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Vek Baustrade

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About Vek Baustrade

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  1. You could instead think of it as Table distance. As in two players at the same table. That's the distance I'd allow this talent's use.
  2. My character is a ship kid. He has an "uncle" who was part of his parents' crew when my character was a child. I had him written down on my sheet as "Uncle Elsee, human" in my notes. Three RL years later, when I'd nearly forgotten about him, we encounter him on a job. It's not Elsee, it's L.C. My buddy, the GM, slides into his smoothest Billy Dee Williams and the table erupts with laughter.
  3. Am I alone in thinking the reason the Trade Federation were so afraid of the Jedi arriving to negotiate was not because they would control their minds, but that the jig is up? The Jedi can read your emotions and sometimes your thoughts. They know when you're lying, when you're manipulating, or withholding. Negotiations led by one of them would be direct because both sides know their powers can discern the truth of the situation. All deceptions and dissembling fall apart if they can be seen through.
  4. This has been a good thread and I've enjoyed the variety of opinions. Any GM worth his or her salt could come to a completely different, but justifiable, conclusion than I do. You're completely welcome to do so. What it comes down to for me, is that there are already countless combinations for species/career/specialization. You have plenty of options to make a unique character within the confines of the system, so I'm not inclined to pull it apart. I don't enjoy ensuring trees or species balance mechanically, so I don't mess with them.
  5. I wouldn't change anything. If you want to play a cloned Rodian, awesome. You have a Rodian's base stats.
  6. 3 weeks, 3 arguments about Rey being a Mary Sue. No new ground covered, no give and take, no compromise. Just the same people making the same argument over and over, ad nauseum.
  7. One thing with lightsaber hard points: Your kyber crystal takes up two of your 5 hard points right off the top, so in most cases, you'll have 3 left to customize with, not all 5.
  8. I'm all for visual aids. A picture's worth a thousand words and all. I just don't use maps or minis for relative distances. I prefer to keep that aspect of the game descriptive and somewhat abstracted to keep up immersion and pacing.
  9. Well, that's cool for your table. My point was that it's not standard issue for the game at large. I suspect it is an echo from playing other systems.
  10. This game uses narrative descriptions, so you don't have a speed value. You'll never be moving across a battle map, so speed is unnecessary. Movement is described using maneuvers in this game. They are covered in the Conflict and Combat chapter of each of the core books (FaD, 205; AoR, 213; EoE, 200).
  11. Here's an example: My hypothetical character has FR 3 and has purchased all of the Battle Meditation tree. I want to add successes to my two companions to make the upcoming fight easier. On my turn, I roll my force dice and get 4 light side side pips on my 3 dice. Since I have the entire Battle Meditation tree, I spend 1 pip on Magnitude to cover my 2 friends (and up to 3 more characters if I had that many friends). I spend a second pip to increase the ability's range from engaged to long. I spend the third pip to add a single success to the affected party members (activating the basic power). I have one pip left, but not a ton to use it on in this circumstance. I could extend range further, if necessary, or, if I had more companions, I could choose to buff them as well. After I've decided how I want to spend my pips, I can choose to commit my 3 Force dice to maintain this effect on everyone until I stop on a later turn or they move out of long range of me.
  12. No, that's not correct. It should go like this, all on a single turn: 1) Declare using Battle Meditation. 2) Roll your Force dice (minimum 2 to purchase the power). 3) Assign your force pips to the effects you want to occur, so they are affecting the people you want affected. 4) If you have at least 3 Force Die, you can choose to commit them to maintaining the effect you just created, as long as the affected stay within the range you set with Step 3 or you choose to drop it. During the period your dice are commited, you cannot use them for any other Force effects. I hope this helps.
  13. I think the best means of conducting training is to make it character driven. Instead of exposition, let it be revelatory if you can. Have it reveal the character of the trainer or trainee in some fashion, in addition to the lesson or power being taught so that it's not simply going through the motions. E.g. In the game I run for my wife, her first training with the Jedi who discovered her didn't involve combat, but showed her his philosophy: He fights dirty, implying he perhaps wasn't always a Jedi. Another later session, she realized she hates violence, but is coming to understand that sometimes you have to fight. For me, everything should be in service of the story you are trying to tell.
  14. At least it isn't the same guy, making the exact same argume-- oh, wait. Nevermind.
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