Honestly they are both modifications of spells from Genesys with a Star Wars twist. They seem really cool, particularly being able to control the terrain.
Unlimited Power -- Sourcebook for Mystics
1 hour 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?
think nightsisters did the conjur once or twice in the shows.
Am I right in thinking that’s 3 conflict talents in magus?!
figured it'd have a good nightsister focus since in new canon they're about all that's left of independent traditions. no sorcerers of tund i expect?
What skill is used in the alchemy crafting rules?
Conjure seems to draw from the Clone Wars cartoon where Master Windu fights Mother Talzin. She conjures a blade and fights him
I was really hoping that you would be able to conjure a lightsaber skill weapon like the ancient sword.
12 hours ago, Varlie said: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
Will it be possible to request a little more description of the talismans?
39 minutes ago, Ahrimon said:I was really hoping that you would be able to conjure a lightsaber skill weapon like the ancient sword.
That’s an interesting point, Ancient Swords are technically classed as a Melee weapon, the just use the lightsaber skill. So it would depend on the exact wording of the power, if it just says “Melee Weapon” then an ancient sword is ok. If it says “a weapon that uses the Melee Skill” then Ancient Sword is out.
Do the dark side rules seem like something you would use in your campaign? Any nuggets of info that stand out?
what vehicles are included in the book? Names only. Thanks
10 hours ago, Asoral said: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 ?
It could have been that they had +2 FR in playtesting but they concluded that it made the spec a bit too much of a "Go to".
39 minutes ago, kaosoe said:It could have been that they had +2 FR in playtesting but they concluded that it made the spec a bit too much of a "Go to".
Plus Seer already has 2 FR, and no career has more than 1 spec with +2 FR. And Magus and Prophet can effectively offer +2 FR or better with Channel Agony/Power of Darkness (Magus) and Font of Power (Prophet).
Also, I love Alter for its ability to hide whole parties and to give your whole party guaranteed extra FPs for a whole encounter!
7 hours ago, Random Bystander said:Am I right in thinking that’s 3 conflict talents in magus?!
2 - Channel Agony and Power of Darkness. Channel of Agony is ranked and it doesn't clarify if you take one conflict per rank or not, I would assume No on that
2 hours ago, Nheko said:Will it be possible to request a little more description of the talismans?
- Amulet of Power - Single Use item; gain 1 additional Force Dice as part of a Force power check or when adding Force Dice to a skill check
- Fetish of Fear - have enemy character attempting to move into engaged range first make Average Fear check
- Neural Charm - while wearing talisman, suffer strain up to Intellect to add boost dice equal to strain suffered
- Protective Amulet - allows user to ignore environmental effects such as fire, acid, and corrosive atmospheres
- Shield Amulet - Reduce wounds of any attack from Force Power or combined check that uses Force. Once per session
- Talisman of Fate - Single Use Item; Downgrade the difficulty of a check where the GM has flipped a Destiny Point to upgrade the ability involving the user
- Token of Resistance - When targeted by social skill involving Force power, may choose to have opposing character roll 1 fewer Force Dice as part of the check
Thanks man!
13 minutes ago, Varlie said:
- Amulet of Power - Single Use item; gain 1 additional Force Dice as part of a Force power check or when adding Force Dice to a skill check
- Fetish of Fear - have enemy character attempting to move into engaged range first make Average Fear check
- Neural Charm - while wearing talisman, suffer strain up to Intellect to add boost dice equal to strain suffered
- Protective Amulet - allows user to ignore environmental effects such as fire, acid, and corrosive atmospheres
- Shield Amulet - Reduce wounds of any attack from Force Power or combined check that uses Force. Once per session
- Talisman of Fate - Single Use Item; Downgrade the difficulty of a check where the GM has flipped a Destiny Point to upgrade the ability involving the user
- Token of Resistance - When targeted by social skill involving Force power, may choose to have opposing character roll 1 fewer Force Dice as part of the check
Vehicles? Thanks
10 hours 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?
conjure looks like what Mother Talzin when she summoned a green flame sword to fight Mace Windu in one of the last episode of Clone War
2 hours ago, kalidor2000 said:Vehicles? Thanks
Airspeeders: T-13, Ubrikkian Industries Hauler Air Skiff
Landspeeders: 9400 Grand Wanderer, XP-40 Luxury Coach
Water Vehicles: Aquaspeeder, Gungan Bongo Submarine
Wheeled Vehicles: Tagge Dustcrawler
Starships: H-Type Nubian Yacht, Ithorian Herd Ship (mobile city in space), Jedi Sojourner, Mandalorian Protectorate "Fang" Starfighter, Punworcca 116-class Interstellar Sloop, Sheathipede-Class Transport Shuttle
10 hours ago, Matope said:Any mechanical details for Vurk Cold-bloodedness?
Vurk add 1 Setback dice to all checks they make while in cold environments (in addition to other penalties
4 hours ago, GroggyGolem said:Do the dark side rules seem like something you would use in your campaign? Any nuggets of info that stand out?
Probably not as a regular campaign. Our group has tried evil characters in the group before and everyone playing an evil character and it didn't work well as a campaign. As a 1-2 night game, yes maybe.
Things of note:
Adjusting Morale - Some actions are so heinous that it simply does not make sense for there to be no resulting reduction in Morality. Likewise, if certain actions might be so selfles or noble that the GM feels an increase inthe PCs Morality should not be left to the roll of the dice, a GM might decide to directly raise or lower a character's Morality.
Concealing Dark Side Use - The section that discusses how to mask a single DS user in a LS campaign is interesting and it seems fairly obvious that if players are attentive, they will eventually notice the other using DS points to fuel powers. It mentions not having the DS user flip Destiny point to use LS but just mark the strain gained from using it to help hide it.
11 minutes ago, Varlie said:Airspeeders: T-13, Ubrikkian Industries Hauler Air Skiff
Landspeeders: 9400 Grand Wanderer, XP-40 Luxury Coach
Water Vehicles: Aquaspeeder, Gungan Bongo Submarine
Wheeled Vehicles: Tagge Dustcrawler
Starships: H-Type Nubian Yacht , Ithorian Herd Ship (mobile city in space), Jedi Sojourner , Mandalorian Protectorate "Fang" Starfighter, Punworcca 116-class Interstellar Sloop, Sheathipede-Class Transport Shuttle
Jedi Sojourner? never hear of that i supose is not canon new or old
16 minutes ago, Varlie said:Airspeeders: T-13, Ubrikkian Industries Hauler Air Skiff
Landspeeders: 9400 Grand Wanderer, XP-40 Luxury Coach
Water Vehicles: Aquaspeeder, Gungan Bongo Submarine
Wheeled Vehicles: Tagge Dustcrawler
Starships: H-Type Nubian Yacht, Ithorian Herd Ship (mobile city in space), Jedi Sojourner, Mandalorian Protectorate "Fang" Starfighter, Punworcca 116-class Interstellar Sloop, Sheathipede-Class Transport Shuttle
Fang Fighter you mean it's in a third book? I wonder it's got totally different stats than the other two stat sets. I'd totally rather see the Gauntlet.
Edited by Eoen1 minute ago, Eoen said:Fang Fighter you mean it's in a third book? I'd totally rather see the Gauntlet.
Fang fighter is explained in "No desintegrations"
The Sojourner is the size of a light freighter but has areas devoted to a Jedi's meditation and training in place of extensive cargo capacity.