force power: shatterpoint mk.3

By Stormbourne, in Star Wars: Force and Destiny RPG

pulling this from the legends novel of the same name this power allowed the user to sense weak points in a object or person and exploit them

Force Power Rating: 2

basic:

when making a combat check the force user may add his/her force rating to the check and spend one pip to increase damage dealt by 1

upgrades, gap is the smallest number other upgrade that lie between the basic power and the stated upgrade

strength (ranks 2, gap 0/2): spend one pips to add damage equal to ranks in strength

magnitude (ranks 2, gap 0/3): spend two pips to add pierce equal to ranks in magnitude to the attack

control (gap 2): commit 1 or more FD: remove 1 black generated by defensive/deflective/defense rating for each FD committed

control (gap 2): damage one piece of equipment the target has by one step

mastery (gap 4): suffer 2 strain and commit 3FD: one item the target has is inoperable while FD remain committed, suffer 2 strain each round FD remain committed this way

mastery (gap 5): spend 4 pips pierce generated by shatterpoint ignores the cortoisis quality

Old Concept:

the basic power allows a user to spend 2 pips to damage an item by one step

right now i don't have a full tree of upgrades but i have these:

strength: spend 2 pips to damage target item an additional step

control: commit 1 or more FD: remove 1 black generated by defensive/deflective/defense rating for each FD committed

mastery: suffer 2 strain and commit 3FD: one item the target has is inoperable while FD remain committed, suffer 2 strain each round FD remain committed this way

mastery: the force user may activate this power along with any combat check

the basic power allows a user to add their FR to any combat check spending 2 pips to add pierce 1

upgrades:

strength (2 ranks) spend 2 pips to increase pierce by 1 per ranks

control spend 2 pips to damage one piece of equipment the target has by one step

control spend 1 pip "pierce generated by this power ignore the cortosis quality"

mastery spend 4 pips to deactivate all "additional mods" within a single piece of equipment the opponent is using

mastery on a successful attack may suffer four strain and three conflict to use a maneuver as another attack

Edited by Stormbourne

This has already been worked into the Seek tree: the Control upgrade at the bottom of the tree lets you commit I think three Force dice to give all of your attacks extra Pierce equal to your Cunning + Perception (I believe; I'm away from my books right now), so a potential of Pierce +11.

In addition, the Mastery allows you to make a Force power check against a chosen target, and spend either 3 or 4 Force points to add an automatic Triumph to all attacks against them.

Now, it's possible we may get a full, expanded Shatterpoint power in the Warrior book, but from the descriptions I've heard of the ability, the bottom row of Seek is a solid representation.

1 minute ago, Absol197 said:

This has already been worked into the Seek tree: the Control upgrade at the bottom of the tree lets you commit I think three Force dice to give all of your attacks extra Pierce equal to your Cunning + Perception (I believe; I'm away from my books right now), so a potential of Pierce +11.

In addition, the Mastery allows you to make a Force power check against a chosen target, and spend either 3 or 4 Force points to add an automatic Triumph to all attacks against them.

Now, it's possible we may get a full, expanded Shatterpoint power in the Warrior book, but from the descriptions I've heard of the ability, the bottom row of Seek is a solid representation.

i have had a look at seek (max. of pierce 12 with aid from imbue), and it's triumph powers and yes that does have some nice combat potential, but the force only really have two combat powers right now (unleash and harm), i'm more crafting this as a pure combat power like those two.

if to not encroach on seek i can change i to be basic power to be "spend 3 pips to damage one item one step (cannot be activated multiple times)"

21 minutes ago, Stormbourne said:

but the force only really have two combat powers right now (unleash and harm)

:blink: *looks over at the mountain of threads about how broken Move is when it comes to being able to squish people with massive amounts of damage in a single action.*

.....kaaaay. :blink:

52 minutes ago, KungFuFerret said:

:blink: *looks over at the mountain of threads about how broken Move is when it comes to being able to squish people with massive amounts of damage in a single action.*

.....kaaaay. :blink:

PURE combat powers move has uses in and outside combat and is more a utility power with combat potential similar to seek

41 minutes ago, Stormbourne said:

PURE combat powers move has uses in and outside combat and is more a utility power with combat potential similar to seek

And a smart player could use lightning from their fingertips to potentially charge a power cell, short out an electronic device, etc. Just because it doesn't say anything about it, doesn't mean that electricity on demand can't but used in non-combat ways :P

Just look at Legend of Korra, they totally had an electricity industry built around people doing a 9-5, just shooting lightning bolts all day for money.

23 minutes ago, KungFuFerret said:

And a smart player could use lightning from their fingertips to potentially charge a power cell, short out an electronic device, etc. Just because it doesn't say anything about it, doesn't mean that electricity on demand can't but used in non-combat ways :P

Just look at Legend of Korra, they totally had an electricity industry built around people doing a 9-5, just shooting lightning bolts all day for money.

Im more talking of its primary function

Yes sense has both offense and defensive qualities but is that its primary function? No it is to feed the player more information and enhance there senses it just so happens that with that comes some combat capabilities

Whilst I think Seek is better and Executioner has the rest covered I’ll still give feedback on your power:

basic seems fine, even if it’s under powered compared to other powers and talents.

strength is fine

first controll costs way too many Force Pips, I would make it 1 or perhaps 2.

second control is is cool, perhaps should cost a Force pip effectively reducing the amount of Pierce to be able to do it

The first Mastery is either way too powerful (Lightsaber crystal) or way underpowered (bipod), I would probably skip this

Second Mastery is very powerful, probably too powerful, it could duplicate a 40 Damage Autofire Attack...

1 hour ago, Richardbuxton said:

first control costs way too many Force Pips, I would make it 1 or perhaps 2.

second control is is cool, perhaps should cost a Force pip effectively reducing the amount of Pierce to be able to do it

The first Mastery is either way too powerful (Lightsaber crystal) or way underpowered (bipod), I would probably skip this

Second Mastery is very powerful, probably too powerful, it could duplicate a 40 Damage Autofire Attack...

first 2 easy done

there is effective counter play already in game for the loss of a lightsaber crystal being the cyclic crystal array, thought that only works for a few rounds at best

if this needs a higher "entry fee" to use how about "4A, suffer two stain, and a conflict", if it needs a nerf "once per session" or "second attack automatically generates 3 failures" or something similar, throwing ideas around here

I'm with Absol197 in that this effect is already covered sufficiently well with the Seek power, with the automatic Pierce and Triumph effects working very well to "seeing where things break" in terms of combat (which seems to be what the shatterpoint ability is predominantly used for).

Main problem with the power as written is that as a combat-focused PC, why wouldn't I take this?

Also, given the number of FPs required and that this is supposed to be a rare ability, I'd set at requiring Force Rating 2 to even purchase. Getting automatic Pierce on any and all attacks isn't something to sell short, especially once the PC gets to higher Force Ratings.

The second "extra attack" mastery ability is too powerful, given that the characters most likely to be using this power are lightsaber wielders, and suffering two strain for an extra attack roll with a Breach 1 weapon is way too powerful an ability.

34 minutes ago, Donovan Morningfire said:

I'm with Absol197 in that this effect is already covered sufficiently well with the Seek power, with the automatic Pierce and Triumph effects working very well to "seeing where things break" in terms of combat (which seems to be what the shatterpoint ability is predominantly used for).

Main problem with the power as written is that as a combat-focused PC, why wouldn't I take this?

Also, given the number of FPs required and that this is supposed to be a rare ability, I'd set at requiring Force Rating 2 to even purchase. Getting automatic Pierce on any and all attacks isn't something to sell short, especially once the PC gets to higher Force Ratings.

The second "extra attack" mastery ability is too powerful, given that the characters most likely to be using this power are lightsaber wielders, and suffering two strain for an extra attack roll with a Breach 1 weapon is way too powerful an ability.

i was tossing up a force power rating of two or three depending on further upgrades

it is a fair point that with the right equipment that it can be very powerful, but with that mastery i'm trying to deliver a berserk-esk ability, some short term boost to damage output that you should never try in a prolonged fight

Edited by Stormbourne

For a Star Wars berserker-like force ability, consider the left bottom control on Ebb/Flow. Commit force dice. You have to roll those every skill check until the end of the encounter, and you must use every pip you roll. Each can be used as a success or advantage, but dark pips give strain and conflict. Very high risk and reward.

15 hours ago, TheSapient said:

For a Star Wars berserker-like force ability, consider the left bottom control on Ebb/Flow. Commit force dice. You have to roll those every skill check until the end of the encounter, and you must use every pip you roll. Each can be used as a success or advantage, but dark pips give strain and conflict. Very high risk and reward.

that is true but it's more a finishing blow, the part where i'm drawing this particular mastery is the RotS scene of palpatine vs mace windu & 3 other jedi schmucks with his ability to hit multiple people in very quick succession, even in the same swing, with only one weapon and no one else getting a chance to react before he does so

also changed the first mastery a little and tweaked the second

Sarlacc Sweep is a good way to do that

2 hours ago, Richardbuxton said:

Sarlacc Sweep is a good way to do that

that is true yes, and dual wielding, and link are good ways to hit the same target multiple times and auto-firing does almost the same, this mastery im crafting is aiming to be the auto-fire for force users/lightsabers

1 hour ago, Stormbourne said:

that is true yes, and dual wielding, and link are good ways to hit the same target multiple times and auto-firing does almost the same, this mastery im crafting is aiming to be the auto-fire for force users/lightsabers

I'd say hold off until the Warrior sourcebook gets released, as it's been confirmed that there's going to be a Vaapad specialization, which will probably cover that sort of thing.

Though Ataru Striker already has the "hit one foe multiple times" in the form of Saber Swarm, which provides Linked = Force Rating but requires the user to be making a Lightsaber (Agility) check. Vaapad's version (probably a Row 5 talent and not easy to reach) will just use straight-up autofire while also including Force dice in the roll, as that'd be the simplest solution.

6 minutes ago, Donovan Morningfire said:

I'd say hold off until the Warrior sourcebook gets released, as it's been confirmed that there's going to be a Vaapad specialization, which will probably cover that sort of thing.

Though Ataru Striker already has the "hit one foe multiple times" in the form of Saber Swarm, which provides Linked = Force Rating but requires the user to be making a Lightsaber (Agility) check. Vaapad's version (probably a Row 5 talent and not easy to reach) will just use straight-up autofire while also including Force dice in the roll, as that'd be the simplest solution.

if you think it'll be in there okay i'll hold off on that

3 hours ago, Stormbourne said:

if you think it'll be in there okay i'll hold off on that

While I personally think that the effects you are looking for are already covered well enough in existing powers and talents, I think most of your ideas in this thread (excluding the multiple strikes with a saber in one turn) are reasonable enough. The Warrior book is going to be some time. I would talk to your GM if you want some of these in your game.

Undoubtedly one of the Warriors Signature Abilities will be as devistating as the Bounty Hunter one.

altered into combat utility power

mark 3

You can get most of this already

On 2/26/2018 at 8:25 PM, Stormbourne said:

pulling this from the legends novel of the same name this power allowed the user to sense weak points in a object or person and exploit them

Force Power Rating: 2

basic:

when making a combat check the force user may add his/her force rating to the check and spend one pip to increase damage dealt by 1

upgrades, gap is the smallest number other upgrade that lie between the basic power and the stated upgrade

strength (ranks 2, gap 0/2): spend one pips to add damage equal to ranks in strength

magnitude (ranks 2, gap 0/3): spend two pips to add pierce equal to ranks in magnitude to the attack

control (gap 2): commit 1 or more FD: remove 1 black generated by defensive/deflective/defense rating for each FD committed

control (gap 2): damage one piece of equipment the target has by one step

mastery (gap 4): suffer 2 strain and commit 3FD: one item the target has is inoperable while FD remain committed, suffer 2 strain each round FD remain committed this way

mastery (gap 5): spend 4 pips pierce generated by shatterpoint ignores the cortoisis quality


Some of what you have here is already part of the Enhance power at the bottom of the tree (costing around 30 and 35 EXP) with the Control upgrades that allow you to commit a FD to increase Agility or Brawn by a rank. That extra rank will add Damage, increase hit potential, and increase the chances of Criticals and other Advantage activated effects because of the potential Successes and Advantages of the additional die being rolled. In the case of Brawn it automatically adds +1 to the PC's base damage plus the option to increase the PC's Brawl as well.

The Damaging of Equipment can be covered with a creative reverse use of the Manipulate Power.

Additionally there are a few Talents out there that do some of the rest.

The biggest problem though is that your power is, even at it's base rank, way too powerful especially when combined with actual weapons which may also have mods and such.

Edited by FuriousGreg