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Stormbourne

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Everything posted by Stormbourne

  1. here is my newb character http://swsheets.com/c/fjovdpucq-avalon
  2. no you can roll black pips you just can't use them if you wish to heal strain as well
  3. custom dual lightsabers w/ cyclic crystal array, kimber stone sapith gem and krayt dragon pearl, curved hilt, and superior hilt
  4. that's pretty much how i treat it as well but have actually thrown people into visions of their future as a distraction
  5. so my character is on his own in the imperial inquisition as a undercover agent and is currently trying to recruit NPC to make a small party but both me and the GM are scratching our heads over how to create said characters the thing is i don't want to lead minions i want a pilot mainly as putting the points into piloting for my character is going to be expensive as fork and i don't believe that any droids have the ability to be pilots, nor do i have the mechanics or computer skill to make such things. and one final thing before the "your with the empire, you have everything" my GM doesn't hand things out for free unless necessary and then only as long as it is needed
  6. RAW: misdirect the target cannot see or sense the hidden person or object seek may spend 2 pips to know the general location or direction of a object/person that they know about may make a average vigilance/discipline v discipline check and spend 1 pip to break an illusion since this scenario is force power v force power i would say that the seeker needs to make the discipline v discipline to see and sense the hiding person then could use the other half of the power to locate them
  7. yes you survived order 66 and yet still defend others knowing that i will make you a target for the empires inquisition because you cannot let other suffer this tyranny
  8. i know that it's a blue moon occurrence that it has to be A grade material to even be considered, in fact i have the rare privilege of having two things added to a single game from a completely different forum it may be fools errand but it won't stop be from trying
  9. the thing is my GM is a rules lawer and to have any of my ideas added to the game i need FFG to confirm it as part of the game
  10. i assume you are talking about the "once the learner" and "now the master" traits of teacher but for imbue i cannot see the reason to draw my attention to it other then the name which i have tried to address and yes it is a form of crafting, the thing is the woven powers will never be as good as the original power at least it isn't with one of the two process I'm using for this as for the process themselves: prototype 1
  11. force weave is a supposed to allow access to force powers through a removable source and while yes there is very little use for force weave in the beginning improved force weave starts to allow more flexibility with the ability allowing non force user to have access to one or two powers in addition a force user that routinely uses a single power may want to imbue that power in a object they have allowing themselves a power boost when using said power eg. force user with FR3 constantly uses heal imbues heal/harm into a object and now has a effective FR of 5 when using that power and can still use the power when they have committed there FD to other powers as the object give them +FR2 when using heal/harm the imbuing process is still quite rough around the edges and i am trying to make a absolute costing for advantages and time, but i am heavily leaning to "follow the trees" when applying upgrades thanks for the tip
  12. ah sorry Jal-shey is a neutral/light side force group that where renowned diplomats, and specialized in imbuing the force into objects. as such i made this tree to be a mech/diplomat hybrid with some cool powers mainly force weave
  13. in legends kyber crystals aren't the only thing sitting in a lightsaber the major thing that determines whether or not a thing can be used a a lightsaber crystal is the force user has they have bound the object with the force which strengthens it enough to withstand the energies of the lightsaber, while in cannon this seems like a extra but unnecessary step as confirmed by asoka tano in rebels as for the stats of the lightsaber and additional mods that is entirely up to you and the player i found a excerpt for legends: "The crystal is not, by itself, the power source of the weapon. Like the Force user, the crystal is attuned to the Force. Without that attunement, the crystal is just a rock. And while a non-Force user could probably ignite and wield a lightsaber, provided the crystal was properly attuned to the Force, all that lightsaber would be for him is a shaft of super-heated plasma. But for a Jedi, the lightsaber becomes more: it is a manifestation of a Jedi's connection to the Force." if the father of the character is the driving motivation and their moral compass i see no reason as to why this wouldn't happen side note there is also a concept called "the rule of cool" where if something is cool enough the in universe rules can be bent, suspended, or even broken
  14. indeed it is very well well this is universal tree for F&D but then again every other tree in F&D give FR1 for purchasing it i'll make that it's fourth "career skill" from what i could find on the Jal-shey they where master diplomats and craftsmen, with the latter going so far as to be able to imbue their items with the force, and that's what im aiming for with the tree a mix of social and mechanics based traits Force weave is supposed to show the skill of craftsmen ship the jal-shey had and am hesitant to remove it form the tree as it is the major selling point that the tree has, other then that the jal-shey practitioner must know the power being imbued and the one wearing the imbued item must meet the force power rating to use it pacifist and improved pacifist is one of those filler traits i mentioned before and so have no problem removing maybe for intuitive improvements
  15. i can't really think of a forth that fits with the concept of jal-shey plus by the end it's seven career skills
  16. fore warning this does have some filler traits that i am happy to remove once better ideas come to replace them Jal-Shey Career skills: FR1 Public speaker: When acquired pick two of Coercion, Charm, Deception, Leadership, or Negotiation these two permanently become career skills Sense emotions: Add B to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. Galactic Wanderer: astrogation becomes a career skill Engineer: mechanics becomes career skills | | Force Weave: May dedicate force dice equal ranks in force weave to imbue and item with a force power _ Smooth talker: When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker. Inventor: When constructing new items or modifying attachments, add B or remove b per rank of Inventor. _ Gear Head: Remove b per rank of Gear head from Mechanics checks. Halve the credit cost to add mods to attachments. | | | Nobody's fool: Upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. Public speaker: When acquired pick two of Coercion, Charm, Deception, Leadership, or Negotiation these two permanently become career skills _ Gear Head: Remove b per rank of Gear head from Mechanics checks. Halve the credit cost to add mods to attachments. _ Force Weave: May dedicate force dice equal ranks in force weave to imbue and item with a force power | | Pacifist: While unarmed upgrade all social checks once. _ Force Weave: May dedicate force dice equal ranks in force weave to imbue and item with a force power Smooth talker: When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker. _ Force Rating: Gain +1 force rating | | | Improved Pacifist: May use Pacifist while armed with a single weapon of encumbrance 2 or less. if used this way add tt to the roll Force Rating: Gain +1 force rating Improved Force Weave: When imbuing an item may dedicate additional force dice to increase the wielders force rating while using the imbued power _ Supreme Force Weave: may imbue a second force power into a single item force weave rules Before the session starts force user must announce that they are attempting to imbue an item. that force user then commits force dice equal to the force power rating (the amount of force dice needed to use the power) of a power they know, for the entire session or longer (GM's discretion). After the designated time has elapsed the force user then makes a daunting (dddd) astrogation check upgraded by the force power's rating (e.g. protect = dccc, heal = dddc) + B for the each of the players uncommitted force dice A success means that the base power can be activated, while advantages say what upgrades are available (advantages cannot be spent on upgrades the force user does not have). Each item may only be imbued with one power at any one time.
  17. "Lightsaber becomes a Career skill. He may also decrease the difficulty of checks made to construct or repair lightsaber hilts a number of times equal to half his ranks in Knowledge (Lore) (rounded up), to a minimum of Easy" "Discipline becomes a career skill. Secrets of the Jedi may also be used when installing mods on lightsabers"
  18. counting only my career trees i can get up to eight what does that make me?
  19. first yes there is P.217-218 two weapon combat. second if kimber crits due to a Triumph and i have three advantages left i can hit with the krayt and score a crit do i treat these two as separate crit rolls or one crit roll with a +10?
  20. okay so dual wielding lightsabers one with kimber the other with krayt how would i do critical for this combo?
  21. dual wielding actually but yea it's stated on P. 204 F&D core "Rounds can represent roughly a minute or so in time, although the elapsed time is deliberately not specified." this is further elaborated latter on with incidental being "minor activities characters can undertake that require extremely little time or effort." maneuvers being "activities that aren’t complex enough to warrant a skill check, but which still involve time and effort on the part of a character." actions are left completely unmarked with time but are the most complex task a person can perform in a round as so are likely take up the most time
  22. thing is linked is more accurate as most combat checks take place over the course of a few minutes of brawling, whacking or shooting a successful check means one of those attacks made contact. linked, auto fire and dual wielding make it so that multiple attacks make contact
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