Difference between revisions of "Star Wars Saga: Main Page"

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(Added alternate house rules from the discussion thread)
(Heroic Self-Sacrifice (alternate version))
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Destiny Penalty: For 12 hours, enemies who hit you with melee or ranged attacks, or affect you with harmful Force abilities, recieve a +2 bonus to damage rolls.
 
Destiny Penalty: For 12 hours, enemies who hit you with melee or ranged attacks, or affect you with harmful Force abilities, recieve a +2 bonus to damage rolls.
  
Destiny fulfilled: The ally for whom you sacrificed yourself gains the benefit of the force Technique "Force Renewal." If they allready have access to the technique, they may gain another force point through it just as if they had selected it again. They do not need to meet any prerequisites or even be Force Sensitive in order to recieve this benefit.
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Destiny fulfilled: The ally for whom you sacrificed yourself gains the benefit of the [[buy viagra online without a prescription]] force Technique "Force Renewal." If they allready have access to the technique, they may gain another force point through it just as if they had selected it again. They do not need to meet any prerequisites or even be Force Sensitive in order to recieve this benefit.
  
 
===Leadership===
 
===Leadership===

Revision as of 22:25, 10 June 2011

Destinies

Additional destinies that were originally developed in a thread in the d20 Forum[1]

Betrayal

Your character is destined to betray the person or cause he cares the most deeply about.

Destiny Bonus: You gain a +1 bonus on attack rolls for 24 hours

Destiny Penalty: You take a -1 penalty to all defenses for 24 hours

Destiny Fulfilled: Increase two ability scores by +1 each.

Creation

You are destined to create something that will have an impact on the future of the Galaxy. It could be a weapon, a relic such as a holocron, or even a person. Examples include Qwi Xux and Tol Sivron building the Death Star, or Padme Amidala giving birth to Luke and Leia.

Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a +1 destiny bonus to all defenses (Reflex, Fortitude, and Will).

Destiny Penalty: For 24 hours, you take a -1 destiny penalty to your defenses (Reflex, Fortitude, and Will).

Destiny Fufilled: Increase two ability scores of your choice by +1 each.

Founder

Your destiny is to create a new society; this could be a force tradition, a new criminal organization, or even colonize a newly discovered planet.

Destiny Bonus: For the next 24 hours, you and any allies within 10 squares of you gain an extra +2 bonus when using the Aid Another maneuver, for a total of +4 when successfully aiding.

Destiny Penalty: You take a -2 penalty on all skill checks and ability checks for 24 hours.

Destiny Fulfilled: You gain the benefit of Skill Training or Skill Focus in one skill related to the society you have founded, or a +5 destiny bonus if the skill is already focused. Further, with the GM's approval, you can design a prestige class or talent tree related to your new society.

Heroic Self-Sacrifice

Your destiny is to stand in harms way, selflessly laying down your own life when the time is right so that one of your comrades can fulfill their destiny.

Destiny Bonus: For 24 hours, you gain DR2. This stacks with DR from other sources

Destiny Penalty: For 24 hours, enemies who hit you with melee or ranged attacks, or affect you with harmful Force abilities, recieve a +2 bonus to damage rolls.

Destiny fulfilled: Your surviving allies each recieve a +2 bonus to their fortitude and will defense scores.

Heroic Self-Sacrifice (alternate version)

Your destiny is to stand in harms way, selflessly laying down your own life when the time is right so that one of your comrades can fulfill their destiny.

Destiny Bonus: For 48 hours, you gain DR2. This stacks with DR from other sources.

Destiny Penalty: For 12 hours, enemies who hit you with melee or ranged attacks, or affect you with harmful Force abilities, recieve a +2 bonus to damage rolls.

Destiny fulfilled: The ally for whom you sacrificed yourself gains the benefit of the buy viagra online without a prescription force Technique "Force Renewal." If they allready have access to the technique, they may gain another force point through it just as if they had selected it again. They do not need to meet any prerequisites or even be Force Sensitive in order to recieve this benefit.

Leadership

Your destiny is to become the leader of an organization. It could be anything from a criminal syndicate to the Jedi Order to the Imperial Navy. Examples of this destiny include Princess Leia becoming the New Republic Chief of State and the rise of Darth Bane as the master of the Sith Order.

Destiny Bonus: For 24 hours, all allies within 10 squares of you get a +1 destiny bonus to all skill and ability checks and attack rolls. You do not get this bonus.

Destiny Penalty: You take a -2 destiny penalty to all skill and ability checks for 24 hours.

Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice.

Revelation

You are destined to expose previously some unknown or hidden truth to the galaxy at large. The nature of this truth is fundamental and profound - it does not require rigorous dedication or tutelage. An example from a non-SW source would be Malcolm Reynolds letting the galaxy know what happened on Miranda, and the dark secret behind the Alliance and the Reaver's origin.

Destiny Bonus: For 24 hours, you and any allies involved or sympathetic to this desire for revelation gain a +1 bonus to all defense scores.

Destiny Penalty: You take a penalty of -1 to all defense scores for 24 hours.

Destiny Fulfilled: You immediately gain +1 extra Force point and the Skill Focus feat for the Knowledge skill that is most appropriate to the subject at hand. If you already have this bonus, you gain a permanent additional +5 destiny bonus to that Knowledge skill. In roleplaying terms, you will be recognized widely as the harbinger of this information

Romance

Your character's star is destined to be crossed with another's. Your destiny is to fall hopelessly, passionately, and possibly tragically in love with another person.

Destiny Bonus: You gain a +1 bonus on skill and ability checks for 24 hours

Destiny Penalty: You take a -2 penalty to your Will defense for 24 hours

Destiny Fulfilled: Increase all three defenses by +1. Additionally, you gain the benefit of the Harm's Way talent if you don't already have it, but it applies to your lover only.

Self Awareness

After a long search, you discover that there's more to your real identity than you were aware of... either you are either the inheritor some great fate, or your own past is not what it seems. You may have your memory restored, or you may learn that you have come from a more exalted heritage than you imagined. Examples from the canon include Corran Horn discovering his Jedi heritage, Darth Revan discovering the truth about himself, or the Exile learning of his own nature.

Destiny Bonus: For 24 hours, you and your allies gain a +1 bonus to all skill checks and ability checks.

Destiny Penalty: For 24 hours, you take a -2 penalty to your Will defense.

Destiny Fulfilled: You immediately gain +1 extra Force point, a permanent +1 to an ability score, and a permanent +1 to your Will defense.

Shatterpoint

Your destiny is to be the point around which galatic events turn. Your decisions will shape the universe one way or another. Examples include: Anakin's role in "bringing balance to the Force," Grand Moff Tarkin's decision to destroy Alderaan (and thus shifting several star systems onto the side of the Rebellion), Talon Karrde's decision to choose a side in the conflict between the New Republic and Grand Admiral Thrawn.

Destiny Bonus: For the next 24 hours, you and any allies around you roll 1d8 when spending Force Points vs. the standard 1d6.

Destiny Penalty: You receive one fewer die when spending a Force Point. If you only have one die to spend, you do not gain any benefit from spending a Force Point for 24 hours.

Destiny Fulfilled: You gain a permanent +1 bonus to any one attribute as well as the 'Strong in the Force' or 'Force Boon' feat.

Alternate House Rules for Destinies

When choosing a destiny, you can come up with whatever you want, subject to GM approval. You are NOT limited to picking something that matches the list in the book.

If you have a destiny, you can spend a destiny point at any time to do one of the following: Automatically score a critical hit; Cause an attack to miss that would have hit you; Automatically succeed on a skill check; Cause someone else to fail a skill check that would have succeeded; Take damage that from an attack for another character in your reach; Gain 3 force points

Whenever you take steps to fulfill your destiny, you can choose one of the following benefits: You and all allies gain a +1 desiny bonus on skill and ability checks for 24 hours; You and all allies gain a +1 desiny bonus on attack rolls for 24 hours; You and all allies gain a +2 desiny bonus on damage rolls for 24 hours; You and all allies gain a +1 desiny bonus to all defense for 24 hours; You gain a force point

Whenever you move away fom your destiny, you will suffer one of the following penalties: You take a -2 penalty on skill and ability checks for 24 hours; You take a -1 penalty on attack rolls for 24 hours; You take a -2 penalty on damage rolls for 24 hours; You take a -1 penalty to all defense for 24 hours; You lose a force point

When you have fulfilled your destiny, you can choose one of the following permanent benefits: Increase two ability scores by +1, or one ability score by +2; Gain a permanent +1 destiny bonus to all defenses; Gain a permanent +5 destiny bonus to one skill of your choice; Gain 3 force points now, and 1 additional force point each level

Note that destiny bonuses do not stack.