Its all in the title really....
On another note... would it make sense to talk Exile - Emergent - F&D Career?
On a further note, how many Jedi Wookiees do you know of?
RD
Its all in the title really....
On another note... would it make sense to talk Exile - Emergent - F&D Career?
On a further note, how many Jedi Wookiees do you know of?
RD
Yes. You have to take a career with a starting specialization as usual, then spend 20 xp to buy the force sensetive spec.
Edit: If you play EotE you kind of have to, if that is what you mean by "normal" career. But I guess you could be force sensitive withour the spec. if your gm allowed or play a F&D career.
Most races can be force sensitive and I have a character concept of a force sensitive wookie witch doctor, a colonist doctor + force sensitive exile, maybe + beast rider spec. too.
Edited by RodianCloneIts all in the title really....
On another note... would it make sense to talk Exile - Emergent - F&D Career?
On a further note, how many Jedi Wookiees do you know of?
RD
It isn't exactly efficient in an XP sense, but it is certainly thematic, especially in a long-running game that has transitioned between themes (and thus core books). I won't allow my players to use AoR specs until they're involved with a formal military organization, or F&D unless they're receiving formal training, so that's likely what my one Force-Sensitive will eventually do.
Jedi Wookiees...off the top of my head I can only think of Lowbacca, Chewbacca's nephew and Jaina Solo's friend. I feel like there was a Wookiee Jedi Master as a background character in the Republic pre-Clone Wars, but the name escapes me. Maybe one or two others in the New Jedi Order era, but that's it.
You can also start with one of the career in Force and destiny to be a force user without spending the additional 20 XP .
I remember 3 wookie Jedi. Lowbacca, the nephew of Chewbacca, Tyvokka, The jedi master who trained Plo-Koon and Gungi, a youngling in the Clone Wars cartoon.
It's worth remembering that by the numbers, there are only 2.5x more Jedi in the galaxy than Republic Senators. So three to five Jedi from any core member world is about right.
Of course, depending on how you read your canon, what you think the baby kidnapping percentage was for Jedi, and if you think "Jedi" in this context includes younglings or service-corp adults, the frequency of a force sensitive members of a species might be much higher than that.
There's also Jedi Master Kirlocca, who was a prominent figure in the Legends material introduced by the d20 edition of the game.
Like has been implied above, if you're using Force and Destiny, every career in Force and Destiny gives you a Force Rating of 1.
EDIT:
Other Wookiee Jedi:
http://starwars.wikia.com/wiki/Kitmum
http://starwars.wikia.com/wiki/Vorlocca
Edited by awayputurwpnOn another note... would it make sense to talk Exile - Emergent - F&D Career?
Yeah, if you started with a Force and Destiny career, you can gain a lot from the Emergent, and potentially the Exile.
The Emergent is nice in that it's one of very few specializations that where you can beeline the Force Rating talent. So it remains one of the cheapest ways to increase your FR, with some nice little talents along the way.
The Force Sensitive Exile can benefit many concepts in subtle ways, so I guess it's really up to you and your sense of what talents would work together.
On another note... would it make sense to talk Exile - Emergent - F&D Career?
RD
Exile, Emergent and Recruit are all Universal Specs, and by definition are not attached to any single career, this is why a starting character can not take one as their first career. so to start with the potential character would need a standard Career & Spec, then go through Exile then Emergent and finaly into a F&D career, ending with a potential of Force Rating 4 and a bunch of cool talents.
On another note... would it make sense to talk Exile - Emergent - F&D Career?
RD
Exile, Emergent and Recruit are all Universal Specs, and by definition are not attached to any single career, this is why a starting character can not take one as their first career. so to start with the potential character would need a standard Career & Spec, then go through Exile then Emergent and finaly into a F&D career, ending with a potential of Force Rating 4 and a bunch of cool talents.
Just to clarify, one could go Eote regular > Emergent or EotE regular > F&D, or any other combination. The only thing one cannot do is start with Exile, Emergent or Recruit as their starting Specialization. That doesn't mean you can't take it at character creation, you just can't have it first.
Just to clarify, one could go Eote regular > Emergent or EotE regular > F&D, or any other combination. The only thing one cannot do is start with Exile, Emergent or Recruit as their starting Specialization. That doesn't mean you can't take it at character creation, you just can't have it first.
Well, going from EotE regular -> F&D would not grant you a Force Rating, so while you could do it, you'd lose out on any Force Talents (which does include the Force Rating talent). But EotE reguler -> Emergent/Exile -> F&D could make a lot of sense for some characters.
Edited by NSIBystanderJust to clarify, one could go Eote regular > Emergent or EotE regular > F&D, or any other combination. The only thing one cannot do is start with Exile, Emergent or Recruit as their starting Specialization. That doesn't mean you can't take it at character creation, you just can't have it first.
Well, going from EotE regular -> F&D would not grant you a Force Rating, so while you could do it, you'd lose out on any Force Talents (which does include the Force Rating talent). But EotE reguler -> Emergent/Exile -> F&D could make a lot of sense for some characters.
This. Only F&D careers grant a Force rating, not the specialization. The only specs that grant a FR1 (also note you gain FR1, you don't increase your FR) are the Force Sensitive Exile and Force Sensitive Emergent. Going from EotE or AoR to F&D without taking FSEx/FSEm you don't get the benefits of any of the Force talents at all.
-EF
Edited by EldritchFireIn my games I've recommended that anyone wanting a Force-focused character from the start should probably start with a FaD career. I recommend using the Universal F-S specs only for characters becoming F-S after play begins. That's not the only way to do it, but it's what my two groups have found works the best for us.
Its all in the title really....
On another note... would it make sense to talk Exile - Emergent - F&D Career?
Depends on where you start. If you start in EotE, then yes — you have to take Exile or Emergent first, and then you can take F&D specializations. If you start in F&D, then no — you can start with an F&D career, and then go wherever you want.
On a further note, how many Jedi Wookiees do you know of?
Three. Tyvokka (see <http://starwars.wikia.com/wiki/Gungi>), and my own Chewnawa (he had just started down the Jedi Exile path when that game was put on hiatus).
Its all in the title really....
On another note... would it make sense to talk Exile - Emergent - F&D Career?
On a further note, how many Jedi Wookiees do you know of?
RD
It isn't exactly efficient in an XP sense, but it is certainly thematic, especially in a long-running game that has transitioned between themes (and thus core books). I won't allow my players to use AoR specs until they're involved with a formal military organization, or F&D unless they're receiving formal training, so that's likely what my one Force-Sensitive will eventually do.
Jedi Wookiees...off the top of my head I can only think of Lowbacca, Chewbacca's nephew and Jaina Solo's friend. I feel like there was a Wookiee Jedi Master as a background character in the Republic pre-Clone Wars, but the name escapes me. Maybe one or two others in the New Jedi Order era, but that's it.
I remember Lucas outright refusing the publication of any additional Jedi beyond lowbacca, citing something to do with the natural rage they hold making them unsuited to be Jedi or something.
Its all in the title really....
On another note... would it make sense to talk Exile - Emergent - F&D Career?
On a further note, how many Jedi Wookiees do you know of?
RD
It isn't exactly efficient in an XP sense, but it is certainly thematic, especially in a long-running game that has transitioned between themes (and thus core books). I won't allow my players to use AoR specs until they're involved with a formal military organization, or F&D unless they're receiving formal training, so that's likely what my one Force-Sensitive will eventually do.
Jedi Wookiees...off the top of my head I can only think of Lowbacca, Chewbacca's nephew and Jaina Solo's friend. I feel like there was a Wookiee Jedi Master as a background character in the Republic pre-Clone Wars, but the name escapes me. Maybe one or two others in the New Jedi Order era, but that's it.
I remember Lucas outright refusing the publication of any additional Jedi beyond lowbacca, citing something to do with the natural rage they hold making them unsuited to be Jedi or something.
I would imagine long, flammable hair and lightsabres do not mix well. I liked that the Wookie youngling built their lightsabre with a wooden hilt.
If I ever get the chance to PLAY (as opposed to RUN) a Star Wars game, I wont to play a wookiee... and I figured a FS would be interesting (Since none of my players seem interested).
This just occurred to me.... in Edge you get 3 power. In Age, you have 3 different powers, all limited as per the nature of the game.
In F&D you get more, fleshed out powers. How do you accomodate all three power sets into a game?
When F&D comes out, would you allow an Exile to use all the powers form all 3 books, or would you limit them to what appears in the setting book you are using?
Or would you allow them to use the limited powers from Edge and Age until they can get proper training?
Also, I know there has been lengthy discussions about the power of Force Move (That when its maxed out, you can move entire starships (Light Freighters, Sil 4, thrown up to Extreme range, dealing 40 damage). Did any concensus get reached as to if this was over the top, or realistic given the XP spend, or similar?
A Link to the discussion would do, no need to rehash it again here ![]()
The powers introduced in EotE and AoR were just powers that the designers thought evoked the concept of those books. They were never meant to be limiting. Personally I allow access to all the powers. I just give the F&D book to a Force user since it has all the previous and new powers.
If I ever get the chance to PLAY (as opposed to RUN) a Star Wars game, I wont to play a wookiee... and I figured a FS would be interesting (Since none of my players seem interested).
This just occurred to me.... in Edge you get 3 power. In Age, you have 3 different powers, all limited as per the nature of the game.
In F&D you get more, fleshed out powers. How do you accomodate all three power sets into a game?
When F&D comes out, would you allow an Exile to use all the powers form all 3 books, or would you limit them to what appears in the setting book you are using?
Or would you allow them to use the limited powers from Edge and Age until they can get proper training?
Also, I know there has been lengthy discussions about the power of Force Move (That when its maxed out, you can move entire starships (Light Freighters, Sil 4, thrown up to Extreme range, dealing 40 damage). Did any concensus get reached as to if this was over the top, or realistic given the XP spend, or similar?
A Link to the discussion would do, no need to rehash it again here
The powers given in EotE and AoR are just the ones we see Force users use in ANH and ESB, it has nothing to do with the "power level" of them. Also, quite a few of the powers in F&D require higher Force Ratings to acquire. For example, the Protect/Unleash power (where you find the Force "force field" and Force lightning) require FR3+, something you cannot get in AoR or EotE.
As for Move, the "power level" is way over-hyped! In order to throw a sil 4 object to extreme range you'd need to spend 100XP on the power alone. To active it requires 3 pips: 1 for the base power, 1 for the range upgrades, and 1 for the sil upgrades.
In order to do that, you need a minimum FR2, but to do it frequently you need a minimum FR3—each Force die has 8 faces with only 1 pip. And even then you'd be likely to need to flip a DP and take some strain (and Conflict, if you're using F&D). The cheapest way to get FR2 is from the Mystic/Seer spec, and that's 60XP. So right now, if you wanted to throw around sil4 ships to extreme range you're looking at 160XP at a minimum, and that's assuming you want to be a Seer! But throwing around stuff like that sounds less like a Seer and more of a combat monster, so we'll assume Warrior/Aggressor is your primary spec, and it's 75XP to FR2.
Again, though, to do it every time without fail requires FR3. Which is going to cost you even more XP. The cheapest is branch into Warrior/Starfighter Ace and grab the FR talent for 95XP + 20XP for the second spec. That's 290XP to do one trick. One trick that requires a silhouette 4 object nearby to throw that deals 40 damage to one target.
What can a hired gun do with a light repeating blaster and that much XP? A heck of a lot more, if you ask me! More talents, more skills (remember that our one-trick pony only has the base skills from career and spec, nothing else), greater breadth of character.
So in my opinion, it's powerful, sure, but so is a Z-95 in the right hands ![]()
-EF
@EldritchFire
Ahhhhhhh, I see!
Ive always struggled with learning rules by reading them, I've always picked things up far better by doing them.
With Edge I had to learn them, since noone in my group knew them at all (Except one rules lawyer, who wouldnt explain them properly until he needed to explain how he could do the ridiculous stuff he wanted), so I had to read the book several times before I got the basics, and even then it took an age before we got everything remotely right.
The Understanding for how Force powers work have eluded me in detail for age (Partly becuase we dont need them, none of my players are using them, or are interested at this point, so we focused on the core rules).
As I understand, you roll Fice Die equal to your FR, and then spend the Pips as per the powers... I had not realised you needed to Activate the Power, AND THEN spend more to upgrade/control/magnitude.
Am I right in thinking, if you have ALL the control upgrades, you can 'skip' the ones in between, you dont need to activate them sequentially? (Thats what I understand from your explanation above).
I do see what you mean about the power being expensive, but I also remember huge discussions about how the powers were TOO powerful.. I didnt read them, as I was learning the basics, and didnt need the force powers.
@EldritchFire
Ahhhhhhh, I see!
Ive always struggled with learning rules by reading them, I've always picked things up far better by doing them.
With Edge I had to learn them, since noone in my group knew them at all (Except one rules lawyer, who wouldnt explain them properly until he needed to explain how he could do the ridiculous stuff he wanted), so I had to read the book several times before I got the basics, and even then it took an age before we got everything remotely right.
The Understanding for how Force powers work have eluded me in detail for age (Partly becuase we dont need them, none of my players are using them, or are interested at this point, so we focused on the core rules).
As I understand, you roll Fice Die equal to your FR, and then spend the Pips as per the powers... I had not realised you needed to Activate the Power, AND THEN spend more to upgrade/control/magnitude.
Am I right in thinking, if you have ALL the control upgrades, you can 'skip' the ones in between, you dont need to activate them sequentially? (Thats what I understand from your explanation above).
I do see what you mean about the power being expensive, but I also remember huge discussions about how the powers were TOO powerful.. I didnt read them, as I was learning the basics, and didnt need the force powers.
The way most upgrades work is that they "stack." Meaning if you have, say, 3 control upgrades it usually costs only 1 pip to active all the control upgrades.
Also, you do need to spend at least one pip to activate the basic power, and then at least one pip for each upgrade. usually. Some upgrades give you "ongoing" options, which replace rolling and activating the power. For example, the Sense power has the left-hand side of the tree has two ongoing options. These options are instead of, not in addition to, the base power.
Make sense?
-EF
Yes, but an ongoing effect means you sacrifice rolling a die, correct?
So if you had FR2, and wanted to continue an effect from the previous round, you would only get 1 Force Die to roll for any other powers you wanted to activate. Yes?
Yes, but an ongoing effect means you sacrifice rolling a die, correct?
So if you had FR2, and wanted to continue an effect from the previous round, you would only get 1 Force Die to roll for any other powers you wanted to activate. Yes?
You got it! Each die committed lowers your effective FR as long as it's committed. And you can only uncommit Force dice during your turn as an incidental action. And committing it is your action, unless you find a way to activate a Force power as a maneuver, incidental, etc (there are some talents in F&D that let you do that).
-EF
Many thanks good sir!
I am in your debt! I think I had it right, but a few bits didnt quite make sense.
A fully tooled out Force User is a thing to fear indeed, but after that amount of XP spend... on top of your regular Specialisation (If outside FaD), I would expect to be anyway. ![]()
Am I right in thinking, if you have ALL the control upgrades, you can 'skip' the ones in between, you dont need to activate them sequentially? (Thats what I understand from your explanation above).
Yes, and some of them you can activate multiple times (if you have the pips). So for the Move power if you've bought a single Strength upgrade (allowing you to move Sil1 objects), you would spend 2 pips to do so: one to activate the power, and one to use the Strength upgrade. If you had a third pip (from FR2), you could spend it to trigger the Strength upgrade again, allowing you to move a Sil2 object.
If you had bought all four Strength upgrades you could spend two pips to move something Sil4 or less (one for the basic power, and one for the Strength upgrade). And you want to move something really big, you could spend a third pip to move something of Sil8.
I do see what you mean about the power being expensive, but I also remember huge discussions about how the powers were TOO powerful..
The above Sil8 example would be, in some opinions, a showcase for that...
But it doenst say you can activate the Strength upgrade more than once. And the book says if it doesnt state you CAN, then you CANT...
So what am I missing?