The Endless Vigil for Endless Vigil is Finished

By Blackbird888, in Star Wars: Force and Destiny RPG

O_O

Cannot...get...this image...out...of...head...

Desslok, you monster !

Well, it could be worse. . . .

sexy_jabba_the_hut_valentine_by_sowcrazy

How about a Hutt Performer?

One measly guitar lesson and I get a torrent. All three specializations have Force Rating, and Sentry's Fear the Shadows is the conflict talent.

Okay, signature abilities...

My City: When in an urban setting, make a hard Core Worlds or Outer Rim check to allow the character, for the remainder of the encounter, to "suffer 2 strain to recall or learn the location of any individual group, or establishment within that city, and any relevant information." Two Destiny Point cost is applied. There are Boost nodes (2), a reduction of difficulty node, 2 change skill nodes (allowing for Streetwise and Underworld), reduce Destiny cost node, and two interesting ones: One that increases ranged defense from cover by 1, and one that downgrades Stealth check difficulties.

Unmatched Vigilance: In a structured encounter, spend Destiny Points to allow the user to "determine the Initiative order of the first round of the encounter. Characters still make checks to determine initiative, but these results will only apply after Unmatched Vigilance's effects end." Duration upgrades can extend this to 3 rounds, which is something else entirely, among other things. This can be one wicked signature ability.

Force power. Did a quick count, it's a maximum of 155 XP investment, and it is FR 1.

The actual basic power allows the user to restore system strain to an engaged vehicle by spending FP. It has nine (9) control upgrades: Commit Force die to upgrade a Computers or Mechanics check once; roll Force dice as part of Computers/Mechanics checks (basically Enhance for those skills); Force Heal, but for droids!; commit Force die to treat a damaged weapon or item as undamaged; commit 1 or more Force dice to increase system strain by 3 per die; same effect as the previous, but for hull trauma; and recover strain on droids. Mastery allows you to add Triumph to a Mechanics check. Range works as normal, Strength increases the amount of stuff healed/repaired.

Weapons.

  • BR-219 heavy blaster pistol. Stun setting, Vicious 2. Is restricted.
  • GLX Firelance. Auto-fire, Disorient 2, Stun setting.
  • LD-1 target rifle: Extreme range, Accurate 2, Cumbersome 3, Pierce 3, Slow-firing 1. No lack of love for snipers in F&D.
  • SSG Mk. II Paladin: Remember the blue Senate Guards from Clone Wars? This is there weapon. Has Auto-fire, Pierce 1, Stun setting, and Superior. How about never.
  • KWS Mk 1 Saberdart. Yep, Jango's saberdart. Can be loaded with poison.
  • NX-14 Needler: Some kind of thing for piercing personal energy shields.

Lightsabers:

The Crossguard lightsaber. Yep, not kidding you. Allows the user to spend the enemies despair/threat to disarm them, and has Defensive 1. The base hilt has 4 hard points. Now there are two more lightsaber weapons, but there are not two more hilts. These lightsabers cannot use lightsaber crystal attachments and such, so they're regular weapons that use the lightsaber skill. Kind of.

  • Lightwhip: Lightsaber, damage 4, critical 4, range [short], Ensnare 1, Pierce 5, Unwieldy 4. Spending 2 Advantage or 1 Triumph allows the user to prevent enemies from using Parry.
  • Philaxian phase-knife: Lightsaber, damage +1, critical 3, range [engaged], Pierce 4, Vicious 1. This is not a restricted weapon.

Lightsaber attachments include:

  • Damping emitter: Basically give a stun setting to a lightsaber. Reduces damage by 2 when active.
  • Overcharged power cell: Spend Advantage to increase damage by 1, but the GM can spend 2 Threat to decrease damage by 1.
  • Pistol hilt: Ezra's lightsaber in attachment form.
  • Reflex grip: If you have Parry/Reflect, you suffer +1 strain when using it, but you count your ranks as 1 higher.
  • Shein reverse grip customization: 1 Advantage on all Lightsaber (Cunning) checks, but 1 Threat on all other Lightsaber checks.

The Etaan crystal increases the damage of blaster bolts when using Reflect (Improved) by 2. The ghostfire crystal allows the user to spend a Triumph or 4 Advantage to prevent the enemy from using Parry.

Armor includes crash gear, g-suit, pit crew coveralls, and a Zephyr stealth suit, which is nifty.

Droids include the DUM-series pit droids (from Episode 1), Guardian police droids (seen several times in The Clone Wars), and two nemesis droids, one for security and one for infiltration.

Gear includes

Drugs and poisons:

  • Karrak spice
  • Interrogation serum
  • Yaladai spice

Scanning equipment:

  • Infrabinoculars
  • Microdroid listener
  • Audio curtain

Security equipment:

  • Palm stunner (Basically a joke buzzer, but for knocking people out).
  • Scramble key (Bypasses locks easier)

Tools:

  • Disaster relief kit
  • Emergency repair patch
  • Foot speeder (It's basically a space Segway).
  • Repulsor assist unit (Fancy climbing gear)
  • Urban compass

There are 6 podracers, 2 pages of attachments for podracers, along with stuff on building your own. Will get into this more later. We have 3 new ships, including a shuttle from The Clone Wars (remember the Mortis episodes? That ship, including the little speeder). Two ships can be used as a starting resource, but one is silhouette 3 and only holds 2 people.

Rules

A section called "Bringing Urban Environments to Life," and "Urban Encounters," neither of which are explicitly about combat encounters. A section called "Contact Networks," for building and using information networks, and the section on Investigations. Have not delved deep into any of them yet.

And, lastly...

An entire section on lightsaber hilt crafting, expanded from the GM screen. Like, four pages worth.

One measly guitar lesson and I get a torrent. All three specializations have Force Rating, and Sentry's Fear the Shadows is the conflict talent.

Okay, signature abilities...

My City: When in an urban setting, make a hard Core Worlds or Outer Rim check to allow the character, for the remainder of the encounter, to "suffer 2 strain to recall or learn the location of any individual group, or establishment within that city, and any relevant information." Two Destiny Point cost is applied. There are Boost nodes (2), a reduction of difficulty node, 2 change skill nodes (allowing for Streetwise and Underworld), reduce Destiny cost node, and two interesting ones: One that increases ranged defense from cover by 1, and one that downgrades Stealth check difficulties.

Unmatched Vigilance: In a structured encounter, spend Destiny Points to allow the user to "determine the Initiative order of the first round of the encounter. Characters still make checks to determine initiative, but these results will only apply after Unmatched Vigilance's effects end." Duration upgrades can extend this to 3 rounds, which is something else entirely, among other things. This can be one wicked signature ability.

Force power. Did a quick count, it's a maximum of 155 XP investment, and it is FR 1.

The actual basic power allows the user to restore system strain to an engaged vehicle by spending FP. It has nine (9) control upgrades: Commit Force die to upgrade a Computers or Mechanics check once; roll Force dice as part of Computers/Mechanics checks (basically Enhance for those skills); Force Heal, but for droids!; commit Force die to treat a damaged weapon or item as undamaged; commit 1 or more Force dice to increase system strain by 3 per die; same effect as the previous, but for hull trauma; and recover strain on droids. Mastery allows you to add Triumph to a Mechanics check. Range works as normal, Strength increases the amount of stuff healed/repaired.

Weapons.

  • BR-219 heavy blaster pistol. Stun setting, Vicious 2. Is restricted.
  • GLX Firelance. Auto-fire, Disorient 2, Stun setting.
  • LD-1 target rifle: Extreme range, Accurate 2, Cumbersome 3, Pierce 3, Slow-firing 1. No lack of love for snipers in F&D.
  • SSG Mk. II Paladin: Remember the blue Senate Guards from Clone Wars? This is there weapon. Has Auto-fire, Pierce 1, Stun setting, and Superior. How about never.
  • KWS Mk 1 Saberdart. Yep, Jango's saberdart. Can be loaded with poison.
  • NX-14 Needler: Some kind of thing for piercing personal energy shields.
Lightsabers:

The Crossguard lightsaber. Yep, not kidding you. Allows the user to spend the enemies despair/threat to disarm them, and has Defensive 1. The base hilt has 4 hard points. Now there are two more lightsaber weapons, but there are not two more hilts. These lightsabers cannot use lightsaber crystal attachments and such, so they're regular weapons that use the lightsaber skill. Kind of.

  • Lightwhip: Lightsaber, damage 4, critical 4, range [short], Ensnare 1, Pierce 5, Unwieldy 4. Spending 2 Advantage or 1 Triumph allows the user to prevent enemies from using Parry.
  • Philaxian phase-knife: Lightsaber, damage +1, critical 3, range [engaged], Pierce 4, Vicious 1. This is not a restricted weapon.
Lightsaber attachments include:
  • Damping emitter: Basically give a stun setting to a lightsaber. Reduces damage by 2 when active.
  • Overcharged power cell: Spend Advantage to increase damage by 1, but the GM can spend 2 Threat to decrease damage by 1.
  • Pistol hilt: Ezra's lightsaber in attachment form.
  • Reflex grip: If you have Parry/Reflect, you suffer +1 strain when using it, but you count your ranks as 1 higher.
  • Shein reverse grip customization: 1 Advantage on all Lightsaber (Cunning) checks, but 1 Threat on all other Lightsaber checks.
The Etaan crystal increases the damage of blaster bolts when using Reflect (Improved) by 2. The ghostfire crystal allows the user to spend a Triumph or 4 Advantage to prevent the enemy from using Parry.

Armor includes crash gear, g-suit, pit crew coveralls, and a Zephyr stealth suit, which is nifty.

Droids include the DUM-series pit droids (from Episode 1), Guardian police droids (seen several times in The Clone Wars), and two nemesis droids, one for security and one for infiltration.

Gear includes

Drugs and poisons:

  • Karrak spice
  • Interrogation serum
  • Yaladai spice
Scanning equipment:
  • Infrabinoculars
  • Microdroid listener
  • Audio curtain
Security equipment:
  • Palm stunner (Basically a joke buzzer, but for knocking people out).
  • Scramble key (Bypasses locks easier)
Tools:
  • Disaster relief kit
  • Emergency repair patch
  • Foot speeder (It's basically a space Segway).
  • Repulsor assist unit (Fancy climbing gear)
  • Urban compass

There are 6 podracers, 2 pages of attachments for podracers, along with stuff on building your own. Will get into this more later. We have 3 new ships, including a shuttle from The Clone Wars (remember the Mortis episodes? That ship, including the little speeder). Two ships can be used as a starting resource, but one is silhouette 3 and only holds 2 people.

Rules

A section called "Bringing Urban Environments to Life," and "Urban Encounters," neither of which are explicitly about combat encounters. A section called "Contact Networks," for building and using information networks, and the section on Investigations. Have not delved deep into any of them yet.

And, lastly...

An entire section on lightsaber hilt crafting, expanded from the GM screen. Like, four pages worth.

By God...gentlebeings we have hit the gosh darn motherload!

Thank you so much for this Blackbird. This is going to be an absolute favorite on the table.

Edited by Weedles and Fries
One measly guitar lesson and I get a torrent.

Heavy is the burden of those who get their books early. . . .

Lightwhip: Lightsaber, damage 4, critical 4, range [short], Ensnare 1, Pierce 5, Unwieldy 4. Spending 2 Advantage or 1 Triumph allows the user to prevent enemies from using Parry.

Hurray! Lumiya gets her time in the sun (sort of)

Most awesome! Many, many thanks, master Blackbird!

I thought the second signature Ability was caked Unmatched Foresight? It's Unmatched Vigilance?

EDIT: Yep, just checked the announcement article and it definitely calls the second ability Unmatched Foresight. So they changed it, huh...

Well, that just means that Unmatched Foresight is now one again available for Mystics! Yay!

Edited by Absol197

Also, I noticed one of the users "reading this topic" while I made my previous post was Tim Huckelbery. So, the developers, guys?

hZutwW-q.jpeg

One measly guitar lesson and I get a torrent.

Heavy is the burden of those who get their books early. . . .

Lightwhip: Lightsaber, damage 4, critical 4, range [short], Ensnare 1, Pierce 5, Unwieldy 4. Spending 2 Advantage or 1 Triumph allows the user to prevent enemies from using Parry.

Hurray! Lumiya gets her time in the sun (sort of)

Or, in my campaign's case, Silri.

Oh my gosh. I... wow. Wow.

Most awesome! Many, many thanks, master Blackbird!

I thought the second signature Ability was caked Unmatched Foresight? It's Unmatched Vigilance?

EDIT: Yep, just checked the announcement article and it definitely calls the second ability Unmatched Foresight. So they changed it, huh...

Well, that just means that Unmatched Foresight is now one again available for Mystics! Yay!

Seems like it (I just double checked both the book and the announcement article). Seems like the article was in error, or they changed it.

Why yes I am! Hi! Didn't know you were popular in the forums too! ^.^

I'm popular everywhere :)

4500 'likes' don't come cheap, either :)

Yes! I want that Lightsaber crafting chapter now! Now all we really do need is the spinny sabers from the Ghosts of Dathomir adventure and we do in fact have a party.

What about vehicles? Any good new ships?

*is still waiting (semi-)patiently for spec layouts...*

EDIT: Whoops! That's not an okay typo, phone! Not cool >_<

My phone decided that, instead of "spec," I was wanting to type a three-letter word beginning in "s" and ending in "x"...

Edited by Absol197

What about vehicles? Any good new ships?

Eta-class shuttle , Undicur jumpspeeders (which are paired with the Eta), Limulus-class courier (now with a picture), and the Legate-class courier ( which does not have a picture you [REDACTED]). The Legate is a decent group ship. The Limulus is affordable at character generation, but is only a two person vessel.

*is still waiting (semi-)patiently for spec layouts...*

Ah, yes. Any particular format you want this in?

Well, this would be the ideal format for me (see page 15 of this thread ):

SEEKER: Executioner
Discipline, Melee, Perception, Ranged (Heavy)

| Grit | Quick Strike | Toughened | Quick Draw |
| Mind Over Matter | Hunter's Quarry | Grit | Lethal Blows |
| Lethal Blows | Improved Hunter's Quarry | Quick Strike | Precise Aim |
| Terrifying Kill | Precise Aim | Marked for Death | Deathblow |
| Lethal Blows | Essential Kill | Force Rating | Dedication |


Mind Over Matter: Spend a Destiny Point to recover strain equal to your Willpower.
Terrifying Kill : After incapacitating an enemy or inflicting a critical injury, take a maneuver to spend a Destiny Point and roll Force Rating. Spend [O] to inflict 1 strain on every character within short range of the target.
Marked For Death: Commit 1 Force Die as a maneuver to mark a target. While committed, you add [AA] to all combat checks against the target. These Advantage can't be spent to recover strain. You can only have one marked target at a time.
Deathblow: After a successful attack with a non-vehicle weapon, spend a Destiny Point to add damage to one hit equal to your Willpower.
Essential Kill: When making a combat* check, may add Force Rating to the check. Spend [O] to add [A], spend [OOO] to add [V]. Advantages added can't be spent to recover strain.

* Another weird one. The blurb in the tree says it can be used on any "non-Gunnery combat check," but the full description says, "When making a combat check that does not involve either using the Gunnery skill or operating a non-starship weapon..." which seems to exclude every kind of combat check except Brawl checks using your bare hands.


SEEKER: Navigator
Astrogation, Knowledge (Outer Rim), Perception, Survival

| Studious Plotting | Expert Tracker | Shortcut | Grit |
| Galaxy Mapper | Improved Shortcut | Planet Mapper | Preemptive Avoidance |
| Shortcut | Swift | Uncanny Senses | Toughened |
| Galaxy Mapper | Holistic Navigation | Force Rating | Planet Mapper |
| One with the Universe | Intuitive Navigation | Master Starhopper | Dedication |


Studious Plotting: When making a Streetwise or Survival check to navigate on a planet, may use Intellect instead of Cunning.
Shortcut, Improved: When in a chase, may suffer 2 strain to add to your check equal to your ranks in Shortcut.
Planet Mapper: Remove a Setback Die per rank from Streetwise or Survival checks to navigate on a planet. Such checks take half normal time.
Holistic Navigation: When making an Astrogation check, you may spend a Destiny Point to remove [D] or a number of [T] up to your ranks in Perception from your check.
Intuitive Navigation: When making an Astrogation or Knowledge (Outer Rim) check, may add Force Rating to the check. Spend [O] to add [A] or .

EDIT: Grrr >_< ! The forum keeps erasing my meticulous underlining in that post!

Basically, a black pipe means "do not cross horizontally," underline means "do not cross vertically," and a grey pipe means "connected horizontally."

My brain does specs backwards: connecting lines are weird, it's much more sensible to use lines as blocks...

Edited by Absol197

I'm never sure where we stand with scans of the talent trees...

But Phee's format also works for me.

I mean, it's not as if we won't all buy the books ourselves!

*is still waiting (semi-)patiently for spec layouts...*

EDIT: Whoops! That's not an okay typo, phone! Not cool >_<

My phone decided that, instead of "spec," I was wanting to type a three-letter word beginning in "s" and ending in "x"...

Oh SURRRRRE it was a typo. :)

It was totally a typo, and you can't prove otherwise >_< ! I don't think anyone would have even known of I hadn't mentioned it...

Yeah, not sure how you want me to show the connecting lines. You'll have to spell that out for me.

I edited it into my previous post, but basically, you put a pipe in between every talent on the horizontal rows (the pipe is, on my keyboard at least, the key above the "Enter" key while pressing "Shift"). If there is no connecting line between the two talents, the pipe is colored black. If there is a connecting line, it is colored grey (#c6c6c6). If a talent is connected to the one below it vertically, there is no additional formatting. If it is not connected vertically, the talent is underlined.

Force talents are italicized (and if you wanted to color them violet (#8000ff), I would not object >_< ).

Hopefully that makes sense! Like I said, my Brain does spec layouts backwards, where lines are "do not cross" and no line is "go right ahead, miss!" So that's why it seems odd.

Edited by Absol197

44db7b692817bbb8b15336ba741fc196.gif

Me as I'm reading all the goodies.

Edited by AustinKatan

I don't need my soul do I...? :ph34r: *runs off to a cross-road*

I don't need my soul do I...? :ph34r: *runs off to a cross-road*

*Prepares contact*

...What? Lots of people have more than one job, and he gives good benefits...

Edited by Absol197

Investigator:

Street Smarts | Keen Eyed | Uncanny Senses | Grit

Talk the Talk | Grit | Street Smarts | Toughened

Toughened | Keen Eyed | Street Smarts | Reconstruct the Scene

Sense Advantage | Unrelenting Skeptic | Clever Solution | Sense the Scene

Valuable Facts | Dedication | Street Smarts (Improved) | Force Rating

Reconstruct the Scene: As an action, make a hard Perception check to identify the physical characteristics of person present at the scene within 24 hours.

Sense the Scene: As an action, make a hard Perception check + Force check. Spend 1 Force point to identify the emotional characteristics of one person involved in the crime.

Street Smarts (Improved): As an action, make a formidable Streetwise or Underworld check to learn one vital clue from the GM. Reduce difficulty equal to ranks in Street Smarts.

Racer

Grit | Skilled Jockey | Conditioned | Shortcut

Shortcut | Full Throttle | Shortcut | Conditioned

Skilled Jockey | Full Throttle (Improved) | Freerunning | Freerunning (Improved)

Grit | Full Throttle (Supreme) | Force Rating | Better Luck Next Time

Superhuman Reflexes | Dedication | Shortcut (Improved) | Intuitive Evasion

Freerunning: Suffer 1 strain when making a move maneuver to move to any location withing short range.

Freerunning (Improved): Suffer 4 strian when making a move maneuver to move to any location within medium range.

Better Luck Next Time: As an action, make a hard Cool check to force a competitor to suffer a major misfortune.

Superhuman Reflexes: Once per session, after generating a Despair on a Piloting check, cancel the Despair and add Success equal to Cool.

Sentry

Toughened | Reflect | Grit | Conditioned

Uncanny Reactions | Grit | Reflect | Uncanny Reactions

Sleight of Mind | Saber Throw (Improved) | Saber Throw | Impossible Fall

Dodge | Fear the Shadows | Constant Vigilance | Sleight of Mind

Force Rating | Reflect (Improved) | Dodge | Dedication

Saber Throw (Improved): Increases range of Saber Throw to Long. Requires 2 Force points to recall thrown lightsaber.

Impossible Fall: Perform incidental when falling; make a Force power check and spend 2 Force points to decrease fall by one range band and land somewhere sage. Spend 1 Force point to decrease distance by one additional range band.

Constant Vigilance: May always use Vigilance when making checks to determine initative.

Fear the Shadows: Make a hard Deception check to force one minion group or a rival to flee.

Edited by Blackbird888

Excellent! Even more many thanks!

I'll leave you alone now!