Ideas for Mystics

By Aetrion, in Star Wars: Force and Destiny RPG

So, just some random ideas that have kicking around my head about possible additions to the Mystic class. Not fully fleshed out of course, just sort of general ideas to spark off a discussion.

Specialization: Ancient

This would basically be a tree dedicated to the idea that this character is sustained by the force and has been around for a long time (or at least has a deep connection to the past).

It could include a talent that gives you Boost to any knowledge check involving the past, so, everything from rolling Warfare about a clone wars era piece of kit to rolling Core Worlds about the history of a Planet.

It could have some talents like "More Civilized Times" which would grant you ranged defense as long as you don't carry any ranged weapons yourself.

It could have a Conflict generating power called "Sustained by the Force" that basically makes it so the character doesn't age and doesn't need to eat (maybe even breathe).

Another possible talent would be something like "Crazy Old Hermit", which gives you boosts for convincing people that you aren't all there, or a threat of any kind.

Also a possible talent: "Legend", which let's you determine a social skill that benefits from your legend and gains a benefit when people know who you are. (For example if there is a legend about you leading people to victory in a battle you might have a benefit to leadership when you reveal who you are, or if there is a legend about how dengerous you are you might have a benefit to coercion etc.)

Specialization: Sorcerer

This would be a tree dedicated to the idea of force sorceries, like what Nightsisters or Sith Sorcerers would use. It specializes in imbuing items and creatures with strange and terrible powers.

It could have a talent called something like "Shape Flesh" that would basically be a version of Jury Rig that works on people and creatures rather than items, doing something like add a boost to all checks made with a specific characteristic.

It could have an ability that allows you to specifically control a person (requires a ritual, so you have to capture them first) and become able to roll social or influence checks against them at any distance, while also seeing through their eyes.

It would have crafting bonuses for various force artifacts.

It might have some extra bonuses to coercion and deception as well, and maybe some stealth stuff as well.

Signature Ability: Vision of Doom

The Vision of Doom ability is a Seer themed ability that basically assumes that sometimes just before a great tragedy befalls your character they will experience a vivid vision of that possible future, having one opportunity to prevent it.

Mechanically the way this would work would be that once per session, as an incidental you can declare that your character just had a Vision of Doom, and rewind the game to the last time you took a turn. (Or to the last decision the party made when out of combat) Your character then loses his action (Because he's standing there having a vision) and would suffer strain or flip destiny points or whatever else is required to power an ability like this. It resets all wounds, strain, crits, movements and consumables, but won't reset destiny points (because the force sent you that vision) or per session/encounter powers.

This basically allows you to undo one critical mistake, like someone getting killed or your ship getting blown up. It doesn't allow you to go back very far, so it won't undo a string of bad decisions, but it can prevent someone's death or total failure of your mission. It can also allow you to try something very risky just to see if it would work, knowing you can use the Vision of Doom to undo it if it fails. As a once per session power it's probably not too OP.

Edited by Aetrion

One spec idea that I've been playing around with for the Mystic is the (working title) Witch, with a main focus on interacting/bonding with animals (witch's familiar in the form of Animal Bond and associated talents) but also some decent social prowess with an emphasis on the spooky/creepy. Going to try implementing it for a friend's campaign and see how it works out; GM hasn't spotted anything that looks problematic, but we'll wait and see how things shake out in actual play. The player who is using this homebrew spec was able to achieve much the same with Mystic/Advisor and then taking Pathfinder, so if it comes down to it, she can just use the Advisor/Pathfinder combo if we feel that Witch doesn't work out.

Aetrion,

Problem with Sorcerer is that Mystic's already got a "Force Wizard" spec in the form of Seer, and crafting things is largely the purview of the Artisan with Armourer (Keeping the Peace) getting a bit of that action as well. Plus, controlling people would generally be the purview of the Influence power. And the notion of "flesh shaping" sounds like it'd make more sense as a separate Force power, one with a FR 2+ requirement at the least.

Ancient just sounds bad across the board. There's already a talent (Superior Reflexes) that provides ranged defense, and bear in mind that under the most recent dev ruling, multiple sources of defense don't stack. Sage from Consular already has the "knowledge of the past" schtick pretty well covered, as well as knowledge in general; what you're describing sounds better suited to a boost die awarded by the GM for playing to a concept.

One spec idea that I've been playing around with for the Mystic is the (working title) Witch, with a main focus on interacting/bonding with animals (witch's familiar in the form of Animal Bond and associated talents) but also some decent social prowess with an emphasis on the spooky/creepy. Going to try implementing it for a friend's campaign and see how it works out; GM hasn't spotted anything that looks problematic, but we'll wait and see how things shake out in actual play. The player who is using this homebrew spec was able to achieve much the same with Mystic/Advisor and then taking Pathfinder, so if it comes down to it, she can just use the Advisor/Pathfinder combo if we feel that Witch doesn't work out.

Any conflict talents?

Aetrion,

Problem with Sorcerer is that Mystic's already got a "Force Wizard" spec in the form of Seer, and crafting things is largely the purview of the Artisan with Armourer (Keeping the Peace) getting a bit of that action as well. Plus, controlling people would generally be the purview of the Influence power. And the notion of "flesh shaping" sounds like it'd make more sense as a separate Force power, one with a FR 2+ requirement at the least.

Ancient just sounds bad across the board. There's already a talent (Superior Reflexes) that provides ranged defense, and bear in mind that under the most recent dev ruling, multiple sources of defense don't stack. Sage from Consular already has the "knowledge of the past" schtick pretty well covered, as well as knowledge in general; what you're describing sounds better suited to a boost die awarded by the GM for playing to a concept.

I don't see the Seer as taking the role of a force witch/sorcerer the way you see the Nightsisters portrayed in Clone Wars. Force sorcery is based on rituals, slow and deliberate manipulation of the force to imbue creatures and objects with unnatural properties. The seer tree on the other hand is about having a huge initiative roll and a bunch of talents that make you better at using standard force powers. Absolutely nothing in there is about performing rituals.

Influence is a separate power, yes, but it can't do what you see sorcerers do, which is put people under their permanent control by performing rituals on them or handing them cursed objects. The Influence power is a "Jedi Mind Trick", it has no power to permanently control someone.

As far as Ancient being bad, I don't think you can judge if a tree is bad without actually seeing it. The only thing to consider is whether or not there is a thematic basis for it, and I think there is. The idea of the ancient Jedi hermit crops up multiple times in Star Wars, from Obi Wan to Yoda to Luke in Episode 7. The theme of characters who live incredibly long lives sustained by the force also crops up quite a bit, especially with dark siders who don't become one with the force. I think there are enough hooks there to make a viable tree from it.

Edited by Aetrion

One spec idea that I've been playing around with for the Mystic is the (working title) Witch, with a main focus on interacting/bonding with animals (witch's familiar in the form of Animal Bond and associated talents) but also some decent social prowess with an emphasis on the spooky/creepy. Going to try implementing it for a friend's campaign and see how it works out; GM hasn't spotted anything that looks problematic, but we'll wait and see how things shake out in actual play. The player who is using this homebrew spec was able to achieve much the same with Mystic/Advisor and then taking Pathfinder, so if it comes down to it, she can just use the Advisor/Pathfinder combo if we feel that Witch doesn't work out.

Any conflict talents?

Nope. In fact, the current version has the nickname of "Disney Princess" given how good it is with animals. I deliberately didn't want to try and create any new talents for this one, and none of the existing Conflict talents really fit what I was aiming for.

Of course, it's got Coercion as a bonus career skill, so there's plenty of build-in opportunity for Conflict if a PC wants to go the 'wicked witch" route.

Mystic is Presence and Intuition. Within a space opera setting, the very first thing that comes to my mind is hot-shot pilot. There's already a Hotshot specialization for Aces, so call it something else, maybe Maverick. Use Hotshot as a starting point and swap in some gunnery and force talents. Thematically, this person generally prefers 1 person ships or vehicles.

The second thing that comes to my mind is the mechanical genius with an intuitive understanding of technology. Yes, there is Artisan and Armorer. Artisan is a steaming pile of crap. Armorer is really really good, as long as you want more tank than tinker. My only criticisms being that saber throw seems out of place, imbue item is a strictly worse version of jury rig, and comprehend technology is just flat out broken. But, if you did want a more inventor/tinker flavor, yanking all the red blocks out of Armorer, and adding in natural tinkerer, master artisan, intuitive improvements, jury rig, etc, gets you most of the way there without giving up all your defense.

The third is a little more of a stretch. It occurs to me that someone with an intuitive connection to everyone around them might be particularly good at masking their presence. I like Shadow, but it seems a little unfocused. Switch sleight of mind for stalker, street smarts and maybe well rounded for conditioned, codebreaker for freerunning and improved freerunning, mental fortress for impossible fall, and anatomy lessons for feign death (lower vitals so they can't be detected by a scanner). Shift them around in the tree a little. Now you have someone who is really sneaky.

Man I have a mystic. I'll have to try that vision of doom ability you had.

Maybe you should try doing the same thing with the other careers