I Have Disciples of Harmony. You Have Questions.

By AdarTallon, in Star Wars: Force and Destiny RPG

4 hours ago, Blackbird888 said:

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.

jedi utility belt (all that gear for zero enc) for the win!

2 hours ago, Blackbird888 said:

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.

how much soak does a "full health" reflect body have?

Just now, EliasWindrider said:

how much soak does a "full health" reflect body have?

Soak 3, 2500 credits, encumbrance 2, 0 HP, rairty 5.

Something I missed: Mind Bleed has the same restrictions Empty Soul and Iron Soul do, in that you must be carrying 2 encumbrance or less.

Aaah, that new book smell! I love it!

Okay, I'm gonna give a bit more detail on the signature abilities and Force power upgrades. I'll be using these layouts kindly provided by Garran to help with the visual aids :) .

On 6/2/2017 at 10:23 AM, Garran said:

   |                                                      |
--------------------------------------------------------------
|                          Much to Learn                     |
--------------------------------------------------------------
                      |                |
Increase -------- Reduce            Destiny ------- Increase
Number            Difficulty        Destiny         Number
                      |                |
Change   -------- Change ---------- Improve ------- Supreme
Skill             Skill             Talent          Talent


                      |                                   |
--------------------------------------------------------------
|                      Unmatched Negotiation                 |
--------------------------------------------------------------
   |                                   |
Duration -------- Increase          Duration ------ Destiny
                  Effect
   |                  |
Remove            Duration -------- Increase ------ Add
Setback                             Range           Triumph

Okay! Starting with Much to Learn !

Base Ability: Once per game session, you may spend 2 Destiny Points and make a Hard ( DDD ) Knowledge (Education) check. If successful, choose one talent you possess. For the remainder of the current encounter, one allied character within medium range counts as having that talent. If the talent is ranked, the allied character has as many ranks as you do.

Increase Number: Increase the number of allies affected by 2 per Increase Number upgrade. [This means that you are capable of giving up to 5(!!!) allies the talent!]

Reduce Difficulty: Reduce the difficulty of the skill check to activate Much to Learn to Average ( DD ) . [Standard stuff.]

Destiny: Much to Learn costs 1 Destiny Point instead of 2. [Also very standard.]

Change Skill (1): May make any Knowledge check instead of a Knowledge (Education) check to activate Much to Learn. [This is the one directly underneath Reduce Difficulty.]

Change Skill (2): May make a Leadership check instead of a Knowledge (Education check to activate Much to Learn.

Improve Talent: If you possess the Improved Version of the chosen talent, allies affected count as possessing it for the remainder of the encounter.

Supreme Talent: If you possess the Supreme version of the chosen talent, allies affected count as possessing it for the remainder of the encounter. [No Consular specs have a Supreme talent, so you have to get an out-of-career spec to utilize this. Or just steal the Supreme version of something with Now the Master :) .]

Now on to Unmatched Negotiation:

Base Ability: Once per game session as an incidental, you may spend 2 Destiny Points. For the rest of the round, whenever you make a Charm, Coercion, Deception, or Negotiation check, downgrade the difficulty as many times as needed to remove all ( C ) from the pool.

Duration: Unmatched Negotiation lasts for an additional round.

Increase Effect: Engaged allied characters making Charm, Coercion, Deception, or Negotiation checks while this power is active downgrade their difficulty once.

Destiny: Unmatched Negotiation costs 1 Destiny Point instead of 2.

Remove Setback: Remove (S) from any checks affected by Unmatched Negotiation. [This includes checks made by your allies (as long as they're engaged), as their difficulty is downgraded, too.]

Increase Range: Increase the range at which this ability affects allied PCs to medium range.

Add Triumph: Whenever you fail an affected check while this power is active, add automatic [R] to the results (this does not add the [S| normally included in the [R]).

Now on to the Force powers! We'll start with Imbue:

On 6/2/2017 at 10:40 AM, Garran said:

Requires Force Rating 2+

------------------------------------------------------------
|                           Imbue                          |
-------------------------------------------------------(15)-
       |                                            |
-----------------------------  -------------- -------------- 
| Strength                  |  | Control    | |  Range     |
-------------------------(5)-  ---------(10)- ----------(5)-
       |                             |              |
-----------------------------  -----------------------------  
| Range                     |--| Range                     |
------------------------(10)-  ------------------------(15)-
       |                                            |
-----------------------------  -------------- --------------   
| Strength                  |  | Mastery    | | Duration   |
------------------------(10)-  ---------(25)- ---------(10)- 
       |                             |              |
-------------- ------------------------------ --------------
| Range      |-|  Strength                  | | Duration   |
---------(15)- -------------------------(20)- ---------(20)-

Basic Power: You may spend [OO] to increase one of another engaged character's characteristics by 1 (to a maximum of 6) until the end of your next turn. This may be used once per character per encounter. If you used any Dark Side results to generate [O], you increase a second characteristic by 1, but both you and the target suffer 3 strain. You CANNOT activate this multiple times.

Strength: If no Dark Side results were used to generate [O], decrease all Critical Injury results suffered and inflicted by the target by 10 per Strength upgrade. If no Light Side results were used to generate [O], increase all Critical Injury results suffered and inflicted by the target by 10 per Strength upgrade.

Control (Imbued Skill): Spend [O] to allow the target to count their ranks in one skill linked to the boosted characteristic as equal to yours. This CANNOT be activated multiple times.

Range: Spend [OO] to increase power's range by one range band equal to Range upgrades. This CAN be activated multiple times.

Mastery: Increase characteristics boosted by this power by 2 (maximum of 7).

Duration: Commit ( FF ) to sustain the effects of this power as long as the target remains in range. With two duration upgrades, you need only commit ( F ) .

On 6/2/2017 at 10:44 AM, Garran said:

Requires Force Rating 1+

------------------------------------------------------------
|                          Ebb/Flow                        |
-------------------------------------------------------(10)-
       |                     |                      |
-------------- ------------------------------ --------------
| Magnitude  | | Range                      | | Strength   |
----------(5)- -------------------------(10)- ---------(10)-
       |                     |
-------------- ------------------------------ --------------
| Control    |-| Control                    |-| Strength   |
---------(10)- -------------------------(10)- ---------(10)-
       |                     |
-------------- ------------------------------ --------------
| Magnitude  |-| Control                    |-| Strength   |
----------(5)- -------------------------(10)- ---------(10)-
       |             |                |
-----------------------------  -----------------------------  
| Control                   |  | Control                   |
------------------------(10)-  ------------------------(20)-

Basic Power: Ebb: When you make a skill check, you may roll an Ebb power check as part of the roll. Spend [O] to suffer 1 strain, then inflict 1 strain on all other engaged characters. This CANNOT be activated multiple times. Flow: When you make a skill check, you may roll an Flow power check as part of the roll. Spend [O] to heal 1 strain. This CANNOT be activated multiple times.

Magnitude: Spend [O] to exclude a number of targets equal to Magnitude upgrades from being affected. This CAN be activated multiple times.

Range: Spend [OO] to affect all other characters at short range.

Strength 1: You may spend [O] to increase the strain healed or inflicted by 1. This CAN be activated multiple times.

Control (Understanding): Once per encounter, spend [OOO] to ask a single "yes/no" question pertaining to the current events of the game and receive a truthful answer. [This is the Control upgrade in column 1, row 3.]

Control (Disrupt/Bolster): Ebb: When making a combined Ebb power check, may spend [O] to add [T] to any affected characters checks until the end of your next turn. This CANNOT be activated multiple times. Flow: When making a combined Flow power check, may spend [O] to add [A] to any checks made using the same skill until the end of your next turn. This CANNOT be activated multiple times. [This is the large Row 3 Control upgrade.]

Strength 2: You may spend [O] to increase the [T] or [A] added by 1. This CAN be activated multiple times.

Control (Inhibit/Harmonize): Ebb: When making a combined Ebb power check, may spend [O] to add [F] to any affected characters checks until the end of your next turn. This CANNOT be activated multiple times. Flow: When making a combined Flow power check, may spend [O] to add [S| to any checks made using the same skill until the end of your next turn. This CANNOT be activated multiple times. [This is the large Row 4 Control upgrade.]

Strength 3: You may spend [O] to increase the [F] or [S| added by 1. This CAN be activated multiple times.

Control (Surge): An as action, commit ( F ) until the end of the encounter. For the remainder of the current encounter, you MUST add ( F ) to all skill checks you make. Each Light Side and Dark Side result rolled adds either [S| or [A] to the check (your choice). However, for each Dark Side result rolled, you suffer 1 strain and gain 1 Conflict. [This is the Control upgrade on the bottom-left.]

Mastery: Ebb: Once per session, if a target suffered at least 5 strain from a single use of this power, you may choose to add automatic [D] to that character's next skill check. Flow: Once per session, if you healed at least 5 strain from a single use of this power, you may choose to add automatic [R] to your next skill check. [This is mislabeled in the book and above; it's the Control upgrade on the bottom-right.]

Okies, that should be everything. Enjoy!

EDIT: Okay, the strikethrough issue should be taken care of!

Edited by Absol197

Impressions.

Arbiter is a face type, particularly with the Negotiation skill. I would have liked to have seen more ranks of Congenial than one, but oh well. Crucial Point and Improved Savvy Negotiator are very narrative, GM/player involved talents--if you're a wiz with social encounters, they would be fun tools to play with, but anybody expecting a partial social/combat specialization are probably going to want to look elsewhere. Arbiter is a natural counterpart with Niman Disciple and Sage, and would work well with Peacekeeper, Advisor, Makashi Duelist, and perhaps Investigator.

Ascetic is hard to compare, and fits in its own unique role; it's very utilitarian. The actual focus on asceticism is interesting, with three talents requiring the character to carry very little equipment. I think the spec will appeal to those really interested in the concept, but more meta-style materialistic players will gloss over it. By the way, Mind Bleed can be avoided entirely if desired. The biggest problem is Force Protection (nothing new); it has a good concept but is poorly designed. If it worked differently, it might be worth having, but falls into a 'could have been' category. Ascetic works well with any Consular specialization, but also blends well with the Hermit and the Seer, and I can see the Warden getting mileage out of it as well. If Force Protection worked differently, I would say Protector would also be a mix.

Teacher is a supportive type. Skilled Teacher may be enough to swing a vital check--in a meta-player mentality, though, the character with the highest skill usually takes the check, so YMMV. It would pair well with fear checks, initiative checks, and some Force checks though. Wise Warrior is kind of surprising, but makes some sense, as it supplements the fact that a Teacher is less likely to have any combat skills on its own. Once a Learner and Now the Master are just fun tricks, and will lead to some laughs and memorable moments. Teacher is a natural extension of Sage and Niman Disciple (or any lightsaber spec), and would also work well with Advisor, Seer, Hermit, or Investigator, or just about anything, really.

Much to Learn is basically the core principle of Now the Master, but inverted and dialed to 11. It could be very useful in a lot of scenarios, especially if your character has multiple ranks in Parry or something.

Unmatched Negotiation is a pretty solid social ability, basically removing all challenge dice for a few rounds (after upgrading), as well as buffing allies simultaneously.

Imbue is a neat power, also ties to the concept of a Teacher, but is more universally applicable. It is cheaper than I would expect, though.

Ebb/Flow is kind of like Sense, in that if you're not sure what power you want at the start, just grab this one. It's nice that Ebb's effects also apply to allies to balance it out.

Absol, copying text into notepad usually strips the formatting, and for me at least this clears up the struck-through text. Hopefully that can fix your post!

Just now, Strigo said:

Absol, copying text into notepad usually strips the formatting, and for me at least this clears up the struck-through text. Hopefully that can fix your post!

Yeah, but that means I need to put in all the bold and italics and colors again, which is exhausting work.

Don't get me wrong, I'm gonna do it, but it's NOT fun...WHY, oh WHY did they get rid of the ability to switch between seeing posts in regular and BB Code mode?!

Odd that Ascetic doesn't care about the material value of possessions but only the Encumbrance value. In addition to some tricked-out armor and loads of cyber, you can grab up a few small, highly-modified items--like lightsabers--but don't try carrying an Ancient Sword or even a quarterstaff. I can't agree with the logic that the focus of asceticism is just to carry less weight.

2 minutes ago, HappyDaze said:

Odd that Ascetic doesn't care about the material value of possessions but only the Encumbrance value. In addition to some tricked-out armor and loads of cyber, you can grab up a few small, highly-modified items--like lightsabers--but don't try carrying an Ancient Sword or even a quarterstaff. I can't agree with the logic that the focus of asceticism is just to carry less weight.

Well, I can agree with you in theory, but what else would they use? If they use either price or rarity, that means that an Ascetic cannot carry a lightsaber, because they are some of the rarest and most expensive items out there. So, what should they do instead, knowing that they want the Ascetic to be able to carry a lightsaber and use those abilities?

1 minute ago, Absol197 said:

Well, I can agree with you in theory, but what else would they use? If they use either price or rarity, that means that an Ascetic cannot carry a lightsaber, because they are some of the rarest and most expensive items out there. So, what should they do instead, knowing that they want the Ascetic to be able to carry a lightsaber and use those abilities?

The old D&D monk, ranger, and paladin all had limits on what they could own. They would amount to something like:

Any two weapons (including any attachments).

Any one outfit of clothing/armor (including any attachments).

Any two other non-expendable items that are neither weapons nor armor.

Any three expendable items (may include weapons like grenades).

In addition to the above, the character may not exceed his/her Encumbrance Threshold.

A specific list like that works okay with something like an old-E D&D paladin because it's baked into the class and the class itself is built around it. This game doesn't have a strict class system and you'd run into a lot of problems because of that. There's also the fact that it'd be thematically odd to have every ascetic in the galaxy interpret the idea the exact same way. (You can kind of get away with it in old-E D&D where the gods will smite anyone who breaks their rules, but the Star Wars setting doesn't have heavy-handed deities running around and the Force isn't that particular about things.)

2 hours ago, HappyDaze said:

The old D&D monk, ranger, and paladin all had limits on what they could own. They would amount to something like:

Any two weapons (including any attachments).

Any one outfit of clothing/armor (including any attachments).

Any two other non-expendable items that are neither weapons nor armor.

Any three expendable items (may include weapons like grenades).

In addition to the above, the character may not exceed his/her Encumbrance Threshold.

That would be cancerous. I'm already above all those limits with my consular, I just keep what isn't needed on our ship.

15 minutes ago, Garran said:

A specific list like that works okay with something like an old-E D&D paladin because it's baked into the class and the class itself is built around it. This game doesn't have a strict class system and you'd run into a lot of problems because of that. There's also the fact that it'd be thematically odd to have every ascetic in the galaxy interpret the idea the exact same way. (You can kind of get away with it in old-E D&D where the gods will smite anyone who breaks their rules, but the Star Wars setting doesn't have heavy-handed deities running around and the Force isn't that particular about things.)

And the idea that a borged-out guy in heavily modded armor with a pair of lightsabers qualifies for the Ascetic talents while a guy in nothing but a threadbare robe and carrying an ancient sword does not is somehow more reasonable?

3 minutes ago, BipolarJuice said:

That would be cancerous. I'm already above all those limits with my consular, I just keep what isn't needed on our ship.

If you're above those limits then you're almost certain to be above the limits set for the Ascetic's talents, which is what we're talking about here.

Also, I do not think cancerous means what you think it means.

Edited by HappyDaze
Just now, HappyDaze said:

If you're above those limits then you're almost certain to be above the limits set for the Ascetic's talents, which is what we're talking about here.

Oh. Yeah, I'm a little tired lmao

I wonder how Flow power interacts with a thing like supreme scathing tirade or inspiring rethoric, because if it keeps stacking upon itself , well that's a bit crazy.

5 hours ago, Absol197 said:

Basic Power: You may spend [OO] to increase one of another engaged character's characteristics by 1 (to a maximum of 6) until the end of your next turn. This may be used once per character per encounter. If you used any Dark Side results to generate [O], you increase a second characteristic by 1, but both you and the target suffer 3 strain.

What happens when you activate the basic power of Imbue multiple times?

Target an additional character?

Increase another characteristic of the original target?

Increase the same characteristic of the original target further?

Ebb and Flow - amazing that will work so well with my dualist as my team are all ranged so won't be hit!

Ascetic Ataru with Ebb/Flow would be a rather interesting character to play. Using Flow mostly when utilising Saber swarm to recover Strain and prepare for a devastating attack next turn by adding Advantage to a Saber Swarm Hawk Bat Swoop.

10 hours ago, Blackbird888 said:

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.

Can you post the stats for the starships? ;)

3 hours ago, Richardbuxton said:

What happens when you activate the basic power of Imbue multiple times?

Target an additional character?

Increase another characteristic of the original target?

Increase the same characteristic of the original target further?

Can only be done once per character once per encounter.

41 minutes ago, airgad2000 said:

Can you post the stats for the starships? ;)

I'm gonna have to hold off on that. That's a lot of material to post.

Just take some pics... please

8 hours ago, HappyDaze said:

And the idea that a borged-out guy in heavily modded armor with a pair of lightsabers qualifies for the Ascetic talents while a guy in nothing but a threadbare robe and carrying an ancient sword does not is somehow more reasonable?

The idea that someone who owns a change of clothes can't possibly meet the demands of asceticism is reasonable?

And that every ascetic in the galaxy inherently knows and agrees with that particular point?

Using encumbrance isn't perfect (no mechanical measure of 'asceticism' will be since it can't measure attitude toward life or personal habits), but it's far and away the simplest and most straightforward approach for a narrative-driven system that isn't designed around putting lists of arbitrary limitations on character archetypes (or characters generally) and is big on allowing individual interpretation of what it means to be X.

Edited by Garran

Father of a friend (never met him myself) used to apparently live in a buddist commune 9 months of the year, and work the other three as an IT consultant living out of hotels. He reputedly only had two significant possessions, a laptop and a sports car (I forget which one, might have been Ferrari).

Would that count as ascetic?