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new GM looking for help so i know that they're zabraks but this doesn't really fit with the whole witch aspect that my player is going for and would like to see if this is balanced

intelect 3 brawn 1

starting rank in lore

Forbidden knowledge:

Once per session flip destiny to add FP, S or A equal to ranks in lore to any one force check and suffer an equal ammount of conflict

 

alt perk:

magicks

once per session may flip destiny up to ranks in lore for the remaining encounter increase force rating by the amount of destiny flipped

 

starting XP: 85

Edited by Stormbourne

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1 hour ago, Stormbourne said:

i know that they're zabraks but this doesn't really fit with the whole witch aspect that my player is going for

What exactly is your player going for?

 

1 hour ago, Stormbourne said:

when ever using the force add DS to the result (does not force use of darkside

....No.... just no... If you want to be a Darksider commit and start with the Darkside alignment option. Giving them a free dark pip that doesn't count against them? Wow, thats just too good. Great if you're a marauding murderhobo player, not so much if you're a GM trying to run a camapign.

 

1 hour ago, Stormbourne said:

when making a combine force check or opposed force check may suffer may add successes equal to lore and suffer equal strain and conflict

Interesting... not sure if it'll work as that makes Force using opponents a lot easier. But it is interesting...

 

 

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2 hours ago, Ghostofman said:

...No.... just no... If you want to be a Darksider commit and start with the Darkside alignment option. Giving them a free dark pip that doesn't count against them? Wow, thats just too good. Great if you're a marauding murderhobo player, not so much if you're a GM trying to run a camapign.

This ^
There is already RAW for using the Dark Side pg 52 & 281 F&D sidebar.

Edited by FuriousGreg

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4 hours ago, Ghostofman said:

What exactly is your player going for?

an intellectual with secret/ancient powers

 

4 hours ago, EnderMelchior said:

Dathomiri Witches are any species they want to be on Dathomir. Zabrak or Human, typically. If you want to play a witch, look through the rules of the mystic sourcebook. A Mystic/Magus would be a great start.

i think you may be getting there ability to posses any race with being any race as all there members that i can find are dathomirians a sub species of zabraks

 

2 hours ago, FuriousGreg said:

This ^
There is already RAW for using the Dark Side pg 52 & 281 F&D sidebar.

first time crafting a species and try to see where the boundaries are

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3 minutes ago, Stormbourne said:

an intellectual with secret/ancient powers

 

i think you may be getting there ability to posses any race with being any race as all there members that i can find are dathomirians a sub species of zabraks

 

first time crafting a species and try to see where the boundaries are

Dathomirians are specifically the Night Brother Zabraks. The witches are generally humans, who then interbreed with the Zabrak males, for some odd reason the females are born as humans and the males are Zabrak. Don't think too hard about it, it will only hurt your brain.

 

Best way to do it, if you want to be a Night Sister, is to take a human and take one of the Alchemist focused mystic careers. Then use a **** of a lot of alchemy, which can either be Discipline or Lore. Then you have a Night Sister from Dathomir, which is to say a witch. Want to be a male witch? Change human into Zabrak. Want to use Dathomirian sorcery but not be limited to species choice? Take any species you want and just have them be trained by some exiled witch.

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15 minutes ago, Stormbourne said:

an intellectual with secret/ancient powers

 

i think you may be getting there ability to posses any race with being any race as all there members that i can find are dathomirians a sub species of zabraks

 

first time crafting a species and try to see where the boundaries are

 

8 minutes ago, Darth Revenant said:

Dathomirians are specifically the Night Brother Zabraks. The witches are generally humans, who then interbreed with the Zabrak males, for some odd reason the females are born as humans and the males are Zabrak. Don't think too hard about it, it will only hurt your brain.

 

Best way to do it, if you want to be a Night Sister, is to take a human and take one of the Alchemist focused mystic careers. Then use a **** of a lot of alchemy, which can either be Discipline or Lore. Then you have a Night Sister from Dathomir, which is to say a witch. Want to be a male witch? Change human into Zabrak. Want to use Dathomirian sorcery but not be limited to species choice? Take any species you want and just have them be trained by some exiled witch.

It should also be noted that this pretty much only covers the Nightsister tribe in particular. It does not necessarily cover other tribes of witches, which, in the old lore were all predominantly normal humans. 

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21 hours ago, Ghostofman said:

....No.... just no... If you want to be a Darksider commit and start with the Darkside alignment option. Giving them a free dark pip that doesn't count against them? Wow, thats just too good. Great if you're a marauding murderhobo player, not so much if you're a GM trying to run a camapign.

 

19 hours ago, FuriousGreg said:

This ^
There is already RAW for using the Dark Side pg 52 & 281 F&D sidebar.

@Ghostofman @FuriousGreg

any better

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1 hour ago, Stormbourne said:

 

@Ghostofman @FuriousGreg

any better

I'm guessing you mean do we have any other RAW around Dark Side use? Other than those two bits there are no other rules per se, essentially everything else works the same. There are some notes in the Force Powers section for individual powers and effects but other than that DS PCs follow the same rules as LS PCs.

I can suggest picking up Ghosts of Dathomir which has some good lore and a nice fear based Dark Side Power.

Edited by FuriousGreg

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3 hours ago, Stormbourne said:

 

@Ghostofman @FuriousGreg

any better

OK, gonna start over because I see you're making progress. 

 

 

So... first question:

Why?

One of the first pitfalls of creating your own content is the temptation to make something just to make it.

What is it about the Dathomir Nightsisters under Mother Talzon that makes you feel they deserve an entirely new species? What is it about Human, Zabrak, and other existing Species that you feel doesn't allow you to make "an intellectual with secret/ancient powers?"

Are you making a recognizable unrepresented species, or just getting wrapped up in the differences between New Yorkers and Texans? (which are admittedly great, but New Yorkers typically don't think of Texans as an entirely different species...)

 

On ‎6‎/‎26‎/‎2018 at 8:39 AM, Stormbourne said:

intelect 3 brawn 1

starting rank in lore

Fine. 

On ‎6‎/‎26‎/‎2018 at 8:39 AM, Stormbourne said:

possible special abilities:

Ok, first thing I want to ask is this: What if I don't want to play this species with a Force using Career/Spec? Will it still work? Will I still benefit from the special abilities? Yes, Nightsisters are all assumed to be Force Sensitive, but you're in essence making a Zabrak/Human hybrid here, so they don't have to be default be Force users. 

Yes, I know this is the FaD forum and you're planning to use this in a FaD campaign, but a Species should be pretty universal in nature. Laser focusing it on one specific build bracket is a sign you're probably making something that's going to be OP.

 

On ‎6‎/‎26‎/‎2018 at 8:39 AM, Stormbourne said:

when making a combined force check may add successes equal to lore and suffer equal strain and conflict

Ok, interesting idea. Most force powers don't require a skill check except in certain situations or functions, so not hugely unbalancing. Exchanging strain is a fair trade most of the time. 

Why do I take conflict?

What if I have Obligation, or Duty?

Is added success really what you want? Why not something like add an additional boost dice to "assist" maneuvers involving force powers or talents? 

Is there another option that might make more sense? Stalker?

 

On ‎6‎/‎26‎/‎2018 at 8:39 AM, Stormbourne said:

only gets half benefit from conflict dice, if darkside force user add DS to all force checks

Still too powerful.

Adding a pip to all force checks is essentially an instant-on for all force checks. You're basically giving me a boost that would normally take around 100XP to get. That's a significant leg up.

What if I start as a Darksider? Why would I care if my morality goes down faster? I actually get a Darkside bonus faster!

What if I have Obligation or Duty instead? Now I can't even be a Darkside force user at all.

 

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4 hours ago, Ghostofman said:

So... first question:

Why?

my player ask specifically to play a dathomir witch

4 hours ago, Ghostofman said:

Ok, first thing I want to ask is this: What if I don't want to play this species with a Force using Career/Spec? Will it still work? Will I still benefit from the special abilities? Yes, Nightsisters are all assumed to be Force Sensitive, but you're in essence making a Zabrak/Human hybrid here, so they don't have to be default be Force users. 

Yes, I know this is the FaD forum and you're planning to use this in a FaD campaign, but a Species should be pretty universal in nature. Laser focusing it on one specific build bracket is a sign you're probably making something that's going to be OP.

my first response was i know the players going to be a force user so i didn't need to care, but i don't feel like that is the right response. your ask what would happen if i were a dathomir colonist and the answer is i don't know i wasn't really thinking about that when i made this

5 hours ago, Ghostofman said:

Ok, interesting idea. Most force powers don't require a skill check except in certain situations or functions, so not hugely unbalancing. Exchanging strain is a fair trade most of the time. 

Why do I take conflict?

What if I have Obligation, or Duty?

Is added success really what you want? Why not something like add an additional boost dice to "assist" maneuvers involving force powers or talents? 

Is there another option that might make more sense? Stalker?

because im trying to work their darkside lore into the speices

if you where a soldier/force sensitive recruit you would have both obligation and morality (that's how my GM played it)

that's not a bad idea....yoink

stalker????

5 hours ago, Ghostofman said:

Still too powerful.

Adding a pip to all force checks is essentially an instant-on for all force checks. You're basically giving me a boost that would normally take around 100XP to get. That's a significant leg up.

What if I start as a Darksider? Why would I care if my morality goes down faster? I actually get a Darkside bonus faster!

What if I have Obligation or Duty instead? Now I can't even be a Darkside force user at all.

don't add force pips got it

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