Table Top RPG noob desperate for character advice

By Mychal'el, in Star Wars: Force and Destiny RPG

On 6/25/2017 at 6:15 PM, Mychal'el said:

So could my fighter be docked to your freighter until need two ships, or should I just rent a hanger in a starport somewhere?

My ship does have airlocks, on either side. Whether or not a starfighter could dock directly to one, I don't really know. A light freighter could easily.

Here's an overhead shot of a YZ-900:

Note the two tubes on either side? Those are the airlocks.

YZ-900 updated.jpg

and this is the ship from the side:

10a88eb68870564d878d30e793ea47.jpg

As you can see, the ship's decks are not tall enough to fit a hangar inside.

Edited by Tramp Graphics
10 hours ago, Tramp Graphics said:

My ship does have airlocks, on either side. Whether or not a starfighter could dock directly to one, I don't really know. A light freighter could easily.

Here's an overhead shot of a YZ-900:

Note the two tubes on either side? Those are the airlocks.

and this is the ship from the side:

As you can see, the ship's decks are not tall enough to fit a hangar inside.

I meant something like this:

5193453a57196909abb4d0afd934de4c.png

...Or maybe not exactly this but something similar:

bf09eaa47ee9b6aca0c682b2bbd337aa.jpg

You have these hatches don't you?

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Edited by Mychal'el

According to a sidebar in the EotE core rules, on page 258, docking clamps, such as the second image you posted are pretty standard on freighters, and is pretty much what I showed on the sides of the YZ-900 (though not in that specific shape). but no, an internal hangar is not one of the mods on my ship, and is pretty much out of the question, on a YZ-900, given the upper and lower deck ceiling heights.

Here's the actual floor plans of the Jedi Star:

jedi_star_updated_by_tramp_graphics-dbeg

jedi_star_floorplan_ud_updated_by_tramp_

jedi_star_floorplan_ld_updated_by_tramp_

Now, on to your character, I see you went with straight Human. That does change what skills you get for free as a species bonus. Sure, you get five more XP to spend, but your wound threshold goes down (which you've already accounted for), and the free skills you get from the species bonus must be non-career skills. Personally, the extra 5 XP isn't that big of an improvement, unless you're using it to boost a fourth characteristic.

Now, on to the next step, Knight level. You have 150 more XP to spend on specs, talents, Skills, and Force powers, and where you will have built your lightsabers (we will need a roll on this, using the lightsaber construction rules in Endless Vigil , to determine what added features you may have ended up with).

And, as I said, you're better off upgrading your ship from the woefully obsolete Aethersprite to a MadalMotors, Mandalorian Protectorate Fighter (Fang Fighter). It's faster (Fang Fighter's speed 6 vs the Athersprite's speed 5), more maneuverable (Fang Fighter's Handling +3 vs the Aethersprite's Handling +2), has a higher hull trauma threshold, higher System Strain Threshold (12 each, vs the Aetherspirte's 7 each), and has a built-in hyperdrive and navicomputer. It also has a proton torpedo launcher (albeit a single shot). The only things the Aethersprite has over the Fang Fighter are it has 1 point of forward shields, and medium lasers instead of the Fang Fighter's light lasers, and lack of shields, and the Aethersprite has one additional hard point and slightly higher encumbrance capacity. The Fang Fighter also has a narrow attack profile, counting its apparent silhouette by one lower for purposes of being targeted by enemy ships for determining difficulty of attack.

Edited by Tramp Graphics
5 hours ago, Tramp Graphics said:

And, as I said, you're better off upgrading your ship from the woefully obsolete Aethersprite to a MadalMotors, Mandalorian Protectorate Fighter (Fang Fighter). It's faster (Fang Fighter's speed 6 vs the Athersprite's speed 5), more maneuverable (Fang Fighter's Handling +3 vs the Aethersprite's Handling +2), has a higher hull trauma threshold, higher System Strain Threshold (12 each, vs the Aetherspirte's 7 each), and has a built-in hyperdrive and navicomputer. It also has a proton torpedo launcher (albeit a single shot). The only things the Aethersprite has over the Fang Fighter are it has 1 point of forward shields, and medium lasers instead of the Fang Fighter's light lasers, and lack of shields, and the Aethersprite has one additional hard point and slightly higher encumbrance capacity. The Fang Fighter also has a narrow attack profile, counting its apparent silhouette by one lower for purposes of being targeted by enemy ships for determining difficulty of attack.

If I hypothetically had unlimited resources what would it take for a Delta-7b to become equal to the fang fighter?

Edited by Mychal'el
Just now, Mychal'el said:

What upgrades would have to be done to a Delta-7b to make it equal to the fang fighter?

More than it has hard points for. The Delta 7 is a decommissioned ship. They phased that out during the Clone Wars . It's a fine ship for a prequel era campaign, but it was seriously outdated even by the time of the Rebellion, much less thirty years after the fall of the Empire. By that time the Aethersprite would be over 70 years old. We're talking antique. It would be like flying a WWII spitfire in combat today. Even the Fang Fighter is old by that time, but is much more likely to have been upgraded by MandalMotors to keep it up to date with modern tech, much like the X-wing.

It should also be noted that the Aethersprite was a ship used exclusively by the Jedi Order . Any surplus would have long been scrapped by the Empire.

7 hours ago, Tramp Graphics said:

More than it has hard points for. The Delta 7 is a decommissioned ship. They phased that out during the Clone Wars . It's a fine ship for a prequel era campaign, but it was seriously outdated even by the time of the Rebellion, much less thirty years after the fall of the Empire. By that time the Aethersprite would be over 70 years old. We're talking antique. It would be like flying a WWII spitfire in combat today. Even the Fang Fighter is old by that time, but is much more likely to have been upgraded by MandalMotors to keep it up to date with modern tech, much like the X-wing.

It should also be noted that the Aethersprite was a ship used exclusively by the Jedi Order . Any surplus would have long been scrapped by the Empire.

So flying the Millennium Falcon in The Force Awakens would've been like flying a B-50 Superfortress in combat today? Antiques are awesome!

I don't mind flying a Fang Fighter for your campaign, but I still want to know how to update a Delta-7b by adding hard points or whatever. Can you build custom ships from scratch in this game? That would be neat!

I want my character to have just finished rebuilding an old Delta-7b out of scrap with his dad in 1BBY.

They were going to go on their first test flight the next day but first he had to go into town to pick up some power-converters. While he was gone, Imperial Stormtroopers came looking for Rebel sympathizers. Not having any Palpatine figurines or Imperial flags was one thing, the unregistered Jedi Starfighter in the barn was enough to arrest them, but the banned "extremist" literature "found" in their house is what sealed their fate.

He came back just in time to see his parents being executed by firing squad but not in time to stop it. In a blind rage, he distroyed the Stormtroopers one by one. But the damage was already done. He was too late, he just wasn't fast enough to save the people he loved. They were gone forever.

Never again!

Ataru Striker/Executioner/Armorer/Racer?

Can someone go from Freerunning to Force Leap to Hawk Bat Swoop in one turn? If so, watch out snipers, I'm coming for ya!

Edited by Mychal'el
4 hours ago, Mychal'el said:

I don't mind flying a Fang Fighter for your campaign, but I still want to know how to update a Delta-7b by adding hard points or whatever. Can you build custom ships from scratch in this game? That would be neat!

There are starship-crafting rules coming out in Fully Operational , the Engineer sourcebook, but it's not out yet. :)

4 hours ago, Mychal'el said:

Ataru Striker/Executioner/Armorer/Racer?

Can someone go from Freerunning to Force Leap to Hawk Bat Swoop in one turn? If so, watch out snipers, I'm coming for ya!

Just an observer here, but that's a lot of specs. You probably don't need all four.

1 hour ago, SavageBob said:

There are starship-crafting rules coming out in Fully Operational , the Engineer sourcebook, but it's not out yet. :)

Just an observer here, but that's a lot of specs. You probably don't need all four.

That's cool? So what do you think I should do?

55 minutes ago, Mychal'el said:

That's cool? So what do you think I should do?

You probably need to mitigate your expectations for what this character will be able to do starting out. It sounds like Tramp is staring you at Knight Level? That's enough to get a nice investment in one spec and to dip into a second, but if you also want to tack on a Force power or two, you should probably just stick to one spec.

Start with the one your character is good at now . What is the core of your concept, broadly speaking? Then keep those other 2–3 specs in the back of your mind for when your progress further in your career. Unless Tramp is giving you boatloads of XP, you won't start out as bad*** as you want to, but that's what makes RPGs fun. You work to get awesome!

6 hours ago, SavageBob said:

There are starship-crafting rules coming out in Fully Operational , the Engineer sourcebook, but it's not out yet. :)

Just an observer here, but that's a lot of specs. You probably don't need all four.

My character, Korath has five . It's actually expected in this campaign that the Master level characters will likely have over four specs, and at least one Signature Ability, with at least one spec either completely maxed out or at least nearly so

11 hours ago, Mychal'el said:

So flying the Millennium Falcon in The Force Awakens would've been like flying a B-50 Superfortress in combat today? Antiques are awesome!

I don't mind flying a Fang Fighter for your campaign, but I still want to know how to update a Delta-7b by adding hard points or whatever. Can you build custom ships from scratch in this game? That would be neat!

I want my character to have just finished rebuilding an old Delta-7b out of scrap with his dad in 1BBY.

They were going to go on their first test flight the next day but first he had to go into town to pick up some power-converters. While he was gone, Imperial Stormtroopers came looking for Rebel sympathizers. Not having any Palpatine figurines or Imperial flags was one thing, the unregistered Jedi Starfighter in the barn was enough to arrest them, but the banned "extremist" literature "found" in their house is what sealed their fate.

He came back just in time to see his parents being executed by firing squad but not in time to stop it. In a blind rage, he distroyed the Stormtroopers one by one. But the damage was already done. He was too late, he just wasn't fast enough to save the people he loved. They were gone forever.

Never again!

Ataru Striker/Executioner/Armorer/Racer?

Can someone go from Freerunning to Force Leap to Hawk Bat Swoop in one turn? If so, watch out snipers, I'm coming for ya!

By RAW, you can't add hard points to a ship. You can only add attachments to existing chard points. As Savage Bob said, though, Fully Operational, will have starship construction rules to allow characters to build their own custom designs. Obviously, the book isn't out yet, so we don't know what the difficulties involved would be, but they'll probably be substantial.

12 minutes ago, Tramp Graphics said:

My character, Korath has five . It's actually expected in this campaign that the Master level characters will likely have over four specs, and at least one Signature Ability, with at least one spec either completely maxed out or at least nearly so

Ah, sorry--didn't realize it was such a high-powered campaign. For some reason, I thought you were asking him do stick to Knight-level experience. Carry on, then! :)

8 minutes ago, SavageBob said:

Ah, sorry--didn't realize it was such a high-powered campaign. For some reason, I thought you were asking him do stick to Knight-level experience. Carry on, then! :)

Nope. the campaign will involve each player playing two characters, one being a Signature character (preferably one being a favorite long-time played character, if you have one), with between 1500-2000XP, the other being a starting character.

Michal'el is building his Signature character, and we're doing it step by step. He's currently at the "knight level" of the build. We'll add to that, after he finishes that step. IF you're interested in joining in, check out this thread

Edited by Tramp Graphics
On 6/30/2017 at 11:28 AM, Tramp Graphics said:

Nope. the campaign will involve each player playing two characters, one being a Signature character (preferably one being a favorite long-time played character, if you have one), with between 1500-2000XP, the other being a starting character.

Michal'el is building his Signature character, and we're doing it step by step. He's currently at the "knight level" of the build. We'll add to that, after he finishes that step. IF you're interested in joining in, check out this thread

Im at knight level???? I have zero talents, I just picked my free skills randomly (I loathe random selection), and I spent all of my 120 starting XP on characteristics.

3 Brawn
4 Agility
2 Intellect
2 Cunning
3 Willpower
2 Presence

I feel like I'm at youngling level.

I want the most XP I can possibly get at chargen via duty/obligation/morality. I'm confused as to how that works.

My character absolutely hates evil (Empire/Sith) and will stop at nothing to destroy it. He hates when innocents suffer and will do whatever he can to avenge them. He believes his actions to be just and right. But acts of hate & vengeance aren't "light side." I think Rebels and TLJ are delving deeper into the concept of "grey" and what that really means.

Although the apparent contradiction is a very interesting conflict from a storytelling perspective, it seems like in this case the Morality mechanic would cause too much debating and slow the game down, so should my character have Obligation or Duty instead?

Edited by Mychal'el
14 hours ago, Mychal'el said:

Im at knight level???? I have zero talents, I just picked my free skills randomly (I loathe random selection), and I spent all of my 120 starting XP on characteristics.

3 Brawn
4 Agility
2 Intellect
2 Cunning
3 Willpower
2 Presence

I feel like I'm at youngling level.

I want the most XP I can possibly get at chargen via duty/obligation/morality. I'm confused as to how that works.

My character absolutely hates evil and will stop at nothing to distroyed it to save others, and he considers this to be just and right. But hate & vengeance aren't "Jedi" traits so how should that be reflected in the mechanics?

You can only get the added XP at character generation from one source (Duty, Obligation or Morality), you can not get it from more than that. so your "starting" XP was 120 total. You have 500 credits to spend on Starting Equipment. This does not include a lightsaber nor that suit of Mandalorian armor (those come at Knight level and later as items earned.)

Other than "Starting equipment", starting character generation is complete and we can move on to Knight Level generation. All additional XP you will get for "Knight" and "Master" level is post character generation XP , so no more using XP for increasing attributes. We'll be building up to your Master level one step at a time. Let's just get through Knight Level first. Add 150 XP to your current 120 total, and spend that on specializations, skills, talents, and Force powers, and add your lightsabers at this point.

As for your last question, that is handled through you character's Motivations , and Emotional Strengths and Weaknesses.

Based upon your description, your Motivation would likely be

Quote

Cause: Justice: In a galaxy full of wrongdoing, justice must be done. The character seeks to bring justice to those who deserve it, while helping victims of injustice to right the wrongs done to them. (F&D page 106)

Your emotional strength and weakness as well seems to fall into Justice/Mercilessness from Savage Spirits page 16:

Quote

Emotional Strength: Justice: The character lives to see wrongdoers punished and their deeds undone. seeking to make things right, regardless of the Situation or obstacles, the character often acts as arbiter of a personal code.

Emotional Weakness Mercilessness: The quest for justice can turn the character away from concepts of pity or remorse. The PC is concerned only with laws or a personal code, no matter the situation or mitigating factors. ( Savage Spirits page 16)

Or you could go Justice/Cruelty from the F&D Core book page 50:

Quote

Emotional Strength: Justice: The character strives for just and deliberate actions in his life, and in his interactions with others. He attempts to make the objectively right choice every time, knowing that justice is more likely to guarantee positive outcomes than sympathy or other emotional displays.

Emotional Weakness: Cruelty: All too often, the cruel use justice to excuse their actions. If one stops himself from tempering justice with empathy and understanding, he can inflict great harm on others and feel justified doing it. Eventually, he can grow to revel in the suffering of others, even as he deludes himself into thinking he makes the "just" choice.

These are what seem to fit what you're looking for, but are not your only options. Look through your F&D core book on page 50 for other Emotional Strengths and Weaknesses, or through any of the various F&D career books' tables of Emotional Strengths and Weaknesses. You could even choose multiple Emotional Strengths and Weaknesses, and/or multiple Motivations.

8 hours ago, Tramp Graphics said:

You can only get the added XP at character generation from one source (Duty, Obligation or Morality), you can not get it from more than that. so your "starting" XP was 120 total. You have 500 credits to spend on Starting Equipment. This does not include a lightsaber nor that suit of Mandalorian armor (those come at Knight level and later as items earned.)

Other than "Starting equipment", starting character generation is complete and we can move on to Knight Level generation. All additional XP you will get for "Knight" and "Master" level is post character generation XP , so no more using XP for increasing attributes. We'll be building up to your Master level one step at a time. Let's just get through Knight Level first. Add 150 XP to your current 120 total, and spend that on specializations, skills, talents, and Force powers, and add your lightsabers at this point.

As for your last question, that is handled through you character's Motivations , and Emotional Strengths and Weaknesses.

Based upon your description, your Motivation would likely be

Your emotional strength and weakness as well seems to fall into Justice/Mercilessness from Savage Spirits page 16:

Or you could go Justice/Cruelty from the F&D Core book page 50:

These are what seem to fit what you're looking for, but are not your only options. Look through your F&D core book on page 50 for other Emotional Strengths and Weaknesses, or through any of the various F&D career books' tables of Emotional Strengths and Weaknesses. You could even choose multiple Emotional Strengths and Weaknesses, and/or multiple Motivations.

Yes I know you can only have either Duty, Obligation or Morality. I was asking which one would fit best for my character. I just didn't know if since we were primarily in F&D if I'd be forced into using the Morality mechanic.

Justice/Mercilessness from Savage Spirits seems right on. Since I don't have any of the books I'm going to have to trust those well versed in the RAW on pretty much everything.

On 2017-6-30 at 7:31 AM, Mychal'el said:

Ataru Striker/Executioner/Armorer/Racer?

Can someone go from Freerunning to Force Leap to Hawk Bat Swoop in one turn? If so, watch out snipers, I'm coming for ya!

Just to point out that both the free running talent and force leap with their upgrades give the ability to move from short to medium range, which is no further than you can travel with a standard move maneuver over clear terrain .

So assuming flat ground and a sniper at extreme range you are going to still take 5 moves/freeruns / leaps to get to short range where you could then hawkbat swoop. Where they have the advantage over the standard move maneuver is that they ignore terrain and also allow you to go "vertical" the same distance. So if the terrain was rough it would take twice as long for the standard move to get there. A lot of people seem to think that free running and leaping let you travel further, which if you look af it they dont.

16 hours ago, Mychal'el said:

Yes I know you can only have either Duty, Obligation or Morality. I was asking which one would fit best for my character. I just didn't know if since we were primarily in F&D if I'd be forced into using the Morality mechanic.

Justice/Mercilessness from Savage Spirits seems right on. Since I don't have any of the books I'm going to have to trust those well versed in the RAW on pretty much everything.

Given that you're character is a Force user, and native built as an F&D character, the Morailty mechanic is the one to use. You still need to fix your characteristics.

6 hours ago, syrath said:

Just to point out that both the free running talent and force leap with their upgrades give the ability to move from short to medium range, which is no further than you can travel with a standard move maneuver over clear terrain .

So assuming flat ground and a sniper at extreme range you are going to still take 5 moves/freeruns / leaps to get to short range where you could then hawkbat swoop. Where they have the advantage over the standard move maneuver is that they ignore terrain and also allow you to go "vertical" the same distance. So if the terrain was rough it would take twice as long for the standard move to get there. A lot of people seem to think that free running and leaping let you travel further, which if you look af it they dont.

I really want to be able to engage snipers with Lightsabers. What is the most efficient way to do that?

Should I get a Jetpack or rocket-boots or something? And high Defense Armor? Then use Reflect as I'm flying/running, then Saber Throw with one saber, then Hawk Bat Swoop with my other saber?

Do I need Piloting (planetary) skill for jetpacks?

4 minutes ago, Mychal'el said:

I really want to be able to engage snipers with Lightsabers. What is the most efficient way to do that?

Should I get a Jetpack or rocket-boots or something? And high Defense Armor? Then use Reflect as I'm flying/running, then Saber Throw with one saber, then Hawk Bat Swoop with my other saber?

Do I need Piloting (planetary) skill for jetpacks?

One step at a time. Let's get through The Knight level build. You still need to fix your characteristics and then spend your Knight level XP.

6 hours ago, Tramp Graphics said:

One step at a time. Let's get through The Knight level build. You still need to fix your characteristics and then spend your Knight level XP.

I found the answer to the jetpack question on Reddit.

Ok, I spent all my 120xp on attributes, please check if its kosher. My only skills were the free ones I picked. What should I do with the blank fields of Soak, Defense, Encumbrance, Weapons, and Morality?

http://swsheets.com/c/tasrjz4dm-mychal-el

On 6/3/2017 at 2:15 PM, Mychal'el said:

I've never played a table top RPG before. I am in need guidance.

I was wondering if this would work for my character:

Race: Mandalorian (unless Diathim ever becomes playable)

Career: Warrior

Specialization: Shii-Cho knight

My goal would be to start off as a force-sensitive dual-wielding stealthy-fast melee attacker

...wearing Mandalorian armor

I would also like to eventually dip into bounty hunting and rebel spying with the same character

I see this being pretty doable, actually. Even from the beginning. Bear in mind that, as others have suggested, a lot of this comes down to color, and will to some degree depend on your GM allowing you to color things.

The first decision you need to make is whether you want the Mandalorian to be color (use a standard Human and say they're Mando) or use the Mandalorian Human stats.

As for Mandalorian armor, the simple fact is you won't start out with badass impenetrable armor with lots of cool gadgets. If it's the look, take any armor you can afford and (with your GM's permission) say it's Mandalorian. It's certainly not the best armor in the galaxy, but you look like Boba Fett. The way RPGs generally work (and this system is no exception) is that you start off as sort of a beginner and work your way up to awesome. This system starts you off a little more awesome than most, but if you want that cool tricked-out armor, that makes a good goal for the campaign. Look for ways to get better armor, and focus on getting armor with lots of Hard Points, so you can get cool attachments, like armor-mounted weapons and grappling hooks and such.

As for the rest:

  • Force-sensitive: that's easy. So long as you start out in a Force and Destiny career you'll be Force-sensitive.
  • Dual-wielding: again, that's not tied to any specific build. Any character can dual-wield. It obviously requires two weapons and combat checks are a little harder, so remember to focus on whatever skill you're using.
  • If you're looking for lightsabers or are interested in using ancient swords, I would suggest the Shien Expert specialization. It's a lightsaber wielder with a 10-point talent to let you use Cunning instead of Brawn for your Lightsaber skill, which pairs well with a high Stealth. Not coincidentally, Shien Expert gets Stealth as a career skill. Another to look at is Sentry, which also gets Lightsaber and has Stealth as both a career and specialization skill (meaning you could start with 2 ranks of it). It doesn't have the talent for using Cunning, but Brawn is a great stat for any combatant, especially one who fights in melee, as it affects your ability to hit in melee, your melee damage, and how well you can take a hit. Sentry has cool talents like Saber Throw and Fear the Shadows (which makes minions run away).

Playing as a mando isn't a harder difficulty setting. Most players consider the stats for Mandalorian Human to be not quite as good as a standard Human, but not everybody agrees, and it isn't severe enough to warrant any additional benefits. If your GM thinks they really suck, it would generally be fixed by changing the amount of starting XP (from 105 to 110, for example).

On 7/3/2017 at 7:26 AM, Enoch52 said:

I see this being pretty doable, actually. Even from the beginning. Bear in mind that, as others have suggested, a lot of this comes down to color, and will to some degree depend on your GM allowing you to color things...

So Tramp Graphics is the closest thing to a GM I have right now and he's really strict with RAW but he is offering 2000xp because the Setting is TFA. But everyone has to play a second squishy new character as well.

He really wants to set the game up, then hand off the GMing to someone else so he can play his PC in his scenario. So we desperately need a GM who is willing to take over for Tramp but not be his puppet. It's all explained in this link:

I'll sum up my thread for you so you don't have to read it all:

I've decided to go Human but my character was adopted by Mandalorians. I feel like a sellout, but it's the only way for me to get as many attributes as I want.

I've decided to ditch Stealth, so I can be a high DPS Tank. Not so much a meat shield per se, but one who draws aggro and is able to avoid most damage while engaging with ranged enemies really quickly. A Lightning Bruiser basically.

So I'm choosing to be a Ataru Striker/Executioner with armor and Jetpack. Think: Jedi Captain Rex

What are your thoughts?

Edited by Mychal'el

Everything looks good for the "starting" XP. Now add the 150 XP for Knight level and apply them where you want. Remember though, you cannot increase Characteristics with this XP. From now on, all characteristic increases are done through the Dedication talent. IF you want to get that Dedication for Agility right away, at this point, (instead of waiting until the "Master level" part of the build, you can do so within 85 XP by buying these talents in this order:

  • Jump Up (5)
  • Ataru Technique (10)
  • Relect (10)
  • Reflect (15)
  • Hawk Bat Swoop (20)
  • Dedication (25)

That would leave you with 65 XP for any other talents, skills, and Force powers.

And one quick correction. Your Emotional Strength and Weakness goes in the Morality box, along with your current Morality rating (base 50 since you chose the added XP).

Edited by Tramp Graphics
10 hours ago, Tramp Graphics said:

Everything looks good for the "starting" XP. Now add the 150 XP for Knight level and apply them where you want. Remember though, you cannot increase Characteristics with this XP. From now on, all characteristic increases are done through the Dedication talent. IF you want to get that Dedication for Agility right away, at this point, (instead of waiting until the "Master level" part of the build, you can do so within 85 XP by buying these talents in this order:

  • Jump Up (5)
  • Ataru Technique (10)
  • Relect (10)
  • Reflect (15)
  • Hawk Bat Swoop (20)
  • Dedication (25)

That would leave you with 65 XP for any other talents, skills, and Force powers.

And one quick correction. Your Emotional Strength and Weakness goes in the Morality box, along with your current Morality rating (base 50 since you chose the added XP).

Thank you very much!!!!!! Very helpful!