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Absol197 got a reaction from SuperWookie in Activating effects more than once
With Enhance, yes. With most other powers, no.
Unfortunately they're not entirely consistent with it, but if you read the full description it should tell you whether a basic power or upgrade can be activated multiple times.
With powers like Move, Misdirect, Sense, Seek, Battle Meditation, Bind, and a few others, you can NOT activate the basic power more than once. I believe that Enhance and Influence are the only two in the Core book that allow you to, although I'd have to double check.
Long story short, ALWAYS read the full description, not just the blurb in the table. It'll tell you all the needed info.
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Absol197 reacted to Desslok in Character Artwork Thread
Considering that my game is dead and my Quarantine Beard is reaching ZZTop-ness, I've not been in a RPGing mood - until a friend told me to go play with Heroforge. So here's a handful of my most recent ones. The girl with the Lightsaber, that's Lon. She's a clone wars era Jedi, currently working her way up the Padawan and Knight trees (or was until the virus kneecapped my game). Then there's Tecetta, my New Hope era Twilek with just about every engineer/tech tree under the sun. Lastly, we've got Vandessa - her punk, rebellious daughter from the E7-9 era.
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Absol197 got a reaction from SufficientlyAdvancedMoronics in Question About Combined Force Power Checks
But, of course, you could not spend a Destiny Point to convert black pips AND a Destiny Point to upgrade you check or use a talent. It's one or the other!
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Absol197 got a reaction from P-47 Thunderbolt in Question About Combined Force Power Checks
But, of course, you could not spend a Destiny Point to convert black pips AND a Destiny Point to upgrade you check or use a talent. It's one or the other!
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Absol197 got a reaction from Luahk in Prophet: Font of Power
My personal house-rule is that it does affect the user too, but that is very specifically a house-rule.
Mostly because I love Mystics (and the Prophet feels otherwise a little underwhelming). I won't claim that it's balanced, because I have no idea of it is or not 😛 .
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Absol197 got a reaction from angelman2 in Prophet: Font of Power
Page 32.
"Once per game session, the character may perform the Font of Power action. For the remainder of the encounter, if the character is a light-side Force user, whenever another Force user within medium range rolls [Force dice], add automatic [white pip] to the results. If the character is a dark-side Force user, whenever another Force user within medium range rolls [Force dice], add automatic [black pip] to the results."
Always read the full text of talents and Force powers, there are a lot of details that can't fit into the little boxes on the talent trees .
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Absol197 got a reaction from micheldebruyn in Prophet: Font of Power
Page 32.
"Once per game session, the character may perform the Font of Power action. For the remainder of the encounter, if the character is a light-side Force user, whenever another Force user within medium range rolls [Force dice], add automatic [white pip] to the results. If the character is a dark-side Force user, whenever another Force user within medium range rolls [Force dice], add automatic [black pip] to the results."
Always read the full text of talents and Force powers, there are a lot of details that can't fit into the little boxes on the talent trees .
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Absol197 reacted to micheldebruyn in Prophet: Font of Power
The full text of the talent specifies that it only boosts others.
It also has no friend/foe detector. It's doesn't just work for allies but on every other Force-user.
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Absol197 reacted to Lord Dust in Wait, does burning that cupcake set off my Bardium?
Time for the story that led to the thread's title.
we just started a game as a group of rebel droids, we were on a nebulon-b and we were infected with IG-88's robotic revolution virus. The Chief Engineer was working on the a powerline in the connector hall way, and he just put a cupcake in my chasse to keep for later, I am a R2 sabotage droid that was are demo expert. Flames and HE, loaded to the photo-receptors. Game start.
GM: What do you do?
Me: First thing I am going to do is git that cupcake out of me and burn it.
GM: Got a flame weapon?
Me: Yeah a hand flame projector.
At this point a misconception happened.
I thought I put the cupcake down and burned it.
Th GM thought I fired the flame Projector in my chasse.
I roll my dice and hit.
GM: You fire your flame projector and (totals damage) deal 3 damage to your self.
Me: What?
GM: The cupcake and flame projector are in your chest, right?
It is funny so I roll with it. Only minor damage and I can repaired. No big deal.
Me: Yeah, sure.
Coin drops is
3...
2...
1...
Me: Wait, does burning that cupcake set off my bardium?
Stunned Silence.
GM: how much do you have?
A quick count totals an amount around 8 units.
More stunned silence.
GM: Boom.
Bardium is an explosive that deals vehicle damage.
So I am dead, no question. But...
I was standing in the connector hallway in a nebulon-b.
I had enough HE on me that our GM said I broke the ship in half.
And this was about 20 seconds in to our session.
The rest of the session was the rest of the players escaping a burning ship to a near by planet.
After that session the robot revolution continued.
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Absol197 got a reaction from AeroEng42 in Committing Force dice with Temporary FR Boost
That is correct. I don't like the wording they use for these talents, because it leads to this exact problem of people thinking their Force rating actually increases and then we get a bunch of weird, "well, technically I have high enough Force rating for a moment, so how..." No. It only changes how many dice you roll on one check. You value for any ongoing abilities does not change.
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Absol197 got a reaction from P-47 Thunderbolt in Committing Force dice with Temporary FR Boost
That is correct. I don't like the wording they use for these talents, because it leads to this exact problem of people thinking their Force rating actually increases and then we get a bunch of weird, "well, technically I have high enough Force rating for a moment, so how..." No. It only changes how many dice you roll on one check. You value for any ongoing abilities does not change.
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Absol197 reacted to AeroEng42 in Committing Force dice with Temporary FR Boost
Thanks @Garran and @Absol197 for your responses! They are very helpful.
@Absol197 you mentioned Survival of the Fittest, and I had a related question today that I think your detailed write up answered. Specifically a Hermit with Survival of the Fittest, Force Rating 3, and 4 ranks of Survival would still NOT be able to bond a Silhouette 2 animal companion, correct? My reasoning is that since Survival of the Fittest doesn't actually increase your Force Rating, you wouldn't have Force Rating 4 at the time of bonding the animal.
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Absol197 got a reaction from AeroEng42 in Committing Force dice with Temporary FR Boost
Very important detail on these talents (Knowledge is Power, Survival of the Fittest, etc.). These powers do NOT increase your Force rating. Instead, they change the number of dice you roll when making a Force check.
I.e. They say, "Hey, when you use this, don't look at your Force rating to know how many dice you get, look at your Lore/Survival ranks." Your Force rating doesn't change, the only thing that changes is the number of dice you get to roll.
So, as an example:
You have Force rating 2 and Lore 4, and you use the Battle Meditation power.
Scenario 1 (You do not use Knowledge is Power):
--To assemble your dice pool, you reference your Force rating, meaning you get 2 dice.
--You roll 2 Force dice and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
Scenario 2 (You activate Knowledge is Power):
--To assemble your dice pool, you reference your ranks in Knowledge (Lore), meaning you get 4 dice.
--You roll 4 Force dice, and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
I'm not as familiar with the Unstable Kyber Crystal, but again, most effects don't increase your Force rating, they add or modify the number of dice you roll.
EDIT: The wording is confusing so I understand why this question keeps coming up. But the reason it works like this is as follows: in the long description of the talents, it says "...when making a check..." i.e. when rolling dice. All commit powers either are not checks (like the Sense powers that upgrade your defensive or offensive ability) and therefore the talent does not apply, or the commit specifically happens after making a check, meaning you are no longer in the process of making a check. Also, the talents say that you "treat your Force rating as being [something else]," not that it actually becomes something else.
I love Mystics, so I am very familiar with the inner workings of this particular talent, and have thought about it a lot . If you're wondering how that's useful once you get a very high Force rating, remember: when you commit dice, your Force rating actually goes down by the number of committed dice. So even if you have Force rating 6 and only 4 ranks, if you commit 4 dice to various powers (and hence only get 2 dice normally), you can then use Knowledge is Power to roll 4 dice on a check.
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Absol197 got a reaction from Richardbuxton in Wait, does burning that cupcake set off my Bardium?
NPC Slave Trader to undercover PCs: "What a gorgeous specimen! I will offer you 2 million credits for [PC 1]."
PC 2: "WHERE THE F--- DO I SIGN?!"
Also:
PC 3: "Okay, now, say it again: what do we never do?"
PC 4: sighs "Seek Darth Vader, yes, i know!"
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Absol197 got a reaction from Tramp Graphics in Wait, does burning that cupcake set off my Bardium?
NPC Slave Trader to undercover PCs: "What a gorgeous specimen! I will offer you 2 million credits for [PC 1]."
PC 2: "WHERE THE F--- DO I SIGN?!"
Also:
PC 3: "Okay, now, say it again: what do we never do?"
PC 4: sighs "Seek Darth Vader, yes, i know!"
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Absol197 reacted to StriderZessei in Wait, does burning that cupcake set off my Bardium?
A minor rant I had as GM the other day when my PCs wanted to be "cool" instead of complete the objective:
'Look, your pilot is holding a grenade made from two overcharged blaster packs which is rapidly starting to heat up and glow , there are two sentry turrets on the cliff face above you, and your friend just succeeded at a deception check to lure the enemy kill squad into the open field with no cover. NOW you're telling me you want to try to have that skinny guy lob said explosive that deals 20 DAMAGE, BLAST 15, AND HAS BREACH 1 OVER THEIR HEADS IN SUCH A WAY THAT HE WON'T HURT YOUR ALLY AND STILL KILL THE ENTIRE GROUP INSTEAD OF JUST TAKING 2 MOVEMENT MANEUVERS TO GET TO SAFETY?
BECAUSE I HAVE 3 DARK SIDE DESTINY POINTS AT MY DISPOSAL, AND IF YOU'RE NOT AFRAID TO LOSE SOME FRIENDS TONIGHT, BE MY GUEST!'
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Absol197 got a reaction from Donovan Morningfire in Committing Force dice with Temporary FR Boost
Very important detail on these talents (Knowledge is Power, Survival of the Fittest, etc.). These powers do NOT increase your Force rating. Instead, they change the number of dice you roll when making a Force check.
I.e. They say, "Hey, when you use this, don't look at your Force rating to know how many dice you get, look at your Lore/Survival ranks." Your Force rating doesn't change, the only thing that changes is the number of dice you get to roll.
So, as an example:
You have Force rating 2 and Lore 4, and you use the Battle Meditation power.
Scenario 1 (You do not use Knowledge is Power):
--To assemble your dice pool, you reference your Force rating, meaning you get 2 dice.
--You roll 2 Force dice and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
Scenario 2 (You activate Knowledge is Power):
--To assemble your dice pool, you reference your ranks in Knowledge (Lore), meaning you get 4 dice.
--You roll 4 Force dice, and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
I'm not as familiar with the Unstable Kyber Crystal, but again, most effects don't increase your Force rating, they add or modify the number of dice you roll.
EDIT: The wording is confusing so I understand why this question keeps coming up. But the reason it works like this is as follows: in the long description of the talents, it says "...when making a check..." i.e. when rolling dice. All commit powers either are not checks (like the Sense powers that upgrade your defensive or offensive ability) and therefore the talent does not apply, or the commit specifically happens after making a check, meaning you are no longer in the process of making a check. Also, the talents say that you "treat your Force rating as being [something else]," not that it actually becomes something else.
I love Mystics, so I am very familiar with the inner workings of this particular talent, and have thought about it a lot . If you're wondering how that's useful once you get a very high Force rating, remember: when you commit dice, your Force rating actually goes down by the number of committed dice. So even if you have Force rating 6 and only 4 ranks, if you commit 4 dice to various powers (and hence only get 2 dice normally), you can then use Knowledge is Power to roll 4 dice on a check.
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Absol197 got a reaction from Xcapobl in Committing Force dice with Temporary FR Boost
Very important detail on these talents (Knowledge is Power, Survival of the Fittest, etc.). These powers do NOT increase your Force rating. Instead, they change the number of dice you roll when making a Force check.
I.e. They say, "Hey, when you use this, don't look at your Force rating to know how many dice you get, look at your Lore/Survival ranks." Your Force rating doesn't change, the only thing that changes is the number of dice you get to roll.
So, as an example:
You have Force rating 2 and Lore 4, and you use the Battle Meditation power.
Scenario 1 (You do not use Knowledge is Power):
--To assemble your dice pool, you reference your Force rating, meaning you get 2 dice.
--You roll 2 Force dice and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
Scenario 2 (You activate Knowledge is Power):
--To assemble your dice pool, you reference your ranks in Knowledge (Lore), meaning you get 4 dice.
--You roll 4 Force dice, and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
I'm not as familiar with the Unstable Kyber Crystal, but again, most effects don't increase your Force rating, they add or modify the number of dice you roll.
EDIT: The wording is confusing so I understand why this question keeps coming up. But the reason it works like this is as follows: in the long description of the talents, it says "...when making a check..." i.e. when rolling dice. All commit powers either are not checks (like the Sense powers that upgrade your defensive or offensive ability) and therefore the talent does not apply, or the commit specifically happens after making a check, meaning you are no longer in the process of making a check. Also, the talents say that you "treat your Force rating as being [something else]," not that it actually becomes something else.
I love Mystics, so I am very familiar with the inner workings of this particular talent, and have thought about it a lot . If you're wondering how that's useful once you get a very high Force rating, remember: when you commit dice, your Force rating actually goes down by the number of committed dice. So even if you have Force rating 6 and only 4 ranks, if you commit 4 dice to various powers (and hence only get 2 dice normally), you can then use Knowledge is Power to roll 4 dice on a check.
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Absol197 got a reaction from P-47 Thunderbolt in Committing Force dice with Temporary FR Boost
Very important detail on these talents (Knowledge is Power, Survival of the Fittest, etc.). These powers do NOT increase your Force rating. Instead, they change the number of dice you roll when making a Force check.
I.e. They say, "Hey, when you use this, don't look at your Force rating to know how many dice you get, look at your Lore/Survival ranks." Your Force rating doesn't change, the only thing that changes is the number of dice you get to roll.
So, as an example:
You have Force rating 2 and Lore 4, and you use the Battle Meditation power.
Scenario 1 (You do not use Knowledge is Power):
--To assemble your dice pool, you reference your Force rating, meaning you get 2 dice.
--You roll 2 Force dice and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
Scenario 2 (You activate Knowledge is Power):
--To assemble your dice pool, you reference your ranks in Knowledge (Lore), meaning you get 4 dice.
--You roll 4 Force dice, and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
I'm not as familiar with the Unstable Kyber Crystal, but again, most effects don't increase your Force rating, they add or modify the number of dice you roll.
EDIT: The wording is confusing so I understand why this question keeps coming up. But the reason it works like this is as follows: in the long description of the talents, it says "...when making a check..." i.e. when rolling dice. All commit powers either are not checks (like the Sense powers that upgrade your defensive or offensive ability) and therefore the talent does not apply, or the commit specifically happens after making a check, meaning you are no longer in the process of making a check. Also, the talents say that you "treat your Force rating as being [something else]," not that it actually becomes something else.
I love Mystics, so I am very familiar with the inner workings of this particular talent, and have thought about it a lot . If you're wondering how that's useful once you get a very high Force rating, remember: when you commit dice, your Force rating actually goes down by the number of committed dice. So even if you have Force rating 6 and only 4 ranks, if you commit 4 dice to various powers (and hence only get 2 dice normally), you can then use Knowledge is Power to roll 4 dice on a check.
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Absol197 got a reaction from angelman2 in Committing Force dice with Temporary FR Boost
Very important detail on these talents (Knowledge is Power, Survival of the Fittest, etc.). These powers do NOT increase your Force rating. Instead, they change the number of dice you roll when making a Force check.
I.e. They say, "Hey, when you use this, don't look at your Force rating to know how many dice you get, look at your Lore/Survival ranks." Your Force rating doesn't change, the only thing that changes is the number of dice you get to roll.
So, as an example:
You have Force rating 2 and Lore 4, and you use the Battle Meditation power.
Scenario 1 (You do not use Knowledge is Power):
--To assemble your dice pool, you reference your Force rating, meaning you get 2 dice.
--You roll 2 Force dice and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
Scenario 2 (You activate Knowledge is Power):
--To assemble your dice pool, you reference your ranks in Knowledge (Lore), meaning you get 4 dice.
--You roll 4 Force dice, and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
I'm not as familiar with the Unstable Kyber Crystal, but again, most effects don't increase your Force rating, they add or modify the number of dice you roll.
EDIT: The wording is confusing so I understand why this question keeps coming up. But the reason it works like this is as follows: in the long description of the talents, it says "...when making a check..." i.e. when rolling dice. All commit powers either are not checks (like the Sense powers that upgrade your defensive or offensive ability) and therefore the talent does not apply, or the commit specifically happens after making a check, meaning you are no longer in the process of making a check. Also, the talents say that you "treat your Force rating as being [something else]," not that it actually becomes something else.
I love Mystics, so I am very familiar with the inner workings of this particular talent, and have thought about it a lot . If you're wondering how that's useful once you get a very high Force rating, remember: when you commit dice, your Force rating actually goes down by the number of committed dice. So even if you have Force rating 6 and only 4 ranks, if you commit 4 dice to various powers (and hence only get 2 dice normally), you can then use Knowledge is Power to roll 4 dice on a check.
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Absol197 reacted to sehlura in Avatar: The Second Age
For some reason, I have no claimed a space on these forums for my creation! It is with great satisfaction that I present to this forum version 1.4 of Avatar: The Second Age. You may download the latest version of the Core Rulebook, Character Sheets, and changelog on Dropbox and MEGA.
While version 1.3 brought about considerable changes to both Character Creation and The Bending Arts, this version adds a boatload of new and familiar content including:
Signature Techniques: A sort of synthesis of Signature Abilities and Heroic Abilities, these special techniques are unique in that they are designed entirely by the player for their character; Skill Challenges: An attempt to capture a dramatic, non-combat action sequence and boil it down into a number of sequential skill checks; Adventuring With the Avatar: This section provides a brief overview of who and what the Avatar is in the series, and how to use the game’s existing mechanics to incorporate the Avatar as a Player Character or NPC. Several new bending forms have be introduced, as well as gameplay balance to existing forms New qualities, items, and of course, Optional Encounters! What is Avatar: The Second Age?
Have you ever wanted to traipse the outer ring of Ba Sing Se? Looking for your chance to ride on your own, personal sky bison? Want to go toe-to-toe with chi blocking Equalist grunts? If you’re looking for a tabletop roleplaying experience which takes place in the world of Avatar: The Last Airbender and The Legend of Korra then you’ve come to the right place!
Avatar: The Second Age is a free conversion for the Fantasy Flight Games tabletop roleplaying game Genesys. Fantasy Flight Games (FFG) created a set of wonderful rules and a Narrative Dice System (NDS) that allow Game Masters and players to create and live out dramatic and imaginative stories in the Star Wars universe; with Genesys, they have opened their rules up to all possibilities — Avatar: The Second Age adapts that system to the setting of the universe from Nickelodeon’s Avatar series, complete with bending, significant combat changes, new classes, and several other new features.
Development
I've been working on The Second Age since September 2016, so a lot of the phrasing and crunch in the rulebook may still refer to syntax from the Star Wars books. In the two years since its inception, much of this has been replaced with Avatar flavor, and the mechanics attuned to Genesys streamlining.
Rather than just a supplement, this book includes chapters on all the core mechanics. The idea was to create not just a conversion, but an entire experience that players and GMs new to both the system and the setting could learn how to play, and use to immerse themselves in the universe.
Book Setting [Spoilers Ahead]
At the end of the Hundred Year War, Fire Lord Zuko and Avatar Aang transformed the Fire Nation colonies, along with land ceded by the Earth Kingdom, into a fifth independent realm: the United Republic of Nations. It's capital, Republic City, is a sprawling metropolis brimming with peoples from all walks of life. In 171 AG (After Genocide), the Harmonic Convergence occurred, and Avatar Korra reopened the gateway between the Spirit World and the material world. However, the Avatar paid the ultimate price: she was severed from her past lives and can no longer rely on their learned wisdom. With the reintroduction of the spirits, and the conflict between them and humanity, Harmonic Convergence also rekindled airbending abilities among countless random individuals throughout the world, bringing the Air Nomads back from the brink of extinction.
Although I authored the book in the context of Korra-specific events, all of the actual content and mechanics can be applied to any timeline you want. In fact, a timeline is included in Chapter X: The Avatar Universe. One fan is already creating an 'Ancient Avatar' supplement for The Second Age which takes place a long time ago, long before the Hundred Year War, long before the feats of Chin the Conqueror. Find us in the official Discord server and he'll happily tell you all about it!
SPOILER ALERT: The [unfinished] three-part adventure included with the rulebook takes place between Seasons 3 and 4 of The Legend of Korra. The book also periodically refers to events that happened in both series.
I'll try to stay active in this thread, but my substantive development updates will be posted to the blog: https://avatar-the-second-age.tumblr.com/
You can also hang out with Avatar fans on our official Discord
Happy rolling, hot-men!
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Absol197 got a reaction from Rean411 in I don't care much for alien species as PC's
Snrk...hah! Wow. Okay, I think this is the strongest argument yet that you and Desslok should not be allowed in the same thread together. That's it, it's official! I'm putting an ankle monitor on you, and one of those flipper-tags on the penguin! If the two get within two threads of each other, they go off, letting the rest of us know to run for the hills!
...or at least to the microwave for some popcorn...
* brandished an unreasonably pointy tagging device at Desslok *
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Absol197 got a reaction from StriderZessei in Pressure Point Fix
My Pressure Point fix is as follows:
Pressure Point
Ranked: No.
Specializations: Doctor.
Your unarmed attacks gain the Stun quality, with a rank equal to your ranks in the Medicine skill.
This makes it so that you can still add extra damage equal to your Medicine, and you can even do it when inflicting wounds, but you need to actively use the ability by spending 2 Advantage. The stun quality ignores soak, so that's still in there, and you can use the ability on any successful unarmed attack, even if the target's soak eliminated all of your base damage, as long as you get those 2 Advantage.
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Absol197 got a reaction from Kyla in Ideas on alternate Conflict and Morality systems
I'm a big proponent of Maelora's Strength/Passion system. It's the one I use, and it takes numbers out of the equation and makes the most important thing the character, and their actions. However, it can be seen as a bit disconnected from the setting, as it's intended to allow you to explore all aspects of the character without penalty, which some people don't like as much. But I'll share it below, for those interested!
