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Blackbird888

Unlimited Power -- Sourcebook for Mystics

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How do you set up a vote post. 

 

To spoil or not to spoil,  that is the question

 

Don't hate me, just making sure this works correctly before posting real stuff 
Edited by Varlie
Testing spoiler tag

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As requested.

Tholothians

 
  • 222222
  • WT= 10+Brawn
  • ST= 10+Will
  • Starting XP: 95
  • Begin with one rank in Knowledge (Xenology)
  • Cultural Adopters: When making a social skill check to interact with non Tholothians, Tholothians add automatic Advantage to the results
  • Natural Roots: When making a check to heal strain while in a natural or wild setting, heal one additional strain
Edited by Varlie
added starting XP

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New Force Powers and Signature Abilities:

I tried to separate these but it  combined my two spoilers.  I guess you can only do one per post

 
  • Conjure - May spend FP to create a facsimile of a Brawl or Melee weapon
  • Alter - Pretty cool power, can change terrain from difficult to normal and vice versa

Signature Abilities:

 
  • Prophecy - Once per session, they foretell a single event, the focus of which is centered around themself. At any time before the end of the session, they may spend 1 destiny point at which the foretold event transpires. The GM should interpret the prophecy to fit the scene
  • Unmatched Destiny - Once per session, after aking a Force power check, the character may spend 2 Destiny points and reroll up to 2 Force Dice. Conflict generated as part of this Force power check is doubled
Edited by Varlie

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Specializations

Alchemist:  Knowledge (Education), Knowledge (Xenology), Medicine, Resilience
Several older talents like Blooded, Stimpack Specialization but some cool new ones like Transmogrify, Alchemical Arts, and Improvised Concoction

Magus: Coercion, Discipline, Knowledge (Lore), Medicine
Definately more of a Darkside specialization.  Has two conflict powers one of which is ranked

Prophet: Charm, Coercion, Deception, Leadership

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Tholothian Starting XP added to previous post

Thisspiasian and Vurk:

Thisspiasian

  • 232221
  • WT: 10+
  • ST: 8+
  • Starting XP: 100
  • 1rank in Discipline
  • Rest and Mediation: Only need to sleep for two hours to heal all strain they are suffering. Once per session, meditate for 10 minutes to heal strain equal to twice their ranks in Discipline

Vurk

  • 222123
  • WT: 11+
  • ST: 11+
  • Starting XP: 100
  • 1 rank in Negotiation
  • Amphibious
  • Cold Blooded

[/spoil]

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Alchemy Crafting

 

There is a section specifically on Alchemy Crafting with a list of different potions: Acid, Draught of Fire, elixer of Vigor, Healing Potion, Poison, Potion of Wills, Stimulant, Water of Life, Weakening Poison

There is also a section on Alchemical Talismans - items worn on necklaces, carried on a belt, or held in the user's hand.  Sample Talismans are Amulet of Power, Fetish of Fear, Neural Charm, Protective Amulet, Healing Accelerant, Shield Amulet, Talisman of Fate, Token of Resistance

Edited by Varlie

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GM Stuff

The last chapter is for GMs and covers how the Force  can be used as a narrative aid and some options for Force Powers. 

It has optional rules for using Flexible Force Powers which  I think many of us GMs have used in the past when something the PC wants to do doesn't quite fit in with the power.  Freeform Force Use is an interesting option that allows a Force user to use a power they haven't purchased with XP yet.  Finally, it covers Force Duels -  Competitive  check similar to the chase rules. 

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I'm hesitant to post pics of the talent trees.  I have been looking for the forum rules about that so if you can point me in the right direction and it says it is OK, I can post them.  I can say that none of the three trees have more than 1 Force Rating. They all have 1 FR and 1 Dedication.

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