Star Wars- addendums and other errata
There are several things in the core rulebook that seems in gross error of game realities... the following is a list of things I've found necessary to change in the group to satisfy the star wars legacy. enjoy

Star Destroyers- I've arbitrarily upped the hull points of Star Destroyers by 1,000 for Victory and 1,200 for Imperial. As for the Super Star Destroyers... well, they're at +3,000. The reason is thus; i don't think a weenie nebulon b cruiser is worth 80% the hull structure of a Star Destroyer. The mass of a Star Destroyer is easily 3 times that of a nebulon b. Also, starship weapons in Star Wars are amazingly powerful by the book standards and no pissant space transport is going to be able to level an Imperial warship...

Intimidate Skill- now, the original book declares the DC to intimidate other people is 10+character level (ie, the intended victim). I find that too easy for PCs to bully anyone around and too hard to possibly intimidate a high level character. Thus, i allowed the victims to roll a Will power save. Seems the easiest thing to do and to make encounters with intimidation more spotty.

See Force- the range of "see force" is rather small, 10 m, no matter how powerful in the force one is. The following is a revision of hte skill according to how many ranks one spends in the skill. Evidence for this change is based on several instances of Luke feeling the force for kilometers- his force radar keeps getting bigger and bigger in the books, comics and movies.

1 skill rank=   10 m range                11 skill ranks=  500 m range
2 skill ranks=  20 m range               12 skill ranks=  600 m range
3 skill ranks=  30 m range               13 skill ranks=  1 k range
4 skill ranks=  50 m range               14 skill ranks=  1.5 k range
5 skill ranks=  75 m range               15 skill ranks=  2 k range
6 skill ranks=  100 m range             16 skill ranks=  3 k range
7 skill ranks=  150 m range             17 skill ranks=  4 k range
8 skill ranks=  200 m range             18 skill ranks=  5 k range
9 skill ranks=  300 m range             19 skill ranks=  10 k range
10 skill ranks= 400 m range            20 skill ranks=  100 k range

These are base ranges, the DC should increase for every 5 skill ranks when trying to see at the base range'. For example, Sith Lord Azrael has 10 skill ranks in See Force, for a maximum range of 400 m. He activates See Force while infiltrating a Jedi Encampment, requiring a DC 24 (+2 for every 5 skill ranks) for life forces past the initial 10 m, but only a DC 20 within that 10 m immediate perimeter. However, the Jedi life forces will be beacons in the 'force radar' only requiring DC 14 beyond the initial 10 m area.
   Note: One can try and stretch beyond the 'base' range by up to 2x. However, this increases the DC by 10 (for example, 5 ranks usually means 75 base range, but one could stretch up to 150 m by accepting the +10 to DC).


New Force Skill-

Light Bolt [Int]- untrained, force sensitive, at least 1 force point
You can call upon the force to emit light side energy. This is available only in the presence of extreme negative force energy (within 5 m). Each bolt is physically taxing and cannot 'fired' again for 2 more rounds unless a successful Willpower check DC 15+rounds successively fired. Note that a character must have at least 1 usuable force point left. The target can only take damage if they have the "dark template"- ie, dark side spirits, dark side creatures, etc. Living creatures recieve a +10 bonus to save against the DC. The affected target must make a willpower saving throw to take no damage. Note that the force user must make a "ranged" attack. Trying this ability without being in 5 m of a negative force presence results in nothing happening.


Result                      Damage                     DC
up to 10                     1d3                         10
11-16                         1d4                        15
17+                            1d6                        20

Vitality Point Cost: 6 per each bolt

Initiative for Starships- Pilots may add their personal initiative bonus + size modifier of ship to determine initiative in space combat. However, only ships Small or below may do this. All other ships must rely on size modifier + crew quality.