Destiny Scales

The Destiny Scales influence the potential fate of the Party's adventures in the current session. Light & Dark Side points represent how you may affect the fate of the story to go in your character’s favor. Players can spend Light Side points to use a Light Side Point action, to influence story details, aid in death-defying stunts, take a Legendary Action, and other unique uses that are up to the Player's imagination and GM discretion. The GM can spend Dark Side points to do much of the same against the players or even Compel certain characters given the narrative situation. Light Side and Dark Side points are flexible in how they can be used, the exact rules of what they can and can not do in a given instance may always be debated (however, the GM always has the final say).

Destiny Point Actions

 

Declaring a Story Detail

Sometimes, you want to add a detail that works to your character’s advantage in a scene or combat. For example, you might use this to narrate a convenient coincidence, like retroactively having the right supplies for a certain job (“Of course I brought that along!”), yourself or your reinforcements showing up at a dramatically appropriate moment or even suggesting that you and the NPC you just met have mutual clients.

Death-Defying Stunts

Over the course of your adventures, you may attempt the odd Death-Defying Stunt that pushes the limits or even beyond the limits of what is allowed in a skill check. You may spend a Destiny Point to attempt the impossible with a corresponding Skill Check. 

Fate Manipulation

While questing across the Galaxy you will be met with many challenges you'll have to overcome. Sometimes your best efforts may appear to come up short, but by spending a Destiny Point you may change fate. If you fail a skill check or attack roll you may spend a Destiny Point to succeed on your check.

Legendary Actions

You may spend a Light Side point to immediately gain a Legendary Action Point that you may spend on a Legendary Action of your choosing. You may only use a Light Side Point in this manner Once per Encounter.

Compels

Sometimes (in fact, probably often), you’ll find yourself in a situation where an aspect complicates your character’s life and creates unexpected drama. When that happens, the GM will suggest a potential complication that might arise. This is called a compel.   Sometimes, a compel means your character automatically fails at some goal, or your character’s choices are restricted, or simply that unintended consequences cloud whatever your character does. You might negotiate back and forth on the details a little, to arrive at what would be most appropriate and dramatic in the moment.   Once you’ve agreed to accept the complication, you get a Light Side point for your troubles. If you want, you can pay a Light Side point to prevent the complication from happening, but it is not recommended that you do that very often—you’ll probably need that point later, and getting compelled brings drama (and hence, fun) into your game’s story.   Players, you’re going to call for a compel when you want there to be a complication in a decision you’ve just made, if it’s related to one of your aspects. GMs, you’re going to call for a compel when you make the world respond to the characters in a complicated or dramatic way.  

Setting the Scales

Unused points do not roll over to the next session.
  1. Each session starts with all players betting on a d100 roll whether they will land; high, 51-100, or low, 1-49. On a successful bet, the PC Party will gain 1 Light Side point on the Destiny Scale, on a failure the GM will gain 1 Dark Side point on the scale.
  2. If the Players bet high & the d100 lands on 100 or they bet low & it lands on a 1 their bet reward is doubled. If the dice lands on the highest or lowest value possible in opposition to the Player's bet the GM will gain 2 Dark Side points instead.
  3. 50 is a wild card that will be rewarded to the Players.

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