Homebrew Guardian Specialization: Grammaton

By Rakaydos, in General Discussion

Not every force order believes the lightsaber is the only true weapon. The Grammaton Order on Libria, for instance, has turned it's attention toward the more modern blaster pistol. Relying on a firm control of their emotions to ward off the dark side, they have pushed the force-combat style of the "Gun Kata" farther than any other- The Gun Kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents.

Tier 1 talents:

Quick Draw

Knockdown

Defensive Training

Confidence

Tier 2 talents:

Gun Kata Technique*: You may use your weapon's ranged profile as a melee weapon, replacing the skill with Agility: Melee and the range with Engaged. As such, you may use melee talents such as Parry with your weapon. This is in addition to the normal profile- you may still fire the weapon normally.

Sidestep

Multiple opponents

Parry

Tier 3:

Natural Gramaton (see NAtural Marksman, but for the skills of Ranged Light and Melee)

Sidestep

Dodge

Imbue Item*

Tier 4:

Parry

Dodge

Deadly Accuracy

Quick Movement*

Tier 5:

Deadly Accuracy

Dedication

Parry

Intuitive Grammaton*: When making a Ranged Light or Agility: Melee check, and (FD) no greater than force rating to the check. May spend (pips) to add successes or advantage.

Order within a tier and the arrangement of lines is subject to change. Initial thoughts?

Edited by Rakaydos

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Lol

Do you think my core mechanic adequately represents the Clerics of Grammaton?

I'm not sure about the Gun Kata Technique.

I get the parry desire, but requiring a second combat skill, Melee, seems odd. I'd rather let the talent ignore the difficulty increases due to being engaged with opponent (ranged (light) weapons only, excluding grenades), and then let the weapon count as a melee weapon for purposes of the parry talent.

Whether you attack by shooting or by using the blaster as a melee weapon could easily be flavour, story telling, it doesn't need a mechanical change that requires the character to develop a second combat skill.

Oh and: Kudos for bringing these guys into your Star Wars galaxy. I might just do the same. :D

I'm not sure about the Gun Kata Technique.

I get the parry desire, but requiring a second combat skill, Melee, seems odd. I'd rather let the talent ignore the difficulty increases due to being engaged with opponent (ranged (light) weapons only, excluding grenades), and then let the weapon count as a melee weapon for purposes of the parry talent.

The problem with reducing the difficulty, is that a pistol in melee already has the same difficulty as a sword in melee.

I considered just making it count as a melee weapon for the purpose of talents (like Knockdown, parry, and Frenzied Attack); this also has the effect of only needing one Deadly Accuracy. However, I put it this way because it was easier to explain. (and people doint have to run the (1P short+ 1P engaged = 2P melee) math.)

Fair point about the difficulty.

Then just make it count as a melee weapon, but still using ranged (light) for skill.

I like the way you've written it, even though crossing fandoms rubs me the wrong way. It adds flavor to the mechanic, encouraging gunwielders to emphasize Melee over Ranged and close to engaged range. A rather natural counterpoint to the "sniper" archetype.

I'm not really a fan of crossing the fandoms either. That said, it's an inevitability that grammatons get ported over in various homebrew.

So, I guess my first thought is that the kata technique is far too powerful. It should probably only apply to ranged light (as the katas hardly apply to assault rifles). Also, rather than treating those attacks as melee, maybe a reduction in difficulty for ranged attacks at melee range.

Natural grammaton is similarly too good, though with the above change, having that talent apply only to ranged light would be much more inline IMO.

For similar reasons, intuitive grammatons could easily be intuitive shot and be far more balanced and in-line with existing talents, as it is one.

Having said that, I don't think the mechanic that you've constructed reflects the actual fiction of what we see in the film. The katas are really more about mitigating the vagaries of combat by targeting in rapid succession the most statistically likely locations of a target in a gun fight. This kind of fluff may be better mechanically represented with reductions to two weapon fighting, additions of the linked quality, downgrading difficulty dice and ignoring setback dice.

I also don't see them as protectors, but warriors. They don't ever (to my best recollection) demonstrate protective qualities/skills.

That impression of the grammatons from my viewings of equilibrium. I also am AFB so I can't comment on the other talent choices in Terms of overall spec balance.

Also a possibility is perhaps a special exception to let them have access to the signature ability to defeat all the minions in an encounter from dangerous covenants.

Like I said, it's not my cup of tea, but I would focus more on fulfilling the actual stated effects of the katas in the film, rather than giving them the status of pseudo melee weapon.

Edited by Thebearisdriving