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Stormbourne

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  1. half miraluklans still have the farsight power and can still use it as an incedental they how ever do not have farsight always on, with them im trying to blance out not being blind and not have a forcepower always on in some manner with the whole add FP to your roll im trying to further dispossition miralukan players into using farsight, if that's a little heavy handed how about a rank in perception?
  2. Stats: all 2 Wounds/Strain: 10/10 EXP: 100 Unique: Farsight - miralukans start the game with the farsight basic power, and may roll farsight as a incedental adding 3FP to the result Blind - at character creation decide full or half miralukan full miralukan are blind but always have farsight basic power active, half miralukan have nither anything glaringly OP about this?
  3. i've just watched the clone wars episode where Anakin, Obi-Wan and Ahsoka meet the for lack of a better word the force deities, one of the abilities that they posses is where they can deactivate and presumably activate lightsabers at will while i believe that doing this with any lightsaber is OP as ****, having the ability to do this with 1 or 2 lightsabers the character owns could be very nice and so in my games i have added to each crystal a tallent, costing 25 EXP an additional "oath" to gain (this part comes straight from stormlight archives), called "Over Attune" its effects are as such: Ignore lightside and dark side restrictions on this crystal (there's only two that i know of that have is qualification), may activate or deactivate a lightsaber with this crystal installed at will feel free to use this in your games if you feel it is appropriate
  4. Channel Base Power: dedicate 2: once per round as a out of turn incidental when a force user within engaged range doesn't willingly use force points add those to you next check eg. darkside user rolls BBBBWWW and only uses that black on your next check you add WWW to the results Upgrades Strength x2: dedicate 1 may use this an addition time per round Range x1 can target force users at short range Control when a force user does not willingly use a force point you may inflict 1 strain per unused force point instead of adding it to your next force check (you can go half and half) Mastery suffer 3 strain Channeled force points do not cause conflict Clarification: only targets a single person at a time additional uses may target different people suppress does not trigger this power
  5. i remember reading mentor rules somewhere but can't remember which book
  6. well considering that star wars lore legends and main cannon both say that FTL is achieved through exploiting another universe/plain of reality getting around all if not most of the issues that come about because of light-speed travel let alone FTL but i'm assuming your asking how does this nonsense works in a mechanical way and in that case X-wing has a class 1, the millennium falcon has class 2 the difference between the two is the multiplier applied to the travel time where the class is the multiplier e.g. 1 days hyperspace travel can be covered in 1 day by the X-wing while the millennium falcon takes 2 days. and yes a class one can travel slower to allow for a coordinated assault like the battle of the second death star
  7. House ruling that i made cause of the posts that are unhappy with the current force system, that i agree with to an extent. This is an attempt to make the force less of a additional aspect that has been added on to the core of FFGSW and as stated in the title i am doing this by merging force and destiny more into one. Now this might get a bit messy to keep track of but im sure people will find ways of doing so When creating the destiny pool each non-force user roles a single dice and adds to the pool a single token regardless of how many are shown on the dice, while force users rolls dice equal to their FR and add the full value to the pool, i suggest using the dice to mark this as any doubles generated cannot be split and used individually. When anyone uses destiny or activates a FP they may use any combination of dice and tokens up to at least the required amount of a talent/sig-ability, or their FR (doubles are still counted as one dice), once they have chosen they will re-roll a dice for each used and add the results back to the destiny pool (tokens->tokens, dice->dice). If someone would commit a FD they would take that number of tokens or dice from those they re-rolled, if not then the pool, and keep them until they where uncommitted some examples: a Hired Gun Demolitionist rolls (DD) but only adds (Dt) to the destiny pool a Consular sage has a FR of 3 rolls (LL)(D)(D) and adds that as it stands to the pool a Soldier Vanguard/FS emergent rolls (DD) and adds it to the pool the results are a pool of (Dt)(D)(D)(DD)(LL) When the Soldier uses Farsight they use the (LL) to get the base power and 1 duration they then re-roll the dice and add it results back to the pool resulting in (LL) later the Demolitionist activates the time to go talent but need to us the (LL) to do so afterwards they roll a (L) finally the consular sneaks into an imperial facility using misdirect to help cloak themselves they decide to use the (Dt)(DD) and (L) re-rolling them into (Lt)(LL)(L) dedicating the token and the (L)
  8. eh depends a guardian being that last one standing between an oncoming imperial force and a bunch of unarmed civilians/rebels? no
  9. Control: spend 2 to increase burn rating by 1 Control: Spend 3 to hit another target within range Mastery: commit 3, as an action you may make a normal range attack using the original force result along with the new roll (a.k.a you only roll on the force once and that roll is sustained for as long as you like) i picture this like dumbledore in the cave after drinking the liquid pain
  10. okay so the premise of this is that i wanted these to be wholly unique to the characters in addition i am drawing inspiration for these powers from a few fantasy series the first comes from mistborn where people have the ability to store attributes like luck or strength suffering the consequences of not being lucky or strong, to latter draw upon those same attributes to become luckier or stronger for an equal amount of time the second is from skyward where a genetic mutation (idk it's not fully explained beyond being genetic) allows select individuals to physically become part of the workings of their ship to perform several different effects most notably instantaneous travel of the ship and everything aboard the final one is from elantris where your knowledge and understanding of magic dictates how well you perform at it
  11. im not saying all of them but any of these
  12. he can add up to 4 black dice to a single check or across multiple to add an equal number of blue to one check or again across multiple eg. 4 black ---> 4 blue is good 1black, 2 black ----> 3 blue is fine 3 black -----> 1 blue, 1blue, 1 blue is allowed
  13. in short they can add a black to a check so that they can add a blue to a future check
  14. These are the alpha draft of the base ability, I'm still working on suitable upgrade trees But in the first case the player asked for luck The second case the resident pilot wanted an ability to use while driving In the third the player requested "a deeper understanding of the force"
  15. in no particular order trees: steel hand, hermit, ascetic, magus, pathfinder powers: heal, alter, seek, protect/unleash, foresee, suppress, conjure, imbue
  16. okay so i have a few homebrew signature abilities i'd like help balancing first: when making a skill check may add a black to dice pool to add gain a charge to a max. of 4, or remove any number of charges to add an equal amount of blue to the current skill check second: once per session when you make a piloting planetary skill you make instead make a astrogation (willpower) to teleport the vehicle to any where in short planetary range third: when making a force check may make a combined knowledge check, adding further details and benefits for each uncancelled S
  17. If you can find the attachment in your browser (I'm assuming your on a PC) you should be able to dictate which dictionary it draws from Yes I know it's kinda a hasle but a few auto correct attachments do have the ability to allow multiple dictionaries with a with priority so you could set it to be mostly from French but also allows English
  18. does this sum up your experience with auto correct? faites taire votre machine insupportable! si j'avais voulu que tu me corriges j'aurais demandé!
  19. Maybe OP Boon: When targeted by a force power may make a lore check to learn that power for the remainder of the encounter Curse: Every use of this power gains 5 conflict
  20. That curse is rather severe as these are new character with less then 50
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