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AdarTallon

I have "No Disintegrations". Questions?

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Anyways, giving an actual question: the exploits.  I only got a chance to read one or two of them, so I'm wondering if there's a given limit on how many you can have?  I wouldn't think so based on the effects I remember, but I was wondering...

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Weapons is surprising light: a blaster rifle that is really nothing special, I'm off and a stun riot blaster (stun to medium range).  There is also a light flame projector, grapnel-harpoon launcher, and a repulse cannon.  Mini-rockets and launcher are in there (with armour mount).  NO brawl weapons and only 2 melee.

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Just now, AdarTallon said:

Weapons is surprising light: a blaster rifle that is really nothing special, I'm off and a stun riot blaster (stun to medium range).  There is also a light flame projector, grapnel-harpoon launcher, and a repulse cannon.  Mini-rockets and launcher are in there (with armour mount).  NO brawl weapons and only 2 melee.

Martial Artist with no brawl weapons... thats a shame.  Still what you listed sounds cool.

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Yeah, I remember being surprised at how few weapons there were.  But if I remember right, there are a bunch of really neat attachments, especially for armor, right? 

 

EDIT:  Nifty, that's what I thought :) .  Thanks! 

Edited by Absol197

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On 1/28/2017 at 7:39 PM, Absol197 said:

Just leaving this here... *whistles nonchalantly*

  Reveal hidden contents
  Reveal hidden contents

Martial Artist

|01|02|03|4a|

|02|05|06|03|

|07|08|01|4b|

|09|05|10|03|

|11|12|13|4c|

01 - Iron Body: Remove a Setback from Coordination and Resilience checks per rank.  Reduce Crit rating of unarmed attacks by 1 (min. 1) per rank.

02 - Parry

03 - Grit

04a - Precision Strike

04b - Precision Strike, Improved:  Once per round, when inflicting a Critical Injury suffer 2 strain to change the result to any Average result.

04c - Precision Strike, Supreme:  Once per round, when inflicting a Critical Injury suffer 3 strain to change the result to any Hard result.

05 - Toughened

06 - Martial Grace:  Once per round, suffer 2 strain to add damage equal to your ranks in Coordination to one hit of the next Brawl check you make.

07 - Unarmed Parry:  May use Parry while unarmed.  Reduce the strain cost to use Parry while unarmed by 1 (min. 1).

08 - Grapple

09 - Overbalance

10 - Mind Over Matter

11 - Coordination Dodge

12 - Dedication

13 - Natural Brawler

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Operator

|01|02|3a|04|

|05|06|01|07|

|08|09|10|01|

|11|3a|01|04|

|12|3b|08|13|

01 - Grit

02 - Galaxy Mapper

03a - Shortcut

03b - Shortcut, Improved

04 - Overwhelm Defenses

05 - Full Throttle

06 - Planet Mapper

07 - Debilitating Shot

08 - Skilled Jockey

09 - All-Terrain Driver

10 - Offensive Driving:  As a maneuver, while piloting, suffer system strain up to your vehicle's highest defense value.  For a target vehicle to upgrade its next Piloting check by the same number.

11 - Let's Ride

12 - Dedication

13 - Hindering Shot:  Increase the difficulty of your next Gunnery check by 1.  If you check deals hull trauma, the target vehicle suffers system strain equal to its current speed every time it fly/drives for the rest of the encounter.

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Skip Tracer

|01|02|03|04|

|05|06|7a|08|

|02|04|7b|7a|

|01|09|03|10|

|11|02|12|13|

01 - Bypass Security

02 - Hard-Boiled:  When recovering strain after an encounter, may spend [A] to heal 1 wound, up to your ranks.

03 - Good Cop

04 - Rapid Recovery

05 - Toughened

06 - Expert Tracker

07a - Street Smarts

07b - Street Smarts, Improved

08 - Bought Info

09 - Nobody's Fool

10 - Informant

11 - Reconstruct the Scene

12 - Dedication

13 - Soft Spot

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Always Get My Mark

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|1a|02|3a|1b|

|04|05|06|3b|

Base Ability:  Once per session, choose a known Minion NPC on the same planet as your Mark.  spend 2 Destiny Points and make a Hard Streetwise check.  If you succeed, you track down your mark, and an encounter begins at the mark's location.  The nature of the encounter is up to the GM.

01a - Change Skill:  You may use Knowledge (Underworld) to activate Always Get My Mark.

01b - Change Skill:  You may use Survival to activate Always Get My Mark.

02 - Destiny:  Always Get My Mark costs 1 Destiny Point to activate instead of 2.

03a - Increase Effect:  Upgrade the difficulty of the check to activate Always Get My Mark once to designate a Rival NPC as your Mark.

03b - Increase Effect:  Upgrade the difficulty of the check to activate Always Get My Mark twice to designate a Nemesis NPC as your Mark.

04 - Reduce Difficulty:  The difficulty of the check to activate Always Get My Mark is Average instead of Hard.

05 - Takedown:  Upgrade the difficulty of the check to activate Always Get My Mark once to begin the encounter with your Mark in custody.

06 - Increase Range:  If you have access to hyperspace travel and know the planet your mark is on, you can use Always Get My Mark to move to the Mark's planet as part of its effect.

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Unmatched Devastation

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|01|04|05|01|

Base Ability:  Once per session as an incidental after making a combat check, may spend 2 Destiny Points to make an additional against the same target using a different non-vehicle weapon.  The difficulty is increased by 1 for each previously successful combat check you've made this round.

01 - Increase Number:  You may make one additional combat check per rank.  Each additional combat check must be with a different weapon, and the difficulty increases by 1 for each previous successful combat check this round.

02 - Draw and Fire:  You may stow a weapon and draw another as an incidental before each combat check made as part of Unmatched Devastation.

03 - Target Priority:  You may choose a new legal target for each successive combat check.

04 - Remove Setback:  Remove one Setback from combat checks made as part of Unmatched Devastation per rank.

05 - Improve Mobility:  May suffer 2 strain to perform a Move maneuver as an incidental before each combat check made as part of Unmatched Devastation (does not count towards your two maneuvers per turn limit).

For those who missed it in the other thread, here are the basics of the specs and signature abilities so that Adar doesn't have to type them all out again. 

 

Spec skills are:

Martial Artist:  Athletics, Brawl, Coordination, Discipline; 

Operator:  Astrogation, Gunnery, Piloting (Planetary), Piloting (Space);

Skip Tracer:  Cool, Knowledge (Underworld), Negotiation, Skulduggery.

 

Any clarifications needed, feel free to ask our Honored Spoilor :) !

Edited by Absol197

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