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Rules on Destiny Points

Rules Notations on Destiny Points

You can spend a Destiny Point at any time provided you have one, it does not need to be related to your Destiny; unless your GM determines otherwise.

You can use a DP -no action required- once per encounter, to "Act out of turn" without interrupting somebody else's turn. You effectively gain an extra round worth of actions which you could then use to make attacks (which you could make natural 20s with more Destiny Points) and change your position in the initiative order thereon.

Note that unless you have the Quicken Power Force secret, you cannot interrupt somebody else's turn by spending a Destiny Point (using a Force Power, as an immediate action for instance). Also note that on your turn, your opponent could spend a DP to counter attack your game mechanics doing the same (once per encounter).

A Destiny Point spent to cause your attack to miss makes the attack miss (even if you spent a Destiny Point for an automatic natural 20). You cannot then spend another Destiny Point to have your missed attack suddenly hit again.

When using a vehicle weapon, you cannot apply any effect that causes an automatic natural 20 or automatic critical hit (such as spending a Destiny Point or using serenity), unless a rule specifies that it can be used with vehicle weapons.

When creating a character higher than 1st level, give it the maximum Force Points for its current level (generally 5 + 1/2 character level) and a number of Destiny Points equal to its character level divided by 5 (rounded down to a minimum of 1).
 

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Variant Rules on Destiny Points

What follows is my interpretation on how to improve the approach of destiny points in this rpg, while using unorthodox rewards to implement this attractive ruling.

Instead of the normal 24 hour bonus gained from moving towards your destiny, you gain an additional Destiny Point. You may not have more destiny points than your character level. Instead of the normal 24 hour penalty for acting opposed to your destiny, you are unable to spend destiny points until you act in a way that moves you closer to your destiny.

Multiple Destinies: you can have more than one active destiny at any given time; but only once you have fulfilled at least one Destiny. This means you can select an additional Destiny or a Legacy; and then choose another one, and went you actually complete it, maybe get a new one along with your current Legacy. If you surpass the 20th level, you could now choose two sinultaneous destinies, apart from your existing Legacy. Note that you also have the option of selecting a background and planet of origin without using one of your Destiny slots.

When using a Destiny Point, you cannot benefit from any effect "triggered" when an automatic natural 20 is rolled (such as automatically restoring a character's Force Suite by spending a Destiny Point, or using the Jedi Master’s serenity class feature for example). Note that when the situation arises, a to dice rolled and its result, is mandatory on the table; that means that if a character scores a hit by rolling a natural 20, the oposing character cannot use a DP to nullify such attack.

The Act of Turn option may not be executed during round zero (surprise round), or during round one; you could use it only during and after the second round of initiave order. Additionally the extra round worth of actions may very well be played separately at the ends of everybody's turn, just before the new round begins, to disencourage ruling exploits where multiple full attacks take effect in an outrageous manner.

Lure of the Dark Side: In a campaign that solely focuses on the Force, the dark side can be truly tempting. Every character has the corruption destiny in addition to their normal destiny, best used as a secret destiny. If using multiple destinies simultaneously, the corruption destiny doesn't use one of your Destiny slots.

How to determine what type of action is in line with a character's particular destiny:

There is a game mechanic that is already in place when a character accomplishes a goal or performs a task that clearly moves him or her closer to fulfilling their destiny (GM's determination); however, the folowing list samples out situations were the GM should reward players with a Destiny Point.

• Champion - Impress a smuggling cartel to joining your cause by a winning game of sabacc.
• Corruption - Uncover a sector governor's weakness to manipulate for your own gains.
• Creation - Unlock a hidden vault to acquire a rare schematic for a new starfighter.
• Destruction - Slice a terminal to analyse the plans for the weakness in a new hypermatter core.
• Discovery - An old navicomp turns out to contain astrogation data for a unknown planet.
• Education - Find a clue to the location of a lost Jedi Holocron containing forgotten teachings.
• Legacy - Calling upon a life debt a character's ancestor shared with your own family.
• Liberation - Become elected a representative of an oppressed planet by discrediting your opponent.
• Redemption - Locate and unlock a secret entrance to the Sith Academy your brother joined.
• Rescue - Accidentally get in the way of the assassin's attack on a senator's life.
• We've Been Through A Lot - Initiate a risky hyperspace jump to safety with a damaged navicomp.


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