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F O R C E AND D ESTIN Y

D a rkn e ss

c o v e r s t h e g a l a x y . T h e e v i l

G A L A C T IC

E M P I R E r u l e s t h r o u g h f e a r ,

holding

c o u n t l e s s p l a n e t s in a n i r o n g r i p .

The dreaded DARTH VADER and his agents

have

destroyed

the

JEDI—guardians

of

order and Justice. The forces of evil have

triumphed, crushing the forces of good.

Now,

a few brave souls band together,

arming

themselves with the legacy of the

Jedi. They

stand ready to fight the darkness

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CREDITS

STAR WARS: FORCE AND DESTINY

D ESIG N ED B Y

Ja y Little

LEAD D E V E L O P E R

Sam Stewart

W R IT IN G A N D

A D D IT IO N A L D E V E L O P M E N T

Max Brooke, John Dunn, Daniel Lovat Clark, Andrew Fischer, Michael Cernes, Sterling Flershey, Keith Kappel, Monte Lin, Jason Marker, Jason Mical,

and Christopher Rowe with Katrina Ostrander

ED IT IN G A N D PR O O FR E A D IN G

Christine Crabb, Molly Glover, and David Johnson

M A N A G IN G R PG PR O D U C ER

Chris Gerber

G RA PH IC D ESIG N

Chris Beck with Shaun Boyke, Samuel Shimota, and Evan Simonet

G R A PH IC D ESIG N M A N A G ER

Brian Schomburg

M A N A G IN G A R T D IREC TO R

Andy Christensen

A R T D IRECTIO N

Zoe Robinson

COVER A R T

Darren Tan

IN T E R IO R A R T

Andrius Anezin, Cristi Balanescu, Ryan Barger, Chris Beck, Arden Beckwith, Dimitri Bielak, Cassandre Bolan, Alberto Bontempi, Matt Bradbury, Dmitry Burmak, Rovina Cai, JB Casacop, Anna Christenson, Alexandre Dainche, Christina Davis, Anthony Devine,

Florian Devos, Sara K. Diesel, Tony Foti, Michele Frigo, Zachary Graves, David Griffith, Clark Huggins, Joel Hustak, Lukasz Jaskolski, Tomasz Jedruszek, Andrew Johanson, Jeff Lee Johnson,

Katayanagi, David Kegg, Romana Kendelic, Julian Kok, Leonid Kozienko, Kate Laird, Adam Lane, Ignacio Bazan Lazcano, Jorge

Maese, Kate Maximovich, Brynn Metheney, Aaron B. Miller, Victor A. Minguez, Scott Murphy, Jake Murray, David Nash.

Mike Nash, David Ogilvie, Claudio Pozas, Maciej Rebisz, Adam Schumpert, Carmen Sinek, Beth Sobel. Anna Steinbauer,

Matthew Starbuck, Darren Tan, Tiffany Turrill, Ryan Valle, Jose Vega, Magali Villeneuve, Christer Wibert, Jarreau Wimberly, Sara Winters, Richard Wright, Ben Zweifel, and the Lucasfilm art archives.

PRO D U C TIO N M A N A G E M E N T

Megan Duehn, Simone Elliott, and Eric Knight

EX EC U T IV E G A M E D E S IG N E R

Corey Konieczka

EX EC U T IV E PR O D U C ER

Michael FJurley

P U B L IS H E R

Christian T. Petersen

P L A Y T E S T E R S

For a complete list of playtesters, please see page 444.

C REA TIVE D IR EC T O R

Michael Siglain

LUCAS LICENSING

S E N IO R E D IT O R

Jennifer Fleddle

LU C A SFILM S T O R Y G R O U P

Leland Chee and Pablo FHidalgo

FANTASY

FLIGHT

GAMES

Fantasy Flight Games

1995 West County Road B2

Roseville, MN 5511 3

USA

© Lucasfilm Ltd. & TM. No part of this product may be reproduced without specific written permission. Fantasy Flight Games and the FFG Logo are registered trademarks of Fantasy Flight Publishing, Inc. Apple and the Apple logo are trademarks of Apple Inc.,

registered in the U.S. and other countries. App Store is a service mark of Apple Inc. Google Play is a trademark of Google Inc.

ISBN: 978-1-63344-122-4 Product Code: SWF02

Printed in China

For more information about the Star Wars: Forceand Destiny line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at

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CONTENTS

Introduction ... 7

Chapter I: Playing the Game 14 The Core M echanic... 1 6 The Dice... 1 7 Lights, Camera, Action!... 22

The Basic Dice P o o l... 24

Building a Basic Dice P o o l... 27

Interpreting the Pool... 31

Other Types of Checks... 32

Other Key Ele m e n ts... 34

Experience and D evelo pm ent... 37

Derived A ttrib u tes... 39

Chapter II: Character Creation 40 Step 1: Determine Background... 45

Step 2: Determine M orality... 48

Step 3: Select a Sp e cie s...54

Steps 4 & 5: Select a Career and Specialization.... 63

Step 6: Invest Experience Points... 102

Step 7: Determine Derived Attributes...104

Step 8: Determine M otivation... 105

Step 9: Choose Gear and A p p earan ce... 107

Step 10: Determine Croup R eso u rce ...109

Chapter III: Skills... 110

Choosing Skills... 11 4 General Skills... 11 4 Combat Skills... 1 29 Knowledge Skills... 1 32 Chapter IV: Talents...1 34 Talent Descriptions...1 36 Chapter V: Gear and Equipment 154 The Galactic Eco n o m y... 1 56 R a rity... 1 57 Encum brance...1 59 Combat Skills...1 60 Item Q u alities... 1 61 Weapon Characteristics... 1 65 Weapon M aintenance... 1 66 Weapon Descriptions... 1 67 A rm o r... 1 78 G e a r...1 80 Customization and M odifications... 191

Chapter VI: Conflict and Com bat... 202

Narrative and Structured G a m e p la y ... 203

M aneuvers...206

Actions...209

Defense... 21 3 So ak... 21 3 Range Bands...21 3 Additional Combat M o d ifiers... 217

Environmental Effects...21 9 Wounds, Strain, and States of H ealth... 222

Recovery and Healing... 226

Chapter VII: Starships and Vehicles...228

Starship and Vehicle W eapons...234

Starship and Vehicle Com bat... 236

Stellar Phenom ena or Terrain... 246

Taking D a m a g e ... 248

Interstellar Travel... 251

Vehicle P ro file s... 254

Starship Profiles... 257

Ship and Vehicle Modifications...269

Chapter VIII: The Force 272 The Nature of the F o rc e ... 274

The Duality of the Fo rce ... 275

The W ays of the Fo rce ...277

The Force in Forceand Destiny...279

Force-Sensitive R ules...280

Force Powers... 282

Chapter IX: The Game M a s te r... 306

How to Run a Forceand DestinyG a m e ...308

Game M aster Rules and O p tio n s... 322

Creating Encounters, Adventures, and Campaigns.. 330

Cross-Game Line C om patibility...338

Chapter X: The Galaxy... 340

The State of the G a lax y... 342

The Great H y p e rla n e s... 346

The Deep C o r e ... 347

The Core ...351

The Colonies ... 352

The Inner Rim ... 354

The Expansion Region ... 356

The Mid R im ... 357

The O uter Rim ... 359

Wild Space and the Unknown R e g io n s ...362

Sith S p a c e ... 364

Forgotten Tem ples...365

Chapter XI: The Jedi and the S it h...376

Stories and Legends of the J e d i ... 378

Jed i of the Republic... 384

The Hidden History of the S ith ... 385

The Fall of the J e d i ...388

Force-Sensitives...389

The Force in the E m p ire ... 393

Other Force Traditions... 395

Lost Artifacts of the F o rc e ...396

Chapter XII: Adversaries...398

Rim W o rld ers... 401

Galactic Underw orld... 404

Imperial Fo rces...406 D roids...408 Force U sers... 411 C reatures... 414 Galactic O d d itie s...41 7 The Inquisitorius...419

Chapter XIII: Lessons from the Past... 422

Act I: A Wealth of Know ledge... 426

Act II: The W reck of the S a n c tu a ry ... 435

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INTRODUCTION

‘‘You must unlearn what you-have learned."

-Yoda

W hat secrets lie in the Well of Shadows? Let’s find out.”

Kasuni Tamm set her back against the rock and pushed. With a grating rumble, the capstone slid aside. The weak rays of the winter sun danced across the layers of hoarfrost that covered the rough-hewn stones. Kasuni peered over the edge, then lit a glow rod and tossed it in. The brilliant green light fell through the shaft, briefly illuminating the walls be­ fore vanishing into the depths.

Kasuni Tamm pursed her lips and glanced over at Vaxim. “ I guess they weren’t kidding when they said ‘bottomless,’ huh?”

The bogwing seemed to laugh, a blend of chirps and croaks. Kasuni grinned. “ Maybe you could fly down there, and see what’s at the bottom?”

Vaxim turned away and started scratching for in­ sects in the gorse around the rim. “Coward.”

Twenty minutes later, Kasuni hung fifty meters down the well, staring intently at a patch of stonework. It looked no different than any of the other rocks she’d rappelled past, but something about it spoke to her. The Togruta closed her eyes and ran her free hand across the rough surface, tracing the whorls of frost. Vaxim chirped.

“Yeah, there is something here,” Kasuni mur­ mured. “ It feels...old. Like the rock is asleep. But something about this stone...”

She pushed, and the stone slid inwards. A roughly circular portion of the wall followed suit, revealing the passageway beyond. “Yes! Vaxim, we’re in!”

Kasuni swung into the entrance, deftly detaching her climbing gear and securing the rope. She made her way through the cramped passage, crouching to avoid scraping her montrals on the low ceiling. Vaxim swooped on ahead, and in a few moments, she heard his triumphant chirp.

The passageway opened up to a vast cavern. The cave had once been natural; flowstone formations

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and stalagmites still lined the walls. However, some­ one had hewn steps into the floor— steps that led to an octagonal pedestal in the cavern’s center, And on the pedestal...

Kasuni’s breath caught in her throat. Vaxim swooped around the cavern and settled onto her shoulder, quietly burbling in satisfaction. She walked up the steps and stared down at the pedestal, study­ ing the small, ornate cube. She reached down to pick it up.

“ I would appreciate if you did not touch that.” The measured voice echoed through the chamber.

Kasuni whirled around, her hand moving to the carbine slung over her shoulder. Three figures stepped out of the passageway. The first two were humans: one an older man with a gray beard and black combat armor, the other a small woman with an intense, unsettling expression and thick brown robes. The last, the one who spoke, was a Kel Dor, who towered over his companions.

“ I recognize you,” Kasuni said, nodding toward the older man. “You’re the traveling merchant I met in the village. I don’t remember the armor, though.”

The man looked slightly embarrassed. “Yes. A nec­ essary deception, I’m afraid, Mistress Tamm. My name is actually Markus Dorivonn. This is Zora,” he gestured to the woman, “and Dal Kir.”

The Kel Dor nodded. “We have been looking for this item for quite some time. Strange that you should have found it so quickly.”

Kasuni shrugged. “Just lucky, I guess.”

Markus raised an eyebrow. “ Perhaps; perhaps not. In any case, we can’t let the holocron fall into Sor Venge’s hands. You need to give it to us.”

From Kasuni’s shoulder, Vaxim hissed. Kasuni shook her head. “Sorry, people. This box is the map to a place I desperately want to find. Besides, what’s a ‘Sor Venge,’ anyway?”

Markus was about to respond, when Zora placed a hand on his shoulder. “She’s not one of Venge’s people,” she said.

“ How do you know?”

Zora looked coolly at Kasuni. “She’s not lying; I can tell.” Suddenly she paused, head cocked. “ I hear someone in the passageway.” A small metal cylinder dropped out of the sleeve of her robe and into her hand, and she whirled around.

A volley of blaster bolts exploded out of the pas­ sage, only to be deflected in mid-air as a double- bladed lightsaber ignited in Dal Kir’s hands. More bolts shot toward the Kel Dor, who spun the weapon in flashing arcs. The shots ricocheted away, scorch­ ing stone and throwing up chips of rock.

Behind the blaster bolts, a dark-robed figure charged from the opening, howling a challenge as it swung a crimson lightsaber in sweeping arcs. Zora ignited her own blade, flicking it up in a perfunctory salute before meeting her opponent with a crushing overhead strike. The figure sidestepped the blow, only to stagger backward when Zora redirected her momentum and shouldered him viciously in the chest.

Kasuni unslung her carbine and snapped off a shot at the stormtroopers now starting to pour out of the passage. She saw one go down, the rest tak­ ing cover behind the flowstone formations. Markus, his own lightsaber ignited, was backing towards her while deflecting any shots that came in his direction. “These are Venge’s agents! I think it’s safe to say they want all of us dead.”

Kasuni kept up her fire from behind the protection of his blade. “Well, given the circumstances, I’m will­ ing to work with you three— for now. Do you know a way out of here?”

Markus shook his head. “Just up the Well, and that’s going to be crawling with stormtroopers.” Zora drove her opponent back with a furious swing, quickly raising her guard to block the equally savage riposte. The two lightsabers flashed and hissed as the duel continued. “W e’d never make it up.”

“ Hm.” Kasuni closed her eyes for a moment, con­ centrating. Then she pointed at one of the stone steps before the pedestal. “There. Cut through that!”

Markus’s saber flashed down, slicing through rock in three controlled swings. The step crumbled, re­ vealing darkness below: a hidden passage. “W e’ve got an exit!”

Dal Kir had dropped at least one stormtrooper with reflected blaster shots. Now he lowered his lightsaber and raised his free hand. Kasuni felt her skin tingle and she stared, wide-eyed, as all around the chamber, small rocks and stones began to rise into the air.

Suddenly, the Kel Dor dropped into a fighting crouch and thrust his fist forward. The stones, the stormtroopers, and even the dark figure flew back­ ward as if struck by a blast of wind, landing in the passageway in a tangle. Dal Kir straightened, then ran for the steps. Zora spat at her prone opponent and followed.

As the four climbed into the secret passage, Markus paused for a moment and looked at Kasuni. “Just lucky, huh?”

Kasuni smirked. “ I guess I make my own luck.” Markus returned her grin as they jumped into the darkness. “ Right. Have you ever heard of something called the Force?”

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WHERE DO I START?

D

ifferent parts of the Force and Destiny Core Rulebook serve as good starting points, depending on whether you are play­ ing Forceand Destiny as the Game Master or as a Player Character.

Players should begin by reading Chapter I: Playing the Game and can then dive right into Chapter II: Character Creation.

The Game M aster should also begin with Chapter I: Playing the Game but can then move on to Chapter IX: The Game Master. It is also advisable for new GMs to familiar­ ize themselves with Chapter VI: Conflict and Combat.

WELCOME TO

ROLEPLAYING IN

FORCE AND DESTINY!

A roleplaying game is a cooperative improvisational sto­ rytelling experience you play with up to six friends. Dur­ ing the game, players take on the role of a character or characters, each of which contributes to the telling of an exciting story set in the rich fabric of the S ta r Wars gal­ axy. You and your friends create the story as you play, using the fantastic Sta r Wars setting to create sprawl­ ing adventures filled with drama, suspense, humor, and combat. You have more than a few opportunities to cross paths with Rebel heroes while combating storm- troopers, bounty hunters, and Imperial villains in your hero’s journey to bring peace to the galaxy and discover a deeper understanding of the Force.

To play the game, you need your imagination, this book, paper and pencil, some S ta r W ars Roleplaying Dice, and a few other players. Before you begin, you need to decide which member of your group will play as the Game M aster (GM). While this does not need to be a permanent decision, the role of the GM does not generally change from one game session to the next,

and the Game M aster has several responsibilities that the rest of the players do not.

I'M T H E G A M E M A S TER ! W H A T DO I DO?

Running a roleplaying game is a lot of fun. Game M as­ ters are part narrator, part actor, part storyteller, and part referee. You provide the initial plot to draw the players into the story, and you describe the beauti­ fully unique, exciting environments S ta r W ars is fa­ mous for. While the other players each have their own character, as GM you portray supporting characters, antagonists, and anyone else the players might meet along the way. The GM keeps the plot moving forward and provides plot twists and side quests, while col­ laborating with players in the moment to keep them engaged in the story. Finally, the GM is the ultimate arbiter of how the rules are interpreted during the course of the game, using them or breaking them as necessary to maximize fun and enhance the story.

The best GMs can think on their feet and improvise new plans and directions for a story on the fly. Players are often unpredictable, and frequently perform un­ expected actions that might threaten to derail a G M ’s plans for an adventure. Good GM s are flexible and can shuffle their plans around in the moment, incorporating new elements in ways that keep the experience organic and fresh. Your number one job as GM is to make sure everyone has a good time. Fun first, rules second.

I'M A PLAYER! W H A T DO I DO?

Players each portray an individual character in the game, referred to as a Player Character (PC). The PCs are the main characters of the story. Usually, you create your own PC before the first session of play, although the GM may provide you with a pre-generated char­ acter instead, particularly if it is your first time playing

Forceand Destiny PCs in Forceand Destinyare Force- sensitive heroes trying to find their place in the galaxy and to restore the power of the Jed i Knights.

Your PC joins the other players in Force-powered

S ta r W ars adventures, which typically last one to four

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with a beginning, middle, and end, not unlike the indi­ vidual episodes of the S ta r W ars trilogies. With each adventure, characters grow both as individuals and in their understanding of the Force, improving their abili­ ty to complete increasingly difficult tasks successfully. In Force and Destiny, the PCs typically battle Em ­ peror Palpatine's sinister agents as would-be Jed i Knights, but they don’t have to. The players and the Game M aster work together to develop the most in­ teresting story they can. You use the rules presented in Chapter II: Character Creation to construct the kind of character that interests you.

During character creation, you develop a background unique to your character. W hat kind of person is your character? Where is your character from? How did your character discover the ability to use the Force? You might be a heroic Jedi Knight who somehow survived

the Clone Wars, or a Podracer pilot who uses the Force to win heats. You might even be a princess whose family has a long, secret tradition of Force adepts; anything is possible in the galaxy of Forceand Destiny!

You also create a unique personality for your char­ acter, which can be as similar to or different from your own as you like. Games like Force and Destiny work best when players inhabit their characters, taking into account the events of their past, their hopes for their future, and the realities of their present. Force and Destiny includes rules to help bring your character’s history, goals, and personality to life, creating a rich sense of immersion in the game. Forceand Destinyin­ cludes rules governing PC backgrounds and Morality, which helps define how your character might behave at his best, and at his worst.

Once your PC is created, you join the other play­ ers, usually three to five people, and meet their PCs. A group of players is generally referred to as a "party.” Before play begins, the players work with the Cam e M aster to determine how the party meets. The characters might have all been drawn together by the Force, remaining allies ever since. Alternatively, the PCs could meet in an Imperial Inquisi­ tor's dungeon, having been captured in lo­ cations throughout the galaxy, and find they must work together to escape. M aybe one of the PCs has a reputation as a powerful Force adept, and the rest of the group has sought that PC out. Players also work with the GM to develop any special relationships be­

tween PCs. Two of the PCs might be mar­ ried to each other, siblings, old or former

partners, former enemies, or anything else that interests the players.

W hen the game starts, each player controls his own PC, while the Came M aster portrays all the other characters the PCs encounter, including allies, enemies, and those caught in the middle. (These are called Non-Play­ er Characters, or NPCs.) During the adventure, you tell the CM what you want your Player Character to do. You might use an accent or unusual voice like an improvisa- tional actor, but it’s also acceptable to

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EXAMPLE OF PLAY

R

yan, Monica, Josh, Phil, and Diana have gathered to play Force and Destiny around Ryan’s kitchen table. Ryan is acting as the CM. Josh is playing Markus, a human Guardian. Monica is playing Zora, a human Warrior. Phil is playing Dal Kir, a Kel Dor Consular. Diana is playing Kasuni, a Togruta Seeker.

We join the group mid-session as they attempt to escape the Well of Shadows...

Ryan (CM): All right, so now you’re in the se­ cret passageway beneath the Well. It’s dark and cramped. I don’t suppose any of you remem­ bered to bring a light?

Josh (Markus): Urn...I have my lightsaber? Diana (Kasuni): Put the glowstick away, Josh. Kasuni rummages through her pack and pulls out a glow rod.

Phil (Dal Kir): Nice! I’m glad someone in our party believes in being prepared.

Ryan (CM): The light illuminates the rock pas­ sageway. The passage goes on in front and be­ hind you, well beyond the range of your lights. Monica (Zora): Hm, we need to figure out which way gets us out of here. Zora is going to glare at Kasuni and Markus. “ Now that you two got us into this mess, can you get us ou t?”

Diana (Kasuni): Hey, Ryan. Can I use my Percep­ tion skill to figure out which direction to go? Ryan (CM): Absolutely. That’s going to be an Average (<Q><0) Perception check to study your surroundings. Normally, I’d add two Setbacks □ □ because of the darkness, but since you have a glow rod, I’ll drop that to one Setback Q Diana (Kasuni): And my one rank of the Keen Eyed talent removes that Setback □ from the pool. (Diana builds a dice pool based on her skill and other factors and rolls.) Let’s see...two Successes # & and one Advantage O

Ryan (CM): Nice roll. So, you close your eyes and focus. After a long minute, you feel a slight breeze from the tunnel behind you.

Diana (Kasuni): “Hey, everyone. The way out is that way.” Kasuni feels relieved, so I spend the Advantage O to recover one strain.

Phil (Dal Kir): “The Force is strong with you, Kasuni.”

Diana (Kasuni): “Urn, if you say so.” Kasuni isn’t sure what the Force is, yet, so she sounds skeptical. Ryan (CM): After a few minutes, the passage slopes upward. You push your way through a cur­ tain of vines. The good news is that you’re out­ side. The bad news is that you’re on a ledge in the

middle of a cliff, overlooking the valley below—

Monica (Zora): Whoops! “I hate heights.” Ryan (CM): — and the worse news is that below you, maybe ten meters, is a much larger ledge. On it are two squads of stormtroopers, an air- speeder, and your old “friend” Sor Venge. Josh (Markus): Well, I don’t think we want to start a fight with him. Has he seen us?

Ryan (CM): Let me see... (Since Venge isn’t look­ ing for the group, Ryan makes a Vigilance check for the NPC. Venge ends up with three Failures T T Y . ) He’s so busy yelling at his soldiers, he doesn’t notice you.

Josh (Markus): Perfect. I’m going to climb up and rig a rope to the top of the cliff. Then we can climb up and leave before he sees us. Ryan (GM): Discretion is the better part of valor. That’s a Hard ({> <0 <0) Athletics check. But I’m going to flip a Destiny Point to upgrade one of the Difficulty die

<0

into a Challenge die instead

O.

Josh (Markus): Oh, great. No pressure. (Josh as­ sembles his dice pool and rolls). Well, I got two Successes & &...and uh oh. One Despair Ryan (CM): All right. You make it to the top of the cliff with the rope, Markus, secure it, and throw it down to your friends. Unfortunately, the Despair ^ means that when you drop the rope, it falls past your friends and ends up hanging in front of Venge’s face.

Monica (Zora): Well, so much for sneaking. I draw my lightsaber.

Ryan (GM): Venge hops on the airspeeder with one of the stormtrooper squads and flies up to your level, staying a good distance from the ledge. You see a smug smile on his face as he shouts, “Surrender, or I’ll blast you off the ledge!” Monica (Zora): I’m tired of running from this guy, but I don’t think he’s going to come within reach of my lightsaber if I ask nicely.

Phil (Dal Kir): Maybe you just need to take the lightsaber to him. Ryan, how wide is the gap between us?

Ryan (CM): Not too wide. Call it short range. Phil (Dal Kir): Perfect. I’d like to throw Zora onto the airspeeder with the Force. (Phil assembles his dice pool and rolls.) Two Light Side results # # . I generate two Force Points D C , which is enough to pick up Zora and move her.

Ryan (CM): OK, then! Zora, you suddenly feel your feet lift off the ground, and you go flying toward the airspeeder. You land on the back of the speeder, standing above Venge, saber raised. He stumbles backward, shocked, and I think it’s time to roll for Initiative.

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simply tell the GM what action you want your PC to take. Don’t worry if you don’t know all of the rules your first time playing; just explain what you want to accomplish, and allow the GM to explain how the rules function for that activity. The most important thing is to enjoy yourself playing Forceand Destiny'

WELCOME TO THE GALAXY!

It is a time of upheaval in the galaxy, and in the Force. Every day, the agents of the Galactic Empire viciously hunt the few remaining Force users in known space and strive to end the influence of the Jed i forever. A l­ ready reduced to myth and legend in the public eye, the Jed i Order is nearly wiped out. Save for a lonely few—a wise master and a young farm boy turned Reb­ el hero—their legacy is all but extinct.

Yet, not everyone has forgotten the Jed i and their selfless guardianship of galactic civilization. Others protect their legacy, storing forbidden artifacts, docu­ ments, or holorecordings, awaiting some sign that the light side is ascendant in the galaxy once again. The Empire is distracted from its crusade against the Jed i by the growing Rebel Alliance. Now is the time for a group of brave individuals bound together by a dream of a free and just galaxy without the Empire, inspired by the legends of the Jed i, to band together and fight against the forces of evil.

T H E E M P E R O R R U L E S

Emperor Palpatine dominates much of the galaxy from Imperial Center, once known as Coruscant. Initially known for his media presence and powerful oratory, the Emperor has grown reclusive in recent years, rely­ ing on his chief aides and administrators to carry out his instructions and handle more routine matters of governance. To avoid questions about his lack of pub­ lic life and appearances, the Emperor claims complete focus on liberating the Rim from lawless piracy and crushing the growing Rebellion arrayed against him.

Plowever, the truth is much more sinister. Flaving fi­ nally achieved the Sith dream of ruling the galaxy, Pal­ patine fears losing it to the cold embrace of death. The Emperor has left Lord Vader and other agents to deal with the Rebellion while he probes the mysteries of the Force. In particular, he is continuing the work of his master, Darth Plagueis, and trying to learn the secrets of immortality, that he might rule the Empire forever.

T H E JE D I A R E NO M O R E

The Empire has destroyed the guardians of peace and justice, the Jed i Knights! For almost two decades, the once bright, warm light of the Jed i has gone out of the galaxy, snuffed out by Palpatine’s betrayal when he crushed the ancient Republic and created his Galactic Empire. Emperor Palpatine’s agents, led by

the sinister Darth Vader, have systematically hunted down, destroyed, and erased all remaining traces of the Jed i from the galaxy. With the destruction of Jed i M aster Obi-Wan Kenobi on board the Death Star, Lord Vader struck a fatal blow against the hopes of those who would see the Jed i O rder rise once more.

T R U S T IN T H E FORCE

Force and Destiny begins as the time of the Jed i is ending...or is it? Jed i training dictates trust in the will of the Force, a mystical energy field created by life that binds the galaxy together. The Force is what gives Jed i their power: the ability to influence the weak-minded; to perform amazing feats of strength, speed, and agility; and even to manipulate objects from a distance with the power of the mind. Trust in the Force, and the Force will reveal a path.

The Emperor and Lord Vader failed in their quest to rid the galaxy of the Jedi before they even began. The Jedi can never truly be extinguished from the galaxy as long as there are those who believe in peace and justice. The Force selects its adepts from the farthest reaches of the Empire and leads them to develop their skills until they are ready to help restore balance to the Force.

R E S T O R IN G B A LA N C E TO T H E G A LA X Y

The Force is out of balance, and the dark side clouds everything, making the future uncertain. The role of those able to feel the Force is to serve its mysterious will. Those who give in to their selfish, base natures are lost to the dark side, trapped in an endless cycle of fear, anger, hate, and suffering. To serve the light side of the Force is to break that cycle wherever it can be found.

BEGINNER GAME

n

ew to roleplaying games? One easy way to learn how to play roleplaying games (and Forceand Destiny specifically) is to play through the Forceand Destiny Beginner Ga m e. This product teaches roleplaying to new play­ ers over the course of an adventure and con­ tains everything a group needs to get started.

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W hat this means for Player Characters is that they have to choose. Are the PCs committed to serving the light, working to emulate and restore the Jedi Order? Or are they servants of evil working toward selfish ends and lashing out at those around them? This isn’t a choice made once, but every session, with every action. Those sensitive to the Force are constantly tested and tempted by the dark side.

Tfie^Player Characters may seek to mend the scars the 2lan£ side has left across the galaxy. Seeking out and studying long-lost Jedi artifacts is a way to gain critical knowledge that might one day lead to the restoration of the Jedi Order. Meditating at tainted vergences in the Force can restore them to their nat­ ural state. Of course, the most natural solution for many Force users is to attack the source of the dark side’s growing influence, the Galactic Empire.

The Empire not only betrayed and murdered the Jedi, but destroyed everything they stood for. The Jedi were dedicated to preserving individual free­ dom and the galaxy’s right to self-govern through a representative democracy, but the Emperor rules from his throne, listening only to trusted advisors. The Jedi were keepers of the peace, but the Imperi­ als wage war throughout the Rim to expand Palpa- tine’s domain. The Jedi used the Force for knowledge and defense, never to attack unprovoked. Flowever, Emperor Palpatine, Lord Vader, and a slew of Force- powered Imperial Inquisitors and Emperor’s Elands twist the Force to dark and violent ends.

To contribute to the fight against the Empire, ei­ ther on the side of the Rebel Alliance or on one’s own, is a noble goal for any hopeful Jedi. Flowever, there are other evils in the galaxy independent of the Empire. Greedy corporations have committed atrocities, strip-mining or enslaving entire planets. Criminal syndicates prey on the weak and fearful who have only the Empire to depend on for help. As vast as the galaxy is, there are ancient evils: hidden and forgotten things that have been awaiting the right moment to return.

Force and Destiny campaigns can go in any of these directions or none of them. The temptations of the dark side may prove too much for the PCs, and they may shortly find themselves running a criminal syndicate, or even an.empire of their own. The char­ acters may track lost artifacts around the galaxy not to safeguard them, but to unleash their power for personal gain. Anything is possible in Star W ars.

WHAT ABOUT EDGE OF THE EMPIRE

AND AGE OF REBELLION?

E

dgeofthe Empire and Ageof Rebellion are other

Star

W ars roleplaying games made

by Fantasy Flight Games. Edgeofthe Empire fo­ cuses on the shadier side of life in the

Star

W ars

galaxy. Ageof Rebellion details the struggle be­ tween the brave freedom fighters of the Rebel Alliance and the tyrannical Galactic Empire. Edge of the Em pir e, Age of Rebellion, and Forceand Destiny are all completely compat­ ible. Characters, careers, species, and items from each may be used together or separate­ ly. The Forceand Destiny Core Rulebook con­ tains all of the rules needed for play and does not require the Edge ofthe Empire or Ageof Rebellion Core Rulebook (and vice versa). For

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PLAYING

THE GAME

"Remember, concentrate on the moment.

Feel, don’t think. Trust your instincts.”

-Qui-Gon Jinn

T

he Force and Destiny Roleplaying Game focuses on the deepest conflict in the S ta r W ars galaxy: the struggle between the light and dark sides of the Force. In a Force and Destiny campaign, many dif­ ferent characters, from lightsaber-wielding warriors and would-be Jedi to cunning shamans and intui­ tive pilots, all work together to learn to master their unique abilities. In the process, they struggle with their own personal choices between good and evil.

During these adventures, characters find them­ selves facing any number of challenges, from repair­ ing their damaged starship or slicing their way past a security panel to fighting in a furious lightsaber duel against agents of the dreaded Emperor. The charac­ ters must rely on their innate abilities, trained skills, and special talents to survive, but in the end, they must also trust in the power of the Force.

This chapter provides a broad overview of the basics of Forceand Destiny. First, it discusses what players need when preparing to play the game. The chapter then explores the various elements of the game’s core mechanic and special dice. It continues

with additional rules that govern the core of Force and Destiny’s gameplay. Chapter I ends with a discussion on the general makeup of characters in Force and Destiny. Overall, this chapter covers the core rules of Force and Destiny, while other chapters cover rules dealing with specific situations in the game.

WHAT PLAYERS NEED

Beginning a Forceand Destiny game requires very few materials. Besides at least one copy of this rulebook for their group, players will need pencils or pens and copies of the character sheets found on page 445 to record information about their characters. The group will also need access to one or more standard ten­ sided dice. Two dice per player is recommended.

Everyone involved in the game should also use the special custom Star W ars Roleplayinc Dice designed specifically to manage the unique task resolution system used in the game. The dice are described in detail later in this chapter.

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• Packs of S ta r W ars Roleplaying Diceare available for purchase at local hobby game retailers or can be ordered online from Fantasy Flight Games. • Each Force and Destiny Beginner Game comes

with a set of dice.

• Fantasy Flight Games offers a S ta r W ars Dice app for iOS and Android devices.

Flowever, if these dice are not available, a chart on page 1 8 shows how players can instead use stan­ dard six-sided, eight-sided, and twelve-sided dice, which are readily found at most hobby game retailers.

NARRATIVE PLAY

Force and Destinyasks the players to step into their characters' roles and use dramatic narrative to de­ scribe events and advance a story. In this manner, the players experience the excitement, drama, and epic scope of the S ta r W ars universe from the perspec­ tives of their characters. While this rulebook provides specific rules for how to resolve actions, the game re­ lies heavily on both the Game M aster and the players

to use their imaginations—tempered with common sense—to explain what happens.

In Force and Destiny, combat and other situations are represented in an abstract fashion. The game fo­ cuses on the characters and the heroic actions they take rather than on measurements, statistics, or other minutiae. Instead of taking a ruler and measuring the distance between characters on a map, it’s preferable for a player to simply state, "I’m ducking behind the computer console to get some cover while I return fire.” That sort of description paints a much better picture of the action taking place. Action resolution also has a nar­ rative element. Force and Destiny uses a unique dice system to determine if a given task succeeds or fails. Flowever, the dice reveal more than whether or not the Player Characters succeed. The different dice and their varied symbols tell a larger story, adding depth and detail to the scene in which the PCs find themselves. The variety of results allows for interesting and compel­ ling encounters. It's possible for a character to fail at a task but still receive some benefit or find a brief respite. Likewise, a character can succeed at a task but at a certain cost or with unforeseen complications.

THE CORE MECHANIC

llh e th e r flying a speeder bike through the deadly W r swamps of a far-off world or using the Force to throw a rock at an Imperial stormtrooper, characters often find themselves perform­ ing actions that require skill and no small amount of luck. To determine

whether these actions sue- x ' ceed or fail—or if they have

any other unforeseen c o n s e q u e n c e s —

characters in Force and Destinyper­ form

skill checks.

Skill checks are easy to use, and they are broken into two key elements: 1. Roll a pool of dice.

2. After all factors have been accounted for, if at least one Success symbol remains, the task succeeds.

When a character attempts an action, the first step is to gather a number of dice and assemble the dice pool. The number and type of dice in the pool are influenced by several factors, including the

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character’s innate abilities, skill training, and equip­ ment, as well as the inherent difficulty of the task being attempted. The CM may decide that the environment or the situation warrants the addition of certain dice; repairing a starship with ample time and the proper tools is one thing, but attempting repairs in the pour­ ing rain, without tools, and under a hail of blaster fire is quite different. Once all the necessary dice have been assembled, the player attempting the task rolls all of the dice in the pool.

The second step involves interpreting the results on the dice. The player looks at the symbols on the face-up sides of the dice. Certain symbols work in pairs, one type canceling out another. O ther types

of symbols do not cancel each other out, and their effects are applied regardless of the outcome of the task. After comparing the first set of paired sym ­ bols— Success and Failure—the player can determine if the task succeeds. The player then com pares the second set of symbols—Advantage and Threat—to determine if there are any beneficial side effects or negative consequences. Finally, any other symbols are resolved to add the last details to the outcome.

This core mechanic, the skill check, forms the foun­ dation of the game. O ther rules and effects either modify or interact with one of these two fundamen­ tal elem ents—the assembly of the dice pool and the interpretation of the results after the dice are rolled.

POSITIVE DICE AND NEGATIVE DICE

E

ach dice pool is made up of a number of dice

from several different sources. Essentially, these dice pools are composed of “positive dice” and “ negative dice.”

Positive dice are added to the pool to help ac­ complish a task or achieve beneficial side effects. These may reflect innate talents or abilities, spe­

cial training, superior resources, or other advan­ tages that affect the specific task. Negative dice are added to the pool to hinder or disrupt a task, or to introduce the possibility of complicating side effects. These may reflect the inherent difficulty of the task, obstacles, additional risks, or the efforts of another character to thwart the task.

TABLE 1-1: POSITIVE AND NEGATIVE DICE

Positive Dice Come From

Negative Dice Come From

The skill used to accomplish a task The difficulty of the task attempted

The characteristic being applied An opponent's special abilities, skills, or characteristics

An applicable talent or special ability Opposing forces at work

Equipment or gear being used by the character Inclement weather or environmental effects

The use of light side Destiny Points The use of dark side Destiny Points

Tactical or situational advantages Tactical or situational disadvantages

Other advantages, as determined by the CM Other disadvantages, as determined by the GM

THE DICE

T

his section takes a closer look at the special dice and their symbols. When the blaster bolts start fly­ ing, just about anything can happen. Dice symbols pro­ vide a narrative framework for the action—did a char­ acter hit the stormtrooper or force him to scramble for cover, throwing off his next shot? By understand­ ing these dice and symbols, players will have a better understanding of the core mechanic. This section also discusses how to assemble a dice pool and when to introduce extra dice based on the circumstances. Dice sets can be purchased separately, or players may use

the S ta r Wars Dice app to roll them electronically.

When a character makes a skill check in Forceand Destiny, the dice allow the player and GM to quickly

determine a task’s success or failure, as well as its mag­ nitude and narrative implications. To accomplish this,

Force and Destiny uses seven types of dice. Each die has a specific function and purpose. Each die face is either blank or features one or more symbols that rep­ resent various positive or negative effects.

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A typical dice pool can contain from five to eight dice. This pool size covers the majority of situations. Difficult, complex, or epic situations may include more dice, while mundane situations may involve fewer dice. If a task is so easy that success is virtually guaranteed, dice might not even be rolled at all. The impact of gen­ erating and rolling a dice pool is best reserved for im­ portant tasks that can influence the story.

Dice are divided into three categories. The first type features dice with symbols beneficial to accomplish­ ing tasks. The second type has symbols that cancel those beneficial symbols and hinder the accomplish­ ment of tasks. The third type is Force dice, which are used somewhat differently than the other dice.

Boost, Ability, and Proficiency dice are the benefi­ cial, positive dice. Setback, Difficulty, and Challenge dice are the negative, disruptive dice. Force dice are distinct; while used for a number of situations, they are not usually used in a standard skill check.

POSITIVE DICE

There are three types of positive dice with symbols that improve the odds of successfully completing a task or achieving beneficial side effects.

B O O S T D IC E D

Special advantages, or “ boosts,” are repre­ sented with light-blue six-sided dice. Boost dice represent benefits gained through luck, chance, and advantageous actions taken by

the characters. They can be added to a pool for a wide variety of reasons. Boost dice are most often used to reflect the character’s possession of some sort of ben­ efit or advantage, such as having ample time to com­ plete the task or having the right equipment. Boost dice and Setback dice are thematic opposites of each other. Boost dice are represented by □ in text.

A B IL IT Y DICE 0

Ability is represented with green eight­ sided dice. Ability dice form the basis of most dice pools rolled by the players. They represent a character’s aptitude or skill used when attem pting a skill check. These dice possess positive, beneficial symbols. Ability dice are op­ posed by Difficulty dice. Ability dice are represented by <0 in text.

PR O F IC IE N C Y DICE O

Proficiency is represented with yellow twelve-sided dice. Proficiency dice rep­ resent the combination of innate ability and training. They are most often used when a character is attempting a skill check using a skill in which he has trained. Proficiency dice can also be added to a pool when a player invests a Destiny Point for an important skill check. These dice pos­ sess a greater likelihood of success, and they are the only dice that feature the potent Triumph symbol (see page 20). Proficiency dice are the upgraded ver­ sion of Ability dice (for more on upgrades, see page 30). Proficiency dice are represented by O in text.

CONVERTING STANDARD DICE TO

S T A R W ARS

RO LEPLAYIN G DICE

W hen playing Forceand Destiny, the G M and players ideally have access to a full comple­ ment of the special dice described here. How­ ever, there might be times when the dice are not available. This should not stop the game from continuing. Players may use several standard

six-sided, eight-sided, and twelve-sided dice to generate the results found on the custom dice by referring to the chart below. Players simply convert the numerical results generated to the chart’s associated symbols, which are the same as the symbols on the special game dice.

TA BLE 1 -2 : STANDARD TO STAR W ARS RO LEPLAYIN G DICE CONVERSION

Die Type 1 2 3 4 5 6 7 8 9 ID 11 12

Boost die (d6) Blank Blank # o o o o

Setback die (d6) Blank |

l _ _ 0 Blank T

T

@ <§>

Ability die (d8) Blank

fc

# o o # o

----

] o o Difficulty die (d8) Blank

. . .

.! T

T T @

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@ @ ® T @

Proficiency die (d 12) Blank # & * * — o # o # o # o o o o o ($) Challenge die (d 1 2) Force die (dl 2) Blank • -T • T • T T A . T T • • i--- j • • T <§)

o

T<§>

o

{§} @

oo

© ® o o

oo

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EXAMPLE

Ellie’s character inflicts a Critical Injury on a

stormtrooper. Ellie rolls percentile dice to de­

termine how severe the Critical Injury is. She

chooses one green dlO and one blue d 10. She

designates the green die as the tens digit. After

she rolls the dice, the green die shows a 4 and

the blue die a 7. The percentile roll is read as

47. If the green die showed a zero instead, the

percentile roll would be read as 7 (zero-seven).

NEGATIVE DICE

There are three types of negative dice that have symbols that undermine success or introduce un­ wanted complications.

S E T B A C K DICE ■

Certain complications, or "setbacks,” are represented with black six-sided dice. Setback dice represent problems or minor obstacles during task resolution. Setback dice are of­ ten used to represent relatively minor conditions that impair or hinder a character, such as poor lighting, ob­ structive terrain, insufficient resources, or the fact that he is facing a robust, hungry rancor instead of an old, decrepit one. Setback dice are not as potent as Difficul­ ty dice. They are added to represent additional circum­ stances or environmental effects that would not in and of themselves increase the base difficulty of the task. Setback dice and Boost dice are thematic opposites of each other. Setback dice are represented by ■ in text.

D IFFICU LTY DICE +

Difficulty is represented with purple eight­ sided dice. Difficulty dice represent the inherent challenge or complexity of a particular task a character is attempting. In simplest terms, the more Difficulty dice in a dice pool, the more challenging it is to succeed. Difficulty dice possess negative, harmful symbols that cancel out the positive, beneficial symbols found on Ability, Boost, and Proficiency dice. Difficulty dice oppose Ability dice. Difficulty dice are represented by ^ in text.

C H A LLEN G E D I C E #

Challenge is represented with red twelve­ sided dice. Challenge dice represent the most extreme adversity and opposition. These dice may be featured in place of Diffi­ culty dice during particularly daunting challenges posed by trained, elite, or prepared opponents. Challenge dice can also be added to a pool when the GM invests a Des­ tiny Point for an important skill check. These dice feature primarily negative, obstructive results, such as Threat and Failure, but they also feature the potent Despair re­ sult (see page 21). Challenge dice are the upgraded version of Difficulty dice (for more on upgrades, see page 30). Challenge dice are represented by # in text.

FORCE DICE

The Force is abstracted using white twelve-sided dice. These Force dice represent the power and pervasiveness of

the Force. They are generally only used in dice pools

by Force-sensitive characters (or creatures) or under special circumstances. One of these special cases is when the players generate their starting Destiny pool at the beginning of a session (see Destiny Points,

page 35).

Unlike the other dice used for task resolution, which generate results that impact success and failure or magnitude and complication, the Force dice generate resources. Each die features both dark side and light side points. There are no blank sides on a Force die. W hen players roll Force dice, they always generate a number of resources— but the resources can be dark side, light side, or a combination of the two.

Force dice are represented by O in text. See Chap­ ter VIII: The Force for more on using Force dice.

TEN-SIDED DICE

In addition to the custom dice described above, the game also uses standard ten-sided dice. These dice are abbreviated as

“d lO ” in the text. M any standard d 1 Os feature a nu­ meral zero (0) on one side. If a zero is rolled, it counts as a ten. This allows the d 10 to generate any number between one and ten. Ten-sided dice are not provided in the S ta r W ars Roleplayinc Dice pack, but can be found at any hobby games store.

In Force and Destiny, a more common roll using d 10s is called the percentile roll. When making a per­ centile roll, the player rolls two dice, designating one die as the tens digit and the other die as the ones digit. A result of zero on either die means that the cor­ responding digit is zero in the two-digit number rolled. A result of "0 0 ”—zero on both dice— indicates a roll of 100. The percentile roll is abbreviated as d 100. It is used most often as a randomizer, generating a num­ ber between 1 and 100. Percentile rolls are used to generate numbers that correspond to particular re­ sults on lookup tables, such as the severity of a Criti­ cal Injury effect or whether or not a character’s M oral­ ity is triggered and comes into play (see page 323).

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DICE SYMBOLS & RESULTS

The dice used in Force and Destiny feature a number of unique symbols used to determine success or fail­ ure, as well as to provide additional context and con­ sequences during task resolution. 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.

P O S IT IV E R ESU LT S

A character was able to slice into the Imperial secu­ rity network while infiltrating a heavily guarded cell block, but how successful was that action? Did the character succeed by the skin of his teeth, or was the success so complete that all of the facility’s 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.

Three positive symbols are found on the S ta r W ars

Roleplayinc Dice These symbols represent Success, Advantage, and Triumph.

SUCCESS &

Success symbols are critical for determining whether a skill check succeeds or fails. Success is un­ dermined by Failure. Mechanically, one Success sym ­ bol & is canceled by one Failure symbol

T .

Based on the core mechanic, if at least one Success remains in the pool after all cancellations have been made, the skill check succeeds. In Force and Destiny, Success symbols & can also influence the magnitude of the outcome. 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.

Success symbols appear on ( } , Q and O dice.

ADVANTAGE C>

The Advantage symbol O indicates an opportunity for a positive consequence or side effect, regardless of the task’s success or failure. 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.

It’s 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

outcomes. It’s 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. Each Threat symbol <§> cancels one Advantage symbol O

Characters may use Advantage results in a wide va­ riety of ways; this is known as “taking the Advantage.” 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 weapon’s special quality, recovering strain, or even performing additional maneuvers. The applications of Advantage are covered in more detail on page 210.

Advantage symbols appear on <),

Q

and

O

dice.

TRIUM PH ($

The Triumph symbol is a powerful result indicat­ ing a significant boon or beneficial outcome. Each Tri­ umph symbol 0 provides two effects:

First, each Triumph symbol also counts as one Success, in every way Success & has previously been defined. 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 weapon’s special quality. Effects generated by a weapon’s 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 210 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: each Triumph adds one Success, and each can be used to generate its own special effect.

The Triumph symbol only appears on the

O

die.

N EG A T IV E R ESU LT S

While evading a squad of Imperial scouts aboard a stolen speeder bike, a character unsuccessfully attempts to weave between two massive rock forma­ tions. Is the failure severe, resulting in a terrible crash? O r does it result in little more than a scratch on the speeder’s fuselage? Such details are provided by interpreting negative dice symbols.

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Three negative symbols are found on the task resolu­ tion dice. These results are Failure, Threat, and Despair.

FAILURE T

Failure symbols T are critical for determining wheth­ er a skill check succeeds or fails. Failure undermines Success. Mechanically, one Failure symbol T cancels one Success symbol & . Based on the core mechanic, if at least one Success symbol & remains in the pool after all cancellations have been made, the skill check succeeds. Fortunately for characters, multiple net Failure symbols T do not influence the magnitude of the failure.

Failure symbols appear on ■ , and # dice.

THREAT ©

The Threat symbol © is fuel for negative consequences or side effects, regardless of the task’s success or fail­ ure. 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.

It’s 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. It’s important to remember that Threat symbols © don’t directly impact success or failure, only their magnitudes or potential side ef­ fects. Threat cancels Advantage. Each Threat symbol © cancels one Advantage symbol O

The GM generally resolves Threat effects. 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 211.

Threat symbols appear on ■ , ^ and # dice.

DESPAIR ^

The Despair symbol ^ is a powerful result, indicat­ ing a significant bane or detrimental outcome. Each Despair symbol imposes two effects:

First, each Despair symbol ^ also counts as one Failure T , in every way Failure T has previously been defined. 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. A Despair symbol ^ may be used to indicate a weapon has jammed or run out

of ammunition or energy cells. 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. See page 211 for more information on using a Despair symbol ^ to trigger effects.

Players suffer both effects of each Despair symbol; they do not get to choose between the Failure and the special effect trigger. The Failure aspect of the De­ spair symbol can be canceled by a Success symbol however, the second aspect of a Despair symbol ^ result cannot be canceled. Multiple Despair sym­ bols ^ are cumulative; each Despair imposes one Failure, and each can be used to generate its own special effect.

The Despair symbol only appears on the # die.

FO RC E R E S O U R C E S

The final category of dice symbols represents re­ sources generated by the Force. There are two types of Force symbols: Light Side Force Points

O

and Dark Side Force Points # The generic symbol for a Force point, whether light side or dark side,

is3-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 power’s effects, such as its magnitude, range, or duration. The Force die O and the m echan­ ics that govern it are very different from the core skill check mechanics of Forceand Destiny. They are dis­ cussed in greater detail in Chapter VIII: The Force

There are other uses for the Force dice besides employing Force powers. Another common applica­ tion of Force dice in Force and Destiny is their use to determine a group's starting pool of Destiny Points at the beginning of each session (see page 35).

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LIGHTS, CAMERA, ACTION!

D

uring the course of a Force and Destiny adven­ ture, characters find themselves in countless situ­ ations, attempting a variety of tasks. 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 PC’s attempt at a task is uncertain, the player usu­ ally needs to roll a skill check to determine the task’s 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

its difficulty have been set, the player assembles a pool of dice based on the different factors involved. 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 action’s 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.

(26)

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