Tutaminis

By Meribson, in Star Wars: Force and Destiny RPG

I have been thinking about making a Knight-level character that put heavy focus in learning/mastering Tutaminis (the ability to absorb and at higher levels converting/redirecting energy, whenever Yoda catches Force Lightning he's using Tutaminis).

Is it in the F&D beta and I just missed it because it wasn't called that?

It's called Protect/Unleash

Whafrog is right. I personally went through Wikipedia's full list of Force Powers and only found a few that weren't represented, such as Morichro, Mindwalking, and Psychometry. Everything else is really just picking the right upgrades.

Ah, thanks for clearing it up for me.

Whafrog is right. I personally went through Wikipedia's full list of Force Powers and only found a few that weren't represented, such as Morichro, Mindwalking, and Psychometry. Everything else is really just picking the right upgrades.

Those aren't specifically called out, but I think you could easily adapt existing powers for that. Not sure about Mindwalking, but I'd definitely allow Morichro using Heal/Harm with a Mastery upgrade and a Resilience or Discipline check. Psychometry might be Seek with at least the first Control upgrade.

As far as I know, Vos was the only Jedi with Psychometry, and that was due to his genetic background, so the player might need to make a story case, and maybe if they're human need to put one of their free ranks into Perception or Knowledge (Lore) or something like that.

Hadn't thought of using Seek for Psychometry... Morichro and Mindwalking seem a lot more like GM plot devices than anything else.

How about the ritual of Force Walk? For the NPC that knows it in my games, it'll be narrated but if he teaches it to a PC?

P.S. Force Walk binds a Force Spirit to the user, allowing them to draw upon the ghost's power.

Simple: Don't teach a PC. If players whine, say it requires an ungodly FR of 3 or 4. That'll discourage them.

Better yet, just tell the players that it's a GM plot device. If the players learn it, call it special narrative flair when spending a Destiny Point on a roll.

You're not going to find every single instance of the Force to be covered in the Force powers offered by Force and Destiny. Most of what's there is going to be the recurring effects, such as Bind = Force grip/choke = Bind power, while Force lightning and bare-handed reflection of energy attacks are covered by Protect/Unleash. Heal/Harm and Battle Meditation

If you've really got to go digging to find the source of a given Force-based effect, or it only shows up in a single yet fairly obscure source, odds are it's not going to get any sort of official treatment. At that point, you're likely best served by looking at existing mechanical effects in the system, including non-Force talents, and see if they capture the general effect that you're after.

There's also the fact that some powers really are just purely narrative with little need for mechanical considerations. Flow Walking can largely be deemed a high-end narrative aspect of Foreseeing, only with the ability to view (but not alter) the past. Putting an NPC in an extended yet unwilling bout of long-term status could be handled as an aspect of Harm, with the Force user having pushed the target past their Wound Threshold via the power but not killing them courtesy of GM fiat. Mecha-Deru is really just Influence specifically tied to machines rather than organics.

Psychometry itself is, in a purely mechanical sense, an inverse application of Foreseeing, viewing key elements of a specific item's past rather than your own personal future. I suspect that might get a separate Force power, provided that FFG opts to include new Force powers in the eventual supplements, since it's not a very common ability but well-known enough thanks to Quinlan Vos' popularity that it's a potential candidate for getting a specific Force power built around it. Or, it might just get covered as a Force talent that adds a new way to use Foresee or even Seek, possibly in the Seeker career sourcebook as part of the new specs (seems thematically appropriate to that career out of the six).

Edited by Donovan Morningfire

I have no proof, but I wouldn't be shocked to see 1 new power in every F&D career source book released. I could very well be wrong, but I wouldn't be surprised either way.

I have no proof, but I wouldn't be shocked to see 1 new power in every F&D career source book released. I could very well be wrong, but I wouldn't be surprised either way.

But what powers? I can't find anything not covered except for fringe cases where you can't make a full tree of upgrades...

I have no proof, but I wouldn't be shocked to see 1 new power in every F&D career source book released. I could very well be wrong, but I wouldn't be surprised either way.

But what powers? I can't find anything not covered except for fringe cases where you can't make a full tree of upgrades...

I can't think of a whole lot, but...

I -could- see saber-throw as a tree. The base level requires the talent of the same name, and then additional upgrades change the number of targets you hit, how hard, range, how many sabers you can throw... (6 lightsaber knives!)

The whole Vapaad thing with its shatterpoints

Beast control, maybe?

Expanding on the whole alchemy/artificing thing?

I mean, there probably aren't a whole lot of options out there, but I could see FFG doing one per book that each career would love to have.

Actually, saber throw could have a mastery for telekinetically wielding weapons... I guess.

Shatterpoints are more or less how I see Destiny Points working...

Beast control is already sort of in as a couple talents.

Alchemy / artificing... If there was a non-techie artificer tree, that would be it.

Saber Throw's already covered by a talent.

Shatterpoints are actually under the Seek power, with upgrades that provide Pierce and a free Triumph each combat check against a specific opponent. Exploiting a shatterpoint can already be covered as the effect of a Triumph on a Force user's check, it's just the Seek upgrade (believe it's a Control Upgrade) lets you get a Triumph consistently against that particular opponent; you can indeed "see where they break."

Beast control is again covered in existing talents in the Pathfinder spec, although I'd be surprised if they don't get a revisit (perhaps in the Mystic career sourcebook) as some kind of beast controller/master spec that's entirely focused on animal control with a peppering of Beast Rider talents from Stay on Target, rather than it being a side jaunt like it is for Pathfinder.

If kaosoe is on the mark and the only place that we see new Force powers is going to be the career sourcebooks, then that means the design team's only got to come up with a total of six new powers. And with a new movie coming out this December, so who knows what we're going to see in terms of potential new Force stuff.

Shatterpoints are actually under the Seek power, with upgrades that provide Pierce and a free Triumph each combat check against a specific opponent. Exploiting a shatterpoint can already be covered as the effect of a Triumph on a Force user's check, it's just the Seek upgrade (believe it's a Control Upgrade) lets you get a Triumph consistently against that particular opponent; you can indeed "see where they break."

Dang... Never noted that before... I mean, you need a lot of Force pips, but still, that's crazy.

Well, being able to reliably sense and exploit a shatterpoint was generally noted to be the realm of experienced/powerful Force users, at least prior to the "lets make Luke and his relatives the most uber Force user ever!" nonsense that was Legacy of the Force. Mace Windu was noted as being exceptionally good at sensing and exploiting shatterpoints, and even developed his Vaapad fighting style to incorporate that ability. So it makes sense that in FFG's system where Force users generally aren't meant to be gods amongst mortals, that such abilities are costly in more ways than one.

It's a good system that allows for characters with crazy power levels, but also works well on the low end of that spectrum, and doesn't suffer from d20's power curve.

There is always some crazy exceptions. Aiing-Ti teleportation/apportation is the first one that I can think of. Probably not even close to canon anymore, but I am using them in my game currently.

Simple: Don't teach a PC. If players whine, say it requires an ungodly FR of 3 or 4. That'll discourage them.

Better yet, just tell the players that it's a GM plot device. If the players learn it, call it special narrative flair when spending a Destiny Point on a roll.

Ungodly? Most of my Force using players have like 5-6 FR...and they aren't even that high of exp.

I dish out pretty small amounts of xp... My players also tend to spread around multiple trees rather than focus on one, so in the 5 or 6 campaigns we've played, no one has yet hit the highest tier of talents.

I like my games to feel more like the original trilogy, where the heroes run as often as they actually fight, and using a Force power is somewhat unreliable, meaning that using Dark Side Force pips is actually a temptation. It's personal preference, and my players have never once objected.

Edited by MuttonchopMac

I dish out pretty small amounts of xp... My players also tend to spread around multiple trees rather than focus on one, so in the 5 or 6 campaigns we've played, no one has yet hit the highest tier of talents.

I like my games to feel more like the original trilogy, where the heroes run as often as they actually fight, and using a Force power is somewhat unreliable, meaning that using Dark Side Force pips is actually a temptation. It's personal preference, and my players have never once objected.

My players are around...850-ish. We've been using the same group since Edge came out, the only reason they aren't higher level is cause they keep dying.

Then again, we do have some other issues on why the players keep dying, but it's something I intend to hash out today.