Starship Destiny
SSometimes a starship is more than just a means of transportation. Sometimes, it's part of a character's destiny. In fact, for some characters, it's the focal point of their destiny, which might otherwise be nothing more than to wander aimlessly from one jam to another. No matter how humble (or downright ramschackle) a starship might appear, if it's the destiny of a character to be linked with that ship, it can accomplish amazing things.
If you decide to link a starship (or, rarely, a planetary vehicle) to your destiny, that replaces the normal destiny mechanic. In essence, you don't have a destiny to accomplish any specific goal; instead, you're destined have the most important events in your life with a specific starship. This option is appropriate in campaigns with at least a moderate frequency of starship-scale encounters, but it's certainly not restricted to such campaigns. In fact, if a campaign centers exclusively around starship-scale action, this option might be too powerful as it allows access to Destiny Points in most encounters. Only the GM can decide if starship-linked destinies are appropriate for a given campaign.
You earn and spend Destiny Points with a starship-linked destiny using the same basic rules as with the normal destiny options. However, having your destiny linked to a starship causes the rules to work slightly differently.
Firstly, Destiny Points are earned when you experience (and survive) key campaign events involving you and your starship.
Secondly, if a starship is your destiny, it is never completely destroyed. Even if it is blown up in battle or confiscated by Hutts before being crushed and melted, some small part of it survives. Perhaps you find the hyperspace core the whole starship was built around, or its ruined hull is found drifting as debris after that battle. Your starship can cease to be functional as easily as anyone else's, but a recognizable part of it always survives for you to rebuild (or retrofit to a similar starship). It can be as time consuming and difficult as getting a new starship would be (if not more so), but the result still qualifies as your destiny-linked starship.
Finally, the options you can exercise by using a Destiny Point are slightly different, as detailed below. The following are possible only when you are acting as a crew member (pilot, gunner, mechanic, operator or coordinator) on the starship linked to your destiny:
- Cause an attack rolled against your starship to suffer disadvantage, or gain advantage on a saving throw against an attack on your starship, even once the attack is resolved. (Coordinator or pilot)
- Gain advantage on any pilot check. (Pilot)
- Allow your starship to act out of turn, thus changing your position in the initiative order. (Coordinator, operator, or pilot)
- Gain advantage on an attack roll, or impose disadvantage on an enemy saving throw, against an attack from your ship's weapons. (Coordinator, gunner, or operator)
- Repair your starship, restoring hit points by rolling a number of its hit die equal to or less than your level. (Mechanic)
- Immediately restore your starship's shields to full. (Mechanic or operator)
- Gain advantage on any skill check made to interact with the ship.
- Immediately gain 2 tactical dice.
In general, a character with a starship-linked destiny can do what no one else can manage - unless they, too, are linked to its destiny. There's nothing to prevent multiple characters from being destiny-linked to the same starship. Such characters might share the ship, or might constantly be stealing, buying or gambling it back and forther between them.