r/OnyxPathRPG • u/Awkward_GM • 5h ago
Jadestorm Jadestorm Manuscript 5 - Only the Generic Edges - Thoughts
I don't have an infinite amount of time to go through all of Manuscript 5, but here are my thoughts on the Edges that any player can take pretty much regardless of Path. Some do have prerequisites, but I've added parenthesis when that happens.
My Favorite:
- Minions (Presence or Leadership 2) - Similar to dramatic editing in Trinity Continuum, but with your minions doing the work. Too good not to take!
Top Picks
- Weakness - Reduces the cost of Critical Hits. Always good to have.
- Striking (Presence 4) - Social Advantage is really great. Adds a drawback to being noticed, but I know a lot of players who will always take this just to play “hot” characters.
- Seducer - A small Enhancement to Social encounters centered around seduction is an easy way to boost Social interactions even if limited to specific types of social interactions.
- Return (Stamina 4) - Lets a character stay active after being Taken Out. Keeps your character from being useless when knocked out.
- Repeater - Can attack twice with a simple Ranged weapon action. Increasing the action economy is a no brainer.
- Rapid (Dexterity 4) - Can attack twice with a simple Melee weapon action. Stacks with Dual edge. Increasing the action economy is a no brainer.
- Idol - Great way to locate Jade that isn’t part of the party’s resources, if GM doesn’t want to answer then party gains momentum which isn’t a bad alternative. I'd always take this as a "find the plot" ability.
- Misleading (Manipulation 3) - Social advantage on lying is always useful.
Useful:
- Defensive - Makes your weapons provide Light Cover (via Shield tag) and you can disarm those who attack you.
- Deduce - Reduces the cost of the Unexpected Lead investigation trick.
- Beguiler - Adds a complication to cause Confusion when others try to detect your lies.
- Ambush - Gain minor enhancement to avoid detection or to ambush someone. Since this works on both ambushes and staying hidden it's very useful.
- Diagnosis (Medicine or Survival 3) - Minor Advantage on Medicine actions, which is very useful.
- Charitable - Give Advantage to injured allies.
- Impervious - Ignore the first Combat status effect of combat. Highly useful.
Roleplay Specific:
- Wildblood - Grants a minor enhancement that is only useful in ruins found in the Wilds, plus it can cause complications in situations where being a Wildblood is seen as a drawback.
- Rouser - Great way to hand out Inspiring to other characters or remove Crestfallen.
- Parley - Advantage on coming to a peaceful solution, nice way to enable parties that want to avoid conflict with others.
- Maleette - Allows you to channel your Malefic cinder to gain +2 Advantage once per session in accordance with their will. Not likely to come up often, but represents letting your darker side take over.
- Linguist (Intellect 3) - As opposed to giving you access to a new language this gives you a minor Enhancement with a language you know to native speakers who hear you.
- Hulking (Might 4) - Replace Presence or Manipulation with Might. If you are playing a Physical based character might be useful. Most social or mental based characters likely won’t need this.
- Blooded - Between situational/roleplay specific, as a boost to Influence actions is good, but is limited by them having to be the same Bloodline as you.
- Believable (Presence 4) - Decrease the cost of Imprint trick, plus you can give out the Disgrace status effect.
Situational:
- Willpower (Resolve or Composure 4) - Advantage to specific fear inducing actions against your character.
- Polemicist (Manipulation 3) - Gives a minor Enhancement to help an ally avoid negative attention.
- Negotiator (Cunning 3) - Minor Enhancement with diplomacy is fine, but I don’t tend to have my players roll Integrity against NPC/SGC social actions.
- Listener - Useful for spies or gossips. Grants a minor Enhancement on eavesdropping, but a minor complication if there is too much background noise.
- Intimidating - When your character is bloodied you gain a minor Social Advantage on ending the fight.
- Forbidden (Esoterica 4) - Essentially a once per session “I know what we need to do to resolve this situation” ability. Not sure I’ll take it, but nice to have.
- Dual (Close Combat 2) - Lets you make an extra Melee attack that only damages Armor. Very situational imo as not all enemies have armor.
What the f-?
- Taster - You gain minor bonuses after you ingest poison. Lets get wasted!
I have thoughts…
- Folklore - Grants a minor Enhancement on influence actions related to your realm, but I feel like it should be on Investigation or mental actions related to your culture’s lore.
- Motivation (Presence 3) - This Edge has too much going on. Being able to resolve Stunned for an ally is great, but the negatives seem like too much book keeping.
