Hey All,
Been forever since I posted here... glad to see you're all still around!
Sadly, I don't get to play SR much these days (if ever) and the closest I'll likely ever get to it us running a game.... but for funzies (and when I'm bored) I love throwing around different character ideas and going to town in chargen. I'm sure many of you do the same!
Anywho, I came up with this Irish Fomori Troll Adept that really kicks ass. Melee and demolitions specialist, as well as mobile cover for the entire team!
I'll post up a full version of him eventually, but I've come to a few crossroads.
The main theme for this guy is blowing shit up, either with his own bare hands or remotely via some well-placed explosives.
For his unarmed attacks, I wanted this guy to be able to punch holes through armored vehicles and blast doors. If he can get close, watch out! I plan on spending about 3 PPs on adept powers, and using about 3 essence in bioware (so a bio-adept, essentially.... a good way to go from what I've gleaned from the boards here today... glad to know my idea was sound!).
I'm just not sure what the best way to spend his Power Points is.
For sure, I'm maxing out at Rank 3 Critical Strike, so that's 0.75 pps right there.... but to simulate his massive aptitude at smashing objects and vehicles, I thought of a couple different routes that I want your opinions on.
First is..... Killing Hands + Elemental Strike (Blast) for 1 PP.
Now this is my first choice, but it depends a lot on my interpretation of the rules which I know might be faulty (hence why I'm here!).
This allows me to go to town on spirits, ignore a lot of AP, and get the Blast element added to my unarmed attacks. Now according to Street Magic, Blast is considered an 'explosive' effect... what I'm wondering is if this allows me to double my DV vs. objects and barriers?
According to the table on pg. 166 of SR4:AE, Explosive damage counts as DV x 2 when trying to damage barriers.
So would it be logical to conclude that blast element spells (and elemental strike) would double it's DV against objects?
As a GM, I think I would consider that fair. If a mage wanted to make a custom indirect blast spell, I would allow it to do extra damage vs. objects. So why not Elemental Strike?
However, I'm not sure if I'm missing something here and I'd like opinions, especially if there has ever been an official ruling on this.
Also, I'm not entirely sure how to interpret the additional chance for Blast to blow away objects or add to knockback. In the description it refers to Force.... would it be fair to assume with Elemental Strike I can consider the base unarmed DV to be equal to the spell force in this instance?
Overall, I like this option the most because it's very thematic (turn my fists into explosives... definitely fits the concept!) and it's quite cost efficient and versatile... however I fully realize it may be up for debate.
Also, there is the minor disadvantage that I have to waste an IP 'powering up' Elemental Strike if I want to use it, and since my magic is only 3 it only lasts 3 combat turns before I have to blow another IP.
My second idea is much costlier, but also more clear cut. Instead of Killing Hands + Elemental Strike.... I go with Smashing Blow + Rank 3 Penetrating Strike. This costs 1.75 PP.
Smashing Blow doubles my DV vs. objects for sure but costs a whole 1 PP. I'm not worried about the physical damage, because I plan on getting Bone Density bioware... but this also means I can't damage spirits (unless I get Weapon Focus hardliner gloves?).
Penetrating Strike gives me -3 AP, which is always on. Better than the AP reduction from Elemental Strike, which only works when it's turned on.
So which would be the better option?
Or should I just get the best of all worlds... and get Killing Hands + Elemental Strike (Blast) + Smashing Blow?
Still, I'd like to save on some PPs if that ends up being redundent.
Thanks in advance for the help and advice. Keep rockin' those shadows, chummers!
Cheers,
Ravennus