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=====Edge of the Empire===== *'''Always Get My Mark (Bounty Hunter)''' - Surprise Motherfucker! Spend 2 destiny points and make a hard streetwise check. If you're on the same planet as the person you're looking for you instantly learn their location. *'''Unmatched Devastation (Bounty Hunter)''' - Spend 2 destiny points after attacking to make an extra attack with a different weapon. Not all that impressive, until you get a few upgrades and it goes from getting a second attack to unloading with everything you've got. The attacks get harder for every ''successful'' one you've made, but you don't need to pass each check to keep the chain going. Two upgrade lets you move and quick draw weapons between each attack. Meaning you can fire at range before closing in with melee, or vice versa. *'''Sudden Discovery (Explorer)''' - You can take a knowledge check to learn your location ''(if you were lost)'' or a safe path out of your location. Sounds weak, but the best is yet to come... you can also use it to discover the location of a place or object of your choosing subject to GM approval. So you can learn otherwise secret things like the location of the Valley of the Jedi, Revan's Infinite Army or unique and powerful relics otherwise lost in the setting. *'''Unmatched Mobility (Explorer)''' - Allow yourself a third maneuver per round, for an upgrade-able number of rounds. Under normal circumstances PCs only get two maneuvers with the second costing strain to perform. This makes you fast as hell, meaning you can pull off a ridiculous amount of shit while the power is in effect. *'''Last One Standing (Hired Gun)''' - [[Awesome|Kill ALL low level minions in your current encounter with a single check]], followed by a suitable explanation for what you are doing, like jumping out of cover with a repeating blaster and getting them all with headshots., or throwing a grenade that brings down a landslide or something. The ability can also be upgraded to work on "rival" ''(mid-level)'' characters but it won't clear out a "nemesis" like Darth Vader or Starkiller. *'''Unmatched Protection (Hired Gun)''' - For the duration of the ability you can half the amount of damage you take BEFORE you apply things like armour and toughness to modify it, making you an absolute tank. This power is upgradable by increasing duration or the number of hits per round that it can apply to. *'''Insightful Revelation (Colonist)''' - Take a Knowledge check to gain one bit of information from the GM that must be immediately useful to overcoming the current encounter. While this ability sounds like a waste, the answer MUST NOT have been obtainable by any immediate means, so the GM can't cheat you by giving you stuff that you could find in the galactic library or by telling you that walls make good cover in a gunfight, making it nearly as situationally powerful as Sudden Discovery, but involves the GM telling you something rather than you asking a specific question. *'''Unmatched Expertise (Colonist)''' - One sure fire way of breaking the game temporarily. It reduces the difficulty of all career checks by one for the remainder of the encounter. This can be further upgraded to modifying difficulty by two down to a minimum of "simple" as well as reducing any setback dice that your GM may want to impose upon you. All of this means that you character can pull off pretty much any skill check virtually unopposed, including making combat checks which are only countered by the target's defense dice, which can amount to very little after setback reductions, meaning you can just land hits on Darth Vader with impunity and will make your GM thankful for the reason that signature abilities can only be taken as in-career upgrades. *'''Narrow Escape (Smuggler)''' - Your character can ''NOPE'' out of any encounter with a successful check. Initially only applying to personal combat but can be upgraded to ship-scale or social situations on various different checks. It doesn't actually end the encounter and in some situations could make matters worse, like by leaving some of your companions in the lurch ''(it can be upgraded to cover some of your allies)'' or by leaving a powerful opponent alive to come and get you later. This can also leave the GM in a difficult spot if the encounter was particularly important to the story progression like the boss fight at the end of the campaign, so it should probably be discussed with the GM how it best fits the situation. *'''Unmatched Fortune (Smuggler)''' - Spend Destiny to "flip" a dice to an adjacent side, allowing you to turn a fail into a pass, or a pass into a triumph. Can also be upgraded to apply to multiple dice from different pools, including your allies. This will make you both wildly popular at your table, but also has the potential to be the defining use of your character, overshadowing everything else you could contribute to the group. *'''Inventive Creation (Technician) -''' spend some destiny points to <u>immediately</u> build an item that only lasts for the rest of the encounter before falling apart. Is different from the "contraption" talent because it allows you to build an actual named item, rather than Macgyver a solution. Is also better than "utility belt" because you can build an actual weapon and items of greater than rarity 4. At higher levels, you can even build yourself small vehicles of up to Silhouette 2. ''(Note: the Miy'Til Starfighter from "Keeping the Peace" is the only actual spacecraft that is within the right size and rarity limitations for this ability)'' *'''Unmatched Calibration (Technician)''' - be just like Garrus Vakarian and endlessly perform weapon calibrations, except this time they pay off. Allows you to spend destiny points to reroll dice, whether your own or the GM's difficulty dice, so long as it is your check. As you level this ability, you can actually upgrade the dice you choose to reroll into better dice or downgrade the difficulty. You can also extend this ability to your allies and reroll dice to help them out.
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