After having a chance to browse the new book, I wrote up a summary of what one can expect from it.
-Nate
Force and Destiny
(P)Review
Presented
here is an overview of what one can expect from the new Force
and Destiny
core rulebook.
Pages
1-2: Inside title pages
Page
3: Opening crawl
Page
4: Credits
Page
5: Table of contents
Introduction
(pages 6-13)
This
chapter provides some introductory fiction, an example of play, an
overview of the game's style and focus.
Chapter
1 (pages 14-39): Playing the Game
This
is pretty familiar fare, consistent with material from the previous
two core rulebooks.
Chapter
2 (pages 40-109): Character Creation
While
the layout of this chapter is standard, it presents numerous new
possibilities for players.
Morality,
of course, is the new mechanic akin to Obligation and Duty.
The
species for this game are Cerean, Human, Kel Dor, Mirialan,
Nautolan, Togruta, Twi'lek and Zabrak.
There
are six new careers, each with its own specializations—Consular
(Healer, Niman Disciple and Sage); Guardian (Peacekeeper, Protector
and Soresu Defender); Mystic (Advisor, Makashi Duelist and Seer);
Seeker (Ataru Striker, Hunter and Pathfinder); Sentinel (Artisan,
Shadow and Shien Expert); Warrior (Aggressor, Shii-Cho Knight and
Starfighter Ace).
New
motivations specific to Force-users
Suggestions
for group resources, including a starship, along with a Jedi
holocron or mentor
Chapter
3 (pages 110-133): Skills
This
is pretty familiar stuff, too.
Chapter
4 (pages 134-153): Talents
This
chapter breaks down the talents for the new careers and
specializations. There seems to be a lot of new material, given the
Force-centered nature of those character options.
Chapter
5 (pages 154-201): Gear and Equipment
While
much of this is similar to what one can find in the other core
rulebooks, there are some notable exceptions.
For
one thing, there's new material involving different kinds of
lightsabers, various cortosis items, types of robes, etc.
There's
information about holocrons and ancient talismans, too.
Lightsaber
modifications are added to the list of those for other weapons,
including different types of crystals.
Chapter
6 (pages 202-227): Conflict and Combat
This
is pretty familiar stuff.
Chapter
7 (pages 228-271): Starships and Vehicles
The
mechanics in this chapter are much the same as those in previous core
rulebooks, but the different types of vehicles detailed provide some
variety.
Airspeeders:
Civilian model, Talon 1 cloud car
Landspeeders:
Passenger model, A-A3 light speeder truck, 85-XS Odyssey heavy
speeder bike
Wheeled
and tracked vehicles: Gallis-Tech 48 roller, groundcar
Walkers:
AT-HCT
Starfighters:
Y-Wing, Delta-6, Delta-7, Delta-12, Lambda
shuttle, Pathfinder scout ship, X-Wing, TIE/LN
Freighters
and transports: G9 Rigger, HWK-290, HT-2200, Simiyiar light
freighter, ZH-25 Questor
Capital
ships: ADZ-class destroyer, CR90 corvette, IR-3F light frigate,
Victory-class star destroyer
Chapter
8 (pages 272-305): The Force
This
chapter provides, not surprisingly, a lot of new material.
There's
a lengthy overview of using the Force in play.
Eleven
new Force power trees: Battle Meditation, Bind, Enhance, Foresee,
Heal/Harm, Influence, Misdirect, Move, Protect/Unleash, Seek and
Sense.
Chapter
9 (pages 306-339): The Game Master
The
material in this chapter resembles that from other core rulebooks,
except that it is tailored to adventures and campaigns involving
Force-users.
Chapter
10 (pages 340-375): The Galaxy
This
chapter provides an overview of the Star
Wars
galaxy, as expected, along with new planetary profiles: Cerea,
Coruscant, Dagobah, Dorin, Ilum, Moraband (Korriban), Ossus, Weik.
Chapter
11 (pages 376-397): The Jedi and the Sith
There's
a comprehensive account of these two organizations' histories, along
with overviews of other Force-using sects and their lost artifacts.
Chapter
12 (pages 398-421): Adversaries
The
NPCs detailed in this section include some interesting new ones,
including the Imperial assassin, the IG-100 Magnaguard, different
types of Force-users, and new creatures: acklay, jackobeast, jubba
bird, kaaten, kouhun, maalraa, tusk cat, vornskr and ysalamir.
There's also a section specific to the Inquisitorius.
Chapter
13 (pages 422-440): Lessons from the Past scenario
I
didn't read this one, because I intend to play it at some point.
Pages
441-444: Index
Pages
445-8: Character sheet, ship sheet and base of operations sheet
All
in all, this book provides lots of new material for using the Force
in Star Wars
adventures. Most notably, I think it would be invaluable for running
adventures and campaigns set in time periods other than the Rebellion
Era.