Jedi Senses
So I'm fiddling with the Jedi ability to see in the dark, all-around, etc., by vaguely sensing their surroundings. What I've come up with so far is Para-Rader (Force Power, -10%; Extended Arc, 360 degrees, +125%; Reduced Range, (10), -30%) [74]. Even slapping on Unreliable (-20%) only reduces it to [66]. Pricey. Unfair, yes or no? Also, is there reason to believe Jedi senses are not so powerful? I can't see adding Costs Fatigue because then the Jedi couldn't suddenly sense something their eyes don't see, and I can't figure out a way to incorporate a Concentrate maneuver into an ability that is supposed to allow the Jedi to be active in the dark. It does seem to be consistent with the terrifying prowess of Jedi in battle even while surrounded.
I'm mentioning this ability in particular simply because it turns out to be one of the more expensive abilities that seems like a part of Jedi knight basic training. |
Re: Jedi Senses
Wouldn't it be simpler to simply have Dark Vision (Force -10%, Nuisance Effect: Nearsighted -5%) and 360 Degree Vision (Force -10%, Nuisance Effect: Nearsighted -5%) for 44 points? That saves you nearly 30 points for the same effect, and doesn't require nearly as many wonky rules.
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Re: Jedi Senses
How do you get bitten by a radioactive Jedi?
Bill Stoddard |
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Oh, well, gotta live up to my name somehow. Oh! Wait! Got one! We'll make Mike Tyson a Jedi! |
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Clairsentience (Force Power -10%; Clairvoyance -10%) 40 pts. |
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IMHO Jedi achieve this effect through Danger Sense and Blind Fighting.
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(Those are the rules I use) PEACE |
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