Basic Rules

From OakthorneWiki
Jump to navigationJump to search

Force and Destiny makes use of the standardized ruleset developed by Fantasy Flight Games for all of their Star Wars game lines.

Nearly all Checks are completed using the same rules:

Checks (Rolling the Dice

Basic Tests The Player announces what they want their character to do, and the GM determines which Attribute and Skill combination best reflect the desired action.

The Player then picks up a number of Green D8's equal to their Attribute, then replaces a number of D8's with Yellow D12's equal to his Skill Rating. If his Skill Rating exceeds his Attribute Rating, you instead add an additional Green D8 for each point of Skill above the Attribute Rating. In other words, the Higher of the Two Values determines the total number of Green and Yellow Dice to be rolled, while the Lower Number how many of those dice can be Yellow D12's.

Next the GM determines the Difficulty of the Check. This will add a number of Purple Difficulty D8's to the players dice pool. In rare circumstances, the Difficulty D8's will be upgraded to Red Challenge D12's, representing exceptionally difficulty or dangerous tasks.

Finally, any circumstances that may aid or hinder the Character are accounted for by the addition of Blue Boost D6's or Black Setback D6's.

The Player then rolls the total pool and compares the results of his dice. Hits (represented by the explosion) are successes. These are cancelled on a 1-for-1 basis with Misses (represented by the Triangle). For a test to be successful, a Character must net at least one Hit. Advantages (the Republic Symbol) are cancelled by Disadvantages (the Imperial Symbol). These results complicate the action in someway, and the net result becomes a currency to be spent during the action to improve (or hinder) the result or provide effects that take place on subsequent actions. It is important to note, however, that Advantages and Disadvantages can never change success to failure or vice-versa.

Opposed Tests
When you target another character who can attempt to resist your action. When this happens, instead of the GM setting the Difficulty, you add your targets Attribute and Skill as Difficulty and Challenge Dice (in the same manner as building a Dice Pool).

Competitive Tests
When you and your opponent are both working toward the same goal, just as a race, instead each character builds a Basic Test Pool and rolls, with the character netting the most Hits winning the competition.

Assistance
Characters can provide assistance to another. There are two kinds of assistance, Skilled and Unskilled.

  • Skilled - In general only one character can provide Skilled assistance to another. Compare the Skills of both Characters and the testing Character builds his Dice Pool using the best Characteristic and Skill from the two Characters.
  • Unskilled - If using the above rules results in no benefit to the Testing Character, or if the assisting character has no ranks in the required Skill, or for assisting character beyond the first, you simply add a Single Boost Die to the Testing Character's Pool.

Using the Force

Force Power Checks
Force Users have an addition characteristic called Force Rank. Force Users use this value to determine the number of White Force Dice they roll on Force Power Test or Combined Force Power Tests. When activating a Force Power, you simply roll your Force Rank in White Force Dice. These generate either Light Side or Dark Side Results, which are spent for effect. In a combined Power test, you add your Force Rank to a normal Dice Pool.

  • Light Side Characters and Dark Side Results - In general, a Light Side Character cannot make use of Dark Side results, however, a Character may decide to add to his Test Result. If he does so, the following occurs:
    • First, the Character must spend a Destiny Point from the groups pool. If there are no Destiny Points available - the character cannot use this effect.
    • Second, the Character suffers a number of points of Strain equal to the number of Dark Side results he wishes to add to his Test Result.
    • Finally, the Character suffers a number of Conflicts equal to the number of Dark Side Results he adds when testing Morality.

These rules equally apply to Dark Side Characters only in reverse (replace Dark Side Result with Light Side Result).

Playing to Emotional Strengths, Weaknesses, Motivations, and Morality Your characters motivations and emotional state can be a difficult thing to do. Often this will put the character or the group at a disadvantage and may complicate the situation at hand. But properly portraying these things is, in my opinion, important to bringing the characters to life. To incentivize this style of play the following rules will be utilized for my game.

  • Motivations Currently Motivations have not been assigned to the characters. I recommend doing so. Playing to your characters motivations during play results in +2xp each session. If you successfully achieve your goal, you gain and additional +3xp, for a total of +5.
  • Emotional Strength If you role-play your character's emotional strength in a compelling fashion, you may be awarded a bonus die to be used during the situation at hand. In addition, you may be allowed to make a Morality Check even if you did not earn conflict during the session.
  • Emotional Weakness As with Emotional Strength, however you earn +1 Conflict for your action.
  • Morality Morality can only be triggered through Conflict. In order to make a Morality check at the end of the Session, the Character must have earned at least 1 Conflict during play.

Jedi Knights of a Bygone Era
Force and Destiny is designed to reflect Force Users rediscovering Jedi Lore and abilities following the Rise of the Empire. Due to this it has a difficult time recreating the sheer variety of abilities that true Jedi Knights were trained in. To reflect this the following rule applies:

  • A Jedi may use any Basic Force Power they meet the prerequisites for, but are not trained in by spending a Destiny Point from the pool and resolving their check with -1 Force Die.

Combat Clarifications

The following rules are intended to clarify different situations that may arise during Combat.
Dual Wielding
Several Characters in the group are currently using two weapons. In order to gain access to both the Two Weapon Strike Quality (inherent from using Two Weapons) and any Active or Passive Benefits from your offhand, you MUST accept the following penalty:

  • If both weapons use the same Skill for their Attack Checks, you roll a single Check but Increase the Difficulty of the attack by one (add 1 Purple Die).
  • If the weapons use different skills, such as Ranged (Light) and Melee or Lightsaber and Brawl, you increase the difficulty by two.
  • If you successfully hit with your attack, you may spend 2 advantages (or One with the Paired Weapons Quality) to activate the Two Weapon Strike Quality and cause you target to take a second separate hit from your Offhand weapon.
  • If you accept the increased Difficulty on your check, your Attack (ie Both Weapons) gain the benefit of any Passive Qualities from both weapons.
  • Active Qualities only apply to the hits from their respective weapons and Active Qualties from the offhand can only be activated if you also Activate Two Weapon Strike.