Fluff and mechanical Considerations for Bulk Cyber |
Fluff and mechanical Considerations for Bulk Cyber |
May 21 2008, 10:43 PM
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#1
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Running Target Group: Members Posts: 1,069 Joined: 19-July 07 From: Oakland CA Member No.: 12,309 |
Ok, so I have a human PC with every ever cyber limb except a skull. His agility and stealth skills are high. The only rub is that all the limbs have a +2 bulk mod. What I'm asking is how big is a plus he? Are we talking about a cyborg the size of Darth Vader or Robocop? Or more like the guys from the start of Apple Seed that show up around 2:00 in this clip. Do I need to treat this character any different that any other obvious cyber sam?
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May 21 2008, 10:50 PM
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#2
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Moving Target Group: Members Posts: 536 Joined: 25-January 08 From: Can I crash on your couch? Member No.: 15,483 |
Ok, so I have a human PC with every ever cyber limb except a skull. His agility and stealth skills are high. The only rub is that all the limbs have a +2 bulk mod. What I'm asking is how big is a plus he? Are we talking about a cyborg the size of Darth Vader or Robocop? Or more like the guys from the start of Apple Seed that show up around 2:00 in this clip. Do I need to treat this character any different that any other obvious cyber sam? I'd say robocop, but more dexterous... (IMG:style_emoticons/default/smile.gif) And I'd also say no, you don't have to treat him any different than any other obvious sammy... |
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