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Unlimited Power -- Sourcebook for Mystics

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17 minutes ago, Nheko said:

 Will it be too much to ask for a brief description of what these do?

 

Elixir of vigor (athletics, brawl or agility boost?)

Healing potion (wounds I assume?)

Potion of Wills (boost strain? Boost willpower?)

 Water of life (?)

They're a bit different than expected.  The Elixir of Vigor increases your Brawn by 1 but decreases your Willpower by 1; the healing potion doesn't heal wounds but instantly heals a Hard or less Critical Injury; the Potion of Wills forces the person who drinks it to make a Discipline check or become a thrall (Willpower gets set to 0 and they obey all commands for a short time).

The Water of Life is the eerie green smoky stuff the Nightsisters use, and it can restore the recently dead to life or give you bonus Force pips on a roll (lots of them off you're using Conjure!).

Edited by Absol197

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Thanks Absol, for your quick response. ?

Well that’s unexpected! ? ? Don’t know what to say... For a light sider character there is Healing Potion... I’m on the fence with the the rest, with Water of life looking like an express pass to the Dark Side...

 

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16 minutes ago, Nheko said:

Thanks Absol, for your quick response. ?

Well that’s unexpected! ? ? Don’t know what to say... For a light sider character there is Healing Potion... I’m on the fence with the the rest, with Water of life looking like an express pass to the Dark Side...

 

Pretty much. Alchemy was primarily a specialty of the ancient Sith after all.

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19 minutes ago, Nheko said:

Thanks Absol, for your quick response. ?

Well that’s unexpected! ? ? Don’t know what to say... For a light sider character there is Healing Potion... I’m on the fence with the the rest, with Water of life looking like an express pass to the Dark Side...

 

Well, if you don't like it, let's change it!  I've already posted a light side counterpart to the Waters of Life in my Grimoire; come add more light side alchemical concoctions!

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5 minutes ago, Saseav said:

does the book detail any creatures or adversaries? in adventures or otherwise.

Not that I recall.  Let me do a quick flip-through...

 

EDIT:  Nope!

Edited by Absol197

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8 hours ago, Tramp Graphics said:

Ok, what about the training rooms? Are they Lightsaber training rooms?

It’s a really brief ship write up with no picture.  I believe it’s called a training room and that is it.

I will check my book when I get home. Yeah no special rules just a mention of the rooms.

Edited by Eoen

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1 hour ago, Tramp Graphics said:

Pretty much. Alchemy was primarily a specialty of the ancient Sith after all.

It’s that old Sith magic. ?Palpatine is especially adept at Alchemy.

Edited by Eoen

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2 minutes ago, SavageBob said:

Did I miss someone posting the species stats? I saw Thispiassians, but I didn't see the other two.

Two of them are in the article released last month.

Edited by Eoen

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Well, how about that? Not only are the third set of stats for the Fang fighter different than what's come before....

The bo-rifle is different than the ones given to Zeb and Kallus in Dawn of Rebellion. But, given the DoR ones have higher damage and lower crit, probably not surprising. They're "hero" bo-rifles, as opposed to "stock."

ETA: On looking closer, the "hero" models are Cumbersome, while the "stock" models are not. Hmmmm....

Edited by Nytwyng

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1 hour ago, Nytwyng said:

Well, how about that? Not only are the third set of stats for the Fang fighter different than what's come before....

The bo-rifle is different than the ones given to Zeb and Kallus in Dawn of Rebellion. But, given the DoR ones have higher damage and lower crit, probably not surprising. They're "hero" bo-rifles, as opposed to "stock."

ETA: On looking closer, the "hero" models are Cumbersome, while the "stock" models are not. Hmmmm....

Do you think FFG could benefit from an internal database for this property?

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Price on the bo-rifle seems incongruously cheap. The DoR devs said they weren't player options in that book because there were effectively 2 in the galaxy at large (Zeb's and Kallus'). And, sure, the fluff doesn't always match the stats, but the fluff indicates that they were rare to begin with, and after wiping out Lasan, a few were taken as trophies by Imperial officers.

900 credits, rarity 7 (restricted).

A heavy blaster pistol is 700 credits, rarity 6.

confused.bmp?auto=compress,format&w=650&

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26 minutes ago, Nytwyng said:

Price on the bo-rifle seems incongruously cheap. The DoR devs said they weren't player options in that book because there were effectively 2 in the galaxy at large (Zeb's and Kallus'). And, sure, the fluff doesn't always match the stats, but the fluff indicates that they were rare to begin with, and after wiping out Lasan, a few were taken as trophies by Imperial officers.

900 credits, rarity 7 (restricted).

A heavy blaster pistol is 700 credits, rarity 6.

confused.bmp?auto=compress,format&w=650&

Don’t worry a small vial of coaxium should cover it.

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15 hours ago, Nytwyng said:

Well, how about that? Not only are the third set of stats for the Fang fighter different than what's come before....

The bo-rifle is different than the ones given to Zeb and Kallus in Dawn of Rebellion. But, given the DoR ones have higher damage and lower crit, probably not surprising. They're "hero" bo-rifles, as opposed to "stock."

ETA: On looking closer, the "hero" models are Cumbersome, while the "stock" models are not. Hmmmm....

The development of these books is probably in parallel with different editors and freelancers per book.  But they’re not talking to each other enough. My question to the devs about the fang fighters came up on order 66, they played it like it was an opportunity to work with different model variants of the fighter. It makes me wonder if there are different stats for stock tie fighters in the three core books.

Edited by Eoen

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3 hours ago, Absol197 said:

Not that I recall.  Let me do a quick flip-through...

 

EDIT:  Nope!

darn was really hoping for some of the more out there sith spawn stuff.  ah well I can always stat mine up. 

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You know, I think I just hit on my biggest problem with the Prophet, and one of the reasons I was as disappointed with it as I was. 

The specialization has no innate ability to prophisie.  In fact, other than three slots for Improved Overwhelming Aura 2, and one each for Force Rating and Font of Power... the Prophet isn't actually a Force tree.  I was hoping for a good face spec, but one that incorporated the Force into its Face-y-ness.  But it doesn't.  Sad Phee is sad :( .

I'm still going to use it, because it fits with my main character Kemna (just rename Twisted Words to Untwist the Words, and make it so the strain comes from her easily pointing out the true meaning behind an opponent's façade), but a spec called the Prophet, with that amazing theme to boot?  It could have been so much better...

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alright under a control upgrade of alter it says 'create a corrosive atmosphere' what's meant by that? does it mean automatically create an atmosphere in the 1-2 range or whichever range it wants?

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I really like the prophet because it gives the umph without relying too heavily on force powers otherwise goverened by Forsee.   Also, not everyone who has been called "prophet" in history ever espoused the ability to be an oracle.  Prophet can also be an "honorific."  

Just a thought :)

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On 6/2/2018 at 4:45 AM, Absol197 said:

You know, I think I just hit on my biggest problem with the Prophet, and one of the reasons I was as disappointed with it as I was. 

The specialization has no innate ability to prophisie.  In fact, other than three slots for Improved Overwhelming Aura 2, and one each for Force Rating and Font of Power... the Prophet isn't actually a Force tree.  I was hoping for a good face spec, but one that incorporated the Force into its Face-y-ness.  But it doesn't.  Sad Phee is sad :( .

I'm still going to use it, because it fits with my main character Kemna (just rename Twisted Words to Untwist the Words, and make it so the strain comes from her easily pointing out the true meaning behind an opponent's façade), but a spec called the Prophet, with that amazing theme to boot?  It could have been so much better...

Well, grabbing the Foresee power isn't all that expensive, and can certainly give your Prophet the ability to make prophecies based upon their visions of future events.  Depending on the GM, you might even be able to use those Magnitude upgrades to get visions pertaining to other PCs (a couple GMs I know tend to limit those upgrades to the initiative-boosting effects of the power).

That, and "prophet" doesn't always mean someone that makes prophecies.  Courtesy of Merriam-Webster's online dictionary, a prophet can also mean:
- one gifted with more than ordinary spiritual and moral insight; especially : an inspired poet
- an effective or leading spokesman for a cause, doctrine, or group

Much like Figurehead for the Commander career over in the Lead by Example sourcebook, it seems the writers didn't have the "makes prophecies" definition of Prophet in mind when creating the spec.

Edited by Donovan Morningfire

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Didn't see this in a search of the thread, but may have still missed it--

For the Conjure Duration upgrade, anyone else notice that the first instance of the upgrade in the tree calls out medium range, but the other two (and the detailed description below the tree) says short? Tried submitting a rules question, but kept getting an error page. So I figured I'd see what everyone else thought about it. It wouldn't be the first time that a similar Force power upgrade has slightly different effects, but it seems odd that it calls out the ranks, and that the more advantageous range (keeping a conjured item around from further away) comes first. Seems almost like it has to be a typo.

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