1. House Rules

Gear Changes

This section will cover any gear that has either been changed from RAW (Rules As Written) or has been removed entirely for the metacampaign.

Changed Gear

Acquisition of Proton Torpedoes

The Temple provides a limited amount of Proton Torpedoes and Concussion Missiles on missions requiring them. This will be up to GM discretion. As a default, the Temple vehicles do not possess any ordinance in their loadout. Ships obtained as personal vehicles come with one payload of any limited ammo (i.e. if a weapon is Limited Ammo 3, it will come with 3, Limited Ammo 6, it will come with 6).

Players can purchase additional ordinance as they wish. Per the FnD CRB page 236, Concussion Missiles cost 500 credits per missile and Proton Torpedoes are 750 credits per torpedo. As the CRB does not list rarities but does note that ordinance are restricted, we have assigned Concussion Missiles Rarity 5(R) and Proton Torpedoes 6(R).

Alchemical Talismans

Crafted talismans are incredibly powerful and potentially encounter changing pieces of gear. As such, each character may carry a maximum of one talisman at any one point in time. Carrying more than one will result in the effects of all talismans failing. The only exception to this will be characters with the Alchemist and Magus specializations, who may carry additional talismans equal to their ranks in Alchemical Arts and Secret Lore, respectively.

Armor Inserts - (CaM; 59)

The Armor Inserts, a beloved and ubiquitous item since the release of Cyphers and Masks, is too ubiquitous and unlocks a few unpleasant lines of play, especially relating to making a cheaper, yet better Armored Clothing, with growth potential. It, frankly, should have never existed in the iteration.Thus, we will be raising the credit value of the Armor Inserts to 1,500 credits, as an aspirational and unique upgrade path for those without heavy armor. 

We are also removing the line about changing the item in question to ‘Armored Clothing’, allowing for your armors to both get buffed and retain their unique qualities that made them appealing in the first place. When fully modded, this 0hp attachment will allow you to have a 1-2 soak and 1 defense set of armor.

BD-Explorer Droid (Homebrew)

You can now purchase a BD-Explorer Droid for 7,500 credits at Rarity 7. Details on their stats can be found here.

Combat Tested (RotS; 62)

The attachment as made is clearly designed for Clone Troopers at the height of war, and thus does not fully fit into our campaign. However, we believe it does represent an interesting narrative and so have changed the item to better fit a Jedi campaign. Combat Tested is changed to the following: "Combat Tested is a 0 HP gear attachment that represents intense personalization of a weapon, armor, item, or ship over a period of time. Gear personalized in this manner grants the character calm in times of stress and confidence in the face of fear. When carrying a piece of gear with Combat Tested, the character adds one Boost to checks to resist fear. There is one modification option: add an additional Boost to checks to resist fear. Combat Tested may only be obtained by using the Temple Training trimester spend to represent the amount of time a character has spent getting to know and personalize their piece of gear.  A character may only benefit from one piece of Combat Tested gear at a time."

Corellian Technologies Savior Anti-Grav Chute

The item description is revised as follows: "Take no damage or strain from falls. Once active, reaching the ground may take multiple rounds. While active, the character will descend at a rate of 1 range band every round. The chute must be recharged before it can be used again. Recharging the chute takes specialized tools and materials and so cannot be done in the field."

Mechanically, the chute may be recharged outside of sessions, essentially making this item a once per session use.

Double-Bladed Sabers 

Linked on lightsabers can lead to extremely large damage spikes. As such, to help smooth some of the spike potential, Linked has been replaced by a unique weapon quality called "Double Bladed": "On a successful combat Lightsaber combat check, two advantages or a triumph result may be spent to inflict the base damage of the saber as a second hit. This quality may not be activated multiple times."

Gear & Stealth Checks

Currently the campaign utilizes a house-rule/modification to Stealth rules that allows a single player to cover for others by either aiming for raw Successes equal to their character and the number of PCs they are covering or by adding Setbacks equal to the number of PCs they are covering. While this does help characters who have not invested in Stealth, it has also created a situation in which certain gear that affects stealth (Optical Camouflage System, Custom Fit, etc.) have an outsized impact on these checks by allowing a single character to cover for numerous other PCs with only a investment of credits.

Moving forward, while PCs will be able to use these items for the purposes of their own skill check, they will not be able to cover for other PCs if they wish to receive the gear's benefits to their dice pools. While something like the OCS can make the player who owns it invisible, it does not make others more difficult to see.

Lightsaber Crystals

Lightsaber crystals shall function very differently in JONE than they do in RAW. In order to help support the narrative importance of the Kyber crystal and the distinct bond that exists between a Jedi and their crystal, there are no RAW crystals. The full mechanical details of the crystal can be found under Lightsabers & Crystals.

Lightwhip - (EV; 40)

The Lightwhip has been changed, notably to function more like a Lightsaber in the classic sense, while retaining most of the qualities as printed in Endless Vigil. This includes using Lightsaber crystals and Lightsaber attachments. To see the exact Stat-block of the Light Whip, check out the Crafting Document.

Pommel Cap - (GaG; 96)

When you spend the two advantage to activate the Stun quality from this weapon, the player can choose to have the damage of the weapon be nonlethal. This damage is still against the target’s wound threshold.

Restraining Bolt

Item description is revised as follows: "These come in a variety of shapes and sizes, but serve simply to restrain a droid's ability to act freely, though it will not shut them down completely or damage any internal systems. Escape requires passing a daunting (4 difficulty) discipline check from the droid. The restraining bolt may also be removed with an easy Mechanics check by an unrestrained assistant."

R7 Astromech - (Stay on Target 46-47)

The R7 Astromech is no longer restricted to the E-wing and is compatible with any ship with an astromech port.

Removed Gear

The following items are banned from JONE to help support game balance and to remove problematic or unclear items:

  • Cortosis Weave
  • Exoglove
  • Flickerphase Blade
  • Infrabinoculars
  • Lightsaber Dampening Emitter
  • Tholothian Heartwood Hilt
  • Training Weights