Voice Report #21 - The One With Nightsister Magick

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Voice Report #21 - The One With Nightsister Magick

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Hello everyone! Today marks the release of an exciting new set of things for characters. At long last, the Magick Force abilities of the Nightsisters are available! These include:

Alongside these new powers are some new discipline options:

We also have a couple of new feats for older powers making their way into our system with the rest of Magick:

There is also a short FAQ

I also have some announcements/reminders regarding the wiki, NFU Points, Alt Slot Honorifics, Dun Moch, and Lore

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Magick Powers

Magick. Ichor. Witchcraft.

This alternative take on tapping into the Force has been a long-standing staple of the SW universe. Nightsisters themselves originate as a splinter group of the Witches of Dathomir in the 1994 Book The Courtship of Princess Leia.

With their much more modern appearances in SW media, including The Clone Wars, Ahsoka, and the Jedi: Fallen Order/Survivor games, their unique abilities have long been on our radar as additions.

Starting now, any Force user in the club has access to multiple new Force powers to pick from.

Gravitation

Gravitation

Feat: Free Fall

Ichor

Ichor

Feat: Chem Dealer

Item Conjuring

Item Conjuring

Feat: Locker Space

Necromancy

Necromancy

Feat: Unseen Servant

Possession

Possession

Feats: Strings For Thee
Preservation Overrided

Pyrokinesis

Pyrokinesis

Feats: Fire Weapons
Fire Armor

Teleportation

Teleportation

Feats: Long Shot
Blind Shot

Transformation

Transformation

Feat: Yzma’s Cabinet

Weather Control

Weather Control

Feat: Like A Hurricane

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New Disciplines

Of course, with these new Force Powers come some new disciplines for you all to check out!

Night Warrior

Night Warrior

Night Witch

Night Witch

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Nightsister FAQ

I know there are going to be a lot of thoughts and comments on the implementation of these powers into our system, so I wanted to discuss a few points here to better explain where we came from in this process.

Why normal Force powers?

It was a long process to get to this point. At various points in development, these abilities were Normal Force Powers, Locked to a FU Nightsister Discipline, and Locked to a Nightsister Order.

For a long while, the Discipline route seemed like it was going to win out; however, there are just some technical aspects with our CS system that made it not viable. In the end, with feedback from James, we moved on from this approach.

These powers linked to an Order were also very heavily worked on, as the Nightsisters did have a decent amount of overlap with traditional powers that, between those two lists, would have had enough options for the rank-up points to still work. However, this then became a massive balance issue. Many of the Magick abilities are very powerful, and in comparison, the standard Force Powers looked a bit lacking.

Most importantly, is the fact that in Canon, anyone who can use the Force can learn Magick abilities (per Nightsister Shelish). In the end, adding these as traditional Force powers made it cleaner, easier to maintain, and more balanced for everyone.

Were things cut?

Yes. There are some seen Magick abilities we decided not to implement. This included “Voodoo” and “Item/Person Location”. Even a lot of these powers, as implemented, went through multiple iterations. This included getting feedback from the rest of the Council and the Star Chamber.

I spent a lot of time researching everything I could find on Magick and the seen (canon and EU instances) of Magick as part of this process. But obviously, input from what others see with Magick is helpful. So I asked both Koji and Alaisy to compile their independent lists. Everything matched up well, so I feel pretty solid about these current inclusions. Massive thanks to both of them for their help in this regard.

What about the zombies?

Necromancy is obviously one of the biggest abilities we see the Nightsisters use. Implementing this was probably the single most difficult one out of the powers we have. We didn’t want to cut it as it is so cool, but being able to have just a horde of unkillable zombies is also an issue.

To this end, we took some inspiration from Marrok, his spooky shadowy particle form, and an old DB power, Wraiths.

So, while you cannot summon an army, and Wraiths are potentially deady glass cannons. These tethered souls give some of that class fantasy while still working in our system.

Then how does Item Conjuring play with possessions?

This was a rather tricky issue as well. While we talked about enforcing a “must be in loadout, note in description” thing, that removed what made Item Conjuring a possibly cool power to invest in.

You will note there are quite a few restrictions on this power. You cannot pull someone else item out of nowhere. You cannot just steal and hide someone else's possession. You do have to own the possession. You have to be able to physically carry and hold the object. No living creatures.

While this means you can’t random-summon a Rancor in battle or pull a TIE fighter out of nowhere, this does provide quite a lot of cool utility if you want to invest the points in it. Weapons, armor, tools, and even droids are all fair game.

What is the Possession Power vs the Possessions site feature vs the Mind Trick power?

So yes, we tried to workshop a different way to call the Possession Magick power to not confuse people with the possession system. We couldn’t come up with a good enough synonym to convey what the power does. If you have ideas here, throw them at me. Until something else is found, we are going to have the live with it.

Mind Trick is about implanting an idea/action in the mind of someone else. Possession is taking direct control of the body, piloting it like a fleshy mech-suit. This also comes with the step cost of leaving your own physical body behind and unusable.

How is Ichor a power? It sounds like Alchemy.

Correct. This power was originally called Alchemy, but due to the specific nature of Sith Alchemy, we wanted to avoid confusion between those two things. Sith Alchemy is the art of imbuing the force into physical objects like weapons and armor, and it will not be added to our system, due to how Possession item modification works.

Given the nature of Ichor and its enhancements to the Nightsisters, this seemed like a reasonable Power name for what it does.

Why not a proper Flight?

Gravitation was at one point Flight. Through many revisions this got scaled back and eventually ended up not really flying but falling with style. Also yes, I ripped off Sanderson for how some of this works.

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Wiki Updates

This addition is a pretty big and broad one. I have updated the Force Powers, Skills, and Discipline pages. All should also be fully alphabetized now as well. That said, if you notice something is off on the wiki, please let me know, and I will get to it ASAP.

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Some NFU TLC

Obviously, this is a very large upgrade to the tools all Force users have access to. Alongside this change, we will be bumping the number of skill points earned by Non-Force Users at each rank.

NFUSkills

You may also note that the increase is more uniform inside each rank tier as well, removing the slight, slightly less than average bump each end rank in each tier received.

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Alt Slot Honorifics

James has pushed some changes allowing your ALT/NPC slotted characters to have customized honorifics instead of the default rank titles.

To change an ALT/NPC, head to your admin menu and select Additional Character Slots and NPCs. From there, next to the character you want to edit, click Manage > Character Details. The option for both Prefix and Suffix Honorifics is available there.

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Dun Moch

After some questions were presented about the Dun Moch feat, we did some workshopping on trying to make it clearer what the ability actually provides. Nothing about the functionality has changed.

Anyone can taunt an opponent in a duel, but a master of Dun Moch knows how to take verbal insults and turn them into a deadly weapon. When incorporated into their Lightsaber Forms, {{member}} seeks to read their opponent like an open book and erode their will to fight. With grandiose flair, displays of the Force, and precise, pinpoint verbal jabs, these insults hurled are not just words in the wind but are a sharpened blade in their own right. {{member}} will then gamble on the openings presented in hopes of their opponent's guard slipping.

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Lore Reminder

This was brought up on Discord, but I wanted to cover it here as well. We added some more clarification on how the Lore skill should be viewed. A Lore topic cannot supersede a skill we have in the system. If your character knows “alien physiology” but doesn’t have points in the Medicine skill, they can’t use that knowledge to suddenly become a pro doctor.

One of the biggest/most common of these we see is “Lightsaber Forms”. A lore topic in this is great for having a character that understands what the different forms do, how to recognize which is which; however, it does not mean you can suddenly be amazing at any of the forms without points in the Lightsaber Skill.

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Thank you for reading. As always, if you have any fiction-related questions, concerns, comments, or snide remarks, feel free to message me on Discord or send me an email [Log in to view e-mail addresses].

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Yeah I love these, great job

This is a great addition. Awesome work

A solid expansion. Thanks to you and your team! Great Work!

Good report pal. I love it.

Amok amok amok

thats cool cant wait

Oh. Oh no …

this is a great addition. Can’t wait to see what people do with it

Old Tarenti are SO EXCITED

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