In this week’s RPG article, Seth returns to educate us on exactly how Destiny plays a role in all the Fantasy Flight Star Wars Roleplaying Games, for both the dark side… and the light.
Making Destiny a Part of Your Star Wars RPG
By Seth Glenn
Destiny. It is the way in which the Force guides and influences the Star Wars universe. Destiny separates those individuals who would be heroes from the common sentient beings of the galaxy. Player Characters(PCs) are these type of individuals, being imbued with enough significance to influence major events in the galaxy. They possess abilities and resources beyond the normal person. Destiny in the Star Wars universe is similar to, and connected with, the Force; having both a Light and Dark side. Both sides influence the galaxy and the major players and events in it. An example of Destiny working in favor of a person would be when Luke is able to shoot the door, blocking Darth Vader from entering the hangar in Episode IV. Alternatively, destiny was against the heroes when Boba Fett beat Han and Leia to Cloud City, leading to Han being frozen in carbonite.
The Destiny Pool
In Fantasy Flight’s Star Wars RPG system, Destiny is no less important to creating the feel of a classic Star Wars adventure. But how do you add the intangible as a working part of the game? Fantasy Flight has found a solution with the Destiny Pool. The Destiny Pool is a collection of points, generated at the beginning of each session, that can be used by the PCs and the GM to affect ability checks and the narrative during the game. In order to generate these points, each Player rolls one neutral Force Die at the beginning of each play session. The GM does not roll.
The results of each player’s roll are then added together to create the Destiny Pool. These points are represented by reversible Dark side/Light side tokens if you have the Fantasy Flight Dice pack or a Beginner Game Box. Any kind of token or colored counters could be used, as long as the players and GM can tell which are Dark side and which are Light side. Look at the following example of rolls generating the Destiny Pool.
A party of four players, each controlling a PC, rolls one neutral Force Die each. The GM does not roll.
The results are three Light side points and two Dark side points. This will be the beginning Destiny Pool for this session.
Once the results are tallied, the amount of points in the Destiny Pool will not change for the remainder of the session. These points, however, will change throughout the game; representing the ebb and flow of destiny influencing the PCs in positive and negative ways.
Using Destiny Points
Everyone, Players and GM alike, should be using Destiny points regularly. Players are only allowed to use Light side destiny points, while the GM can only use Dark side destiny points. When a player uses a Destiny point, that point changes from Light side to Dark side. When the GM uses a Destiny point, that point changes from Dark side to Light side. In this way, Destiny ebbs and flows during the game in much as it does in the greater Star Wars Universe. Players and the GM can only use one point per ability check or roll. Also, when a point is used and converted to the opposing side, it cannot be immediately used during the same check.
For example; if a player uses a Destiny point to affect his weapon’s roll, the GM cannot use THE SAME Destiny point, now converted to a Dark side point, to cancel out that bonus received. This works both ways for the PCs as well. This prevents the endless flipping of points during the same roll. The GM can use an already converted point during the same check, effectively canceling out the bonus, but only if a point was available as the start of the check. The active player chooses whether to use a Destiny point first. Then the GM has the option to use a point.
There are several ways in which Destiny points can be used during the game. Ability checks will be the most common use for most players. A PC may use a Destiny point to upgrade an ability check roll. This means upgrading one green Ability Die with the better yellow Proficiency Die. Similarly, the player can use a Destiny point to increase the difficulty of an opposing roll, upgrading a purple Difficulty Die with the red Challenge Die. The GM has the same opportunity to use Dark side Destiny points for the benefit of NPCs or to oppose a PCs roll. As players progress, they will gain advanced abilities and talents that may also allow PCs to spend a Destiny point for some greater effect; for example recovering a large amount of strain. Each character class will have different talents and abilities, so refer to their description in the appropriate source book.
Finally, Destiny points can be used to influence the narrative of the game. The PCs are on a grand adventure after all, and while the GM generally controls the narrative, players can use a Destiny point to inject a story element that might benefit the player or the group. For example; a PC might spend a destiny point to find a useful item they might not have, like a stimpack or a comlink. Or when faced with a hostile environment, a player could spend a Destiny point and suggest that the party was able to find the appropriate weather gear in a storage locker on their ship. In the end, the GM has the final say on narrative, but players should feel like they have some influence in directing the story, and be encouraged to think creatively.
A common practice among beginner players and GMs is to use the Destiny points sparingly, or forget about them completely. I’d encourage you as a player or a GM, to use those Destiny points and have fun!