Hey guys, I've posted minimally, but I've been a lurker for the forums for a while. I figured I'd jump in with a cry for help, because why not start there?
I have an ongoing game and I'm a very experienced DM/GM, but I'm still getting the hang of the little nuances of the game even after nearly a year of running it. I keep shooting myself in the foot over and over because as I was just getting used to Edge of the Empire, I threw in Age of Rebellion; just when I was getting used to Age, I got my hands on Force and Destiny.
My game is now coming on its third game with the Force and Destiny beta rules and overall, me and my players are very pleased. Everyone is doing their thing and having a blast doing it. We have the luxury to have a whole day to commit to the game every other Sunday (we trade off on an old D&D game that has been going for nearly four years).
I have no real trouble with the rules, but I've run myself into a corner.
The group had a great race against time against the Empire in this big treasure hunt from Jedi/Sith ruin jumping. It was very Indiana Jones while the Empire worked well as the Nazis. There are three force-users, one very much becoming Sith. Inter-party conflict has started already, which is fine, but they were working together to get an old holocron that was mostly research notes and taught a force power: the power to see the past of objects; basically reading the "living force residue" of objects.
I didn't want a huge power that was extremely crazy, but I'm also hiding a bunch of notes and secrets as it was researched by a sith and the like. Knowledge Lore for the career skill, I figured, would be best.
I don't plan on creating a talent tree and the like, but I assume spending more force points in the power will give the user a clearer picture or let them reach farther back into the past for an item. Any suggestions to keep this from breaking my game would be awesome.
My original reason for posting was for a simple question, but I went on a tangent to get the basics of the situation out of the way: if someone learns a force power from a holocron, should they keep it for good or only when they have possession of the holocron?
I haven't revealed what the holocron does exactly yet, except the knowledge lore and, it being a sith holocron, it will be a very sassy holocron which will lie straight to their face. Does anyone foresee some problems with the power. I can deal with the infighting, as the group fights each other over the drop of a hat, so no worries there. That, unfortunately, is just my group of friends.