Destiny
DDestiny plays a large role in the Star Wars universe. As a young boy, Anakin Skywalker is told that his destiny is to bring about balance to the Force. Padme's destiny is to give birth to the twins, Luke and Leia, so that they can fulfil their own destinies. Luke Skywalker learns that his destiny is to redeem his father, Darth Vader, so that balance to the Force is restored. Leia's destiny is to save the Rebellion from annihilation at the hands of the Empire and help forge the New Republic. The destiny mechanic helps players and GMs recognize that all heroes - and even major villains - have significant roles to play in the fate of the galaxy. Destiny rewards players for good roleplaying and gives GM new plot hooks to use when designing adventures.
The rules presented below are optional. A GM may decide to use Destiny Points or not; however, the decision to use them should be made before the campaign gets underway, so that each player can decide whether or not to embrace a destiny for their character from the outset.
Choosing a Destiny
Players don't need to choose destinies for their heroes at the start of the campaign - or ever for that matter. Not every hero has a destiny that must be fulfilled before the end of the campaign, and even players who want their characters to have destinies need to give their characters - and the campaign - a chance to develop first. It may take several adventures before players understand where the campaign is going and what goals their heroes are likely to pursue.
Choosing a destiny can be handled in one of two ways: either the player can select an appropriate destiny for their hero (based on what's happening in the campaign), or the GM can select a secret destiny for the hero. If the player chooses a destiny for their character, the GM should challenge the player to fulfil their destiny by presenting conflicting situations where the smartest and most beneficial decision might force the character to choose between doing what is best for their fellow heroes and taking steps towards their destiny. If the GM secretly chooses the hero's destiny, they must present challenges that let the character move closer to achieving their destiny, imparting benefits when the character is moving in the right direction and imposing penalties when the character does something that takes them far from the destined path. The GM-selected "secret destiny" forces the player to take their character through a period of self-discovery, as they learn which action leads them closer to - or farther from - their destiny. In essence, this mirrors Luke Skywalker's struggle at the end of The Empire Strikes Back, when he must choose between redeeming his father and falling prey to the corruption of the dark side.
A character with a destiny gains short-term benefits whenever they make significant progress towards fulfilling it, while a character who pursues goals that move them further away from their destiny suffers short-term negative effects. Conversely, a character without a destiny has nothing to gain and nothing to lose. A character may even fulfill one destiny and take on another.
The GM and players should work together to determine a destiny's impact on a campaign. One or more destinies might form the driving force for an entire campaign, or the central focus of a short series of adventures. In one of these cases, the GM should present the characters with choices that regularly affect their destinies, giving them many opportunities to gain destiny bonuses and penalties. Destiny-based campaigns should culminate in a final adventure that allows characters to ultimately resolve their destinies, for better or for worse.
Destiny Points
Destiny Points are a resource that a player can use to help fulfil whatever destiny has been set before their character. You either have a Destiny Point or you don't - you can't stockpile multiple Destiny Points for later use.
Destiny Bonus
When a character accomplishes a goal or performs a task that clearly moves them closer to fulfilling their destiny (GM's determination), they gain a Destiny Point.
Destiny Penalty
When a character does something that clearly moves them away from their destiny (GM's determination), they lose their Destiny Point if they currently have one. If not, the GM gains one Destiny Point to be used against them.
If the character makes steps towards their destiny once more, this GM Destiny Point should first be discarded instead of awarding the player with one.
Final Destiny
When the moment or encounter of a character's final destiny is upon them (GM's determination) their Destiny Point is not expended upon use and may be used repeatedly. Examples of such a situation include Luke Skywalker at the Battle of Yavin, or Revan upon facing Darth Malak onboard the Star Forge.
Destiny Fulfilled
When a character fulfils their destiny, they gain permanent benefits. Sometimes fulfilling a destiny has other effects as well; these are also covered here.
Spending Destiny Points
Spending a Destiny Point does not take an action and grants one of the following benefits:
- Gain advantage on an attack roll, saving throw, or ability check.
- Impose disadvantage on an enemy attack roll, saving throw, or ability check (even once the attack is resolved).
- Act out of turn (thus changing your position in the initiative order).
- Take damage that would otherwise harm another character within your reach.
- Immediately gain 2 of a consumable class resource (rage, force points, tech points, superiority dice, or focus)
Sample Destinies
The following sample destinies should provide a starting point for any character wishing to take advantage of the destiny rules. Each destiny includes a brief description, with examples.
Champion
Your destiny requires your to become leader of a large and/or significant group or organization and successfully lead it through an extremely threatening event. Characters who have this destiny might or might not know of the group they are destined to lead. They must attain this goal through a mixture of training, charisma, experience and political maneuvering. The GM might want to divide this into two destinies: attaining leadership and leading the group through troubled times.
Examples of this destiny include Mon Mothma leading the Rebel Alliance, Darth Sidious gaining control of the Republic, Wedge Antilles leading Rogue Squadron, and Admiral Ackbar escaping Grand Moff Tarkin and eventually taking command of the Rebel Fleet.
Destiny Fulfilled
You receive a permanent 2 increase to your Charisma score.
Sample Champion Destiny: Recruiting
Your destiny is to convince an influential person or group to secretly aid or openly join the resistance effort on a planet or in a sector. The person or group must have considerable authority and resources, and thus be able to operate behind a thick wall of underlings and bureacracy. The group might be a far-reaching criminal organization that has agents, established rackets, transports, and cover facilities throughout a sector. It could be a corporation that could lend its financial and material support to a local rebellion. Perhaps the hero encourages an influential military, government, or corporate leader currently serving the Empire to defect and aid the resistance. Convincing this entity to change its allied or neutral stance towards the Empire requires the hero to undertake missions to earn that individual's trust.
Corruption
Your destiny is to corrupt an individual, organization, or location. You may seek to turn a person to the dark side or indoctrinate a group of people in the ways of evil. Your destiny may also be to become corrupted yourself, either by another character, an organisation, or a series of life-changing events that unfold over time. The corruption should be a long-term goal requiring a great deal of time and effort.
Examples of this destiny include the Emperor's corruption of Anakin Skywalker, a dark force-wielder transforming a Jedi shrine into a temple of evil, or an Imperial officer convincing an Alliance cell to betray the Rebellion.
Additionally, a character's destiny may be to allow themselves to be corrupted by the dark side; their fall into darkness becomes the path to achieving this destiny.
Destiny Fulfilled
Increase two ability scores of your choice by 1 each. In addition, if you are using the variant Dark Side Corruption rules, consult the Dark Side Corruption table.
Creation
Your destiny requires you to create an object, machine, or other item of great power or significant use. You must use this item in support of another character's destiny, or in a future destiny of your own. Others might help create the actual item, so long as you lead and make a significant contribution to the effort. Pursuing this destiny might require you to seek out rare or restricted materials, expert advice, and adequate construction facilities or shops.
Examples of this destiny include Grand Moff Tarkin and the construction of the Death Star, Raith Sienar and the TIE fighter, and Walex Blissex and the Victory-class Star Destroyers.
Destiny Fulfilled
Once per short rest, you or any ally within line of sight can take two actions in a single round while performing an action using the created object.
Destruction
Your destiny is to destroy a person or object, for good or evil. A Rebel agent's destiny might be to destroy a tyrannical Imperial Moff presiding over his home planet, while a darkside may be destined to destroy a powerful Jedi training site used to bolster the ranks of the Jedi order. The target of this destiny should be something very difficult to reach, either because it's heavily guarded or well hidden. Example of this destiny include Darth Vader's destruction of the Emperor, Lando Calrissian's destruction of the Death Star II, or A-wing pilot Arvel Crynyd's destruction of the Executor.
Destiny Fulfilled
Increase one ability score of your choice by +2.
Discovery
Your destiny is to discover a person, species, object, or location that was either previously lost or unknown to the civilized galaxy. This could be as simple as seeking out the remains of a long-dead hero, or as rare as finding a vergence in the Force. A scout's destiny might be to find a thus-far-uncharted world that helps solve a galactic crisis, while a scoundrel's destiny might be to chart a new route through th Deep Core, allowing the Rebel Alliance to sneak past the Empire's security web. The thing being discovered should be something that can only be found as the result of a long-term search or serendipitous events that only occure because the character long ago set down the path that would lead to that discovery.
Examples of thise destiny include Qui-Gon Jinn's discovery of Anakin Skywalker on Tatooine or Kyle Katarn's discovery of the Valley of the Jedi.
Sample Discovery Destiny:
Base of Resistance
Your destiny requires you to establish a hidden base that provides a safe haven and support for resistance fighters in a specific region. You might need to locate a new world that could accommodate a secret base or find a concealed facility on a known world from which dissenters covertly operate agains the Empire. You might need to gather allies and create secret support networks to maintain the base, supply it with equipment and weapons, and provide transportation for resistance forces. The scope of this destiny varies; it might be enough to establish a secret gathering place and a supply depot to aid resistance fighters in a single city, or it might require the construction of a major base to support operations in an entire system or even a sector.
Destiny Fulfilled
You gain a permanent +1 destiny bonus to saving throws.
Education
Your destiny is to train or educate another being or group of beings in some way. In some cases, this could mean taking a young Padawan learner and molding them into an eventual Jedi Master, or it could mean training fresh-faced Rebel Alliance recruits and molding them into a crack team of SpecForce operatives. Characters with this destiny are not merely teachers providing mundane training. The education that this destiny demands must be of great importance to the galaxy, and should lay the groundwork for the beneficiaries of your tutelage to go on to fulfil destinies of their own. Only when the training is complete can this destiny be fulfilled, and the process should take months or years to complete.
Examples of this destiny include Obi-Wan Kenobi's training of Anakin Skywalker, Yoda's training of Luke Skywalker, or Grand Admiral Thrawn's training of Captain Pellaeon.
Destiny Fulfilled
You gain a permanent destiny bonus equal to your proficiency bonus on checks made with one class skill of your choice.
Liberation
Your destiny is to liberate a group, population, or region from Imperial domination. The focus of this destiny can range from a persecuted group - a small alien enclave, a remote town, or an orbital installation - all the way to a city, a starport, or even an entire planet. For instance, a hero might endeavour to free a planet's governing legislature, which has been previously relocated to a well-guarded penal camp by a hard-line Imperial governor to silence its dissenting view. As another example, they could attempt to wrest control of a starship construction facility from the Empire by influencing the worker population to revolt, supplying arms and equipment, and leading them in a mutiny. Achieving this objective usually requires organizing resistance to Imperial forces that are persecuting the local populace, destroying key installations or assets, or deterring or eliminating personnel that are vital for the Empire to maintain its oppressive grip.
Destiny Fulfilled
You gain a permanent +1 destiny bonus to saving throws.
Redemption
Your destiny is to redeem a character that has been corrupted or otherwise turned to evil. Many Jedi seek to turn their fallen brethren away from the dark side. A Rebel agent might seek to turn his brother, an Imperial officer, away from the evil Empire, redeeming him back to the side of justice and freedom. The target of this destiny should be someone that has fallen from the light in some way, whether that means turning to the dark side of the Force or simply siding with evil over good. Turning someone away from their wicked ways is usually very difficult and requires far more than simple persuasion. Often a a character that fulfills this destiny does not survive it, and sometimes neither does their redeemed target. Aditionally, you may be your own target for this destiny, making your own redemption the means of fulfilling it.
Examples of this destiny include Luke Skywalker turning Darth Vader away from the dark side and Revan's redemption of Bastila Shan on the Star Forge.
Destiny Fulfilled
You receive a permanent 2 increase to your Wisdom score. In addition, the Corruption score of the redeemed character is reduced to 1 and they lose any dark side corruptions they have accrued.
Rescue
Your destiny requires you to save a person from death or an object from destruction. Often characters with this destiny will not know which person or object they're meant to save, let alone when or how to do so. They simply must be in the right place at the right time. A hero might spend months travelling with his allies before fulfilling his destiny by saving one of their lives. Conversely, a Rebel agent might engage in years' worth of espionage on his home planet, only to find that his destiny is to save a local Imperial magistrate who betrays the Empire after having her life saved.
Examples of this destiny include Han Solo saving Luke Skywalker's life at the Battle of Yavin and Wicket the Ewok rescuing Leia from the scout troopers on Endor.
Destiny Fulfilled
Increase two ability score of your choice by 1 each.
Death and Destiny
Achieving one's destiny may yield great benefits, but the path of destiny can be perilous. Many characters in the Star Wars saga perish attempting to fulfil their destinies. If a Force-sensitive character dies while fulfilling (or attempting to fulfil) their destiny, the GM may allow the dead character to manifest as a Force spirit. If a non-force-wielder perishes while pursuing or achieving his destiny, the GM may decide that the character's sacrifice or untimely death imparts some benefit upon his surviving allies.
Force Spirit. A force-wielder who dies in the process of fulfilling his destiny may manifest as a Force spirit. For a light side force-wielder, this means transforming into a translucent blue spirit that can appear before his former allies. For a dark side force-wielder, this means becoming an evil dark side spirit that can linger on, continuing to spread the influence of the dark side.
If a Force sensitive character dies while fulfilling their destiny, that character may become a Force spirit, retaining their consciousness (and their Intelligence, Wisdom and Charisma scores) but becoming completely incorporeal. The Force spirit can menifest at will and can vanish just as easily. It can also walk through walls and exist in the vacuum of space. Additionally, Force spirits can travel anywhere in the galaxy instantly with a mere thought. However, Force spirits have no substance and cannot interact physically with creatures or objects in the universe.
When a hero dies and becomes a Force spirit, that Force spirit might serves as a guide, advising heroes in times of dire need and sharing valuable information or wisdom it held in life.
Noble Sacrifice. Whenever a character willingly sacrifices himself for a noble cause, particularly while fulfilling his destiny he can bolster the resolve of his surviving comrades and allies. For example, when Arvel Crynyd crashed his A-wing into the bridge of the Executor, it was a turning point in the Battle of Endor. When a character dies fulfilling his destiny in such a way, all allies within the same star system gain one destiny point.
Vengeance. When a valued ally falls in the pursuit of his destiny, it can have powerful effects on those present at the time of his death. When a character dies fulfilling his destiny, any ally who witnesses his death may choose to become filled with a desire to avenge their fallen comrade, gaining a destiny point. Since revenge leads to the dark side, any force-wielder who chooses to gain this bonus must immediately increase his Corruption score by 1.