Kingdom Building Double PCs
House Rules
Stat Generation
Each player receives 18,16,15, 13,12, and 10 for stats before racial modifiers. A player is allowed to subtract one for the 10 to turn it into a 9 to add one to any stat that is not already an 18.
Hit Points:
When rolling for hit points any roll under half can be rerolled. For example when rolling a D8 for hit points any roll under 4 would be rerolled until you got a number higher than 4.
Intimidate Optional Rule:
Anyone with strength 16 or higher can use their strength modifier for intimidate instead of charisma.
Experience
Medium speed track. Some bonus experience upon completion of a adventure.
Variant Rule: Free Actions Aren’t Free
Each round, a character can perform a number of free actions equal to 1 plus his Charisma modifier or Intelligence modifier (whichever is more), with a minimum of one free action allowed each round. This encourages characters with a higher Charisma or Intelligence — the leaders and planners — to coordinate the group even when they don’t have any talents that can come into play. Conversely, it encourages the heavy-hitters to “shut up and shoot” instead of trying to over plan their actions, thereby keeping the tempo of the fight moving along.
http://www.wizards.com/default.asp?x=starwars/article/sw20080313jc109
Critical Fumbles:
When a Character or enemy rolls a critical miss (rolls a one) all other attacks are forfeited for that turn, no other effects occur.
Bigger Criticals:
In order to create a more heroic atmosphere Player characters and only player characters can continue to increase their critical hit multiplayer by rolling a 20 on a critical hit confirmation. This can be done multiple times if multiple 20s are rolled in a row. Multiples are only increased by x1 each time.
Dim Light (aka outside) 120 feet of Dim light Vision
Monster/Mob Init – Initative per Type