You can never �take a 20�. In some situations, where failure would not have any dire consequences, you can however take a 10 (takes a full minute to do so). When taking a 10, you cannot be assisted by another though. Taking a 10 with any Force Ability check would cost ten times the Force Pool than normal though.
You can train when gaining a new level to gain maximum Vitality / Force Pool, but this training requires both dedicated time and credits. The time cost represents the time spent to train while the credit cost represents the cost to pay either pay someone to train you or for materials and supplies used during the training period.
Training requires two days per level for the target level and 100 credits per level for the target level. For level.
He opts to train during a long slow transport voyage through hyperspace. The training takes 14 days and costs him 700 credits for a holo program trainer that he uses.
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Vitality Dice at the end of a short rest, up to the character�s maximum number of Vitality Dice. For each Vitality Dice spent this way, the player rolls the die and adds the character�s Constitution modifier to it. The character regains vitality points (or Force Pool points) equal to the total. A player with a Force Pool must chose before rolling whether they are recovering vitality points or Force Pool points. The player can decide to spend an additional Vitality Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs very light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity�at least 1 hour of walking, fighting, piloting, or similar adventuring activity�the characters must begin the rest again to gain any benefit from it.
At the end of a long rest, a character regains all lost vitality points (and Force Pool points). The character also regains spent Vitality Dice, up to a number of dice equal to half of the character�s total number of them. For example, if a character has eight Vitality Dice, they can regain four spent Vitality Dice upon finishing a long rest
A character can�t benefit from more than one long rest in a 24-hour period, and a character must have at least one wound point at the start of the rest to gain its benefits.
As per the rules in the Revised Core Rulebook, your character naturally recovers 1 wound point per day of pure rest�no strenuous activity whatsoever
Under the care of another character with the Treat Injury skill, you can heal at twice the normal rate. There are also several pieces of medical equipment that can further enhance or replace this training and increase the rate at which a character regains wound points.
You cannot regain Wound points with a Short or Long Rest alone.
At 4th level, and every 4 levels thereafter, a character may choose one of the following two options no matter class or species:
The rules in the Revised Core Rulebook state that anyone without the appropriate Starship Operation feat for the class of ship you are in is at a -4 penalty when firing a starship�s weapons. This remains true, with the exception that there are a number of ways this penalty can be negated available to characters. You cannot gain a bonus due to these options, but a character can lessen or remove this penalty with the following options: