GM Reference: Force & Destiny

1. Minion Groups

  • Skills: Ranks = (Minions in Group - 1).
  • Wounds: Shared pool. (Threshold x Count).
  • Death: Excess damage spills over. Recalculate skill ranks immediately when a minion falls.

2. Force Power Usage

Roll Force Rating in

dice.

ResultCost & Penalty
Light Side1 point per "pip".
Dark Side1 pt/pip + 1 Destiny + Strain (pips used) + 1 Conflict.

3. The Destiny Pool

Setup: Each player rolls 1

.

ActionEffect
Upgrade
or
Dark SideSpend to use Dark pips (for LS users).
NarrativeIntroduce "lucky" environmental factors.

4. Range & Movement

BandDiffManeuvers to Close
Engaged
1 (from Short)
Short
1 (to Medium)
Medium
1 (to Short/Long)
Long
2 (to Medium)

5. Tactical Maneuvers & Stances

OptionManeuversEffect
Aim1 or 2Add
or
to next check.
Guarded Stance1+1 Melee Defense (Add
to incoming Melee). User suffers
on own attacks.
Cover1+1 Ranged Defense (Add
to incoming Ranged).
Prone1+1 Ranged Defense (
). Melee Penalty: Melee vs user adds
.

6. Morality Extremes & Wrap-Up

Light Side Paragon (70+)

Strain Threshold: +1 (70+) / +2 (100).
Pool: Roll Light Pip = add +1 extra Light point.

Dark Side User (30-)

Wound Threshold: +1 (30-) / +2 (0).
Force: Use Dark Pips free. Light costs Destiny+Strain+Conflict.

End of Session

Roll 1d10 minus Conflict = Morality Shift.

Common Conflict: Fear (1+), Theft (2), Unprovoked Violence (3), Using Dark Pips (1/ea).

XP Rewards

Base: 10-15 XP
Motivation/Climax: +5 XP each.