Mind Over Matter is the potentially game-breaking talent on Martial Artist. Spending a Destiny as an incidental to regain X Strain (X = Willpower) is nice, but the fact that it's not limited to once per encounter seems too good.
I have "No Disintegrations". Questions?
Mind Over Matter is just like a bunch of other talents. Intense Presence, Contingency Plan - they all do the same thing, keying off of different Characteristics. They're not too broken, because there is always something else you can use that Destiny Point for.
Blackbird, as to your question, Unarmed Parry does indeed specify that you have to be unarmed to benefit from the strain cost reduction.
EDIT: Oh-ho! MAJOR reading comprehension fail! Supreme Precision Strike is once per session , not once per round ! And it does specify that "Combat checks to activate this talent cannot be made with any weapons."
So, yeah. Not nearly as broken as initially feared.
Edited by Absol197So I take it you can parry with Brawl weapons otherwise, then?
Well, normal Parry indicates it only works when wielding a Melee or Lightsaber weapon. So that implies that Unarmed Parry is intended to work with Brawl weapons, too, although it only says that it works when unarmed. As a GM, I'd personally extend "unarmed" in this case to include "when using a Brawl weapon."
That would be my allowance, too.
Man, I was really hoping to get my hands on the book today, but the distributor for my FLGS didn't deliver it today. Hopefully tomorrow...
16 minutes ago, Absol197 said:Mind Over Matter is just like a bunch of other talents. Intense Presence, Contingency Plan - they all do the same thing, keying off of different Characteristics. They're not too broken, because there is always something else you can use that Destiny Point for.
You're right. For some reason I though that Intense Presence was limited to once per encounter. After looking, Intense Presence is actually more powerful since it's Out-of-Turn.
I had this book on preorder, but it looks like I'm not going to get my copy until next Thursday. So I have a question:
Other than armor and spacecraft, is there any other material on Mandalorians? (For instance, info on Deathwatch? On planetary politics? On Mandalorian racial bonuses?)
Thanks!
12 minutes ago, Absol197 said:Well, normal Parry indicates it only works when wielding a Melee or Lightsaber weapon. So that implies that Unarmed Parry is intended to work with Brawl weapons, too, although it only says that it works when unarmed. As a GM, I'd personally extend "unarmed" in this case to include "when using a Brawl weapon."
Would make sense. I for one would not want to parry any bladed weapon with just bare hands. Might be able to do so against a knife, but anything beyond that has to much reach.
3 minutes ago, Harlock999 said:I had this book on preorder, but it looks like I'm not going to get my copy until next Thursday. So I have a question:
Other than armor and spacecraft, is there any other material on Mandalorians? (For instance, info on Deathwatch? On planetary politics? On Mandalorian racial bonuses?)
Thanks!
Not really, no. You'll need to buy Friends Like These from the AoR line for the Mandalorian Human species and a bit of info on them.
For those unaware I'm from the land down under. Now typically when a new book is released to The U.S. we have to wait a couple of weeks at least, sometimes a month, before our FLGS have it on shelves... No Disintegrations is available right now! Perhaps the Asmodee partnership has made a positive change for us skippies, very happy person right here.
30 minutes ago, Blackbird888 said:That would be my allowance, too.
Man, I was really hoping to get my hands on the book today, but the distributor for my FLGS didn't deliver it today. Hopefully tomorrow...
The deliverer to my flgs delivered to my flgs delivered yesterday, but didn't deliver a book before it's street date so I have to wait until next Wednesday
1 hour ago, HappyDaze said:Not really, no. You'll need to buy Friends Like These from the AoR line for the Mandalorian Human species and a bit of info on them.
Nah. I'll be fine using "standard" Human from the core rule book.
9 hours ago, Harlock999 said:Nah. I'll be fine using "standard" Human from the core rule book.
You're better off.
11 hours ago, Absol197 said:EDIT: Oh-ho! MAJOR reading comprehension fail! Supreme Precision Strike is once per session , not once per round ! And it does specify that "Combat checks to activate this talent cannot be made with any weapons."
So, yeah. Not nearly as broken as initially feared.
I saw that right away too. I also saw that improved Precision Strike doesn't work with a lightsaber like the base ability does. Minor but important. Overall the talents are still strong but a lot more balanced than I thought.
23 minutes ago, SladeWeston said:I saw that right away too. I also saw that improved Precision Strike doesn't work with a lightsaber like the base ability does. Minor but important. Overall the talents are still strong but a lot more balanced than I thought.
Yeah, pretty much. Heck, I think I would have been okay with Supreme being once per encounter, even, I think. Bit I'm glad they went with once per session. Makes it all the more awesome when you bust it out!
That's why stuff gets playtested....
Yeah yeah yeah, we get it, Mr. Pirate ! You are privy to Things Man is not Meant to Know TM .
Not saying I'm on deck for something.....not saying I'm not.....not saying anything....probably....maybe...
Wink wink nudge nudge say no more! Say no more!
We "hear" you loud and "clear"...
47 minutes ago, Jon D said:You're better off.
In a way, yeah. Mandalorians only get 1 combat rank, or 1 rank in two knowledge. Still cant go over 2 ranks.
What are the talent trees like? Do they require a lot of navigation to get to Dedication talents or are any straight shots? Also, do they have any unique talents?
Seriously? That's on both page 2 and 5 of this thread, and page 24 of the original No Disintegrations thread. It's out there, read a little !
I'll try to quote it again for convenience, but I'm on my phone right now so it's harder to do. Give me a sec...
EDIT: But to quickly answer one of your questions, all three have very few missing links. And only Martial Artist isn't a straight-shot to Dedication, and even then it's only because you have to buy an extra 10 xp talent.
Edited by Absol197On 1/28/2017 at 7:39 PM, Absol197 said:Just leaving this here... *whistles nonchalantly*
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 with a Melee out Brawl weapon, suffer 2 strain to change the result to any Average result.
04c - Precision Strike, Supreme: Once per session, when inflicting a Critical Injury with an unarmed attack, 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
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.
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
Always Get My Mark
|00 | 99 | 99 | 00 |
|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.
Unmatched Devastation
|99 | 00 | 00 | 99 |
| 01 |02| 03 | 04|
| 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).
Okay, here's this again, Hoda! All three specs and both signature abilities.
So, third time's the charm: what are the melee weapons? Anybody?
30 minutes ago, Blackbird888 said:So, third time's the charm: what are the melee weapons? Anybody?
- Czerka "Peacekeeper" Stun Baton (Melee; +2; 4; Engaged; 3; 2; 500; 3; Cumbersome 3, Disorient 2, Stun3) - a staff-sized (but it does not note that it's two-handed) club with a charge. Good with the addition of Weighted Head.
- Ion Pike (Melee; 10; 3; Engaged; 2; 1; 750; 6; Inaccurate 1, Ion, Pierce 4) - another staff-sized (but also not noted as being two-handed) stick for jabbing droids.