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Dice Star Wars Force and Destiny

Deviltigerr

Elder Member
Step 1: think of the background of your character, there are no limits. Maybe you are a tech genius? From a primitive world? Maybe part of an ancient religion who thinks the force is just a natural ability or incredibly lucky?


Step 2: Determine your morality, Morality is not meant to spawn arguments of good vs evil, essentially you choose an emotional strength and weakness. Your emotional strength could be Bravery and your weakness could be Arrogance.


At this stage, you can also choose a particular option for your character:


a) +10 XP you can invest in characteristic or force powers etc...of your character.


b) +2500 starting credits, so you can buy more stuffs.


c) +5 starting xp and +1000 credits.


d) Increase or decrease your morality by 21, which can makes you start with a morality of 29 or 71, mostly affecting your morality threshold. Below 30, you are considered a dark side force user, even if you manage to get more than 30 morality, you will still be considered a dark side force user, you will need to go through redemption. There are some mechanical and narrative changes to it of course. At 70 and above, you are considered a light side paragon which comes with his benefits as well.


Step 3: Choose your specie, species from Age of Rebellion and Edge of Empire are available as well except the ones who can't access the force (droids.). As this game is focused on being force users. By default in force and destiny book those are the species:


-Cerean


-Human


-Kel Dor


-Mirialan


-Nautolan


-Togruta


-Twi'lek


-Zabrak


Step 4 and 5: Career and Specialization. Force and destiny has six careers to choose from.


If your first instinct is to fight: Warrior career. Seekers and Guardians are also skilled fighters. Seekers tend to be ranged combatants while Guardians rely on being tough and resilient.


If you like to negotiate: Mystics are very capable at that, followed by Guardians or Consulars.


If you prefer intellectual/academic pursuits: Consulars are the most likely to learn multiple fields of study, and sentinels can become adepts at it as well.


If you like to sneak around/infiltrate: Sentinels are great at it in urban areas, seekers are better at it in less civilized areas.


If you like to explore or discover stuffs: Seeker specializes in this but some Mystics learn some of these techniques.


If you like to be a team player: Guardians are master at teamwork, and Consulars pursue some of the same paths.


Should be noted while you won't start with a lightsaber, you can still specialize in it, as you can think of your career, as what you want to become as well and essentially your early choices will pay off.


Consular focuses on achieving peace and harmony with positive actions/influence. specializations: Healer, Niman disciple (focus on areas other than combat), Sage


Guardians focuses on protecting the helpless and those who can't protect themselves, usually with a strong sense of duty and responsibility. Specializations: Peacekeeper (fight tyranny), Protector(protect others), Soresu Defender (Self defense)


The Mystic have a strong connection with the force since their birth. They tend to master a wide variety of force powers. Specializations: Advisor, Makashi Duelist (Dominate combat with force of personality/presence), Seer.


The Seekers prefers to be flexible and have in general a pragmatic view of the force, seeing it as a tool in their arsenal. They explore the wild regions and ones far from civilization. Specializations: Ataru Striker (Go all in or die trying), Hunter, Pathfinder (Explorer, adventurer etc...)


The Sentinels are the spies and agents striking in the dark, some could have been police men, mechanics etc... They rely on quick thinking and cunning, using technologies, force and any other tools to achieve their goals. Specializations: Artisan, Shadow , Shien Expert (focuses on cunning and striking the opponent where they least expect the blow.)


The Warriors are combatants who uses the force to increase their martial prowess. Specializations: Aggressor(intimidate and uses fear as a weapon while delivering and taking brutal punishment), Shii-cho knight (focuses on saber fighting, no fancy maneuvers or dancing), Starfighter Ace.


Step 6: Spending your starting experience (will discuss it later)


Step 7: Determine derived attributes. (Same as step 6)


Step 8: Determine Motivation, essentially what pushes you to do anything.


-Do you have an ambition? Like becoming a jedi? Seeking Power? Wealth? Revenge?


or A specific cause? Restore the Jedi? Overthrow the Empire? Stop the Rebellion? Galactic Peace?


or are you motivated by faith? the jedi code? Science and reason? no faith?


Step 9: choose gear and appearance


Step 10: Determine group resource (worry about that later)
 
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Criminal


Virtue: Humility


Sin: Greed


Chaotic Neutral


b) +2500 starting credits, so you can buy more stuffs.


Step 3: Choose your specie, species from Age of Rebellion and Edge of Empire are available as well except the ones who can't access the force (droids.). As this game is focused on being force users. By default in force and destiny book those are the species:


Human


Step 4 and 5: Career and Specialization. Force and destiny has six careers to choose from.


Consular focuses on achieving peace and harmony with positive actions/influence. specializations: Healer, Niman disciple (focus on areas other than combat), Sage


Money


A faux leather jacket, cargo pants, a lightsaber replica (for intimidation purposes only), seven metal coins, a shard of glass, four gallons of hair gel, and a pair of aviator sunglasses.


Thin body, lanky. Licorice black hair, crew cut.
 
Zabrack - Warrior - Aggressor


Morality:


Bravery - Anger


Enthusiasm - Recklessness


Cause:


Survive and become stronger than anyone around him


Abilities:


Brawn - 3


Agility - 2


Intellect - 2


Cunning - 2


Willpower - 3


Presence - 1


Wound Threshold - 12 (+2)


Strain Threshold - 12 (+1)


Class Skills:


Athletics - 1


Brawl - 2


Cool - 1


Melee - 1


Perception - 0


Survival - 1


Coercion - 1


Knowledge (Underworld) - 1


Ranged (Light) - 0


Streetwise - 1


Intimidating I: strain to downgrade difficulty during Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number.


Plausible deniability: Removes 1 Setback dice per rank of Plausible Deniability from all Coercion and Deception checks


Grit: Gain +1 strain threshold


Toughened: Gain +2 wound threshold


Fearsome Countenance: Bonus during Coercion check


Force Power:


Enhance:


Enhance basic power: when making an Athletic check, the force user may roll an Enhance power check as part of the pool


Heal/Harm:


Heal/Harm basic power: Heal: Spend force to heal a number of wounds equal to Intellect from an engaged living creature (including user). Harm: Spend force to inflict a number of wounds equal to Intellect (ignoring soak) on an engaged living target. Gain 1 Conflict


Weapon:


Gear:


Medium height, well built. Horns protrude from the forehead and in an even, circular manner around the head. Red skin but black tattoos cover most of his face.
 
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