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Rainseeker

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  1. For a campaign I'm a GM for I've just created a new Force Power. I've tried to follow the game as closely as possible to make it balanced in cost and build tree wise. Reading it over and commenting would be helpful, but I would LOVE it if you tried playing a character while using it, even if you use it as a one-shot. Does it seem unbalanced? Overpowered? Underpowered? Etc. Force Power: Connect The power itself is intended to play a bit like a Vulcan mind meld or any number of superhero psychic powers. One of the purposes is to allow animal sidekicks to be useful in a mechanical meta way and not just a narrative way. I feel that it also mirrors some of how the Force is portrayed in the new Star Wars - specifically the scene where Rey is interrogated by Kylo Ren. The power is intended to be a cheap buy initially, but for it to have any use other than a narrative aspect it requires a bit of a point commitment. Also, I am aware that I changed how range is usually upgraded compared to other Force powers, but for the final two purchases to make sense I wanted to make it linear. I'm open to stretching out Magnitude purchases. That's one of the things I'm iffy about, but it's complicated enough to feel justified to me. If Fantasy Flight wants to use or modify this power in any way for future publications, I freely give them permission. The power itself is intended to play a bit like a Vulcan mind meld or any number of superhero psychic powers. One of the purposes is to allow animal sidekicks to be useful in a mechanical meta way and not just a narrative way. I feel that it also mirrors some of how the Force is portrayed in the new Star Wars - specifically the scene where Rey is interrogated by Kylo Ren. The power is intended to be a cheap buy initially, but for it to have any use other than a narrative aspect it requires a bit of a point commitment.
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