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AeroEng42 got a reaction from SuperWookie in Unlimited Power -- Sourcebook for Mystics
Prophet looks amazing to me as a great social character with good buffing support in combat, and Alchemist looks quite interesting as a healer and support character as well.
But I agree, my favorite thing out of the book is Alter. I have this concept of a wilderness healer, maybe Pathfinder or Hermit with Alchemist who uses Alter for evasion, stealth, communing with animals to get information, and to boost allies Force power checks. Alchemist is more there for thematoc flavor of a wild shaman-like character crafting crazy medicines imbued with the Force.
For Prophet, I can't wait to try Peacekeeper/Prophet for the ultimate social character with great combat buffing ability, or Aggressor/Prophet to capitalize on Improved Overwhelming Aura and make enemies cower in fear!
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AeroEng42 reacted to Absol197 in Committing Force dice with Temporary FR Boost
That is correct. I don't like the wording they use for these talents, because it leads to this exact problem of people thinking their Force rating actually increases and then we get a bunch of weird, "well, technically I have high enough Force rating for a moment, so how..." No. It only changes how many dice you roll on one check. You value for any ongoing abilities does not change.
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AeroEng42 got a reaction from Absol197 in Committing Force dice with Temporary FR Boost
Thanks @Garran and @Absol197 for your responses! They are very helpful.
@Absol197 you mentioned Survival of the Fittest, and I had a related question today that I think your detailed write up answered. Specifically a Hermit with Survival of the Fittest, Force Rating 3, and 4 ranks of Survival would still NOT be able to bond a Silhouette 2 animal companion, correct? My reasoning is that since Survival of the Fittest doesn't actually increase your Force Rating, you wouldn't have Force Rating 4 at the time of bonding the animal.
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AeroEng42 reacted to Garran in Committing Force dice with Temporary FR Boost
The power would end as soon as you no longer had the dice available to commit and keep it sustained, so single-check boosts to FR wouldn't be useful for sustaining anything.
If the talent boosted FR for an entire scene then you could commit them and keep the power active until the scene ended, though.
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AeroEng42 reacted to Absol197 in Committing Force dice with Temporary FR Boost
Very important detail on these talents (Knowledge is Power, Survival of the Fittest, etc.). These powers do NOT increase your Force rating. Instead, they change the number of dice you roll when making a Force check.
I.e. They say, "Hey, when you use this, don't look at your Force rating to know how many dice you get, look at your Lore/Survival ranks." Your Force rating doesn't change, the only thing that changes is the number of dice you get to roll.
So, as an example:
You have Force rating 2 and Lore 4, and you use the Battle Meditation power.
Scenario 1 (You do not use Knowledge is Power):
--To assemble your dice pool, you reference your Force rating, meaning you get 2 dice.
--You roll 2 Force dice and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
Scenario 2 (You activate Knowledge is Power):
--To assemble your dice pool, you reference your ranks in Knowledge (Lore), meaning you get 4 dice.
--You roll 4 Force dice, and spend any Force points you generate on the effects you want.
--You cannot activate the Duration upgrade to sustain the power, because your Force rating is only 2, and it requires you to commit 3 Force dice, so the effects will only last until the end of your next turn.
I'm not as familiar with the Unstable Kyber Crystal, but again, most effects don't increase your Force rating, they add or modify the number of dice you roll.
EDIT: The wording is confusing so I understand why this question keeps coming up. But the reason it works like this is as follows: in the long description of the talents, it says "...when making a check..." i.e. when rolling dice. All commit powers either are not checks (like the Sense powers that upgrade your defensive or offensive ability) and therefore the talent does not apply, or the commit specifically happens after making a check, meaning you are no longer in the process of making a check. Also, the talents say that you "treat your Force rating as being [something else]," not that it actually becomes something else.
I love Mystics, so I am very familiar with the inner workings of this particular talent, and have thought about it a lot . If you're wondering how that's useful once you get a very high Force rating, remember: when you commit dice, your Force rating actually goes down by the number of committed dice. So even if you have Force rating 6 and only 4 ranks, if you commit 4 dice to various powers (and hence only get 2 dice normally), you can then use Knowledge is Power to roll 4 dice on a check.
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AeroEng42 got a reaction from angelman2 in Committing Force dice with Temporary FR Boost
My apologies if this has already been asked and answered elsewhere. The Search function for the forums was not very useful for finding the answer if it was.
My question: can a player commit dice up to his max Force Rating if it is temporarily boosted by a talent or item (e.g., Knowledge is Power, Survival of the Fittest, Unstable Kyber Crystal)? All of these talents boost your Force Rating for one check, but can you commit that many Force dice at the end of the check to maintain an ongoing effect, even if the character's Force Rating would revert back to normal at the end of the check?
TIA!
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AeroEng42 got a reaction from StriderZessei in Warriors rejoice
And Steel Hand Adept with Martial Artist or Warden is absolutely insane unarmed combatant.
Agree this book is awesome!
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AeroEng42 got a reaction from LStyer in Question on One with the Universe
Episode 92 - Flight of the Navigator
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AeroEng42 reacted to damnkid3 in Question on One with the Universe
My reading the intent is for it to only effect the owner of the talent. All force checks would just apply to that character. With it being a 15 point talent on the sage tree, it would be too much if it effected the whole Party.
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AeroEng42 got a reaction from P-47 Thunderbolt in Medicine and Munitions Crafting Question
Hey all,
I have a player who wants to make a very interesting character, but I am not sure if crafting rules exist to do everything he wants to do. So I thought I would reach out and see if anyone knew of rules in books I don't own, or if you had suggestions for how to homebrew something.
The basic premise is he wants to make a Pathfinder/Alchemist that wields a bow for stealthy combat and ranged healing (i.e., shooting teammates with injection arrows filled with stimpacks, medicines, or potions). He wants to be able to craft his own arrows and potions/medicines/poisons, ideally using natural substances harvested from his animal companion(s) and other flora and fauna he comes across on his travels. And eventually, he wants to use the Identify Ingredients and Blooded talents to deliberately expose himself to natural substances to identify the components and try to create new medicines and poisons inspired by nature throughout the Galaxy!
I love the concept and definitely want to encourage it, but I can't seem to find rules for crafting medicines or individual arrows. Closest I can find is the Simple Projectile Weapon (which sounds more like the bow than the arrow) from Special Modifications, and Alchemy crafting from Unlimited Power, which is more about weird witchcraft type potions than actual medicine. Does anyone know if better rules exist for making individual arrows or medicines? If not, I have ideas for both that I can write-up later to get feedback on balance.
Thanks!
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AeroEng42 got a reaction from Gunner070 in Player Created Cards
That's awesome, @Gunner070! I'd love to see them when you finish them!
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AeroEng42 reacted to Gunner070 in Player Created Cards
I actually started a project since stay-at-home started. I've been making an entire cycle based on Legends (Mostly covering Jedi Outcast/Academy and the Thrawn Trilogy). It adds more cards with mechanics found in Opposition (Rivals), Allies (cards dealing with out-of-factions), and Endor (Missions). Speaking of Missions, the biggest add is Accomplished keyword, which is basically a completed Mission with a constant effect heavily affects the game. Not all tie to a win condition but an example of one is a 2-cost, 9-health Rebel Mission that increases the Death Star Dial win condition to 14 when completed. Still working on the sets, might post it here if I keep on it and finish it.
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AeroEng42 reacted to rio_d in Player Created Cards
I'm just seeing this. The player base is active on cardgamedb.com you'll find all the information you need there a set was just posted there last week. It includes stuff from Solo more Rogue One and Inferno Squad pods. If you're interested go check it out
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AeroEng42 got a reaction from StriderZessei in Warriors rejoice
I was underwhelmed by the combat capability of the Warrior specs in the core rulebook, but this splat book just made the Warrior the deadliest career, I think. All of these talents and sig abilities seem to make the Warrior a truly punishing combatant, more so than even the Executioner.
What are the career skills for each spec, by the way?
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AeroEng42 got a reaction from Bucknife in Are triple T70's viable?
I am a new X-wing player looking to build my first list, and I love the look and maneuverability of the T-70. What about this for a 3 T-70 list? Would this be any good?
T-70 X-wing - •Kare Kun - 75
•Kare Kun - Woman of Action (53)
Outmaneuver (6)
•BB-8 (8)
Afterburners (8)
Integrated S-foils (Closed) (0)
T-70 X-wing - •Ello Asty - 60
•Ello Asty - Born to Ill (56)
Integrated S-foils (Closed) (0)
Heavy Laser Cannon (4)
T-70 X-wing - •Nien Nunb - 65
•Nien Nunb - Sarcastic Survivor (55)
Heroic (1)
Integrated S-foils (Closed) (0)
Pattern Analyzer (5)
Heavy Laser Cannon (4)
Total: 200/200
View in the X-Wing Squad Builder
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AeroEng42 reacted to Okapi in New Purple Actions
I'll bet it'll be our first Light Side upgrade. Meditation seems very unsithlike, ref. Maul's pacing back and forth while the Jedi sit there in TPM.
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AeroEng42 got a reaction from imprezagoatee in New Purple Actions
Thanks @thespaceinvader
I will be sad if your best guess is the case. From everything I have gathered, the Evade action in 2.0 is pretty weak, so if it costs both your single action and a Force point, it hardly seems worth it. The article made it sound much better than that, but maybe that's just FFG trying to make it seem better than it is.
I look forward to seeing the official rules update.
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AeroEng42 reacted to DexterOnone in New Purple Actions
I’ve been wondering about this too, and posted the following in the article thread on the main board;
The question in my mind for the purple evade is whether or not you can perform it any time you have the opportunity to spend a force token (i.e. while attacking or defending).
The example shown in the picture in the article just states “ Plo Koon spends a Force charge to perform a purple evade action!“, without any further context in regards to timing... being able to spend a force to take an evade token if you blank out on defence would be a quite powerful ability, but also highly thematic for Jedi!
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AeroEng42 reacted to Hiemfire in New Purple Actions
I was always of the hopeful belief that it would allow the action to be taken while stressed (meaning they would have that single action as an option even when other actions were locked out due to stress). As a bonus or 'free' action purple evade would be way too potent.
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AeroEng42 reacted to Innese in New Purple Actions
Now you have me looking at Rey with 3P0 & Tac Officer...
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AeroEng42 reacted to emeraldbeacon in New Purple Actions
FFG: We changed Green Maneuvers to Blue, to aid the vision impaired!
Also FFG: Here's a light purple action to go next to your white actions!
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AeroEng42 reacted to NLJUNGBERG in Are triple T70's viable?
Dancing 70's (199)
Kare Kun — 53
BB Astromech 4
Afterburners 6
Integrated S-Foils 0
Hardpoint: Cannon 0
Heavy Laser Cannon 4
Ship Total: 67
Temmin Wexley — 54
Daredevil 3
BB Astromech 4
Integrated S-Foils 0
Hardpoint: Cannon 0
Heavy Laser Cannon 4
Ship Total: 65
Nien Nunb — 55
Crack Shot 1
R4 Astromech 2
Integrated S-Foils 0
Pattern Analyzer 5
Hardpoint: Cannon 0
Heavy Laser Cannon 4
Ship Total: 67
This is the list i will bring to the vassal leagues, as it is Hyperspace legal and seems to be so much fun being able to dance so much, even tough it might be hard at initiative 4/4/5.
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AeroEng42 reacted to Magnus Grendel in Are triple T70's viable?
Indeed. With afterburners getting cheaper, I find myself wondering if Kare is worth a look, too. The ability to do a speed 4 straight then 'handbrake' into a 90' turn is a surprisingly good trick, especially for swinging a bullseye cannon onto line unexpectedly.
