Savage Species... and what comes next

By Maelora, in Star Wars: Force and Destiny RPG

The Swamp episode of Avatar gave me chills when I first watched it. All my friends were like, "So, what? It's a big tree, what's the big deal?"

And I was like, "Oh my spirits, someone else FINALLY gets it!"

The only thing I didn't like is that someone who had truly reached enlightenment would never say that they'd reached enlightenment. But hey, I can let that pass for awesome spirit-tree!

Edited by Absol197

Tree races are boring. They don't go anywhere but up, and it takes years for even that to happen.

Tree races are boring. They don't go anywhere but up, and it takes years for even that to happen.

You, sir, are an awful person :) .

@Absol197

1. How many Force Rating ranks are in each of the new specs?

1 for Executioner, and 2 for Hermit and Navigator

2. Any interesting new talents, Force or otherwise?

Both Executioner and Hermit have some interesting talents – hunter’s quarry, terrifying kill and animal bond, harass. Overall, the specs are okay, but I’m still waiting for the mystic – tera kasi spec tree, so everything is only okay till then.

3. Any of the new specs have unique/wonky layouts, like the Gambler or Heavy?

The Executioner and Hermit spreads seem less uniform in layout, but nothing too crazy.

4. What skills do each of the new specs have?

Executioner: Discipline, Melee, Perception, Ranged Hvy

Hermit: Discipline, Knowledge (Xenology), Stealth, Survival

Navigator: Astrogation, Know(Outer rim), Perception, Survival

Looks like no lightsaber career skill – Sorry Maelora

5. Could you give us an overview of the signature abilities, what they do and how they work?

Unexpected Demise: Spend 2 destiny, make hard percp., and for next two rounds you can use a maneuver to grant an automatic triumph on your next combat roll.

Unmatched Pursuit: spend 2 destiny, designate quarry and for three rounds if the quarry would elude, you take 2 strain to keep up pace.

6. Quermians: how are they different from Xextos and Besalisks?

3 int, 1 brawn and pres

85xp

Rank in perception

Gain free maneuver per turn. Still can’t perform more than two in a turn

7. General overview of Farsight? Base Force Rating to use? What sort of effects it has? (... Total XP needed to buy the whole thing? ... I'm not obsessive about this stuff, I promise >_< !)

Spend a force pip to see up to medium range, ignoring darkness or blindness for remainder of the round (or a minute). Initial power cost 5pts.

Force rating 1+

105xp

8. Anything else you notice that's new and cool?

17 new critters to add to the bestiary.

Thanks for taking on this-a heavy burden!

Of course!

O_O Both Hermit AND Navigator have two Force Rating? Yowsa, the Seeker just became the go-to career for high FR!

Thanks for the info! However, this did not help me with my inability to wait. If anything, it's made it worse >_< !

Ok so:

Does Hermit have any new talents for use with Animal Bond that the Pathfinder didn't?

What are the different sections covered in the third chapter?

What does Terrifying Kill do? (I assume it's the 1 Conflict Talent?)

In the FaD core we had talents or themes like this:

Ataru Striker: Agile Saber user

Hunter: Tracking and Killing, particularly beasts

Pathfinder: Animal Bond, Survival & fast movement

How would you sum up the 3 new Specialisations?

Can you provide a general outline on the Animal Companion rules please?

Thanks for taking one for the team too.

Does Hermit have any new talents for use with Animal Bond that the Pathfinder didn't?

improved animal bond, harass. the pathfinder spec user will want the hermit spec tree. they complement and compliment each other well.

What are the different sections covered in the third chapter?

Ch 3 Deadly Quests: Seekers in the Party, Survival in Wilderness, Including Animal Companion NPCs, Beast Riding Rules, New Creatures, Seeker Enc's, Seeker Campaigns, Seeker Rewards

What does Terrifying Kill do? (I assume it's the 1 Conflict Talent?)

It is. spend 1 destiny pt to roll Force dice and spend force pip to inflict 1 strain on each character w/i short range after incapacitating or inflicting Crit injury.

How would you sum up the 3 new Specialisations?

Executioner: Seeker's dps

Hermit:Seeker's seer

Navigatior: Seeker's Ace pilot

Can you provide a general outline on the Animal Companion rules please?

Companions provide bonus d6 for survival checks in environments they are familiar with, and a penalty d6 when in unfamiliar environments. Also they can provide two boost dice to assist their master if in short range. Particularly intimidating or ferocious companions can use menace. there's a bit more discussed, but I have to go to bed for work tomorrow morning

ps: there is a bad-ass ewok on pg 64 - eat it haters

ps: there is a bad-ass ewok on pg 64 - eat it haters

Actually, ewoks would have been a much better fit than the races we got...

4. What skills do each of the new specs have?

Executioner: Discipline, Melee, Perception, Ranged Hvy

Hermit: Discipline, Knowledge (Xenology), Stealth, Survival

Navigator: Astrogation, Know(Outer rim), Perception, Survival

Looks like no lightsaber career skill – Sorry Maelora

Thank you for answering.

Feels really weird that there's only one LS spec though.

I feel more and more that LS really should have been a Career skill for all careers, so that the specialists in the LS forms could have 2 at character creation...

Edited by Maelora

O_O Both Hermit AND Navigator have two Force Rating? Yowsa, the Seeker just became the go-to career for high FR!

They won't have Dedication though, one of the best reasons for going to the end of a tree.

Hi

I am interested in the Executioner Spec. Does it have any of the older ranged combat talents like Barrage, True Aim or Point Blank? Does it have Enduring?

It also has Melee as a skill ... does it have any talent support for Melee or Brawl combat?

O_O Both Hermit AND Navigator have two Force Rating? Yowsa, the Seeker just became the go-to career for high FR!

They won't have Dedication though, one of the best reasons for going to the end of a tree.

But a +2 Force Talent driver spec is very interesting in Navigator, and Hunter with 2 cheap ways to get +2 FR are crazy

Did some research on the species, for the curious:

Ithorians, strictly speaking, fit the Seeker concept well; fist and glove. I considered them a possibility, but hoped against it if only because it's a repeat.

Anx and Quermian are a little unusual because they're so obscure. There's not an overwhelming amount of information about them. Anx are big (averaging 4 meters), which makes them one of the largest playable species yet. UAA describes them as having an understanding of physiology and anatomy, so maybe that's what they were chosen? A little bit of natural galactic traveler, too. Poor eyesight, powerful sense of smell. Quermians have two brains and 6-limbs (and I know I said they have a second pair of smaller arms, but I think that was an assumption on my part; nothing mentioned about their size, but they do often keep them hidden), and they smell through their fingers. I actually pegged Quermians as a Consular-fit species.

My thought is that somebody in charge prefers to develop the obscure species because all the others have been done multiple times in d6 Star Wars and d20/Saga. Also of consideration, of the 59 species in print, only 7 originate from a source that isn't the movies or television. It could be with the whole canon/Legends shenanigans that they're restricting themselves to things on screen. Disappointing if true, but that makes a degree of sense to me.

I concur! It definitely seems they are happy to spend a bit of extra time on a previously unexplored species and give themselves more creative freedom from that. So long as we get some nice solid background information in each book then I'm happy.

My thought is that somebody in charge prefers to develop the obscure species because all the others have been done multiple times in d6 Star Wars and d20/Saga. Also of consideration, of the 59 species in print, only 7 originate from a source that isn't the movies or television. It could be with the whole canon/Legends shenanigans that they're restricting themselves to things on screen. Disappointing if true, but that makes a degree of sense to me.

I should amend that and say they haven't appeared.

Okay... so... my bad guys. The Navigator and Executioner both have 1 force rating and dedication talent. Only the Hemit offers two FR Talents. I guess in my five second glance at the trees before work should have been 15 seconds.

What's Anx's special abilities, and what's the list of vehicles and animals? Would you kindly.

I was hoping the Ryn would show up in thus book. Seemed like it would be the best place for them, but c'est la vie

What are the gear options like? And in particular the new lightsaber crystals?

What is the single thing you like most about the entire book?

And thanks for providing us with info!

What are the new weapons like? Mainly Ranged or Melee/Brawl/Lightsaber?

Can you give us an overview of some of the new talents (most interested in the Hermit tree, all the hermits)? Specifically, once per session talents?

What about some of the benefits of buying through all of Farsight (control upgrades, committed effects)?

Thanks

List of vehicles:

air speeder - br549 fastrak high altitude scout speeder

Landspeeders/speeder bikes - 610-ava dart speeder bike, 64-y swift 3 repulsor sled, a-a8 backcountry speeder truck, Joben t-85 speeder bike, lm002 bloodhound survey vehicle

Walkers - AT-exploration transport, At-recon transport

Star fighters/patrol boats - arc-40b scout recon fighter, far*reach recon ship, slayn & korpil v-19 torrent starfighter

Freighters - alidade-class long range survey ship, Kazellis-class light freighter, wander-class jump freighter

Anx - brawn 3, agility 1, 85xp, one rank in kill with kindness and lethal blows talents, when their head crest is not covered upgrade difficulty of deception checks once.

I wish the ryn (or nagai) was in this book!

Ranged wpn: three hunting rifles, night sister energy bow, compound bow with several specialty arrows, air rifle and net gun

Melee: knife, poleaxe, vibro-spear, energy Lance, Nani-dagger, vitro-machete.

Armor: layered beast armor, beast hide, chitin, survivalist armor

Gear: modular backpack, modular riding pack, various riding gear, camping gear, healing kit, veterinary kit, handheld navicomputer, surveyor tools, wpn maintenance kit

Wpn attachment: environ adapt kit, hunting barrel, motion tracker (aliens-Hudson scene now obligatory), multi-optic sight, slugthrower suppressor.

Armor attach: optical camo system, passive foliage suit, water reclamation system

Lightsaber crystals: nishalorite stone (navigator themed crystal, grants advantage for navigating or determining location. Also has planet mapper talent MOD.) Varpeline crystal (a crystal notorious for its dismemberment legacy).

My favorite part so far of this book (besides the art) is probably the seeker quest/campaign ideas. Still really haven't had a chance to sit and read the book in its entirety though.

Can you tell me more about the Executioner? What's it's deal? Does it have the Stalker talent? How does it compare to the Big Game Hunter from EotE?

Edited by Kael

Can you tell me more about the Executioner? What's it's deal? Does it have the Stalker talent? How does it compare to the Big Game Hunter from EotE?

I second this! What are the ranked talents? How does it go about killing efficiently? Is there a Melee and a Ranged part to the tree? Is it the Marauder of ranged? Or the BGH? Or the Assasin? How much does the Force play into its build? Intuitive Shot?

Also .... are there any Conflict giving talents? I expect to see at least one in the Executioner but you never know ..... maybe the Hermit or the Navigator get down with some dark stuff too.

Also .... are there any Conflict giving talents? I expect to see at least one in the Executioner but you never know ..... maybe the Hermit or the Navigator get down with some dark stuff too.

He mentioned one earlier, Terrifying Kill;

It is. spend 1 destiny pt to roll Force dice and spend force pip to inflict 1 strain on each character w/i short range after incapacitating or inflicting Crit injury.