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Destiny Deck (Custom rewards)

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These look pretty cool.  Any further word on an update?


Thank you! And unfortunately I'm currently in the middle of finals period, which is why my free time got significantly ruined. However, it looks like my regular session tomorrow might be cancelled, so I might just put the time I would otherwise spend for the session into finally fixing the cards like I meant to. Thank you for asking, I've been meaning to and people prodding me helps :-P


I appreciate the work that went into making these.  The quotes, the pictures, the in game effect, all go together very well.  My players laugh and have fun just reading their cards.


Bravo good sir.


Thanks very much!


Wow, amazing idea! I also keep my players on the same level xp-wise and was recentlyt hinking about a way for small rewards... And here we are! Here you are! 

I hate to be THAT guy, but do you have these in a form of a nice table? I don't have a  way to print all of them and also we're trying to limit the number of papers on the table (after WFRP 3ed...). If you don't It's okay I'll try to re-write the texts...

Anyway - once again - thanks!


Hey, no worries! I still have the text I had when I was brainstorming the cards initially. There may be some minor discrepancies between these and the final cards, but since I was using this document to spellcheck and then copy/paste onto the cards, it should be very close to the final set.




  1. 1. I Know A Guy: Reduce the Rarity of an item you wish to purchase by one
  2. 2. Use The Force: Spend <AD><AD><AD> from a Perception check to gain a brief flash of knowledge into the situation or person, even if you are not Force Sensitive
  3. 3. Uproot: Spend <AD><AD> to make your attack knock all targets who suffer Damage (after Soak) Prone.
  4. 4. Distract: The next time you make an attack against an enemy, regardless of whether the attack hits or deals Damage, that enemy turns to focus on you (and you alone!) for the next 1d5 Rounds.
  5. 5. Scramble for Answers: Draw two Destiny Cards, then discard one. If you are currently suffering from a Critical Effect, draw three Destiny Force Cards, then discard two, instead.
  6. 6. Tactical Retrograde Advance: You and your allies roll Initiative against your opponents. If the highest Initiative score in your party is higher than the highest of your opponents, you escape the encounter (GM's discretion).
  7. 7. I Found A Clue!: Spend <AD><AD<AD> to find a clue as to the whereabouts of a person or thing you are seeking
  8. 8. …Scoundrel. I like that: Spend <TH><TH> from a Presence test to improve your next interaction with a member of the Underworld or Fringe
  9. 9. Would it help if I got out and pushed?: The next time you Assist on a Test, the character making the Test may roll twice and use the better result.
  10. 10. Never Tell Me The Odds: The next time you roll a uncanceled <DR>, you count as having rolled a <TR> instead.





  1. 1. I'm not afraid: You automatically pass the next Fear check you are called upon to make
  2. 2. I have a bad feeling about this: The next time you would use Vigilance for an initiative test, you may use Cool instead, or vice versa. 
  3. 3. Great shot, kid!: Take a double Aim maneuver as a incidental.
  4. 4. Force Premonition: (Play while your character is sleeping): Your character has a dream of things to come, even if he is not Force Sensitive (GM's discretion).
  5. 5. Fling Aside: Spend <TH> from an enemy dice pool to have an attack that would hit an ally within Short range band hit you instead. Additionally, spend <TH><TH><TH> to have it miss you instead.
  6. 6. Stubborn Grit: You may ignore the effects of Critical Injuries under 100 until the end of the encounter [at which point you suffer them as normal].
  7. 7. You'll find I'm full of surprises!: For the next non-combat skill test you are called upon to make, count your characteristic or skill rank as 1 higher than it would be normally
  8. 8. Mission Briefing: (Play when concocting a simple plan) Allies gain <B> to all Tests related to the execution of the plan.
  9. 9. Aren't you a little short for a stormtrooper?: Retroactively add <S> to a successful skill check to see through a Disguise or Deception 
  10. 10. See, my friend! …Keep you eyes open, huh?: Introduce an NPC who is an old acquaintance of yours with training in a relevant Skill or access to a relevant resource. This NPC is generally disposed to help you, but perhaps not for free (GM's discretion).





  1. 1. A wretched hive of scum and villainy: Create [or have the GM create] a location in the area where you can rest, do research, or get local information thanks to a contact at the establishment (GM's Discretion).
  2. 2. Fear will keep the local systems in line: (Play after killing an enemy) All foes within line of sight must make a Fear Test against a difficulty of Fear 1 [Disturbing].
  3. 3. He's as clumsy as he is stupid!: (Play during a chase sequence). Your opponent must make a Hard Pilot or Athletics test in order to succeed on the next move maneuver he wishes to make
  4. 4. Hidden Depths: Choose another Player Character or an NPC. That character knows something of value about a topic or problem at hand.
  5. 5. Vital Surge: Remove a number of levels of Strain equal to your Willpower or Brawn.
  6. 6. Hero's Welcome: (Play upon coming to a new place) Your reputation precedes you. You gain <B><B> on all Presence tests at that location during this visit.
  7. 7. Into the garbage chute, flyboy!: You stumble upon an NPC who can offer you rapid transport between two locations of your choice, though perhaps not comfortably
  8. 8. Oh yeah? Watch this!… Watch what!?: Choose a piece of complex technology within the short range band. That machine immediately ceases to function until repaired (GM's discretion).
  9. 9. You were unwise to lower your defenses: Spend <TH> from an enemy dice pool to move from Engaged to Short range as an incidental 
  10. 10. Trust your instincts: Choose another character. The next time that character makes a Test, the result of the die roll counts as an uncancelled <TR>.





  1. 1. No reward is worth this: (Use when negotiating payment after a job). Gain <B><B> on all tests to convince your employer to improve you pay after a job turns out more difficult than expected
  2. 2. From a certain point of view: Something that was established as a fact turns out to be only partly true (GM's discretion)
  3. 3. Your weapon… you will not need it: (Use after an NPC has drawn a weapon). Use to convince an armed NPC to put away his weapon for one more chance at peaceful negotiation
  4. 4. Dramatic Wound: The next time you would suffer Critical Damage this encounter, prevent that Damage. Instead, you gain a scar, lose a substantial chunk of flesh, or are otherwise visibly marred in some way.
  5. 5. Unexpected Healing: An NPC appears and heals the party for 1d5 Wounds or 1 Critical Injury. This NPC may also Medical care, depending on circumstances (GM's discretion).
  6. 6. Join me, and together…: Make an argument attempting to convince an NPC to come around to your viewpoint based on some sort of common ground. You gain a <B><B> to any Skill Tests with that NPC for the duration of the encounter.
  7. 7. Adjust Defenses: You may make a Guarded Stance maneuver as an incidental.
  8. 8. Mistaken Identity: For unknown reasons, an NPC believes you to be somebody you (probably) are not.
  9. 9. Boring conversation, anyway: (Play during a social encounter). By means of explosives, shots fired, or some other method, you suddenly end the social encounter and are involved in a Chase to escape, gaining some kind of starting advantage (GM's discretion)
  10. 10. Back to Back: You and a single ally in Engaged range grant each other a Defense value of 1 while you remain close together.





  1. 1. Stay on target!: Perform a Stay On Target spaceship maneuver as an incidental
  2. 2. I want them alive! No disintegrations!" Your characters are taken hostage instead of being slain if they would be defeated in battle, even if the enemy does not normally take prisoners (GM's discretion).
  3. 3. Follow my lead: (Play after everyone in the group has been forced to make a Test of some sort) If any member of the group succeeded on the Test, everyone succeeds with the same amount of success and advantage.
  4. 4. Unexpected Might: You gain a <P> on your next Brawn or Willpower-based test.
  5. 5. Unexpected Wisdom: You gain a <P> on your next Cunning or Intellect-based test.
  6. 6. Unexpected Prowess: You gain a <P> on your next Agility or Presence-based test.
  7. 7. Now witness the power of this fully operational battle station: Concoct a plan, retroactively, around which you and your allies have been working. You may add a number of offscreen events equal to your Cunning or Intellect to bring this plan into position (GM's discretion).
  8. 8. Shut him up or shut him down!: You manage to find the off-switch to a droid, disabling him until someone switches him back on
  9. 9. Smuggling compartments: Your character stumbles across a weapon of the GM's choice (GM's discretion).
  10. 10. Mundane Encounter: You run across a foe in an unexpected place where neither party wishes to incite violence. A conversation ensues (GM's discretion).





  1. 1. I find your lack of faith disturbing: In place of your next social Skill Test, make an opposed Willpower test instead. Succeeding grants you <B><B> on all future Skill tests with that individual
  2. 2. I used to bullseye womp rats: One of your character's niche interests becomes critical to solving a problem before the party (GM's discretion)
  3. 3. Always in motion is the future: You may discard any number of Destiny Cards to draw that many Destiny Cards
  4. 4. We've had a slight weapons malfunction: A piece of machinery or technology within a Short range band breaks unexpectedly and completely
  5. 5. Warning Shot: (Play at the beginning of combat) All attacks miss during the first Round of this encounter
  6. 6. It's a Trap!: (Play at the beginning of combat when you were not Surprised) Describe a trap that you placed on the battlefield before the start of combat. That trap is now where you described it as being (GM's discretion)
  7. 7. Duck and Weave: You gain a Defense Rating of 2 this Round
  8. 8. Calm Down, I've Got This: You gain a single Skill of your choice at rank 1. However, the next Experience Points you would earn automatically go to paying for this Skill, and you cannot spend Experience Points on other purchases until it has been paid for in full
  9. 9. Your father wanted you to have this: An NPC gives you a rare or important item [likely an heirloom] of the GM's choice (GM's discretion)
  10. 10. I have foreseen it: Choose another character, You and that character fight a duel in which other characters cannot interfere due to a contrivance of the GM's creation (GM's discretion). The GM should probably come up with something for everyone else to do in the mean-time





  1. 1. There's always a bigger fish: A danger to the party is suddenly eliminated by something even more dangerous, which may or may not be hostile to the party. (GM's discretion)
  2. 2. Indignation: For the rest of the encounter, Critical Hits for all your weapons require one less <AD> than normal (minimum 1)
  3. 3. Contest of Skill: On your next Opposed Test, you and your opponent both ignore all bonuses and penalties from equipment circumstances, injuries, and other external sources
  4. 4. But I was going to Tosche Station!: (Play when opening a door, rounding a bend, or otherwise coming upon some sort of new scene) The GM creates a new scene in the chosen space which is decidedly less dangerous than what the party might have expected (GM's discretion)
  5. 5. He was meant to help you: The GM chooses an appropriate NPC. That NPC, for better or for worse, is now a hanger-on to your party, following you in particular wherever you go. The NPC generally attempts to be helpful whenever possible, though not necessarily whenever convenient. (GM's discretion)
  6. 6. Set blasters to stun: Until the end of the encounter, you and your allies may change any Critical Effect you inflict to "You inflict 5 Strain on your target"
  7. 7. I thought they smelled bad the outside: Something nearby suddenly provides you a sizable advantage to your current situation, but will have negative immediate or later side effects that may make secondary or tertiary goals difficult
  8. 8. This one's a decoy!: Someone, either an enemy or allied NPC, turns out to be a fake of some kind, and this fact only now become clear
  9. 9. I'm here to rescue you!: (Play during combat or while being chased) An NPC appears to offer you a path to temporary safety
  10. 10. Fly casual: For the duration of the encounter, customs officials or other such personnel ignore one obvious problem that would otherwise cause them to stop you 





  1. 1. These aren't the droids you're looking for: You manage to convince an NPC that someone or something isn't what they believe it to be
  2. 2. Open Exhaust Port: Choose a target. If that target has a physical weakness that can be exploited, you spot a sign of it (GM's discretion)
  3. 3. Let The Wookie Win: Choose a foe who you bested in some sort of contest. You gain a permanent +10 bonus to Presence-based Tests when interacting with this character
  4. 4. I have you now!: Your next attack against a target with 5 or fewer wounds automatically inflicts a Critical Effect with +20
  5. 5. It's against my programming to impersonate a deity: An NPC takes an interest [platonic, intellectual, romantic, obsessive, romantically obsessive, or other] in you (GM's discretion)
  6. 6. All according to my design: Choose an NPC. That NPC reveals all of his or her motives to you and your allies in a monologue, dialogue, vision, or other appropriate form (GM's discretion). If you and your allies allow the NPC to finish his or her "rant" without interrupting, draw a Destiny Card
  7. 7. Always two there are: Until the end of the encounter, whenever an ally of your choice suffers Damage, you may choose to suffer that Damage instead
  8. 8. Feel, don't think: use your instincts: (Play when you or an ally would be struck with an attack while Unaware) You or one ally within 3 metres can make an Action or two maneuvers before the attack strikes
  9. 9. Fear is the path to the Dark Side: The entire party may ignore the effects of Fear until the end of the encounter
  10. 10. We would be honored if you would join us: A potential combat encounter becomes a social encounter instead (GM's Discretion). If negotiations break down, the parties depart peacefully, if at all possible, even if they intend to commit violence against one another in the future





  1. 1. At last we will have revenge: Pick an NPC or group of NPCs with whom you have unfinished or unresolved business. The GM sets up an encounter where you have an advantage with this NPC (Advance warning and GM approval required)
  2. 2. I hate it when he does that: Use when a PC attempts to do something reckless or suicidal to benefit the party as a whole. Add <P> to your pool to attempt the task
  3. 3. Critical Opening: Your next attack against a single target this Turn ignores any negative dice that would normally be added to the pool, including Defense values, enemy Talents, etc.
  4. 4. Evacuate? In our moment of triumph?: An enemy who has you at his or her mercy allows you to escape for some [as yet] unexplored reason (GM's discretion)
  5. 5. We've got to give him more time!: [Play at the start of a Combat Encounter] An NPC appears and insists upon fighting your opponent(s) in your stead, leaving you and your allies free to pursue other matters (GM's discretion)
  6. 6. That's no moon!: An NPC or object that seemed harmless suddenly turns out to be extremely dangerous. Fortunately, it is focused on being dangerous to a target of your choice... for now (GM's Discretion)
  7. 7. You're all clear, kid!: An NPC or event clears any obstacles that would hinder you reaching your destination (GM's discretion)
  8. 8. Cameo: A character of your choice from the movies or Expanded Universe makes a brief appearance (GM's discretion)
  9. 9. Force Vision: Your character sees an important event or conversation vital to his current or long-term interests that give him insight or an advantage into resolving it
  10. 10. The Force is Strong with this One: The next time you would suffer Damage this Turn, prevent that Damage





  1. 1. Aggressive negotiations: (Play during a social encounter) The social encounter immediately ends and the PCs each get a Round of combat before initiative is officially rolled
  2. 2. She's got it where it counts: (Play while in a vehicle) Your vehicle stays together and functioning till the end of the encounter, regardless of Damage or Critical Effects received. Once you reach safety, all Critical Effects and Damage occur as normal


  1. 3. There is another: (Play when you've lost access to a plot-critical person or device) It turns out that there is another person or object that can solve the problem at hand, although it may not be easily accessible or found
  2. 4. You've turned off your targeting computer!: On your next Test, you ignore all negative penalties from circumstances, injuries, and other external sources
  3. 5. Search your feelings: Your character instantly knows whether something he is being told is true or a falsehood, and if a falsehood, what the truth is
  4. 6. That's impossible!: The PC may attempt a Skill Test on a task that would normally be deemed impossible, if he can provide justification for the attempt. The test is instead counts as Daunting difficulty (GM's discretion)
  5. 7. Insignificant next to the power of the Force: Until the end of the encounter, you may spend a Destiny Point as an incidental to automatically have an attack that targets you fail
  6. 8. Now let's blow this thing and go home!: An ally who you thought dead [of your choice] makes a surprise appearance to rescue you (GM's Discretion)
  7. 9. He is the chosen one: You may spend a Destiny Point. If you do, draw any card of your choice from the Destiny Deck
  8. 10. The Force will be with you… Always: Roll a Force die, and add that many Destiny Points to the Destiny Pool. Then flip all Destiny Points to the light side.


<B> = Boost Die

<S> = Setback Die

<A> = Ability Die

<P> = Proficiency Die

<D> = Difficulty Die

<C> = Challenge Die

<F> = Force Die


<AD> = Advantage

<SU> Success

<FA> = Failure

<DR> = Despair

<TR> = Triumph

<TH> = Threat

<LS> = Light Side 

<DS> = Dark Side



Edit: looks like the forum messed up my formatting a bit, I threw the original file up in the Dropbox folder as well.


These are great.  Well done.


Thank you!

Edited by HTMC

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What a great job. I'd like to use it. Is there a source file to easily modify the text block? (I need to translate the cards in French for my players)

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Another possible way to earn the cards is allowing the players to spend their Triumphs\advantages to buy them.  This could be another way for the players to earn these cards.  It might cause issues if you have a high level group that get a lot of Triumphs.  

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What a great job. I'd like to use it. Is there a source file to easily modify the text block? (I need to translate the cards in French for my players)


Unfortunately the way they were created was in a normal text file and then copy/pasted into Magic Set Editor, so the easiest way would be mimicing that :-\ If you want I can send you the MSE file itself, though. Sorry I don't have a more helpful answer.


These are amazing, I'm currently making a desk to use in a roll20 campaign


Thanks! Let me know how the deck editing in roll20 goes, it's something I've been meaning to experiment with for a while.


Another possible way to earn the cards is allowing the players to spend their Triumphs\advantages to buy them.  This could be another way for the players to earn these cards.  It might cause issues if you have a high level group that get a lot of Triumphs.  


That's not a bad idea. Definitely depends on how many you want floating about, and your group's playstyle. Definitely appreciate hearing options I hadn't considered before though :-)

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If you're going to do symbols... don't use the colors of the dice, the bright clashing colors detract from the cards'... epicness? (and also do it all in the same way. The success symbols on cards #97 and #02/03 are reversed. :P)

Aazlain made a font pack for the symbols, if you'd like to use them.

Edited by Litheon

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