Force and Destiny: Disciples of Harmony

Accessibility: 6/10

Disciples of Harmony is the new sourcebook released for Force and Destiny. This book focuses on the consular class, also known as the Force user class because many of its talents and specializations focus on using Force powers. The book is broken into two chapters with an additional section that feels like it was meant to be the third chapter.

An excerpt from the Arbiter specialization found on page 23

The first section talks about new character options for consular characters.  This includes new backgrounds specific to the career as well as new morality options with new emotional strengths and weaknesses. The three new species added are the human-looking Arkanians, the tall and menacing Pau’ans seen in Episode III, and the Cosians seen in the Clone Wars animated series. The book has three new specializations to expand the consular’s abilities. There is the Arbiter who focuses on combat and negotiation, able to use their lightsaber to make negotiations easier. Then there is the Ascetic who is a variation of the hermit and focuses on high strain and defense. The Teacher is the last one and focuses on boosting allies and the leadership skill. There is a little addition to the motivations selection but not much. The two new Signature Abilities are not bad and have good application in the right situation. Much to Learn allows you to give allies a talent you know temporarily and Unmatched Negotiation allows the user to lower the difficulty of any social skill check dramatically. Both of these are useful in the right situation but those situations are less likely to arise unless the campaign is focused on these encounters. The two new Force powers are really great. These Force powers allow a character to fill the classic red mage position as support. Imbue allows the character to increase another character’s characteristics and Ebb/Flow allows the character to boost themselves or add penalties to an enemies rolls.

 

A Cosian found on page 14.

The second chapter adds a lot of new toys and interesting items. The spore stun grenade is interesting and the riot control baton seen in Episode VII makes it’s appearance. The data goggles and synoptic teacher are very useful tools allowing a character to add automatic success to certain skill rolls or temporarily set their skill rank to 3 for any chosen skill. The standout for thsi area is the lightsaber crystals. You have the corrupted crystals and seeker crystals which are nice, as well as the rules for purifying crystals. The solari crystal is powerful but requires the character to maintain a high morality or else it shuts down. The other crystal is a cracked crystal that originates from the kyber crystal that powered the Death Star and getting it could make for a real exciting adventure. There are some new droids added that range in functionality and are useful but don’t particularly stand out from the other droids in the series. The vehicles section is passable and adds a decent amount of other vehicles to use, including a luxury version of Luke’s landspeeder from Episode IV and a copy of the training cruiser seen in the Clone Wars animated series.

A Pau’an found on page 19.

The third ‘chapter’ describes the creation of and use of mentors. This is something that has been needed since Force and Destiny was released as having a mentor grants an XP cost reduction for Force powers. It also gives a great input on how characters could have survived the Clone Wars and Order 66 as well as giving some example mentor NPCs. It also gives lots of tips and guides for the GM using the mentor and their trials. The book also addresses the existence of other Force traditions besides just the Jedi. You gain the Sith tradition among others that allow your character to practice the Force without being a Jedi. This also gives characters a chance of having a backstory of receiving proper training without having to figure out how they survived Order 66. The book then gives some information on characters acquiring knowledge and how to judge a character’s understanding the origin of artifacts. It also describes how to integrate consulars into a party and how to make encounters for them. This leads to the more complicated section. The book gives a 5 part section on developing diplomatic scenarios and situations. It then explains how to run these scenarios and ends with a new chart describing ways to spend advantage and threat in diplomatic scenarios.

 

The book is a great addition, especially for a Force using party but it has drawbacks, particularly in the information department. Having to handle both mentors and diplomacy leaves the last part of the book very heavy in the information department. It becomes very clunky and at times more complicated than it probably needs to be. It’s still a great book and has some really cool new player options but reading the whole thing will take time so that the person does not suffer information overload. I highly reccomend the book for those who like using the Force but if your campaign does not involve them you can skip this addition without losing very much.

 

Accessibility: 6/10

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