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The Jake
post Nov 13 2009, 05:46 AM
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Can someone please tell me which skill is applicable for the use of Hand Razors?

By RAW it says Blades specifically, but the wording of Unarmed Combat is so vague that you could argue the skill of Unarmed Combat can also be used for hand razors as well. This hasn't been clarified between SR4 or SR4A either.

- J.
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Jericho Alar
post Nov 13 2009, 05:51 AM
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We play it as blades since hand razors are ultimately .. well, blades. that and it says they use the blades skill. *Shrugs*

If you wanted to make it unarmed combat I don't think it would really make a difference balance-wise, a player with hand razors is unlikely to fight without them extended in situations where it really matters, so either skill is probably fair (and given the choice between making someone with hand razors also proficient with swords versus also proficient with their fists.. well, persuasive arguments could be made!)
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Ol' Scratch
post Nov 13 2009, 05:59 AM
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Like you said, it says to use the Blades skill as per the description for the Blades skill. It's hard to argue that point. Since it makes about as much sense as several other weapon skills, just go with it. I mean, a Savalette Guardian is a BF capable pistol that uses the Pistols skill, but a Ceska Black Skorpion is a BF capable pistol that uses the Automatics skill. Then you have the Remington Roomsweeper which is basically a sawed-off shotgun that uses the Pistols skill while an actual sawed-off shotgun uses the Longarms skill. Consistant logic doesn't really factor into anything in this game. (IMG:style_emoticons/default/smile.gif) Heck, I'm still trying to figure out firing a heavy assault rifle and a light machine gun requires two completely and (going by the rules for Group Skills here) unrelated skills.
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Generic_PC
post Nov 13 2009, 06:00 AM
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Is it possible that they're an exotic melee weapon? Having knives sticking out of your hands would require some more extensive training than just punches or kicks, and different training than a knife or a sword.
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Dahrken
post Nov 13 2009, 06:00 AM
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Hand razors are small blades at the fingertip used for lateral cuts in vulnerable areas of the body (throat, eyes, wrists...).

It is IMHO the kind of techniques and motions that are relevants to the use of handheld razor blades or possibly small knives, but would be totally useless with a bladeless hand (scratching the guy with normal nails), so grouping them with Blades rather than Unarmed makes sense.

If I remember correctly in SR3 cyber-xeapons combat was a specific skill you coulds specialize (spurs, hand razors...)
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Ol' Scratch
post Nov 13 2009, 06:03 AM
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Err. To nip some of this confusion in the bud, here's the description of the skill in question.
    Blades (Agility)
    The Blades skill governs the use of hand-held melee weapons that have a sharpened edge or point. This skill allows a character to use various knives, swords, and axes effectively. This skill is used for cyber-blades implanted in the hands or forearms, but not other areas of the body.
That's about as cut and dry as it gets.
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Neraph
post Nov 13 2009, 06:10 AM
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QUOTE (Dr. Funkenstein @ Nov 13 2009, 12:03 AM) *
Err. To nip some of this confusion in the bud, here's the description of the skill in question.
    Blades (Agility)
    The Blades skill governs the use of hand-held melee weapons that have a sharpened edge or point. This skill allows a character to use various knives, swords, and axes effectively. This skill is used for cyber-blades implanted in the hands or forearms, but not other areas of the body.
That's about as cut and dry as it gets.

*Drum roll*
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BobRoberts
post Nov 13 2009, 10:11 AM
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From a purely metagaming point of view, I think having them tied to unarmed is probably quite adventageous. It gives you a better melee defense if you have not already popped the blades. Also, if the user is in melee and not trying to scratch someones face off, then they probably want to use nonlethal force, for which unarmed combat could be great?

Whether tieing them to unarmed is a good house rule is really up to the above point?

From a 'reality' point of view I'm with Dr.Funkenstein, lots of rules stuff doesn't bear that close an inspection. But then why let reality get in the way of shooting at Dragons with SAMs? (IMG:style_emoticons/default/smile.gif)
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Medicineman
post Nov 13 2009, 10:59 AM
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You can use Both skills
Whatever suits you better

with no preferable Dance
Medicineman
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Dranem
post Nov 13 2009, 12:09 PM
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I've highlighted the relevant part in bold, the RAW has solved your delema:

QUOTE (Dr. Funkenstein @ Nov 13 2009, 02:03 AM) *
Err. To nip some of this confusion in the bud, here's the description of the skill in question.
    Blades (Agility)
    The Blades skill governs the use of hand-held melee weapons that have a sharpened edge or point. This skill allows a character to use various knives, swords, and axes effectively. This skill is used for cyber-blades implanted in the hands or forearms, but not other areas of the body.
That's about as cut and dry as it gets.

No unarmed combat for you my friend.
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Thanee
post Nov 13 2009, 12:16 PM
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Yeah, I think Unarmed is only really for shock gloves/hands and, well, actual unarmed combat.

Someone with a cyberblade is certainly considered armed. With a shock glove I can see how that still counts as being unarmed.

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Straight Razor
post Nov 13 2009, 01:29 PM
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in 3rd ed. you could go with +1power +1damage.
as that is what claws gave in bonus to critters.
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StealthSigma
post Nov 13 2009, 02:24 PM
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QUOTE (Dr. Funkenstein @ Nov 13 2009, 02:03 AM) *
Err. To nip some of this confusion in the bud, here's the description of the skill in question.
    Blades (Agility)
    The Blades skill governs the use of hand-held melee weapons that have a sharpened edge or point. This skill allows a character to use various knives, swords, and axes effectively. This skill is used for cyber-blades implanted in the hands or forearms, but not other areas of the body.
That's about as cut and dry as it gets.


I think there's good reason to govern them under exotic melee weapons....

Hand Razors: Hand razors are 2.5-centimeter, chromed steel or carbon fiber blades that replace the user's fingernails or slide out from beneath synthetic nail replacements.
Hand Blades: Hand blades slip out of the side of the hand opposite the thumb, parallel to the hand.
Spurs: Spurs consist of a variable number of blades protruding from the user's wrist or knuckles.

I do not have arsenal, but no melee weapons in the BBB is similar to Hand Razors. If there is a claw weapon in Arsenal, that would indicate what skill would govern Hand Razors.

Further, I frequently see that region referred to as fingers, hand, and wrist in medical and health.

Anyway, I could never see Hand Razors governed under unarmed, but I can definitely see argument for them under Exotic Melee weapon.
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The Jake
post Nov 13 2009, 02:34 PM
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QUOTE (Dranem @ Nov 13 2009, 01:09 PM) *
I've highlighted the relevant part in bold, the RAW has solved your delema:


No unarmed combat for you my friend.


Ok. Now compare with the description of Unarmed Combat. Then compare against which category of weapons hand razors slip into in SR4A. You will see what I mean, I'm sure.

QUOTE (Thanee @ Nov 13 2009, 01:16 PM) *
Yeah, I think Unarmed is only really for shock gloves/hands and, well, actual unarmed combat.

Someone with a cyberblade is certainly considered armed. With a shock glove I can see how that still counts as being unarmed.

Bye
Thanee


That about sums my interpretation. At least the one I lean towards.

- J.
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Apathy
post Nov 13 2009, 03:48 PM
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The arbitrary categories in SR don't make much sense to me sometimes. Weilding a Maul (Blunt) would require basically the same movements and manuevers as swinging an axe (Blades), but they require two different skills. Neither one has much in common with thrusting a rapier. I think melee skills would probably be more sensibly divided into Two-Handed (Polearms, Axes, Mauls, Staves) (and two-handed weapons should default to strength, not agility), One-Handed Heavy (Swords, Clubs), One-Handed Light (Knives), and Unarmed could include any weapons that were readily adaptible to an unarmed style including Shock Gloves, Brass Knuckles, Katar/Punch Daggars, and Cyber-Implant Melee Weapons.

Thoughts?
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Neraph
post Nov 13 2009, 03:51 PM
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I honestly don't see what is so hard about this when the game itself tells you exactly how to play this. It's like asking whether or not you can use a pistol-gripped shotgun like a pistol, since you're trained in them (and the answer is no, in case you have problems thinking that one through). The game has an item, the game tells you what skill to use with said item. If you want to revert to "Rule 0," feel free to, but be aware that you are in fact invoking "Rule 0" and do not expect many other GMs to allow it.
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Stahlseele
post Nov 13 2009, 04:27 PM
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Else, don't take a needed skill but take the unarmed skill a bit higher and then use that one for a slight malus in your dice-pool?
Also, Hand-BLADES are these little things that come out of the EDGE of your Hand.
Hand RAZORS are the things in the Fingertips.
SPURS are in the back of the hand/lower arm.

And in SR3, Razors were STR Light Physical Damage. But they had the improved Razors option, that made it STR+2 Light Physical Damage.
And in SR3, Blades were STR+3 Light Physical Damage.
And in SR3, Spurs were STR Medium Physical Damage.

And of course, all of those could be modified with Dikote for +1 Power and +1 Damage.
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Ol' Scratch
post Nov 13 2009, 05:03 PM
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QUOTE (The Jake @ Nov 13 2009, 08:34 AM) *
Ok. Now compare with the description of Unarmed Combat. Then compare against which category of weapons hand razors slip into in SR4A. You will see what I mean, I'm sure.

Dude. It's not a contest at all. "This skill is used for cyber-blades implanted in the hands or forearms." It does not get more clearly worded than that. As Neraph said, if you want to use a house rule in its stead, by all means do so. But the rules are very, very clear about which skill to use.
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Sixgun_Sage
post Nov 13 2009, 05:21 PM
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QUOTE (Dr. Funkenstein @ Nov 13 2009, 12:03 PM) *
Dude. It's not a contest at all. "This skill is used for cyber-blades implanted in the hands or forearms." It does not get more clearly worded than that. As Neraph said, if you want to use a house rule in its stead, by all means do so. But the rules are very, very clear about which skill to use.


Agreed, but the case can be made for a house rule here since there are several martial arts styles that use slashing attacks of the hand to target soft tissue, which is what you're doing with most cyber blades, hell, I don't know about you but I'd be hesitant to go for a rib-shot with blades that are anchored to my fingerbones...
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Screaming Eagle
post Nov 13 2009, 05:28 PM
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I'd be more likely to house rule "Cyber implant combat" in as a new skill under the close combat group then to switch the presented rules to use unarmed instead.
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Stahlseele
post Nov 13 2009, 05:29 PM
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Is there no more defaulting in $R4.5?
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Neraph
post Nov 13 2009, 06:04 PM
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QUOTE (Screaming Eagle @ Nov 13 2009, 11:28 AM) *
I'd be more likely to house rule "Cyber implant combat" in as a new skill under the close combat group then to switch the presented rules to use unarmed instead.

You mean Exotic Melee Weapon?

QUOTE (Stahlseele Posted Today, 11:29 AM )
Is there no more defaulting in $R4.5?

Yes, SR4 has defaulting.
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Screaming Eagle
post Nov 13 2009, 06:26 PM
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QUOTE (Neraph @ Nov 13 2009, 01:04 PM) *
You mean Exotic Melee Weapon?

No, I mean Cyber Implant combat A-la 3rd ed - as in, with a quick cut/paste and edit from blade weapns skill above:

Cyber-Implant Combat (AGI)
This skill is used for cyber-blades and other melee weapons implanted in the hands or forearms, and in other areas of the body(or not, its a house rule and not even a house rule I use or would feel the need to use, if you want it not to apply to toe razors and to require an exotic skill for "odd location" impant weapons go nuts).

skill group it under close combat and still most people would (EDIT) not (/edit) buy close combat group
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Ol' Scratch
post Nov 13 2009, 06:29 PM
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QUOTE (Neraph @ Nov 13 2009, 12:04 PM) *
Yes, SR4 has defaulting.

Nah, it has a lame rule that they call defaulting, but it's not defaulting. Defaulting is about using a related skill in place of the actual skill. What SR4 has is "if you don't have the exact skill required, roll Attribute -1 instead of Attribute + Skill regardless of any other related training you have." Whereas real defaulting would be more like "If you have Blades 5 but not Clubs, use your Blades skill at -2 in place of Clubs."
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Jhaiisiin
post Nov 16 2009, 06:47 PM
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To throw some more fuel on this fire, under Unarmed Combat, it lists the specialization "Cyber-Implant". You can't implant a fist in your fist, so it must be talking about spurs, razors and the like.
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