Unlimited Power -- Sourcebook for Mystics

By Blackbird888, in Star Wars: Force and Destiny RPG

Quick! Pics of the skill trees! The alchemist! Details on force powers! Signature abilities!!!! /feint

I mean remember Absol did ask that spoilers not be posted in this thread

No she said she's not checking this thread because of spoilers

I imagine she fully expects someone to spoil it! Its a tradition!

So yes please alchemist and alchemy rules... **** the potion part anything else? Force powers?

1 minute ago, TheShard said:

No she said she's not checking this thread because of spoilers

This.

Tholothians please ?

How do you set up a vote post.

To spoil or not to spoil, that is the question

Don't hate me, just making sure this works correctly before posting real stuff
Edited by Varlie
Testing spoiler tag

New thread or this one, doesn't matter to me. Feel free to create a new thread with a spoilers tag in the title for those who wish to avoid them.

Just post here its the custom!

As requested.

Tholothians

  • 222222
  • WT= 10+Brawn
  • ST= 10+Will
  • Starting XP: 95
  • Begin with one rank in Knowledge (Xenology)
  • Cultural Adopters: When making a social skill check to interact with non Tholothians, Tholothians add automatic Advantage to the results
  • Natural Roots: When making a check to heal strain while in a natural or wild setting, heal one additional strain
Edited by Varlie
added starting XP

Alchemist?

New Force Powers and Signature Abilities:

I tried to separate these but it combined my two spoilers. I guess you can only do one per post

  • Conjure - May spend FP to create a facsimile of a Brawl or Melee weapon
  • Alter - Pretty cool power, can change terrain from difficult to normal and vice versa

Signature Abilities:

  • Prophecy - Once per session, they foretell a single event, the focus of which is centered around themself. At any time before the end of the session, they may spend 1 destiny point at which the foretold event transpires. The GM should interpret the prophecy to fit the scene
  • Unmatched Destiny - Once per session, after aking a Force power check, the character may spend 2 Destiny points and reroll up to 2 Force Dice. Conflict generated as part of this Force power check is doubled
Edited by Varlie

@Varlie spoil all the things please. Thanks.

What is Tholothian starting XP?

@Shlambate I used the spoiler tag. Is it showing normally for you? If so, I will stop posting

I want you to reveal more! Keep going it's working.

First, Thanks!!

Second

3 minutes ago, AeroEng42 said:

What is Tholothian starting XP?

Specializations

Alchemist: Knowledge (Education), Knowledge (Xenology), Medicine, Resilience
Several older talents like Blooded, Stimpack Specialization but some cool new ones like Transmogrify, Alchemical Arts, and Improvised Concoction

Magus: Coercion, Discipline, Knowledge (Lore), Medicine
Definately more of a Darkside specialization. Has two conflict powers one of which is ranked

Prophet: Charm, Coercion, Deception, Leadership

Tholothian Starting XP added to previous post

Thisspiasian and Vurk:

Thisspiasian

  • 232221
  • WT: 10+
  • ST: 8+
  • Starting XP: 100
  • 1rank in Discipline
  • Rest and Mediation: Only need to sleep for two hours to heal all strain they are suffering. Once per session, meditate for 10 minutes to heal strain equal to twice their ranks in Discipline

Vurk

  • 222123
  • WT: 11+
  • ST: 11+
  • Starting XP: 100
  • 1 rank in Negotiation
  • Amphibious
  • Cold Blooded

[/spoil]

Alchemy Crafting

There is a section specifically on Alchemy Crafting with a list of different potions: Acid, Draught of Fire, elixer of Vigor, Healing Potion, Poison, Potion of Wills, Stimulant, Water of Life, Weakening Poison

There is also a section on Alchemical Talismans - items worn on necklaces, carried on a belt, or held in the user's hand. Sample Talismans are Amulet of Power, Fetish of Fear, Neural Charm, Protective Amulet, Healing Accelerant, Shield Amulet, Talisman of Fate, Token of Resistance

Edited by Varlie

Thanks from my group and myself!

GM Stuff

The last chapter is for GMs and covers how the Force can be used as a narrative aid and some options for Force Powers.

It has optional rules for using Flexible Force Powers which I think many of us GMs have used in the past when something the PC wants to do doesn't quite fit in with the power. Freeform Force Use is an interesting option that allows a Force user to use a power they haven't purchased with XP yet. Finally, it covers Force Duels - Competitive check similar to the chase rules.

Is there any flesh warping?

None that I have found yet. Just did the initial skim and then started providing information here

Any chance of some pics of the talent trees? Or a breakdown of what they are? Do any of the new tree's include more than one +1 Force Rating talent?

I'm hesitant to post pics of the talent trees. I have been looking for the forum rules about that so if you can point me in the right direction and it says it is OK, I can post them. I can say that none of the three trees have more than 1 Force Rating. They all have 1 FR and 1 Dedication.