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So, bone lacing on an Unarmed Adept

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Jack_Spade

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« Reply #45 on: <03-16-16/0512:49> »
People who organize dog fights and deploy them in military combat  :(

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Blue Rose

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« Reply #46 on: <03-16-16/1314:31> »
You've obviously never had your party wiped by a cyberzombie rhino. :P

Mirikon

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« Reply #47 on: <03-16-16/1507:07> »
You've never been on the receiving end of biodrones, have you, Medicineman?

But as for the rest, I was more wondering what happens to the ware when they shift. Especially with something like bone lacing, when the bones will be moving and changing shape.
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Blue Rose

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« Reply #48 on: <03-16-16/1544:01> »
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.
One does not have to punch harder to evolve. There's upward growth, then there's outward growth. I think it's a greater evolution to see One Punch Troll develop a more diverse pool of abilities having started out with awesome punching.

Blue Rose

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« Reply #49 on: <03-25-16/0025:20> »
Another addition, for One Punch Troll.

If you go with the interpretation that multiple pairs of striking calluses stack, and that you can only have one striking callus per limb...

Surge.  Shiva arms, times two.  You have four more arms, for four more striking calluses, for an additional +2P.

And!  If you turn into a ghoul, you get a higher strength cap.

Time to go full-on silly!

This brings our omega ultimate killer super death punch to...

Cyclops (11 Str baseline cap)
Exceptional Attribute, Genetic Optimization, and the surge power to boost your strength cap (+3 strength cap, now 14)
Ghoul!  (+3 strength cap, now 17)
Any means of boosting your strength to your augmented limit (strength 21)
Bone Lacing/Bone Density 4 (+3P, damage is now 24P)
Critical Strike (+1P, now 25P)
Shiva Arms x2, with Striking Calluses x8 (+4P, now 29P)
Penetrating Strike 4 (now 29P/-4)

If you rule ghoul troll stats override cyclops stats instead of being some additive thing, then 28P/-4.

Sadly, ursine shapeshifters can't seem to become infected by any stock template, so it'd be the realm of, "Your GM really wants you to have a 'fun' run."  Otherwise, you could have a six-armed zombie bear dude hitting people really hard in the face for 30P/-4.


Now, the GM takes that six-armed cyclops ghoul throwing 29P/-4 punches and makes it a toxic adept punching you in the face with radiation damage.

The Wyrm Ouroboros

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« Reply #50 on: <03-25-16/0224:20> »
Well, you know what they say - you can't damage what you can't hit, and you can't hit what you don't know has already killed you.

"Intelligence over agility.  Agility over strength.  Strength over weakness."
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Rift_0f_Bladz

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« Reply #51 on: <03-25-16/1311:09> »
Well, you know what they say - you can't damage what you can't hit, and you can't hit what you don't know has already killed you.

"Intelligence over agility.  Agility over strength.  Strength over weakness."

So true. Why I prefer Mage Trolls (Minotaur) (Sum to 10). Troll's lack of agility (especially if Str and Body maxed/near maxed) limits how effective at melee they are more than you think. Being 1 lower than combat human or 2 lower than combat elf (base values, no augment/magic) is not as bad as I thought (thought max agility 4), but compound by lack of mental stats for maxed str/body and you will have problems.  And with the mental abilities being lower, them knowing when to fight, when to sneak, and when to run might be an issue as well, if RP with low mental stats in mind.

All of this really points to why Elf's, Orcs, and Humans are best at melee. Not for pure damage, but for max agility, high strength and body, good mental stats (especially will). And humans trump card, Edge, glorious Edge.
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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