Help With Some "Extreme" Builds?

By venkelos, in Star Wars: Force and Destiny RPG

So, both of these are a bit cheese, or silly, I grant you, ahead of time, but I see that it is a good excuse to lump them together, instead of two threads, and I get the assistance I need, I hope. Here we go:

Khem Val

Okay, so I'll certainly do my best to prevent spoilers, I don't think I'll need any to ask this. If you've played Star Wars: The Old Republic, and ran a Sith Inquisitor toon, you got the imposing meatslab Shadow Killer, Khem Val; a mighty Dashade warrior. His job was to guard his master from enemy Sith, and their underlings. He was renowned as a fearsome warrior, nigh invulnerable, and, most importantly, he could "eat the Force", draining it off of his enemies, using it to increase his power, heal, and make fighting enemy Sith, Jedi, and the lesser Force-users he encountered much easier. This is what I need some help with. He's not "immune" to the Force, nor does he suppress it, but he's highly resilient to it, and can sort of absorb it. That last bit I'm not entirely worried about, beyond fluff, but the resilience, that's a problem. There doesn't seem to be an exploit in the game for the Force; it's not particularly attached to anything else, like it often used to be, for him to target, and most Force powers just "work"; he can't cancel successes, or stuff. I also don't believe the Dashade have been released as a race, yet, so they probably haven't said anything.

My idea: I just had it as I was typing, and it's terrible, but maybe as a full round action, or something, he could flip a Destiny to force a Force-using opponent to "Commit" a Force die into him. Whether he might have one, or two, Force powers, but that can only work if he has stolen an adversary's Force die, or just make it so they can't roll it, I'm not entirely sure. If he's knocked out, or after a certain amount of time, the power comes back, so nothing permanent. If this is stupid-to-much, some other ideas wouldn't hurt my feelings.

Guri

Are Replica Droids a thing, yet, in the game lines? Making her might not be too difficult, but I don't know how one would handle her dual nature; she's a droid, certainly, and follows those rules, but she is encased in living flesh, and tissue, and even able to fool most medical scanners, if they aren't set so high as to harm her, were she "just Human". What sorts of little extras might one incorporate in for HRD's? Can they use medpacks, cosmetically? As a second question, since I'm AFB, at the moment, do Abilities (Brawn, Agility, etc.) cap at 6, for everything? Does a Rancor have 6 Brawn? More? Some special rule, based on size, to assist it in being monstrous? I ask because Droids often confuse me, in the character build-department. They start with all 1's, regardless of their type/function, and they DO get some extra XP to spend on them, but Droids are sometimes known for having superhuman, nearly monstrous abilities, on account of their mechanical nature, such as a loader droid that can lift massive crates, for instance, and I don't know how you are supposed to represent that. In Guri's case, I suppose you could buy Brawn up to 3, use her Master's "Stark card" to buy the Brawn-boosting cybernetic limbs, which are just incorporated into droids, I suppose, and then grab Dedication, once or twice, but where should her Brawn be? She's phenomenally strong; in the novel, she gets into a scuffle with Chewbacca, and she effortlessly snaps his arm like a twig, when the Wookiee makes a move on her master. Chewie is known for being very strong, and I'd argue Guri is even more so (Str 20, or 22, in Saga Edition, I believe), as well as more agile, and with substantially more combat training than the him, but if the nastiest beasts in Star Wars still cap at 6, or for some other reasons, I'm not sure how high her Brawn would need to be, and how one gets there, when she has other stats that matter, too.

Okay, that wraps up my cheesy questions on extremely powerful Star Wars lackeys. I'll go play some more TOR, and then go to work; hopefully, a little later, some people will share with me their thoughts on how to do any of this, as I'm really unsure, and admit that some of my own ideas are sort of dumb, potentially.

Suppress for the Dashade. And check out the USM for Dashade stats.

For Guri there are three options.

She is either a droid built by an very advanced builder with assassination protocols, netting her fairly formidable stats. The guy creating her had nearly limited funding, a science team and stuff to firmly set the result in their favour. Additional money would be spent to raise her skill ranks up, though strictly speaking she only really needs a high leadership score and a lot of weapon ranks and a human replica droid is something that would require a lot of resources to manufacture.

She is a nemesis character: Basically make up whatever one wants.

She's a PC: Select a template humanoid; use that as the base, replace racial traits with droid traits and dock some XP to make up for the really powerful racial traits gained (between 30/40xp). So basically she would be like a human with droid features, but she wouldn't gain any of the other perks of the race but the statline. A PC would start out weaker this way, but the exp dock will cease to become significant after a couple dedication are hit.

Khem Val would be Agressor/Warden with Supress and Harm.

Snapping limbs like a twig is more about leverage and application of force then any actual physical strength.

A child can twist your arm to the point where you end up with a spiral fracture quite easily.

Its a lot like brick breaking where its more about where you hit it then how strong you are.

Khem Val would be Agressor/Warden with Supress and Harm.

Snapping limbs like a twig is more about leverage and application of force then any actual physical strength.

A child can twist your arm to the point where you end up with a spiral fracture quite easily.

Its a lot like brick breaking where its more about where you hit it then how strong you are.

Just to add onto this point, In this system, brawn governs every attribute related to physical fitness. So stamina, movement speed (reflected by athletics checks during chase scenes) physical strength are all governed by brawn. Hence a guy with a high brawn doesn't necessarily have to be super muscular; just well toned and trained enough to roll with the punches and have their bodies move exactly as they want to, even under extreme duress. Ranks meanwhile represent practice training. A combination of both bring's those together; hence a brawn check with both knowledge and brawn training would be much more likely to crit (inflicting a really nasty injury barehanded), personally I am a tad disappointed that the crit rating for unarmed was so high.

So kind of supports your point, a guy with high brawn is likely to simply punch someone's lights out, with crits more often then not a direct result of them losing conciousness; a trained martial artist would make sure that even if they did get back up they wouldn't be able to use that limb again.

Edited by Lordbiscuit

Abilities (Brawn, Agility, etc.) cap at 6, for everything? Does a Rancor have 6 Brawn? More?

6 is the cap, 7 if you include cybernetics. Yes even a rancor. When you factor in how it all works, 6 is usually sufficient.

Droids are sometimes known for having superhuman, nearly monstrous abilities, on account of their mechanical nature, such as a loader droid that can lift massive crates, for instance, and I don't know how you are supposed to represent that.[/size]

If you look, the droid species is designed for specialization. So if you were making a load lifter (not sure why you'd make that a PC, but to each his own) the droid would have a maxed brawn, and encumbrance increasing gear. When you consider how enc works that would allow for a droid that could carry massive loads successfully.

She's phenomenally strong; in the novel, she gets into a scuffle with Chewbacca, and she effortlessly snaps his arm like a twig, when the Wookiee makes a move on her master.

Remember how skills and damage modeling works. Guri makes a brawling attack, lands a crit, and gets a crippled result. Snap.

Chewie doesn't really wear armor, so he's only got a soak of like 4, assuming Guri has a brawn of 3 or maybe 4, a brawling skill of at least 4, probably 5 or 6, a few talents like frenzied attack... easily doable.

That's a thing that throws a lot of people in several places. Good pilots, Jedi strong in the force, and a dozen other specializations aren't going to perform if you focus on dice codes, without the talents and tactics to back it up you'll never do what they do in the source material.

Easiest thing to for Khem Val's ability is to assign him the "Enhance" ability. The trick is, when an enemy Force User activates a Force Power, Khem Val effectively "steals" one of their Force Dice to commit it to Brawn. Then, each time an enemy Force User activates a Force Power thereafter, he "steals" a Force Point from their net result in order to add a success or advantage to his next appropriate skill check (per the Enhance Force Power rules). This gets increasingly good as well the more Force Users he faces; for example, if he goes last in the initiative round after three enemy Force Users, and each activates a Force Power, he can "steal" up to three Force Points for his turn (or on the first turn commit three Force Dice to Brawn).

For Guri, I would run her as a Droid Nemesis with Talents from the Bodyguard (Hired Gun) tree. With a 3 starting Brawn and Agility and Arm and Leg replacements you can get her to your choice of 5 Brawn 3 Agility or 4/4. The Durable and Enduring talents from Bodyguard will help to increase her resilience to a decent level, and you can always add subdermal armor to help with that.