters use hero points. These are for the most part functionally identical to hit points, except that when you lose hero points, you aren't actually considered injured until you reach 0. Before then, loss of hero points represents only close calls, damage you shrugged off, and deadly attacks that you survived through sheer luck. This idea was implemented in keeping with the Star Wars style of few characters getting injured in battle--and what few do finally get injured are often seriously so.

=Action Points= Galaxy At War uses the action point system found in some other d20 products. This allows for more Star Wars-style heroism on the part of characters.

=Customizable Races= The Star Wars galaxy is filled with thousands, if not millions, of sentient species. In terms of scope, it's impossible to catalogue even a significant fraction of them in fifty volumes, yet alone one rules-set. To address this, players are given the option of designing their own race using a point-based system. Some "common" races are included by default, to avoid everything having to be made from scratch.

=Classes= All characters are divided between six classes: Leader, Mercenary, Rogue, Soldier, Spacer, and Jedi--the last of which is divided into three subclasses that each focus differently on Force powers and straight combat abilities. There are no prestige classes--these over-complicate the simplicity of the system. Classes are balanced against each-other to some degree, but each works best in a group rather than alone.

=Force Powers= As mentioned, Force powers were adapted from 3.5 D&D's psionic rules. Jedi use powers found in the two books mentioned, and use a power point system. Only a fraction of the powers were adapted, to reflect the actual capabilities of "The Force" as demonstrated in the films, but some new powers were added. The levels of some powers have been changed to improve balance. Most powers are universal, but Light Side and Dark Side Force users each have unique powers. Light Side powers are primarily defensive in nature, including healing, while the Dark Side focuses on Force Lightning and other violent powers.

=Skills= Compared to most other systems, Galaxy At War characters receive many skill points (the lowest skill point characters receive 4 + Int mod per level). This reflects the skill-based nature of Star Wars. Heroes in the Star Wars universe typically have many skills, both social and technical, that they depend upon for survival.

A number of Knowledge and Craft skills have been added, many of which are very important. Characters can vastly improve their equipment and ships with Craft skills, and Knowledges such as Aliens and World Lore keep characters in the know about how their galaxy works.

Speak Language was modified so that instead of a set number of languages, you receive a modifier to indicate the likelihood that you can speak or understand any given language. In Star Wars, most characters are literate in a number of languages--including strange ones like astromech and wookiee.

The Heal skill has been greatly amped up to quickly rejuvenate banged-up characters. This was implemented to keep up with the heavy-action style of Star Wars. Similarly, droid characters benefit from the Repair skill.

A new and important skill, Pilot, has been added. This skill is the main governance of a character's competence in space or vehicle combat. Pilot is non-specialized, meaning that once you take it, it applies to any and all ships, vehicles, and mounts--reflecting characters' seeming ability to quickly adapt to combat in any vehicle within the films.

=Feats= Many feats from the Player's Handbook, Expanded Psionics Handbook, and Complete Psionic are included, but many completely new feats have also been added, especially for Jedi and Force-sensitive characters. A Jedi character can learn specific lightsaber combat styles, for instance. Most characters receive many bonus feats, allowing for a good amount of customization.

Special feats for space combat are also included, which is discussed at the end of the manual.

=Weapons & Equipment= Most weapons and equipment have built-in rules that allow upgrades to be made to them via specialized Craft skills. A heavily-modded blaster is much more powerful than a normal weapon.

=Droids= In addition to droids as player characters, NPC droids can be independently purchased and upgraded with Craft skills.

=Space Combat= Galaxy At War includes its own system for space combat, which generally revolves around taking superior position against opponents on the battlefield and outmaneuvering them. The rules are intended to be as un-complicated as humanly possible while still allowing for the unique aspects of such combat to shine through.

=Alignment= The alignment system is not used in Galaxy At War. Only the Jedi have serious restraints put on their characters, due to the constant danger of falling to the Dark Side--other characters need only be philosophically consistent (good and evil remains good and evil, with a gray area in-between).