Azanael 22 Posted June 4, 2016 Could someone give us please the stats for the two new species? Quote Share this post Link to post Share on other sites
RadMissFliss 90 Posted June 4, 2016 (edited) Anx Brawn: 3 Agility: 1 Intellect: 2 Cunning: 2 Willpower: 2 Presence: 2 Wound Threshold:13 + Brawn Strain Threshold: 10 + Willpower Starting Experience: 85 XP Special Abilities: Anx begin the game with one rank in the Kill with Kindness talent. Anatomical Knowledge: Anx have an innate grasp of how bodies are put together and are able to intuit the anatomical vulnerabilities of almost any species. Anx gain one rank of the Lethal Blows talent. Mood Indicator: If an Anx's head-crest is not covered, the character upgrades the difficulty of Deception checks once. Quermian Brawn: 1 Agility: 2 Intellect: 3 Cunning: 2 Willpower: 2 Presence: 1 Wound Threshold: 10 + Brawn Strain Threshold: 10 + Willpower Starting Experience: 85 XP Special Abilities: Quermians begin the game with one rank in Perception. They still may not train Perception above rank 2 during character creation. Additional Limbs: Quermians have six limbs: two legs and four arms. As a result, they gain an additional free maneuver per turn, although they still may not perform more than two maneuvers per turn. Edit: table didn't work Edited June 4, 2016 by dpick28 2 Kymrel and ObsidianCrane reacted to this Quote Share this post Link to post Share on other sites
Maelora 5,807 Posted June 4, 2016 This book answered a critical question that came up in my group more than once. Thanks to the art in this book, we now know that FFG's official stance is that female Nautolans have breasts much like female humans, but we still don't know if they have nipples... You know my DA page answers that question... 2 Absol197 and Rortharr reacted to this Quote Share this post Link to post Share on other sites
HappyDaze 10,108 Posted June 4, 2016 What's a DA page? Quote Share this post Link to post Share on other sites
Absol197 5,296 Posted June 4, 2016 You know my DA page answers that question... I may have to visit this aforementioned DeviantArt page. It's for science, you see. The World needs to know. I'm a humanitarian. Also, I think I've come up with a reason why the Perception upgrade is worded like it is. Perhaps the boost to your Perception rank only lasts for as long as Farsight remains active. So activate Farsight, hit Duration 2 twice so it lasts 5 minutes, then commit 3 dice, and your Perception is increased by 3 ranks for the five minutes the power lasts. Once it ends, the dice auto-uncommit. That's the only reason I've been able to come up with for why the description in the tree is worded so much differently than normal commit effects in other trees. I'll think on it some more. 4 RadMissFliss, Richardbuxton, Vigil and 1 other reacted to this Quote Share this post Link to post Share on other sites
Maelora 5,807 Posted June 4, 2016 (edited) Much obliged for the spoileration, anyways. And for the spiffy names for the Control upgrades. Why FFG can't name the Control upgrades, I don't know. Edited June 4, 2016 by Maelora Quote Share this post Link to post Share on other sites
Maelora 5,807 Posted June 4, 2016 (edited) What's a DA page? There's a Nautolan Page Three Girl (Sabaya Deleru) which pretty much clears up the whole nipples question. (How on earth did we end up talking about this again?) Edited June 4, 2016 by Maelora Quote Share this post Link to post Share on other sites
Absol197 5,296 Posted June 4, 2016 I don't know. I try to keep us nominally on-task, but every five posts or so someone mentions breasts and then we have a whole page or two that are off the rails. Don't get me wrong: an occasional page of discussing breasts is great by me, but not when it's happening this much. But maybe that's just my stuffy American-ness showing. 1 RadMissFliss reacted to this Quote Share this post Link to post Share on other sites
heyvince 3 Posted June 4, 2016 Any clarity on some of the highlights of the animal companion rules? How useful will my pet be to me in and out of structured time?Related: Any cool new Sil 0 and 1 creatures that might fit the bill as good companions? Quote Share this post Link to post Share on other sites
OtterJethro 58 Posted June 4, 2016 What new equipment is noteworthy? Anything related creatures specifically? Did they finally stat my Zhaboka for me? Quote Share this post Link to post Share on other sites
Blackbird888 4,110 Posted June 4, 2016 What new equipment is noteworthy? Anything related creatures specifically? Did they finally stat my Zhaboka for me? *sigh* I forgot about the zhaboka. No, no zhaboka. The Nightsister energy bow is neat on principle, although it doesn't have any particular qualities that makes it stand out. They added a machete, which is cool. There's some animal armor, riding tack, a modular backpack for pack animals, and saddlebags. The handheld navicomputer, surveyor's tools, and weapon maintenance kit are all nice (although that second one is kind of niche). The new lightsaber crystals are neat. Quote Share this post Link to post Share on other sites
HappyDaze 10,108 Posted June 4, 2016 The bow has base damage of 8 along with Pierce 4. That's pretty **** effective. The biggest drawback is that most Attachments are not compatible with the bow. 1 kaosoe reacted to this Quote Share this post Link to post Share on other sites
Azanael 22 Posted June 5, 2016 New Lightsaber Crystals? Which ones? ;-) Quote Share this post Link to post Share on other sites
Blackbird888 4,110 Posted June 5, 2016 The Nishalorite stone adds Advantage to checks to navigate and find stuff. The Varpeline crystal allows you to spend 2 Triumph to automatically inflict the Maimed critical injury. Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted June 5, 2016 Varpeline = Ouch! 1 kaosoe reacted to this Quote Share this post Link to post Share on other sites
OtterJethro 58 Posted June 5, 2016 The bow has base damage of 8 along with Pierce 4. That's pretty **** effective. The biggest drawback is that most Attachments are not compatible with the bow. Can you list the full stars for it? Please and thank you. Quote Share this post Link to post Share on other sites
ObsidianCrane 6 Posted June 5, 2016 Thanks to those posting information from the book, especially Absol197 for typing up the trees. 3 Maelora, GMRen and Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted June 5, 2016 Menace and Harass both require a Bonded Animal. Animal Bond is a Force Talent. Therefore Harass and Menace are useless without being Force Sensitive so probably should both be marked as Force Talents. It's Interesting that Hermit and Pathfinder don't share anything other than Animal Bond, essentially making them exceptionally well paired. Studious Plotting is a very strange talent, granted its cheap, but make for an interesting character if your a wilderness character with low Cunning, could be fun with a Whiphid. 1 Maelora reacted to this Quote Share this post Link to post Share on other sites
GMRen 196 Posted June 5, 2016 SEEKER: Executioner Discipline, Melee, Perception, Ranged (Heavy) | Grit | Quick Strike | Toughened | Quick Draw | | Mind Over Matter | Hunter's Quarry | Grit | Lethal Blows | | Lethal Blows | Improved Hunter's Quarry | Quick Strike | Precise Aim | | Terrifying Kill | Precise Aim | Marked for Death | Deathblow | | Lethal Blows | Essential Kill | Force Rating | Dedication | Mind Over Matter: Spend a Destiny Point to recover strain equal to your Willpower. Terrifying Kill: After incapacitating an enemy or inflicting a critical injury, take a maneuver to spend a Destiny Point and roll Force Rating. Spend [O] to inflict 1 strain on every character within short range of the target. Marked For Death: Commit 1 Force Die as a maneuver to mark a target. While committed, you add [AA] to all combat checks against the target. These Advantage can't be spent to recover strain. You can only have one marked target at a time. Deathblow: After a successful attack with a non-vehicle weapon, spend a Destiny Point to add damage to one hit equal to your Willpower. Essential Kill: When making a combat* check, may add Force Rating to the check. Spend [O] to add [A], spend [OOO] to add [V]. Advantages added can't be spent to recover strain. * Another weird one. The blurb in the tree says it can be used on any "non-Gunnery combat check," but the full description says, "When making a combat check that does not involve either using the Gunnery skill or operating a non-starship weapon..." which seems to exclude every kind of combat check except Brawl checks using your bare hands. SEEKER: Navigator Astrogation, Knowledge (Outer Rim), Perception, Survival | Studious Plotting | Expert Tracker | Shortcut | Grit | | Galaxy Mapper | Improved Shortcut | Planet Mapper | Preemptive Avoidance | | Shortcut | Swift | Uncanny Senses | Toughened | | Galaxy Mapper | Holistic Navigation | Force Rating | Planet Mapper | | One with the Universe | Intuitive Navigation | Master Starhopper | Dedication | Studious Plotting: When making a Streetwise or Survival check to navigate on a planet, may use Intellect instead of Cunning. Shortcut, Improved: When in a chase, may suffer 2 strain to add to your check equal to your ranks in Shortcut. Planet Mapper: Remove a Setback Die per rank from Streetwise or Survival checks to navigate on a planet. Such checks take half normal time. Holistic Navigation: When making an Astrogation check, you may spend a Destiny Point to remove [D] or a number of [T] up to your ranks in Perception from your check. Intuitive Navigation: When making an Astrogation or Knowledge (Outer Rim) check, may add Force Rating to the check. Spend [O] to add [A] or . And just for fun, here's Farsight: | Basic Power | Basic Power | Basic Power | Basic Power | | Control: Microvision | Control: Piercing Gaze | Control: Eagle Vision | Duration | | Range | Duration | Control: Intuitive Awareness | Range | | Control: Perception | Control: 360 Sight | Mastery | Mastery | Basic Power: Spend [O] to ignore the effects of visual impairment out to Medium range for 1 round. Duration: Spend [O] to increase the duration of the power by 1 minute per duration upgrade. May activate multiple times. Range: Spend [O] to increase the range of the power's effects by 1 range band per range upgrade. May activate multiple times. Control - Microvision: Spend [O] to make out microscopic details on one object within engaged range. May activate multiple times. Control - Piercing Gaze: Spend [O] to see through one object in range as if it were transparent. May activate multiple times. Control - Eagle Vision: Spend [O] to make out fine details on one object within range. May activate multiple times. Control - Intuitive Awareness: When making Perception or Vigilance checks, may add Force Rating to the check. Spend [O] to add [A] or . Control - Perception: After successfully activating Farsight, commit 1 or more Force Dice and increase your ranks in Perception by the number of dice committed (maximum of rank 5). Control - 360 Sight: Spend [OO] to see in all directions at once. Mastery: Spend [OO] to project your consciousness to anywhere within Close (planetary) range. A couple of things I notice about this power: 1) There are no mechanical benefits given to being able to see fine or microscopic details on objects, nor to having 360-degree vision. It's left completely up to the GM, I guess, but there aren't even any suggestions, which I find somewhat lacking. 2) There's nothing to say that you can't activate the other effects of this power when using the Mastery, including range upgrades. Which means that, with enough Force Points at your disposal, you can effectively scry anywhere within Planetary Extreme range with 360-degree vision and see perfectly in any obfuscation. Now we know how Yoda was keeping an eye on Luke all that time... 3) Additionally, it's not mentioned whether other unique or Force-based sensory powers work through the Mastery upgrade. Can you use Sense to read someone's thoughts/emotions through it? I would assume so, but there's no definitive indication. 4) The Perception control upgrade is somewhat odd, because while in the tree it reads like it works like any other commit ability, the full description reads that it can only be used after a successful activation of Farsight. Why that's the case, I'm not sure. Cheers, all! EDIT: In case it's not clear, on my makeshift tables, underlining means the talent/upgrade is not connected to the one below it, and a black pipe means there is no connection to the talent/upgrade to the side. Italics indicate Force talents. Oh, and the snazzy names on the control upgrades for Farsight are not in the book; I've come up with names for every Control upgrade in all the Force power trees so it's easier to keep track of them. Can't wait to be able to get the book! Quote Share this post Link to post Share on other sites
HappyDaze 10,108 Posted June 5, 2016 The equipment section of this book was a bit disappointing as so much of it feels like repeats from Enter the Unknown. I'm not sure what I was hoping to see, but I know I didn't find it here. Quote Share this post Link to post Share on other sites
Vigil 687 Posted June 5, 2016 (edited) To briefly step aside into the off-topic-ness: Breasts aren't obscene in America, nipples (women's nipples, anyway) are. (Although some folks are less comfortable with them than others.) /off-topicness @Vigil there is no picture of the arc-40b. However it is described as "a lightweight starfghter absolutely packed with weapon systems and sophisticated avionics. Fast and nimble, the 40b is a three position multi-role fighter with an astromech socket." Sil 3 speed 4 handling -1, def fore & aft 1, armor 3, ht thresh 14, ss thresh 8. one pilot and co-pilot, one gunner. two forward mounted light laser cannons, 2fore mounted concussion missile launchers, aft turret-mounted twin light blaster cannons No picture? Darn. Sounds like it must be a stripped down version of the ARC-170. I mean, the ARC-170 isn't what I'd call a, "lightweight fighter," but the rest of the configuration matches. So the ARC-40B is just the ARC-170, but not? That's... strange. Why not just release the ARC-170? I was hoping that it was going to be a smaller ARC-170 - less crew, maybe two-man, maybe just a pilot. Something like an X-wing, but less associated with the rebellion and more associated with explorers and privateers. As it is, it sounds more like something that Subpro/Incom made by simply swapping out some components in a regular mil production ARC-170. Edited June 5, 2016 by Vigil Quote Share this post Link to post Share on other sites
OtterJethro 58 Posted June 5, 2016 The equipment section of this book was a bit disappointing as so much of it feels like repeats from Enter the Unknown. I'm not sure what I was hoping to see, but I know I didn't find it here. A Zhaboka, we want the Zhaboka. 1 GMRen reacted to this Quote Share this post Link to post Share on other sites
Donovan Morningfire 10,200 Posted June 5, 2016 The equipment section of this book was a bit disappointing as so much of it feels like repeats from Enter the Unknown. I'm not sure what I was hoping to see, but I know I didn't find it here. A Zhaboka, we want the Zhaboka. If I had to guess, if FFG is going to do stats for it, we'll get them in the Warrior splat. 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
HappyDaze 10,108 Posted June 6, 2016 The equipment section of this book was a bit disappointing as so much of it feels like repeats from Enter the Unknown. I'm not sure what I was hoping to see, but I know I didn't find it here. A Zhaboka, we want the Zhaboka. Take a sword, add Linked 1 and Unwieldy 3 along with +1 Encumbrance, double the cost, and +2 Rarity. How's that? 3 Richardbuxton, RadMissFliss and RLogue177 reacted to this Quote Share this post Link to post Share on other sites
Kael 1,865 Posted June 6, 2016 Yay my book is in!!!!!!! Or so the email says. Now to go to the office and collect the goodness. Quote Share this post Link to post Share on other sites