Winged One
2008-02-29, 09:56 PM
This is a sample destiny for use in the Saga Edition of the Star Wars Roleplaying Game in addition to the sample destinies given in the core rulebook.
Conquest
Your destiny is to gain control of a location, such as a planet, star cluster, space station, or major galactic body(such as a large black hole cluster) on behalf of either yourself or a government to which you owe allegiance. It is unlikely that you will accomplish this single-handedly, but you will play a major role in the transfer of control or events leading up to it. A Rebel diplomat might convince the government of a planet to rebel openly against the Empire, or an Imperial admiral might oversee the brutal subjugation of a previously independent world. The target of this destiny should be of great importance to the party that gains control of it, and the current controllers of the location must put significant time and resources into attempting to keep you from taking control of the location. Examples of this destiny include Warlord Zsinj's conquest of the portion of the galaxy that was named after him for a time on his own behalf or a Jedi general's conquest of a strategically important Seperatist world on behalf of the Old Republic.
Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a +2 destiny bonus on all damage rolls.
Destiny Penalty: You take a -2 penalty on all attack rolls for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice. Also, if fulfilled on behalf of a government, the starting attitude of anyone who also owes allegiance to that government is likely to be one step more in your favor than it would otherwise be if they know of your part in the conquest.
Conquest
Your destiny is to gain control of a location, such as a planet, star cluster, space station, or major galactic body(such as a large black hole cluster) on behalf of either yourself or a government to which you owe allegiance. It is unlikely that you will accomplish this single-handedly, but you will play a major role in the transfer of control or events leading up to it. A Rebel diplomat might convince the government of a planet to rebel openly against the Empire, or an Imperial admiral might oversee the brutal subjugation of a previously independent world. The target of this destiny should be of great importance to the party that gains control of it, and the current controllers of the location must put significant time and resources into attempting to keep you from taking control of the location. Examples of this destiny include Warlord Zsinj's conquest of the portion of the galaxy that was named after him for a time on his own behalf or a Jedi general's conquest of a strategically important Seperatist world on behalf of the Old Republic.
Destiny Bonus: For 24 hours, you and any allies within 10 squares of you gain a +2 destiny bonus on all damage rolls.
Destiny Penalty: You take a -2 penalty on all attack rolls for 24 hours.
Destiny Fulfilled: You gain a permanent +5 destiny bonus on checks made with one class skill of your choice. Also, if fulfilled on behalf of a government, the starting attitude of anyone who also owes allegiance to that government is likely to be one step more in your favor than it would otherwise be if they know of your part in the conquest.