brainstorm additional consular talent trees

By Stormbourne, in Star Wars: Force and Destiny RPG

okay since the standard is becoming six trees per career thought it would be nice for the consular to get similar treatment so can we have a brainstorm for ideas, here's mine to start off

basic powers:

one with the force

once per session may flip 2 destiny points and make a average (2 purple) astrogation check if successful the user may add force dice to there next non force power check spending force points for either a success or advantage

Major upgrades:

undoubted strength: user may spend three force points to add a triumph

justified: user does not take conflict from using dark-side force points while active

Additional talent trees (Major upgrades only):

Matukai Practitioner

Force rating 2x

We all know what this does

Natural flow 3x

May dedicate a force dice equal to ranks in natural flow to increase brawn or agility by 1 per force dice

Edited by Stormbourne

'The Force Is My Ally' is already a talent. Allows to use force powers as manoeuvres from time to time.

Otherwise, disregarding how good the basic talent is, the 'Undoubted Strength' would, in my opinion, be way too good. I now want to check how high a Force Rating would give an expected value of three pips when using the talent.

Edited by Arctanaar

'The Force Is My Ally' is already a talent. Allows to use force powers as manoeuvres from time to time.

Otherwise, disregarding how good the basic talent is, the 'Undoubted Strength' would, in my opinion, be way too good. I now want to check how high a Force Rating would give an expected value of three pips when using the talent.

the name isn't too big a problem, i just thought it fit considering what the power did.

what would you suggest for undoubted strength, increase point cost too 4? 5 in my opinion is too high as the consular can only get 10 force points currently, if they're lucky. though if the consular did get three more talent trees i would expect a few more force rating upgrades in there so i'll think about bumping it up to 5

Executioner has the Essential Kill talent that lets you add Triumph to non-Gunnery attacks for 3 force points, so the price seems appropriate, but i think it needs restrictions on what skills it can apply too.

Executioner has the Essential Kill talent that lets you add Triumph to non-Gunnery attacks for 3 force points, so the price seems appropriate, but i think it needs restrictions on what skills it can apply too.

How ever i am more then happy to change it to "all non-force power checks" e.g. the critical heal of force heal cant be amped up by one with the force

Edited by Stormbourne

CONTEMPLATE ONE'S NAVEL:

On the first round of a combat may take the Contemplate One's Navel action: make a Simple [-] discipline check. For the remainder of the combat the character may not take any actions or maneuvers and is largely ignored by the opposition (unless they are the last PC standing). Recover all strain after the combat is over.

Debate an Action Until the Cows Come Home:

When discussing a course of action with the party, the character may flip a Destiny Point to keep the debate going after the issue has been settled forcing all sides to restate their argument and positions. If the character wishes to use this to avoid a combat, it must be done when rolling for initiative. NOTE: The ensuing debate is likely to become heated and draw the attention of the enemy. When this happens, the enemies get a free round of attacks on the party with a free boost die and upgrade of the skill check.

I'll have to check with the Council:

When the PC encounters a troubling dilemma, situation, or puzzel. He may petition the Jedi Council to solve the issue for him by Deus Ex Machina. If playing in the suggested time frame it may take the character a while to find the council. If playing in a era with a Jedi Council, the character must travel to the Council and petition to get on their docket for the day. At the start of each session make a Daunting Charm roll to get on the docket. A Despair results in the Jedi being excommunicated from the order.

CONTEMPLATE ONE'S NAVEL:

On the first round of a combat may take the Contemplate One's Navel action: make a Simple [-] discipline check. For the remainder of the combat the character may not take any actions or maneuvers and is largely ignored by the opposition (unless they are the last PC standing). Recover all strain after the combat is over.

Debate an Action Until the Cows Come Home:

When discussing a course of action with the party, the character may flip a Destiny Point to keep the debate going after the issue has been settled forcing all sides to restate their argument and positions. If the character wishes to use this to avoid a combat, it must be done when rolling for initiative. NOTE: The ensuing debate is likely to become heated and draw the attention of the enemy. When this happens, the enemies get a free round of attacks on the party with a free boost die and upgrade of the skill check.

I'll have to check with the Council:

When the PC encounters a troubling dilemma, situation, or puzzel. He may petition the Jedi Council to solve the issue for him by Deus Ex Machina. If playing in the suggested time frame it may take the character a while to find the council. If playing in a era with a Jedi Council, the character must travel to the Council and petition to get on their docket for the day. At the start of each session make a Daunting Charm roll to get on the docket. A Despair results in the Jedi being excommunicated from the order.

Troll is trolling

Historian/Chronicler -- something akin to a Force-sensitive Archeologist, maybe without Indiana Jones overtones. Teacher, like a Force-sensitive Instructor; mayby include Lightsaber as a skill. I am still sentimental to a Jar'Kai spec for Consular, seeing as Jar'Kai is related to Niman (i.e. Niman Disciple), although the mostly martial/physical nature doesn't jive well with the Consular. Unless...

Certain Force groups (such as the Matukai) believe that the best way to channel the Force is through the body. So it may work if you approach it from that angle.

Historian/Chronicler -- something akin to a Force-sensitive Archeologist, maybe without Indiana Jones overtones. Teacher, like a Force-sensitive Instructor; mayby include Lightsaber as a skill. I am still sentimental to a Jar'Kai spec for Consular, seeing as Jar'Kai is related to Niman (i.e. Niman Disciple), although the mostly martial/physical nature doesn't jive well with the Consular. Unless...

Certain Force groups (such as the Matukai) believe that the best way to channel the Force is through the body. So it may work if you approach it from that angle.

I like the ideas the only concern i have is teacher and historian may end up being so similar to be indistinguishable

Though a matukai practitioner tree would be really cool in my opinion

I like the ideas the only concern i have is teacher and historian may end up being so similar to be indistinguishable

Nah; Teacher would be more like a Leadership specialization. All my concepts for Historian are more knowledge based, but probably too close to Sage, although it could focus more on Perception rather than being pure Knowledge.

Edited one with the force added beginnings of matukai practitioner