I feel like this question shouldn't need to be asked, but I'm just not 100% sure on the Answer.
Do Cyberlimbs stop the use of any Adept power? For example can Killing Hands, Elemetnal Strike, Critical Hit etc, be used with a Cyberlimb?
I can't think of any reason why they can't, but it's still nagging at the back of my mind.
Seeing a Cyberarm wreathed in the flames of an Adepts Elemental Strike (Fire). :/
as far as i remember everything you paid for with essence works with magic more or less . .
That's what I thought! I just wasn't sure. :/
Red-lined Cyberlimbs encased in flame Critical Striking here we come!
kinda like that, yeah . . otherwise killing hands should not profit from bonelace or the bio-version or the more damage from muscle aug either . . obviously cyber-limbs will NEVER be profiting from Adrenaline Boost or improved attribute powers . .
So would something like this be possible (using core rules only, not got augmentation yet
)? I'm sure I've fudged something...
Ork
Magic: 6/3
Quality: Mystic Adept
Cyber Torso (Alpha): -1.2 Essence
Cyber Arm (Obvious, Alpha): -0.8 Essence
STR Enhancement x7
Bone Density 4 (Alpha): 0.96 = 0.48 Essence
Magic (Casting): 1
Magic (PP): 2
Adept Powers;
Killing Hands: 0.5
Elemental Strike (Sound): 0.5
Critial Strike x2: 0.5
For;
(10/2) +3 +2 = 10P (Or does ES:Sound override that to S?) damage that ignores armour.
This still leaves spells, skills, more bioware, more Adept powers (maybe even a Spirit Pact to increase Magic for casting sustained spells...) and Weapon Foci left open to flesh/round out the character.
yep, should work as intented . .
as for the Arm, why only STR enhancement +7? there's the Custom Cyberlimbs Rules in Aug that allow for Arms to be made with Racial Maximum without needing to reduce capacity . . then add in bulk mod and then add in some more strength i'd say . . but because of the availability rules that may not be doable on char generation . . why the torso?
| QUOTE (GentlemanLoser) |
| So would something like this be possible (using core rules only, not got augmentation yet |
ack, i overlooked that part <.< . .
Seriously, get Aug, it's WELL worth the Moneys *g*
| QUOTE |
| using core rules only, not got augmentation yet |
if i remember correctly it states that you need an cyber-torso if you want to get your arm up more than a +3, but with the custom cyberlimb the arm starts at 8 strength and you can add in another +3 strength to bring it up to 11 without needing a torso i think . . might be wrong though <.<
Thanks!
no problem, but keep in mind that i am not 100% sure if that is right . .
but about 80% should do the trick *g*
that is one of those funny new rules that make no sense whatsoever but do give cyberlimbs a little bit more playability ^^
Basically what Stahlseele already said: you can improve any and all of a cyberlimb´s attributes up to the characters unaugmented maximums and then you can increase said attributes up to said character´s augmented maximums through standard upgrades (though you need a cybertorso if you want more than a +3 upgrade, which by the way you have no reason to in this particular case).
Also true that this is a strange rule... or rather one that has been written so it can be read that way (though I am under the impression that this is not what they intended, but WTF do I know...). Despite the fact that cyberlimbs come with many particular weird rules and effects attached to them, they are finally quite a good choice nevertheless.
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