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About masterstrider

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  1. I actually made a template in a Word document, cobbled together from multiple different sources of material. The SW FFG RPG die fonts, I found somewhere online to give me all the unique symbols; though not all are covered by the fonts and I've had to improvise a bit. The background is another image that I found and stretched out to fit on a standard A4 page. The stat profile was a little more complex. I made a blank file with the profile and the numbers 0-9 and I just copy/paste them into position. It's not glamorous by any means, but it's served me well.
  2. I have created a character sheet for Mace Windu. --Enjoy  https://drive.google.com/open?id=1-rtE6ywKBnMqmrFAbreQDktSvtevrxfd
  3. So, I did some crunching of what you can do with this option, and I believe in some circumstances, it's actually better than buying the stat increase. Let me explain: If you're going to use 30XP to increase a Br or Ag stat to 3, and you'll also be picking up Enhance (commit) force power, you may as well just buy the FR+1, since you can always commit that FR die to bring up the stat. The same could be done for Pr using the Influence control upgrade to add your Force die to the check, or using Farsight to improve your Perception/Vigilance and taking a lower Cn stat. In this way, you're just offsetting the reduced stat by using a Force power that offers you to use Force die to supplement the skill check. The main benefit comes as your progress with your character. If you take say Jedi - Knight as your starting spec, there is nothing that says you cannot backtrack and purchase Padawan for 20XP as your second spec, and with a further 45XP buying FR+1, bringing you up to FR3. From there, you can either invest in talents, or Force abilities, comfortable in the fact that you're powers will be going off quite reliably. Using this approach, means that you also achieve FR5 by the time you've completed the Master spec, with only 3 specialisations, e.g. Starting FR2, Jedi Knight (FR+1), Padawan (FR+1), and Master (FR+1).
  4. That's the really awesome part. It basically gives you a number of attacks per round = to the number of parry/reflect you use. That's pretty amazing. But I don't know a GM that would be generous enough to just target you with a whole bunch of different enemies just so that you can waste them all with extra attacks - but it would look pretty cool .
  5. Fair enough. Peerless Interception is probably a bit expensive for what it does, which is why I was recommending another alternative. Getting that bottom tier 2nd and 4th talent on any of the Jedi career trees is not easy, and for the 200ish XP you'd need to make it work you could probably use it to just buy the parry/reflect ranks anyway .😜
  6. You know, I did the math's on cranking up your parry/reflect to godly levels and I thought - why bother? It's a huge XP sink. If I am facing someone where they are clearly going to slice me in half, I think you need to think more strategically. Use the Force against them. Use your other party members to chip away their WT/ST. Or use powers like Bind, Levitate them (through Move + committed Force die) to hold them in place while they get blasted, or use Misdirect and go invisible. Trying to go toe-to-toe in the game is a very expensive option and draws away from so much of the other aspects of the character and game development e.g. social and exploration. In saying that, I still believe the most efficient route to being invincible in melee is through Reinforce Item in the Armourer tree. With high Brawn (or boosted due to Enhance) and good Soak, you're tanking 10+ damage easily. Doing the same through other trees is sooooo XP intensive. If your game is all about those mega combats, then sure, the above investment makes sense. But otherwise, it's just an XP tax for maybe 10% of the time when it comes up.
  7. Also thanks for the feedback. See my comment to the post above about Qui-Gon's strong control and connection to the Force. While his potential is not discussed frequently and in much detail in the books/movies, compared to say Anakin, Qui-Gon still had an exceptional mastery and knowledge of the Force. For that reason, I gave him a FR6. If you feel that FR5 is more appropriate, please feel free to make the change in your own version, should you want to use the NPC profile. Given that Dooku, his former master, has a FR5 I didn't feel that Dooku, despite his immense hunger for knowledge for the forbidden aspects of the Force, would give him the discipline and selfless control that Qui-Gon possessed to let the force speak through him. Regarding his combat verses Darth Maul: I have made Qui-Gon's stats slightly weaker than Maul's on purpose (lightsaber, WT and ST are both lower). Maul was trained in Form VII specifically to hunt and destroy Jedi, so it stands to reason that he was the better combatant. But Maul's mastery of the Force was not as strong. Obi-Wan (Old Ben) and Darth Vader both have FR6 also, and I believe Qui-Gon belongs in this category of Force prodigies. Less for his raw potential and more because of his knowledge and control.
  8. Thanks for the feedback. It's much appreciated and I am glad you liked the NPC profile. Regarding your comments: I gave him the high FR more for thematic than mechanical reasons. Qui-Gon was exceptionally skilled in the Force, even showing Yoda and Obi-Wan how to become Force ghosts, so it seemed appropriate to have a high FR giving his attunement and connection. Originally I had him at FR5, and gave his Lightsaber the ability to add one free white pip when using a Force power. In the end, the FR5/6 difference isn't really a huge factor as the character doesn't really require a huge FR to achieve a desired power check. Regarding his Force powers, feel free to make the changes to your own version as you mentioned in your comment. I felt Qui-Gon was at Master level based on my reading of the novels and source materials, hence why I made the adjustments.
  9. 1. Most of the core talents and abilities they offer in the career are available elsewhere (particularly with the Padawan and Knight specs; Master is a whole other kettle of fish). So by that logic, you could conceivably take any number of specs, as required and provided enough XP, to achieve what the Jedi career offers. By this I refer to things like (Imp) Parry/Reflect, FR+1/2, etc. They do offer their own unique signature talents (Will of the Force being a particularly nice talent), but that is no different from any other career. Part of the Padawan tree will never see XP investment, which is a shame, whereas other talent trees with FR+1 lower in the branch may hold your interest longer due to the talents available. As I mentioned above, the early access to FR+1 lets you get "involved" in the force part of your character earlier. From a game design perspective, I can see why this XP tax for FR+1 exists; to prevent people buying into careers early and getting those cheap FR+1s. But given the cost of investing in Force powers + the rating to make the powers effective, it acts more as a disincentive for Force Sensitive PCs who are forced to hobble along while they develop their skills (very much akin to playing a Wizard in 2nd ed D&D). In saying that, FR2 is a massive power jump for someone who knows how to take advantage of playing a Force class. I am happy to expand on this more if you're interested. 2. It certainly takes a lot of the early pain away. I hated having to play a force user who had 1 dice to roll or commit for like 5-6 sessions until I could get to my FR2, only to find that I now need to invest another 20-30XP per Force power before I was getting anything in return. I think it's even worse if you don't play with Knight level XP. Padawan is a blessing for players who want to get into the role of being a Force user earlier in the game. It made me to desperate for XP and took attention away from the RP side of my character who was miles away from how I envisioned them performing.
  10. If you want to invest in lightsaber, just buy ranks in it. It's 75xp to get 5 ranks in lightsaber and that'll serve you well. However, if you want to invest in the FR+1, Parry 2/Reflect 1 the tree offers, then that's a different story. Using renegade form assumes you have a "main stat" you want to capitalise on. But even if you have a Presence of 4 and use renegade form, you'd need to spend like 20-30Xp for the tree, and another 45Xp to get to renegade form. So, it ends up being around a 75XP round trip no matter what. But, you are like 45XP closer to another FR+1, should that influence you. It's up to you really what you'd prefer to focus on.
  11. I'm playing a character who started as a Jedi Padawan and moved into Knight. Some observations were that the padawan being able to earn FR2 so early meant that I could start to expand into my force powers sooner than with other F&D careers. For example, I had earned 180XP (for story reason) when I made the PC and was able to buy parry/reflect 1, FR+1, well rounded, quick draw and then Force powers: Enhance (down to brawn, agility commit), Sense base, Move base and Influence (mind trick and add force die to skill checks). That's a LOT more force potential than many other starting characters and the FR2 meant I could pull off the powers more consistently. I don't think the Jedi career makes you any better as a "Jedi/Force character" per se, it just lets you get access to that essential FR2 earlier (around 30XP sooner) so you have an incentive to start investing XP in using your powers more effectively sooner, as they're more likely to go off. As a career though (Padawn, Knight, Master, General), I have found the skill selection is really nice and serves as a great all rounder. They really suit the Jedi characters from the films. Well Rounded was a particularly nice touch but I found that I was more interested in boosting my force skills than worrying about getting skill ranks. I mean, the Force is your thing.
  12. Hi All, Provided you have FR2+, can you commit 1 force die to both the offensive and defensive force control upgrades in the same round? I have reviewed the forums on this topic and it seems, RAW, that when you activate "the power" i.e., Sense, you may apply any committed die you have available for the purchased upgrades. The key sentence in the FORCE POWERS section of the F&D book on p282 says, "using the power requires one action in structured time." The power in this instance is: Sense. The control upgrades don't say they cannot be used in conjunction with each other and are considered "upgrades" of "the power". And the committing Force die section doesn't say you cannot commit more than one die, only that the description will tell you how many you can commit at any given point. Has Sam clarified the intent on this? The way I read it, the power is activated and the control upgrades (both the defense and offense) along with it provided the criteria is met, which in this instance is having the Force die to commit. Edit: to further complicate the situation, the Control upgrades for sense are also referred to as "powers", which begs the question, what the **** is a power?
  13. You'd be hard to hit if your GM lets you stack defense abilities: armour with +1/2 defense, parry/reflect up to 5+, Sense (40-50Xp worth), maybe a defensive stance/dodge if your tree has one. That's a LOT of IFs and MAYBEs. And all that XP is not spent on actual RP skills like social, exploration, force powers, etc.
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