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cost of elves

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kyoto kid

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« Reply #15 on: <11-19-15/1711:57> »
...this is why I tend to play humans a lot. Used to love playing dwarves but too expensive now as you have to assign something important to Priority D (like resources or skills). Can easily get low light vision through PQs, 'Ware, Genemods, or Gear.

Choosing an elf is pretty much only useful if you are playing a Summoner (and I don't usually play magic types save for PhysAds) or a Face because of the high Charisma.
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ZeldaBravo

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« Reply #16 on: <11-19-15/1723:08> »
Elves are also great infiltrators and JAOT-type characters because there are so many skills linked to Agility and Charisma.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Glyph

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« Reply #17 on: <11-21-15/1344:17> »
Dwarves and orks are a more viable pick in point build.  Only 10 Karma more than elves, as opposed to a Priority level higher.  Even trolls are comparatively less expensive, at least their base cost, but they start getting pricey again when you raise that Body and Strength.

adzling

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« Reply #18 on: <11-21-15/1725:34> »
U also get -2 when your running iirc
So cancels da other out

I've seen several references to movement and melee damage, is the a rule I'm missing that adds to damage if you move quickly, or is it so you don't get shot full of holes before you get to your target?
You get a +2 to your Melee Attack dice pool when charging (which is any movement at your run speed, I think). That's the only benefit you get.

You do also get a +2 to defense while running which is actually equivalent to the defense you get from partial cover, so as a melee character - ALWAYS BE CHARGING is your ABC of choice.

odd

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« Reply #19 on: <11-21-15/1728:55> »
U also get -2 when your running iirc
So cancels da other out

I've seen several references to movement and melee damage, is the a rule I'm missing that adds to damage if you move quickly, or is it so you don't get shot full of holes before you get to your target?
You get a +2 to your Melee Attack dice pool when charging (which is any movement at your run speed, I think). That's the only benefit you get.

You do also get a +2 to defense while running which is actually equivalent to the defense you get from partial cover, so as a melee character - ALWAYS BE CHARGING is your ABC of choice.

You get a plus four for charging and a minus two when running for a plus two total.  The rules are a bit ask over with it but if you look up charging attack it's there.