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This category is used to mark any content found in Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

FORCE AND DESTINY[]

INTRODUCTION[]

To play the game, you need your imagination, this book, paper and pencil, some Star Wars Roleplaying Dice, and a few other players. [...]

PLAYING THE GAME[]

THE DICE[]

This section takes a closer look at the special dice and their symbols. [...]

Read the full rules on pages 16 to 17 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

THE BASIC DICE POOL[]

Force and Destiny uses a concept known as a dice pool, which is a collection of the dice needed to determine the outcome of any given situation in the game. [...]

Read the full rules on pages 24 to 34 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

DESTINY POINTS[]

Player Characters are cut from a different cloth than most NPCs that populate the galaxy. [...]

Read the full rules on pages 35 to 37 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

EXPERIENCE AND DEVELOPMENT[]

After surviving everything the Empire and the dark side of the Force has to throw at them, Player Characters are liable to learn from their successes—and mistakes—in order to better themselves in preparation for even greater challenges.

Read the full rules on pages 37 to 39 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

DERIVED ATTRIBUTES[]

Some character attributes are based on other choices made during character creation or over the course of a campaign. [...]

Read the full rules on page 39 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

CHARACTER CREATION[]

Creating a character for Force and Destiny is done in just a few short steps, allowing players to get involved in the action right away. [...]

GENERATION STEPS[]
  • Step 1: Determine Background
  • Step 2: Determine Morality
  • Step 3: Select a Species
  • Step 4 and 5: Select a Career and Specialization
  • Step 6: Invest Experience Points
  • Step 7: Determine Derived Attributes
  • Step 8: Determine Motivation
  • Step 9: Choose Gear and Appearance
  • Step 10: Determine Group Resource

STEP 1: DETERMINE BACKGROUND[]

CULTURAL BACKGROUND[]

Page 45

  • Comfortable with Tech
  • Primitive Backwater
  • The Privileged Few

Page 46

  • The Poor and Hungry
EXPERIENCING THE FORCE[]

Page 46

  • An Ancient Religion
  • The Duty to Tradition

Page 47

  • Pragmatic Power
  • One with the Force
HEEDING THE CALL[]

Page 47

  • Fleeing the Empire
  • Desire for Understanding
  • With Great Power...
  • Ultimate Abilities

STEP 2: DETERMINE MORALITY[]

Morality is, simply put, the measure of right and wrong. [...]

Read the full rules on pages 48 to 53 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

TABLE: MORALITY[1][]

STEP 3: SELECT A SPECIES[]

STEPS 4 AND 5: SELECT A CAREER AND SPECIALIZATION[]

THE CONSULAR pg.66-68[]
THE GUARDIAN pg.72-74[]
THE MYSTIC pg.78-80[]
THE SEEKER pg.84-86[]
THE SENTINEL pg.90-92[]
THE WARRIOR pg.96-98[]

STEP 6: INVEST EXPERIENCE POINTS[]

Experience is the primary means by which players customize their characters. [...]

Read the full rules on pages 102 to 103 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

STEP 7: DETERMINE DERIVED ATTRIBUTES[]

Some attributes of a character are derived from a player's other choices during character creation. [...]

Read the full rules on page 104 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

SIDEBAR: KNIGHT-LEVEL PLAY[2][]

Characters created following the steps in this section have begun their journey through the Force, but they are far from mastering it. [...]

STEP 8: DETERMINE MOTIVATION[]

Motivation provides a means to link all the different elements of a PC into one coherent persona. [...]

Read the full rules on pages 105 to 107 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

TABLE: SPECIFIC AMBITION[3][]
TABLE: SPECIFIC CAUSE[3][]
TABLE: SPECIFIC FAITH[4][]

STEP 9: CHOOSE GEAR AND APPEARANCE[]

By this point, the Player Characters' game statistics and personalities should be well established. [...]

Read the full rules on pages 107 to 108 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

STEP 10: DETERMINE GROUP RESOURCE[]

At this point, the group should have some idea as to what has brought them together and caused them to join forces against galactic tyranny. [...]

Read the full rules on page 109 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

SKILLS[]

When playing Force and Destiny, characters have plenty of opportunities for bold and exciting action, from flying a starfighter through a solar storm to dodging traps in the depths of an ancient evil termple. [...]

Read the full rules on pages 111 to 133 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

TABLE: SKILL LIST[5][]

Skill Characteristic Type
Astrogation Intellect General
Athletics Brawn General
Brawl Brawn Combat
Charm Presence General
Coercion Willpower General
Computers Intellect General
Cool Presence General
Coordination Agility General
Core Worlds Intellect Knowledge
Deception Cunning General
Discipline Willpower General
Education Intellect Knowledge
Gunnery Agility Combat
Leadership Presence General
Lightsaber Brawn Combat
Lore Intellect Knowledge
Mechanics Intellect General
Medicine Intellect General
Melee Brawn Combat
Negotiation Presence General
Outer Rim Intellect Knowledge
Perception Cunning General
Piloting (Planetary) Agility General
Piloting (Space) Agility General
Ranged (Heavy) Agility Combat
Ranged (Light) Agility Combat
Resilience Brawn General
Skulduggery Cunning General
Stealth Agility General
Streetwise Cunning General
Survival Cunning General
Underworld Intellect Knowledge
Vigilance Willpower General
Xenology Intellect Knowledge

TALENTS[]

In a galaxy filled with bold heroes and terrible villains, Player Characters are distinguished by their special abilities. [...]

Read the full rules on pages 135 to 153 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

TABLE: TALENT LIST[6][]

Name Activation Ranked
Adversary Passive Yes
Against All Odds Active (Action) No
Anatomy Lessons Active (Incidental) No
Animal Bond Passive No
Animal Empathy Passive No
Ataru Technique Passive No
Balance Active (Maneuver) No
Body Guard Active (Maneuver) Yes
Body Guard (Improved) Active (Out of Turn) No
Calming Aura Passive No
Calming Aura (Improved) Active (Maneuver) No
Center of Being Active (Maneuver) Yes
Center of Being (Improved) Passive No
Circle of Shelter Passive No
Codebreaker Passive Yes
Command Passive Yes
Commanding Presence Passive Yes
Comprehend Technology Active (Action) No
Conditioned Passive Yes
Confidence Passive Yes
Contingency Plan Active (Out of Turn) No
Counterstrike Passive No
Crippling Blow Active (Incidental) No
Dedication Passive Yes
Defensive Circle Active (Action) No
Defensive Slicing Passive Yes
Defensive Stance Active (Maneuver) Yes
Defensive Training Passive Yes
Disruptive Strike Active (Action) No
Djem So Deflection Active (Out of Turn) No
Dodge Active (Out of Turn) Yes
Draw Closer Active (Action) No
Duelist's Training Passive No
Durable Passive Yes
Enduring Passive Yes
Enhanced Leader Passive No
Exhaust Port Active (Incidental) No
Expert Tracker Passive Yes
Falling Avalanche Active (Incidental) No
Fearsome Passive Yes
Feint Passive Yes
Field Commander Active (Action) No
Field Commander (Improved) Passive No
Fine Tuning Passive Yes
Forager Passive No
Force Assault Passive No
Force Protection Active (Maneuver) Yes
Force Rating Passive Yes
Forewarning Active (Action) No
Full Throttle Active (Action) No
Galaxy Mapper Passive Yes
Grit Passive Yes
Hawk Bat Swoop Active (Action) No
Healing Trance Active (Action) Yes
Healing Trance (Improved) Passive No
Heightened Awareness Passive Yes
Heroic Fortitude Active (Incidental) No
Hunter Passive Yes
Imbue Item Active (Maneuver) No
Indistinguishable Passive Yes
Intense Presence Active (Out of Turn) No
Intimidating Active (Out of Turn) Yes
Intuitive Evasion Active (Maneuver) Yes
Intuitive Improvements Passive No
Intuitive Shot Passive No
Intuitive Strike Passive No
Inventor Passive Yes
Jump Up Active (Incidental) No
Keen Eyed Passive Yes
Kill with Kindness Passive Yes
Know Somebody Active (Incidental) Yes
Knowledge Is Power Active (Incidental) No
Knowledge Specialization Active (Incidental) Yes
Knowledgeable Healing Passive No
Makashi Finish Active (Action) No
Makashi Flourish Active (Action) No
Makashi Technique Passive No
Master Artisan Active (Incidental) No
Master of Shadows Active (Incidental) No
Mental Bond Active (Action) No
Mental Fortress Active (Incidental) No
Mental Tools Passive No
Multiple Opponents Passive No
Natural Blademaster Active (Incidental) No
Natural Charmer Active (Incidental) No
Natural Doctor Active (Incidental) No
Natural Hunter Active (Incidental) No
Natural Leader Active (Incidental) No
Natural Mystic Active (Incidental) No
Natural Negotiator Active (Incidental) No
Natural Outdoorsman Active (Incidental) No
Natural Tinkerer Active (Incidental) No
Niman Technique Passive No
Nobody's Fool Passive Yes
Now You See Me Active (Action) No
One with the Universe Active (Action) No
Outdoorsman Passive Yes
Parry Active (Out of Turn) Yes
Parry (Improved) Active (Out of Turn) No
Parry (Supreme) Passive No
Physician Passive Yes
Plausible Deniability Passive Yes
Preemptive Avoidance Active (Out of Turn) No
Prey on the Weak Passive Yes
Quick Draw Active (Incidental) No
Quick Movement Active (Incidental) No
Quick Strike Passive Yes
Rapid Reaction Active (Out of Turn) Yes
Rapid Recovery Passive Yes
Reflect Active (Out of Turn) Yes
Reflect (Improved) Active (Out of Turn) No
Reflect (Supreme) Passive No
Researcher Passive Yes
Resist Disarm Active (Out of Turn) No
Saber Swarm Active (Maneuver) No
Saber Throw Active (Action) No
Sarlacc Sweep Active (Action) No
Second Wind Active (Incidental) Yes
Sense Advantage Active (Out of Turn) No
Sense Danger Active (Incidental) No
Sense Emotions Passive No
Share Pain Active (Out of Turn) No
Shien Technique Passive No
Shroud Active (Incidental) No
Side Step Active (Maneuver) Yes
Sixth Sense Passive Yes
Skilled Jockey Passive Yes
Sleight of Mind Passive Yes
Slippery Minded Active (Action) No
Smooth Talker Active (Incidental) Yes
Soft Spot Active (Incidental) No
Solid Repairs Passive Yes
Soresu Technique Passive No
Steely Nerves Active (Incidental) No
Stimpack Specialization Passive Yes
Strategic Form Active (Action) No
Street Smarts Passive Yes
Sum Djem Passive No
Surgeon Passive Yes
Swift Passive No
Technical Aptitude Passive Yes
Terrify Active (Action) No
Terrify (Improved) Passive No
The Force Is My Ally Active (Incidental) No
Touch of Fate Active (Incidental) No
Toughened Passive Yes
Tricky Target Passive No
Uncanny Reactions Passive Yes
Uncanny Senses Passive Yes
Unity Assault Active (Maneuver) No
Valuable Facts Active (Action) No
Well Rounded Passive Yes

GEAR AND EQUIPMENT[]

THE GALACTIC ECONOMY[]

Even under the iron fist of the Empire, trade continues on most worlds much as it did in the days of the Galactic Republic. [...]

Read the full rules on pages 156 to 158 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

ENCUMBRANCE[]

Force and Destiny emphasizes sweeping stories, epic tales, and fast action. [...]

Read the full rules on pages 159 to 160 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

ITEM QUALITIES[]

WEAPON CHARACTERISTICS[]

Each weapon is defined through a variety of characteristics that delineate its abilities and make it distinct. [...]

Read the full rules on page 165 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

WEAPON MAINTENANCE[]

Invariably, weapons start to wear down. [...]

Read the full rules on page 166 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

WEAPON DESCRIPTIONS[]

BLASTERS[]

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TABLE: RANGED WEAPONS[7][]
Name Skill Dam Crit Range Encum HP Price Rarity Special
Energy Weapons
Holdout Blaster Ranged (Light) 5 4 Short 1 1 200 4 Stun setting
Light Blaster Pistol Ranged (Light) 5 4 Medium 1 2 300 4 Stun setting
Blaster Pistol Ranged (Light) 6 3 Medium 1 3 400 4 Stun setting
Heavy Blaster Pistol Ranged (Light) 7 3 Medium 2 3 700 6 Stun setting
Blaster Carbine Ranged (Heavy) 9 3 Medium 3 4 850 5 Stun setting
Blaster Rifle Ranged (Heavy) 9 3 Long 4 4 900 5 Stun setting
Slugthrowers
Slugthrower Pistol Ranged (Light) 4 5 Short 1 0 100 3
Slugthrower Rifle Ranged (Heavy) 7 5 Medium 5 1 250 3 Cumbersome 2
Explosives and Ordnance
Missile Tube Gunnery 20 2 Extreme 7 4 (R) 7,500 8 Blast 10, Breach 1, Cumbersome 3, Guided 3, Limited Ammo 6, Prepare 1
Frag Grenade Ranged (Light) 8 4 Short 1 0 50 5 Blast 6, Limited Ammo 1
Stun Grenade Ranged (Light) 8 NA Short 1 0 75 4 Blast 8, Disorient 3, Limited Ammo 1, Stun Damage
Thermal Detonator Ranged (Light) 20 2 Short 1 0 (R) 2,000 8 Blast 15, Breach 1, Limited Ammo 1, Vicious 4
SLUGTHROWERS[]

Page 169

EXPLOSIVES AND ORDNANCE[]

Page 170

BRAWL WEAPONS[]

Page 171

MELEE WEAPONS[]

Page 172

Page 173

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TABLE: MELEE WEAPONS[8][]
Name Skill Dam Crit Range Encum HP Price Rarity Special
Brawl Weapons
Brass Knuckles Brawl +1 4 Engaged 1 0 25 0 Disorient 3
Cortosis Gauntlets (Refined) Brawl +1 4 Engaged 3 2 1,000 7 Cortosis
Shock Gloves Brawl +0 5 Engaged 0 1 300 2 Stun 3
Melee Weapons
Ancient Sword Lightsaber +2 3 Engaged 3 1 350 8 Defensive 1
Combat Knife Melee +1 3 Engaged 1 0 25 1
Cortosis Shield Melee +0 6 Engaged 4 0 900 7 Cortosis, Cumbersome 3, Defensive 2, Deflection 2
Cortosis Staff (Refined) Melee +3 5 Engaged 4 2 2,500 7 Cortosis
Cortosis Sword Melee +2 3 Engaged 3 2 1,350 7 Cortosis, Defensive 1
Electrostaff Melee +4 3 Engaged 4 3 4,500 6 Cortosis, Cumbersome 3, Linked 1, Stun setting, Unwieldy 3
Force Pike Melee +3 2 Engaged 3 3 500 4 Pierce 2, Stun setting
Truncheon Melee +2 5 Engaged 2 0 15 1 Disorient 2
Vibro-ax Melee +3 2 Engaged 4 3 750 5 Pierce 2, Sunder, Vicious 3
Vibroknife Melee +1 2 Engaged 1 2 250 3 Pierce 2, Vicious 1
Vibrosword Melee +2 2 Engaged 3 3 750 5 Defensive 1, Pierce 2, Vicious 1
LIGHTSABERS[]

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Page 178

TABLE: LIGHTSABERS[9][]
Name Skill Dam Crit Range Encum HP Price Rarity Special
Basic Lightsaber Lightsaber 6 2 Engaged 1 5 (R) 9,300 10 Breach 1, Sunder
Double-Bladed Lightsaber Lightsaber 6 2 Engaged 2 4 (R) 18,600 10 Breach 1, Linked 1, Sunder, Unwieldy 3
Lightsaber Pike Lightsaber 6 2 Engaged 3 3 (R) 9,600 10 Breach 1, Cumbersome 3, Defensive 1, Sunder
Shoto Lightsaber 5 2 Engaged 1 3 (R) 9,300 10 Accurate 1, Breach 1, Sunder
Training Lightsaber Lightsaber 6 Engaged 1 5 400 6 Stun Damage
SIDEBAR: LIGHTSABER HILTS[9][]

The soul of each lightsaber is its crystal. [...]

TABLE: LIGHTSABER HILTS[9][]
Name Skill Dam Crit Range Encum HP Price Rarity Special
Basic Lightsaber Hilt Lightsaber 0 Engaged 1 5 300 5
Double-Bladed Lightsaber Hilt Lightsaber 0 Engaged 2 4 600 6 Linked 1, Unwieldy 3
Lightsaber Pike Hilt Lightsaber 0 Engaged 3 3 600 7 Cumbersome 3, Defensive 1
Shoto Hilt Lightsaber 0 Engaged 1 3 300 6 Accurate 1

ARMOR[]

ARMOR CHARACTERISTICS[]

Every piece of armor is defined through the following characteriscs. [...]

Read the full rules on page 178 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

ARMOR TYPES[]

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TABLE: ARMOR[10][]
Type Defense Soak Price Encumbrance Hard Points Rarity
Adverse Environment Gear 0 1 500 2 1 1
Armored Clothing 1 1 1,000 3 1 6
Armored Robes 1 2 (R) 4,500 5 2 8
Concealing Robes 0 1 150 1 0 2
Heavy Clothing 0 1 50 1 0 0
Padded Armor 0 2 500 2 0 1

GEAR[]

COMMUNICATIONS EQUIPMENT[]

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Page 181

SIDEBAR: THE RIGHT TOOL FOR THE JOB[11][]

Due to the narrative-driven nature of the Force and Destiny game system, not every discrete piece of equipment grants a bonus to gameplay mechanics. [...]

DRUGS AND POISONS[]

Page 181

SIDEBAR: CONSUMABLES[12][]

Shelter from the elements and the searching eyes of Imperial agents are only a part of day-to-day survival for a Force user. [...]

CYBERNETIC ENHANCEMENTS AND REPLACEMENTS[]

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TABLE: GEAR AND EQUIPMENT[13][]
Item Price Encum Rarity
Communications Equipment
Comlink (Handheld) 25 0 0
Comlink (Long Range) 200 2 1
Holo-Messenger 250 0 4
Drugs and Poisons
Synthetic Anesthetic (1 dose) 35 0 4
Synthetic Neuroparalytic (1 dose) (R) 75 0 6
Synthetic Neurotoxin (1 dose) (R) 50 0 6
Cybernetic Enhancements and Replacements
Cybernetic Arms 10,000 6
Cybernetic Brain Implant 10,000 6
Cybernetic Eyes 7,500 6
Cybernetic Legs 10,000 6
Cyberscanner Limb 4,000 7
Prosthetic Replacement (Limb) 2,000 4
Prosthetic Replacement (Organ) 1,000 4
Scanning and Surveillance Equipment
Electrobinoculars 250 1 1
Macrobinoculars 75 1 2
General Purpose Scanner 500 2 3
Hand Scanner 100 0 2
Scanner Goggles 150 0 3
Medical Equipment
Bacta (Liter) 20 1 1
Bacta (Tank) 4,000 12 1
Emergency Medpac 100 1 1
Physician's Kit 400 2 2
Stimpack 25 0 2
Synthskin/Synthflesh 10 1
Security Equipment
Binders 25 2 4
Disguise Kit 100 0 5
Electronic Lock Breaker (R) 1,000 0 0
Restraining Bolt 35 0 0
Survival Gear
Breath Mask/Respirator 25 1 1
Field Ration Pack 5 0 0
Spacesuit 100 4 1
Tent 100 4 1
Thermal Cloak 200 2 1
Wilderness Survival Kit 350 5 2
Tools and Electronics
Backpack 50 0
Climbing Gear 50 1 2
Datapad 75 1 1
Extra Reload 25 1 1
Fusion Lantern 150 2 2
Glow Rod 10 1 0
Tool Kit 350 4 2
Utility Belt 25 0
SCANNING AND SURVEILLANCE EQUIPMENT[]

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Page 185

MEDICAL EQUIPMENT[]

Page 185

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SECURITY EQUIPMENT[]

Page 187

SURVIVAL GEAR[]

Page 188

TOOLS AND ELECTRONICS[]

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Page 189

SIDEBAR: ROBES, CLOTHES, AND SUNDRIES[14][]

Characters carry numerous pieces of gear that are too mundane or inexpensive to keep track on a character sheet. [...]

HOLOCRONS AND OTHER ANCIENT TALISMANS[]

Page 190

TABLE: HOLOCRONS AND ANCIENT TALISMANS[15][]
Item Price Encum Rarity
Demon Mask (R) 4,000 1 10
Holocron (R) 100,000 1 10
Meditation Focus (R) 4,000 1 10
Talisman of Iron Fists (R) 8,000 1 10

CUSTOMIZATION AND MODIFICATIONS[]

MODDING ATTACHMENTS[]

Most attachments have a listed series of mods. [...]

Read the full rules on page 192 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

WEAPON ATTACHMENTS[]

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Page 195

TABLE: WEAPON, LIGHTSABER, AND ARMOR ATTACHMENTS[16][]
Attachment Price Encumbrance HP Required Rarity
Weapon Attachments
Bipod Mount 100 1 1
Blaster Energy Dampener (R) 750 1 4
Mono-Molecular Edge 1,000 1 5
Night Vision Scope 500 1 3
Serrated Edge 50 1 1
Shadowsheath (R) 1,500 1 5
Stun Pulse 250 1 4
Superior Weapon Customization 5,000 1 6
Telescopic Optical Sight 250 1 1
Tripod Mount 250 2 3
Weapon Sling 100 1 0
Weighted Head 250 2 3
Lightsaber Attachments
Barab Ingot (R) 15,000 2 8
Curved Hilt 1,000 1 6
Dantari Crystal (R) 12,000 2 9
Dragite Gem (R) 14,000 2 7
Dual-Phase Modification 4,500 2 6
Extended Hilt 3,800 1 7
Ilum Crystal (R) 9,000 2 10
Krayt Dragon Pearl (R) 15,000 2 10
Lorrdian Gemstone (R) 9,600 2 8
Mephite Crystal (R) 10,000 2 10
Sapith Gem (R) 18,000 2 10
Superior Hilt Personalization 5,000 1 6
Training Lightsaber Emitter 100 2 6
Armor Attachments
Biofeedback System 3,300 2 5
Energy Dispersion System 500 1 4
Heating System 1,000 1 3
In-Helmet Scanner 750 1 4
Superior Armor Customization 5,000 1 6
Thermal Shielding System 1,000 1 3
LIGHTSABER ATTACHMENTS[]

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SIDEBAR: LIGHTSABER CRYSTAL ATTACHMENTS[17][]

Lightsaber crystals are a special type of attachment unique to Lightsaber weapons. [...]

ARMOR ATTACHMENTS[]

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CONFLICT AND COMBAT[]

NARRATIVE AND STRUCTURED GAMEPLAY[]

Most of the gameplay in Force and Destiny is done on a narrative basis, with the GM describing events and the players describing their characters' actions and reactions to these events. Combat, however, requires more structured gameplay. [...]

Read the full rules on pages 203 to 206 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

MANEUVERS[]

Just as Force and Destiny uses an abstract method of describing combat, movement is similarly described in broad strokes. [...]

Read the full rules on pages 206 to 209 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

ACTIONS[]

During a character's turn, [they] generally have the chance to perform one primary activity. [...]

Read the full rules on pages 209 to 212 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

DEFENSE[]

Defense, or more specifically, defense rating, is one of the factors determining how difficult it is to land a successful attack during combat. [...]

Read the full rules on page 213 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

SOAK[]

A character's soak value helps protect [them] from incoming wounds. [...]

Read the full rules on page 213 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

RANGE BANDS[]

During a character's turn, [they] generally have the chance to perform one primary activity. [...]

Read the full rules on pages 213 to 216 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

ADDITIONAL COMBAT MODIFIERS[]

Any number of things can modify a combat check, from environmental factors to actions the character chooses. [...]

Read the full rules on pages 217 to 219 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

ENVIRONMENTAL EFFECTS[]

The galaxy is made up of countless environments, from the frozen wastes of Hoth to the steamy jungles of Yavin 4 and the kilometer-high skyscrapers of Coruscant. [...]

Read the full rules on pages 219 to 221 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

WOUNDS, STRAIN, AND STATES OF HEALTH[]

In the fast-paced, high action setting of Force and Destiny, characters are sure to find themselves in the thick of things, and are likely to pick up a few cuts and bruises along the way. [...]

Read the full rules on pages 222 to 225 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

RECOVERY AND HEALING[]

While characters can be afflicted with various ailments and types of damage, there are thankfully several options for recovery. [...]

Read the full rules on pages 226 to 227 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

STARSHIPS AND VEHICLES[]

VEHICLE CHARACTERISTICS[]

From the fastest swoop bike to a lumbering Star Destroyer, all ships and vehicles share a number of characteristics. [...]

Read the full rules on pages 229 to 233 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

STARSHIP AND VEHICLE WEAPONS[]

Starship and vehicle weapons range from the light repeating blasters found on speeder bikes to the massive turbolaser batteries on the flanks of an Imperial Star Destroyer. [...]

Read the full rules on pages 234 to 236 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

TABLE: STARSHIP AND VEHICLE WEAPONS[18][]
Name Range Dam Crit Qualities
Auto-Blaster Close 3 5 Auto-fire
Blaster Cannon (Light) Close 4 4
Blaster Cannon (Heavy) Close 5 4
Concussion Missile Launcher Short 6 3 Blast 4, Breach 4, Guided 3, Limited Ammo 3, Slow-Firing 1
Ion Cannon (Light) Close 5 4 Ion
Ion Cannon Medium Short 6 4 Ion
Ion Cannon (Heavy) Medium 7 4 Ion, Slow-Firing 1
Ion Cannon (Battleship) Medium 9 4 Breach 3, Ion, Slow-Firing 1
Laser Cannon (Light) Close 5 3
Laser Cannon (Medium) Close 6 3
Laser Cannon (Heavy) Short 6 3
Proton Torpedo Launcher Short 8 2 Blast 6, Breach 6, Guided 2, Limited Ammo 3, Slow-Firing 1
Quad Laser Cannon Close 5 3 Accurate 1, Linked 3
Tractor Beam (Light) Close Tractor 2
Tractor Beam (Medium) Short Tractor 4
Tractor Beam (Heavy) Short Tractor 6
Turbolaser (Light) Medium 9 3 Breach 2, Slow-Firing 1
Turbolaser (Medium) Long 10 3 Breach 3, Slow-Firing 1
Turbolaser (Heavy) Long 11 3 Breach 4, Slow-Firing 2

STARSHIP AND VEHICLE COMBAT[]

Combat engagements between starships and vehicles—from dogfights in space over a awar-torn planet to speeder chases through the crowded streets of a Core World—function using the same basic combat rules as found in Conflict and Combat. [...]

Read the full rules on pages 236 to 245 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

STELLAR PHENOMENA OR TERRAIN[]

Space is full of obstacles, from simple asteroids and icy comets to strange gravitational anomalies, nebulae, and even dreaded black holes. [...]

Read the full rules on pages 246 to 247 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

TAKING DAMAGE[]

As is the case with Player Characters in personal combat, there are two types of damage ships and vehicles suffer in Force and Destiny: system strain and hull trauma. [...]

Read the full rules on pages 248 to 251 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

INTERSTELLAR TRAVEL[]

Despite the fact that the advent of the galaxy-shrinking hyperdrive has made travel between stars commonplace, the galaxy is still largely an unimaginably vast, empty void dotted here and there with tiny islands of civilization. [...]

Read the full rules on pages 251 to 253 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

VEHICLE PROFILES[]

AIRSPEEDERS[]
LANDSPEEDERS[]
WHEELED AND TRACKED VEHICLES[]
WALKERS[]

STARSHIP PROFILES[]

STARFIGHTERS AND PATROL BOATS[]
SIDEBAR: SYLIURE-31 HYPERSPACE RING[19][]

Designed by TransGalMeg in association with KSE, the Syliure-31 is a medium-range hyperspace sled made to provide hyperspace capabilities to the Delta-7, Delta-7B, and Delta-12 starfighters. [...]

FREIGHTERS AND TRANSPORTS[]
CAPITAL SHIPS[]

SHIP AND VEHICLE MODIFICATIONS[]

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TABLE: ATTACHMENTS[20][]
Attachment Price Rarity HP
Advanced Targeting Array 4,000 4 1
Electronic Countermeasures 3,000 6 1
Enhanced Armor 2,000 x silhouette 3 2
High-Output Ion Turbine 5,300 5 1
Hydraulic Control Circuits 1,000 7 2
Hyperdrive Generator 6,400 4 1
Reinforced Shield Generator 3,800 5 2
Retrofitted Hangar Bay 5,000 x silhouette 3 2
Smuggling Compartments (R) 1,200 1 1
Upgraded Comms Array 4,800 6 1
Upgraded Weapons Varies Varies Varies
TABLE: UPGRADED WEAPONS[21][]
Weapon Price/Rarity Compatible Silhouettes
Auto-Blaster 3,000/3 2–10
Blaster Cannon (Light) 4,000/2 2–10
Blaster Cannon (Heavy) 5,000/3 3–10
Concussion Missile Launcher 7,500/5 3–10
Ion Cannon (Light) 5,000/5 3–10
Ion Cannon (Medium) 6,000/6 5–10
Ion Cannon (Heavy) 7,500/7 6–10
Laser Cannon (Light) 5,500/4 3–10
Laser Cannon (Medium) 7,000/4 3–10
Laser Cannon (Heavy) 7,500/5 4–10
Proton Torpedo Launcher (R) 9,000/7 3–10
Quad Laser Cannon 8,000/6 4–10
Tractor Beam (Light) 6,000/4 4–10
Tractor Beam (Medium) 8,000/5 5–10
Tractor Beam (Heavy) 10,000/6 5–10
Turbolaser (Light) (R) 12,000/7 5–10
Turbolaser (Medium) (R) 15,000/7 6–10
Turbolaser (Heavy) (R) 20,000/8 6–10
Linking two or more weapons of the same type (this adds the Linked quality to the weapon with a value equal to the additional weapons added) + half the cost of the weapon per additional weapon As weapon

THE FORCE[]

THE FORCE IN FORCE AND DESTINY[]

By default, all characters playing a career from Force and Destiny are Force-sensitive. [...]

Read the full rules on page 279 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

FORCE-SENSITIVE RULES[]

Force-sensitives gain access to certain unique powers and abilities via the Force. [...]

Read the full rules on pages 280 to 283 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

FORCE POWER: BATTLE MEDITATION pg.284-285[]
FORCE POWER: BIND pg.286-287[]
FORCE POWER: ENHANCE pg.288-289[]
FORCE POWER: FORESEE pg.290-291[]
FORCE POWER: HEAL/HARM pg.292-293[]
FORCE POWER: INFLUENCE pg.294-295[]
FORCE POWER: MISDIRECT pg.296-297[]
FORCE POWER: MOVE pg.298-299[]
FORCE POWER: PROTECT/UNLEASH pg.300-301[]
FORCE POWER: SEEK pg.302-303[]
FORCE POWER: SENSE pg.304-305[]

THE GAME MASTER[]

[This section] focuses on the Game Master's role in the game. [...]

GAME MASTER RULES AND OPTIONS[]

This section presents Game Master–specific rules, such as fear, and possible alternate versions of some rules. In addition, it discusses the adjudication of some of the common gray areas in certain rules, such as those involving Morality, Motivations, and Destiny Points.

Read the full rules on pages 322 to 329 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

THE GALAXY[]

There are those who think of the galaxy as a settled and established place, linked together by tangled webs of hyperlanes and HoloNet nodes. [...]

THE JEDI AND THE SITH[]

For centuries, the crackling clash of lightsabers meant imminent death and destruction. [...]

ADVERSARIES[]

In Force and Destiny, there are three different broad types of opponents that characters encounter in the galaxy. [...]

Read the full rules on pages 399 to 401 of Star Wars Force and Destiny Roleplaying Game: Core Rulebook.

DROIDS[]

Page 409

Page 410

SIDEBAR: PURCHASING DROIDS[22][]

Droids occupy a unique position in Force and Destiny, as they can be commodities for purchase but also sentient NPCs or adversaries. [...]

TABLE: DROID PRICES[22][]
Droid Type Cost Rarity
Analysis Droid 7,500 5
IG-100 MagnaGuard (R) 90,000 10
Interrogation Droid (R) 9,600 8
Medical Droid 12,000 4
Probe Droid (R) 13,700 7
Protocol Droid 8,000 5

LESSONS FROM THE PAST[]

Lessons from the Past is an adventure designed to present a group of novice Force users with a wider view of the powers they wield. [...]

  1. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 50)
  2. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 104)
  3. 3.0 3.1 Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 106)
  4. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 107)
  5. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 113)
  6. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 137-139)
  7. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 168)
  8. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 172)
  9. 9.0 9.1 9.2 Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 177)
  10. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 179)
  11. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 181)
  12. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 182)
  13. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 183)
  14. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 189)
  15. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 191)
  16. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 193)
  17. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 196)
  18. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 234)
  19. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 259)
  20. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 269)
  21. Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 271)
  22. 22.0 22.1 Star Wars Force and Destiny Roleplaying Game: Core Rulebook (Page 408)

POPULAR CONTENT IN FORCE AND DESTINY[]

All items (343)

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