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> Attunement, overpowered, or overdue?
The Attunement Physical Adept ability. Is it:
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Shockwave_IIc
post Nov 1 2004, 11:43 PM
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QUOTE (Fortune)
That being said, an Adept that gives up a point of Magic for this combo is *deadly*. :cyber:

Aye, 19 Dice before you factor Bio. Don't forget to stir well with M/Close Combat with a sprinkling of Dikote.

One of the reasons i Capped my latest character at 13 Dice at Cgen, Just a shame a Pair of Dikoted Delta Grade Spur Weapon Foci are so rare......
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Fortune
post Nov 1 2004, 11:46 PM
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Who needs Delta ... Beta will do, and you could Geas the Magic Loss to the Spurs. :D
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Shockwave_IIc
post Nov 1 2004, 11:47 PM
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What makes you think i haven't already.....:D
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toturi
post Nov 1 2004, 11:48 PM
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QUOTE (Synner)
BTW - Comments on Animal Attunement and Empower are also appreciated.

Well, I was overcome with munchkinitis last weekend and made a PC with Animal Attunement and Empowerment. PC was a Rat shamanic adept who bonded a Demon rat. Oops. Bad idea. First of all, I do not have Critters so I do not know what Animal Control does exactly, so I pulled the rules out of my ass. I decided to have Animal Control control up to Essence number of animals. The Demon rat summoned up Devil rats which in turn summoned up normal rats. And can you say swamp?
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Shanshu Freeman
post Nov 2 2004, 08:29 AM
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QUOTE (Dashifen)
Last option, if your GM allows it, use a metallic based weapon in a shock hand so you can have an elemental shock effect when you hit them with your dikoted katana. Then you get that nice physical wound and the stun effects which should help you start taking some people down.

damn, I never thought of that...

can you flesh this out a bit more? what do the rolls look like? can you break it down for me?
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DrJest
post Nov 2 2004, 03:54 PM
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QUOTE
Add Ambidexterity 6 and Dual Spurs and you'll really up your cyber-junkie's melee capabilities.

That being said, an Adept that gives up a point of Magic for this combo is *deadly*. 


QUOTE
you could Geas the Magic Loss to the Spurs


I'll be honest, I've never used geasa with my phsyads, so

(a) Would geasing your Improved Melee to a particular weapon be the kind of thing intended?

and

(b) What do you mean by geasing magic loss to the spurs?
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Fortune
post Nov 2 2004, 07:02 PM
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I actually rarely, if ever use Geas for my characters either. I believe that you can Geas the Power itself (IA - Cyber-implant combat) to the Spurs via the Talisman Geas. The Power would the cost 25% less, but could only be used with the spurs (well duh ... it is cyber-implant weaponry anyway :D).
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Moon-Hawk
post Nov 3 2004, 02:52 PM
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Probably a good use for the talisman geas, but it could still be problematic for upgrades. A talisman used for a geas has to have at least three conditions. Assuming you've got a relatively standard style it's pretty easy to come up with some of them: 1)single long spurs or triple short spurs 2)mounted in the forearm, and 3)something else, maybe something etched along the blades or something like that.

Here's an interesting point:
A spur does (str)M damage, whether it's a single long spur or a set of three smaller blades on the hand, right? (see SR3 pg 301) One of my players, a long time ago, with a serious wolverine hard-on, wanted to get three long spurs mounted. I toyed with the idea of letting him have it, for triple the essence cost, and then figuring damage like a "three round burst" He was pretty deadly, but he paid 1.8 essence for the pair, so it seemed fair.
Thoughts?
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Botch
post Nov 3 2004, 03:52 PM
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IMHO, bad call. 3 short blades because they're in the hand or 1 long blade because its in the forearm. Its a question of size limitation and style. Personally I would have only said yer if they were telescoping and suffer increased stress from combat useage and a L wound every time they were deployed if the PC wanted any additional reach or damage modifiers for 3 long spurs.

I've never worked how Wolverine's claws actually manage to contract back into his hand.
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Moon-Hawk
post Nov 3 2004, 04:10 PM
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Yeah, it was pretty uber, but that's a lot of essence, as well. It really didn't seem too unbalancing.

Oh, and I always assumed that Wolverine's wrists had to be straight for his claws to come out, but other than that I can suspend my disbelief.
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Edward
post Nov 3 2004, 05:45 PM
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Aptitude recommends it not be taken for combat or magical skills. You all seem to be assuming you can take it. Is it usually allowed by GMs.

Also you may as well ignore it for the purpose of this discussion as it is equally available to sams and phisads.

To me it is not that big a deal. Reach already did this and a metamagic, some karma and a requirement of another skill seems a reasonable price to pay.

As to the cyber melee character, dual dicoat cyber blades specialised cyber implant combat, enhanced articulation muscle augmentation and your choice of reflex and body augmentations. 2 weapon fighting is available as it would be for a phizad.

Edward
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Kremlin KOA
post Nov 3 2004, 06:04 PM
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uh edward if they use the twinned blade rules from SR3 BBB, that can be upward of 24M for a dwarf
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Edward
post Nov 3 2004, 08:00 PM
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Just how are you going to get a strength of 16 on a dwarf as a stating character. I am seeing strength 14 if I use every twink I know (max dwarf str 8 +2 edges give you 10 + muscle augmentation 4 = 14) that gives you 21M and dicoat for 22S when using 2 cpurs and BBB rulings.

Edward
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Kanada Ten
post Nov 11 2004, 05:17 AM
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Just as a note to self: Dragons using attunement on metahumans and drakes. Empower animal and infusion, too.
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Synner
post Nov 11 2004, 08:33 AM
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Normally it wouldn't work on sentients, but who knows with Dragons...
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Just Jonny
post Nov 11 2004, 09:20 AM
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Heh, a dragon attuned human would be hilarious. The PCs have just secretly entered the corporate compound, when all of a sudden the NPC decker gets a glazed over look in his eyes, says "I must go." then gets the hell out of there.
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Kanada Ten
post Nov 11 2004, 11:55 PM
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Wait a tick.. doesn't Attunement work an awful lot like the Horror Mark power...
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Synner
post Nov 12 2004, 08:40 AM
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It took 2 pages... sheesh. ;)
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