Home-brewed Sith, Pureblood v 0.5

By UncleArkie, in Star Wars: Force and Destiny RPG

Now I'm terrible at making stuff but this just kind of popped out of my head for a dark side affinity:

At the start of each session, Sith Purebloods roll X Force Die. Dark side pips can be used throughout the session to add failures/threats to rolls or activate force powers. If activating a force power, suffer Y conflict.

Perhaps, if one is wanting to keep the darkside affinity thing (though I'm in favor of just deep-sixing it entirely), change it so that the PC automatically adds one dark side point to the Destiny Pool at the start of each session. This makes it something that has an effect on the PC no matter what career they start with, and while the point starts out dark, it is another Destiny Point that's in the pool and could eventually be of use to the PCs after it's been flipped by the GM.

Perhaps, if one is wanting to keep the darkside affinity thing (though I'm in favor of just deep-sixing it entirely), change it so that the PC automatically adds one dark side point to the Destiny Pool at the start of each session. This makes it something that has an effect on the PC no matter what career they start with, and while the point starts out dark, it is another Destiny Point that's in the pool and could eventually be of use to the PCs after it's been flipped by the GM.

I like this.

I know this post is a bit old, but I recently had interest in creating stats for a Sith Pureblood and here we are. The era I'm looking at is roughly the same time period as SWTOR, the MMO, so I'm using their website for research. The highlights, in my mind, of the site ( http://www.swtor.com/info/holonet/inhabitants/sith-pureblood ) are as follows.

1) The ancient Sith were warlike, competitive, and ambitious; playing the game also shows their world to be rather inhospitable

2) They were originally primitive, but displayed advanced knowledge about the Dark Side

3) They performed arcane rituals to create powerful Force artifacts

4) The species is currently a hybrid of the bloodlines of original Sith species and ancient Dark Jedi

5) The species has an innate darkness and high percentage of Force sensitivity; playing the game also shows that they are typically not very friendly

Converting this into mechanics, I have the following thoughts.

1) You can show natural Force affinity with characteristics instead of talents.

2) Their power and skill at alchemy doesn't come from intellect, but from sorcery, probably similar to how the Witches of Dathomir interact with the Force.

3) Affinity for darkness can be shown with a talent that doesn't have to be related to F&D careers, but still interacts with them well.

These points lead me to the following.

Sith Pureblood

B: 2 A: 2 I: 2 C: 2 W: 3 P: 1

Wound Threshold: 11

Strain Threshold: 10

Starting XP: 100

Special Abilities: Sith Pureblood begin the game with one rank in Knowledge (Lore).

They may not train Knowledge (Lore) above rank 2 during character creation.

They also start with one rank in the <BLANK> talent.

I am trying to decide between Prey on the Weak and Intimidating: the former fits their warlike origins well while Intimidating encourages use of Coercion, which can easily cause Conflict.

I could see many skills working depending on one's point of view: Resilience goes well with surviving on an inhospitable planet, which can also be reflected with the higher Wound Threshold; Discipline fits their affinity for the Force, which seems redundant after giving them 3 Willpower; I liked Knowledge (Lore) as was suggested above because of their advanced knowledge of Force secrets.

Dark side affinity is getting conflict and not debating when you get dark side points at the end of the game. Or debating the conflict in the first place. And make sure chase after those talents that give conflict just for having them. But I wouldn't implant anything in the actual race. Just as i am not a fan of implanting a Force Rating in a species, I don't like the idea of implanting affinity either way. Let the players choose their character's path.

Dark side affinity is getting conflict and not debating when you get dark side points at the end of the game. Or debating the conflict in the first place. And make sure chase after those talents that give conflict just for having them. But I wouldn't implant anything in the actual race. Just as i am not a fan of implanting a Force Rating in a species, I don't like the idea of implanting affinity either way. Let the players choose their character's path.

I agree, the darkside aspects should be left to flavor as opposed to mechanics that makes them darksiders. It removes the possibility of playing a lightsider. The player should be left with the choice not have it removed from them by virtue of picking a species. I get that there isn't any known non darkside Sith ...... but that doesn't mean there couldn't have been.

What I like most about the Force in this system is that a lot of what other games made into rules, such as some species being outright immune, are left to flavor. It makes the Force a bit more mysterious and leaves more room for PC's to be the exception to the norm.

That the OP's stat line has a characteristic at 3 but none of them at 1 is worrisome. I think kaosae's take is better, and with a viable justification for Cunning and Willpower being what they are.

Skill options of Coercion or Deception and a rank of Cool is okay, since it is offset by lower-than normal starting XP.

The Dark Side Affinity is setting off too many alarms, as it's doing a whole lot; most Sith Purebloods are going to want to drop their Morality, and the extra Conflict each session just makes it that much easier. In fact, I'd suggest just dropping this entirely and leave the species' affinity for the dark side as more of a narrative thing.

Dark side affinity is getting conflict and not debating when you get dark side points at the end of the game. Or debating the conflict in the first place. And make sure chase after those talents that give conflict just for having them. But I wouldn't implant anything in the actual race. Just as i am not a fan of implanting a Force Rating in a species, I don't like the idea of implanting affinity either way. Let the players choose their character's path.

That's why I like incorporating something with the Coercion skill into the race, kind of like what the Zabrak have: it doesn't necessarily give you affinity to one path or another, but it gives you an extra bonus (making it that more tempting) to use a skill that easily grants conflict. This, in my mind, makes for an interesting character.

That the OP's stat line has a characteristic at 3 but none of them at 1 is worrisome. I think kaosae's take is better, and with a viable justification for Cunning and Willpower being what they are.

Skill options of Coercion or Deception and a rank of Cool is okay, since it is offset by lower-than normal starting XP.

The Dark Side Affinity is setting off too many alarms, as it's doing a whole lot; most Sith Purebloods are going to want to drop their Morality, and the extra Conflict each session just makes it that much easier. In fact, I'd suggest just dropping this entirely and leave the species' affinity for the dark side as more of a narrative thing.

You could just say that, while they start at Morality 50 like everybody else, they have the option of starting as a DS Force-user right out of character creation.

That's an interesting idea.

This is an absurdly overpowered race, to the point where it isn't just a cheesy collection of bonuses, but literally ignores one of the fundamental restrictions to force use.

Two skill ranks at creation, no stat below 2, which is already better than most other races, and then this:

Darkside Affinity: The Sith have an innate affinity for the dark side of the Force, when a Sith Pureblood rolls for conflict the Sith’s conflict rating is considered to be one point higher for the purpose of determining if the Sith gains conflict. Sith Purebloods also gains a point of Strain the first time their Morality drops below 20. A Sith pure blood who have dropped below 10 does not suffer strain from generating force points from light side results, but must still flip a Destiny Point in order for them to do so.

So basically you're going to play as a force user who doesn't incur any costs other than the destiny point for using light side pips while dark side, which means there is nothing limiting how many light pips you use at all during the force check. But hey, not like we need these silly fundamental mechanics that limit force usage and make the result of rolling actually matter. It also eliminates the strain penalty at the 20 point threshold, because, hey, it's so broken already, just randomly gifting it one more strain threshold doesn't hurt anything I guess. Oh, and the "downside" to ignoring all limits to force use while dark side is that you go dark side quicker! Ohh nooo!

So yeaaa, I would categorically reject this if it got proposed at my game table.

Sith Pureblood

B: 2 A: 2 I: 2 C: 2 W: 3 P: 1

Wound Threshold: 11

Strain Threshold: 10

Starting XP: 100

Special Abilities: Sith Pureblood begin the game with one rank in Knowledge (Lore).

They may not train Knowledge (Lore) above rank 2 during character creation.

They also start with one rank in the <BLANK> talent.

This is a much more reasonable custom race.
Edited by Aetrion

One thing that should be mentioned is, regardless of build, this species would really only be available in the MotOR era. Remember the Sith species went extinct during that era.

As for being Force users, as comparable to Miraluka, there were indeed nonForce using Sith, but not Miraluka. By necessity, all Miraluka we're Force sensitive. Ginen their lack of eyes, it's how they saw; they all innately had the Farsight power.

That's why I like incorporating something with the Coercion skill into the race, kind of like what the Zabrak have: it doesn't necessarily give you affinity to one path or another, but it gives you an extra bonus (making it that more tempting) to use a skill that easily grants conflict. This, in my mind, makes for an interesting character.

Yeah but the two Talents you're considering would, as I'm pretty sure they give you auto Conflict just for having them. Thus you do slant it one way. Though I could be misremembering those Talents.

As for being Force users, as comparable to Miraluka, there were indeed nonForce using Sith, but not Miraluka. By necessity, all Miraluka we're Force sensitive. Ginen their lack of eyes, it's how they saw; they all innately had the Farsight power.

You can easily replicate what the Miraluka can do via their eye sight without handing them a free Force power or a free Force rating. If you give them a free FR or a free Force power then they become a goto race and easily cheesed. However you can simply say that they see like normal characters and can even see through obstructions because of the Force and you've replicated their connection to the Force without making them a go to power species.

We don't have to interpret every thing to literally mean they have an FR or a FP. And the way they stat things this game leans more on using flavor to establish former powers than to outright give species additional abilities. For instance, Hutts are said to be immune to Jedi mind tricks. Instead of having a real immunity they just have a higher Will which makes them resisting mind tricks easier.

That's why I like incorporating something with the Coercion skill into the race, kind of like what the Zabrak have: it doesn't necessarily give you affinity to one path or another, but it gives you an extra bonus (making it that more tempting) to use a skill that easily grants conflict. This, in my mind, makes for an interesting character.

Yeah but the two Talents you're considering would, as I'm pretty sure they give you auto Conflict just for having them. Thus you do slant it one way. Though I could be misremembering those Talents.

As for being Force users, as comparable to Miraluka, there were indeed nonForce using Sith, but not Miraluka. By necessity, all Miraluka we're Force sensitive. Ginen their lack of eyes, it's how they saw; they all innately had the Farsight power.

You can easily replicate what the Miraluka can do via their eye sight without handing them a free Force power or a free Force rating. If you give them a free FR or a free Force power then they become a goto race and easily cheesed. However you can simply say that they see like normal characters and can even see through obstructions because of the Force and you've replicated their connection to the Force without making them a go to power species.

We don't have to interpret every thing to literally mean they have an FR or a FP. And the way they stat things this game leans more on using flavor to establish former powers than to outright give species additional abilities. For instance, Hutts are said to be immune to Jedi mind tricks. Instead of having a real immunity they just have a higher Will which makes them resisting mind tricks easier.

I disagree. Miraluka specifically are stated to use the Force to see . They have no eyes. They are a species that is inherently Force Sensitive, at least to a limited degree, just as the Iktochi are, with their inherent precognitive abilities. Thus, giving Miraluka limited use of a Force power as part of their Species traits (Farsight, in this case) would not be unprecedented in this system.

I disagree. Miraluka specifically are stated to use the Force to see . They have no eyes. They are a species that is inherently Force Sensitive, at least to a limited degree, just as the Iktochi are, with their inherent precognitive abilities. Thus, giving Miraluka limited use of a Force power as part of their Species traits (Farsight, in this case) would not be unprecedented in this system.

Yeah ....see ..... you can keep that flavor .... and not give them a FR or a Force power. As I said, you just say they see as a normal PC would but instead of seeing using eyes they see using the Force. You tack on some additional benefit, like being able to see targets through walls or not being blinded by blinding effects or being able to see through fog or smoke screen or something and it's still in keeping with the Miraluka.

You make mention of the Iktochi .....but you'll notice they are not given a FR nor are they given an actual Force power. They have a minor pre cog ability that is highly dependent on the GM to activate (as opposed to actually having real pre cog abilities that a Force power would grant). So there isn't much precedent for giving them a power. Just aspects of a power. Which is what I proposed initially anyway.

I disagree. Miraluka specifically are stated to use the Force to see . They have no eyes. They are a species that is inherently Force Sensitive, at least to a limited degree, just as the Iktochi are, with their inherent precognitive abilities. Thus, giving Miraluka limited use of a Force power as part of their Species traits (Farsight, in this case) would not be unprecedented in this system.

Yeah ....see ..... you can keep that flavor .... and not give them a FR or a Force power. As I said, you just say they see as a normal PC would but instead of seeing using eyes they see using the Force. You tack on some additional benefit, like being able to see targets through walls or not being blinded by blinding effects or being able to see through fog or smoke screen or something and it's still in keeping with the Miraluka.

You make mention of the Iktochi .....but you'll notice they are not given a FR nor are they given an actual Force power. They have a minor pre cog ability that is highly dependent on the GM to activate (as opposed to actually having real pre cog abilities that a Force power would grant). So there isn't much precedent for giving them a power. Just aspects of a power. Which is what I proposed initially anyway.

Well, the "limited" ability is the Base power of Farsight, just as the Iktochi ability is the base form of Foresee . In both instances, these two species have natural Force use in one specific area. They don't have acces to all of the Upgrades, but they do each have the given base power as an innate ability.

Well, the "limited" ability is the Base power of Farsight, just as the Iktochi ability is the base form of Foresee . In both instances, these two species have natural Force use in one specific area. They don't have acces to all of the Upgrades, but they do each have the given base power as an innate ability.

True, but it's not the base power of Foresee. To gain access to the Foresee power they would still need to purchase the base power.

In this system, the Iktotchi cannot actively use their ability to see into the future. The first part of the power just allows the GM to hand them flashes of foresight at their discretion. No Force Dice are being rolled. In fact, I could use the species and start out as a Bounty Hunter and never be Force sensitive.

Edited by kaosoe

Well, the "limited" ability is the Base power of Farsight, just as the Iktochi ability is the base form of Foresee . In both instances, these two species have natural Force use in one specific area. They don't have acces to all of the Upgrades, but they do each have the given base power as an innate ability.

True, but it's not the base power of Foresee. To gain access to the Foresee power they would still need to purchase the base power.

In this system, the Iktotchi cannot actively use their ability to see into the future. The first part of the power just allows the GM to hand them flashes of foresight at their discretion. No Force Dice are being rolled. In fact, I could use the species and start out as a Bounty Hunter and never be Force sensitive.

Also, Foresee is limited to that person while the Iktochi ability isn't as limited. I really wouldn't consider the Iktochi ability to be the Forsee power. Similar, but not the same. Granted I don't recall Farsight enough to know how different from the base one could expect ..... but I doubt the Miraluka (should we see them, I'm beginning to come around to the idea that the only species we will see are canon) would have a basic ability.

That's why I like incorporating something with the Coercion skill into the race, kind of like what the Zabrak have: it doesn't necessarily give you affinity to one path or another, but it gives you an extra bonus (making it that more tempting) to use a skill that easily grants conflict. This, in my mind, makes for an interesting character.

Yeah but the two Talents you're considering would, as I'm pretty sure they give you auto Conflict just for having them. Thus you do slant it one way. Though I could be misremembering those Talents.

As for being Force users, as comparable to Miraluka, there were indeed nonForce using Sith, but not Miraluka. By necessity, all Miraluka we're Force sensitive. Ginen their lack of eyes, it's how they saw; they all innately had the Farsight power.

You can easily replicate what the Miraluka can do via their eye sight without handing them a free Force power or a free Force rating. If you give them a free FR or a free Force power then they become a goto race and easily cheesed. However you can simply say that they see like normal characters and can even see through obstructions because of the Force and you've replicated their connection to the Force without making them a go to power species.

We don't have to interpret every thing to literally mean they have an FR or a FP. And the way they stat things this game leans more on using flavor to establish former powers than to outright give species additional abilities. For instance, Hutts are said to be immune to Jedi mind tricks. Instead of having a real immunity they just have a higher Will which makes them resisting mind tricks easier.

There is only one power in the Core book that gives you conflict for having it: Terrify, and I specifically avoided that talent for this reason and because of its uniqueness: a talent that only exists in one specialization probably shouldn't be used as a racial ability.

There wouldn't be any reason to give Miraluka any special mechanics. They are blind. The force makes them not blind. It's pretty much a wash. There might be something like a boost to perception checks to see force sensitive beings or objects steeped in the force added in, but outside of that all a Miraluka does with the force is what they don't do with their eyes, it doesn't equate to having powers.

Every species that has eyes has the power to construct an image of their surroundings from the angle and wavelengths of electromagnetic radiation that reflects off solid matter.

Edited by Aetrion

So how do Miraluka see computer screens, or printed words?

Well who says they don't use the force to sense visible light? Makes a hell of a lot more sense than interpreting it in a way where the GM constantly has to describe the world a second time for the sake of a single character.

Edited by Aetrion

Well who says they don't use the force to sense visible light? Makes a hell of a lot more sense than interpreting it in a way where the GM constantly has to describe the world a second time for the sake of a single character.

At which point... the while "see via the Force" thing becomes a pointless bit of gimmicky fluff, with zero actual impact.

And, from what I recall, "visible light via the Force" doesn't really match the source material.

There is only one power in the Core book that gives you conflict for having it: Terrify, and I specifically avoided that talent for this reason and because of its uniqueness: a talent that only exists in one specialization probably shouldn't be used as a racial ability.

Like I said I could be misremembering the talents in question. They sounded like the ones that were used for the other Conflict talents presented in the splat books.

At which point... the while "see via the Force" thing becomes a pointless bit of gimmicky fluff, with zero actual impact.

I would say that it is in fact just a gimmick. I don't recall them ever being portrayed as not being able to function just as well as a normal sighted being. They are able to pilot, and it seems read and write, with no real problems. So for the most part it is just a bit of gimmick fluff that makes them different from the other human looking species out there.

Sith Pureblood

B: 2 A: 2 I: 2 C: 2 W: 3 P: 1

Wound Threshold: 11

Strain Threshold: 10

Starting XP: 100

Special Abilities: Sith Pureblood begin the game with one rank in Knowledge (Lore).

They may not train Knowledge (Lore) above rank 2 during character creation.

They also start with one rank in the <BLANK> talent.

I am trying to decide between Prey on the Weak and Intimidating: the former fits their warlike origins well while Intimidating encourages use of Coercion, which can easily cause Conflict.

I could see many skills working depending on one's point of view: Resilience goes well with surviving on an inhospitable planet, which can also be reflected with the higher Wound Threshold; Discipline fits their affinity for the Force, which seems redundant after giving them 3 Willpower; I liked Knowledge (Lore) as was suggested above because of their advanced knowledge of Force secrets.

This is a great homebrew of the race. Personally I would suggest Prey on the Weak as the talent. The Knowledge (Lore) bonus and the opportunism of Prey on the Weak will help differentiate Sith from the Zabrak which have the same array, but still emphasize the militarism and viciousness of the Sith. Prey on the Weak also still pairs well with Aggressor.

As for Miraluka, I agree that no Force Rating, Force talents, or Farsight is needed to represent their ability to see with the Force and the inherent sensitivity that represents. A rank of Keen Eyed goes a long way to represent to supernatural senses. "Blinding" a Miraluka would not be a direct eye injury so much as as causing debilitating or distracting wounds to the head. Thankfully this system is great at not being restrained by the specific and allowing different fluff to represent what happens. Like the Iktotchi, a watered down narrative version of a Force power isn't out of hand, but as with Iktotchi I think it should have some mechanical effect. Perhaps something like Miraluka can see around and past obstacles better than physical sighted creatures (at GM discretion), allowing such things as reading a monitor that is blocked by a body or a pillar but not fully covered, and always reducing setback on attack rolls granted through cover by one.

GM81 Protocol Droid, thanks. I'm inclined to agree with you on Prey on the Weak as the name and mechanics both fit the vicious tendancies of the race.