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Chaos Magic (New Homebrew Magical Tradition)

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UmaroVI

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« Reply #15 on: <10-19-11/1345:21> »
Okay, I decided a Jedi Knight was funny enough to take some time for a quick sketch writeup. I assumed Martial Arts were allowed, and I went somewhat more for comedy than effectiveness. He is playable and would probably be fun; although he's a bit of a one-trick pony, it is at least a very funny trick.

https://docs.google.com/document/d/10MwsT8ImYNPvPQA--f8F5Dk-jUBKF76DCLdKHPAyZPc/edit?hl=en_US

Heightened Concentration (from Digital Grimoire) might be a good option, but there's an unsettlable debate about how it works.

Does it:
1. Only negate the penalty on the NEXT use? Ie, complex action HWAAAA Called Shot Penalty on my next shot?
2. Negate the penalty on all future uses, ie, complex action HWAAAA Called Shot Penalty, and then it negates the called shot penalty until it's set to something else?

A. Count "sustained spells" as one penalty of -2 per spell?
B. Count "sustained spells" as a distinct -2 penalty per spell?

1A and 1B make it crap. 2A makes it good, and worth dropping 1 combat sense and 1 IA Blades for, then learning Increase Reaction and sustaining one of your spells with HC. 2B makes it very good, and you probably want to also sustain Increase Intuition and Deflection. You might even drop some or all of the sustaining foci, take Psyche, and just sustain everything with Heightened Concentration. Ask your GM how it works.

UmaroVI

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« Reply #16 on: <10-19-11/1346:47> »
Also, if you're willing to be even less subtle, make the cyberarm Bulky and add in Evo Kali, also get more Armor during gameplay. Alternatively, you can drop either 1 armor or 2 strength to have the Evo Kali optimization.