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Poss new sith power.. Jun Mao
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Naaman
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PostPosted: Tue Jul 16, 2013 5:02 pm    Post subject: Reply with quote

Consider the battle between Yoda and Palpatine.

And a similar effect between Obi Wan and Anakin on Mustafar.
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Esoomian
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PostPosted: Tue Jul 16, 2013 5:21 pm    Post subject: Reply with quote

garhkal wrote:
Esoomian wrote:
I have the same concerns as you can see earlier in the thread. Also the idea of redeeming the Dark Sider just doesn’t seem like a big enough stick to dissuade them.


What of the bonus to hit and damage gained by the one 'raging out'?


The more I think about it the weaker the idea of the target ‘raging out’ as a downside seems. It is only a downside at all if the Dark Sider is actually fighting the target at the same time.
Imagine if in episode one Darth Maul had used this power on Obi Wan when they were separated by forcefields. They’re physically very close but no matter what Obi Wan does he can’t reach Darth Maul physically so the bonuses he gets for raging out are worth nothing. Then when the forcefields come down Darth Maul can drop the power happy in the knowledge that he has nudged Obi Wan closer to the Dark Side with no risk to himself.

Also what if the Dark Sider and his apprentice are taking on a pair of Jedi, the Dark Sider targets his apprentice with this power. The apprentice starts getting more Dark Side Points and gets a bonus to damage and to hit win win for the Dark Side.

And what about a subtle Sith, staying hidden and using this power on a Jedi without revealing himself? Again the Jedi’s bonus to damage is probably amusing to the Sith rather than dangerous. Especially if he manages to engineer a situation where he is watching the Jedi fight others.

And let’s not forget the possibility of capture. A captured Jedi who is securely bound or otherwise restrained gets no bonus from ‘raging out’ and there is nothing preventing the Sith from just turning him by degrees by having someone stand there and cut the Jedi slowly while he is using the power.

It seems like a reasonably creative Dark Sider could easily use ‘raging out’ as a bonus.

garhkal wrote:
Esoomian wrote:
I like the idea that if the target resists significantly (say beats the darksider’s roll by 10 or more) there is a backlash that blocks the darksider’s access to all darkside powers. Powers like Lightstaber Combat are still fine but all powers specifically tied to the dark side (including this one) are locked until the Darksider performs some sort of atonement.


Where are you getting that from? Again I ask, name me any other power that either blocks their use of the force/backlashes some other big negative for a critical failure?


Are there any other Dark Side powers that allow someone to turn someone else? Admittedly my knowledge of force powers is not encyclopaedic but all Dark Side powers I have seen give the wielder Dark Side points and have an effect on the target. Given the magnitude of this power’s abilities it seemed like it needed a significant downside to prevent abuse. As I said earlier in the thread this power seems like a replacement to physical combat (rather than a supplement for it which may be how you envision it) and as such it needs to have a similar level of risk to physical combat.

garhkal wrote:
Esoomian wrote:
This power creates a link between the wielder and the target. The target has the potential to sense the link being formed and may resist actively if they notice the link or passively if they do not. Detecting the link formation is based on either sense or perception.

Passive resisting works as a normal opposed willpower roll as the target’s personality attempts to resist the warping effects of the dark side. Passive resisting is not an action for purposes of MAPs
Active resisting is the same but the target can choose to spend character points, force points or perhaps add their control dice to the roll… not sure on that one yet. Active resisting is an action for purposes of MAPs

If the Darksider is successful in instigating the link then he can ‘share’ his Darkside Points with the target. The target gains one DSP for every round that the link is active (note these are not real Darkside Points the target is simply sharing the Darksider’s taint). The target rolls for loss of control to the Darkside just like he would with regular DSPs and if the target falls to the Darkside the link becomes permanent and all DSPs the Darksider has are now shared.


That makes it worse (only your resistance at getting the power activated) to avoid being turned, and quicker to turn once its up.


I intended for resistance to be possible every round sorry if that was unclear. While it does mean turning is quicker once the link is established the risks of the power are much greater and so too is the effectiveness. Remember if the link is ever severed for whatever reason (and there could be several ways to do this depending on the GM. Visiting Myrkr for instance) the target instantly loses all shared Dark Side Points.

Plus I think it gives a nice story hook by allowing Jedi hard choices when they realize that a Dark Side Cabal is actually largely comprised of victims of this power.
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Naaman
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PostPosted: Wed Jul 17, 2013 12:08 am    Post subject: Reply with quote

I think the overall idea is appropriate and definitely in keeping with what we see in the films.

The more I think about it, the more I want to see the following criteria:

A level of risk to the user which lessens with the target's succeptibility to the lure of the dark side

A reward for the user if successful (perhaps the dark side awards him a Force point, as these are hard to come by for dark siders)

A choice on the part of the target (accept a bonus ans DSPs, or take a penalty while affected by power, or sacrifice a Force point or character points after failing to resist in order to overcome/avoid DSPs). Those are merely examples of what I might propose if it were my idea.
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PostPosted: Wed Jul 17, 2013 4:34 pm    Post subject: Reply with quote

Namman. On that first suggestion.
How would you see the 'level of risk' fade as the target is lured?

I like the potential to reward the sith who successfully uses it to draw a jedi to the sith way..
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PostPosted: Wed Jul 17, 2013 4:51 pm    Post subject: Reply with quote

Naaman wrote:
A choice on the part of the target (accept a bonus and DSPs, or take a penalty while affected by power, or sacrifice a Force point or character points after failing to resist in order to overcome/avoid DSPs). Those are merely examples of what I might propose if it were my idea.


This is also how I feel. The power as written now is not subtle or insidious enough for my take on the Dark Side. Perhaps it could be based of the rules for the lure of the Dark Side. Unfortunately I don’t have the rules in front of me right now but from memory if a Jedi has one or more Dark Side Points and they try to use a force power then they can choose to get as many bonus dice as they have Dark Side Points. If they accept these bonus dice they gain an additional Dark Side Point. If they refuse then the difficulty to use the power increases by a set amount for every Dark Side Point they have.

Perhaps the power could work like this:

The wielder establishes a link with the target and ‘shares’ the taint of the Dark Side with the target. Every round this power is maintained another of the wielder’s DSPs is shared with the target.

These DSPs are not permanent and vanish as soon as the power is dropped. However any of the DSPs the target earned by giving into the lure of the Dark Side and accepting the bonus dice are real and must be atoned for normally.

The link can be resisted as normal but this way there is less book keeping/maths involved as if the link is maintained an additional DSP is shared there is no need to work out just how much one side beat the other or what someone’s DSPip threshold.

This way there is an element of player choice in the matter and it also prevents the Dark Sider just randomly targeting Jedi he sees walking by as the lure of the Dark Side only comes into play when the Jedi is using a force power.
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Naaman
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PostPosted: Wed Jul 17, 2013 8:11 pm    Post subject: Reply with quote

I like that idea, as well, though its not something I would have thought of, it feels pretty poiniagnt (sp?).

Garhkal, do either of these interpretations line up with your idea?
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Esoomian
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PostPosted: Wed Jul 17, 2013 8:34 pm    Post subject: Reply with quote

Aha I found the rule online... Actually it was in a section of the Rancor pit I had forgotten about.

Lure of the dark side wrote:
The Lure of the Dark Side. When a character with Dark Side Points uses a Force skill, her skill roll gets a bonus of 1D per Dark Side Point.

A Jedi may refuse this bonus, but the difficulties of all Force powers should be increased by at least one difficulty level to reflect the intense concentration needed to avoid the dark side's temptations.

A character who has gone over to the dark side no longer recieves this bonus.


That seems to be a fairly easy idea to adapt into Jun Mao and it has the added bonus of using an existing rule set so it should be pretty easy for people to get a handle on.
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PostPosted: Wed Jul 17, 2013 8:57 pm    Post subject: Reply with quote

Oops, didn't see your post up there, Garhkal. Anyway, I would think that the level of risk would be inversely proportionate to the number of DSPs the target has, and an unknown factor: the wilpower of the target.

In my games, where willpower is available as a means of resistance, I like to add a bonus of +1 per die in control to willpower, rather than stacking the two. YMMV, but when resisting powers that target the victim's resolve, I like to reward players who actualy bother to invest in the willpower skill.

Anyway, you might grant the user a bonus to his opposed roll proportionate to the number of DSPs the target has, and provide some means (either built into this power, or by devising a separate power) to detect the amont of DSPs a character has.

Failure could be handled in a similar mamner to failure of the control roll to call upon the darkside. In this way, the dark side is portrayed as power at a price, not to be trifled with.
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PostPosted: Wed Jul 17, 2013 9:10 pm    Post subject: Reply with quote

Sorry for the double post; its really hard to edit posts on my phone. Anyway another thing that occurs to me is the idea that atoning for a real DSP always costs the character a FP. For this reason, it may be appropriate to allow the expenditure of a FP to automatically overcome the effects of this power, if the character fails to initiallt resist it. Chosing this method, however, prevents the power from working on the target until some specific created teria is met by the darksider OR you could implement the aforementioned backlash in order to prevent the darksider using this as a FP drain tactic. I keant to elaborate on that idea earlier, but just now got around to it.
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PostPosted: Wed Jul 17, 2013 11:30 pm    Post subject: Reply with quote

Esoomian wrote:
Naaman wrote:
A choice on the part of the target (accept a bonus and DSPs, or take a penalty while affected by power, or sacrifice a Force point or character points after failing to resist in order to overcome/avoid DSPs). Those are merely examples of what I might propose if it were my idea.


This is also how I feel. The power as written now is not subtle or insidious enough for my take on the Dark Side. Perhaps it could be based of the rules for the lure of the Dark Side. Unfortunately I don’t have the rules in front of me right now but from memory if a Jedi has one or more Dark Side Points and they try to use a force power then they can choose to get as many bonus dice as they have Dark Side Points. If they accept these bonus dice they gain an additional Dark Side Point. If they refuse then the difficulty to use the power increases by a set amount for every Dark Side Point they have.

Perhaps the power could work like this:

The wielder establishes a link with the target and ‘shares’ the taint of the Dark Side with the target. Every round this power is maintained another of the wielder’s DSPs is shared with the target.

These DSPs are not permanent and vanish as soon as the power is dropped. However any of the DSPs the target earned by giving into the lure of the Dark Side and accepting the bonus dice are real and must be atoned for normally.

The link can be resisted as normal but this way there is less book keeping/maths involved as if the link is maintained an additional DSP is shared there is no need to work out just how much one side beat the other or what someone’s DSPip threshold.

This way there is an element of player choice in the matter and it also prevents the Dark Sider just randomly targeting Jedi he sees walking by as the lure of the Dark Side only comes into play when the Jedi is using a force power.


Problem is, i have NEVER seen a player ever accept that dark side bonus from the "Lure of the dark side" aspect from the book unless they were already wanting to turn dark. So that just means the jedi target is always going to be "Just saying no". So bam.. no issues, and the power loses the thrust of what it was for.

Quote:
Sorry for the double post; its really hard to edit posts on my phone. Anyway another thing that occurs to me is the idea that atoning for a real DSP always costs the character a FP. For this reason, it may be appropriate to allow the expenditure of a FP to automatically overcome the effects of this power, if the character fails to initiallt resist it. Chosing this method, however, prevents the power from working on the target until some specific created teria is met by the darksider OR you could implement the aforementioned backlash in order to prevent the darksider using this as a FP drain tactic. I keant to elaborate on that idea earlier, but just now got around to it.


Not to keen on a force power having it where a target can "after it is successfully activated" just force it to be dropped and not used again until XYZ is met by just spending a FP.[/quote]
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PostPosted: Thu Jul 18, 2013 12:25 am    Post subject: Reply with quote

garhkal wrote:
Problem is, i have NEVER seen a player ever accept that dark side bonus from the "Lure of the dark side" aspect from the book unless they were already wanting to turn dark. So that just means the jedi target is always going to be "Just saying no". So bam.. no issues, and the power loses the thrust of what it was for.


Sure the Jedi can always not accept the bonus dice but that means everything the Jedi is doing is at a higher difficulty level and if he is trying to achieve something (like say stabbing a Sith with a lightsaber) he may not be able to pull it off without accepting those bonus dice, you could always rule that each DSP shared in this way increases the difficulty for all Force skills by +5 (or whatever number seems fair to not neuter the power) so either the Jedi has to be much better than the Sith in the first place or he's going to end up burning a lot of character points just to succeed.

Plus this variant of the lure of the Dark Side is even more insidious than normal. Consider this. Normally if you have 3 DSPs you get three potential dice but you also have a 50% chance of falling to the Dark Side (3 or less rolled on a D6) but if the power has been maintained for five rounds (and the Sith had at least five DSPs) then you get five extra dice for just one DSP. Now that is a tempting offer.

It’d probably be worth adding in that if the target accepts the bonus dice and gets a DSP then the wielder of the power gets a free Force Point for aiding in the target’s corruption.
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PostPosted: Thu Jul 18, 2013 3:39 am    Post subject: Reply with quote

Well, ic it works for your group, that's cool. I twnd to always play Jedi, and would not appreciate uaving DSPs thrust upon me on account of a crappy willpower roll, or worse yet, a darksider calling on the dark side for a free FP to initiate the power and virtually guaranteeing success all with no risk to self.

For me, aa character (or player) should always have a choice of whether they receive DSPs or not (usually in the form of knowing that a course of action would grant a DSP). Receiving a DSP should always be the result of a deliberate choice the character makes (such as to receive a bonus on skill rolls or attack rolls, or to kill an enemy thhat is no longer a threat just because its easier that way, etc)
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PostPosted: Thu Jul 18, 2013 4:26 pm    Post subject: Reply with quote

OK.. So here is a 2nd re-write using that 'lure of the dark side aspect..

Jun Mao (Sith power)
This is a Cont/sense/alter power
Control roll is 20 + prox + relationship
Sense is 10 + relationship
Alter is 15 + relationship
Requires: feed on dark side, cause fear, affect mind, projective telepathy and waves of darkness

When used on an opposing force user replace the base target # with an opposed control roll vice a base 20 difficulty for the control roll. Proximity and relationship still modify

If the power is successfully used, it must be maintained. On the round AFTER successfully activating the power, the Sith can start 'sharing his dark side points with the target Jedi, at the rate of 1 point per round (so if he keeps it up for 4 rounds, he can give the target 4 DSP's). These Dark side points so shared, cause the same effect upon the Jedi as if he had earned them himself in regards to the "Lure of the dark side", in that he can accept the dark side's favor (earning a dark side point and giving the Sith a force point) and gain 2d per DSP he has, to add to his force use. Or he can 'resist' the lure, taking a +5 target # penalty per DSP he has had shared with him.

When the power is dropped (or the Sith stops maintaining it) the dark side points shared with the targeted Jedi, bleed off at the same rate as gained, 1/round, but during that time still has the Lure of the dark side issue to worry about. Though if the power is no longer being maintained and the targeted Jedi earns a DSP during THIS time, the activating Sith does not gain a free force point.
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PostPosted: Thu Jul 18, 2013 4:37 pm    Post subject: Reply with quote

I like this version much better. It gives the player a sense of control that doesn't depend on him making good dice rolls. Essentially it allows the player to throw away his lightsaber and say "I'll never join you, you've failed your highness."

It might not be a descision that results in the player surviving but it does give him the chance to choose between death and the Dark Side.

I personally would still add in some way to break free of the power (rather than having to kill the Sith or waiting for him to get bored and stop) like wounding the Sith 'casting' it or actively resisting but even without that it seems like a decent power.
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PostPosted: Thu Jul 18, 2013 6:54 pm    Post subject: Reply with quote

Aggreed.
This version seems much more in line with what I understand to be the primary tactic of the dark side.


Perhaps the target could be allowed the opton of a "full reaction" each round with willpower or something to try and break free.
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