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=====Age of Rebellion===== *'''This One is Mine (Ace)''' - You can lock yours and your enemy's vehicle into attacking each other for a set duration, and also preventing anyone else from targeting either of you. Meaning you can do things like lock enemy TIE fighters out of a boss fight. It works especially well if you have a vehicle crewed by multiple PCs and will let you all deal with the most difficult target without having to worry about other things. It does have limitations based on the relative sizes of your vehicles, so you can't challenge a star destroyer to a duel with an X-Wing, but you might get away with a frigate sized vessel if you were in a freighter. *'''Unmatched Survivability (Ace)''' - Kind of situational but spectacular at turning around a vehicle battle that is going sour. It makes a crippled vehicle NOT be crippled, allowing you to fight beyond the wounds/hull threshold that would normally take you out of the fight. All the while reducing enemy critical hit values on your ship so you are less likely to die in a grizzly fashion when you continue to take damage. While it sounds like an obvious take if the crew share a common vessel since it keeps them going longer, from a GM's point of view this ability would be better if the whole crew had separate vessels since a GM should only cripple ''(and therefore wreck)'' a shared vessel if the storyline demands it, otherwise the party will have ended up in a [[TPK]]. *'''Diplomatic Solution (Diplomat)''' - Something the combat characters will ''hate'' you for. This ability allows you to turn a combat situation into a social one, allowing you to directly avoid a fight. It doesn't stop the situation from turning sour by itself, but it does allow for some tense (or amusing) situations where you end up attempt to talk down a superior opponent. *'''Unmatched Insight (Diplomat)''' - Earn a PhD in psychology, you spend destiny to determine the emotional state and basic life history of a room full of people. The base ability is really only fluffy and not of mechanical benefit, but it can be upgraded to by useful to a group "Face" as it allows further bonuses against those people you've gained insight over. *'''The Harder They Fall (Engineer)''' - You knew this one was coming, given the Soldier Signature ability. As for the ability itself, it's AUTO-CRITS on all damage (not strain) for a full encounter. Can be made to apply to attacks from your allies, ignore defense, and happen twice per session. Upgrade it fully and laugh evilly as you shred that big bad Star Destroyer in a few turns. *'''Unmatched Ingenuity (Engineer)''' - Tinker with something on the fly and add new qualities that last for a little while. Starts out being unable to add Breach or Concussive, but upgrades let you add those too. Neat, but be ready to justify why your blaster rifle just ensnared someone for a round. *'''The Bigger They Are... (Soldier)''' - If it bleeds you can kill it. Find the weak spot on anything silhouette 2 or smaller with a knowledge warfare check and completely ignore it's damage resistance/armor when using a non-vehicle or star ship weapon. Great for taking out humanoid bosses. It also applies to allies nearby, for those moments you wanna just delete an enemy from an encounter. *'''Unmatched Courage (Soldier)''' - Soldier on like no other, completely ignoring the affects of all critical injuries for a short time. Pretty nice for high resistance characters whose only weakness is getting repeatedly crit'd. Could potentially make for hilarious scenes where you somehow moved full speed despite missing a leg, or managed to snipe someone while blind. *'''Counterespionage (Spy)''' - Exactly what it says, screw over someone else's attempts to spy on you with an opposed skill check. Other upgrades give Boost, remove Setback, or switch which skill you use for the base ability. The 'Turn Agent' upgrade lets you spend a Triumph to turn a known enemy agent into a double-agent working for you. None of this requires those affected by it to be physically present or even aware that its happening. *'''Unmatched Tradecraft (Spy)''' - Lie, sneak, and steal like someone who ''actually'' knows what they're doing with negative-dice deletion. Downgrade Deception, Stealth, and Skullduggery skill checks ''after you roll.'' Flip Destiny points to remove (up to three) purple, black, or red dice before resolving the results of your roll, up to twice a session (after all the upgrades are bought). *'''Rousing Oratory (Commander)''' - Remember how the Agitator can start a riot? Well this signature ability urges a group to take military action, even if they had no inclination to do so before. Giving you an instant army. *'''Unmatched Authority (Commander)''' - Spend strain during allied character's turns to downgrade the difficulty of their checks.
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