How do I make a Miraluka?
7 minutes ago, Tramp Graphics said:
Orokos.com is very different from Orkos.com XD
18 minutes ago, Adran06 said:Orokos.com is very different from Orkos.com XD
I know. I always misspell it.
*orokos
Roll20 should have an app to roll star wars dice without resorting to orokos or other external website. Orokos is also more complicated than normal star wars rollers, i believe.
Just now, Lareg said:Roll20 should have an app to roll star wars dice without resorting to orokos or other external website. Orokos is also more complicated than normal star wars rollers, i believe.
Of course it does. If you pay for the pro service so you can use API.
7 hours ago, Adran06 said:That's a nice sentiment, but it doesn't cover the fact Miraluka see through things.
OK, then, they are baseline humans with a free rank in Perception or Vigilance and no setbacks for obstructions to their vision. The Gran get something similar. Seeing through a wall would be a narrative effect. Call it a 15-point power and let them start with 85 XP instead of the humans' 110.
Edited by SavageBobOn 6/21/2017 at 5:35 AM, Adran06 said:So, I'm completely new to the system, and a friend of mine is going to probably be running a game this Thursday (just a one-shot) using one of the Star Wars books, though he's not limiting us to using just one at the moment. I figured as the Miraluka are force sensitive, this would be the place to put this. I don't know really anything about character creation yet (I'm still reading through the book and trying to understand it), so help building a Miraluka would be appreciated.
I do know I'm going to be aiming to make a Mystic Seer (assuming I've figured out how Careers work right...), but the Miraluka are my favorite race, and thus I want to play one if at all possible. Can anyone help me?
I worked with my GM to create a Miraluka spec that is compatible with OggDude's CharGen. I can send you the XML file for it if you'd like. We've got a campaign going where actually two of the players are using this Miraluka spec to play as Jedi characters: one Niman Disciple and one Sentinel. It's still pretty early, so we haven't gotten to really exercise them, yet, but I think the GM is already having fun with the flexibility this build offers him, too. He can use the Force sensitivity as plot hooks and justifications for a variety of circumstances.
As my Miraluka character started with only a training lightsaber, he was definitely hampered in combat because of not wanting to take the penalty on using ranged weapons.
Here's the spec. We tried to balance some extra power against what we think are some hefty drawbacks. There are a lot of interesting abilities posted here and elsewhere that didn't make it in. Wookieepedia's entry provided some justification and background.
- Characteristics: 222232
- Wound Threshold: 10 + Brawn
- Strain Threshold: 10 + Willpower
- Starting Experience: 90 XP
- Skills: Discipline 1, Perception 1, Vigilance 1
-
Special Abilities:
- Force Sight - Miraluka gain a rank in Perception and Vigilance (cannot go beyond 2 at start).
- Force Sense - Make an opposed Discipline check (using [ForcePoint] to add [Success] or [Advantage] to the pool), to read another being’s Morality
- Physically Blind - All Ranged Combat checks (except for throwing or force checks) receive one [Setback] per Range Band past Engaged. Miraluka cannot be blinded by normal means, and remove any [Setback] due to low light or darkness.
- Natural Fear of the Dark Side - Suffer 1 strain for every [DarkPip] used to generate [ForcePoint]. This is in addition to any other penalties incurred.
In retrospect, I might alter the starting characteristics to specify the player chooses any one characteristic, other than Willpower, to start at 1 instead of 2.
7 hours ago, Volt80 said:I worked with my GM to create a Miraluka spec that is compatible with OggDude's CharGen. I can send you the XML file for it if you'd like. We've got a campaign going where actually two of the players are using this Miraluka spec to play as Jedi characters: one Niman Disciple and one Sentinel. It's still pretty early, so we haven't gotten to really exercise them, yet, but I think the GM is already having fun with the flexibility this build offers him, too. He can use the Force sensitivity as plot hooks and justifications for a variety of circumstances.
As my Miraluka character started with only a training lightsaber, he was definitely hampered in combat because of not wanting to take the penalty on using ranged weapons.
Here's the spec. We tried to balance some extra power against what we think are some hefty drawbacks. There are a lot of interesting abilities posted here and elsewhere that didn't make it in. Wookieepedia's entry provided some justification and background.
- Characteristics: 222232
- Wound Threshold: 10 + Brawn
- Strain Threshold: 10 + Willpower
- Starting Experience: 90 XP
- Skills: Discipline 1, Perception 1, Vigilance 1
- Special Abilities:
- Force Sight - Miraluka gain a rank in Perception and Vigilance (cannot go beyond 2 at start).
- Force Sense - Make an opposed Discipline check (using [ForcePoint] to add [Success] or [Advantage] to the pool), to read another being’s Morality
- Physically Blind - All Ranged Combat checks (except for throwing or force checks) receive one [Setback] per Range Band past Engaged. Miraluka cannot be blinded by normal means, and remove any [Setback] due to low light or darkness.
- Natural Fear of the Dark Side - Suffer 1 strain for every [DarkPip] used to generate [ForcePoint]. This is in addition to any other penalties incurred.
In retrospect, I might alter the starting characteristics to specify the player chooses any one characteristic, other than Willpower, to start at 1 instead of 2.
That's noticeably stronger than is usual for the game. Not too significantly, but still, it's 3 ranks in skills, as well as a 2/2/2/2/3/2 statline with 90 XP, as opposed to 80 XP (110-30 = 80).
The drawbacks and benefits are weird. Force sense seems to be either useless or very strong, depending on campaign and how it interacts with non-FS characters. Physically blind weakens long-range combatants significantly, while pistol-users are a lot less affected. NFotDS penalises starting Force users significantly, while not affecting higher FR characters as much. Furthermore, it makes DS Miraluka very weak, as they have to suffer strain any time they have to use the Force.
As such, the species has some fairly good qualities, but the species' drawbacks either don't affect the character at all (melee/brawl characters, socially oriented characters), give slight penalties (characters who specialise in using pistols, high-FR lightsiders), make a character noticeably weaker than average (characters who usually engage at Long or Extreme range), or make actually using your specialisation's abilities hard, let alone using them effectively (darksiders), depending on the build. This is in contrast to (most) other species, that balance their strengths with their inability to be better at some tasks than Humans, as well as being constrained in their choice of talents and/or only having one bonus skill rank (as opposed to Humans' two), and not by penalising specific role choices, as done with this version of Miraluka.
8 hours ago, Volt80 said:I worked with my GM to create a Miraluka spec that is compatible with OggDude's CharGen. I can send you the XML file for it if you'd like. We've got a campaign going where actually two of the players are using this Miraluka spec to play as Jedi characters: one Niman Disciple and one Sentinel. It's still pretty early, so we haven't gotten to really exercise them, yet, but I think the GM is already having fun with the flexibility this build offers him, too. He can use the Force sensitivity as plot hooks and justifications for a variety of circumstances.
As my Miraluka character started with only a training lightsaber, he was definitely hampered in combat because of not wanting to take the penalty on using ranged weapons.
Here's the spec. We tried to balance some extra power against what we think are some hefty drawbacks. There are a lot of interesting abilities posted here and elsewhere that didn't make it in. Wookieepedia's entry provided some justification and background.
- Characteristics: 222232
- Wound Threshold: 10 + Brawn
- Strain Threshold: 10 + Willpower
- Starting Experience: 90 XP
- Skills: Discipline 1, Perception 1, Vigilance 1
- Special Abilities:
- Force Sight - Miraluka gain a rank in Perception and Vigilance (cannot go beyond 2 at start).
- Force Sense - Make an opposed Discipline check (using [ForcePoint] to add [Success] or [Advantage] to the pool), to read another being’s Morality
- Physically Blind - All Ranged Combat checks (except for throwing or force checks) receive one [Setback] per Range Band past Engaged. Miraluka cannot be blinded by normal means, and remove any [Setback] due to low light or darkness.
- Natural Fear of the Dark Side - Suffer 1 strain for every [DarkPip] used to generate [ForcePoint]. This is in addition to any other penalties incurred.
In retrospect, I might alter the starting characteristics to specify the player chooses any one characteristic, other than Willpower, to start at 1 instead of 2.
Even having only played 1 game, this seems horribly balanced. That said, it was a one-shot that seems unlikely to continue, and even if it did, it wouldn't be in this system. Myself and the other player both agreed the special dice didn't really add anything to the game that couldn't be accomplished with less confusion using the D20 version, which has far more content developed for it. If we played again, it would be in that system, not this one.
Yeah, have to agree that while this version of a Miraluka isn't as power-gamey as prior ones (no free Force Rating 1 for instance), it's still a bit too far on the "really good" side of the equation.
Some suggested revisions:
- Drop either Agility or Cunning to 1. The vast majority of species that begin with a 3 in a characteristic have a 1 in another. If you let the player choose, they're inevitably going to pick a characteristic that's a dump stat for them making it far less of a drawback.
- Instead of a free rank in Perception and Vigilance, change it to removing a setback die from those checks. It's a boon, but not a huge one.
- Ditch Force Sense entirely. It's only PCs that have a Morality score, and being able to tell who's a dark sider and who isn't is way too good of an in-game perk
- Physically Blind definitely needs to be reworked. I'd say use the Blinded critical injury result as a starting point, though perhaps reducing the difficulty increases so that any task where vision is critical is increased once.
- Since not all Miraluka are Force users, the auto-penalty on using dark side pips is largely just wasted text.
1 hour ago, Donovan Morningfire said:Yeah, have to agree that while this version of a Miraluka isn't as power-gamey as prior ones (no free Force Rating 1 for instance), it's still a bit too far on the "really good" side of the equation.
Some suggested revisions:
- Drop either Agility or Cunning to 1. The vast majority of species that begin with a 3 in a characteristic have a 1 in another. If you let the player choose, they're inevitably going to pick a characteristic that's a dump stat for them making it far less of a drawback.
- Instead of a free rank in Perception and Vigilance, change it to removing a setback die from those checks. It's a boon, but not a huge one.
- Ditch Force Sense entirely. It's only PCs that have a Morality score, and being able to tell who's a dark sider and who isn't is way too good of an in-game perk
- Physically Blind definitely needs to be reworked. I'd say use the Blinded critical injury result as a starting point, though perhaps reducing the difficulty increases so that any task where vision is critical is increased once.
- Since not all Miraluka are Force users, the auto-penalty on using dark side pips is largely just wasted text.
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