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Starting Jedi Powers
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Draylo Star
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PostPosted: Mon Feb 08, 2010 6:47 pm    Post subject: Starting Jedi Powers Reply with quote

If the Jedi Starts with 1D in each force skill how many force powers should they have nine?
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Ankhanu
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PostPosted: Mon Feb 08, 2010 6:57 pm    Post subject: Reply with quote

Up to 9.
Powers that use multiple skills will reduce the total number; i.e. Lightsaber Combat takes up a Control and a Sense counter to take. Also a GM can determine that the character didn't learn the max number of allowed powers.
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Draylo Star
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PostPosted: Mon Feb 08, 2010 7:55 pm    Post subject: Reply with quote

What powers do you think a padawan trained by a jedi master would start with for powers?
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Ankhanu
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PostPosted: Mon Feb 08, 2010 9:18 pm    Post subject: Reply with quote

That really depends on the student's aptitudes, the Master's approach to training, and other backstory elements. Powers that represent the Padawan learning to sense and control the flow of force currents around and through them would seem most likely (ie. Life Sense, Life Detection, Control Pain, Concentration, Telekinesis, etc); but yeah, tailor it to character background, and watch for things like power prerequisites and difficulty levels and what would be likely.
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Rerun941
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PostPosted: Tue Feb 09, 2010 10:28 am    Post subject: Reply with quote

if a starting character has 1D in each Force Skill, they only start with up to 3 Force Powers... not 9.

The first D only grants 1 power since there really aren't any pips before 1D. All of the starting templates with Force Skills/Powers only show 1 power per die.
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Draylo Star
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PostPosted: Tue Feb 09, 2010 11:49 am    Post subject: Reply with quote

Well since this is house rules and im giving each PC their Force Dice for Free I mine as well give them some bonus powers too LOL
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