Force Sensitivity Force Points And Charcter Points
In Star Wars, the Force is a major part of the story. Yet not all characters can feel the Force. The sensitivity to the force is simply rated with a yes or no. Those that are not Force Sensitive cannot learn Force skills and are restricted in the number of Force Points they may have (see below), but characters who are Force Sensitive need to watch their actions much more closely and follow the Jedi Code (see 5.0). It is much easier to get Dark Side Points when you are Force Sensitive. Dark Side Points are a measure of the character's corruption by the Dark Side. There will be more on Dark Side Points and the Force in section 5.
There are times when a hero does things that are simply beyond their level of skill, some things that are so incredible as to turn heads. Other times they get out of scrapes that by all rights should have killed thim. To portray this, there are Character Points and Force Points. These are representations of how attuned to their surroundings and the Force the character is.
Character points are broken up into "career" and "lifetime" subsets, separated by a slash. So 20/10 means that the character has 20 career points and 10 lifetime points. Character points can be used for two things: increasing skills permenantly between adventures or temporarily boosting a skill while in an adventure. A character will recieve a number of character points at the end of every adventure or session. There is no limit to the number of character points any character may possess.
To raise a skill, a number of character points equal to the number before the die are spent to raise the skill's die code by one pip. Therefore, it takes 3 character points to raise a skill from 3D to 3D+1, another three to raise to 3D+2, and another three to raise to 4D. From 4D to 4D+1 it costs four, and so on. This can only be done between adventures and unless there is a lot of downtime, the charcter should only be able to raise a skill one pip. Each character point spent represents a day of training with that skill. Advanced skills often cost twice as many character points to raise and take correspondingly longer.
Characters may spend their "career" character points on any skill they wish. Lifetime character points must be spent on skills that the character picks up during the adventure but that aren't directly related to their profession. For example, a Bounty Hunter learning about Cultures can use lifetime points for that, but must use career points to improve her Blaster skill. Correspondingly, an anthropologist would use career points to improve Cultures and use lifetime points to improve Blaster. The definition of "career" and "lifetime" tends to blur at points in a campaign, so we recommend that the GM use his or her judgement on which points or mix of points should be used.
Character points can also be used to temporarily boost a skill during an adventure. On a single skill roll, up to 2 character points may be used to roll an additional die. This additional die is rolled after the roll and if it comes up a six, it may be rerolled like wild dice. A one has no special effect. Five character points may be spent on dodges or parries.
Force points are the big brother of character points. They are used to allow a character to do the impossible. Upon spending a Force Point ALL of the character's skills and attributes are doubled for the round. This happens before wound penalties and equipment bonuses are considered. Force points are given only when spent in selfless, dramatic moments. Use them to accomplish great deeds rather than to save your hide.
A character that is not Force-Sensitive starts with one Force Point and 5 career skill points. A Force Sensitive character starts with two Force Points and 5 career skill points. Additionally, characters that are not Force-sensitive may not posess more than 5 Force Points at any one time. Any Force Points they may recieve that would bring them over 5 are converted to Character Points at a rate of 3 career Character Points per Force Point.