I Have Disciples of Harmony. You Have Questions.

By AdarTallon, in Star Wars: Force and Destiny RPG

You're awesome, BB :) . Just sayin'.

Well, of course.

Oh, by the way, the Solari crystal actually stops working if you ever fall below 50 Morality. Also the biogel suit is a combat fatsuit and you can't convince me otherwise.

I want to build an inquisitor with Mind Bleed now, make him use Soresu with good strain recovery, he just becomes so tanky it's lethal too.

Also: Iron Soul and Empty Soul work after you reduce encumbrance due to wearing armor. So I think heavy clothes/concealing robes with most lightsabers is acceptable. They also read that the GM can rule the talents don't apply if a character normally carries 2+ encumbrance and loses their stuff somehow. So no wading into combat with quick shed power armor and a HRB, just to drop it all before the encounter ends.

I really like the Iron Soul and Empty Soul talents, their a really cool way to play with the mechanics... and the benefits of Empty Soul are just stunning for any character less concerned about the extreme ends of the morality spectrum. With the Sage (One with the universe) and this you could be adding 3 Force Pips to all power checks!

2 Encumbrance is quite a limiting factor too. That's basically the clothes on your back and a few odds and ends. I love it.

Duplicate daemons strike again

Edited by Richardbuxton

Yeah, even if it didn't say that I would have ruled so. You can HAVE more than 2 Encumbrance worth of stuff, but if you normally carry around 3+, you have to take some time (maybe a day or so) meditating and limiting your material attachments (i.e. NOT carrying all that stuff) before those talents start working again.

Definitely no, "oh, combat started? First maneuver is to drop my stuff. Oh, it's over? Well, I recover all my strain, and then I pick my stuff up again." That's RIGHT out.

2 minutes ago, Absol197 said:

Definitely no, "oh, combat started? First maneuver is to drop my stuff. Oh, it's over? Well, I recover all my strain, and then I pick my stuff up again." That's RIGHT out.

We don't need any munchkins here.

Also, I of course need to get the book to read the long description, but I'm thinking I might house rule Once a Learner to work like Knowledge is Power and Survival of the Fittest:

"Once per session as an out-of-turn incidental, an ally in short range may treat your Force Rating as their Force Rating for one Force power check."

Or, alternatively:

"As an out-of-turn incidental, suffer 4 strain to allow an ally in short range to treat your Force Rating as their Force Rating for one Force power check."

As written, the ally in question can essentially add your FR 3 to their FR 3 to make a check at FR 6. How can you teach someone to do something you could never do in your wildest dreams? In the middle of a pitched battle nonetheless? It makes more sense that you can guide them into tapping into their power as well as you can, and then they can shape it as their skill dictates.

And of course, assuming that in Force games most allies are going to be at roughly the same Force Rating, this still works just like Knowledge is Power and Survival of the Fittest in that if an ally has committed dice and you don't, they can still use your full Force Rating for their roll, because committing dice actually decreases FR, so their commits puts them lower for you to bolster them back up. It's still useful without being crazy over-the-top. Teacher gets enough super-wacky things already, it looks like.

(Aaaand there I go, house-ruling stuff already when I don't even have the book :P ! I'm incorrigible!)

Edited by Absol197
4 minutes ago, Absol197 said:

Also, I of course need to get the book to read the long description, but I'm thinking I might house rule Once a Learner to work like Knowledge is Power and Survival of the Fittest:

"Once per session as an out-of-turn incidental, an ally in short range may treat your Force Rating as their Force Rating for one Force power check."

Or, alternatively:

"As an out-of-turn incidental, suffer 4 strain to allow an ally in short range to treat your Force Rating as their Force Rating for one Force power check."

As written, the ally in question can essentially add your FR 3 to their FR 3 to make a check at FR 6. How can you teach someone to do something you could never do in your wildest dreams?

It's more like a power infusion.

Quote

[You] may perform the Once a Learner action. [You] suffer 4 strain, increases the Force rating of one ally within short range by an equal amount to [your] current Force rating until the end of [your] next turn. [You] may not make any Force power checks until after [your] next turn.

Ah, see! That second part where you can't make any checks is important information that I didn't have! This is why I shouldn't be house-ruling until I actually have the book. Come on, me! Get with the program!

Although I will say that this poses a problem via-a-vis the current understanding of the Force Rating rules. As currently understood, committing a Force Die literally lowers your Force Rating. Your Force Rating is 3? Now it's 2, but you have a commit effect from the Sense power. When that commit effect goes away, your Force Rating increases again.

With this, and enough commits, you end up with some potentially interesting complications: your FR can't go below 0, so when the OaL ends if you have all of your teacher's borrowed FR still committed...what happens? Do things auto-uncommit until you can remove enough FR to go back to normal? There are no rules for auto-uncommitting except as a consequence of the Suppress Mastery (I think). Does the Talent just drain FR until it can't anymore? That would leave you with an effectively permanent boost to FR.

It's hard to know how to handle that.

Edited by Absol197
20 minutes ago, Absol197 said:

Yeah, even if it didn't say that I would have ruled so. You can HAVE more than 2 Encumbrance worth of stuff, but if you normally carry around 3+, you have to take some time (maybe a day or so) meditating and limiting your material attachments (i.e. NOT carrying all that stuff) before those talents start working again.

Definitely no, "oh, combat started? First maneuver is to drop my stuff. Oh, it's over? Well, I recover all my strain, and then I pick my stuff up again." That's RIGHT out.

Having droid porters is an option.

9 minutes ago, Absol197 said:

How can you teach someone to do something you could never do in your wildest dreams?

Those that can't...teach!

4 minutes ago, HappyDaze said:

Having droid porters is an option.

I give you points for creativity, that's for sure :P !

However, I would still say no to this. The spirit behind those talents is that, as an Ascetic, you have eschewed material possessions, lightened your burden, and achieved some kind of enlightenment because of it. Having all the stuff anyway, and just not carrying it personally goes against that.

If your droid porters are around, it's the same as if you're carrying it. You haven't severed your material ties, you've actually increased them. Go meditate and leave Robo-Alfred one the ship, and then you can get your bonus Force points :P !

Just now, Absol197 said:

I give you points for creativity, that's for sure :P !

However, I would still say no to this. The spirit behind those talents is that, as an Ascetic, you have eschewed material possessions, lightened your burden, and achieved some kind of enlightenment because of it. Having all the stuff anyway, and just not carrying it personally goes against that.

If your droid porters are around, it's the same as if you're carrying it. You haven't severed your material ties, you've actually increased them. Go meditate and leave Robo-Alfred one the ship, and then you can get your bonus Force points :P !

So what if you're a co-owner of a starship and that starship has stuff on it?

You see, you're just trying to make things difficult for me! :)

It would depend on the circumstances, but a starship isn't equipment per se, it's a vehicle. Monks and ascetics can and do use vehicles to get around, either taking rides from people, or constructing or even purchasing a vehicle and/or service animal to join them on their travels. The ship itself isn't the issue.

It's having quick and easy access to too much stuff that cuts you off from that power. So if your starship is on the planet but you aren't near it, it's effectively a base that you can return to, but it's Encumbrance doesn't count against you. If you are having an encounter ON the ship, or in a house you either own or live in, using or picking up too much "stuff" to be used to help solve the problem at hand would obviate the effectiveness of the talents, even if you are never over the 2 Encumbrance limiter. Additionally, being around all that stuff that you consider "yours," even if you don't carry it or use it, might be enough to gum up your connection. You need to get away from the material in order to truly connect.

You know, in other words act like an Ascetic :P !

Edited by Absol197

Re: Once A Learner - I'd suggest that force dice must be uncommitted if the recipient's rating isn't high enough to sustain everything. I don't think that negative force ratings are a thing in this system.

As for the Ascetic, it's clearly about the spirit of the limitation. If you ordinarily have a bunch of personal stuff that gets hauled around on your behalf - regardless of how it's being hauled around - then it counts just as much as if you're carrying it personally.

I can't tell what the stun blaster attachment is supposed to be. It has the same cost, rarity, and HP requirement as the pistol hilt from EV, but actually works differently. It's just the description sure does seem to be the same thing. They aren't written the same, but both kind of describe what Ezra does with his first lightsaber. It's confusing.

Quote

Stun blaster attachment

Base modifiers: Enables weapon to fire using the ffollowing profile: Ranged (Light), damage 5, critical --, range [short], stun damage, Unwieldy +2. The stun blaster attachment may not be used while the blade of the lightsaber is ignited.

Mod options:

  • Damage +1 mod
  • Unwieldy -1 mod
  • 2 Disorient +1 mods

2 HP, 750 credits, rarity 5.

For comparison, the pistol hilt from EV:

Quote

Pistol hilt

Base modifiers: When the lightsaber is not ignited, the wielder may fire the pistol using the following profile: Ranged (Light), damage 6, critical 3, range [short], stun damage. The user must spend a maneuver to switch from one weapon mode to the other.

Mod options: none.

2 HP, 750 credits, rarity 5.

The bioscan in this book is totally different from the bioscan in ND. Same name, different tool. I'd call this one a medical scanner, or medical bioscanner, or something like that. The water purifier here (or a "Pretormin Environmental WPR-60") is different from the water purifier from SS (DoH: 100 credits, encumbrance 4, rarity 1; SS: 50 credits, encumbrance 1, rarity 2) but their effects don't seem to be notably different.

The neuronic lash is a different weapon from the neuronic whip in LoNH. Slightly.

Quote

Neuronic lash (DoH): Melee, damage +1, critical 5, range [short], encumbrance 1, 1 HP, 800 credits, rarity 7, Ensnare 1, Stun 3, Stun damage. Difficulty remains average at short range.

Neuronic whip (LoNH): Melee, damage +1, critical 4, range [short], encumbrance 1, 1 HP, 750 credits, rarity 6, Disorient 4, Ensnare 1, stun damage. Difficulty remains average at short range.

2 minutes ago, Blackbird888 said:

The neuronic lash is a different weapon from the neuronic whip in LoNH. Slightly.

Thematically it's meant to be a PR friendly alternative, using an energy strand rather than an actual metal cable, thus the differences. Actually makes me think of those ones the Ferengi characters used in their first appearance in Star Trek TNG.

Just to cover it in depth: Ebb inflicts strain on all other characters, meaning allies as well. Magnitude excludes characters equal to ranks. There is also a typo: the Mastery upgrade is printed as a Control upgrade in the tree.

On 5/31/2017 at 2:56 PM, Absol197 said:

Then either pray to the Force you never get the new book first, or if you do, don't tell us until someone else does the spoiling :P !

That or just post a picture of the tree. :)

What do the reflect body glove and clothing body glove do? Are they intended to work with other armor/clothing?

6 minutes ago, Kaigen said:

What do the reflect body glove and clothing body glove do? Are they intended to work with other armor/clothing?

The reflect body glove is described as being able to be worn under "traditional garments" (it doesn't actually say armor, just clothes). It adds 2 Setback to Perception/Vigilance checks to notice you're wearing it, but every successful combat check reduces soak by 1 until repaired.

The clothing body glove (it's actually just called a body glove) is not armor, but gear that can be worn under other clothing and armor. It removes 1 Setback from checks imposed by the temperature. It real life terms, it is thermal underwear.

Guess what? I compared the Consular cruisers, and they are different. Granted, the one in DoH may be the non-combat diplomat model seen in the beginning of Phantom Menace, while the one in AoR may be the combat retrofit shown in The Clone Wars.

Anyway, the primary differences include: a defense of 2/1/1/0 instead of 2/1/1/1; a sensor range of extreme ; an encumbrance capacity of up to 4000 , instead of 3200; up to 24 passengers , instead of 16; one year of consumables, instead of eight months; a cost of 3 million credits , instead of 3.5 million credits; 6 hard points , instead of 4; and this version is completely unarmed . Everything else is the same.

Also compared the Action IV to the Action VI, and it more or less is a cheaper, inferior version.

10 minutes ago, Blackbird888 said:

Also compared the Action IV to the Action VI, and it more or less is a cheaper, inferior version.

From a certain point of view.

The weaponless version can be very useful for setting up traps for enemies who think they would want to board you.