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Post by drspendlove on Feb 7, 2019 9:13:12 GMT -5
Poisoner: Deals +30% Bonus damage with Bio-Poison
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Post by drspendlove on Feb 7, 2019 9:12:09 GMT -5
Xeno-survivor: Takes 10% less damage from Xeno, -4 Charisma
*damage reduction is before all sources of soak.
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Post by drspendlove on Feb 7, 2019 9:09:16 GMT -5
Eager to maintain their reputation as venerable traders with goods on-hand, Mok exchanges offer 10% bonus credits to sales made during Shortages.
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Post by drspendlove on Feb 7, 2019 9:06:43 GMT -5
Orderly protocols even amidst chaos within the general public greatly lowers the difficulty of meeting with Cadar contacts during Civil Unrest.
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Post by drspendlove on Feb 7, 2019 9:01:41 GMT -5
Efficient loading/unloading procedures makes sales and purchases of goods on Alta Mesa legal exchanges take 50% less time.
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Post by drspendlove on Feb 7, 2019 8:58:56 GMT -5
Introductions from Thulun contacts to lawful contacts of any faction cost 25% fewer credits.
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Post by drspendlove on Feb 7, 2019 8:55:06 GMT -5
Steel Song offers 25% discounted spice for star trader crew with at least 2 assassins or swordsmen among the crew. (Must be two different characters.)
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Post by drspendlove on Feb 7, 2019 8:52:09 GMT -5
fallen the above may fit well in a Xeno based Era, or Eras.
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Post by drspendlove on Feb 7, 2019 8:51:10 GMT -5
Wild Zone Rumor: Templar Bombardment - High levels of Xenos have led to orbital bombardment from templar vessels. - Landing on the wild zone requires a Pilot check to avoid taking damage to both ship and crew. (No saving talents allowed, 20-30% damage to 2-4 components. Up to 30 damage to 3-6 crew members) - Exploration has a chance of the away team being hit by orbital bombardment.
The last item adds a -5 risk card type that has a VERY difficult save of Tactics + Quickness with no saving talent allowed. On failure 40-80 damage is dealt to 10-15 crew members.
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Post by drspendlove on Feb 5, 2019 9:05:39 GMT -5
This is awesome. I love the play-by-play!
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Post by drspendlove on Feb 5, 2019 8:57:41 GMT -5
Perhaps another way to gently increase the time to kill in crew combat would be to increase the HP bonus from fortitude to 3.5 per point to 4 per point. It would result in a +15 HP difference for fortitude 30 characters. And for the more average case of fortitude 20 characters, a +10 bonus. Of course, that assumes their strength isn't so low that they don't exceed 100 HP but even that would be slightly more rare. Captains would see a +18 HP difference at fortitude 30.
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Post by drspendlove on Feb 5, 2019 8:24:29 GMT -5
Here's a couple example sets of statistics, in case you are looking for some:
Level: 6 Ballistic Soak: 66 Impact Soak: 36 Deflection: 78% Dodge: 9 Stealth Dodge: None Initiative Bonus: +1
Analysis: Really weak versus melee weapons, and generally weak against high damage and low penetration weapons. More dodge than Meshplate Weave by 2 points with a tiny initiative bonus. Good ballistic soak for light armor supposing the hit doesn't penetrate.
Level: 6 Ballistic Soak: 38 Impact Soak: 58 Deflection: 84% Dodge: 7 Stealth Dodge: None Initiative Penalty: None Special: +24 Special Damage Resist
Analysis: Better ballistic soak than Meshplate Weave, slightly worse impact soak with identical Dodge. It makes up for the significantly lower deflection with special damage resist -- useful against upcoming foes?
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Post by drspendlove on Feb 5, 2019 8:14:41 GMT -5
I guess the Dusk Striker already fits the bill here. So the suggestion is simply to add a couple more.
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Post by drspendlove on Feb 5, 2019 8:13:29 GMT -5
For the sake of variety, I'd love to see a few pieces of contact armor with deflection under 100%. It could be made up for with base damage reduction, bonus initiative, dodge, you name it. Higher level armor with this low of deflection would give additional power to very low piercing weapons such as certain blades which then even with a 0% piercing chance would have at least some chance of penetrating. In Templar Battleforce, very few armors had 100%+ deflection, and I kind of miss the mechanics there sometimes.
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Post by drspendlove on Feb 5, 2019 8:10:16 GMT -5
Often, I encounter enemy vessels and simply retreat from them. Most of the time, I gain 20+ XP for this encounter. However, occasionally, no XP is gained (or at least, no XP is displayed as being gained.) I think this most commonly (only?) happens against certain Indies. Is this a bug, or intentional?
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