Characters start with one force tree from EotE or AoR at no exp cost.
Written backgrounds are worth 10 EXP - Timeline Backgrounds are worth 5 EXP.
Characters begin game with 15 Obligation to the Alliance. Once their obligation reaches 0 - they will be able to accumulate Duty instead. (The Light Side/Dark Side system will run along side of this.)
Experience is awarded at 1 per 1000 for stories written after character creation.
Space
Ship Repairs
Negotiation roll to determine price, typically starting at 500 per hull point. Success decreases by 5% - failure increases by 5%, advantages/disadvantages carry over to next role.
Mechanics roll with difficulty determined by damage to the ship, advantages/disadvantages carried over from negotiation roll. May only make roll if character rolling dice pool will be performing repairs to the ship. Success decreases by 5% - failure increases by 5%, advantages/disadvantages decrease or add time. Base time is 1 day per hull point to repair.
Astrogation
Time to calculate jump to hyperspace: 1 Min per category of distance. 1 Min for in Sector, 2 Min for in Region, 3 Min for between regions, 4 Min for across the galaxy. Time is increased by 1 min per additional difficulty die added by astrogation modifiers. (Except for quick calculations.) Hyperspace Coordinates cannot be calculated ahead of time due to moving ships and gravity wells - only good for short period of time.
The Chase
Pilot rolls at beginning of the round, success determines winner and system per book. Advantages/Disadvantages function per normal. Tie breaker is speed of ships.