Stormbourne
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Posts posted by Stormbourne
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Stats:
all 2Wounds/Strain:
10/10EXP:
100Unique:
Farsight - miralukans start the game with the farsight basic power, and may roll farsight as a incedental adding 3FP to the resultBlind - 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?
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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 willfeel free to use this in your games if you feel it is appropriate
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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
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i remember reading mentor rules somewhere but can't remember which book
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27 minutes ago, Leia Hourglass said:I’m not a physicist but let’s say hypothetically ;we have the Millennium Falcon. It’s FTL hyperdrive can go Class 0.5 past lightspeed. Then we have an X-wing which has a Class 1 past lightspeed drive. This is all from the lore. MF is 0.5 and X Wing is 1 but MF is faster. Anyway even though the Class 1 is “faster”; is it due to length contraction at FTL that’s make the lower grade drive faster or am I hopelessly off base?
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
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5 minutes ago, micheldebruyn said:I think that, basically, that you roll your full Force rating at the start of a session, and put it in the Destiny Pool. And it is important to remember what everybody rolled exactly, because apparently there's important differences between a die showing two white pips and two dice showing one white pip.
And then you never roll for Force rating ever again. Whenever you need Force points, you just take some of the pre-rolled dice from the Destiny Pool, use the rolled results, and reroll the die or dice you used and add it back to the pool.
this is a decent TL;DR
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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 soWhen 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 uncommittedsome 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) -
On 8/26/2019 at 3:15 PM, micheldebruyn said:I just want to add that in question 1, using the Force to, well, force your own dead carcass to remain operative strikes me as an extremely dark side thing to do, and I would give any PC doing this a bunch of conflict every session.
eh depends a guardian being that last one standing between an oncoming imperial force and a bunch of unarmed civilians/rebels? no
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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
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18 minutes ago, Oldmike1 said:The smugglers book has a luck one may wish to look at that
the force one seems off you may wish to look at the mystic one for reroll ing force dice and adding free points though
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
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3 hours ago, WolfRider said:5 specialisations really ? All the 4 after the starting one from different careers so costing more XP to learn.
8 Force Powers really ? Even with the mentor discount it is not cheap in XPs.
DO you realize how much XPs are needed to build such character ? Especially with Force Powers with a FR 2 or 3 as pre-requisite. Because that means you must buy the specs then you must buy the talents needed to go down the tree to reach the +1 FR talent, and buy it too of course.
That's not a staring character even at knight level.
im not saying all of them but any of these
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5 minutes ago, Varlie said:So he can opt to add a Setback dice to add up to 4 boost dice or he has to add a number of black dice to one check in order to get boosts on the next one?
Is the costs for this the standard two Destiny Points?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
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37 minutes ago, WolfRider said:Then why don't you say it like that ?
to much MTG and Terraforming Mars
Tramp Graphics reacted to this -
11 minutes ago, Varlie said:Daeglan is correct. We need to know which career these will attach to as well as the suggested upgrades to each of them before we can help balance them. I would be very hesitant to adding a Teleport option with Star Wars (I did just do a search and found that it is already in there but doesn't appear to include vehicles with the ability).
I also don't understand the first one at all, what do you mean by "gain a charge"
in short they can add a black to a check so that they can add a blue to a future check
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Just now, Daeglan said:still way too vague. No one is going to really be able to tell you anything. Because 1. you dont give a design intent. So one cant say if you intent is reasonable and can't really tell if you even accomplished your goal. Also are these supposed to be signature abilities? Because it is hard to tell what you mean by unmatched ability.
Edited
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4 minutes ago, Daeglan said:need more info. These are too vague
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"
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in no particular order
trees: steel hand, hermit, ascetic, magus, pathfinder
powers: heal, alter, seek, protect/unleash, foresee, suppress, conjure, imbue
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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
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On 11/12/2018 at 6:41 PM, StriderZessei said:[Spoilers for the newest Darth Vader comic]
mock attempt at this very thing:
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On 7/22/2019 at 7:07 AM, MrTInce said:Morning all,
In the star wars media we see various jedi using telepathy to speak with one another. Is there a force power linked to this or have they not done one?
battle med
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3 hours ago, AbsatSolo said:More like :
Despite m'y n'est efforts to write un correct english, this stupide machine jeeps remplacing thé words I type n'y thé closest french match, making m'y already confused texte a physical pain to read
(Oh it knows the word "pain"... I wonder why)
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
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19 minutes ago, AbsatSolo said:How important do you want the boon and the bane to be ?
For a character asking for a deeper comprehension of the Force, I would say he gains a better vision of how the Force flows around and through everything, and a better ability to understand how to use it in new ways
Mechanically speaking, he gains a 5xp discount on the Control upgrades of the force powers, as they are the ones that give new aspects to them.
On the other hand, the sheer amount of information he gets can "overload" his mind, making him more vulnerable to ennemy Force power (let's say 2 black dices (1 ?) in opposed Discipline checks... and keep it a surprise, that can make a good scene to RP)
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!
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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
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31 minutes ago, kmanweiss said:Horrible idea... Can take any force related powers from any trees at any time and all of them are reduced by 5 xp (minimum 5xp). They have the ability to develop any force abilities...but they are no longer able to develop any other skills/abilities.
So no more growth in skills, no more talents, no more force points. The only thing they can develop is force skills and force talents (but not increase force power). They asked for a deeper understanding of the force, not to become more powerful in the force. They can understand and comprehend more about the force quicker and easier than other people...but they will never be more powerful in the force or grow more powerful in other skills.
That curse is rather severe as these are new character with less then 50

miraluka
in Star Wars: Force and Destiny RPG
Posted
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?