Okay, first, let me say that this thread MIGHT have some spoilers for Chronicles of the Gatekeeper. I haven't played it, so I can't really spoil much, but I'm going to ask something it involves, and if you don't want spoilers, you might want to skip it, all together. Thanks!
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So, in Chronicles of the Gatekeeper, you find, almost at the beginning, a holocron. This holocron claims to be the work of a Jedi Knight, Suljo Warde, from the time of the Clone Wars, and, like most holocrons, contains detailed history, philosophy, and rhetoric from the point of view of the Jedi who made it. This one contains knowledge of a seemingly unique Force power, but much of its information is sealed, if you will, requiring extra accessories to further unlock it (even though it seems sort of weird for a Jedi to be this paranoid, but still commit the knowledge to be remembered). As you track down these mcguffins, you gain further access to the upgrades of the power, in question; the campaign actually falls in here, for me, because if all you want is to safeguard the knowledge, you have it, and the mcguffins are useless without the holocron, so there is actually very little incentive to pursue them, instead of just stashing the cube somewhere "safer".
Here are my questions:
- What is the deal with this Force power being attached to a holocron, in this way? Warde's Foresight has some nice options, I suppose, but compared to, say, the lost, and vaunted, art of Battle Meditation, or Sever Force (thankfully, they skipped this one, so far, I think), it doesn't seem SO huge, yet I can figure out Nomi Sunrider's secret skill, as used by Bastilla Shan, just by trying, but I need a special holocron to use this focused foreseeing? Should other, awesome Force powers have this sort of weird "locked in holocrons" motif?
- To get further upgrades, you need successive mcguffins. Why? Any other Force power you can further unlock by "practicing". The holocron can give you the basics, letting you know it even exists, which only requires the cube, but why can't you just practice, and unlock the secrets of the power over time, as any Jedi would any power? Is this power impossible to just "learn"? Warde did it, or are we getting back into bloodline powers, unique skills, and some of the other stuff that made the Force more "D&D magic", and the EU less popular?
- Did I miss this holocron's bonus skills? It's sort of my understanding that, if you take a holocron, you get the career skills discount on two skills within it, as you have ample access to study them. Is that only the one holocron you could take as a starting asset? Are any other holocrons just lore repositories for plot hooks? Otherwise, as a holocron dating from the Clone Wars, I thought it could be cool for this holocron to contain Warfare (not often a F&D skill), and Lightsaber, to help those who maybe picked a Spec that didn't hand out that skill.
- Further mcguffins further unlock the power. Do you just get these, for meeting the prerequisite, or do you still pay XP costs for the base, and upgrades? Where many power bits mention a cost, I seem to remember this one only saying how far unlocked the cube needs to be.
Well, I think that about covers my silly questions, regarding the cube, and its mechanics. Again, sorry for any spoilers, but I endeavored to keep it vague, so hopefully, you can still enjoy Chronicles of the Gatekeeper.
