Oolioddroo Demon

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Organized Play Member. 21 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Ability Quick picks are simple for everyone, you just choose 1 of the 3 arrays and ignore Ability bonuses from race and theme. This is even simpler than point buy. Ability Quick Picks mean you can have any race and class combination with at least +6 total modifiers to your important attributes. You can make the character you want and it is virtually impossible to make a bad character using the Quick Picks unless you are trying to do so as a joke.

Yes, you can also make any class/race combination with Point Buy. If you are happy in a 7-person game where you fail every single role and are superfluous to the few group members that have even basic optimization.


That explains not allowing players to roll for stats.

Not allowing ability quick picks seems absolutely arbitrary. Really gears society play into a meta of choosing a race with attributes that line up with the class, so you never see those Shirren Envoys (ambassadors, medics) or Engineers (technicians) that the books talk about being common on starship crews.


Losobal wrote:
its like they're dead set on not letting someone have more than 5-20 shots from a weapon :P

Arc Rifles all get 40-50 shots per battery.


Consider that heavy weapons are good on Drones as well, and when using them, Combat and Hover Drones will have the same chance to hit because of the minimum strength penalty.

Combat Drones are the best Heavy Weapon users and they can wield them by level 3.

Overcharge will work with the Plasma Explode weapons. There's an argument to be made for it to work with Line weapons as well, since Overcharge is it's own action that effects the item and not the attack. But discuss it with your DM. At our table we decided it would be fine for the extra d6 to effect the first enemy hit in the line, dissipating to normal weapon damage to those behind it.


Each creature within the blast radius takes the listed damage.

Overcharge does not say it deals extra damage when you hit only to the target, it says it deals 1d6 extra damage of the type the weapon normally deals when you hit. Explode works fine with Overcharge.

Not convinced it doesn't work with Line and Blast weapons as well. The Line and Blast Weapons specifically call out Trick Attack. Trick Attack's rules state it doesn't work with Unwieldy weapons, Overcharge states no such thing.

Overcharge, doesn't say "next time you hit" it says "when you hit."

I'd want something definitive before I banned it at my table at least. They wrote Trick attack doesn't work twice, they should have expanded on that. Especially considering the confusing way Supercharge Weapon seems to work with Blast.


Too many skill points, 10 + int modifier per level is silly. (It's 10 with the specialization feature that gives 2 for free)

Operatives edge should only effect initiative and 2-4 skills of the player's choice. Stepping on too many toes, why should anyone else bother rolling for skills when the operative can do it all and probably better?


All I want is a Mechanic Trick to add Bypass's Insight bonus to Piloting.


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Anyone who thinks the captain is Superfluous hasn't played with an optimized captain. Makes a world of difference forcing the enemy to take penalties to attacks for 1d4 turns.


They're asking if someone with one hand can reload a pistol. If the "can't" side says it's because you can't grab ammo with the same hand that wields the weapon, then that rule hurts Rifle users as well, lol.

The designers shot themselves in the foot with this swift action to change grip requirements. Well, it makes the 4 armed races more useful.

Can Ysoki grab ammo with their tails? It doesn't say you need a hand to grab objects that you aren't wielding.


Changing the number of hands you are holding a weapon with requires a swift action right?

Is it the designer's intent for Characters using longarms is to spend entire turns to reload?

1. Swift action, hold rifle 1 handed
2. Move action, reload
3. Second Swift, hold weapon two handed again

It seems odd that they aren't stronger than melee weapons if that is the case.


Camera is listed as one of the simple items with real-world equivalents that you can purchase for 5 credits with GM approval. If you are playing in a campaign where the GM won't allow you to buy a 5 credit camera, you're better off ditching, rpgs don't work when so intractable and on-the-rails.

Furthermore, Control modules are stated specifically that they can link a computer to a camera.

Control Module, Range Upgrade, a Camera held by the drone, a Screen interface. That is all you need. By level 7, you can install the mods into your custom rig, and it will feature a recorder on its own.


If you have the camera mod, then any of the party members can use their perception when looking through the feeds.


Well you can't. You'll always have that weapon mount. You could have it hold a Pulsecaster or Needler pistol for utility. It gets free proficiency in your choice of Small Arms or Basic Melee after all. You are aware of that right? that you get a free weapon proficiency, not listed in the three Chassis descriptions?

At level 4 you can have Skill Subroutine and manipulator arms. Give it a backpack and it should be able to carry all the tools you need.

As for the 2 feats, Skill Synergy would allow it to gain a +3 class bonus to two skills whenever you take direct control, or get a +2 insight bonus to two of its 3 trained skills.

You can't take Skill subroutine more than once before 11th level anyway. I imagine the only other useful mods to you would be the camera or the improved senses? If you want to have the Chassis-specific level 1 stealth mod, you'll need to give up 16 dexterity and flight system.

Though if you did spend one of those feats on Weapon Focus: Small Arms, it would have a +7 to hit. 2d4+2 with a Corona Laser. Nothing to sneeze at.


Cyber Doctor or Cyberdoc would probably be the most common name for them, even if it isn't the most accurate way to describe their activities.

Tones of stuff ends up that way.


Mechanic's Bypass Insight Bonus will not Stack with Operative's Edge Insight Bonus.

Combat Tracking will not greatly increase your attack bonus if you only have a couple levels of Mechanic. It is based on Mechanic level, not character level.

If you want to be a really sneaky Hacker, pick one or the other. Take skill versatility on your mechanic to gain stealth acrobatics as class skills if you want to be a ninja.

Mechanics can use a trick to add 1-7d6 to the damage of energy weapons, and they can take feats to use Longarms or Snipers. I don't think you'll miss operative.

Envoy probably works out better as the master spy/hacker/intrusuion specialist if that's what you're going for. This system doesn't lend itself to multiclassing, but you can customize each class quite a bit with feats and archetype paths.


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A Vesk with 18 strength has 4 points to distribute.

A Shobbad with 18 Strength has 6 points to distribute.

18 cap in stats means all races are equal... Debunked.


If you picked up slight of hand from outlaw, might as well take skill versatility to add Stealth and Acrobatics as class skills.

Although Longarms basically doubles your damage.


Returning on Grenades would be a pretty neat trick to sabotage your enemies.


Cyberpunk Pilot

Prerequisite: Mechanic's Bypass Feature

Benefit: Your Bypass also applies its insight bonus to Piloting checks.

If you have the Exocortex feature, you can have your AI take control of your Starship, occupying the pilot role, it can use your ranks in Piloting and gains the benefit of your Bypass feature, though it gains no dexterity modifier. You can not gain the benefits of Combat Tracking while the AI is thus occupied.

If you have the drone feature, your drone gains your Bypass feature's insight bonus to the same skills that you do. Though unless it is trained in those skills, it will still only be able to use your ranks when under direct control.

In either case, you can ignore the normal range limits while your AI is aboard your ship as long as you have a means to communicate.


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Mechanic with Drone. Money is tight to start.

2 Hunting Rifles, a Survival knife, and Second Skin armor only leaves 175 credits to spare.

2 bricks of ammo is 150.

Consumer backpack 3
Hygiene kit 3
Flashlight 1
Starstone Compass 3
Zero G clothes 10
Work clothes 5

Thankfully the custom rig can be used as a communication device.
The extra point from point buy went into strength to bring the
Ysoki up to 9, so the consumer backpack is a perfect fit.


TYVM, I prefer your sheet since I like to have more control over which number goes in which box. I like to include insight bonuses from class features in the class column.