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Blackbird888

Unlimited Power -- Sourcebook for Mystics

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On 7/11/2018 at 9:45 AM, 09/20/Thanos said:

Hi.

I have some questions that I hope that you guys can help with.

Crafted Talismans .. are they permanent?

The Protective amulet.... that is insanely over powered for 300 credits!
Or am i missing something?

The protective amulet is permanent and it will protect you from a lot of environmental factors which by my estimation will never come up in 90+% of games.  The most likely one to come up is the burn quality and that has never come up in a ffg star wars game I've run or played in.  So usefulness or power is utitlity or strength times the frequency it gets to be used.  In this case frequency used is near zero which balances out it's high utility for those rare instances where it does come up.  The single use items are ones that could come up multiple times per session if they didn't self destruct and cost a lot of credits to make.  That said I would have personally priced the protective amulet at 500 credits crafting materials rather than 300 but since I think I understand the logic behind why it costs what it does I won't fault the game designer for that discrepancy from my personal best judgement.

Edited by EliasWindrider

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What does Sith Alchemy actually do? I don't have this book yet, but what little info I've found on it for this book says it's for potion making and talismans. Is that all it does? What about creating monsters?

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On 7/23/2019 at 4:08 PM, CuriousEwok said:

What does Sith Alchemy actually do? I don't have this book yet, but what little info I've found on it for this book says it's for potion making and talismans. Is that all it does? What about creating monsters?

Just potions and talismans currently. Im guessing the monsters part would be in a old republic sourcebook if they do one

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On 7/23/2019 at 3:08 PM, CuriousEwok said:

What does Sith Alchemy actually do? I don't have this book yet, but what little info I've found on it for this book says it's for potion making and talismans. Is that all it does? What about creating monsters?

Also it's generic alchemy not sith alchemy as many of the things are not overtly darkside and some seem to lean to the light side.

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My group ran into a bit of an Argument about the Healing Potion. It says that it can Heal any Critical Injury of Hard severity or less but mentions that it can't restore a lost limb from the Maimed Critical Injury. Some of us interpreted this as the potion just not being strong enough for a whole limb just like how it's not strong enough to heal daunting conditions. Others of us interpreted this as a the potion being unable to replace any lost body part; If eyes, fingers, or tongues are severed they can't be restored. The Anti-Potion side says that because the text singles out that it can't regrow lost Limbs, it must not be able to regrow any body part. The Pro-Potion side says lost limbs are the exception that are singled out, if a character lost an eye and gained the blinded condition the Potion would be able to heal it as the Potions rules make no mention the state of the eye impacting the healing. We got into this argument regarding a characters vocal chords that had been surgically removed. Can anyone help us settle this debate?

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Just how often do you guys lose body parts that this has become an important issue for you?

Quote

When the user consumes this potion, they immediately heal one Critical Injury with a severity of Hard or less. Although this potion can heal the Maimed Critical
Injury, it cannot regrow the lost limb.

It heals Critical Injuries. That's it.Anything above that would be up to the GM. I'd say if it's a potion brewed with tons of Advantage or Triumph, sure. 

There are no Critical Injuries that result in missing fingers, ears, eyes... Again, how are you even losing these bits?

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