Using dark side rolls

By Orjo Creld, in Star Wars: Force and Destiny RPG

So if you fall into an icy pit on Spintir and your force die roll gives you a black circle, You can use the force to leap out just by taking a strain? Seems morality should take a hit, but I haven't found the rule. And, the beginner game characters came with Move, Sense or Enhance. Does my created character get a specific power at birth? Where's that covered? Muddling through

It comes up later once you start using the full rules.

In the core rulebook whenever you want to use darkside points you do the following:

Flip over a destiny token to the black side, this enables you to now start spending 1 point of strain for each dark side pip you want to use. you also get +1 conflict for each point you use.

Remember, even if you want to use 2 or 3 or 6 dark side pips for this power, you only flip a single destiny token over.

If you want to use another power and only get dark side pips again, you'll have to flip another destiny token over, but if all the tokens are black already, you won't be able to use the power!

Destiny has screwed you!

And if you want force powers, you have to buy them, the core rule book has the power trees in the force section. It is kind of like buying a specialization tree.

First you buy the top rank of a power, some of the are only 10 points, others are 20 points or more. Then you use experience to purchase upgrades for that power.

Many of these powers won't be good until you get a Force Rating of 3+ but others, like Heal, are good as long as you have a good intelligence score.

Edited by Vulf
Orjo Creld, on 11 Jan 2016 - 12:48 PM, said:

So if you fall into an icy pit on Spintir and your force die roll gives you a black circle, You can use the force to leap out just by taking a strain? Seems morality should take a hit, but I haven't found the rule. And, the beginner game characters came with Move, Sense or Enhance. Does my created character get a specific power at birth? Where's that covered? Muddling through

Yes. at this point of the adventure, neither destiny point or conflict rules have been introduce so yeah, just spend strains if you roll a black circle.

Force power need to be buy with XP. it is covered in the chapter on the Force of the big core rule book but I am not sure they talk about it in the beginner boxe since they assumed you will play one of the pregen.

Keeping the Peace has the "learn as you go" rules. I'm planning on allowing them because they are fun.

Allows you to use a skill or Force power after having only partially bought it, but it has some drawbacks and doesn't work perfectly.

So if you fall into an icy pit on Spintir and your force die roll gives you a black circle, You can use the force to leap out just by taking a strain? Seems morality should take a hit, but I haven't found the rule. And, the beginner game characters came with Move, Sense or Enhance. Does my created character get a specific power at birth? Where's that covered? Muddling through

Remember that Mountaintop Rescue is meant to gradually introduce the players (and GM) to the rules of the game. In terms of the Beginner Box, Morality and Conflict isn't really covered until the follow-up adventure Lure of the Lost.

It comes up later once you start using the full rules.

In the core rulebook whenever you want to use darkside points you do the following:

Flip over a destiny token to the black side, this enables you to now start spending 1 point of strain for each dark side pip you want to use. you also get +1 conflict for each point you use.

Remember, even if you want to use 2 or 3 or 6 dark side pips for this power, you only flip a single destiny token over.

If you want to use another power and only get dark side pips again, you'll have to flip another destiny token over, but if all the tokens are black already, you won't be able to use the power!

Destiny has screwed you!

And if you want force powers, you have to buy them, the core rule book has the power trees in the force section. It is kind of like buying a specialization tree.

First you buy the top rank of a power, some of the are only 10 points, others are 20 points or more. Then you use experience to purchase upgrades for that power.

Many of these powers won't be good until you get a Force Rating of 3+ but others, like Heal, are good as long as you have a good intelligence score.

I thought the destiny point "penalty" for darkside pips was for lightside users only? Sorry don't have my book to hand so I apologize if i'm wrong