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> Spirit retool, inspired by stick and shock/taser silliness
Mäx
post Jun 30 2010, 08:15 AM
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QUOTE (Lanlaorn @ Jun 30 2010, 05:21 AM) *
I think you're reading a lot into that parenthetical "see Hardened Armor above", it was just an example of a similar effect, the rest of the sentence explains exactly what it means, it makes no mention of modified armor (as the HA rules do).

I think you really failed your "reading rpg rules" skill sheck, a "see somethink" in parenthesis is the standart way of pointing reader to where you can find the rules for somethink, in this case how that hardened protection works.
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Wasabi
post Jun 30 2010, 10:51 AM
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QUOTE (Whipstitch @ Jun 30 2010, 12:59 AM) *
Missed this. It's sorta true, but not really.

Adepts have an answer for the Immunity problem but not much of an answer as far being able to consistently hit goes, at least vs. smartly played Force 5+ and up spirits that can even give the Samurai's automatic weapons fire a bit of a hard time. It's the danged Skillx2 thing with Full Defense again. On Full Defense, a Force 5 Guardian Spirit will be rolling 17 dice to defend against melee. That's not impossible to hit, of course, but doing so is by no means certain, and Air/Fire Spirits are even worse because they are faster, can fly and wield ranged attacks. At Force 7 you're basically trying to knock out Bruce Lee. Again, it's not impossible, but you really need to go all-in and start taking a good, hard look at your Edge dice, even as an Adept.


Bear in mind if the whole runner team attacks the spirit it still loses -1 die on Reaction rolls per attack attempted. Its artificial so your GM may houserule the creature doesn't HAVE to roll Reaction against the attacks it would probably ignore but by RAW if between the spirits passes 5 runners attack it then the adept attacks it that 17 dice pool would only be a 12 dice pool when the adept goes after his team. (until it refreshed on the spirits pass.)

As far as Edge dice go you're quite right sir!
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Whipstitch
post Jun 30 2010, 10:20 PM
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QUOTE (Shinobi Killfist @ Jun 30 2010, 02:40 AM) *
Well with 2 IPs there is a good chance they will run out of full defense actions before the adept runs out of punches. But yes it is really hard for an adept, even if they aren't flying and using powers.


True enough. A true expert PhysAd can get the job done if they close and can stay in. The problem as I see it though, is that you can't really just dabble in Killing Hands and expect to take on powerful Spirits efficiently; it's really a kind of full time job. You really need either whole buckets full of dice and/or Distance Strike or else you'll be at roughly even odds or worse against say, a Force 5 just using regular old Reaction+Skill instead of going on Full D, since even the pokiest Spirit types run at Force+2 for Reaction or better. I'd rather just try Stun Bolting them.

Really, my favorite way to actually to harm a skilled melee combatant with my own melee skills is to be a skilled Arnisador Adept with Counterstrike and damaging Disarms on Full Parry. They roll Agility+Skill, you roll Reaction+Skill+Skill-4 and lop off their arm followed up by a Counterstrike boosted Riposte to the face.
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Tymeaus Jalynsfe...
post Jul 1 2010, 12:13 AM
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QUOTE (Whipstitch @ Jun 30 2010, 03:20 PM) *
Really, my favorite way to actually to harm a skilled melee combatant with my own melee skills is to be a skilled Arnisador Adept with Counterstrike and damaging Disarms on Full Parry. They roll Agility+Skill, you roll Reaction+Skill+Skill-4 and lop off their arm followed up by a Counterstrike boosted Riposte to the face.


That is always a good way to go about things... Kudos...

Keep the Faith
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