Adventure Logs and their Rewards
Adventure Logs or Race Journals are accounts of the game session as it was important and seen from the writer’s point of view. They are to be written in first person and be a reflection of your character’s experience and thoughts also they are to be in character. I am hoping to create a unique telling of the story through them. As such for properly and well written logs the player will be awarded a Destiny Point as described below. IF it feels like the log is nothing more then blah blah blah where is my point one will not be awarded. However I am ready to help you through it too if you have a solid base of what you want it to say together we can use that to if there is enough substance create a proper log.
Any player who contributes to the Log receives a ‘Destiny Point’.
It cannot be spent on character development; if unused, it is discarded at the end of the session in which it was earned.
Whilst not the convention, the GM may allow a player to carry an unused Destiny point over to the next session if there was no reasonable opportunity to spend that point
A Destiny Point may be used in one of the following ways.
• As a Character Point
• To cancel a ‘Wild 1’
• To reroll a ‘Wild 1’
• To alter your character’s ‘Destiny’
• To alter another character’s ‘Destiny’
• Immediately reduce the damage by one level
As a Character Point
A Destiny Point may be used as a standard Character Point with two exceptions; it cannot be spent on character development; if unused, it is discarded at the end of the session in which it was earned
To cancel a ‘Wild 1’
A Destiny Point may be exchanged to cancel a ‘Wild 1’. Both the ‘1’ and the highest dice both count towards the total as normal.
To reroll a ‘Wild 1’
A Destiny Point may be exchanged to reroll a ‘Wild 1’. If the new roll is a 1 again, the ‘Wild’ is back in play as normal.
To alter your character’s ‘Destiny’
A player may exchange their Destiny point for an opportunity to ‘change’ their destiny. This should not directly affect the rules or break any conventions of ‘reality’ or normality in the game universe. It does however allow the player to alter an existing; or introduce a new element to the story. The player cannot negatively affect another PC or NPC directly or change the personality or history of any major NPC. The GM may veto any suggestion.
• The bouncer on the cantina door turns out to be the player’s friend.
• A player may find a secret entrance to an otherwise impregnable location.
• A player wins a coin toss.
To alter another character’s ‘Destiny’.
A player may not transfer his Destiny to another, but he may spend a Destiny point to personally intervene on another’s behalf.
• Step into the path a blaster bolt (out of initiative order)
• Convince a prison guard to give you the unpleasant chore instead of a friend.
• Take the short straw.
Immediately reduce the damage by one level.
The player may spend a Destiny Point to lower the damage one level.
• Stunned or Unconscious* has no effect
• Wounded once becomes stunned
• Wounded twice becomes Wounded once
• Incapacitated becomes Wounded twice
• Mortally Wounded becomes Incapacitated
• Dead is… dead, sorry!
*Does not include unconsciousness due to the accumulation of stuns against the Strength attribute.