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> Laced Question, Friends, extend me your spurs
A Clockwork Lime
post May 11 2004, 06:18 PM
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If you're getting pulled over to be asked about your implants, you're almost always in either in a perfectly legal situation (walking down the street, at an airport, etc.) or a situation where getting pulled over is a problem to begin with (ie, on a run where you're trying to be subtle). You don't hire a big honkin' troll with heavy armor for subtly anymore than you hire someone toting a Panther Assault Cannon for subtly.

Besides, in practice, I've never had a character that had a Dermal Sheath get pulled over or hassled because of it in multiple games run by multiple GMs. It's just one of those things that rarely comes up in a game.

Dermals sheathes are relatively cheap, easy on the system, and popular. Aside from some minor semantics, it makes perfect sense that a combat-heavy character would have them unless he's some kind of superspy who needs to be subtle 24/7.
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Swing Kid
post May 11 2004, 06:23 PM
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I can't change any of the stats as gameplay has already started. Fact is, he is this way for a reason. We put together a team of corporate sponsored Trogs who don't get out much. They tend to fight with each other alot, so the non-lethal combat is very necessary (not that we actually get to hurt each other much). He likes kung-fu trids, which explains the Wushu. I appreciate the advice though, looking back, I think the dermal sheathing would have been a great idea.
Does anyone see any flaws in my previous math for the damages/die rolls?
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Traks
post May 11 2004, 09:16 PM
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Not to create a new topic, one related to dermal sheathing.
I just thought that it degrades over time, because it works like bullet-proof vest.
Of course for game balance issues no one would buy so costly thing that should be re-operated every 2 months.

But from logical point of view, this protection would be more like pieces of steel/titanuim with big holes and much less of protection. *sigh* another moot topic to argue about, but I couldn't resist.
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TinkerGnome
post May 11 2004, 10:18 PM
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Not exactly, Traks. There is a problem with dermal sheathing or plating not properly healing after taking a big hole in it, though. Man and Machine p 133.
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snowRaven
post May 11 2004, 10:22 PM
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QUOTE (A Clockwork Lime)
Honestly? Unless you plan on attacking unarmed quite a bit, I'd drop Kung Fu to 4 and just get the Close Combat and Close Combat: Cyber-Implant Weapons maneuvers with it. Actually I'd recommend Pentjak-Silat since it has cooler abilities, but stick with Kung Fu if it fits your story better.

I'd recommend Pentjak-Silat too, if he wants to buy maneuvers for CyberImplant Combat. You know, since Kung Fu only allows you to buy maneuvers for Edged Weapons and Polearms :elims:
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A Clockwork Lime
post May 11 2004, 11:17 PM
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I knew there was some other reason I was recommending it. :D
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Drain Brain
post May 13 2004, 11:37 PM
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Just a minor point that nobody thought to mention, but regardless of what the damage statistics are, spurs can have their own uses beyond hurting folk (shock horror)...

It's pointy and sharp, right? Pop that lock, cut that rope - the blade of a spur can fulfil the same utility functions as a knife in my book - and you can't drop it.

As for locations, I've always shied away from the whole back of the hand thing. Think of it - my hand from wrist to knuckle is about as long of one of my cigarettes. That's how much you've got to work with. The distance from my elbow to my wrist, however, is longer than some bayonets. Also, for good ideas on spur positioning, check out "Guyver" (sp?) which I know for sure was a live movie, but I think was based on some form of animation originally...

:cyber: And here's the weekly breakdown of the Cyber Combatant's Wet-Dream Wish-List:

Spurs:
Right Hand
Left Hand
Right Forearm, toward hand
Right Forearm, toward elbow
Right Upper-Arm, toward elbow
Left Forearm, toward elbow
Left Forearm, toward hand
Left Upper-Arm, toward elbow
Right Thigh, Downward
Right Shin, Upward
Right Leg, down through heel (combat version of the foot anchor?)
Left Thigh, Downward
Left Shin, Upward
Left Leg, down through heel

Razors:
Right hand
Left Hand
Right Foot
Left Foot (You never know who will attack you in the shower... could be useful when you're "getting the soap!")

Hand Blade:
Right Hand
Left Hand

Other:
Horn Implants
Fangs

This should, if my CG is working right, add up to 480,000 nuyen and 4.4 essence, assuming retractability for all items and improved blades for the razors. Didn't add on any dikoting though.... ;)
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Hasaku
post May 14 2004, 12:20 AM
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Now start calling yourself "The Shrike" and hang out near the Time Tombs and you're good to go.
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Nikoli
post May 14 2004, 01:16 AM
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Heh, Hasaku nice call.

And to think I thought I was the only person to think that spurs in the calves were a good combat option. deadlier kicks and tree climbing in one handy outfit.

though, to be fair, you'd need to combine MBW-4 with just about every initiative increasing option available to stuff in for the 'time control' of the shrike, along with dermal sheathing and ruthenium polymer option.

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Moon-Hawk
post May 14 2004, 02:52 PM
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I know you've already started but this is still relevant:
If you get ambidexterity [3] for 6 points, instead of [2] for 4 points, and you can ignore off-hand skills and just use your normal skills in place of them. Depending on how much you're planning on raising those skills, it just might be worth it to try to buy that edge with karma, as it'll save you karma in the long run as you only have to raise one skill instead of two, but that depends on how high you're planning to take that skill.
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