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Plan b

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Everything posted by Plan b

  1. I suggest focusing on abilities that focused character simply can't do. Suggestion: Space wizard Spieces: Gand. Stats: 222231 Career:commander Spec: instructor (although any which get discipline 2 will do), force emergent 20pts Talents: indistingishable, slight of mind, grit, touch of fate, force rating 75pts Force Powers: 55 pts i'd recommend move or influnce.
  2. Stun only blasters are half price, and can be a handy method of making the most of starting cash.
  3. You could put a weighted head on an electro-staff brawn+5/6 with linked and concussive should turn most things into paste.
  4. For a marauder in cortis armour or using the signature ability which reduces damage. This is pretty doable. Otherwise tanking first is going be easy enough, plenty of wounds from toughened and brawn. Second one though, not so much.
  5. The problem is he did pick a bad career. That is not players fault. Scholar is very specialized career which focus's on very limited role of limited use. This issue will be compounded by been force sensitive which is exp expensive. I'd suggest a rework and look at switching Archeologist offers simlair focus while having and more rounded (gets the well rounded talent as well) talent so they can be more useful the rest of the time. Or Sage (force and destiny). Again simlair focus, but more focus on the force (will also free up some exp for force powers.)
  6. While SEApocalypse does offer some excellent advice, soak 6 armour (assume a monster constructed using the custom armour rules) is something i'd avoid acknowledging the existance of, unless you want group wearing it.
  7. Based on the electro-staff and double sabres. Add unwieldy 3, linked 1 and increase the encumbrance 2 and double the cost.
  8. A blaster rifle or dare i a suggest a heavy blaster rifle.
  9. Imperial Light Blaster Pistol is in Dangerous Covents, the HH-50 is on Stay on Target
  10. If you can find GM, i'd be willing to play. Role-wise i'm thinking, the muscle.
  11. Solo enemies die pointless, quick and stupid deaths. Your suggestion does nothing to change this. Melee is plently scary, the abundance vicious, low crit weapons see to that.
  12. I'd point at them and laugh. Seriously tell they're been a tool/prick/asshat, quit it or sod off.
  13. Pressure Points all by its self is op, anything you tack on afterwards is overkill.
  14. Blaster pistol and the aim manuver (maybe a couple of levels in skill). Bluntly combat doesn't really need a big investment, they'll mostly be up against 1-2 purples and maybe a black dice most the time
  15. Bowcaster too good for you eh? I suggest a slugthrower or talking the gm in to allowing custom a scaled down bowcaster (less damage for less cumbersome maybe).
  16. Armourer hasn't been mentioned yet, its got a lot to offer a brawn focused force user.
  17. What book are pantorans in? Nevermind found them, well they've got 10 points more than everything else, with no downsides. Although Gand is til my favorite, if only for excuse to speak in the thrid person. (and been another race with a point bump)
  18. Senses can upgrades dice twice, and the targeting array can add another 3 to memory.
  19. Yeap, they are one of the more powerful races, and the abilty to turn any career spec combo in to a viable combat character with zero investment in exp is really strong.
  20. Never needed to. Although I probably run far more deadly than other gms here. Last session the party found that mono blades aren't only for pcs.
  21. Human brawn 4, presence 3, Marauder (or enhance using warden) with charm and ranged heavy taken as non career skills
  22. Unless it says otherwise assume human lifespan. It's lazy but tends to be ture.
  23. I give out some extra kit (stun only blasters, heavy clothing, toolkit, medkit) before people buy their 500 creds of starting gear if only to limit the first 2 session corpse looting. Although I've seen some mighty ingenious starting gear before then.
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