Force Rating....technical question...thoughts on NPC

By BladeVampire, in Star Wars: Age of Rebellion RPG

So I generally create a character that follows the group around, to either sort of fill a hole of need. Such as a combat character, or a pilot, the communicator, etc...

I've created a character I'm proud of...I decided to create a Padawan character, and used most of the experience points to invest into acquiring force rating. I decided I'd like to award the character a bit of experience in hopes that I'd attach the character as a person who's been with the rebellion. So I think I gave the character around 45 experience points.

He's an Ewok, that's a Padawan/Force sensitive. With a force rating of 3, and has upgraded Enhance to the point he may commit Force Dice to increase his Brawn 1 per die.

I'd like to know if taking Force Sensitive as a Universal Specialization would indeed award 1 additional Force Rating, even though the character already has taken a force oriented Career that award him with 1 starting Force Rating. My thought being that if I'm correct, all the Universal classes provide some career skills as a bonus. But the Force Sensitive specialization does NOT provide skills, but does state it provides +1 Force Rating. Is this thinking correct?

And yes I'm trying to create an oddity to provide a unique force character that can provide that supernatural support. Any thoughts on my logic or the character?

In my experience, having a GM PC along for the ride almost is never fun or entertaining for the players, but if you have to have one, just do him as a regular nemesis or rival.

There's no need to fully stat him out as a full player character with actual specialisations and XP and all that.

17 minutes ago, micheldebruyn said:

In my experience, having a GM PC along for the ride almost is never fun or entertaining for the players, but if you have to have one, just do him as a regular nemesis or rival.

There's no need to fully stat him out as a full player character with actual specialisations and XP and all that.

Really? I've never had a negative reaction to having a stated NPC. Either way the character is very simple considering. I'll take a note! Thanks!

56 minutes ago, BladeVampire said:

So I generally create a character that follows the group around, to either sort of fill a hole of need. Such as a combat character, or a pilot, the communicator, etc...

I've created a character I'm proud of...I decided to create a Padawan character, and used most of the experience points to invest into acquiring force rating. I decided I'd like to award the character a bit of experience in hopes that I'd attach the character as a person who's been with the rebellion. So I think I gave the character around 45 experience points.

He's an Ewok, that's a Padawan/Force sensitive. With a force rating of 3, and has upgraded Enhance to the point he may commit Force Dice to increase his Brawn 1 per die.

I'd like to know if taking Force Sensitive as a Universal Specialization would indeed award 1 additional Force Rating, even though the character already has taken a force oriented Career that award him with 1 starting Force Rating. My thought being that if I'm correct, all the Universal classes provide some career skills as a bonus. But the Force Sensitive specialization does NOT provide skills, but does state it provides +1 Force Rating. Is this thinking correct?

And yes I'm trying to create an oddity to provide a unique force character that can provide that supernatural support. Any thoughts on my logic or the character?

No, you don't increase the Force Rating when it says something like "Gain Force Rating 1." Only when it says Increase Force Rating, or Force Rating +1 do you add to your Force Rating.

28 minutes ago, P-47 Thunderbolt said:

No, you don't increase the Force Rating when it says something like "Gain Force Rating 1." Only when it says Increase Force Rating, or Force Rating +1 do you add to your Force Rating.

Do you have something to help reinforce that wording in the game? If there's one thing I know, FFG writes some really vague writing that actually can be taken many ways. And devs have openly stated said working is ok, even though the game does NOT explicitly say something cannot occur.

EDIT: Also if the force sensitive does NOT give you an additional force rating. Then why shouldn't it? Because other Universal Specializations provide career skills, yet force sensitive does not. (That's assuming I remember correctly that the other Universal Specializations do not provide career skills).

Edited by BladeVampire
1 minute ago, BladeVampire said:

Do you have something to help reinforce that wording in the game? If there's one thing I know, FFG writes some really vague writing that actually can be taken many ways. And devs have openly stated is ok, even though the game does NOT explicitly say something cannot occur.

EotE and AoR both came out before FaD, so the only way to get a Force Rating was through purchasing one of the force rating trees.

However, if you read the description for the Force-Sensitive Emergent (page 292 AoR CRB, paragraph 4), it specifically states:

Quote

When a character purchases this specialization, he automatically receives a Force Rating of 1 (if he did not already have it) . However, if the character already has a Force Rating of 1 or higher, it does not improve when he purchases the Force-Sensitive Emergent specialization.

For further confirmation, the Witchcraft talent from the Nightsister tree in CotR says "The character gains Force Rating 1" in the blurb on the tree, but in the full description says:

Quote

The character gains a Force Rating of 1. If the character already has a Force Rating of 1 or higher, there is no effect.

I have found that most of the time, it isn't actually vague, but they sometimes use words interchangeably (hit/successful attack, for example).

15 minutes ago, P-47 Thunderbolt said:

EotE and AoR both came out before FaD, so the only way to get a Force Rating was through purchasing one of the force rating trees.

However, if you read the description for the Force-Sensitive Emergent (page 292 AoR CRB, paragraph 4), it specifically states:

For further confirmation, the Witchcraft talent from the Nightsister tree in CotR says "The character gains Force Rating 1" in the blurb on the tree, but in the full description says:

I have found that most of the time, it isn't actually vague, but they sometimes use words interchangeably (hit/successful attack, for example).

Good references, I'll consider that! Thanks for the references!

So basically Force Sensitive, based on this information, is pointless to pick up as an existing force sensitive.

19 minutes ago, BladeVampire said:

So basically Force Sensitive, based on this information, is pointless to pick up as an existing force sensitive.

Unless you want the talents.

Just now, P-47 Thunderbolt said:

Unless you want the talents.

You would be correct. But I'm sure various arguments could be made that the Force Sensitive Specialization isn't as robust as other specializations already available to you AS an existing force user. Starting with existing Career skills that you receive.

keep in mind as a you don't need to pay the 10 point out of class spec tax some time it worth getting them if the talents are useful

to me getting more class skills are rarely a big thing for me unless you are a jack of all trades

It all depends on the preferences you have for your character. What you want him/her/they/it to be able to do and be good at. There are many ways to excel in this game. So if you want to be really powerful in the force, then picking up increase force rating talents can be essential for increased force dice power. If that is what you want. There are numerous options and alternatives.

If you are the GM I'd suggest not creating an NPC the ways players create their characters but rather just giving them the Characteristics, abilities, Talents etc that you want just like they are in the Adversaries chapter in each of the core books and in Adversaries and Allies. Much simpler to build and run. They also can have exactly what you want without straying into things you don't - like if you really want a support character than you can give them a Talent or two and an ability that does it without bumping up their combat ability. There's also a great writup on Mentor characters in Disciples of Harmony that will give some help on creating NPCs for the group.

1 hour ago, Jedi Ronin said:

If you are the GM I'd suggest not creating an NPC the ways players create their characters but rather just giving them the Characteristics, abilities, Talents etc that you want just like they are in the Adversaries chapter in each of the core books and in Adversaries and Allies. Much simpler to build and run. They also can have exactly what you want without straying into things you don't - like if you really want a support character than you can give them a Talent or two and an ability that does it without bumping up their combat ability. There's also a great writup on Mentor characters in Disciples of Harmony that will give some help on creating NPCs for the group.

It also allows you to pick up particular talents without having to grab an actual tree.

1 hour ago, Jedi Ronin said:

If you are the GM I'd suggest not creating an NPC the ways players create their characters but rather just giving them the Characteristics, abilities, Talents etc that you want just like they are in the Adversaries chapter in each of the core books and in Adversaries and Allies. Much simpler to build and run. They also can have exactly what you want without straying into things you don't - like if you really want a support character than you can give them a Talent or two and an ability that does it without bumping up their combat ability. There's also a great writup on Mentor characters in Disciples of Harmony that will give some help on creating NPCs for the group.

I agree with this sentiment with one caveat. If you plan on rotating GM duties with one or more of the other players around the table, then go ahead and create the character s a PC. If you're going to be the full-time GM, then just use the standard NPC creation rules.