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- Skills:
- Throwing 160
- Melee 160
- Dodge 160
- Evasion 160
- Hacking 111
- Lockpicking 52
- Pickpocketing 55
- Traps 100
- Mechanics 9
- Chemistry 82
- Biology 36
- Psychokinesis 160
- Temporal Manipulation 35
- STR 3
- DEX 10 (+8)
- AGI 7
- CON 6
- PER 3
- WIL 5
- INT 6
- Psi Empathy
- 1: Sprint
- 1: Nimble
- 2: Fast Metabolism
- 4: Quick Tinkering
- 6: Expose Weakness
- 8: Lightning Punches
- 10: Fancy Footwork
- 12: Evasive Maneuvers
- 14: Escape Artist
- 16: Fatal Throw
- 18: Premeditation
- 20: Ripper
- 22: Combo
- 24: Improved Unarmed Combat
- 26: Expert Throwing
- 28: Increased Dexterity
- 30: Expert Unarmed Combat
- Skills leveling:
- Level 1-6: (1-40)
- Melee/Dodge/Evasion/Hacking/Lockpicking/Pickpocketing/Traps/Psychokinesis
- Level 7-8 (50)
- Melee/Evasion/Hacking/Lockpicking/Pickpocketing/Traps/Psychokinesis/Biology
- Level 9 (55)
- Melee/Evasion/Hacking/Lockpicking 2/Pickpocketing/Traps/Psychokinesis/Biology 8
- Level 10 (60) - Psi Booster crafting available
- Melee/Evasion/Hacking/Traps/Psychokinesis/Biology 15
- Level 11 (65) - Adrenaline Shot/Morphine Shot crafting available
- Throwing 12/Melee/Evasion/Hacking/Traps/Psychokinesis/Biology 3
- Level 12-16 (70-90)
- Throwing 15/Melee/Evasion/Hacking/Traps/Psychokinesis
- Level 17 (95)
- Throwing 8/Melee/Evasion/Hacking/Traps/Psychokinesis/Temporal Manipulation 7
- Level 18 (100)
- Throwing/Melee/Evasion/Hacking/Traps/Psychokinesis/Temporal Manipulation 10
- Level 19 (105)
- Throwing/Melee/Evasion/Hacking/Psychokinesis/Temporal Manipulation 15
- Level 20 (110) - Limited Temporal Increment available
- Throwing/Melee/Evasion/Hacking/Psychokinesis/Temporal Manipulation 3/Chemistry 12
- Level 21 (115)
- Throwing/Melee/Evasion/Hacking 1/Psychokinesis/Chemistry 10/Mechanics 9
- Level 22-24 (120-130) - Frag Grenade 5 crafting available at 24 with Chemistry workbench bonus.
- Throwing/Melee/Evasion/Psychokinesis/Chemistry 20
- Level 25-30 (135-160)
- Throwing/Melee/Evasion/Psychokinesis/Dodge 20
- Build was made with an assumption that Hacking/Lockpick/Pickpocket skill checks are:
- 130 for Hacking (without Huxkey)
- 115 for Lockpicking (130 with Huxkey)
- ~110 for Pickpocket
- If those end up higher because of Expedition, put points from Dodge into a necessary skill. Don't forget to save before levelups.
- Specializations:
- Expose Weakness - 1x Duration
- Fatal Throw - 3x Action Points
- Evasive Maneuvers - 2x Evasion Gained
- Fancy Footwork - 4x Movement Points
- Premeditation - 2x Cooldown Reduction
- Quick Tinkering - 2x Cooldown Reduction
- Escape Artist - 1x Escape Artist
- <Why is there no Persuasion?
- >No space. Replace all Hacking points with it if you want to.
- <Quick Tinkering?
- >0 AP Bear Traps on a cooldown, immobilizes for 2 turns.
- <Expose Weakness?
- >You need a way to reduce Mechanical Resistance/Threshold to not get fucked by heavy armor.
- <Evasive Maneuvers?
- >Dying less under gunfire and surviving enemy grenades is good.
- <Fatal Throw?
- >Extra 27 AP on throwing knife kills once per turn. Throwing knives are light weapons with no cooldown, damage scales with Throwing and AP cost with Dexterity.
- <Ripper?
- >Insurance against low rolls and tanky enemies for Fatal Throw.
- <Premeditation?
- >0 AP Implosion on a cooldown. Best with a decoy.
- <Escape Artist?
- >So you don't die against Throwing Nets and toxic dogs.
- <Limited Temporal Increment but no Future Orientation?
- >4 AP is one melee hit and there's a lot of better feats to take.
- <No Psycho-temporal Contraction/Stasis?
- >Former costs a fuckton of PSI and latter can fail to land on enemies/severely fuck up positioning. Having more skill points is better.
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