Exigency exploits

Canny optimisation or exploitation of blatantly broken mechanics, depending on who you asked. All an integral part of playtesting…

Cyborg with a sledgehammer
This barely counts as a combo but the first Exigency axiom was "a cyborg with a sledgehammer is overpowered". To wit: in v1 a sledgehammer was a cheap, mediocre damage item but gave ridiculous value for money when wielded by a build with a hugely inflated STR score… because it doubled said STR score for the purposes of damage. Cyborgs could therefore spend the rest of their allowance on armour and accessories, while dealing grenade-esque amounts of damage with every blow.

Infinite Knives
Quick Throw (later Quick Draw, essentially the same aspect with a rename) was an aspect designed to aid grenadiers, allowing them to throw a held item as a free action. This meant that the only action expenditure was the act of putting away your primary weapon and producing the grenade.

But the Telekinetic aspect let a character pick up a small item as a free action. So, by the letter of the rules as they stood, a character could propel a throwing knife into a hostile (and do it with TK-based bonuses, if they were packing Ballistic Telekinesis too) and then immediately retrieve it and repeat the process ad infinitum. Needless to say a cap on free actions was introduced.

Car Armour
Less impressive but just as ridiculous was the act of Car Armour. Combining aspects that let you treat cover as worn armour (so damage reduction, rather than merely getting a dodge bonus) with an ability that let you ignore the weight/AGI penalty of armour. VoilĂ , following the rules as written there was nothing stopping a STR 2 character from lugging a car around as a real big shield.

Collapsing Pillow Fort
The Fort actually survived until v3 until someone realised its true potential. Quick breakdown: Fortify let a character upgrade one piece of cover. The only limit to this was their supplies… but Improvise effectively made supplies irrelevant as long as the character had time on their side. This meant a character could turn one piece of cover into a virtually impenetrable barrier, but this was considered a fair reward for otherwise uninteresting aspect choices: there were, after all, many ways of nullifying or ignoring cover's bonuses. This was affectionately dubbed the Pillow Fort, as lacking bricks or stones the barricade-builder must have had to resort to all sorts of impromptu materials, while still getting the exact same bonuses out of it thanks to Improvise.

But the Bury encounter power dealt damage based off the potency of the cover the enemy was currently adjacent to. It wasn't until the party lured the flavour-of-the-month death robot near their Fort that the GM realised what was happening. What was usually used to collapse cave mouths and bust bunkers instead brought down the noble Pillow Fort and absolutely annihilated what should have been a dangerous boss character.

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