Jump to content
Sign in to follow this  
Rakaydos

Majora Sephiroth

Recommended Posts

...just for sillyness sake...

Knight level (150 XP budget)

Move basic 10
Range 5
Range 5
Control (throw) 10
Range 15
Strength 10
Strength 10
Strength 15
Strength 20

100 xp

Mystic: Advisor
Lore (free) Outer Rim (free), Charm (free) Coercion (free)
Charm (free), Decetion (free)
Lore 10
Lore 15
Lore 20
Lore 25

Grit 5
Knowlege is Power 10

=185 XP

Human (-110)
Discipline (free)
Lightsaber (free)

4 Willpower (70 XP)
=145 XP

Morality -21 (dark sider)

Once per session, find a sillouette 13 or less moon at planetary scale range. Throw it at someone. Watch the world burn.

Edited by Rakaydos

Share this post


Link to post
Share on other sites

That...is admittedly hilarious.

 

Obi Wan: That's no moon...it's a space station!

PC: Not anymore... *throws Death Star at nearby planet*

Obi Wan: ....Size matters not, Yoda said, but WOW!

That reminds me of star wars infinities, the alternative timeline star wars trilogy.

Yoda used his force powers to make tarkin drive the death star into a planet.

Share this post


Link to post
Share on other sites

Very amusing. If I may, There are a few points of order I would like to make so people don't take this build too seriously.

 

 

*adjusts glasses*

 

  • Knight-level play does not allow you to raise a skill rank above 3, so you'll have to bank some of your XP and bring up your lore after your first session.
  • The death star has been described as being silhouette 10. The Discipline check needed to move such a structured is well past the Impossible range. The rules become iffy on how to handle that, but it's clear that the GM has every right to say no to an impossible check.
  • Move still works in personal scale combat, even extreme is still considered personal scale. Additional range upgrades would not put you into vehicle scale. Extreme range is likely the cap on range for this power, even if the range upgrade can be activated multiple times. There's no hard rules for that, so that would be call for each individual table to make.

 

I never gave Knowledge is Power a good amount of consideration until recently. Good job. ;)

Edited by kaosoe

Share this post


Link to post
Share on other sites

 

That...is admittedly hilarious.

 

Obi Wan: That's no moon...it's a space station!

PC: Not anymore... *throws Death Star at nearby planet*

Obi Wan: ....Size matters not, Yoda said, but WOW!

That reminds me of star wars infinities, the alternative timeline star wars trilogy.

Yoda used his force powers to make tarkin drive the death star into a planet.

 

didn't he steer the executor into the deathstar or the planet?

Share this post


Link to post
Share on other sites

Yeah, Knowledge is Power is one of those talents that gets very nasty as a PC gains XP.  The fact it's once per session means that the PC is probably going to be cagey about using it unless they feel it's really, really important.  Of course, if used with powers like Move or Unleash, odds are the Advisor is going to be able to bring out one hell of a whammy on the BBEG of an adventure... so long as their Discipline is able to keep up with the difficulty of the opposed check.

Share this post


Link to post
Share on other sites

I "discovered" this power originally because I was putting together a knight level Noble comunications officer for a con game, my mind lept from noble to Taipani to imperial force user and I flipped open the F+D Beta for a talky darksider. I've always considered Advisor to be the "Senator palpatine"  class, and as I'm putting the ability to add FR1 to social checks from Influence, I find for 25 XP of lore and 15 XP of ability, he can turn that into FR3 1/session.

Share this post


Link to post
Share on other sites

Knowledge is Power also becomes completely useless once you reach FR 5 or even if you FR exceeds you Knowledge (Lore). The talent grants a force rating (the same wording used for Force Sensitive Exile and Force Sensitive Emergent), it does not increase it. Meaning, if I have a FR 2 and a Knowledge (Lore) one 1, if I use that talent, my Knowledge (Lore) becomes 1.

Share this post


Link to post
Share on other sites

You are forgetting about committing force dice. Even if you have a force rating of five a lot of the time you are going to have multiple dice committed. Take Mace Windoo for example, his shatterpoint ability requires you to commit 3 dice, then you would think that he would also have the defensive upgrade from sense   active, that is four dice down for your pool. So lets say that Mace is a force rating six badass, now he is effectively a force rating two guy, unless he has this talent which allows him to really unleash once per session.

Share this post


Link to post
Share on other sites

Knowledge is Power also becomes completely useless once you reach FR 5 or even if you FR exceeds you Knowledge (Lore). The talent grants a force rating (the same wording used for Force Sensitive Exile and Force Sensitive Emergent), it does not increase it. Meaning, if I have a FR 2 and a Knowledge (Lore) one 1, if I use that talent, my Knowledge (Lore) becomes 1.

Good point, you "treat FR to be = ranks in Know (lore)" ... Ah well, by the time FR > ranks in Lore it doesn't necessarily matter much anymore. If you go towards FR 5 as quickly as possible that's still Seer and Sage more or less completely bought up. It's going to take time. But yeah, you're right, eventually it actually becomes useless.

Share this post


Link to post
Share on other sites

Although, I guess, for some it's cheaper to buy up Lore and have this talent, than to burn through at least 2, likely more talent trees just for that.

 

Starting Sage or Seer you may want to go LS tree afterwards, or the other way around. And there are two other game lines with useful stuff you may want to acquire.

Share this post


Link to post
Share on other sites

Knowledge is Power also becomes completely useless once you reach FR 5 or even if you FR exceeds you Knowledge (Lore).

 

Well, actually, when you commit dice you effectively reduce your FR, so even at FR 5, if you have most of your dice commited you can find KiP useful for an unexpected Force burst.

Share this post


Link to post
Share on other sites

 

Knowledge is Power also becomes completely useless once you reach FR 5 or even if you FR exceeds you Knowledge (Lore).

 

Well, actually, when you commit dice you effectively reduce your FR, so even at FR 5, if you have most of your dice commited you can find KiP useful for an unexpected Force burst.

 

Bind. Comit FR to sustain. Pull a mountian from "secure mountings" and drop it on them. :P

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...