masterstrider 128 Posted June 2, 2017 YOUR HATE HAS MADE YOU POWERFUL!!! 2 Shlambate and SavageBob reacted to this Quote Share this post Link to post Share on other sites
GroggyGolem 2,848 Posted June 2, 2017 2 minutes ago, EliasWindrider said: didn't say being a sith, said having a sith mentor who was trying to corrupt the innocent newb full of potential without letting on that he's a sith. interesting story telling there. but having a sith mentor makes staying lightside nearly impossible. Nothing is stopping your character from just abandoning your Sith master once you find out they're evil. The way I see these different paths is more along the lines of at character creation, the player wants a Force user that isn't necessarily on the path to become a Jedi, talks with their GM about it and they come up with what path the character will follow then. 1 SavageBob reacted to this Quote Share this post Link to post Share on other sites
Garran 485 Posted June 2, 2017 In addition to those alternate traditions the mentor chapter includes (among other things) about two pages worth of ideas for training exercises and a half-page on how to use them for Jedi trials. I'm not familiar enough with gear in the game to offer a useful at-a-glance comment about what might be exceptional there. Consular Backgrounds: Failed Initiate Rogue Scholar Relic Seeker Wandering Diplomat 2 KRKappel and GroggyGolem reacted to this Quote Share this post Link to post Share on other sites
EliasWindrider 2,714 Posted June 2, 2017 can you post the talent trees? Quote Share this post Link to post Share on other sites
Kaigen 826 Posted June 2, 2017 A Sith that manages to limit their Conflict to an average of 3 or 4 per session will still slowly climb up the morality scale, so depending on how readily your GM hands out Conflict, staying Lightside is still doable. 1 GroggyGolem reacted to this Quote Share this post Link to post Share on other sites
Garran 485 Posted June 2, 2017 Not easily since I have no way to scan the pages. I think there's a text-only version on page 1 of this thread though. Quote Share this post Link to post Share on other sites
GroggyGolem 2,848 Posted June 2, 2017 (edited) 4 minutes ago, Garran said: In addition to those alternate traditions the mentor chapter includes (among other things) about two pages worth of ideas for training exercises and a half-page on how to use them for Jedi trials. I'm not familiar enough with gear in the game to offer a useful at-a-glance comment about what might be exceptional there. Consular Backgrounds: Failed Initiate Rogue Scholar Relic Seeker Wandering Diplomat MORE INFORMATION ON TRIALS THIS COULD NOT HAVE COME AT A BETTER TIME! I just decided that for all the Jedi-hopefuls, they will go through their trials. Guess I have to buy this book now. Wasn't sure before but with all the spoilers I keep getting more and more interested. Edited June 2, 2017 by GroggyGolem Quote Share this post Link to post Share on other sites
EliasWindrider 2,714 Posted June 2, 2017 2 minutes ago, Garran said: Not easily since I have no way to scan the pages. I think there's a text-only version on page 1 of this thread though. text only version on page 1 is Absol's example format from no disintegrations. Can you put text version up here? scanning is not required, but maybe you could take a photo with your phone and post that? Quote Share this post Link to post Share on other sites
masterstrider 128 Posted June 2, 2017 3 minutes ago, EliasWindrider said: but maybe you could take a photo with your phone and post that? Ahh, the 21st century, where taking pictures with your telephone is the norm. What next, World? What next?! 1 Absol197 reacted to this Quote Share this post Link to post Share on other sites
EliasWindrider 2,714 Posted June 2, 2017 9 minutes ago, masterstrider said: Ahh, the 21st century, where taking pictures with your telephone is the norm. What next, World? What next?! I think that complaint is about a decade late to being relevant. 1 Richardbuxton reacted to this Quote Share this post Link to post Share on other sites
Garran 485 Posted June 2, 2017 (edited) Since I have only an old corded landline, taking pictures with it... well, no. Board formatting is eluding me. Let's see how this works... Arbiter: Spec skills: Knowledge (Xenology), Lightsaber, Negotiation, Perception. Sense Emotions, Savvy Negotiator, Grit, Nobody's Fool Grit, Congenial, Toughened, Reflect Savvy Negotiator, Nobody's Fool, Parry, Improved Sunder Calming Aura, Crucial Point, Savvy Negotiator, Reflect Force Rating, Improved Savvy Negotiator, Dedication, Aggressive Negotiations SE SN Gr NF | | | Gr - Co To Re | | | | SN NF - Pa IS | | | CA - CP - SN - Re | | | FR - IS - De AN Edited June 2, 2017 by Garran 7 masterstrider, Richardbuxton, Kaigen and 4 others reacted to this Quote Share this post Link to post Share on other sites
Garran 485 Posted June 2, 2017 Ascetic: Spec skills: Athletics, Discipline, Resilience, Vigilance Physical Training, Confidence, Grit, Grit Grit, Force Protection, Grit, Go Without Meditative Trance, Slippery Minded, Intense Focus, Physical Training Confidence, Mind Bleed, Force Protection, Iron Soul Dedication, Grit, Empty Soul, Force Rating PT Co Gr Gr | | | Gr FP - Gr - GW | | MT SM - IF - PT | | Co - MB - FP - IS | | | De - Gr - ES FR Mind Bleed is the conflict talent. 7 GroggyGolem, Krieger22, Kaigen and 4 others reacted to this Quote Share this post Link to post Share on other sites
EliasWindrider 2,714 Posted June 2, 2017 3 minutes ago, Garran said: Since I have only an old corded landline, taking pictures with it... well, no. Board formatting is eluding me. Let's see how this works... Arbiter: Sense Emotions, Savvy Negotiator, Grit, Nobody's Fool Grit, Congenial, Toughened, Reflect Savvy Negotiator, Nobody's Fool, Parry, Improved Sunder Calming Aura, Crucial Point, Savvy Negotiator, Reflect Force Rating, Improved Savvy Negotiator, Dedication, Aggressive Negotiations SE SN Gr NF | | | Gr - Co To Re | | | | SN NF - Pa IS | | | CA - CP - SN - Re | | | FR - IS - De AN thanks a lot. the arbiter is cooler than I was thinking, how about the ascetic (sp?) Quote Share this post Link to post Share on other sites
Garran 485 Posted June 2, 2017 Teacher: Spec skills: Knowledge (Education), Knowledge (Lore), Leadership, Perception Researcher, Respected Scholar, Sense Danger, Well Rounded Well Traveled, Grit, Nobody's Fool, Encouraging Words Toughened, Skilled Teacher, Master Instructor, Now The Master Improved Wise Warrior, Wise Warrior, Grit, Once A Learner Dedication, Grit, Skilled Teacher, Force Rating Re RS SD WR | | WT - Gr - NF - EW | To ST - MI NM | | | | IW - WW - Gr OL | | | | De - Gr ST - FR 6 Ogrebear, Random Bystander, Richardbuxton and 3 others reacted to this Quote Share this post Link to post Share on other sites
Kaigen 826 Posted June 2, 2017 What does the Ascetic's "Go Without" talent do? I don't think I've seen that one mentioned yet. Quote Share this post Link to post Share on other sites
Garran 485 Posted June 2, 2017 Go Without: Once per session the character may perform the Go Without incidental. If he does, he counts as having the right tools for the job when performing the next skill check this turn. 2 Kaigen and GroggyGolem reacted to this Quote Share this post Link to post Share on other sites
masterstrider 128 Posted June 2, 2017 Far out. Consular is a really good career. So many "interesting" abilities. Quote Share this post Link to post Share on other sites
Grenen82 6 Posted June 2, 2017 I did not see it mentioned in full so I can share more about the new saber crystals. Corrupted crystal Base 6, crit 2, breach 1, sunder, and vicious 2. you always have a dark side pip available when making force power checks. mods are 2 +1 dmg, 1 decrease crit rating, 1 vicious. Deathstar crystal base 7 dmg, breach 2, sunder, Vic 1. Crystal can break on a despair. 1 crit mod, 2 vic mod. Seeker crystal base 7 dmg, crit 2, breach, and sunder. add 2 advantage 2 perception and vig checks to find hiding people in short range. 1 +1 dmg mod and an increase to medium range mod. Solari Crystal 7 dmg, crit 2, breach 1, sunder, and defensive 1. One less strain to reflect if morality is above 50. 1 +1 dmg mod, 1 defensive mod, and lower improved reflect cost mod. 4 GroggyGolem, airgad2000, Richardbuxton and 1 other reacted to this Quote Share this post Link to post Share on other sites
HappyDaze 10,108 Posted June 2, 2017 (edited) Trying to post the talent trees, but it won't let me. Edited June 2, 2017 by HappyDaze Quote Share this post Link to post Share on other sites
Garran 485 Posted June 2, 2017 Of the noncombat gear, most of it is related to survival/environmental adaptation, medical situations, and learning enhancements or knowledge aids. They mostly add a success or boost die, or take away a couple of setbacks or reduce the difficulty, of various skill uses in particular situations, although some of them have no direct skill impact (like the food analyzer that determines whether something is safe for a species to eat). There's also hilt-masking kit (weapon attachment) for people who want to make their saber harder to detect (adds failures to any attempt to find or identify the saber hilt). 1 GroggyGolem reacted to this Quote Share this post Link to post Share on other sites
Grenen82 6 Posted June 2, 2017 Spray gun was pretty cool 7 dmg, burn 3, limited ammo 3, pierce 3, prepare 1, stun dmg. Burning strain dmg was cool 1 GroggyGolem reacted to this Quote Share this post Link to post Share on other sites
KRKappel 2,024 Posted June 2, 2017 I know when a new book is out, everyone focuses on the specs, species, and equipment, but it's nice to see the mentors section get some love early on! My goal was to make that sizable chunk of chapter 3 invaluable to any GM using an NPC mentor, no matter if that mentor is a Jedi in hiding, non-force sensitive, a force ghost, or from some other force tradition. Curious to see in the coming months what everyone makes of it! Loved working on this book, it was such a new and different challenge from the assignments I've drawn for career books previously. So much fun! Chapter 3 also has some great guidance on using knowledge checks at the table (written by the brilliant John Dunn that cleverly suggests ways for characters to more actively use knowledge skills), and a section on running negotiation scenes by Kat Ostrander. 12 Grenen82, Saseav, Richardbuxton and 9 others reacted to this Quote Share this post Link to post Share on other sites
Grenen82 6 Posted June 2, 2017 (edited) the diplomatic results table is very cool too. 1 success leader accedes to PC proposal 1 s 2 a leader accepts proposal and improved faction rep 1s 2 threat accepts but rep dmg'd 1s 1 triumph further concessions allowed 1s 1 despair might backstab after negotiations 1 f fail 1f 2a fail but different lines of negotiation available 1f 2threat denounced 1f 1 triumph leader reveals crucial clue for later success 1f 1 despair bad news!!! Edited June 2, 2017 by Grenen82 missed part 1 GroggyGolem reacted to this Quote Share this post Link to post Share on other sites
GroggyGolem 2,848 Posted June 2, 2017 10 minutes ago, KRKappel said: I know when a new book is out, everyone focuses on the specs, species, and equipment, but it's nice to see the mentors section get some love early on! My goal was to make that sizable chunk of chapter 3 invaluable to any GM using an NPC mentor, no matter if that mentor is a Jedi in hiding, non-force sensitive, a force ghost, or from some other force tradition. Curious to see in the coming months what everyone makes of it! Loved working on this book, it was such a new and different challenge from the assignments I've drawn for career books previously. So much fun! Chapter 3 also has some great guidance on using knowledge checks at the table (written by the brilliant John Dunn that cleverly suggests ways for characters to more actively use knowledge skills), and a section on running negotiation scenes by Kat Ostrander. This is the book I need. Excited to get my hands on it! 1 KRKappel reacted to this Quote Share this post Link to post Share on other sites
Garran 485 Posted June 2, 2017 (edited) The training exercises are blaster deflection, eyes of the force, lightsaber sparring, muntuur stones, obstacle course, meditation, emotional weakness, and conflict resolution. (The Jedi trials are part of this list but use the others rather than being a specific exercise.) I don't want to copy out the whole section, but as a very quick summary... Blaster Deflection involves using your saber to in an opposed contest vs (usually) drones that are firing stun bolts. Eyes of the Force is hide-and-seek using relevant force powers. Lightsaber Sparring has some variations but is fairly self-evident. Muntuur Stones is telekinetic practice using Move. Obstacle Course exercises involve the use of force powers to enhance what would otherwise be straightforward skill checks (and of course includes a reference to a certain scene with Luke and Yoda). Meditation leans on Seek and Foresee and an analysis of what those reveal. Conflict Resolution amounts to an emotional counseling session and has the potential to alleviate some conflict earned during the session. Emotional Weakness: The suggested tests vary by the emotion; while the mentor probably focuses on the character's individual weak point, any of them could be used if they're appropriate. Edited June 2, 2017 by Garran 2 Richardbuxton and GroggyGolem reacted to this Quote Share this post Link to post Share on other sites