Forsee Incomplete?

By Kaiden Anova, in Star Wars: Age of Rebellion RPG

short version:

forsee is deliberate meditative focused skilluse with rolls etc etc.

deflecting blaster bolts is something else reflexive and split second action or gut feeling reactions that are very quick and unsophisticated. and not forsee.

long version:

remember quigon jin saying in ep 1 that anikin can see things before they happen which is why he "appears" to have such quick reflexes. which is common for all force users (he says "its a jedi trait" but im sure the reason he specifically said jedi is because she wouldnt know what the force was until he explained it to her. jedi trait is the quicker explanation) and all throughout ep 1, 2, and 3 we see anikin doing things that originally make no sense and seem stupid (getting stuck in the droid control ship hangar, oops shooting rockets inside said hangar oops then ooohh shucks he blew up something that caused secondary explosions all throughout the ship not so stupid after all) or when in ep 2 he says he is taking a shortcut he thinks (here it is important to note that even jedi sometimes dont know what they are doing but their gut tells them to do it.)

bottom line is there is forseeing which is actively using the force to see whatever. and yes i think you as the gm can just put present/future/past in your game or us whatever mechanics however you want that seems fair. but it is seeing and studying details and gaining information in a deliberate focused meditative manner. what we see with luke in ep 4 with the remote and we see with anikin several times in 1,2,3 is reflex actions that IMO dont count as a use forseeing action. as they are reflexive quick split second actions. forseeing is meditative deliberative concentrated focused use.

further when any jedi is deflecting blaster bolts are they using forseeing or this quick reflexive 'see things before they happen' gut feeling reaction business. which explains why sometimes they don't get all the blaster bolts and get shot. or get stabbed by darth maul even though *zomg jedi can forsee eeevvverrrryyttthhinnnggg!* those quicker non forseeing reflexive gut feeling see things before they happen moments are less sophisticated or less meditative or less deliberate than forsee.

here is a good example of a jedi using foresee: so anikin and obiwan are getting bootfaced by count dokuu and yoda on another part of the planet is sitting on a platform overseeing the battle. he looks down and frowns *play force theme* and asks one of the clonetroopers for a ship BC he foresaw obiwan and anikin getting facebooted by count dokuu. notice he wasnt deflecting blasterbolts or flinging rocks all over when he did it because he had to concentrate.

Edited by oriondean

I will be honest I think you are asking for more then this power was originally written for. You are looking for the whole farseeing power, as someone mentioned, from the saga edition and this is not that. In fact I would say that this force power is but a third of the farseeing power. I have a feeling that F&D books will address the other 2/3's of the power itself so I don't see any problem with this power at all. Now another question that I think that FFG should address is the ways you can apply this power. I think your example of Luke is great and we need more info on how he blocked the shots from the remote. I don't want to stop there though what about the blaster on the speeder bike. I mean the person was not holding the blaster so there was no life intent. What about in Episode 2 and 3 when the jedi were charging into swaths of battle droids and most survive such maneuvers. So I guess the question is what action did they take to block those bolts? I don't think it is the Foresee power as we have it now but I have a feeling that it will be expanded on in future releases in F & D line.

Blaster deflection is a fluffed version of Sense's left-side tree. It doesn't need to be more than that.

Blaster deflection is a fluffed version of Sense's left-side tree. It doesn't need to be more than that.

Blaster deflection is a fluffed version of Sense's left-side tree. It doesn't need to be more than that.

But what about redirection?

Too good for easy access imo. Should be a Signature Ability maybe.

Blaster deflection is a fluffed version of Sense's left-side tree. It doesn't need to be more than that.

But what about redirection?

Too good for easy access imo. Should be a Signature Ability maybe.

Or a high-end talent, situated in either Row 4 or Row 5 of any Jedi specializations. Particularly if it's the follow-up to a Blaster Deflection talent, and lacks a "straight route" to acquire.

Remember that Signature Abilities are sourcebook material, and blaster redirection is such an iconic Jedi ability that it'd have to be in the core rulebook.

Edited by Donovan Morningfire

Blaster deflection is a fluffed version of Sense's left-side tree. It doesn't need to be more than that.

But what about redirection?

Too good for easy access imo. Should be a Signature Ability maybe.

Or a high-end talent, situated in either Row 4 or Row 5 of any Jedi specializations. Particularly if it's the follow-up to a Blaster Deflection talent, and lacks a "straight route" to acquire.

Remember that Signature Abilities are sourcebook material, and blaster redirection is such an iconic Jedi ability that it'd have to be in the core rulebook.

Iconic in TCW. I don't recall Luke doing that did he?

Blaster deflection is a fluffed version of Sense's left-side tree. It doesn't need to be more than that.

But what about redirection?

Too good for easy access imo. Should be a Signature Ability maybe.

Or a high-end talent, situated in either Row 4 or Row 5 of any Jedi specializations. Particularly if it's the follow-up to a Blaster Deflection talent, and lacks a "straight route" to acquire.

Remember that Signature Abilities are sourcebook material, and blaster redirection is such an iconic Jedi ability that it'd have to be in the core rulebook.

Iconic in TCW. I don't recall Luke doing that did he?

Pretty sure Luke redirects that shot from Jabba's sail barge in the Dune Sea, knocking Boba Fett over. WHILE he was tied up :)

That could be an instance of Sense ability pushing some Challenge dice into the shooter's dice pool, if one considered Boba Fett to be "engaged" with Skywalker. Either way though, IMO it's definitely a redirect.

All that aside, it's hard to say what FFG has been looking at for development of Force abilities. They're obviously not using JUST the films for their frame of reference in their product as a whole, since there is already a hefty amount of head-nods to previous RPG editions and other EU lore in their published works.

Blaster deflection is a fluffed version of Sense's left-side tree. It doesn't need to be more than that.

But what about redirection?

Too good for easy access imo. Should be a Signature Ability maybe.

Or a high-end talent, situated in either Row 4 or Row 5 of any Jedi specializations. Particularly if it's the follow-up to a Blaster Deflection talent, and lacks a "straight route" to acquire.

Remember that Signature Abilities are sourcebook material, and blaster redirection is such an iconic Jedi ability that it'd have to be in the core rulebook.

Iconic in TCW. I don't recall Luke doing that did he?

Also iconic in the prequel films, and the bulk of the EU. Just because a lot of that prior material has been shuffled into "Legends" category doesn't mean the fanbase has utterly dismissed all that material, or that FFG has for that matter. There's quite a lot of EU material that was part of the overall canon in the EotE books that's now become "Legends."

And as Away noted, you may need to rewatch the original trilogy, as there are instances of Luke reflecting blaster fire back at his attackers during RotJ.

Luke did do redirection in RotJ on Jabba's barge. There were a few guys who shot at him who got hit by their own shots. Now a few he redirected at other targets but then he got shot in the hand. There was only one redirection I remember really though.

It has got to be a major challenge to recreate some of this stuff in game terms. I do not envy the game authors their task of rendering movies, hundreds of books and previous game publications, ALL "canon". That would be a monumental task. I wish I could find a group to try this game. It sounds really kewl!

Easy talent.

Lightsaber deflection:

When a blaster attack has missed the character since their last action, take a deflection action; Make a Lightsaber check as a ranged attack. The attack's base damage and critical rating is equal to the original missed attack's.

It has got to be a major challenge to recreate some of this stuff in game terms. I do not envy the game authors their task of rendering movies, hundreds of books and previous game publications, ALL "canon". That would be a monumental task. I wish I could find a group to try this game. It sounds really kewl!

Lightsaber deflection?

Not really. I've had a couple different versions in my Ways of the Force file for some time, with the latest method being broken out into two talents.

Good points, but there is nothing in Forsee that suggests a mechanism for viewing the present.

What would qualify as viewing "the present"? What constitutes "the present" in game time, both structured and narrative? I really wonder how to put such a thing into the game mechanically, that is better than initiative checks (I mean sure, Perception could be included too I guess...) and the current glimpse up to one day into the future, but I assume it can be pretty much shorter than that too, like 1 minute from now, or " what happens if I open this door?" ...

Initiative checks are certainly a lot more immediate than looking one day into the future, you can also affect your allies' initiative and grant them cool free stuff. Sort of like battle meditation, right?

I think it covers "the present" pretty well, without infringing upon the Sense power. These two combined are dangerous! You become initiative, attack and defence monkey. You can sense living, you can foresee what is about to happen - and this combination tells you whether its something alive or not that's going hurt you. Additionally you improve you allies' initiative (and perhaps grant them a free manoeuvre), and with a high enough force rating give yourself upgrades to both attack and defence. Of course, a force rating of 3 or higher is preferable to do this - and then the foresee won't really happen regularly.

Easy talent.

Lightsaber deflection:

When a blaster attack has missed the character since their last action, take a deflection action; Make a Lightsaber check as a ranged attack. The attack's base damage and critical rating is equal to the original missed attack's.

That's a pretty nice idea. I like it. So, you basically choose between a potential ranged attack or a melee attack. Nice!

Good points, but there is nothing in Forsee that suggests a mechanism for viewing the present.

What would qualify as viewing "the present"? What constitutes "the present" in game time, both structured and narrative? I really wonder how to put such a thing into the game mechanically, that is better than initiative checks (I mean sure, Perception could be included too I guess...) and the current glimpse up to one day into the future, but I assume it can be pretty much shorter than that too, like 1 minute from now, or " what happens if I open this door?" ...

Initiative checks are certainly a lot more immediate than looking one day into the future, you can also affect your allies' initiative and grant them cool free stuff. Sort of like battle meditation, right?

I think it covers "the present" pretty well, without infringing upon the Sense power. These two combined are dangerous! You become initiative, attack and defence monkey. You can sense living, you can foresee what is about to happen - and this combination tells you whether its something alive or not that's going hurt you. Additionally you improve you allies' initiative (and perhaps grant them a free manoeuvre), and with a high enough force rating give yourself upgrades to both attack and defence. Of course, a force rating of 3 or higher is preferable to do this - and then the foresee won't really happen regularly.

I've used foresee for present events. One of my players took Foresee for his FS:Em. The last time he used it, I played it akin to a cut scene. I had no intention of revealing the information at the time, but because the FS:Em called upon the darkside and the scene he would see involved someone strongly connected to the character's past, I played it out. I didn't specify when the scene was happening at that moment in time. Whether in the present or sometime in the near future, but it worked great. Because the FS:Em used darkside pips, I flavored it really heavy with darkside descriptors and strong emotions.

Edited by kaosoe