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Blackbird888

The Endless Vigil for Endless Vigil is Finished

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Does the long text give any indication if the crossguard sabre requires two hands? My Whiphid guardian was recently maimed...

It's a one-handed weapon.

 

Also, in general, the phase-knife allows you to spend 2 Advantage or Triumph to return it to the hand when using Saber Throw, instead of Force points. Sentinel is Space Ninja confirmed.

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I assume the pistol hilt has its own mini-stat block? Any mods for it? (That plus the Etaan crystal seem tailor made for the Sentinel I was trying to play in the last game. Shame it wrapped already)

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I assume the pistol hilt has its own mini-stat block? Any mods for it? (That plus the Etaan crystal seem tailor made for the Sentinel I was trying to play in the last game. Shame it wrapped already)

It's just a basic stun pistol (6 damage, 3 crit, short range). No other mods on it.

 

A few things I've noticed. There is a chart that has suggestions about the difficulty of Knowledge checks. Nothing super, but it offers some ideas if you've ever wondered. Also, there is no Schematic option for lightsaber crafting.

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I assume the pistol hilt has its own mini-stat block? Any mods for it? (That plus the Etaan crystal seem tailor made for the Sentinel I was trying to play in the last game. Shame it wrapped already)

It's just a basic stun pistol (6 damage, 3 crit, short range). No other mods on it.

 

That being the case, is there anything that differentiates it from holding a saber in one hand and a blaster in the other aside from novelty? And since I forgot to ask in the first post, what mods does the Etaan crystal have?

Edited by Fenrir423

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I assume the pistol hilt has its own mini-stat block? Any mods for it? (That plus the Etaan crystal seem tailor made for the Sentinel I was trying to play in the last game. Shame it wrapped already)

It's just a basic stun pistol (6 damage, 3 crit, short range). No other mods on it.

 

That being the case, is there anything that differentiates it from holding a saber in one hand and a blaster in the other aside from novelty? And since I forgot to ask in the first post, what mods does the Etaan crystal have?

 

You can't use both modes simultaneously. It's not called out as a specific mechanical feature, but the description mentions that most would assume the lightsaber is a really odd pistol, and not a lightsaber. So a convincing player and an accepting GM may rule that it offers boons to checks to hide the lightsaber. My thought would be: in a firefight with Imperials. Don't want to blow your cover as having a lightsaber, so you use the stun pistol instead, and they're not the wiser.

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Interesting layout on the Sentry, especially since it offers both Improved Reflect and Force Rating (albeit with both as Row 5 talents), so I don't feel quite as bad about including Improved Parry and Force Rating in the revamped Jedi Initiate spec for my Ways of the Force fan doc.  Investigator and Racer both look pretty cool, with Investigator having a definite Sherlock vibe to it.

 

Also interesting that the lightwhip is a "lightsaber" weapon that offers Pierce instead of Breach.  Good justification for the Tapani lightfoil to itself have Pierce instead of Breach if/when it ever gets an official write-up.

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So Racer is a pretty predictable specialization. Full Throttle, Skilled Jockey, Shortcut, we've been here before. And conceptually, it's just a Force-enhanced pilot, right? We've seen that before, it's pretty well known. This is Starfighter Ace's deal. Racers are the same, right? Here's an excerpt from the Racer description:

 

For these characters, racing is less about speed and more about knowing their position in time and space. Racers don’t ask how to get somewhere; they intuit their arrival at their destinations. In many ways, they push to understand the future in relation to the positioning of self. The Force, racing forward in time in its own way, has carved a path that Racers must follow.

With the Force, physical obstacles aren’t obstacles per se. They represent perceptual shadows on the fabric of space-time. Racers use the Force to peer into these shadows, seeing not only what exists in the shadow, but also when such interactions exist in the shadow. If they don’t exist in the shadow at all, Racers avoid them. They were either never supposed to be there, or their life possibly ended before then. If Racers know they don’t exist at some point in a potential future, then they can pick a future in which they do.

 

So less about being a hyper-reactive pilot, and more about... calculating time and space.

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So Racer is a pretty predictable specialization. Full Throttle, Skilled Jockey, Shortcut, we've been here before. And conceptually, it's just a Force-enhanced pilot, right? We've seen that before, it's pretty well known. This is Starfighter Ace's deal. Racers are the same, right? Here's an excerpt from the Racer description:

For these characters, racing is less about speed and more about knowing their position in time and space. Racers don’t ask how to get somewhere; they intuit their arrival at their destinations. In many ways, they push to understand the future in relation to the positioning of self. The Force, racing forward in time in its own way, has carved a path that Racers must follow.

With the Force, physical obstacles aren’t obstacles per se. They represent perceptual shadows on the fabric of space-time. Racers use the Force to peer into these shadows, seeing not only what exists in the shadow, but also when such interactions exist in the shadow. If they don’t exist in the shadow at all, Racers avoid them. They were either never supposed to be there, or their life possibly ended before then. If Racers know they don’t exist at some point in a potential future, then they can pick a future in which they do.

So less about being a hyper-reactive pilot, and more about... calculating time and space.

Huh...so, they are in a constant state of pseudo-hyperspace...even on thier feet? At least, that's what it sounds like (even though it clearly isn't) to me. What a weird explanation :/

Also, place your bets gentlebeings. Who's gonna get statted on the forum first due to these new hilts/attachments: Kylo Ren or Ezra? (You all know it's gonna happen...)

Edited by Weedles and Fries

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Also interesting that the lightwhip is a "lightsaber" weapon that offers Pierce instead of Breach.  Good justification for the Tapani lightfoil to itself have Pierce instead of Breach if/when it ever gets an official write-up.

You mention the lightfoil, as the lightsaber construction rules do as well. It's listed as a "precision" lightsaber, which also covers the shoto.

 

What is also interesting is several of the options for crafting. One of them (costing 3 Advantage) is to add the attributes of the crossguard to a lightsaber. This can be done to any lightsaber hilt type, which is every hilt type so far.

 

I don't know if anybody saw this spoof of the first Episode 7 trailer, but you can actually make the lightsaber at the end.

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Hmm...further question: is Impossible Fall limited to a maximum of 2 range bands reduced, or can you spend additional Force Points to continue to reduce the fall (i.e. 2 FP for -1, 3 FP for -2, 4 FP for -3, and 5 FP to fall any distance)?

Basically, does the secondary effect of "Spend [O] to reduce the effective distance of the fall by an additional range band," have the "may be activated multiple times," disclaimer? Or is there a explicit limit? Or is it not mentioned?

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Also interesting that the lightwhip is a "lightsaber" weapon that offers Pierce instead of Breach.  Good justification for the Tapani lightfoil to itself have Pierce instead of Breach if/when it ever gets an official write-up.

You mention the lightfoil, as the lightsaber construction rules do as well. It's listed as a "precision" lightsaber, which also covers the shoto.
Does this mean it is possible to create a "lightclub" as well as defined by the crafting rules?

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Hey Blackbird, can you give us a break down of content on the 4 pgs of lightsaber construction? Namely is it all mechanical, only describes the mods, etc...

If you know the crafting rules from Keeping the Peace and Special Modifications, you know these. Same mechanics, just applied to lightsaber hilts. It's greatly expanded from the crafting rules for hilts found in the Force and Destiny GM kit.

 

There are five templates: standard, precision (shoto type), defensive (guard shoto type), double-bladed, and pole (pike type). The last two are specifically two-handed weapons.

 

There are a lot of results, ranging from making a hilt two-handed (only works on one-handed hilts), swapping Unwieldy for Cumbersome (and an option that does the opposite), building the lightsaber into another item, among other options. Negative results can increase encumbrance, make it short out, give it inaccurate, and require a full maneuver to activate.

 

The difference between these new ones and the one from the kit is it doesn't list Knowledge (Lore) as an option to craft with, but these are only suggestions. A good question to ask the devs in the future about that...

 

Hmm...further question: is Impossible Fall limited to a maximum of 2 range bands reduced, or can you spend additional Force Points to continue to reduce the fall (i.e. 2 FP for -1, 3 FP for -2, 4 FP for -3, and 5 FP to fall any distance)?

Basically, does the secondary effect of "Spend [O] to reduce the effective distance of the fall by an additional range band," have the "may be activated multiple times," disclaimer? Or is there a explicit limit? Or is it not mentioned?

Looking at the full talent description, you only have to spend 1 Force point to trigger the land safely part, instead of the 2 listed in the tree (and what I wrote down above), then you can spend more Force points to reduce range bands. This can be done multiple times.

 

 

I'm interested in the unique Motivations and Morality. 

 

Morality options include Bravery/Defiance, Frugality/Condemnation, Caution/Fear  , Wonder/Alienation, Compassion/Hatred, Mercy/Weariness, Righteousness/Spite, Pride/Arrogance, Modesty/Vanity, Trust/Guardedness, Justice/Cruelty, and Malleability/Dogmatic. More new types than the other books, I think.

 

Motivations this time are Injustices, including Disenfranchisement, Hunger, Oppression, Prejudice, and Violence, among others.

 

 

 

Also interesting that the lightwhip is a "lightsaber" weapon that offers Pierce instead of Breach.  Good justification for the Tapani lightfoil to itself have Pierce instead of Breach if/when it ever gets an official write-up.

You mention the lightfoil, as the lightsaber construction rules do as well. It's listed as a "precision" lightsaber, which also covers the shoto.
Does this mean it is possible to create a "lightclub" as well as defined by the crafting rules?

 

It is not explicitly mentioned, but the standard lightsaber with the two-handed perk would probably fit.

Edited by Blackbird888

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Also interesting that the lightwhip is a "lightsaber" weapon that offers Pierce instead of Breach.  Good justification for the Tapani lightfoil to itself have Pierce instead of Breach if/when it ever gets an official write-up.

You mention the lightfoil, as the lightsaber construction rules do as well. It's listed as a "precision" lightsaber, which also covers the shoto.

 

What is also interesting is several of the options for crafting. One of them (costing 3 Advantage) is to add the attributes of the crossguard to a lightsaber. This can be done to any lightsaber hilt type, which is every hilt type so far.

 

I don't know if anybody saw this spoof of the first Episode 7 trailer, but you can actually make the lightsaber at the end.

 

Cross guard telescoping hilt lightsaber pike. 

Add to my bucketlist. 

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