So One Punch Man?

By amrothe, in Star Wars: Edge of the Empire RPG

Don't have no disintegrations yet but does this work?

So a cybered out Gadgeteer/martial artist/doctor

with pressure point, deadly accuracy and martial grace can potentially add 18 damage if they have 6 ranks in brawl coordination and medicine?

So with 7 brawn you can now strike for 25 strain + successes

If you have 2 ranks in iorn body and roll 3 advantage you can trigger overpower with precision strike improved and attack again, though I guess that would make you two punch man.

peraonally i had the same build in mind just some days ago ;) you'd have to spend a lot XP on skills !! medicine+coordination must be high ranks dont forget that.

think of all the xp you spend! also, youre a one-trick-pony, not sure if you feel happy with that RPG-wise.

further, you have literally no dodge,sidestep or any other talents available to defend yourself as others can do (maybe 1 rank of one of those, but youre not really good on a thing). you could still go for high soak, but you remain very suscpetable to crits as you also have nothing to lower those effects.

you intend to use it as your own PC? or as Nemesis??

Edited by Gordonovan

Ugh. Pressure Points. nerf plz ffg

Also, skills cap at 5, not 6.

2 minutes ago, Blackbird888 said:

Ugh. Pressure Points. nerf plz ffg

Also, skills cap at 5, not 6.

what makes me like the doctor a little is the fact he has deception at his dispoasal. otherwise plain boring. and pressure point..... hmmmm.... intereting against jedi !!

Edited by Gordonovan

skills can go to 6 with cybernetics and the build has coordinated dodge so you can definately add in a lot of failures to anyone trying to hit you.

I just love it when pressure point gets even more insane.

@coordinated dodge.

sure, guess youll end up expending a lot of strain if you are up to several targets, as you react seperately to every single attack. its not an 'until end of your next turn' talent. bu t sure, youre right you have some options at least.

and as said, how long you gonna play play until you have all the XP together to make it work.

youre proposed build should work tho. fair enough, repecting the limitations for skillls

Edited by Gordonovan

Remember that the rules allow for a GM to easily disallow critical injuries from attacks that cause strain damage instead of wound damage. So if it gets out of hand, you could have that in your back pocket.

But even so this martial-arts munchkin build takes several hundred XP to get to. Nothing necessarily game-breaking here.

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(Subtitle: Kenshiro, from Fist of the North Star, master of the Hundred Crack Fist and a fellow who wanders the apocalyptic wasteland regularly punches Evil People to death)

Remeber that you add the enforcer and add another 5 dmg from streetwise for a destiny point spend.

So base dmg 6 from brawn

5 from medicine (pressure point -doctor)

5 from deadly accuracy(gadgeteer)

Spend 2 strain for 5 from coordination(martial grace)

Spend 1 dp for 5 from streetwise (talk the talk)

Gather up all the feral strength you can get (another 6,3 from marauder, 1 from infiltrator and 2 from commando working from memory)

For some extra cheese throw in FR 6 for another potential 12 dmg from he roll (although since you used the DP to trigger talk the talk you couldnt use it to allow you to use opposing pips to add to the dmg so you are likely to get 6-8 on this due to double results) so lets say 38 strain damage avoiding soak on one hit in a brawl check , rolling 5 yellow and 1 green for the combat roll against a 2 purple difficulty check to add to this base damage.

Or you can just get brawl as good as you can , have a few force rating (warden /aggressor /martial artist can get 4 FR) and trigger enough dmg to get through soak or parry and trigger a supreme crit to trigger a hard level crit. While not repeatable like the above takes a fraction of the xp to pull off a result that will leave a bbeg severely crippled in a fight.

You have imrpoved terrify to trigger disorient at range while coming in. Fearsome 5 which can be used to cause strain damage on contact with the enemy. (1 failure per strain)

Your brawl pool of YYYYYGWWWW which if you have a DP to spend can mean you can use opposing color of pips. Meaning your could potentially roll up easily up to 6 success from your base check, 2 or 3 advntage with the ability to use your force dice to add another guarenteed 4 to 8 success or advantage split whatever way you like, to shore up whatever you were deficit in, add 3 from prey on the weak (since your target is almost certainly disoriented from the 4 Force power terrify role that doesnt target as its AoE), the n. Also before they are hit in melee range they also just got smacked with a Fearsome 5 fear check that additonal failure also causes strain damage, and before you got into range you may have used scathing tirade at short range before hand. Given that you choose success or advantage from the Force die you can almost certainly land a crit from that role and pretty much finish the target as the crit you choose can be the one where you can land another hit using the same dice pool. Since this is a new combat check martial grace can also be triggered again and another destiny point can be used. Yes this is costing strain and perhaps destiny points but it wouldnt take long to stack up 40-50 Strain suffered (some of this is soak avoidable), create your cheesy character anyway you want but stacking absolutely everything in your favor you can create lots of one trick ponies in this game, at least the build I suggest has lots of use outside combat for a similar xp spend and requires only 2 maxed out skills of brawl and coercion. Add in strength boosted influence as well for more soak bypassing strain potential. (Why not get group of same xp (450) level force users focused on influence, they should be able to easily do 40 strain dmg per round, and at range.

Edited by syrath

Some of these talents are "Active". (Pressure Point, Martial Grace, Talk the Talk...) How many "Actions" does a player get in one round?

Active doesn't require an action just means that they dont automatically apply and have to be activated by the player. All active talents listed are activated as an incidental, ie they can be done anytime in the character's turn. So in theory they can all be activated in one turn , assuming one can pay the additional costs (like strain for martial grace and a DP for Talk the Talk). Passive talents apply all the time without requiring input from the player.

Edit im referring to the one hit punch talents listed and not the alternative I propose for someone that can monster strain damage multiple times as that idea does use mutliple action types (to show a more varied approach, that has more flexibility)

Edited by syrath
Clarification
21 hours ago, syrath said:

...

Spend 1 dp for 5 from streetwise (talk the talk)

...

Your brawl pool of YYYYYGWWWW which if you have a DP to spend can mean you can use opposing color of pips. ...

Your cheesy build is spending too many Destiny Points for a single action ;)

Edit: just saw your edit above. Flexibility, schmexibility, if I can get away with spending two DPs in a round I'm doing it! Infinite Mass Punch!!!

Edited by awayputurwpn

I gotta say, this build is ingenious. I could very well see it for a wandering healer-monk of an ancient religion (which may or may not be Force-related) who hates fighting but is very, very good at it.

Edited by Benjan Meruna

I'm still pretty sure cybernetics cannot increase the cap beyond. I know they can for characteristics, but the cybernetics in Special Modifications specifically mention a cap of 5.

2 minutes ago, Blackbird888 said:

I'm still pretty sure cybernetics cannot increase the cap beyond. I know they can for characteristics, but the cybernetics in Special Modifications specifically mention a cap of 5.

The Core Rulebook says specifically that "cybernetics can improve a character's skill or characteristic one step above the normal maximum (7 for characteristics, 6 for skills)." Second paragraph under Cybernetic Enhancements and Replacements, Chapter V.

2 hours ago, awayputurwpn said:

Your cheesy build is spending too many Destiny Points for a single action ;)

Edit: just saw your edit above. Flexibility, schmexibility, if I can get away with spending two DPs in a round I'm doing it! Infinite Mass Punch!!!

Actually it isnt, you are quoting two different sections of my post , firstly from the improvements I suggest to the OP build and as an extension of one punch man, in that build when I mention enhance I specifically mention not being able to use the second destiny point on the force check as you used it on Talk the Talk.

Where I do mention the use of the DP point to allow wrongly colored force points is in my second alt build (aggresor - warden - martial artist , which doesnt even have enforcer, and ergo talk the talk so no DP flip on the combat check at all)

17 minutes ago, syrath said:

... I specifically mention not being able to use the second destiny point on the force check as you used it on Talk the Talk.

Ah very good, I missed that.

I probably didnt make myself clear with the second build. The cheesy build makes use of multiple talents from all over the place and the would take an insanely massive amount of xp, getting the rank 5 skills alone cost 300 xp for coordination, streetwise , medicine and brawl.

The idea behind the simplified build is to show that building that one trick pony is a waste of time because you are essentially building it to be able to one punch anyones strain to oblivion in one hit, the perfect munchkin build. Sure it gets a lot of useful things on the way but the simplified build however with the following talents can do similar

Brawl at 5 , Brawn at 6 Force rating at 3 and enhance brawl coupled with improved precision crit, you can use the force die to get a guaranteed 3 to 6 success or advantage (your choice depending what your are deficient on your roll and assuming you have a DP , which the other build does) your brawl pool is YYYYYGWWW which is significant enough to allow you to trigger

Improved precision strike , which lets you hit - overwhelmed - get another combat check in at the defender in the same round (wayhay flurry of blows) , with a dice pool like that you could theoetically get 21 dmg +3 advantage for the crit(+ ranks on prey of the weak, since they are likely to have triggered disorient.

They have a lot of talents that can cause strain damage on top of this (scathing tirade , 5 ranks of fearsome etc)

one punch man not as xp expensive as you think.

At the core You start with your average human

brawn 3

agi 3

int 2

cun 2

will 3

pre 3

You go with 2 brawn cybernetic upgrades and +1 brawn mod to armor for brawn 6.

Then you grab cybernetics for +1 brawl, coordination and medicine

You throw 95 xp into gadgeteer (first spec) (dedication brawn ) for brawn 7 and deadly accuracy

20 xp to get martial artist spec (second spec) and 25 more xp for Martial Grace

40 xp for doctor spec (third spec) 40xp for pressure point

so 220 xp to get the basics then max brawl from 2 to 5 60xp and getting coordination and medicine 75 xp each

so for 430 xp or save 75 xp and keep them at 5's instead of 6's for 355 xp

while you can go into force powers or destiny point boost powers I think 22-25 strain + successes bypassing armor per hit is enough to take out most things

You could get there even faster if you didn't blow all your starting XP (+10) on characteristics.

I mean, if you're going for purpose-built :)

23 minutes ago, amrothe said:

one punch man not as xp expensive as you think.

At the core You start with your average human

brawn 3

agi 3

int 2

cun 2

will 3

pre 3

You go with 2 brawn cybernetic upgrades and +1 brawn mod to armor for brawn 6.

Then you grab cybernetics for +1 brawl, coordination and medicine

You throw 95 xp into gadgeteer (first spec) (dedication brawn ) for brawn 7 and deadly accuracy

20 xp to get martial artist spec (second spec) and 25 more xp for Martial Grace

40 xp for doctor spec (third spec) 40xp for pressure point

so 220 xp to get the basics then max brawl from 2 to 5 60xp and getting coordination and medicine 75 xp each

so for 430 xp or save 75 xp and keep them at 5's instead of 6's for 355 xp

while you can go into force powers or destiny point boost powers I think 22-25 strain + successes bypassing armor per hit is enough to take out most things

The thing is that many those talents are one hit per round whereas you could do it just as easy with only deadly accuracy and improved precision strike, you do your first hit and spend advantage and 2 strain to trigger your second combat check and since deadly accuracy is per combat check you can have it apply to your second attack. Feral strength also does as well, so Marauder /Gadgeteer / Martial artist wielding vibroknucklers (crit rating 2) will do base 7 damage , +5 from deadly accuracy, + 3 from feral strength for 15 base damage Dice pool would be YYYYYYY (3 ranks of frenzied strike to upgrade), now overwhelmed uses the same dice pool (so no need to redo frenzied strike) and since all these upgrades are applicable more than once per round you can get to roughly double your damage of base 15 + success on a 7 yellow check , yes you have soak to deal with (dont forget the pierce 1 from the knuckles), but that should be enough to drop most people in those 2 hits.

Im just pointing out that you can go about it multiple ways , but the concept is definitely sound. It is still a one trick pony as is the one I just specced out

Edit you only need to max out Brawl here but ive not included cybernetics at all so other than the weapon, no need for credit spend at all.

Edited by syrath

but not trying to build two punch man lol The idea is to take out a guy in one punch =) And yes you can stack marauder with this build and get +3 damage as you say. You can enhance and get a ton more damage and you can definately throw in a destiny for additional damage talent but look at how many creatures or even players can survive about 30 ish strain not many. Being able to punch out a sith lord or a hutt crime boss nemesis not bad making a rancor pass out easy stuff. You don't really even need to roll well usually 1 success will do it. If you want to be super evil you can even play that hoppity race that gets force leap as a racial then no arguments about gap closing.

12 minutes ago, amrothe said:

but not trying to build two punch man lol The idea is to take out a guy in one punch =) And yes you can stack marauder with this build and get +3 damage as you say. You can enhance and get a ton more damage and you can definately throw in a destiny for additional damage talent but look at how many creatures or even players can survive about 30 ish strain not many. Being able to punch out a sith lord or a hutt crime boss nemesis not bad making a rancor pass out easy stuff. You don't really even need to roll well usually 1 success will do it. If you want to be super evil you can even play that hoppity race that gets force leap as a racial then no arguments about gap closing.

Fair point but those two hits occur in the same round and you can choose to use strain or wound damage. The xp for the marauder / gadgeteer / martial artist starting with brawn 3 and the same cybernetics you would squeeze another 4 dmg out of it and if you dont mind dropping frenzied attack cost is

Gadgeteer 95 xp

Martial artist 55 xp

Marauder 80 xp

Brawl 75 xp

305 xp for 7 yellow base 18 dmg attack that you can be fairly sure you can hit someone twice in the same round using improved precision strike and you can choose strain or wounds for the damage, assuming the same cybernetics.

Edited by syrath

Its honestly a fine combo the real difference is going up against high soak things. When you deal with a 10 soak creature that 18 turns into 8 damage and even 2 hits will be less then

one pressure point hit. Your build is certainly better against droids and things that cant be pressure pointed. I really like the doctor angle not just for pressure point though being the guy with the biggest soak often means you are the last one standing and being able to heal up everyone else is good too.

I think with enough xp I would add marauder to my build take improved precision strike.

Honestly I don't see the reason to ever deal wound damage over strain. One someone is passed out you can just murder them or you can capture them alive. As a bounty hunter live targets always seem to be worth more anyways.

31 minutes ago, amrothe said:

Its honestly a fine combo the real difference is going up against high soak things. When you deal with a 10 soak creature that 18 turns into 8 damage and even 2 hits will be less then

one pressure point hit. Your build is certainly better against droids and things that cant be pressure pointed. I really like the doctor angle not just for pressure point though being the guy with the biggest soak often means you are the last one standing and being able to heal up everyone else is good too.

I think with enough xp I would add marauder to my build take improved precision strike.

Honestly I don't see the reason to ever deal wound damage over strain. One someone is passed out you can just murder them or you can capture them alive. As a bounty hunter live targets always seem to be worth more anyways.

Yes soak is a factor even the most against a nemesis 4 opponent with 10 soak you would still be doing 8 base damage with a pool of YYYYYYYRRR or 4 more yellow than red so a good chance of 24-30 over both hits, similar wound OR strain dmg to your build for significantly less xp, Id still build neither of them.

Edit remember your build could do the same and trigger a second hit with overwhelmed albeit I dont think pressure point can be used on the second one. Im away from book at the moment, but you would onlu have to spend 30 more xp in Martial Artist.

Edited by syrath