hello everyone i was woundering if any one has any ideas of how the sith work in this game? my problem is i have a player that wants to join the dark side and become a Inquisitor and what steps I would need to take for that?
Sith powers
Hi and welcome to the forums!
Fortunately the game has everything already baked in. The PC will need to start with the -21 Morality option so they start as a Dark Sider. They will use the Dark Side to generate Force Pips at a cost of 1 Conflict each point. If they want to use the Light Side then they need to flip a Destiny Point and suffer Strain equal to the number of Light Side Pips they use.
As for all the other character options nothing changes. Choose any species (although Human is most appropriate for an Imperial Inquisitor) choose a Force and Destiny career then a Specialisation.
The most important aspect is actually coming up with a story, why do they do what they do? What conflicts them? Who is opposed to them? Why do they go along with the other players? What is it that's "evil" that the character does to now be a Dark Side character (Lying? Stealing? Torture? Murder?)?
Edited by RichardbuxtonMechanically there are a few powers that work differently for darksiders protect / bind , there is a power which doesnt work at all -heal. finally there is those that are designed for darkaiders like harm and unleash. If you take a look you can see ths differences (example bind causes damage whn used with dark side pips ,heal doesnt work at all, you can only protect yourself .....
Also Influence changes too.
Disciples of Harmony (the Consular career book) presents a set of effects for someone who has a Sith mentor (among other traditions).
5 hours ago, Richardbuxton said:Hi and welcome to the forums!
Fortunately the game has everything already baked in. The PC will need to start with the -21 Morality option so they start as a Dark Sider. They will use the Dark Side to generate Force Pips at a cost of 1 Conflict each point. If they want to use the Light Side then they need to flip a Destiny Point and suffer Strain equal to the number of Light Side Pips they use.
As for all the other character options nothing changes. Choose any species (although Human is most appropriate for an Imperial Inquisitor) choose a Force and Destiny career then a Specialisation.
The most important aspect is actually coming up with a story, why do they do what they do? What conflicts them? Who is opposed to them? Why do they go along with the other players? What is it that's "evil" that the character does to now be a Dark Side character (Lying? Stealing? Torture? Murder?)?
Human is most appropriate for an Imperial Inquisitor? Not on Rebels. None of the fourt shown there have been human.
for races they went Chiss and job bounty hunter Assassin Gadgeteer, for bad guys Im not sure who they should go agents but I was more thinking the Sith lore like Alchemist and the like
15 hours ago, syrath said:Mechanically there are a few powers that work differently for darksiders protect / bind , there is a power which doesnt work at all -heal. finally there is those that are designed for darkaiders like harm and unleash. If you take a look you can see ths differences (example bind causes damage whn used with dark side pips ,heal doesnt work at all, you can only protect yourself .....
Heal does work for a darksider. They csn heal them selves and harm others
Nope. They can only use Harm. They heal themselves by using Harm to suck the life out of others to transfer that energy to themselves.
1 minute ago, Daeglan said:Heal does work for a darksider. They csn heal them selves and harm others
F&D page 292Heal (Lightside force user onky)
As for alchemy I would expect something like that either in the upcoming adventure Ghosts of Dathomir or in the as yet unannounced Mystic book.
40 minutes ago, syrath said:F&D page 292Heal (Lightside force user onky)
Read the control upgrade.
2 minutes ago, Daeglan said:Read the control upgrade.
We have .Te Control upgrade you're referring to is for the Harm power. That is the only way a Dark sider can use the Force to heal himself. He must use Harm to inflict strain or wounds on another to gain the same amount back. He cannot use the Heal power. That is Light side only.
3 minutes ago, Daeglan said:Read the control upgrade.
I know about that, however that is still the harm power, they still dont get to use the heal power. If there was no-one about to harm, then they cannot heal themselves, two different powers altogether.
Imagine you are a sith and you fail an athletics check and fall down a ravine for 15 dmg , no-one in range you cannot heal.
Actually technically the same power. Just like protect unleash are also the same power. Different uses. Same power.
Not really, no. They're two powers which are closely related but technically diametrically opposed in what they actually do.
Inquisitors aren't actually Sith. They also don't usually get trained that well and thier lightsabers are crap.
The Emperor needed semi competent minions to hunt down force sensitives not actual rivals plotting to kill him and take his throne.
They are great for taking out half trained padawans and people who are studying the force with out help anything more threatening and they send Darth Vader or Bounty Hunters.
They will have move, bind, sense, seek and enhance usually. Some outliers might have Forsee or heal/harm.
Edited by Decorus4 minutes ago, Daeglan said:Actually technically the same power. Just like protect unleash are also the same power. Different uses. Same power.
No they arent they are two different powers that share the same tree and have similar upgrades.
Just now, Decorus said:Inquisitors aren't actually Sith. They also don't usually get trained that well and thier lightsabers are crap.
The Emperor needed semi competent minions to hunt down force sensitives not actual rivals plotting to kill him and take his throne.
They are great for taking out half trained padawans and people who are studying the force with out help anything more threatening and they send Darth Vader or Bounty Hunters.
Although the grand inquisitor was already a competent Jedi having been a Jedi temple guard for some time prior to order 66.
He still lost to a half trained Padawan and a kid. So not that good of a Jedi.
Edited by Decorus17 minutes ago, syrath said:No they arent they are two different powers that share the same tree and have similar upgrades.
You missed the point.
12 minutes ago, Tramp Graphics said:You missed the point.
No I didnt, Heal and Harm are still two different powers and while Harm can be used to heal, it isnt Heal, and works completely differently, so my original point still stands that Heal is lightside only.
12 minutes ago, syrath said:No I didnt, Heal and Harm are still two different powers and while Harm can be used to heal, it isnt Heal, and works completely differently, so my original point still stands that Heal is lightside only.
No. They are the same power. You don't buy harm and have to buy heal. You buy heal/harm and what force points you use dictate which power you get. And as a darkside you can't use certain aspects. They very much are the same power.
Case in point the heal/harm is one slot on the tree. It lists what you can do depending on which force points you use.
Edited by Daeglan1 hour ago, Daeglan said:No. They are the same power. You don't buy harm and have to buy heal. You buy heal/harm and what force points you use dictate which power you get. And as a darkside you can't use certain aspects. They very much are the same power.
Case in point the heal/harm is one slot on the tree. It lists what you can do depending on which force points you use.
Case in point, whenyou activate the power you do not activate the heal/harm power, you activate either the heal power , or you acivate the harm power as detailed in the basic power part.
When you activate a force power you activate the basic power or a control upgrade that changes the way in which the power works. You then decide how you distribute the pips after you make the force power check.
Example you have bought protect/unleash
You activate the protect basic power , you make your discipline check and roll 4 pips you would like to use , so you decide thst you activate the basic power (2 pips) and you have 2 strength upgrades and you activafe the strength upgrade , twice, with the remaining two pips.
if they were the same power you would activate the protect/unleash power , but you dont. You activate either the protect power or the unleash power. It is the same with heal/harm. You couldnt decide (if you were lightside) to activate heal/harm, and realise you didnt roll enough pips for range to harm a target at long range, then switch it to heal rather than waste the action. You have to declare which power you are using prior to the check, in this sense you have two powers and have to declare which one you want to use prior to making the roll.
So in essence you learn both techniques but they are different powers. Yes it is semantics , take a look at ebb and flow Ebb says make an Ebb power check and flow says make a Flow power check and no point in the tree does it say make an Ebb/Flow check. Same here.
Edited by syrath1 minute ago, syrath said:Case in point, whenyou activate the power you do not activate the heal/harm power, you activate either the heal power , or you acivate the harm power as detailed in the basic power part.
When you activate a force power you activate the basic power or a control upgrade that changes the way in which the power works. You then decide how you distribute the pips after you make the force power check.
Example you have bought protect/unleash
You activate the protect basic power , you make your discipline check and roll 4 pips you would like to use , so you decide thst you activate the basic power (2 pips) and you have 2 strength upgrades and you activafe the strength upgrade , twice, with the remaining two pips.
if they were the same power you would activate the protect/unleash power , but you dont. You activate either the protect power or the unleash power. It is the same with heal/harm. You couldnt decide (if you were lightside) to activate heal/harm, and realise you didnt roll enough pips for range to harm a target at long range, then switch it to heal rather than waste the action. You have to declare which power you are using prior to the check, in this sense you have two powers and have to declare which one you want to use prior to making the roll.
So in essence you learn both techniques but they are different powers. Yes it is semantics , take a look at ebb and flow Ebb says make an Ebb power check and flow says make a Flow power check and no point in the tree does it say may an Ebb/Flow check. Same here.
No you activate heal/harm. It is not till you roll the force dice that you get to choose what you do with those force pips. Did you only roll lightside pips. All you can do with them is heal...oh you are a darksider? That way is barred to you. They are literally the same power per the devs. Specifically so that when you spend xp you don't waste xp. You have a new aspect you can use.