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So, bone lacing on an Unarmed Adept

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bangbangtequila

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« Reply #30 on: <03-14-16/1529:56> »
My goodness. A Troll, going with genetic optimization and exceptional attribute would clock in at a top damage code of 23 (P). In other words, you can hit someone like a fragmentation rocket, only without the +5 AP. Could you imagine? He would be fully capable of going through cop cars like paper mache, he could shatter the weapons in enemy hands. He would take down the building as he charged out through the walls.

Rift_0f_Bladz

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« Reply #31 on: <03-14-16/1740:46> »
Then falls to stunbolts.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

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Adamo1618

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« Reply #32 on: <03-14-16/2034:44> »
Critical Strike is also in his build for 1 more point. STR +6 in the end
Ah, sorry.

My goodness. A Troll, going with genetic optimization and exceptional attribute would clock in at a top damage code of 23 (P). In other words, you can hit someone like a fragmentation rocket, only without the +5 AP. Could you imagine? He would be fully capable of going through cop cars like paper mache, he could shatter the weapons in enemy hands. He would take down the building as he charged out through the walls.
I guess this is the point where Superhuman Psychosis is almost mandatory.

PiXeL01

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« Reply #33 on: <03-14-16/2103:10> »
Seeing this I have been thinking to do it with Orks though they can only reach 20P with the above setup. Of course then additional considerations go into whether 19P as Oni with an additional agility or Ogre (20P) with additional Willpower would be better paths
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Lucean

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« Reply #34 on: <03-15-16/0539:18> »
My goodness. A Troll, going with genetic optimization and exceptional attribute would clock in at a top damage code of 23 (P). In other words, you can hit someone like a fragmentation rocket, only without the +5 AP. Could you imagine? He would be fully capable of going through cop cars like paper mache, he could shatter the weapons in enemy hands. He would take down the building as he charged out through the walls.
Good luck in getting the build to do anything else, though. Seems it would be very exposed in other areas.

Mirikon

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« Reply #35 on: <03-15-16/0751:30> »
My goodness. A Troll, going with genetic optimization and exceptional attribute would clock in at a top damage code of 23 (P). In other words, you can hit someone like a fragmentation rocket, only without the +5 AP. Could you imagine? He would be fully capable of going through cop cars like paper mache, he could shatter the weapons in enemy hands. He would take down the building as he charged out through the walls.
Good luck in getting the build to do anything else, though. Seems it would be very exposed in other areas.
And that's the real trick, isn't it? You can do some extremely OP things, but you'll be taken down like lightning when someone focuses on your weaknesses. A good parallel would be a D&D Fighter that puts everything into STR and CON, to become the best tank he can be. But he still folds the instant someone targets his Will save.
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Adamo1618

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« Reply #36 on: <03-15-16/0854:26> »
It's much easier to plug the holes in Shadowrun, though. That troll is most likely gonna have an impressive soak pool. Won't have much use for Wireless since Unarmed is better than all weapons. Stunbolts are easy to fight off with the Magic Resistance quality. It is however unlikely that all of this is present directly after chargen.

Mirikon

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« Reply #37 on: <03-15-16/0932:12> »
And he'll have to survive until then. Actually, though, stunbolts aren't the thing that troll needs to worry about. Mental Manipulation spells are. Even with Magic Resistance maxed out, that's still just Logic+Willpower+4 to resist a Control Actions spell. Benefit of the doubt, say he's got 3 Will and 3 Log. Not likely, but still. In that case, he'll have 10 dice to resist a caster that can easily be throwing 12-16 dice. And you only need one net hit to have One Punch Troll go slaughtering his teammates. And when the troll is the only one left, I don't care how good your soak pool is, a half dozen guards with assault rifles all concentrating FA fire on you is going to HURT.
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Jack_Spade

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« Reply #38 on: <03-15-16/1103:21> »
To be fair: Mind magic against a team without a good counter speller at hand will almost always fuck up the team, regardless of it's other components.
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Adamo1618

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« Reply #39 on: <03-15-16/1115:13> »
One Punch Troll <3

EDIT: Mirikon, are you discussing just-out-of-chargen characters? Because no-one in their right mind would focus this much on melee attacks at the start. I'd expect a character like this to build up over time, along with magical defense and enough Willpower to withstand a lot of pesky spells. Honestly, getting max rating Bone Density and Muscle Augmentation/Replacement is going to take a toll on your karma if not bought in-game.
« Last Edit: <03-15-16/1126:58> by Adamo1618 »

Blue Rose

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« Reply #40 on: <03-15-16/1214:01> »
Personally, I think it'd be best to focus close to that much on punching at chargen, then fan out into more defensive abilities as you advance. Great damage and good physical soak should get you a ways in early adventures.

For maximum damage output, may as well mention a bear shifter changeling could squeeze out 3 more strength.

Mirikon

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« Reply #41 on: <03-15-16/1454:38> »
Shifters have 'issues' with augmentations, Rose.

And yeah, Adamo, if you're going to go high end puchomatic, then you need to pour as much as you can into it at the start. Things stretch a helluvalot further at chargen than they do in play. Scraping the karma together to bump your troll's STR from 9 to 10 is a helluvalot more difficult than raising your WILL from 2 to 3. Same with any augmentations. No such thing as recovery time or availability rolls at chargen.
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Adamo1618

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« Reply #42 on: <03-15-16/1536:29> »
Come to think about it, my GM is quite generous with karma rewards. Kinda prefer to se the character evolve instead of starting with a powerful one, though.

Blue Rose

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« Reply #43 on: <03-15-16/1622:34> »
Shifters have 'issues' with augmentations, Rose.
Then cyclops for one less. But I thought shifters could, at a cost, as long as they don't burn out and become muggle animals.

Medicineman

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« Reply #44 on: <03-16-16/0502:16> »
Shifters have 'issues' with augmentations, Rose.

 

not anymore
They used to have Problems because of their Regeneration ( only Deltaware IIRC )
but since they have no more Regeneration = no more Problems with Ware (at least it makes no more sense ingame.
There is otoh the Ingame Problem of : Who the fak makes 'Ware for Animals ? )

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