Unlimited Power -- Sourcebook for Mystics

By Blackbird888, in Star Wars: Force and Destiny RPG

1 minute ago, Varlie said:

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.

It's happened before with no reaction, but not doing so is fine if you feel uncomfortable.

A talent list with summarized descriptions, at the least, is fine.

The pages should have a permission to photocopy disclaimer on the bottom, several members have created their own PDF's with the talent tree's in it, and I know it's been done in the past . But I can't point to anything specifically that says it's allowed, so I understand if you don't want to. I have seen other's do a text breakdown like so:

talent 1 talent 2 talent 3 talent 4
| | |
talent 5 -- talent 6 -- talent 7 talent 8

I may just have to leave work early to pick up the book tomorrow. ;)

As requested, here are the trees and new talents.

Alchemist

Grit ------ Stimpack Specialization ----- Researcher ----- Blooded
| |
Researcher -- Stim Application ------- Alchemical Arts -- Grit
| | |
Stimpack Spec -- Blooded --- Improved Blooded Transmogrify
| |
Imp Stim App -- Knowledgeable Grit --- Alchemical Arts
Healing | |
| | |
Force Rating -- Identify Ingredients -- Dedication Improved Concoction

Alchemical Arts - After making a crafting check to craft a potion or talisman, suffer strain up to twice ranks in Alchemical Arts. For two strain, add LS or DS to results
Blooded - Add Boost per rank of Blooded to all checks to resist or recover from poisons
Transmogrify - When making a crafting check, may add Force Dice no greater than Force Rating. Spend one pip to add success, spend two pips to add advantage
Identify Ingredients - After being exposed to a substance, may roll Force Dice no greater than FR. Spend two pips to immediately identify its composition
Improved Concoction - Once per session, make a Hard Xenology check adding FD no greater than FR to create 1 dose of a poison or drug with rarity of Intellect + Success + Pips spent or lower

Magus

Healing Trance Toughened Confidence Resolve
| | |
Confidence ---------- Healing Trance ------- Channel Agony ----- Secret Lore
| | |
Imp Heal Trance Secret Lore ------------ resolve ---------- Knowledge is Power
| |
Channel Agony ------ Mind over Matter Toughened Channel Agony
| | |
Power of Darkness Dedication ----------- Transmogrify ------- Force Rating

Healing Trance : Commit FD For every full encounter FD remains committed, heal qwound per rank of Healing Trance
Channel Agony ( Conflict): After rolling FD may suffer wounds up to twice ranks in Channel agony to add automatic DS pip for every two wounds suffered to the result
Imp Healing Trance: When healing wounds due to HT, make a Resilience check to heal Critical Injury
Secret Lore: Remove Setback per rank of Secret Lore to all Knowledge (Lore) checks. Reduce difficulty of Knowledge (Lore) checks by 1
Knowledge is Power : Once per session, when making a check count Force rating as being equal to ranks in Knowledge (Lore)
Mind Over Matter : The character may spend one DP to recover strain equal to Willpower
Power of Darkness: Once per session, may perform the PoD maneuver. Increase wound threshold and strain threshold by 1 per Dark Side destiny point currently in the Destiny Pool until the end of the encounter

Prophet

Grit Overwhelming Aura Rapid Recovery Congenial
| | |
Scathing Tirade ---- Plausible Deniability --- Inspiring Rhetoric ----- Rapid Recovery
| | |
Rapid Recovery Overwhelming Aura Grit ----------------- Twisted Words
|
Fearsome Grit ---------- Improved Inspiring Rhetoric ---Congenial
| | |
Imp Overwhelming --- Force Rating ----------- Font of Power Dedication
Aura

Overwhelming Aura : Commit FD. Add Advantage to social checks equal to FD committed. Add Threat equal to FD committed to enemy social checks in short range
Twisted Words: When targeted by a social check, may spend Despair or 2 Threat and suffer 1 strain as an incidental to inflict strain equal to ranks in Coercion on speaker
Improved Overwhelming Aura : Characters affected by OA add automatic Failure to fear checks the character causes and automatic Success to fear checks not caused by the character
Font of Power : Once per session, may take the Fount of Power action. Until the end of the encounter, characters within medium range add automatic LS or DS to checks based on alignment

[\spoiler]

Edited by Varlie

Overwhelming Aura is ranked? How does the rank play into the talent? Or did I miss something?

Thanks so much for posting all this info!

Sorry, the description on the tree didn't cover it. The main description expands on it.
Suffer 1 strain and commit a number of Force Dice no grater than their FR or ranks in Overwhelming Aura.

So if you have force rating of 3+ you can still only commit up to 2 because there are only two OAs on the tree.

What's the force powers?

16 minutes ago, Varlie said:

Sorry, the description on the tree didn't cover it. The main description expands on it.
Suffer 1 strain and commit a number of Force Dice no grater than their FR or ranks in Overwhelming Aura.

So if you have force rating of 3+ you can still only commit up to 2 because there are only two OAs on the tree.

Got it, thanks! I figured it was something like that but wasn't sure. You are a superstar @Varlie for posting all these!

So excited to get my own copy and start building characters. Especially excited to make a Prophet/Aggressor who I will call The Blackthorn (brownie points for anyone who gets that reference) ?

1 hour ago, Varlie said:

As requested, here are the trees and new talents.

Magus

Healing Trance Toughened Confidence Resolve
| | |
Confidence ---------- Healing Trance ------- Channel Agony ----- Secret Lore
| | |
Imp Heal Trance Secret Lore ------------ resolve ---------- Knowledge is Power
| |
Channel Agony ------ Mind over Matter Toughened Channel Agony
| |
Power of Darkness Dedication ----------- Transmogrify ------- Force Rating

Healing Trance : Commit FD For every full encounter FD remains committed, heal qwound per rank of Healing Trance
Channel Agony ( Conflict): After rolling FD may suffer wounds up to twice ranks in Channel agony to add automatic DS pip for every two wounds suffered to the result
Imp Healing Trance: When healing wounds due to HT, make a Resilience check to heal Critical Injury
Secret Lore: Remove Setback per rank of Secret Lore to all Knowledge (Lore) checks. Reduce difficulty of Knowledge (Lore) checks by 1
Knowledge is Power : Once per session, when making a check count Force rating as being equal to ranks in Knowledge (Lore)
Mind Over Matter : The character may spend one DP to recover strain equal to Willpower
Power of Darkness: Once per session, may perform the PoD maneuver. Increase wound threshold and strain threshold by 1 per Dark Side destiny point currently in the Destiny Pool until the end of the encounter

Magus has Transmogrify as well? Is that an error? It also looks like you left out the connection for that bottom right corner block.

Not a mistake. Both Magus and Alchemist get Transmogrify. Alchemist just get it earlier (third row instead of fifth). You are correct on the connection. Toughened leads to Transmogrify and then to Dedication and Force rating. Fixed in prior post

@Swordbreaker

Edited by Varlie

any cool items?

Kinda interesring that none of the new mystic specs have FR+2 in their trees. I would have supposed that atleast the Magus, whatnot being presented as a literal force wizard, would have had that ?

Edited by Asoral

@TheShard I covered the Force Powers in previous post, right after the Tholothians post

@Saseav Yes, there are a few cool items

  • Heartwood Blaster
  • Luck Blaster - add 2 boost for single aim maneuver
  • AB-75 BO Rifle - as maneuver convert rifle into Melee weapon
  • Panic Pistol
  • Blue Shade Grenade - if in range or take wound from it make Formidable Resistance check taking 2 wounds and 2 strain per threat. Nasty
  • Quillbomb - grenade weapon with poisoned spikes that rip through armor
  • Molten Magnet - magnetic grenade that them melts through armor plating
  • Ouro Blade
  • Semblan Obsidian Dagger

Armor

  • Sith Pain Harness - Give yourself one wound to add automatic success to next Discipline check
  • Timber Curass - Tholothian armor
  • Waterweave - armor for fighting under water

Any chance of getting more details on the force powers? I'd love to know more.

And you rock!

6 minutes ago, Varlie said:

@TheShard I covered the Force Powers in previous post, right after the Tholothians post

@Saseav Yes, there are a few cool items

  • Heartwood Blaster
  • Luck Blaster - add 2 boost for single aim maneuver
  • AB-75 BO Rifle - as maneuver convert rifle into Melee weapon
  • Panic Pistol
  • Blue Shade Grenade - if in range or take wound from it make Formidable Resistance check taking 2 wounds and 2 strain per threat. Nasty
  • Quillbomb - grenade weapon with poisoned spikes that rip through armor
  • Molten Magnet - magnetic grenade that them melts through armor plating
  • Ouro Blade
  • Semblan Obsidian Dagger

Armor

  • Sith Pain Harness - Give yourself one wound to add automatic success to next Discipline check
  • Timber Curass - Tholothian armor
  • Waterweave - armor for fighting under water

Wow, can't wait!

@Varlie does the book provide any new crystals or new mod upgrade options associated to them?

Edited by Vergence

My game store needs to get my copy in already!! I can't wait any longer! Hahaha. Thanks for all the spoilers. :)

@Ahrimon Force Power Details

  • Conjure Basic - The user may spend FP to create a facsimile of a Brawl or Melee weapon anywhere within engaged range. At the end of the user's next turn, this item dissipates. At GM's discretion, the user can instead conjure a simple tool or other useful low-tech item with an encumbrance no greater than 1
  • Duration (3) - Commit FD to sustain 1 conjuration per Duration upgrade purchased
  • Number (2) - Spend 2 FP to create additional identical conjurations equal to ranks in Number upgrade purchased
  • Magnitude (2) - Spend FP to increase the maximum encumbrance of the item that can be conjured by 2 per Magnitude upgrade purchased
  • Control - Spend FP to add 1 of the following weapon qualities to the conjuration; Defensive 1. Deflection 1, Stun 4
  • Control - Spend FP to add 1 of the following weapon qualities to the conjuration; Burn 3, Pierce 3, Vicious 3
  • Range (1) - Spend FP to increase the range at which the facsimile can be conjured and sustained by 1 o a maximum of extreme
  • Mastery - Spend 3 FP to summon the facsimile of a creature of silhouette 1 or smaller instead of an object. This creature is bound to the user's will and mindlessly follows the character's commands until the end of the Force user's next turn. If the user has the corpse of the creature being conjured to imbue with false life, this facsimile lasts until the end of the encounter instead but the user gains 7 conflict for doing so

  • Alter Basic - Spend FP to make terrain currently within short range difficult terrain until the end of the user's next turn
    OR Spend FP to make all terrain currently within short range normal terrain until the end of the user's next turn
  • Control - Spend FP and make an Average Survival check to instantly discover food, water, or other critical supplies within extreme range
  • Range (2) - Spend 2 FP to increase power's range by a number of range bands equal to Range upgrades purchased
  • Control - spend FP to give all characters within short range of the user concealment
  • Control - Spend FP to share the senses of animals withn range of this power, adding Boost to Perception and Vigilance checks and gaining other benefits
  • Control - The power can affect firm terrain such as packed earth, stone, or ice
  • Duration (1) - Commit FD after successfully activating the power to sustain its effect while the user remains within range of the affected area
  • Strength (3) - Spend FP to allow a number of targets equal to the number of Strength upgrades purchased to ignore the power's effect
  • Control - Spend 2 FP to create a corrosive atmosphere in a small area within the effected area
  • Control - Spend 2 FP to upgrade the difficulty of all checks made by opponents while inthe powers area of effect once
  • Mastery - When the user activates the power without spending FP generated from DS results, add LS to all other Force power checks made within this power's area of effect OR When the user activates this power without spending FP generated from LS results add DS to all other Forece power checks made within this power's area of effect

SUMMON SITHSPAWN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

@Vergence Lightsaber attachments

  • Thisspasian Stabalizing Coils - Removes one setback when making an attack
  • Tholothian Heartwood Hilt - Increase encumbrance rating by 1. Attacks made add 2 Successes to the roll, however GM may spend 4 Threat or Despair to cause it to become damaged by one step
  • Walking stick hilt disguise - unless ignaited must pass Formidable Perception or Vigilance check to notice that it is not just a walking stick

  • Tainted Nightsister Crystal - Damage 6, Crit 2, Breach 1, Sunder, Disorient 3, Vicious 4 / 1 damage +1 Mod, 1 Item Quality (Disorient +1) Mod
  • Unstable Kyber Crystal - Damage 6, Crit 2, breach 1, Sunder. May spend single maneuver communing with the crystal-increase FR by 1. This increase persists until they use the extra Force Dice to fuel a Force talent or Force power. However until end of encounter, GM may spend 4 Threat or despair generated by character's checks to cause the lightsaber to sputter and fail (for one hour)

6 minutes ago, SithArissa said:

SUMMON SITHSPAWN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The last couple pages of the book discuss playing Dark Side Player Characters.

  • Why play a Dark Side Character
  • The dark Side in a campaign
  • Dark Side users in the Party
    • Concealing Dark Side Use
    • Player Characters in Opposition
  • Adjusting Morality

The Force powers seem decidedly non-Star Wars-y to me. Do they come from the cartoons or the EU or something? What's the purported inspiration for conjuring items from the ether and for controlling terrain?

7 minutes ago, SavageBob said:

The Force powers seem decidedly non-Star Wars-y to me. Do they come from the cartoons or the EU or something? What's the purported inspiration for conjuring items from the ether and for controlling terrain?

Yeah I'm kinda underwhelmed by the force powers. But, truth be told I like combat in games more than most other aspects. The conjuration seems like a Nightsister inspired power. Could be interesting but I'd still rather have a Lightsaber and keep Force lips free for Myove

That was my thought as well. I don't even remember nightsisters conjuring something like that. I'm guessing there's a Sith ritual that could do it but it feels more like a spell than a force power.

Any mechanical details for Vurk Cold-bloodedness?

21 minutes ago, Varlie said:

That was my thought as well. I don't even remember nightsisters conjuring something like that. I'm guessing there's a Sith ritual that could do it but it feels more like a spell than a force power.

Sith Alchemy basically. The mastery part of conjure is essentially the plot hook of at least one side quest in SWTOR.