Karmic Synchronicity

A canon rule from West End Games is that non-"Force Sensitive" characters can accumulate only so many (positive!) Force points at a time. Any that would go over that limit, instead become Character Points.
We are keeping that rule.
Another canon rule is that any Force Point expended specifically to save lives beyond one's own, is likely to be refunded by the GM at the conclusion of the adventure. Using the Force to strengthen the Light and defeat Evil is regenerative!
We are keeping that rule.
Currently, the only use for positive Force Points is to double one's dice on all rolls in a given single initiative round.
This results in properly heroic characters having an overstock of the Force, significantly out of proportion to how influential we portray ourselves to be within the Galaxy.
Let's improve this rule!
 
 

Proposal:

During the Personal Growth phase between adventures, a Character can spend a Force Point to reduce by half the necessary training time for improvement of an existing Skill or for learning a new Skill. The most awesomely effective teacher happens to be available, present, and in fact had another obligation suddenly drop away so they have a gap to fill; the necessary training equipment or tools just happen to be immediately to hand; the student grasps the concepts more swiftly, more surely than is typical.
Obviously, this is with GM approval only, and will have to be discussed per incident.
As stated in the Personal Growth tutorial, a Skill can only be raised one pip per between-adventure opportunity.
 

Starting discussion points:

 
How easy is this rule, as proposed, to become a game-breaker?
Imagine the Mean GM as a self-absorbed nine year old. Most nine-year-olds are self-absorbed by nature, still learning consideration and compassion. Would she be able to use this rule to unbalance, maybe even wreck the entire campaign?
 
Is it fair to have 1 FP knock a "ten weeks' training" down to "five weeks' training" (Advanced Skill, currently at 5 dice, working on the next pip) for the same cost as knocking "two weeks' training" down to "one week's training" (General Skill, currently at 2 dice, working on the next pip)?
 
Should it be possible to spend a pre-determined higher number of FP -- let's say, "three", but this is also up for discussion -- in order to quarter the training time instead of only halving it?
If we make that higher number "two", that seems too inexpensive to ever pass up. We're spending one, why not spend two? and then have plenty of room to fit in another skill increase elsewhere on the sheet?
If we make that higher number "six", non-FS characters cannot do it.
 
Currently the Force Sensitive characters possess an obvious advantage, having followed the mandate of their duty to lift others up. Should we limit all Players to a maximum of Karma helping out with speed-learning only two skills regardless of the amount of time between adventures? Or is the nature of enthusiastic spending plus the slow rate of earning additional FP in play enough to provide all the brakes needed?
Regardless of whether the character is FS or not: if this rule is applied to reduce training time for multiple skills within the same break between adventures, those skills must be closely related. For example, one might be astrogation and another is navigation. Or one might be brawling and another is melee parry and a third is powersuit operation.
 

Restrictions that should remain:

 
  • The student pays.
    The teacher cannot contribute more to teaching than the student brings to learning. If a Player Character agrees to tutor another Player Character, only the one learning can employ Karmic Synchronicity to make their skill growth work amazingly well.
  •  
  • One pip at a time!
    This rule cannot be used to circumvent the Personal Growth restrictions. I don't care what lineage this monk is from; she may not FP her way to jumping her Alter skill from 4d to 5d in a single go.
  •  
  • No shortcuts for Unmitigated Trouble.
    Everything described on the "Personal Growth" article under the subheading, "Volunteer for Unmitigated Trouble!", is ineligible for Karmic Synchronicity. Whether the character is improving their Move Speed or working on Special Abilities, or even developing an Attribute they previously lacked, the time needed is at least as long as one week per Character Point needed.
  • Also: This cannot be used for shortening the time to learn an Advanced Skill at its starting level of 1d+0. That always costs 2 Character Points, and always takes two standard weeks to learn after all prerequisite qualifications have been met, and always includes some extra trouble or task-solving to be mandated by the GM.
     
  • This is not how the Dark Side works.
    No matter what the ghost of Matres Merglin promises, Dark Side points cannot create a self-centered version of Karmic Synchronicity.
This is an early draft of a House Rule. The article will be rewritten to fit the mood of similar House Rules and Game Mechanic articles.  

Stretch goal discussion points:

 

Past benders of the 4th wall:

 

Potential benders of this particular 4th wall:

 
Who would be a fun narrator?
Who would make an entertaining yet enlightening example?
 
If written by the usual author, NPCs are often preferred -- but I welcome drafts from PCs if you feel inspired.

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