The Red Hand of Doom
I guess there has been a lot of confusion on Destiny Points. that’s my own fault.
Below is a detailed explanation of DP, adapted from the entry in the Saga Edition book.
Destiny plays a large role in the Star Wars universe. As a young boy, Anikan Skywalker is told that his destiny is to bring balance to the Force. Padme’s destiny is to give birth to the twins, Luke and Leia, so that they can fulfill their own destinies. Luke Skywalker learns his destiny is to redeem his father, Darth Vader, so that balance to the Force may be restored. Leia’s destiny is to save the Rebellion from annihilation at the hands of the Empire and to forge the New Republic.
The same goes for this game.
The Destiny mechanic helps players and GMs recognize that all heroes – and major villains – have significant roles to play in the fate of the world. Destiny rewards players for good roleplaying and gives GMs new plot hooks to use when designing adventures.
The rules are optional; I am using them.
Choosing a Destiny
Players don’t need to choose destinies at the start of the campaign – or ever, for that matter. Not every hero has a destiny that must be fulfilled before the end of the campaign, and even players who want to have destinies need to give their characters – and the campaign – a chance to develop first. It may take several adventures before players understand where the campaign is going and what goals the heroes are likely to pursue.
Choosing a destiny is handled in one of two ways – the player selects an appropriate destiny for their hero (based on what’s happening in the campaig) or the GM can choose a ‘secret destiny’ for the hero. Who knows. :3
Destiny Points are the resources a player can use to fulfill whatever destiny has been set before her characters.
Players with a specific destiny chosen know what their goal in life is, and to help facilitate said goal, begin with destiny points equal to their level, gaining a new destiny point at every level.
Players without a specific destiny start out with 1 destiny point instead.
Spending Destiny Points
Spending a Destiny Point does not take an action – not even a free action – and grants one of the following benefits: p.
- Automatically score a critical hit (no attack or comfirm roll required)
- Automatically cause an attack made against you to miss (even once the attack is resolved)
- Act out of turn (Thus changing your position in the initiative order)
- Take damage that would otherwise harm another character in you reach (Diving in front of a bullet, yelling “noooo!”)
- Increase the power and effect of spells or abilities
When a character fulfills their destiny, they can choose to keep some Destiny points or transfer some to allied characters.
Corruption – corrupt an individual, organization, or location.
Destruction – Destroy a person or object, for good or for evil, whether it be a tyrannical Baron or the Death Star.
Discovery – discover an person, species, object, or location that was either lost or previously unknown. Finding the remains of King Arthur, discovering a source of miracle herbs, charting a new smuggling route – the thing being discovered only comes about after a long-term serach.
Education – Train or educate another being or group of beings in some way. Taking a squire or teaching another to craft great magical items are both fine examples.
Redemption – Your destiny is to redeem a character that has been corrupted or is otherwise evil. Turning your brother from an evil cult, redeeming an assassin… the target needs to be someone that has fallen from the light in some way, whether it means embracing evil or simply acting evil.
Rescue – Your destiny requiers you to save a person from death or an object from destuction. Often characters with this destiny will not know which person or object they’re meant to save, let alone how to do so. They simply must be in the right place at the right time. =P