Extra Rules
Force rules: Force skills take up spell slots when used just like a regular spell. New force powers can be learned from a force sensitive being at least 1 level higher then the player or from a holocron. In order to learn certain powers, the player must be a specific level as well.
Level 1: Push Pull Hold
Level 2: Future sense (outside combat) Boosted jump Force detection (basic)
Level 3: Boosted agility Boosted striking power (with hands or feet)
Level 4: Force sensitivity
Level 5: Self healing Block (solids) Choke Lightsaber crafting/altering
Level 6: Block (plasma) Meditation reset Force detection (advanced)
Level 7: Tracking Telecommuting
Level 8: Lightning (basic) Levitating battle objects
Level 9: Healing (others) Torch
Level 10: Mind reading Lightning (advanced) Power restore (slot point in combat) Surge
Level 11: Beast communication
Level 12: Speak to dead
Level 13: Future sense (inside combat) Mind influence
Level 14: Plane transfer
Level 15: Lung hold (surviving in space and under water) Martial intelligence Space tracking
Lightsaber rules: Lightsabers can only be crafted by a level 5 force user, and only specific materials can be used. If a player already has a lightsaber it can be used freely and can also be customized once every long rest. If a player obtains a lightsaber from a different source the weapon can only be used if the crystal is swayed by a force user. Otherwise the saber will react and potentially hurt the user.
For players who have had the saber for a decent amount of time, slash attacks will be 2d12 damage, plus there level ×2. For stabbing attacks it's 3d12 plus the players level. If the player rollers a 21 or higher on the performance check, if the enemy is lower then 50 hit points it will be considered an instant kill unless the enemy can roll a saving throw over 18. If the opponent has a lightsaber then the mandatory damage points (players level) is dropped.
Campaign 2 notes: The ship h
Campaign 1 takes place mid to end of the sith war, around 3800-3750 BBY.