Force and Destiny - (SWF01a) Character Folio - Belandi soundofheaven.info Force and Destiny - (SWF02) Beta Core soundofheaven.info, , MB. FORCE AND DESTINY. Darkness covers the galaxy. The evil. GALACTIC. E M P IR E rules through fear, holding countless planets in an iron grip. The dreaded. Force and Destiny Star Wars RPG PreGenerated Characters.
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Force and Destiny Beta - Ebook download as PDF File .pdf), Text File .txt) or read book online. FFG Beta from August Beta testers up-to-date on all of the latest changes to the design of the Force and destiny Core Rulebook. The most recent update to this document was on De-. This document serves to keep the Force and destiny. Beta testers up-to-date on all of the latest changes to the design of the Force and destiny Core Rulebook.
Even institutions that exist to uphold evil laws, such as the Empire, have codes of conduct that apply to their enforcers. Change the cost of this attachment from R 7. They are opposed to needless violence but know that when confronting true evil. Agility is used for a number of physical skills, such as Coordination, and it is key to ranged combat skills such as Ranged Light and Ranged Heavy. The first outcome to resolve is the success or failure of the skill check. Then, the players can determine if any signifi cant side effectsgood, bad, or bothare triggered. A ge of R ebellion details the struggle be tween the brave freedom fighters of the Rebel Alliance and the tyrannical Galactic Empire.
This adventure marks the second in the Dawn of Defiance Story Path. This adventure marks the third in the Dawn of Defiance Story Path. The Target is the destruction of an Imperial Torpedo Sphere. Check out this thrilling and fun adventure. Tatooine Manhunt. Strike Force: Black Ice. Black Ice is an adventure designed for four to six player characters and a game master.
You cannot fight a ware without supplies. That is the hard fact that the burgeoning Rebel Alliance is learning everyday.
Written by Mikayla Donaldson. Otherspace II: Game Chambers of Questal. Rebel Heroes investigate the disappearance of their comrade Tiree on the planet Questal. He went there without orders and without consulting Rebel High Command. Where it anyone else, the disappearance might have been dismissed as a joke or jaunt. But Tiree is too good a soldier for that Fire Across the Galaxy. Its has been a few years since the battle over Yavin 4 and the Rebellion has scored it's first major victory against the Galactic Empire with the destruction of the Death Star.
Now the Rebellion must regroup and gather together more resources to continue the fight against the Empire. Click Here to visit our facebook group. A Night at Tosche Station. The GM can use this adventure as a starting place for a new campaign or as a transition between stories. Kypperon Capture. This is the first adventure in the st Legion Storm Commando Series. Each adventure in the series is meant to be episodic and stand alone.
It is easy to bring in new players or replace characters that die. Written by James "Shockwave" Noyes-Shimomura. Imperial Storm Commando. If the green die showed a zero instead, the percentile roll would be read as 7 zero-seven. Understanding these symbols allows the players to more fully contribute to the story, generating memorable details and describing cinematic actions over the course of their adventures. This section introduces and defines the different sym bols, then describes how they are used in play.
Ju st like the special game dice, these symbols can be classified into several broad categories. The three types of symbols represent positive results, negative results, and Force resources. Did the character succeed by the skin of his teeth, or was the success so complete that all of the facilitys security systems, not just those governing the cell block, were quietly deactivated?
These sorts of specific results of character skill checks are determined by interpreting positive dice symbols. Success is un dermined by Failure. Based on the core mechanic, if at least one Success remains in the pool after all cancellations have been made, the skill check succeeds. For example, in combat, each net Success is added to the damage inflicted on the target. Generat ing four net Successes inflicts four additional damage. Examples of these positive side effects include slicing a computer in far less time than anticipated, finding unexpected cover during a firefight, or recovering from strain during a stressful situation.
Its possible for a task to fail while generating a num ber of Advantage symbols, allowing something good to come out of the failure. Likewise, Advantage can oc cur alongside success, allowing for significantly positive. Its important to remember that Advantage symbols do not have a direct impact on success or fail ure; they affect only their magnitude or potential side effects. Advantage is canceled by Threat. If a skill check generates one or more net Advantage symbols O the player can spend that Advantage to apply one or more special side effects.
These could include triggering a Critical Flit, activating a weapons special quality, recovering strain, or even performing additional maneuvers. The applications of Advantage are covered in more detail on page Each Tri umph symbol 0 provides two effects: This means that the Success generated by a Triumph symbol could be canceled by a Failure symbol T generated during the same skill check.
Second, each Triumph symbol can be used to trigger incredibly potent effects.
Two common uses are to trig ger a Critical Injury upon a successful attack and to ac tivate a weapons special quality. Effects generated by a weapons special quality usually require multiple Ad vantage symbols O to activate.
Triumphs may activate other potent effects as well, including effects above and beyond those triggered by Advantage. These ef fects may be set by the GM, or they may defined by the environment, a piece of equipment, or a special character ability.
See page for more information on using the Triumph symbol to trigger effects.
Players gain both effects with each Triumph symbol; they don't have to choose between the Success and the special effect trigger. Although the Success aspect of the Triumph symbol can be canceled by a Failure symbol T , the second aspect of the J result cannot be canceled.
Multiple Triumph symbols are cumula tive: The Triumph symbol only appears on the. Is the failure severe, resulting in a terrible crash? O r does it result in little more than a scratch on the speeders fuselage?
Such details are provided by interpreting negative dice symbols. Three negative symbols are found on the task resolu tion dice. These results are Failure, Threat, and Despair. Failure undermines Success. Fortunately for characters, multiple net Failure symbols T do not influence the magnitude of the failure.
Failure symbols appear on ,. Examples of these negative side effects include taking far longer than expected to slice a computer terminal, leaving an opening during a firefight that allows an enemy to duck into cover, or suffering additional strain during a stressful situation.
Its possible for a task to succeed while generating a number of Threat symbols, tainting or diminishing the impact of the success. Likewise, Threat can occur alongside Failure, creating the possibility for some sig nificantly dire outcomes. Its important to remember that Threat symbols dont directly impact success or failure, only their magnitudes or potential side ef fects. Threat cancels Advantage. There are a wide variety of possible effects that Threat may trig ger.
If a skill check generates one or more net Threat symbols, the GM generally applies one or more spe cial side effects. These could include being knocked prone, losing the advantage of cover, taking more time than anticipated, suffering strain during a normally routine action, or giving an enemy an opportunity to perform a maneuver.
The applications of Threat are covered in more detail on page Each Despair symbol imposes two effects: This means that the Failure represented by a Despair symbol could be canceled by a Success sym bol generated during the same skill check. Second, each Despair can be used to trigger po tent negative effects.
Despair may activate other potent effects as well, including effects above and beyond those triggered by Threat. These effects may be determined by the CM or defined by the en vironment, an adversary, or a special character abil ity. Players suffer both effects of each Despair symbol; they do not get to choose between the Failure and the special effect trigger. The Despair symbol only appears on the die. There are two types of Force symbols: O and appear on Force dice O, which are used frequently for characters who are Force users, strug gling with the balance of the light and dark sides of the Force.
Force-sensitive characters can use these resources to help fuel special abilities such as teleki nesis and precognitive combat awareness. Unlike the positive and negative dice used for task resolution, Force dice generate resources that are spent to fuel a powers effects, such as its magnitude, range, or duration. The Force die O and the mechan ics that govern it are very different from the core skill check mechanics of F orce and D estiny.
The Force There are other uses for the Force dice besides employing Force powers. Another common applica tion of Force dice in F orce and D estiny is their use to determine a group's starting pool of Destiny Points at the beginning of each session see page In everything from seemingly mundane actions, such as repairing a damaged starship or negotiating the price of a crate of rations, to extraordinary feats, like balanc ing on the edge of a skyscraper in a rainstorm while fighting a deadly bounty hunter, characters will in evitably be put to the test.
When the outcome of a PCs attempt at a task is uncertain, the player usu ally needs to roll a skill check to determine the tasks success or failure.
These skill checks hinge upon a number of different character attributes, including skills, special talents, and inherent abilities. The GM decides which type of skill check is re quired for a given task. Once the type of check and. The pool can be a combination of many types of dice, which vary depending on the characters in volved and the specific situation. After the dice pool has been assembled, the play er rolls all of the dice in the pool.
The dice results are evaluated to determine which symbols cancel each other out and which ones are cumulative. Once all evaluations have been made, the player and GM re solve the skill check by determining the actions suc cess or failure. The information obtained from the dice results is used to describe not only the outcome of the check, but also any additional effects, compli cations, or surprises. While advanced or com plex actions may require a large dice pool, the basic dice pool is quite simple.
It relies on three factors: Following a more detailed look at these three fac tors, this section describes how players assemble and resolve basic dice pools and rolls, discusses other types of dice pools, and examines the kinds of checks players might make during a game session.
Brawn and Agility are measures of the characters physical abilities: Intellect and Cunning are the characters mental abilities, reflecting the PCs knowledge, analytical skill, cleverness, and de ductive reasoning. Willpower and Presence represent the characters personality and force of spirit, including such aspects as charisma, mental fortitude, and facility in relating to and interacting with others. A characters species determines that characters starting characteristic ratings.
After all, Mirialans tend to be quick, while Twileks tend to be charming. Each player has the opportunity to increase these default characteristics during character creation by invest ing a portion of the PC s starting experience points. It is important to note that after character creation, increasing characteristics is a significant in-game investment and can only be done by purchasing a specific and expensive talentsomething that might happen only a few times over the course of an entire campaign Players need to think carefully about.
Although it does make sense to focus on characteris tics that improve the characters core skills and talents for instance, an Advisor character might invest in a high Presence, or an Ataru Striker in a high Agility rating , the game system offers a great deal of flexibility. Both going against stereotype and planning ahead in antici pation of purchasing specializations in other careers over the course of a campaign are acceptable options for characters.
For example, a player whose Starfighter. Ace character is big and hulking might elect to increase the characters Brawn, with an eye toward eventually having the character become a Shii-Cho Knight as well. Likewise, a Shadow with a high Presence rating could be just as deft with words as with stealth, opening up the opportunity to perhaps become an Advisor.
Some exceptions exist, especially in powerful or unique cases. For example, a rancor likely has a Brawn rating much higher than that of a PC. A typical humanoid has an average characteristic rating of 2.
A rating of 1 is weak and below average. A characteristic rating of 3 or 4 is significantly above av erage, while ratings of 5 and 6 represent exceptional performance and ability.
During character creation, no characteristic can be increased above 5. Once play begins, PC characteristics are capped at 6. Each species has a default characteristic profile that re flects particular strengths and weaknesses.
This pro file is then augmented and improved during creation by investing experience points. To find the default characteristic profiles of each playable species, see Chapter II: Character Cre ation. The six characteristics are defined below. Characters with a high Agility have flexibility, a good sense of balance, and deft hands.
Agility is used for a number of physical skills, such as Coordination, and it is key to ranged combat skills such as Ranged Light and Ranged Heavy.
BRAWN A characters Brawn represents a blend of brute pow er, strength, and overall toughness, as well as the abil ity to apply those attributes as needed. Characters with a high Brawn are physically fit and hardy, rarely get sick, and have strong constitutions.
Brawn is used for a number of physical skills, such as Athletics and Brawl. Brawn is also used to determine a characters starting wound threshold. Characters with a high Cun ning are savvy, quickly pick up on vital social and. Cunning is used for a number of mental skills, including Deception, Per ception, and Survival.
Characters with a high Intellect can extrapolate and interpolate data, can recall details and draw from previous experience, and can think of long term strategies and envision the ramifications of pres ent actions.
Intellect is used for a number of mental skills, including Astrogation, Computers, and all of the Knowledge skills, such as Lore and Xenology. Characters with a high Presence make natural leaders, draw attention when they enter a room, can easily strike up a conversation with nearly anyone, and are quick to adapt to social situations.
Presence is the key characteristic for interpersonal skills such as Charm and Leadership. Characters with a high Willpower can withstand stress and fatigue, remain composed during chaotic situations, and exert influence over the weaker-willed. Willpower is used for skills such as Coercion and Vigilance.
Willpower is also used to determine a characters starting strain threshold. Characteristics also influence skills, a wide variety of character abilities, and some derived statistics. For example, in addi tion to being used for Athletics and M elee combat skill checks, Brawn is used to determine a character's starting wound threshold and forms the basis of a character's soak value.
As mentioned previously, characteristics are one of the three factors that affect the composition of a dice pool for a check the other factors being skill training and task difficulty. Skills represent the characters training and experience in performing specific tasks and actions. Although a character can attempt almost anything even without.
Skills, the second factor influencing a dice pool, represent specific training, hands-on experience, and focused knowledge in a certain area. Each skill is linked to a specific characteristic, which is the default ability a character uses when performing a task with that skill. Proper skill training can compensate for a characters low characteristic rating. Flowever, the most proficient characters are those who have both the proper training and a strong linked characteristic.
A characters career choice provides career skills. Characters start out with training, or ranks, in some of their career skills. As time passes during a cam paign, a character can learn and improve any skills the player likes; however, improving career skills costs fewer experience points than increasing skills outside the PC s career. For a more in-depth look at skills and their applica tions, see Chapter III: The character istic and skill ranks add positive dice to the dice pool.
Difficulty adds negative dice, making success more challenging. In addition to dice that represent the tasks inherent difficulty, other dice are added to re flect further complications based on the environment or specific situation. While the characteristic and related skill are derived from the character attempting the task, the difficulty of a task is set by the GM. There are six basic difficulty lev els. Some modifiers and situations may warrant checks higher than the sixth level, Formidable, subject to the G M s discretion see the Impossible Tasks sidebar on page 27 for an optional seventh difficulty level.
A task attempted against a set difficulty level is referred to as a standard check. For example, a player. Example Routine, with the outcome rarely in question. Usually not rolled unless the CM wishes to know the magnitude of success, or unless Setback dice indicate the possibility of complications. Picking a primitive lock, tending to minor cuts and bruises, finding food and shelter on a lush planet, shooting a target at close range.
Picking a typical lock, stitching up a small wound, finding food and shelter on a temperate planet, shooting a target at medium range, trying to strike a target while engaged. Picking a complicated lock, setting broken bones or suturing large wounds, finding food and shelter on a rugged planet, shooting a target at long range. Picking an exceptionally sophisticated lock, performing surgery or grafting implants, finding food and shelter on a barren desert planet, shooting a target at extreme range.
More detailed examples of each difficulty level are provided next to give play ers a clear idea of what the different levels represent. Success is assumed for the majority of attempts at Simple tasks. If failure is virtually impossible, the task wont even require a check: If circumstances make the outcome uncertain, then a Simple task may require a roll. This may be the case only if one or more are intro duceddue to injuries, environmental factors, or op position by foes, for example.
A Simple task adds no Difficulty dice to the skill checks dice pool. A typical character with the proper training, resources, and tools for a. Often, the magnitude or potential side effects are more uncertain than the success itself. An Easy task adds one Difficulty die 4 to the skill checks dice pool.
A typical character with the proper training, resources, and approach to the situa tion might expect to succeed at Average tasks slightly more often than he fails.
An Average task adds two Difficulty dice 4 4 the skill checks dice pool. Success is certainly feasible, but failure is far from sur prising. A typical character with the proper training, resources, and tools for the situation should expect failure at Hard tasks more often than successespe cially without Destiny or other advantages on his side.
A Hard task adds three Difficulty dice: Success may be difficult to achieve, but its certainly possible. A typical character with the prop er training, resources, and tools for the situation will likely experience failure more often than success at Daunting tasks and may wish to look for some benefi cial circumstances to aid him. A Daunting task adds four Difficulty dice to the skill checks dice pool. In fact, if ca sually approached, a Formidable task is most likely impossible.
Flowever, with proper planning, a welltrained and well-equipped character has a chance at success. Typical characters almost always fail at For midable tasks. Even trained veterans fail Formidable tasks more often than they succeed. Failure seems inevitable unless the character can apply one or more advantages, such as Destiny Points or bonuses from specific equipment, talents, or assistance.
In al most all cases, the GM simply states that any such check automatically fails without needing the player to assemble and roll a pool of dice. However, the GM may decide to allow a PC to attempt a check where success is extremely im probable-throwing a grenade in hopes that it puts out a fire; scaling a perfectly smooth wall; or using reason to calm a rampaging rancor. Allowing PCs to attempt an impossible task should be relegated to critical moments in a storys arc or truly life-or-death situations only.
To prevent players from abusing these oppor tunities, attempting an impossible task au tomatically requires the player to spend one Destiny Point. The player gains no benefits for doing so, beyond being able to attempt the task in the first place. The player also may not spend any additional Destiny Points on the check. W hen a character wants to attempt some sort of action that might have a chance of failure, the player makes a skill check. The skill check uses the charac ters appropriate skill: Athletics for breaking down doors, Knowledge for recalling facts, or Charm for convincing a guard to let the character enter, for example.
Each skill also has a linked characteristic: To make a skill check, the character assembles a dice pool. A characters skill training and the associated charac teristic are equally important in building a dice pool. W hen a task is attempted, the GM determines which skill is most appropriate. The skill used determines which characteristic is used. For example, if the char acter is attempting to bypass a security terminal by slicing its alarm system, the skill check would use the Computers skill, which is linked to the Intellect charac teristic.
The ratings for these two attributes determine the number of Ability and Proficiency dice that are added to the dice pool. There are two sides to every basic dice pool: W hen building a dice pool, every aspect of the players and C M s contribut ing dice should be explained and defined before the roll is made. The GM sets the difficulty level of the task once, prior to the roll. After creating the base dice pool, either side may have the opportunity to upgrade dice.
A player can start building the dice pool once the proper skill and characteristic are determined. To add dice to the pool, the player compares the PCs ranks of skill training to the linked characteristics rating.
The higher of the two values determines how many Ability dice are added to the skill checks dice pool. Then the player upgrades a number of those Ability dice equal to the lower of the two values.
If a charac ter is unskilled possesses no ranks in the necessary skill, then zero is autom atically the lower value, and the character will rely solely on the appropriate. This also applies if the character has a zero in the corresponding characteristic; however, in practice, its almost impossible for a character to have a zero in a characteristic.
This uses Sarendas Athletics skill and Brawn characteristic. Sarenda has Athletics 2 and Brawn 3. Her Brawn is higher, so the player begins by adding three Ability dice 0 0 0 to the pool.
Sarendas Athletics skill is lower, so the player upgrades that many dice two to Profi ciency dice OO. To attempt the jump, Sarenda starts out with three dice in her pool: The difficulty level of the task determines the number of Difficulty dice that the player must add to the pool.
For example, an Average skill check means the player adds two Difficulty dice to the dice pool. In some cases, the GM may upgrade one or more of these Difficulty dice by removing them from the dice pool and replacing them with an equal number of Challenge d ic e.
Difficulty dice are usually upgraded into Challenge dice when a character faces skilled op position or particularly challenging circumstances, or when the GM invests Destiny Points to make a check more challenging. After setting the difficulty level for the task, the GM adds the corresponding number of Difficulty dice to the tasks dice pool.
If no other factors are deemed to influence the outcome of the attempt, the basic dice pool is now complete and can be rolled to determine success or failure, as well as any potential side effects. Later, Dao must attempt to jump over the same chasm. Dao, who constantly trains and condi tions his body, has an Athletics skill of 3. How ever, his Brawn is only 2. His Athletics skill is higher, so the player begins by adding three Abil ity dice 0 0 0 to the pool.
Daos Brawn rating is lower, so the player upgrades that many dice two to Proficiency dice O O. To attempt this action, Dao starts out with three dice in his pool: O O O one Ability die and two Proficiency dice. Following the prior examples, the GM reviews the table of difficulty levels. Deciding that this chasm is only a couple meters across and the edges are firm and covered with vines that could provide handholds, the GM assigns a difficulty of Average to the task.
Two Difficulty dice are added to the players dice pools when they attempt to jump across the chasm. Note that both Sarenda and Dao begin with the same size and type of dice pool, despite the fact that their Brawn ratings and their ranks in the Athletics skill are different.
The system allows a character to compensate for a lack of innate abil ity by improving trained skills, and vice versa. He has Brawn 2 but no ranks of training in Athletics. His Brawn is higher, so the player begins by adding two Ability dice 0 0 to the pool. Since he has no ranks in Athletics, that value is considered to be zero, and no Ability dice are upgraded to Proficiency dice.
To attempt the action, Tarast starts out with only two dice in his dice pool: Difficulty Levels, on page However, the S ta r W ars universe is a vast place where any number of environmental effects can im pact the actions taken by the characters.
Howling gale-force winds caused by atmosphere escaping through a breach in a starship hull can negatively impact any action, while a motionless space pirate silhouetted by a bright light is a much easier target to hit.
If an action is important enough to assemble and roll a dice pool, theres a good chance other fac tors are involved. These other factors affect or modify the dice pool in a number of ways. These modifications may be triggered by the players or the GM, or they may simply make sense given the environment and situation. Examples of fac tors that warrant modification of the dice pool include obstructing terrain, poor lighting, tactical advantages, time constraints, superior equipment, special tal ents, unlocked career abilities, investment of Destiny.
The difficulty should be set based on the task itself, not on the circumstances surrounding that specific attempt at the task. In general, once set, the difficulty level remains the same, regardless of who, what, when, or why that particular task is attempted. Upgrading or downgrading dice is not usu ally necessary unless a specific rule or ability calls for it. These situations are defined by the individual abilities, and are generally not applied arbitrarily by the CM.
If the circumstances for a particular execution of a task are unique, then the GM may de cide the task warrants the addition of Boost or Setback dice. Added dice should reflect the elements that make this attempt distinct or special. As a general rule, if the CM feels that a skill check has distinct factors that could modify the outcome, he should consider us ing Boost and Setback dice. Points, and Critical Injuries.
The following sections de scribe these modifications in more detail. Its also important to note that when modifying a dice pool, players perform the modifications in a spe cific order.
First, players assemble the basic pool, and then they add additional dice. Next, they upgrade dice. Then they downgrade dice. Finally, they remove dice. This is done primar ily through the use of Boost and Setback dice. As a general rule, one Boost die is added to the dice pool for each bonus that would help the character succeed, and one Setback die is added for each disadvantage impeding success.
A single Boost die is often enough to represent the benefits provided by useful gear, ample time, superior position, or the element of surprise. If more than one of these advantages is applicable, the CM may allow multiple Boost dice to be added to the dice pool.
Likewise, a single Setback die is usually enough to reflect the impact of detrimental or obstructing ef fects like poor lighting, inferior supplies, harsh envi ronments, or outside distractions. If more than one of these disadvantages is applicable, the C M may add.
Its important to note that while these dice are essentially mirror op posites in their use, Boost dice and Setback dice do not cancel each other out. If the situation warrants the addition of two Boost dice and one Setback die, all three dice are added to the dice pool.
The use of Boost dice and Setback dice is a com mon device all players can use to help reinforce im portant elements of the story. Players should describe their characters actions in detail, pointing out both advantages and disadvantages that may influence a particular action. Some equipment may add Boost dice to a pool to reflect superior craftsmanship, while talents may allow a player to add Boost dice to a pool to reflect special training or aptitudes that apply to the situa tion.
Maneuvers like aiming may also allow a player to add Boost dice to a pool. Conversely, some effects may specifically impose Setback dice.
While the players may suggest the addition of Boost or Setback dice, the GM is the final arbiter, deciding which and how many dice are added to the pool. The CM does have access to helpful guidelines when making those decisions and should use common sense depending on the way the scene and action have been described.
See the Positive Dice and Negative Dice sidebar on page 17 for examples of the types of situations that may warrant the addition of Boost or Setback dice.
Likewise, circumstances can turn a potent die into a weaker one.
Improving a die is called up grading, while weakening a die is called downgrading. Beyond the upgrading based on a characters ranks. For example, the Dodge talent al lows a character to upgrade the difficulty of a combat check made against him by a certain value. Certain talents and special abilities also allow a character to upgrade or downgrade dice.
When an Ability die is upgraded, it is converted into a Proficiency die O. In this case, the player performs the following steps. First, he determines how many die upgrades re main. This process is repeated until all remaining upgrades have been applied. Likewise, if a player needs to upgrade Difficulty dice into Challenge dice but there are no more Difficulty dice in the pool, the same process is followed. The player first determines how many dice are to be downgraded.
Increasing or decreasing difficulty is simply a measure of how many Difficulty dice 0 are added to the initial dice pool; this is covered in more detail on page Up grading Difficulty dice 0 into Challenge dice O is generally triggered by a special ability or the investment of Destiny Points by one of the participants.
If all of the potential dice are already in their downgraded form, any further downgrades are ignored. When this occurs, all upgrades are applied first. Then, any downgrades are applied.
This is important, since upgrading dice could add more dice to the overall pool. Most often, this is a result of character talents that allow the removal of Setback dice to reflect a level of expertise in over coming minor distractions or disadvantages that would rattle a less experienced character.
In a similar fashion, a skilled enemy may have a talent that removes Boost dice from skill checks made against that enemy. The individual talent or effect describes what cir cumstances warrant the removal of dice, as well as the number and type of dice to be removed. If an ability would remove more dice of a type than there are in the dice pool, the maximum number of dice available are removed, and any additional removals are ignored.
The first outcome to resolve is the success or failure of the skill check. Then, the players can determine if any signifi cant side effectsgood, bad, or bothare triggered.
Whether the task is attempted amidst the chaos of a punishing planetary bombardment or in an Imperial in terrogation room, nearly anything can happen. If all Successes and Failures Y in the pool are canceled out, or if there are any net Failures Y re maining, the skill check fails.
If at least one Success remains, the skill check succeeds. Remember, a dice.
FHaving one or more net Advantage symbols O indicates a positive side effect or ben efit. Having one or more net Threat symbols indicates a negative side effect or complication.
If all the Advantage O and Threat sym bols cancel each other out, there are. The positive and negative side effects can occur regardless of whether the task suc ceeds or fails.
Advantage O and Threat can be used to fuel a wide variety of side effects. The player rolling the skill check generally chooses how to spend Advantage O. Various weapons, talents, and equipment may have special uses for Advantage O Threat is generally spent by the CM to impose some sort of complication, with more severe compli cations requiring more Threat Threat can re sult in side effects such as suffering strain, providing an opportunity to an opponent, falling prone, being subjected to environmental effects, or a task taking longer to complete than expected.
Various talents, environments, and opponents may have special uses for Threat For more about using Advantage or suffering from Threat, see page and Rather, they indicate an especially positive or unfor tunately dire side effect. In this case, both re sults are interpreted separately As with Threat, its possible for a skill check to succeed but still im pose a Despair effect, or fail but still trigger a Triumph effect. For more about the specific applications of Tri umph and Despair, see page and M any weapons and talents have side effects that can be triggered using a Triumph result.
Otherwise, the scenario or GM may present further options for using Triumph. Triumph can be thought of as an enhanced, more powerful version of Advantage. Second, a Despair result indicates an unfortunate consequence, significant complication, or dire effect related to the task. The opponents abilities, the envi ronment, or the encounter description may offer dif ferent options for using Despair.
Despair can be viewed as an upgraded, more po tent form of Threat. Flundreds of outcomes are possible with almost every skill check. A character may achieve a high-magnitude success with no other complications, a low-magnitude success with Advantage, or a moderate success with Advan tage that is tempered with Despair.
Likewise, a failed check may have a silver lining if accompanied by Ad vantage or Triumph, or it may create a truly dire situ ation when accompanied by both Threat and Despair. The sheer number of possibilities provides opportuni ties to narrate truly memorable action sequences and scenes. Nearly anything can happen in the heat of the moment; even a single shot fired at an Imperial Star De stroyer might hit some critical component that results in its destruction.
Players and GMs alike are encouraged to take these opportunities to think about how the sym bols can help move the story along and add details and special effects that create action-packed sessions. However, there may be some situations that require a slightly different approach to properly resolve.
Are the characters involved in a high-stakes negotiation, competing with multiple factions for their goal? Or are they racing to escape the clutches of Im perial agents hot on their trail? In addition to the standard skill check, Force and D estiny uses opposed checks, competitive checks, and assisted checks. Opposed checks are often used when the success or failure of a task is strongly influenced by an opponent.
Competitive checks can be used to determine which character performs better when two or more characters are attempting the same task. As sisted checks are simply variations of other checks but with two or more char acters workinp fopether. For example, a Force-sensitive Sentinel lies to an Imperial governor, claiming to know nothing about the ancient Jed i holocron that recently vanished from the governors collection.
The Sentinels Deception check might be opposed by the governors Vigilance. Opposed checks are most often applicable when a task involves directly opposing the task that another character is performing, or when a task involves try ing to go unnoticed, undetected, or undiscovered by someone else. Flowever, rather than simply being assigned by the GM, the dif ficulty of an opposed check is determined by a quick comparison of the opposing characters relevant char acteristic and skill ranks.
Building the active characters dice pool starts out fol lowing the same procedures as those for a basic dice pool.
Ka veri has Agility 4 and Stealth 2, building an ini tial dice pool of four Ability dice, two of which are upgraded to Proficiency dice O O O O i n total. The nexu has Cunning 2 and Perception 1. If there are no other factors, the skill check has six dice: When multiple characters are attempting the same task and the players need to determine who accomplishes the task first or performs it better, or to measure some other outcome, they are engaging in a competitive check.
For example, two characters engage in a friendly arm-wrestling contest aboard their starship.
Each one has the same goal: The winner can be determined through a competitive check to see who outperforms the other. Additional examples include several pilots navigating an asteroid training course, or two politicians trying to win over an undecided crowd during a council hearing.
For a competitive check, the GM assigns a difficulty level for the task, and each character involved in the competition makes a skill check based on that diffi culty. If none of the characters succeed at the check, then none win, and the competi tive check results in a draw.
If two or more characters generate the same number of the check goes to a tiebreaker to see if the draw can be resolved. Although O and J still provide their customary effects in these situations, they also provide one ad ditional benefit.
If the characters are still tied after evaluating these categories, the competitive check is a draw. In this case, the GM may simply appoint a winner, declare that all tied parties have lost, resolve the draw with another competitive check, or find some other way to settle the competition. Pon wins the competitive check based on the tiebreaker since the also counts as a Success , convincing the dealer to tell him where the dealer got the crystal in addition to selling the crystal to him.
Perhaps even though Pon won the argument, the dealer saw how desperate he was to get the crystal, and gouged him on the price. Meanwhile, the dealer took a liking to Belandi and gave her a discount on anything else she wanted to purchase from his shop. Fortu nately, characters canand should provide assis tance to each other in performing a variety of tasks.
Characters who follow tile Mystic career are typically born to accept this mantle. From the time they first open their eyes. They constantly perceive the ebb and flow of its energies between all living things To many Mystics. It teaches them to trust their instincts more than any training or instruction. It is not uncommon for some Force adepts to feel compelled to travel throughout the galaxy to aid those in need and to oppose those who use the dark side.
White some might focus their attentions in cities and urban centers. A Force adept who is willing and able to travel and work in these environments can help ease crushing poverty or crippling plagues of hunger and disease.
He can also discover new Force techniques. A Seeker must be capable of doing all of these things, white traveling far from any meaningful support network. Every city has its secrets, and every shining beacon of civilization has its seedy underworld. Within these shadowy depths, miscreants and malcontents prey on the helpless, committing heinous crimes and leaving misery and chaos in their wake. Most law enforcement agencies try to combat criminals without violating the very laws the agencies exist to uphold.