YOUR HATE HAS MADE YOU POWERFUL!!!
I Have Disciples of Harmony. You Have Questions.
2 minutes ago, EliasWindrider said:didn't say being a sith, said having a sith mentor who was trying to corrupt the innocent newb full of potential without letting on that he's a sith. interesting story telling there. but having a sith mentor makes staying lightside nearly impossible.
Nothing is stopping your character from just abandoning your Sith master once you find out they're evil.
The way I see these different paths is more along the lines of at character creation, the player wants a Force user that isn't necessarily on the path to become a Jedi, talks with their GM about it and they come up with what path the character will follow then.
In addition to those alternate traditions the mentor chapter includes (among other things) about two pages worth of ideas for training exercises and a half-page on how to use them for Jedi trials.
I'm not familiar enough with gear in the game to offer a useful at-a-glance comment about what might be exceptional there.
Consular Backgrounds:
Failed Initiate
Rogue Scholar
Relic Seeker
Wandering Diplomat
can you post the talent trees?
A Sith that manages to limit their Conflict to an average of 3 or 4 per session will still slowly climb up the morality scale, so depending on how readily your GM hands out Conflict, staying Lightside is still doable.
Not easily since I have no way to scan the pages. I think there's a text-only version on page 1 of this thread though.
4 minutes ago, Garran said:In addition to those alternate traditions the mentor chapter includes (among other things) about two pages worth of ideas for training exercises and a half-page on how to use them for Jedi trials.
I'm not familiar enough with gear in the game to offer a useful at-a-glance comment about what might be exceptional there.
Consular Backgrounds:
Failed Initiate
Rogue Scholar
Relic Seeker
Wandering Diplomat
MORE INFORMATION ON TRIALS THIS COULD NOT HAVE COME AT A BETTER TIME!
I just decided that for all the Jedi-hopefuls, they will go through their trials. Guess I have to buy this book now. Wasn't sure before but with all the spoilers I keep getting more and more interested.
Edited by GroggyGolem2 minutes ago, Garran said:Not easily since I have no way to scan the pages. I think there's a text-only version on page 1 of this thread though.
text only version on page 1 is Absol's example format from no disintegrations. Can you put text version up here? scanning is not required, but maybe you could take a photo with your phone and post that?
3 minutes ago, EliasWindrider said:but maybe you could take a photo with your phone and post that?
Ahh, the 21st century, where taking pictures with your telephone is the norm. What next, World? What next?!
9 minutes ago, masterstrider said:Ahh, the 21st century, where taking pictures with your telephone is the norm. What next, World? What next?!
I think that complaint is about a decade late to being relevant.
Since I have only an old corded landline, taking pictures with it... well, no.
Board formatting is eluding me. Let's see how this works...
Arbiter:
Spec skills: Knowledge (Xenology), Lightsaber, Negotiation, Perception.
Sense Emotions, Savvy Negotiator, Grit, Nobody's Fool
Grit, Congenial, Toughened, Reflect
Savvy Negotiator, Nobody's Fool, Parry, Improved Sunder
Calming Aura, Crucial Point, Savvy Negotiator, Reflect
Force Rating, Improved Savvy Negotiator, Dedication, Aggressive Negotiations
SE SN Gr NF
| | |
Gr - Co To Re
| | | |
SN NF - Pa IS
| | |
CA - CP - SN - Re
| | |
FR - IS - De AN
Edited by Garran
Ascetic:
Spec skills: Athletics, Discipline, Resilience, Vigilance
Physical Training, Confidence, Grit, Grit
Grit, Force Protection, Grit, Go Without
Meditative Trance, Slippery Minded, Intense Focus, Physical Training
Confidence, Mind Bleed, Force Protection, Iron Soul
Dedication, Grit, Empty Soul, Force Rating
PT Co Gr Gr
| | |
Gr FP - Gr - GW
| |
MT SM - IF - PT
| |
Co - MB - FP - IS
| | |
De - Gr - ES FR
Mind Bleed is the conflict talent.
3 minutes ago, Garran said:Since I have only an old corded landline, taking pictures with it... well, no.
![]()
Board formatting is eluding me. Let's see how this works...
Arbiter:
Sense Emotions, Savvy Negotiator, Grit, Nobody's Fool
Grit, Congenial, Toughened, Reflect
Savvy Negotiator, Nobody's Fool, Parry, Improved Sunder
Calming Aura, Crucial Point, Savvy Negotiator, Reflect
Force Rating, Improved Savvy Negotiator, Dedication, Aggressive NegotiationsSE SN Gr NF | | | Gr - Co To Re | | | | SN NF - Pa IS | | | CA - CP - SN - Re | | | FR - IS - De AN
thanks a lot. the arbiter is cooler than I was thinking, how about the ascetic (sp?)
Teacher:
Spec skills: Knowledge (Education), Knowledge (Lore), Leadership, Perception
Researcher, Respected Scholar, Sense Danger, Well Rounded
Well Traveled, Grit, Nobody's Fool, Encouraging Words
Toughened, Skilled Teacher, Master Instructor, Now The Master
Improved Wise Warrior, Wise Warrior, Grit, Once A Learner
Dedication, Grit, Skilled Teacher, Force Rating
Re RS SD WR
| |
WT - Gr - NF - EW
|
To ST - MI NM
| | | |
IW - WW - Gr OL
| | | |
De - Gr ST - FR
What does the Ascetic's "Go Without" talent do? I don't think I've seen that one mentioned yet.
Go Without: Once per session the character may perform the Go Without incidental. If he does, he counts as having the right tools for the job when performing the next skill check this turn.
Far out. Consular is a really good career. So many "interesting" abilities.
I did not see it mentioned in full so I can share more about the new saber crystals. Corrupted crystal Base 6, crit 2, breach 1, sunder, and vicious 2. you always have a dark side pip available when making force power checks. mods are 2 +1 dmg, 1 decrease crit rating, 1 vicious.
Deathstar crystal base 7 dmg, breach 2 , sunder, Vic 1. Crystal can break on a despair. 1 crit mod, 2 vic mod.
Seeker crystal base 7 dmg, crit 2, breach, and sunder. add 2 advantage 2 perception and vig checks to find hiding people in short range. 1 +1 dmg mod and an increase to medium range mod.
Solari Crystal 7 dmg, crit 2, breach 1, sunder, and defensive 1. One less strain to reflect if morality is above 50. 1 +1 dmg mod, 1 defensive mod, and lower improved reflect cost mod.
Trying to post the talent trees, but it won't let me.
Edited by HappyDazeOf the noncombat gear, most of it is related to survival/environmental adaptation, medical situations, and learning enhancements or knowledge aids. They mostly add a success or boost die, or take away a couple of setbacks or reduce the difficulty, of various skill uses in particular situations, although some of them have no direct skill impact (like the food analyzer that determines whether something is safe for a species to eat). There's also hilt-masking kit (weapon attachment) for people who want to make their saber harder to detect (adds failures to any attempt to find or identify the saber hilt).
Spray gun was pretty cool 7 dmg, burn 3, limited ammo 3, pierce 3, prepare 1, stun dmg. Burning strain dmg was cool
I know when a new book is out, everyone focuses on the specs, species, and equipment, but it's nice to see the mentors section get some love early on! My goal was to make that sizable chunk of chapter 3 invaluable to any GM using an NPC mentor, no matter if that mentor is a Jedi in hiding, non-force sensitive, a force ghost, or from some other force tradition. Curious to see in the coming months what everyone makes of it!
Loved working on this book, it was such a new and different challenge from the assignments I've drawn for career books previously. So much fun! Chapter 3 also has some great guidance on using knowledge checks at the table (written by the brilliant John Dunn that cleverly suggests ways for characters to more actively use knowledge skills), and a section on running negotiation scenes by Kat Ostrander.
the diplomatic results table is very cool too.
1 success leader accedes to PC proposal
1 s 2 a leader accepts proposal and improved faction rep
1s 2 threat accepts but rep dmg'd
1s 1 triumph further concessions allowed
1s 1 despair might backstab after negotiations
1 f fail
1f 2a fail but different lines of negotiation available
1f 2threat denounced
1f 1 triumph leader reveals crucial clue for later success
1f 1 despair bad news!!!
Edited by Grenen82missed part
10 minutes ago, KRKappel said:I know when a new book is out, everyone focuses on the specs, species, and equipment, but it's nice to see the mentors section get some love early on! My goal was to make that sizable chunk of chapter 3 invaluable to any GM using an NPC mentor, no matter if that mentor is a Jedi in hiding, non-force sensitive, a force ghost, or from some other force tradition. Curious to see in the coming months what everyone makes of it!
Loved working on this book, it was such a new and different challenge from the assignments I've drawn for career books previously. So much fun! Chapter 3 also has some great guidance on using knowledge checks at the table (written by the brilliant John Dunn that cleverly suggests ways for characters to more actively use knowledge skills), and a section on running negotiation scenes by Kat Ostrander.
This is the book I need. Excited to get my hands on it!
The training exercises are blaster deflection, eyes of the force, lightsaber sparring, muntuur stones, obstacle course, meditation, emotional weakness, and conflict resolution. (The Jedi trials are part of this list but use the others rather than being a specific exercise.) I don't want to copy out the whole section, but as a very quick summary...
Blaster Deflection involves using your saber to in an opposed contest vs (usually) drones that are firing stun bolts.
Eyes of the Force is hide-and-seek using relevant force powers.
Lightsaber Sparring has some variations but is fairly self-evident.
Muntuur Stones is telekinetic practice using Move.
Obstacle Course exercises involve the use of force powers to enhance what would otherwise be straightforward skill checks (and of course includes a reference to a certain scene with Luke and Yoda).
Meditation leans on Seek and Foresee and an analysis of what those reveal.
Conflict Resolution amounts to an emotional counseling session and has the potential to alleviate some conflict earned during the session.
Emotional Weakness: The suggested tests vary by the emotion; while the mentor probably focuses on the character's individual weak point, any of them could be used if they're appropriate.
Edited by Garran