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