Edge of the Empire Book

(Joyce) #1

Ideally, there should be a free flow of Destiny Points
throughout the game. While not every die roll needs
to be influenced, the CM should use them often when
major NPCs are involved, or critical moments arise.
Overuse in lesser situations may annoy or demoralize
the players, especially if things don't go their way.


More subtly, the sudden and consistent use of
Destiny Points against consecutive die rolls can high-
light the difficulty of the Player Characters' current
approach. Perhaps the dark side is stronger at this
location. Perhaps the Player Characters have taken
the wrong path and this is the way the Force is telling
them there might be a better approach. By using Des-
tiny Points instead of • to fulfill this role, it hints at
the influence of the Force over the situation, instead
of a naturally occurring environmental, physical, or
political hindrance.


DESTINY POINTS AS
NARRATIVE AID

One of the more powerful uses of Destiny Points is to
creatively influence the ongoing story. The players may
spend Destiny Points to improve their immediate situ-
ation. These expenditures can be classified into three
categories: dumb luck, reasonable extrapolation, and
common sense.


DUMB LUCK
Dumb luck comes into play when the play-
ers request something that might reason-
ably be expected to be absent in the cur-
rent location or situation, but is somehow
available. Examples include finding a
datapad in the seat cushions of a com-
mandeered transport, finding a pass-
word noted on a piece of paper and
hidden in a desk, discovering a
rare piece of equipment in an
abandoned mechanics


shop, or even just recovering the right part in a junk pile.
Dumb luck can explain a great many things, but should
not be allowed to work when it stretches credulity too
much. Salvaging exactly the right hyperdrive part from a
dissimilar starship shouldn't normally work.

REASONABLE EXTRAPOLATION
Reasonable extrapolation occurs when the players re-
quest something that could logically be available in the
current location. Finding a medpac in an emergency ve-
hicle, locating a secured comlink for an enemy's comm
system on a high ranking officer, and benefiting from an
NPCs logical planning ahead are examples of reasonable
extrapolation. Most of the time, the characters should
find what they are looking for. It may not be exactly what
they want, but should be adaptable in some fashion.
COMMON SENSE
Sometimes, an item should be available because of
common sense. For example, fruit should be avail-
able from a fruit tree in season, a toolbox contains the
proper common tool, or a freighter's computer system
contains the shipping manifest. The item is expected to
be there but there is not a 100% chance, which makes
the Destiny Point useful. If the requested item is nearly
guaranteed to be there, the CM may even grant the
item without the Destiny Point.
It is up to the GM to approve all Destiny Point uses
to influence the narrative. In essence, the GM should
decide if the request is reasonable given the circum-
stances and assess any impact to the adventure
plot. Creativity should be rewarded whenever pos-
sible. However, the players should not be allowed
to abuse the system to avoid paying for something
they could otherwise afford or circumvent prohibi-
tions that would normally prevent them from ac-
II quiring the item or service. Likewise, the charac-
ters should not be allowed to use a Destiny Point
to make up for forgotten items or poor planning,
or to give them something they purposefully
avoided or left behind.

If the Destiny Point use would derail the ad-
venture plot, it should be denied or altered,
even if it was normally a reasonable request
in other circumstances. For example, if part of
the adventure requires the characters to deal
with limited resources, using a Destiny Point
to find a needed item at just the right mo-
ment probably should not be allowed.
Free download pdf