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Garran

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Everything posted by Garran

  1. Rather than a permanent substitution, this sort of thing strikes me as being a good candidate for a "once per session, use Brawn in place of Intellect when making a Mechanics check" talent. There are lots of those in the system already, so it isn't breaking any precedents.
  2. Depending on what the place was used for, there would be a lot of relatively mundane stuff that might still be of interest to historians/researchers/etc even if it doesn't have any direct relevance to force use or the Jedi's signature tools/technology/training. Nonperishable supplies, components, and so on could be taken and used or sold as-is. Records, artwork, and other curios would take some legwork but a buyer could probably be found (or trouble happen if a Despair comes up when trying to find one).
  3. It's down to what the campaign will focus on, rather than which book(s) the careers are taken from, and is something that the group should work out ahead of time. This goes for all three subsystems. Force-sensitive characters aren't *required* to use morality; it's there if the character/campaign arc is about internal emotional struggle, but if that's not a major theme then it should also be set aside. For that matter, you don't actually have to use any of them if none really suit your campaign structure. The system won't break.
  4. I think you could pull that one off if you were sufficiently passive-aggressive...
  5. The mechanical solution to a light-side character that has normal emotions is the system exactly as it is. The Jedi were WRONG about a lot of stuff, especially by the time of the prequel movies when they'd become hidebound. In fact, I'd peg the fact that they kept trying to pretend that they could set all emotions aside as one of their biggest screw-ups. On one hand, it meant that they pretty much met the definition of 'Apathy' as an emotional weakness in the Consular book, and on the other, it meant that they didn't know how to cope when those emotions inevitably surfaced; it was really only a matter of time before they ended up pulling a collective Anakin that way. So-called negative emotions aren't necessarily a problem for a light side character either. Feeling them is fine. Letting them rule you is when you start going down the dark side drain.
  6. Most structures probably wouldn't have system strain since they aren't a boxed set of complex integrated systems that operate under extreme conditions. Short of cutting power to the building, it's not going to just stop working all of a sudden. (And even if you did cut the power, buildings will have far more non-powered features and functions than a starship will.) So you're generally only looking at hull trauma/structural integrity/etc, whether for the structure as a whole or for individual parts. (And once again you're less likely to be dealing with 'all the structure at once' effects than you are to be smashing up individual bits and pieces of it, unless you're dealing with a really small structure or a really big explosion.)
  7. Back up a step: why are the inquisitors repeatedly putting themselves in that position, especially if their targets are known for doing it? "I'll just have to send another, slightly stronger version of the same thing after them..." is Evil Overlord List behavior. By this point any inquisitors showing up ought to be using completely different tactics that don't leave them wearing a giant DISARM ME TO WIN sign.
  8. Does the character actually want to install it, or do they have in mind to get a slicer to mine the thing for data? The latter would actually be a reasonable (if somewhat distasteful) course of action considering that Garais turned out to be something much more than just an academic administrator.
  9. Discipline is a central skill for force-users, and it's also used to resist most of those powers, so it pretty much happens by default.
  10. In a case like that, and especially since it doesn't really matter who does or does not detect the thing, only whether someone does, it would be more appropriate to have a single check (using the best available pool, or in the case of being on a ship, whoever is manning the sensor-related station) with a boost die added for every extra set of eyes. Having EVERYONE make a check means an unwarranted flood of advantage/threat (and starts making high Vigilance a de facto requirement so that high-difficulty 'spot' checks like this don't hammer the PC group with masses of the latter).
  11. There's a much more thorough treatment of mentors (and force-sensitive orders, etc) in Disciples of Harmony.
  12. There's nothing keeping Duty to a squad level - a single person with Duty is still duty-bound to whatever it is. If it's the Rebellion then they can fulfill that duty as part of whatever operation they're involved in, even if the other PCs don't care about it. Smuggling? Resource Acquisition is definitely one Duty that fits neatly into that shtick; the Alliance brass might not want to know where that hard-to-acquire but conveniently plot-necessary thing came from, but they sure appreciate having it when it's needed...
  13. That would really depend on what you're doing with the check, particularly in the case of lying. Lying for personal gain is (generally) conflict-worthy, but lying for other reasons isn't inherently so. Lying to protect an innocent person from harm is by no means conflict-worthy, and is also more respectful of free will than just Mind Tricking the person (aka "These are not the droids you're looking for.") -- As for Mind Trick, the one character that I've played that made use of it always did so in ways that seemed like a plausible suggestion in the context, so it didn't look odd to observers and the target wouldn't think anything odd about it either (either at the time or when reminded later). Subtlety really helps with a power like that - and subtlety isn't a strong point of the movie characters who tend to fool around with it, which leads to most of their later problems...
  14. I don't have all my books handy, but the talent that immediately came to my mind (because I'm in a game with a character that uses it) is the Mystic/Seer's Forewarning. which is completely dependent on first-round initiative order.
  15. One issue that I can think of is that some talents are written around the expectation that the PC can grab the top initiative slot and create a benefit for the rest of them (especially if the other slots are all slow). These - especially the ones that are only usable in round one - will become much less valuable (and in the case of round-one-only talents, nearly worthless if the PC isn't also an initiative-monkey), so you're going to need to address this. The straightforward option would be to allow those effects to be used at the top of the order regardless of what everyone's initiative actually is.
  16. Talents like that are effectively balanced around once per roll. The system assumes that a roll happens once per session, but if you're using once per adventure then the talents 'tick' once per adventure instead.
  17. He might have said that, but it's pretty much established at this point that taking his statements at face value is inadvisable. Even if he wasn't pulling a certain (conveniently symbolic) point of view of his own accord, the order may well have been when they taught him that history.
  18. Is there a specific need for them to be triggered as opposed to coming into play normally because they're relevant? Triggering those things has effects beyond "they relate to the storyline", and in the case of obligation, mass-triggering it is detrimental to the group's effectiveness. In the case of a major episode where you know these things are all going to come up, it might be better to skip the trigger rolls entirely since there's no need for a 'roll randomly to see which one will matter in this story' shtick.
  19. I'd treat the chip as analogous to a restraining bolt: NPC droids can't resist them but PC droids can do so at Daunting/4P difficulty (no destiny point needed). PC clones can resist the chip/order at the same difficulty (again, no DP needed). Or if the players aren't keen on the potential for PvP play then skip it entirely. These clones CAN resist it for whatever handwave reason.
  20. Given the mention of getting a free Force Rating bump I get the feeling that this is a GM who goes for numbers inflation 'just because'? Either way, the best way to deal with it is to collectively tell them 'no'.
  21. That's where you're running into trouble. It's effectively a single action and should have a single failure chance. This system isn't really designed around the idea of splicing a bunch of failure chances together like that.
  22. The other option is to incorporate the jump into the attack action and upgrade the difficulty by one step. The possibility of a Despair showing up reflects the danger of what they're doing.
  23. What is the scenario that you're dealing with? It's easier to give useful answers if we know that.
  24. It occurs to me that Aim actually does more to increase the odds that Something Special Happens (tm) than it does to increase the odds of hitting, given the greater number of Advantage symbols across the faces of a Boost die. Successes in this system also increase damage, so it isn't just about hitting with those, either. That applies to ranged attacks too - and for that matter, attacks that potentially affect targets in an area - so the problem is partly that 'Aim' is kind of a misleading name given the effect. Calling it something like 'Focus' sounds too Force-y though.
  25. It's very simple indeed: you can mount a better assault (spending your maneuver on Aim) when you aren't distracted by other concerns (spending your maneuver on something else).
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