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Rules on Destiny Points
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<blockquote data-quote="Bennet Hoenheim" data-source="post: 6227714" data-attributes="member: 74977"><p><strong>Variant Rules on Destiny Points</strong></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p><strong>Multiple Destinies:</strong> 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.</p><p></p><p>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.</p><p></p><p>The <em>Act of Turn</em> 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.</p><p></p><p><strong>Lure of the Dark Side:</strong> 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.</p><p></p><p><strong>How to determine what type of action is in line with a character's particular destiny: </strong></p><p></p><p>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.</p><p></p><p><span style="font-size: 10px">• Champion - Impress a smuggling cartel to joining your cause by a winning game of sabacc.</span></p><p><span style="font-size: 10px">• Corruption - Uncover a sector governor's weakness to manipulate for your own gains.</span></p><p><span style="font-size: 10px">• Creation - Unlock a hidden vault to acquire a rare schematic for a new starfighter.</span></p><p><span style="font-size: 10px">• Destruction - Slice a terminal to analyse the plans for the weakness in a new hypermatter core.</span></p><p><span style="font-size: 10px">• Discovery - An old navicomp turns out to contain astrogation data for a unknown planet.</span></p><p><span style="font-size: 10px">• Education - Find a clue to the location of a lost Jedi Holocron containing forgotten teachings.</span></p><p><span style="font-size: 10px">• Legacy - Calling upon a life debt a character's ancestor shared with your own family.</span></p><p><span style="font-size: 10px">• Liberation - Become elected a representative of an oppressed planet by discrediting your opponent. </span></p><p><span style="font-size: 10px">• Redemption - Locate and unlock a secret entrance to the Sith Academy your brother joined.</span></p><p><span style="font-size: 10px">• Rescue - Accidentally get in the way of the assassin's attack on a senator's life.</span></p><p><span style="font-size: 10px">• We've Been Through A Lot - Initiate a risky hyperspace jump to safety with a damaged navicomp.</span></p><p></p><p>Any comments?</p></blockquote><p></p>
[QUOTE="Bennet Hoenheim, post: 6227714, member: 74977"] [b]Variant Rules on Destiny Points[/b] 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. [B]Multiple Destinies:[/B] 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 [I]Act of Turn[/I] 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. [B]Lure of the Dark Side:[/B] 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. [B]How to determine what type of action is in line with a character's particular destiny: [/B] 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. [SIZE=2]• 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.[/SIZE] Any comments? [/QUOTE]
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