Star Wars d20 House Rules

Dark Side Point System - While I recognize the reason and need for a rule that leads to corruption of the physical form for very high level Darksiders, the DSP rules as written are very un-StarWars like, as they make it all but impossible to create high level Dark Side characters. The Emperor may have been weakened and physically twisted by the Dark Side, but he was in his 70's and a 10th lvl Sith Lord/20th lvl Character to boot! And I bet his strength with the Dark Side was more important to him than his physical fitness. Darth Malak was inhumanly strong. Darth Maul was quite possibly at the peak of physical performance. So, for our Dark Side Campaign, here's the house rules we use to reflect this:

At each level for a Dark Character (there is no penalty for a tainted character), a Fortitude save must be made against a DC number equal to the player's DSPs. If they succeed, they lose 1 DSP and gain an additional Force Point. If they fail, they must either lose all their current Force Points *or* 1 physical attribute point. If they have no Force Points to lose, then they must surrender a stat point. The choice is clear: sacrifice some of your power with the Dark Side or allow it to corrupt your body.

In this way the Dark Side remains the "Quick and Easy" path, seducing it's practioners further along, but eventually abandoning them as time goes by as they become more and more dominated by it. 

In a truly Dark character, DSPs and Force Points work slightly different.

Dark Side Force Points - For truely Dark characters ONLY (this does not apply to tainted characters) - A Force Point Expended calling on the Dark Side Point yields a Dark Side Point. However, each Force Point earned also subtracts a DSP from the character's total. The door swings both ways. However, the collary of this is that if a Dark character has DSPs equal to his Wisdom or less, he CANNOT gain any more Force Points until he aquires DSPs greater than his Wisdom score. The Darkside is very demanding of it's adherents, requiring them to continue to perform acts of Villainy to continue to receive it's favor. Note: a character CANNOT choose to lose a DSP to gain a Force Point. This process only occurs during the usual earning/gaining of Force Points. 

Additionally, we've done away with the rule that Dark Siders cannot gain Force Points between levels. Force Points may be earned normally (although from a Dark Side perspective). Exceptional and impressive acts of Villainy are worthy of Force Points just like for Heroic acts for the Light Side. Any DSPs earned by such an act earning a Force Point will be reduced by one as per above.

Lightsaber Manuevers - I didn't invent these. I found them on some website which I cannot remember the URL for now. However, they were originally for the WEG version of Star Wars. I've adapted them to d20. These are still in playtest, so they may change rapidly.

DEFENSIVE MANUEVERS

Strong Defense
Move Action
Description: The strongest of defense stratagems when used correctly. It is the middle guard with the saber's tip pointed at the opponent's throat.
Effect: Grants a +2 Dodge Bonus to defense, but the next attack launched is at -4 to hit. If the opponent is unarmed, any action but a 2-meter step backwards will provoke an attack of opportunity.

Launching Defense
Move Action
Description: The most dangerous of the defenses, as many attacks launched from this guard are extremely deadly. The weapon is held primary hand high, with the emitter near the head.
Effect: -1 to defense for the round, but the next attack gets a +1 to damage

Hard Parry
Move Action
Description: This defensive maneuver is based in offense: the defender calls upon all his strength to knock the attacker's weapon out of the way, hopefully leaving him open to an attack.
Effect: If player successfully defends, then both make strength rolls. For every point the winner beats the target by, he gets +1 to his next attack roll. If the winner makes his roll by 5 or more, the opponent's weapon becomes unready.

Sweeping Circle Defense
Move Action
Description: Circling the blade in a sweeping pattern, the defender throws
the attacker's blade off-center. This is the best defense against a thrust attack.
Effect: +3 dodge bonus against a thrust only, but -2 to defense against the next attack unless it, too, is a thrust.

Retreating Parry
Full Round Action
Description: Defender falls back under a foe's assault.
Effect: The player may make a 2-meter step directly backwards, for a +4 dodge bonus, but cannot take any other actions that round.

Backstep Parry
Reaction
Description: A defender takes a step back while defending
Effect: The player may make a 2-meter step directly backwards for a +1 dodge bonus. This is a reaction and is thus a free action.

Blade Flash
Description: This maneuver is used to quickly escape a pin, even possibly allowing the defender to do a pin.
Effect: The defender turns off his blade, escaping a pin, then even more quickly re-ignites his blade. If the user of this method succeeds in a contested DEX roll, he escapes the pin. If he succeeds by 5 or more, he may attempt a pin of his own as a free action. If he fails the roll, he remains pinned and his next action is at -2. If he fails the roll by 5 or more, he provokes an attack of opportunity by his opponent.

OFFENSIVE MANEUVERS

Belly Cut
Attack Action
Requires Launching Defense Position.
Description: A fast, viscous slash at the opponent's belly.
Effect: -2 to target's defense and +1 to Damage, if target holds high ground, but results in -1 to user's defense against the next attack.

Face Cut
Attack Action
Description: This (most often) kill attack is launched from the high guard
position, leverage and the target of the blade gives it added lethality,
since head wounds suffer double damage.
Effect: improves threat rating by 1, subtracts 3 from target's defense, but reduces user's defense next round by -4

Joint Cut
Attack Action
Description: With this difficult maneuver the attacker twists the defender's blade around, than comes in at a strange angle hoping to remove or severe a joint. This is most often done with wrists. This attack works well after a hard parry.
Effect: The attack is made with the same penalty as a called shot for the area being aimed for, plus an additional -2. If the target receives any Wounds as a result of this manuever, then a roll is made against the severed limbs chart in the galactic guide, even if the roll was not a critical strike. However, wounds delt in this manner will be reduced in number by half.

Quick Thrust
Attack Action
Description: This is a simple, yet elegant attack form is one of the hardest
to defend from.
Effect: Light Saber loses 1d8 worth of damage on a successful attack, but defender gets a -2 circumstance penalty to defense.

Angle-Cut Swing
Attack Action
Description: This high starting or low starting attack sweeps in hoping to
slash from hip to thigh or vice versa.
Effect: The defensive stances are effective as normal against this manuever, but regular defense is -1, or -2 when used after assuming a Launching Defense stance. The attacker can only follow an angle cut swing with another swinging attack or a move action.