Signature abilities

By SinDreamer, in Star Wars: Force and Destiny RPG

21 minutes ago, OtterJethro said:

What if you just leveled the Manipulate force power until you had the advanced version letting you add triumph per force pips...?

Triumphs granted by talents/force powers/etc. don't also count as successes and you still have to succeed on the checks. So useful for crafting a basic lightsaber hilt, it doesn't help you mod any attachments like lightsaber crystals. the difficulty to mod a crystal starts at 3 purple and increases with each successful mod, which means you get 3 mods before the checks become impossible (you have to flip a destiny point just to attempt a 5 difficulty check which is probably going to include red and despair ruins/destroys the attachment/crystal. Improved secrets of the jedi that reduces the difficulty to mod lightsaber attachments (including crystals) by half your ranks in lore which with 5 ranks gets you 6 mods before the difficulty becomes impossible.

I've always understood a PC can only acquire a Signature Ability from his / her career's specialisations. That even reaching the bottom of an out career's spec doesn't grant a signature ability from the career this spec belongs. Am I wrong about this ?

8 hours ago, WolfRider said:

I've always understood a PC can only acquire a Signature Ability from his / her career's specialisations. That even reaching the bottom of an out career's spec doesn't grant a signature ability from the career this spec belongs. Am I wrong about this ?

There is a fine point distinction your glossing over, depending on career you aren't limited to a single specialization (for clone and jedi you are)

If there are 2 signature abilities for the career you can acquire both of them by attaching them to 2 different in career specializations.

Other than that, you are correct.

19 hours ago, EliasWindrider said:

Triumphs granted by talents/force powers/etc. don't also count as successes and you still have to succeed on the checks. So useful for crafting a basic lightsaber hilt, it doesn't help you mod any attachments like lightsaber crystals. the difficulty to mod a crystal starts at 3 purple and increases with each successful mod, which means you get 3 mods before the checks become impossible (you have to flip a destiny point just to attempt a 5 difficulty check which is probably going to include red and despair ruins/destroys the attachment/crystal. Improved secrets of the jedi that reduces the difficulty to mod lightsaber attachments (including crystals) by half your ranks in lore which with 5 ranks gets you 6 mods before the difficulty becomes impossible.

Where does it say that? To my understanding, a Triumph always counts as a Success.

18 hours ago, Tramp Graphics said:

Where does it say that? To my understanding, a Triumph always counts as a Success.

I seem to have been wrong on this, however many of these abilities such as I believe valuable facts require the check to be successful before you can add the triumph.

7 hours ago, EliasWindrider said:

I seem to have been wrong on this, however many of these abilities such as I believe valuable facts require the check to be successful before you can add the triumph.

That’s because Valuable Facts doesn’t add the Triumph to the Knowledge check used to activate the talent . It adds the Triumph to any one skill check made after that by an allied character. The subsequent skill check does not need to already be successful before it gets the added Triumph. The Triumph granted by Valuable Facts still adds a Success to that character’s skill check as normal.