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Force Compendium Nightsisters
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shootingwomprats
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PostPosted: Mon May 03, 2021 1:19 pm    Post subject: Force Compendium Nightsisters Reply with quote

Reading through the information provided in The Force Compendium I am confused. in the section Playing a Witch of Dathomir it states:

Quote:
Force skills: Generally not available because of tradition.

Force powers: Generally in the form of spells. All spells listed here are available. Spells associated with Nightsisters are available but optional. Certain witches can use beast control and Force flight. Additional powers aren’t available unless a
witch has contact with a Force user not native to Dathomir.


If they do not have Force skills then how do they cast their spells? I thought all Nightsisters were able to cast spells. I know that all of them are Force-sensitive.

Additionally, the spells are listed and given difficulties but not what skill is used, though there is a short list under the alter section.
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Mamatried
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PostPosted: Mon May 03, 2021 1:33 pm    Post subject: Reply with quote

Supposedly each force power counts as a skill, or rather a spell
at least that is how it is explained to me.

Dex 3D+2
Bow 4D+2
(s)Energy Bow 5D+2
Dodge 4D+2
Kno 3D+2
Mec 2D
Per 3D
Str 3D
Tec 2D+2

Spells/Force Powers
Enhance attribute 3D+2, Control Pain 2D+2
Telekinesis 3D+1


Something like this I wouls assume.
(Force power just taken randomly here, there amy be rule for which one can and can not be learned, but this I think illustrates how I was told it works)
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shootingwomprats
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PostPosted: Mon May 03, 2021 2:26 pm    Post subject: Reply with quote

Mamatried wrote:
Supposedly each force power counts as a skill, or rather a spell at least that is how it is explained to me.


Okay, but based off what attribute if any?
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Forceally
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PostPosted: Mon May 03, 2021 2:46 pm    Post subject: Reply with quote

That's the case. Cracken's Threat Dossier listed the Dathomir spells as having skill dice associated with them, just like Mamatried stated. Same thing goes for the Ta-Ree spells from DarkStryder: Endgame and the Tasariq powers. Since the Dathomiri witches and the Nightsisters originate from the same planet, I chose to treat the Nightsister spells the same as Dathomiri spells - having skill dice associated with them.

As for the "alter section" you mention, I have a reason for this. SWREUP and Force Powers pdf has Force lightning as a Control and Alter power. Cracken Threat Dossier states Force lightning is available for Dathomiri witches, but they treat it was a skill like beast riding. Presumably, after Allya was banished to Dathomir, her teaching spread to the other Force-sensitives on the planet. And over time, their ways of viewing, understanding, using the Force deviated from how the Jedi and presumably the Sith do. These deviations resulted in the change from the character using his/her Force skills to use a Force power to using the Force power as a skill. It would stand to reason that, in RPG terms, the reverse could happen. A Jedi could go to a planet that have a view of the Force similar to the Dathomiri witches. The Jedi comes across a unique power, and learns it from the natives. You look at the stats, and you'd have the power listed in the following way:

XXXX powers: XXX 1D

Or something along those lines. The Jedi returns to the Order, lets the Council and other Masters know about this new power, and offers to teach it to them. Over time, through training and experimentation, the Jedi create their own version of the power, which is exactly or at least almost exactly the same as the "native" version. The difference is, from the d6 perspective, that the version the Jedi use draws on the Force skills the Jedi use when using their powers. The Jedi version would be a Control, Sense, or Alter power, or some combination of the three.

The sections I listed as Jedi Powers in the Nightsisters and other traditions is basically what the stats for the powers would be if they were available in the mainstream Jedi Order, having been converted from the skill "format" of the native Force tradition to the "Jedi skill format" of Control, Sense, and Alter.
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garhkal
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PostPosted: Mon May 03, 2021 2:50 pm    Post subject: Reply with quote

shootingwomprats wrote:
Mamatried wrote:
Supposedly each force power counts as a skill, or rather a spell at least that is how it is explained to me.


Okay, but based off what attribute if any?


Its not. Each 'spell' is its own thing, NOT LINKED To any attribute.
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Mamatried
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PostPosted: Mon May 03, 2021 3:31 pm    Post subject: Reply with quote

I think it is "governed" by special ability nightsister magic or someting
and then you simplu have access to buy the spells/powers.
I will assume the first dice in each will cost 10cp but that is me assuming
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shootingwomprats
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PostPosted: Mon May 03, 2021 4:19 pm    Post subject: Reply with quote

Working on the powers that Mother Talzin has shown, what do you guys think of this list? How many D would she have is this spells?:

Quote:
bsorb/dissipate energy
avatar empowerment
chant of Resurrection
cleanse poison
conjure object
concentration
create talisman/totem
divination/heartshadow
force of will
green lightning
mesmerism
protective bubble
revitalization of the Whuffa
scrying
Seeking Spell
shift matter
speed of the Toocha
spell of awareness
spell of comfort
spell of discovery
spell of open mind
spell of power
Spell of structure
spell of thought-touch
spirit ichor manipulation
spirit mist
telekinesis
teleport (Nightsister version)
voodoo
water of life


Are there equivalent spells for these Force powers or are these powers not seen and probably not developed?

Quote:
Control:
Accelerate Healing
Control Disease
Hibernation Trance
Rage
Reduce Injury
Remain Conscious
Resist Stun


Quote:
Combat Sense:
Sense Force


Quote:
Alter:
Injure/Kill
Force Push


Quote:
Alter and Sense:
Greater Force Shield


Quote:
Control and Alter:
Inflict Pain


Quote:
Control, Sense and Alter
Telekinetic Kill

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Mamatried
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PostPosted: Mon May 03, 2021 4:32 pm    Post subject: Reply with quote

Inflict pain mayb could be that torture thing they do.
sense force is maybe related to some form of scrying, sense thing but I would not have a name for it

accelerate healing I would think thye would have as is, it makes sense
some of them maybe be used as if if anything
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Forceally
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PostPosted: Mon May 03, 2021 4:38 pm    Post subject: Reply with quote

When it comes to assigning dice to skills and so forth, I'm not the guy to ask. I tried to do d6 to d20 conversions of various characters from various WEG sourcebooks, but the results just didn't look right. Doing the reverse is the same way.

The best I can suggest is to look at the powers/spells and see if they have any prerequisites. If they do, then the power or spell must have the minimum dice listed in the prerequisite. Here's what I found for the list you have:

Seeking spell: Spell of Discovery 5D
Spell of awareness: Spell of Discovery 4D
Spell of discovery: Life Detection 3D
Spell of open mind: Seeking Spell 3D
Spell of structure: Concentration 5D, Telekinesis 5D
Spell of thought-touch: Spell of Open Mind 3D

So based on this, Mother Talzin has the following minimum dice associated with the following spells: Concentration 5D, Life Detection 3D, Seeking Spell 3D, Spell of Discovery 5D, Spell of Open Mind 3D, Telekinesis 5D. Given who she was, the skill dice associated with the aforementioned spells are higher.

That's the most I can right now. I'm a firm believer that if someone wants to know a certain power, he or she must know all the required prerequisites beforehand. I've come across d6 stats - official and fan-made - where not all the prerequisites are listed in the character's stats. I emphasized that point in my work when I stated that if one were to learn art of the small (control and alter), he or she must know art of the small (control).


As for the listing of the various Force powers for which you're asking spell equivalents, I just checked my work, since the section on the Dathomiri spells is the same as the section in Cracken's Threat Dossier. Nothing. So this is case where you have your usual Force power listing followed by the spells. Basically you'd have the following:

Control:
Sense:
Alter:
Control and Sense:
Control and Alter:
Control, Sense, and Alter:
Sense and Alter:
Dathomiri spells:
Nightsister spells:
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shootingwomprats
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PostPosted: Mon May 03, 2021 9:45 pm    Post subject: Reply with quote

What do you think the stat block for a typical Nightsister would look like?
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Forceally
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PostPosted: Mon May 03, 2021 10:01 pm    Post subject: Reply with quote

Once again, I'm not the guy to ask. Maybe you should consult the SWRPG core rulebook. It might have a Force adept template. Use that as a starting point.
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shootingwomprats
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PostPosted: Mon May 03, 2021 10:03 pm    Post subject: Reply with quote

Forceally wrote:
Once again, I'm not the guy to ask. Maybe you should consult the SWRPG core rulebook. It might have a Force adept template. Use that as a starting point.


When I post, unless I specifically name someone, "you" is directed towards the community =)
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PostPosted: Tue May 04, 2021 1:15 am    Post subject: Reply with quote

Check the crakens threat dossier out for how they handled nightsisters..
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PostPosted: Tue May 04, 2021 7:26 am    Post subject: Reply with quote

garhkal wrote:
Check the crakens threat dossier out for how they handled nightsisters..


Yeah, the chapter there gives most of the rules on the nightsister spells and that
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PostPosted: Tue May 04, 2021 3:12 pm    Post subject: Reply with quote

I wonder. IF playing in a rise of the empire time frame, how a player would justify even knowing about them, since the planet was interdicted for quite a while, and knowledge of them didn't really get out till after the courtship of leia time frame..
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