How terrible will this character be?

By spacewolf5462, in Star Wars: Force and Destiny RPG

Let me start by giving some context before I describe my character. So we're playing a new session. Our group only meets about once a month, and when we get XP we average around 20-25 per session.

My group includes a light saber jedi (that's his main/sole focus), a skill monkey (focusing on using computers/tech), and a driver (focusing on all things piloting).

I really want to play a strong force user. The problem is, that this game will last about a year, which means about 12 sessions total. Since I don't want to wait, I'm going to be making a human that focuses on using the force to solve their issues.

I'm spending 120xp to get Force Rating one in the Mystic Tree, and by the end of the first session, I'll have force rating 3. This means from Session 3 onwards, I'll have FR3 and the rest of the XP will be on buying different force powers.

How do you think this might play out?

You’ll have the Force rating, but you won’t have any Force powers, you won’t have any skills, and your attributes will be crap.

Frankly, I think it’s a one-trick pony that doesn’t even have the one trick.

But it’s your idea and your character, so it’s your choice how to play it.

The whole idea will be that he's strong in the force, but just awakening to being able to use them. Since I can add a new force power every session, I think I might be able to be more then a 1-trick pony, but it'll definitely take awhile to be sure.

(if we gamed more often, then I'd probably go another route).

Seer is a great "Force Wizard" spec! I would recommend putting at least a 3 in your characteristic of choice, with the group you listed I might recommend Cunning or Willpower. If your going to use alot offensive force powers (Bind, Move, Unleash) you will need that discipline up and willpower can help that. If I remember correctly it's only 60 xp to get FR2 in Seer, that should leave you with plenty of points for a strong force power (Influence and Move work great here as Social and Attacks) and a bump in a characteristic.

I wouldn't worry too much about being "good", roleplaying the character is always more fun than a bland character who has good dice rolls.

Actually I would recommend Bind if you start with 2 force rating. It's inaccessible to most characters even at knight level. It's a great way to show you are very strong in the force. It can do damage (though most times very little) but the battlefield control it brings is almost unmatched.

Draw backs are that it has very little use outside of personal scale combat and chases, sometimes GMs rule you only Bind a single member of a minion group, and does little, at its basic power, to enemies with ranged weapons.

I've seen it used against a nemesis level NPC with a lightsaber very effectively. First PC Binded the NPC and moved him a range closer which was enough for all the other melee characters to engage, attack and dis engage. After two rounds of this, the NPC had done minimal damage with his Harm and was out of strain to parry/reflect and died to a lightsaber attack right before his turn.

Ask your GM about Knight Level play for the entire group, even non-Force users will benefit from +150XP.

With Knight-level play I was able to make a FR 3 Togruta Seer right-out-of-the gate. Her skills were pretty pathetic, but considering the character was young and inexperienced, it made perfect sense.

Edited by kaosoe

With Knight-level play I was able to make a FR 3 Togruta Seer right-out-of-the gate. Her skills were pretty pathetic, but considering the character was young and inexperienced, it made perfect sense.

:P

Edited by Absol197

Actually I would recommend Bind if you start with 2 force rating. It's inaccessible to most characters even at knight level. It's a great way to show you are very strong in the force. It can do damage (though most times very little) but the battlefield control it brings is almost unmatched.

Draw backs are that it has very little use outside of personal scale combat and chases, sometimes GMs rule you only Bind a single member of a minion group, and does little, at its basic power, to enemies with ranged weapons.

I've seen it used against a nemesis level NPC with a lightsaber very effectively. First PC Binded the NPC and moved him a range closer which was enough for all the other melee characters to engage, attack and dis engage. After two rounds of this, the NPC had done minimal damage with his Harm and was out of strain to parry/reflect and died to a lightsaber attack right before his turn.

Ask your GM about Knight Level play for the entire group, even non-Force users will benefit from +150XP.

With Knight-level play I was able to make a FR 3 Togruta Seer right-out-of-the gate. Her skills were pretty pathetic, but considering the character was young and inexperienced, it made perfect sense.

Yeah, if your game is only going to last 12 sessions, Knight level will be much more satisfying for everyone, especially if you want to run a Force wizard out of the gate. Even then I wouldn't necessarily drive directly to FR2 and FR3...I'd meander in that direction while picking up useful things like Enhance, Sense, Move (basic) and Influence.

If that's not an option, then there's not much you can really do. In some ways, the Discipline is the kicker, you can't do much without it. You might have the pips, but not the Willpower, so there's little point. You could boost your Brawn and Agility, or apply those Force dice to a variety of skills with Enhance and Influence, but over half the pips you roll will be black, costing you Strain and a DP to use. So to succeed with those skills you're better off having the characteristic in the first place.