Unlimited Power -- Sourcebook for Mystics

By Blackbird888, in Star Wars: Force and Destiny RPG

1 minute ago, kalidor2000 said:

Fang fighter is explained in "No desintegrations"

It's in Dawn of Rebellion too.

1 minute ago, Varlie said:

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.

ok. It would be better putting stats to the delaya-class Courier or the Nebulón Ranger. Both now not canon.

2 minutes ago, Eoen said:

It's in Dawn of Rebellion too.

yep, it would be better detailing stats for the fanblade fighter that Ventress use.

2 minutes ago, kalidor2000 said:

Fang fighter is explained in "No desintegrations"

They changed the specs on it from No Dsintegrations.

3,6,+3; shields:1,0,0,1 (as opposed to 2.,0,0,1); WT:10, ST: 10 (instead of 14/12)

1 minute ago, kalidor2000 said:

ok. It would be better putting stats to the delaya-class Courier  or the Nebulón Ranger  . Both now not canon.

Those ships are pre republic they'd be over 10,000 years old.

Just now, Eoen said:

Those ships are pre republic they'd be over 10,000 years old.

well…. we have stats for the Crucible, havent we?

1 minute ago, Eoen said:

Those ships are pre republic they'd be over 10,000 years old.

Only about 4000 years, actually.

12 minutes ago, Varlie said:

They changed the specs on it from No Dsintegrations.

3,6,+3; shields:1,0,0,1 (as opposed to 2.,0,0,1); WT:10, ST: 10 (instead of 14/12)

Fang Fighter in Dawn of Rebellion

Silhouette: 3
Speed: 6
Handling: +3
Defense: f 1 | a 1
Armor: 2
Hull Trauma: 6
System Strain: 8

Fang Fighter in No Disentegrations

Silhouette: 3
Speed: 6
Handling: +3
Defense: f 0 | a 0
Armor: 2
Hull Trauma: 12
System Strain: 10

So Fang Fighter in Unlimited Power?

Silhouette: 3
Speed: 6
Handling: +3
Defense: f 1 | a 1
Armor: 2
Hull Trauma: 10
System Strain: 10

Edited by Eoen
9 minutes ago, kalidor2000 said:

well…. we have stats for the Crucible, havent we?

Yeah but it's in TCW, and its only an 800 year old ship in "the Gathering" arc.

Edited by Eoen
6 minutes ago, Varlie said:

They changed the specs on it from No Dsintegrations.

3,6,+3; shields:1,0,0,1 (as opposed to 2.,0,0,1); WT:10, ST: 10 (instead of 14/12)

something unusual about this "jedi ship" friend?

7 minutes ago, Eoen said:

Yeah but it's in TCW, and its only an 800 year old ship in "the Gathering" arc.

My players found another starship of the same type and are rebuilding it in the Roche system. Those Verpine are geniuses!!

26 minutes ago, Varlie said:

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.

Can you spoil it’s stats & price?

Edited by Nheko
3 hours ago, Varlie said:

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

I’d assume it does to be honest

24 minutes ago, Nheko said:

Can you spoil it’s stats & price?

Manufacturer: Kuat Systems
Hyperdrive: Primary Class 1, Backup Class 12
Navicomputer: Yes
Sensor Range: Long
Ship's Compliment: One Pilot
Encumbrance Capacity: 6
Passenger Capacity: 6
Consumables: 3 months
Price: 120,000 credits/8

Sil: 4/Spd: 4/Hand: -1
2 Def (forward and aft)
Armor: 3
Hull Threshold 24 / Strain Threshold 14

It does say specifically you get 1 conflict per rank you have of the talent. Check the news about the talent decks, t's one of the cards shown. Magus it's a one way ticket to the darkside

3 minutes ago, Random Bystander said:

I’d assume it does to be honest

Probably no need. It grants dark pips when used, which presumably still need using via destiny and conflict, so it'll generate plenty !

1 hour ago, Varlie said:

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.

I wonder if the removal of destiny point cost is something that should just be done regardless of there being a dark side user in the group. It always seemed like 1 cost too many with strain, conflict, and a destiny point.

A-hem:

EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!111!!!1!!!!

...

EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!111!!!!1!!!11

To try and be a bit more composed and offer actual, constructive thoughts: I love it! I will admit to being a tad disappointed with both the Prophet and Magus specializations; I was hoping for One with the Universe in one of them, and I can't understand why the Magus isn't a 2 Force Rating specialization, but those are relatively minor quibbles.

Those Signature Abilities, though! Unmatched Destiny is Kemna written all over, as is that Alter power! I think I'm in love with Alter. Seriously.

No new Alchemy skill, although I'm sure one could treat it sort of like Cybernetics from Special Modifications if one wanted to make the art a bit rarer. Since all of the alchemical craftings use either Knowledge (Lore) or Discipline, my personal alteration would be to make Alchemy its own skill (Int-based), and then make those who don't have a rank in it (or who aren't alchemists) use the Two-Weapon Combat rules: the lower of Int or Will and the lower of Lore or Discipline, difficulty increased twice. Makes Alchemy the rarer, more mysterious art to those who haven't studied it. But that's probably a bit extreme for most, I'd guess. Just me being weird :P .

I think I'd also make Font of Power affect the user, as well. It already empowers your enemies as well as your allies, why not allow the user to make use of it? It's a once per session ability.

Anyways, those are my initial thoughts! EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!

1 hour 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

Punworcca 116-class Interstellar Sloop: Does it say something about the solar sailer system?

1 minute ago, kalidor2000 said:

Punworcca 116-class Interstellar Sloop: Does it say something about the solar sailer system?

Let the Sail Out: When the Punworcca 116 has its massive sail unfurled, its silhouette increases from 3 to 5. Its port and starboard defenses are lowered from 2 to 0. Without the sail unfurled, though, the primary hyperdrive cannot be used. If the sail is damaged, the primary hyperdrive is inoperable, forcing the use of an extremely sub-standard class 15 backup drive.

2 minutes ago, Varlie said:

Let the Sail Out: When the Punworcca 116 has its massive sail unfurled, its silhouette increases from 3 to 5. Its port and starboard defenses are lowered from 2 to 0. Without the sail unfurled, though, the primary hyperdrive cannot be used. If the sail is damaged, the primary hyperdrive is inoperable, forcing the use of an extremely sub-standard class 15 backup drive.

I thought Dooku's solar sail was unique to his vessel, as it was some ancient artifact.

well it is Rarity 9

2 minutes ago, Varlie said:

Let the Sail Out: When the Punworcca 116 has its massive sail unfurled, its silhouette increases from 3 to 5. Its port and starboard defenses are lowered from 2 to 0. Without the sail unfurled, though, the primary hyperdrive cannot be used. If the sail is damaged, the primary hyperdrive is inoperable, forcing the use of an extremely sub-standard class 15 backup drive.

nice! it seems a good way to explain it. I thought it was going to be another fiasco like the jedi ship. I already have the stats for the neimodian shuttle from Dawn of Rebellion sourcebook

8 minutes ago, kalidor2000 said:

nice! it seems a good way to explain it. I thought it was going to be another fiasco like the jedi ship. I already have the stats for the neimodian shuttle from Dawn of Rebellion sourcebook

I bet the Neimodian shuttle in Dawn of Rebellion is different as it has been customized by the ghost crew.

Edited by Eoen
1 hour ago, Varlie said:

Manufacturer: Kuat Systems
Hyperdrive: Primary Class 1, Backup Class 12
Navicomputer: Yes
Sensor Range: Long
Ship's Compliment: One Pilot
Encumbrance Capacity: 6
Passenger Capacity: 6
Consumables: 3 months
Price: 120,000 credits/8

Sil: 4/Spd: 4/Hand: -1
2 Def (forward and aft)
Armor: 3
Hull Threshold 24 / Strain Threshold 14

Thanks man! It’s too expensive for my players, I guess they’ll need to keep their U-Wing for a while.