Star Wars: Edge of the Empire Rule Book

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DESTINY POINTS
Player characters are cut from a different cloth than
most NPCs that populate the galaxy. Not only do
they have access to skills and special talents to help
them succeed, PCs are intimately connected to des-
tiny. Destiny is that special spark that elevates heroes
above commoners, imbuing an individual with enough
significance in the galaxy's events to be a Player Char-
acter. Over the course of the PCs' adventures, destiny
may intervene on their behalf for good or ill. Destiny
may manifest in a positive way and provide a tempo-
rary advantage or boost to a PC's abilities. Or destiny
may prove an ill omen and impose additional hard-
ships and complications.
The concept of destiny and the Player Characters'
ability to tap into and influence this resource is repre-
sented by Destiny Points. Destiny is interwoven with
the Force, which pervades the galaxy with both light
energy and dark energy. Destiny is one way the Force
guides and surrounds the characters.
Destiny Points are a resource that can be invested
by either the players or the GM for a variety of differ-
ent effects. For example, Destiny Points may be used
to upgrade Ability dice or Difficulty dice, or trigger
certain talents or special abilities.


THE POOL OF DESTINY

Like the Force, destiny has both a light side and a dark
side. Light side Destiny Points favor the characters
and can be used to aid them in their actions. Dark
side Destiny Points impede the characters, and are
used by the GM to imperil and complicate their ac-
tions. However, the light side and dark side are two
sides of the same coin, struggling for balance, endur-
ing the other side's strengths, and exploiting the other
side's weaknesses. As the pool of light side Destiny
ebbs, the dark side's Destiny pool grows. As dark
side Destiny Points are consumed, light side Destiny
Points are replenished.

PREPARING THE DESTINY POOL
To determine the current Destiny pool, at the begin-
ning of each game session, each player with a PC
rolls one Force Die O (the GM does not roll a O).
The results of the Force dice are tallied to become the
starting Destiny pool for that session. For example, if
a player rolls one light side symbol (O). he adds one
light side Destiny Point to the session's Destiny pool.
If a player rolls two dark side symbols (##). he adds
two dark side Destiny Points to the Destiny pool.
Once set, the size of the Destiny pool does not
change for that session. Before the next session, play-
ers will roll and generate a new Destiny pool which
may have a different number and composition of Des-
tiny Points. While the Destiny pool size is fixed for a

session, the number of light side and dark side Des-
tiny Points available can change frequently as players
and GM call on destiny to influence their actions.
TRACKING DESTINY POINTS
Destiny Points can be easily tracked using the Desti-
ny Point tokens found in the EDGE OF THE EMPIRE DICE
PACK, or with gaming tokens, glass beads, or using
some other convenient method. Two-sided tokens or
chips work especially well. Ideally, one side is col-
ored or designated to represent light side Destiny
Points, and the other side designated to represent
dark side Destiny Points.
Another easy method involves using the group char-
acter sheet on page 447. This sheet has a light side
and dark side circle on it for Destiny Points. Using a
number of beads or tokens, players place the appropri-
ate number of Destiny Points in the appropriate circle.
As Destiny Points are used, the tokens are moved from
one circle to the other.

HOW DESTINY POINTS ARE USED

All players and the GM can tap into destiny by us-
ing the Destiny Points in the pool. There are several
distinct ways players and GMs spend destiny. How-
ever, the Player Characters may only spend light side
Destiny Points, and the GM may only spend dark side
Destiny Points.
When a player spends a light side Destiny Point, it is
converted into a dark side Destiny Point after the cur-
rent action is resolved. When the GM spends a dark side
Destiny Point, it is then converted into a light side Des-
tiny Point in the same fashion. Conversion takes place
at the end of the action during which the Destiny Point
was used, preventing players or GMs from immediately
spending a just-converted Destiny Point. Destiny is a
powerful resource, but it is limited. A player can only
spend one light side Destiny Point during a single ac-
tion, and so should think carefully about how they want
to use their destiny before doing so. The GM likewise is
limited to spending one dark side point per action.
The following section explains some of the ways
in which Destiny Points can be used. Unless noted
otherwise, either the players or the GM may use
these options.

A HELPING HAND
All characters have the opportunity to call on des-
tiny to enhance any skill check they are about to
attempt. A player may spend one Destiny Point to
upgrade his starting dice pool by one step. This re-
fers to upgrading an Ability die into the superior Pro-
ficiency die. The GM may spend a dark side Destiny
Point in this way to upgrade one of his NPCs dice
pools. Additional information on upgrading dice can
be found on page 21.

PLAYING THE GAME
•EDCE OF THE EMPIRE
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