I Have Disciples of Harmony. You Have Questions.

By AdarTallon, in Star Wars: Force and Destiny RPG

I know many of you have questions. I will try to answer as much as I can.

Edited by AdarTallon
Typos

My current list of questions for whoever first gets the book:

  • What are the backgrounds?
  • Any outstanding moralities?
  • What are the species stats?
  • What do the specializations do? Layout provided and talent details would be nice.
    • Which specialization, if any, has a conflict talent and what does it do?
    • What is the Force Rating/Dedication count for each?
  • What do the signature abilities do?
  • What do the Force powers do?
  • What are the motivations?
  • Weapon, armor, and gear lists. Any standouts?
  • Vehicle list. Any standouts?
    • Does the Consular-class cruiser have the same or different profile as it has in Age of Rebellion?
  • Chapter 3 details can come at leisure.
Edited by Blackbird888

Traditionally, I think people usually ask for more details on the species and specializations, and maybe even the signature abilities.

Is there any mention of Arkanian Offshoots (hybrids) and how to handle them mechanically? Or are they simply treated as normal Arkanians.

Arkanians were the first thing I looked at in the book since they have always been one of my favorites in the old EU.

Offshoots are mentioned, but the test States they are not "'true Arkanians'".

Arkanians have Intellect 3, Presence 1; WT 10, ST 10; 100 XP; 1 rank in Medicine; Dark Vision (removing 2 SD).

Backgrounds:

Failed Initiate

Rogue Scholar

Relic Seeker

Wandering Diplomat

There we are! I knew it had to happen soon! Thank you for donning the heavy mantel of The Spoiler for this book! Took you long enough :P !

As for questions: full layout, talent/upgrade descriptions, and overviews/opinions of the three specs, the two signature abilities, and the two Force powers, if you please! I can provide you with the layout template that is the unofficial forum standard of you need it!

Edited by Absol197

Also, I think a key question is (though perhaps hard to answer now), Is it cool?

I thought the last two career books (Endless Vigil and No Disintegrations) were some of the best across all three lines. Is this as good?

I know, it's completely subjective.

Edited by Dr Lucky
11 minutes ago, Absol197 said:

As for questions: full layout, talent/upgrade descriptions, and overviews/opinions of the three specs, the two signature abilities, and the two Force powers, if you please! I can provide you with the layout template that is the unofficial forum standard of you need it!

You've got me curious; what is the layout template that is the unofficial forum standard??

The one I used for both Savage Spirits and No Disintegrations, because that's the only time it's ever been consistent across two spoilings and contained all necessary information :P !

Like I said, entirely unofficial, I just designed it to be everything we need in as concise a manner as possible. Here, I'll go grab the one from ND...

On 1/31/2017 at 1:29 PM, Absol197 said:

For those who missed it in the other thread, here are the basics of the specs and signature abilities so that Adar doesn't have to type them all out again.

Spec skills are:

Martial Artist: Athletics, Brawl, Coordination, Discipline;

Operator: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space);

Skip Tracer: Cool, Knowledge (Underworld), Negotiation, Skulduggery.

Any clarifications needed, feel free to ask our Honored Spoilor :) !

Here's the one I did for No Disintegrations (it's in the spoilers at the top). I couldn't find the blank template, because I think for once that's on my personal computer, not my work one.

But that should be enough to work with, assuming this Honored Spoiler doesn't want to invent their own version :) .

EDIT: Gaah! It didn't transfer the spoilers! Hold on a sec...

Edited by Absol197
GAAAAHH >_< !!
On 1/28/2017 at 7:39 PM, Absol197 said:

Just leaving this here... *whistles nonchalantly*

Martial Artist

|01| 02|03 |4a|

|02 | 05 | 06 | 03 |

|07 | 08 | 01 | 4b|

| 09 |05 | 10 |03|

| 11 | 12 | 13|4c |

01 - Iron Body: Remove a Setback from Coordination and Resilience checks per rank. Reduce Crit rating of unarmed attacks by 1 (min. 1) per rank.

02 - Parry

03 - Grit

04a - Precision Strike

04b - Precision Strike, Improved: Once per round, when inflicting a Critical Injury with a Melee out Brawl weapon, suffer 2 strain to change the result to any Average result.

04c - Precision Strike, Supreme: Once per session, when inflicting a Critical Injury with an unarmed attack, suffer 3 strain to change the result to any Hard result.

05 - Toughened

06 - Martial Grace: Once per round, suffer 2 strain to add damage equal to your ranks in Coordination to one hit of the next Brawl check you make.

07 - Unarmed Parry: May use Parry while unarmed. Reduce the strain cost to use Parry while unarmed by 1 (min. 1).

08 - Grapple

09 - Overbalance

10 - Mind Over Matter

11 - Coordination Dodge

12 - Dedication

13 - Natural Brawler

Operator

|01| 02 |3a|04|

|05 | 06|01 | 07|

|08|09 | 10 | 01|

|11 | 3a | 01 | 04|

| 12 | 3b | 08|13 |

01 - Grit

02 - Galaxy Mapper

03a - Shortcut

03b - Shortcut, Improved

04 - Overwhelm Defenses

05 - Full Throttle

06 - Planet Mapper

07 - Debilitating Shot

08 - Skilled Jockey

09 - All-Terrain Driver

10 - Offensive Driving: As a maneuver, while piloting, suffer system strain up to your vehicle's highest defense value. For a target vehicle to upgrade its next Piloting check by the same number.

11 - Let's Ride

12 - Dedication

13 - Hindering Shot: Increase the difficulty of your next Gunnery check by 1. If you check deals hull trauma, the target vehicle suffers system strain equal to its current speed every time it fly/drives for the rest of the encounter.

Skip Tracer

|01|02|03|04|

|05 | 06 | 7a | 08|

|02 | 04|7b | 7a|

| 01 |09 | 03 | 10 |

| 11 | 02 | 12 | 13 |

01 - Bypass Security

02 - Hard-Boiled: When recovering strain after an encounter, may spend [A] to heal 1 wound, up to your ranks.

03 - Good Cop

04 - Rapid Recovery

05 - Toughened

06 - Expert Tracker

07a - Street Smarts

07b - Street Smarts, Improved

08 - Bought Info

09 - Nobody's Fool

10 - Informant

11 - Reconstruct the Scene

12 - Dedication

13 - Soft Spot

Always Get My Mark

|00 | 99 | 99 | 00 |

|1a| 02 | 3a | 1b |

| 04 | 05|06 | 3b |

Base Ability: Once per session, choose a known Minion NPC on the same planet as your Mark. spend 2 Destiny Points and make a Hard Streetwise check. If you succeed, you track down your mark, and an encounter begins at the mark's location. The nature of the encounter is up to the GM.

01a - Change Skill: You may use Knowledge (Underworld) to activate Always Get My Mark.

01b - Change Skill: You may use Survival to activate Always Get My Mark.

02 - Destiny: Always Get My Mark costs 1 Destiny Point to activate instead of 2.

03a - Increase Effect: Upgrade the difficulty of the check to activate Always Get My Mark once to designate a Rival NPC as your Mark.

03b - Increase Effect: Upgrade the difficulty of the check to activate Always Get My Mark twice to designate a Nemesis NPC as your Mark.

04 - Reduce Difficulty: The difficulty of the check to activate Always Get My Mark is Average instead of Hard.

05 - Takedown: Upgrade the difficulty of the check to activate Always Get My Mark once to begin the encounter with your Mark in custody.

06 - Increase Range: If you have access to hyperspace travel and know the planet your mark is on, you can use Always Get My Mark to move to the Mark's planet as part of its effect.

Unmatched Devastation

|99 | 00 | 00 | 99 |

| 01 |02| 03 | 04|

| 01 | 04 | 05|01 |

Base Ability: Once per session as an incidental after making a combat check, may spend 2 Destiny Points to make an additional against the same target using a different non-vehicle weapon. The difficulty is increased by 1 for each previously successful combat check you've made this round.

01 - Increase Number: You may make one additional combat check per rank. Each additional combat check must be with a different weapon, and the difficulty increases by 1 for each previous successful combat check this round.

02 - Draw and Fire: You may stow a weapon and draw another as an incidental before each combat check made as part of Unmatched Devastation.

03 - Target Priority: You may choose a new legal target for each successive combat check.

04 - Remove Setback: Remove one Setback from combat checks made as part of Unmatched Devastation per rank.

05 - Improve Mobility: May suffer 2 strain to perform a Move maneuver as an incidental before each combat check made as part of Unmatched Devastation (does not count towards your two maneuvers per turn limit).

There we go! Sorry about that...

Nice! This is way more work than I would be prepared to do, lol. I applaud you!

14 minutes ago, awayputurwpn said:

Nice! This is way more work than I would be prepared to do, lol. I applaud you!

Then either pray to the Force you never get the new book first, or if you do, don't tell us until someone else does the spoiling :P !

Please detail all the specs and which one has the Conflict Talent.

I will try to get as much out as possible, but I just got the book and really have had no time to sit and peruse it.

Thanks for the format Absol. I'll use it when I get home and have the book in front of me again.

First impression is that there are some surprises I...was...surprised..by.

The Crucible! I Love that ship from The Clone Wars series and there it is with stats and plot hooks.

Cool art: really great pic of a female Arkanian with a scar and lightsaber pike.

The Consular-class ship has separate stats for the salon pod now.

I think this book really stretched to fill in some equipment. Sometimes less is more.

Just some initial impressions flipping through it.

Edited by AdarTallon

Are there any new lightsaber crystals? If so, what do they do?

Ok I have two questions.

Does the spec with the lightsaber skill give you jarkai?

What do the force powers do?

Edited by rickayelm

I want to see the arbiter and aesthetic specs

Lightsaber crystals. Now this may be my fave so far.

Corrupted Crystals. So you've beaten the Dark Sider and harvested the crystal from his red-bladed lightsaber. Now what? The answer is now in DoH. If you liked the Ahsoka novel this seems to follow what she was doing to get her white lightsaber.

Cracked Crystals. Pick up any Khyber crystals from the remains of the Death Star over Yavin? Get one from a batty old woman on Cloud City? Here it is!

Seeker Crystal. Helps find hidden beings within short range.

Solari Crystal. Breach 1, Sunder, Defensive 1; reduces strain cost to activate the Reflect talent if you morality remains 50+.

1 minute ago, AdarTallon said:

Lightsaber crystals. Now this may be my fave so far.

Corrupted Crystals. So you've beaten the Dark Sider and harvested the crystal from his red-bladed lightsaber. Now what? The answer is now in DoH. If you liked the Ahsoka novel this seems to follow what she was doing to get her white lightsaber.

Cracked Crystals. Pick up any Khyber crystals from the remains of the Death Star over Yavin? Get one from a batty old woman on Cloud City? Here it is!

Seeker Crystal. Helps find hidden beings within short range.

Solari Crystal. Breach 1, Sunder, Defensive 1; reduces strain cost to activate the Reflect talent if you morality remains 50+.

More info about corrupted crystals please

Arbiter has Lightsaber as a class skill. No Jarkai. There is the Aggressive Negotiations talent, however (25 XP). 1/session with a Hard Lightsaber check you can decrease the difficulty of Negotiation checks by 2 for the rest of the encounter.

Is that a conflict talent? I'd expect it's at least a Force talent, yes?

Corrupted Crystals are Damage 6, Crit 2, Breach 1, Sunder, Vicious 2. Whenever the wielder make a Force power check, he gains a Dark Side result on the check. The Crystal is considered to be "reclaimed" if the weilders Morality is 70+ (there is more information in a sidebar).