Wednesday, November 5, 2008

You'll never find a more wretched hive

The Rebellion Era Campaign Guide is now set for July.  That makes Scum and Villainy in 2 weeks, Legacy Era in January, Clone Wars in March, Jedi Academy Training Manual in May, and Rebellion Era in July.

Also, someone on the Star Wars RPG forums has already got their copy of Scum and Villainy.  The book has some new races — Blood Carver, Clawdite, Falleen, Gand, Jawa, Ryn, Toydarian, and Ubese — and a whole lot of new talents and feats.  The Jedi gets a single talent — the book offers extremely little for Force users — but everybody else gets something.  The Noble gets the new Disgrace talent tree, among others.  A bunch of talent trees get new talents — Brawler, Weapon Specialist, Fortune, Misfortune, Camouflage, Fringer, Inspiration, Slicer, and Spacer.

On the prestige class side, Ace Pilot, Bounty Hunter, Crime Lord, Master Privateer and Gunslinger get new talents, some of them getting new trees.  There are three new prestige classes: Assassin (with a Genoharadan tree), Charlatan (with a Trickery tree), and Outlaw.

The book also contains an equipment chapter that includes lots of new gear, new ways to improve gear (which was hinted at in the KotOR book), as well as new stuff for starships and extended ship upgrade rules that can result in some Millennium Falcon-style unreliable systems.

ADDENDUM 1: 
•The book also includes species stats for the Balosar, Barabel, Houk and Wroonian.
•The single Jedi talent in the book is Persistent Haze, a Jedi Sentinel talent.
•The Superior Tech feat lets you add more bonuses with the Tech Specialist feat (I'm vague on the details); prereqs are the Tech Specialist feat and Int 17.
•The Noble's Disgrace talent tree consists of Ambush, Castigate, Dirty Tactics, Misplaced Loyalty, Two-faced, and Unreadable.
•The new Crime Lord talents in the Mastermind tree are Bodyguard I, Bodyguard II, Bodyguard III, Impel Ally III, Inspire Wrath, Shelter, Tactical Superiority, Tactical Withdrawal, Urgency, and Wealth of Allies.
•The Bounty Hunter gets the Gand Findsman tree, which consists of Findsman's Ceremonies, Findsman's Foresight, Omens, Target Visions, and Temporal Awareness.  The tree requires the bounty hunter to be a Force user and a Gand, though it says that the DM may allow a non-Gand to take these talents.
•There is a feat called Burst of Speed, which will increase your speed but move you down the condition track.
•The Blood Carver species has a racial ability similar to Sneak Attack called Deathstrike.
•The Falleen species' pheromones ability targets Fortitude and does condition track damage, though a target reduced to the bottom of the track becomes friendly instead of unconscious.

8 comments:

Twaffle said...

As soon as I read that they'd made stats for Gand, my thoughts were "Gee, it'd be fun to make a Gand Findsman... if only the Force Adept path weren't so inferior to straight Jedi" and then I read the stuff regarding the Gand Findsman talent tree, and was satisfied.

Benton said...

You could just be a Scout/Bounty Hunter with the Force Sensitivity feat, probably the Force Perception and Visions talents for flavor, and a Force Training feat or two. Ain't no law written that every non-Jedi Force-user has to go the Force Adept route.

Benton said...

I like the Force Adept prestige class, but I think it suffers for being too generic, and some of the abilities aren't that great (the Force Talisman talents for one). It's not very flavorful, probably because they don't want to have anything that is so radical but unavailable to the Jedi.

Twaffle said...

Yeah, it seems like all the real non-Jedi Force-user flavor is in the talent trees for alternate Force traditions.

Twaffle said...

...And I think you should develop your own Sorcerer's of Tund talent tree, hint hint, nudge nudge.

Twaffle said...

Here's an unrelated question: Could a member of the Jal Shey tradition with the Force Point Recovery technique and the Imbue Item talent theoretically attune every article of clothing he or she wears such that they have access to, say, ten extra Force points (one for each shoe, one for each sock, one for pants, one for underpants, one for shirt, one for each glove, and one for a hat)? It would take ten days (and two separate encounters each day, one to imbue the item with the Force and one to attune it, in order to benefit from Force Point Recovery... i.e. not lose any Force points in the process), but I don't see any technical reason that would prevent such a character from continuing to build a horde of Force point-carrying items (necklaces, earrings, wristbands, a belt, a vest, a coat, a cred stick, a comlink all weapons and holsters, etcetera).

Whaddaya think?

Benton said...

You could conceivably imbue every item of clothing you own with the Force, and Force Point Recovery would recover the point spent to imbue your clothing. However, it's not practical to do so — you spend a Force Point to imbue the item, and then later you can transfer (this being the operative word) another Force Point into that item. Force Point Recovery won't recover the second Force Point because it's transferred, not spent, in the same way it won't recover a Force Point spent on the WatchCircle Initiate talent. Also, you're prohibited from wearing more than one imbued item at a time, and changing clothes is definitely longer than a full-round action. While this is possible, it's not a very good use of Force Points.

Twaffle said...

Ah, that makes much more sense. Particularly, the fact that transferring a Force point into an item does not count as spending a Force point, and thus Force Point Recovery plays no role there. I also blame myself for missing the "you cannot wear more than one attuned item at a time" clause in my initial reading.