Destiny: Nimble GM guide

A list of notes and wisdoms from my playtests of Destiny: Nimble

The Arcana skill is replaced by a Technology skill.

Enemy terms

  • Knockback: shoves the Guardian the specified number of spaces backwards on hit, can be negated using float jumps.
  • Suppression: when a Guardian is suppressed, they lose access to all class abilities and ongoing active effects. Concentration is lost. If any dice were rolled and set aside as part of a class ability, those dice are lost as well. Lasts until the end of the Guardian's next turn.
  • Hover Speed: ignores difficult terrain and any ground based effects, floats about half their size off the ground.
  • ALT equipment: if a weapon is marked with ALT, it is an optional replacement for the first non-ALT weapon above it

Players are way stronger than standard Nimble counterparts due to their additional healing abilities. Do not be afraid to make combat 2-3 levels harder. I also personally play with my "Gritty Wounds" custom rule, and M monster armor ignores half damage rather than no flat damage.

Vehicles can be boarded by jumping on top and making a Might/ Finesse Check as an action (DC equal to save), on success you get inside and can engage enemies within. Bikes can be commandeered by grappling the rider and moving them off of it (done as the same action).