How would you tranlsate/convert Mechu-deru and Sever Force techniques?

By LukeZZ, in Star Wars: Force and Destiny RPG

How would you tranlsate/convert Mechu-deru and Sever Force techniques?

Thanks for any help!

Mechu-Deru appears in three forms in my mind:

1) The Artisan specialization for generally being a Force-assisted machinery wizard.

2) Technobeasts, which are a GM plot point, not an ability that a person can buy.

3) What I suggested for SAGA: use Mind Trick (Influence) on a droid.

Sever Force is also a GM plot point unless you'r campaign is about light side heroes going and cutting off a bunch of people from the Force. If it's just a once-off thing like the comics, it's part of the plot, not an ability to buy.

How would you tranlsate/convert Mechu-deru

Kinda covered in the existing Artisan tree. Comprehend Tech, Mental tools... it adds up.

Sever Force techniques?

Bad idea. Very very bad idea.

Sever Force is also a GM plot point unless you'r campaign is about light side heroes going and cutting off a bunch of people from the Force. If it's just a once-off thing like the comics, it's part of the plot, not an ability to buy.

This. Also not something that should be done by PCs easily I would say. That would be a bad idea.

However I would allow it as an alternative option to death. Death is a boring end to an individual character's narrative more often than not. Should an opportunity present itself where it would feel like an organic option, my thought is to go for it.

Edited by Atomisk

I had a character who was cut off from the Force. Like others have said, entirely plot.

Sever Force, especially as a permanent thing, is something that should entirely be a plot device and not something PCs should be able to readily access. Saga Edition had a lot of problem with Force-using BBEGs frequently getting horrifically nerfed by a PC using the Sever Force power in that system, turning what should have been a challenging and climactic boss battle into a snore fest.

If anything, the Calming Aura talent covers "protect oneself from enemy Force powers" pretty well, simply by making it more difficult for an enemy Force user to get their power to work, especially if using the power requires multiple Force points to get the proper effect.

As for Mechu-Deru... again, I'd say that's more plot device than anything else, although allowing the Influence power to work on droids would probably simulate the effects well enough if you really feel the need to include it as something the PCs could do. Although in that respect, I'd probably require the PCs to spend double the XP for the Influence base power and upgrades to have them be usable on both organics and droids.

Sever Force, especially as a permanent thing, is something that should entirely be a plot device and not something PCs should be able to readily access. Saga Edition had a lot of problem with Force-using BBEGs frequently getting horrifically nerfed by a PC using the Sever Force power in that system, turning what should have been a challenging and climactic boss battle into a snore fest.

If anything, the Calming Aura talent covers "protect oneself from enemy Force powers" pretty well, simply by making it more difficult for an enemy Force user to get their power to work, especially if using the power requires multiple Force points to get the proper effect.

As for Mechu-Deru... again, I'd say that's more plot device than anything else, although allowing the Influence power to work on droids would probably simulate the effects well enough if you really feel the need to include it as something the PCs could do. Although in that respect, I'd probably require the PCs to spend double the XP for the Influence base power and upgrades to have them be usable on both organics and droids.

In SAGA, I once Rebuked a Force Power from a Sith Lord while he and my character were on a thin walkway. It was beautiful. He had burned a Force Point to make his use of Push stronger, so when he also Rebuked, I could negate it and he couldn't. Everyone had a great laugh as he was tossed off the edge and we escaped. Then it happened for the final battle, but in reverse. I got nailed with Sever Force. The subsequent duel was among the most lame in my table's history, regardless of the fact that the heroes still prevailed.

Hence it's plot, not something you just buy.

I also had problems as a GM running Saga Edition with Sever Force. It's a die roll with a good chance of completely nerfing a powerful NPC. But I think the idea could be mechanically implemented so that it's balanced making it a useful thing to do but not an encounter ending ability.

First off, I think Sever Force was introduced to the (now Legacy) setting with Nomi Sunrider in the Old Republic era. It was a unique ability she developed and it was used at a very dramatic moment in the story. In other words she was the only one who could do it and it wasn't something she whipped out on a regular basis. If you are a GM I'd recommand making getting trained in Sever Force a plot point and something the player will have to work at (whether the player is developing the ability on their own or finding a teacher or holocron to instruct them). I'd also think about making it important to the plot at some point.

As for the mechanical side, I'd maybe make it a Force Power but more likely I'd make it a Talent (or a series of Talents) that let you spend a Destiny Point and make an opposed Discipline Check as an Action to manipulate another force users Force Rating or their force dice pools. Maybe the effect would be something like reducing your own Force Rating by a chosen amount and reducing the targets by the same. Or perhaps if the Discipline Check is successful the target has to spend a Destiny Point each time they use Force Powers for a given amount of time.

Edited by Jedi Ronin