Unlimited Power -- Sourcebook for Mystics

By Blackbird888, in Star Wars: Force and Destiny RPG

31 minutes ago, Eoen said:

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

My thoughts exactly, but i buy the books for the new information not for changes

2 minutes ago, kalidor2000 said:

My thoughts exactly, but i buy the books for the new information not for changes

Not me I own them all, except this one but it's on order.

Edited by Eoen

I like the Conjure power. I have a villain I've been designing that is Gilgamesh (Fate/SN) themed, who's going to be an artifact hunter. Being able to summon "copies" of the stuff he collects would be pretty awesome for his flavor.

2 hours 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)

Any droid described in the text?

Back the truck up.

Did you say the bo-rifle was in the weapons? Those sneaky DoR devs, telling the Order 66 audience it wasn’t included as a separate item because, for the narrative period of that book, there were effectively only 2 in the galaxy.

But now here it is?

Just under 2 hours til I leave work and swing by a store to get it.

3 hours 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.

Any particular information on the meditation and training rooms?

Hmmmm Alter Mastery - do it in the cockpit of your ship, extra FP for starfighter ace!

Can you post force power trees?

47 minutes ago, TheShard said:

Can you post force power trees?

ALTER [FR 1]

CONJURE [FR 1]

[15] Basic Power

5

[20] Basic Power

[5] Control:

Commune

[5] Range

[10] Control: Veil

10

[15] Duration

[10] Magnitude

[10] Strength

[10] Control:

Web of Life

[10] Control:

Empower

[10] Duration

[5] Strength

15

[20] Strength

[10] Control:

Guard

[15] Duration

[10] Range

[15] Control:

Blockade

[10] Strength

[15] Control:

Hazard

20

[10] Magnitude

[15] Control:

Offense

[20] Range

[15] Duration

[20] Control:

Inhibit

[25] Mastery

[15] Strength

25

[20] Mastery

Alter

You can tap into the Living Force of your surroundings, manipulating the nearby environs.

Basic Power: Power: When touching the ground, you may spend [O] to make all terrain within short range difficult terrain until the end of your next turn. You may only use this on natural terrain that can change form easily, such as sand, snow, mud, dense foliage, or the like. You may not activate this multiple times.

Power: When touching the ground, you may spend [O] to make all terrain within short range normal terrain until the end of your next turn. You may only use this on natural terrain that can change form easily, such as sand, snow, mud, dense foliage, or the like. You may not activate this multiple times.

Control (Commune): Power: You may make an Average Survival check combined with a Force power check. If successful, spend [O] to locate food, water, critical supplies, and other details and features within extreme range. The GM may rule that no such supplies are available (if you are on an airless moon, for example). You may not activate this multiple times.

Range: Spend [OO] to increase the power’s range by a number of range bands equal to Range upgrades purchased. This may be activated multiple times.

Control (Veil): Spend [O] to create concealment for all characters within range of the power.

Control (Web of Life): Spend [O] to share the senses of all non-sentient animals (and plants!) within range of this power for the power’s duration. You gain ¢ on all Perception and Vigilance checks, and at the GM’s discretion, you may be able to learn or notice things that you would otherwise be unable to discern.

Control (Empower): This power can affect firm terrain, such as earth, stone, or packed ice.

Duration: Commit  after successfully activating this power to sustain its effects while you remain in the affected area.

Strength: Spend [O] to allow a number of targets equal to Strength upgrades to ignore this power’s effects. This may be activated multiple times.

Control (Blockade): Spend [OO] to make a small patch of terrain (up to 3 meters across) impassible for the duration of the power. The nature of this impassible terrain is up to you (fierce winds, a mass of solid rock, impenetrable foliage, etc.). This may be activated multiple times to affect additional areas.

Control (Hazard): Spend [OO] to infuse a small area (up to 3 meters across) with a corrosive atmosphere with a rating equal to your current Force rating. The cause of this corrosive atmosphere is up to you, but must make sense for the environment.

Control (Inhibit): Spend [OO] to upgrade the difficulty of all checks made by opponents while in the power’s area of effect once. This lasts for the duration of the power, and the environment twists to resist them.

Mastery (Place of Power): If no [DS] generated [O] , add [LS] to all other Force power checks (yours and others) made within this power’s area of effect. If no [LS] generated [O] , add [DS] instead.

Conjure

You call forth a spectral object to your hand, which lasts a short time.

Basic Power: Power: Spend [O] to make a facsimile of a small object, tool, or weapon within short range. The object must be simple (no complex parts), with an encumbrance of no more than 1, and it disappears at the end of your next turn, or if it travels beyond short range from you. If you conjure a weapon, it has the following profile: (Brawl or Melee; Damage +3; Critical 3; Range [Engaged]; Cortosis).

Duration: Commit  to sustain 1 conjured object per Duration upgrade while it remains in range. This may be activated multiple times.

Magnitude: Spend [OO] to create an additional, identical object per Magnitude upgrade. This may be activated multiple times.

Strength: Spend [O] to increase the maximum Encumbrance of the conjured object by 2 per Strength upgrade. This may be activated multiple times.

Control (Guard): Spend [O] to grant a conjured weapon one of the following qualities: Defensive 1, Deflection 1, or Stun 4. This may be activated multiple times, but may not grant any one quality more than once.

Control (Offense): Spend [O] to grant a conjured weapon one of the following qualities: Burn 3, Pierce 3, or Vicious 3. This may be activated multiple times, but may not grant any one quality more than once.

Mastery: Power: Spend [OOO] to create a facsimile of a living creature of Silhouette 1 or less instead of an object. This creature uses the profile of a minion NPC of your choice, obeys your will, and ceases to exist at the end of your next turn. You may spend a maneuver to direct the creature, allowing it to perform a maneuver and an action. If, however, you have the corpse of a Silhouette 1 or smaller creature available, you can animate that instead. T his abomination uses the profile of the deceased being, obeys your will, and ceases to be animated at the end of your next turn. You may spend a maneuver to direct the abomination, allowing it to perform a maneuver and an action. You gain 7 Conflict for animating a creature this way.

Edited by Absol197

that's a really clean tree

2 minutes ago, Absol197 said:

ALTER [FR 1]

CONJURE [FR 1]

[15] Basic Power

5

[20] Basic Power

[5] Control:

Commune

[5] Range

[10] Control: Veil

10

[15] Duration

[10] Magnitude

[10] Strength

[10] Control:

Web of Life

[10] Control:

Empower

[10] Duration

[5] Strength

15

[20] Strength

[10] Control:

Guard

[15] Duration

[10] Range

[15] Control:

Blockade

[10] Strength

[15] Control:

Hazard

20

[10] Magnitude

[15] Control:

Offense

[20] Range

[15] Duration

[20] Control:

Inhibit

[25] Mastery

[15] Strength

25

[20] Mastery

Alter

You can tap into the Living Force of your surroundings, manipulating the nearby environs.

Basic Power: Power: When touching the ground, you may spend to make all terrain within short range difficult terrain until the end of your next turn. You may only use this on natural terrain that can change form easily, such as sand, snow, mud, dense foliage, or the like. You may not activate this multiple times.

Power: When touching the ground, you may spend to make all terrain within short range normal terrain until the end of your next turn. You may only use this on natural terrain that can change form easily, such as sand, snow, mud, dense foliage, or the like. You may not activate this multiple times.

Control (Commune): Power: You may make an Average Survival check combined with a Force power check. If successful, spend to locate food, water, critical supplies, and other details and features within extreme range. The GM may rule that no such supplies are available (if you are on an airless moon, for example). You may not activate this multiple times.

Range: Spend to increase the power’s range by a number of range bands equal to Range upgrades purchased. This may be activated multiple times.

Control (Veil): Spend to create concealment for all characters within range of the power.

Control (Web of Life): Spend to share the senses of all non-sentient animals (and plants!) within range of this power for the power’s duration. You gain ¢ on all Perception and Vigilance checks, and at the GM’s discretion, you may be able to learn or notice things that you would otherwise be unable to discern.

Control (Empower): This power can affect firm terrain, such as earth, stone, or packed ice.

Duration: Commit  after successfully activating this power to sustain its effects while you remain in the affected area.

Strength: Spend to allow a number of targets equal to Strength upgrades to ignore this power’s effects. This may be activated multiple times.

Control (Blockade): Spend to make a small patch of terrain (up to 3 meters across) impassible for the duration of the power. The nature of this impassible terrain is up to you (fierce winds, a mass of solid rock, impenetrable foliage, etc.). This may be activated multiple times to affect additional areas.

Control (Hazard): Spend to infuse a small area (up to 3 meters across) with a corrosive atmosphere with a rating equal to your current Force rating. The cause of this corrosive atmosphere is up to you, but must make sense for the environment.

Control (Inhibit): Spend to upgrade the difficulty of all checks made by opponents while in the power’s area of effect once. This lasts for the duration of the power, and the environment twists to resist them.

Mastery (Place of Power): If no generated , add to all other Force power checks (yours and others) made within this power’s area of effect. If no generated , add instead.

Conjure

You call forth a spectral object to your hand, which lasts a short time.

Basic Power: Power: Spend to make a facsimile of a small object, tool, or weapon within short range. The object must be simple (no complex parts), with an encumbrance of no more than 1, and it disappears at the end of your next turn, or if it travels beyond short range from you. If you conjure a weapon, it has the following profile: (Brawl or Melee; Damage +3; Critical 3; Range [Engaged]; Cortosis).

Duration: Commit  to sustain 1 conjured object per Duration upgrade while it remains in range. This may be activated multiple times.

Magnitude: Spend to create an additional, identical object per Magnitude upgrade. This may be activated multiple times.

Strength: Spend to increase the maximum Encumbrance of the conjured object by 2 per Strength upgrade. This may be activated multiple times.

Control (Guard): Spend to grant a conjured weapon one of the following qualities: Defensive 1, Deflection 1, or Stun 4. This may be activated multiple times, but may not grant any one quality more than once.

Control (Offense): Spend to grant a conjured weapon one of the following qualities: Burn 3, Pierce 3, or Vicious 3. This may be activated multiple times, but may not grant any one quality more than once.

Mastery: Power: Spend xxx to create a facsimile of a living creature of Silhouette 1 or less instead of an object. This creature uses the profile of a minion NPC of your choice, obeys your will, and ceases to exist at the end of your next turn. You may spend a maneuver to direct the creature, allowing it to perform a maneuver and an action. If, however, you have the corpse of a Silhouette 1 or smaller creature available, you can animate that instead. You must be in Dark Stance to do so; this abomination uses the profile of the deceased being, obeys your will, and ceases to be animated at the end of your next turn. You may spend a maneuver to direct the abomination, allowing it to perform a maneuver and an action.

3 minutes ago, Saseav said:

that's a really clean tree

It's kinda hard to see, but the black borders are the places where there are no connections between upgrades, and the grey borders are the places where there ARE connections. My mind sees things backwards, and it's easier for me to parse where I can't go rather than where I can. I copied that from my own personal document I just typed up; it's much cleaner on Word, but I think it's easy enough to grok here.

@Absol197 "You must be in Dark Stance to do so" Dark Stance?

4 minutes ago, SithArissa said:

@Absol197 "You must be in Dark Stance to do so" Dark Stance?

I use Marcy's variant on Morality, in which there is no Conflict, and characters can switch between drawing on Dark and Light pips as their current emotional state dictates. Dark Stance is basically just "Currently draws on Dark Side pips." Which is easier for some characters (those who default to Dark) than it is for others (those who default to Light). I've fixed it in my post to give the actual Conflict amount, I think.

Also, here's another version of the chart that might be a bit easier to read (I took out the column that was separating the two powers, which I think was messing it up a bit):

EDIT: Darn, copying it over is messing up the borders. Sorry folks, technical difficulties!

ALTER [FR 1]

CONJURE [FR 1]

[15] Basic Power

[20] Basic Power

[5] Control:

Commune

[5] Range

[10] Control: Veil

[15] Duration

[10] Magnitude

[10] Strength

[10] Control:

Web of Life

[10] Control:

Empower

[10] Duration

[5] Strength

[20] Strength

[10] Control:

Guard

[15] Duration

[10] Range

[15] Control:

Blockade

[10] Strength

[15] Control:

Hazard

[10] Magnitude

[15] Control:

Offense

[20] Range

[15] Duration

[20] Control:

Inhibit

[25] Mastery

[15] Strength

[20] Mastery

Edited by Absol197

OK ty. Does the duration upgrade in conjure not mention being able to extend the duration of creatures you create?

ALTER [FR 1]

CONJURE [FR 1]

[15] Basic Power

[20] Basic Power

[5] Control:

Commune

[5] Range

[10] Control: Veil

[15] Duration

[10] Magnitude

[10] Strength

[10] Control:

Web of Life

[10] Control:

Empower

[10] Duration

[5] Strength

[20] Strength

[10] Control:

Guard

[15] Duration

[10] Range

[15] Control:

Blockade

[10] Strength

[15] Control:

Hazard

[10] Magnitude

[15] Control:

Offense

[20] Range

[15] Duration

[20] Control:

Inhibit

[25] Mastery

[15] Strength

[20] Mastery

Just now, SithArissa said:

OK ty. Does the duration upgrade in conjure not mention being able to extend the duration of creatures you create?

That new one is close enough.

It doesn't; however, there's a bit of an inconsistency. In the short description in the power tree, it says that animated creatures last until the end of the encounter, while the long description says both conjured and animated creatures have the normal duration.

Also, like most powers, I'm assuming that the effects of all the other upgrades apply to the Mastery effects in the exact same way as they do to the basic power. So while a normally-conjured creature might be stuck in short range and disappear after one round, nothing says you can't use Range and Duration upgrades after you conjure the beastie to lengthen its leash and make it last longer.

Aaaand...the store didn’t have it in yet.

Could someone post the magus skill tree?

1 hour ago, Nytwyng said:

Aaaand...the store didn’t have it in yet.

Hurts doesn't it? xD

The only thing that matters for me *removes earplugs now that Absol has calmed a bit* i9s lightsaber crystals, Are there any actual colors listed ? Any new hilts ?

21 minutes ago, Luahk said:

Hurts doesn't it? xD

Eh, it’s happened before. With Dawn of Rebellion and Fully Operational, in fact. Just with a different store in the area.

29 minutes ago, Ni Fang said:

The only thing that matters for me *removes earplugs now that Absol has calmed a bit* i9s lightsaber crystals, Are there any actual colors listed ? Any new hilts ?

No new hilts, but some attachments and two new crystals. Give me a bit to get home from the gym and I'll give you the details.

... EEEEEEEEEEEEEEEEEEE!!!!!!

Any chance of getting some details on the potions and/or talismans ?

Edited by Ahrimon
Looked back and saw the talismans.

any adversaries?

So absol... I was underwhelmed by the new mystic specs, how did you **LIKE** them (asking for an emotional reaction not an analysis although you are free to add that too), I imagine you went gaga over the signature abilities though