Human Special Abilities Question

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drewkitty ~..~
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Unread post by drewkitty ~..~ »

Yes, and I would say the KO would still need to be a nat 20 but the duration would be 2d4 melees.
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Unread post by MADMANMIKE »

..Yes, quite a powerful character option, especially when coupled with hand to hand assassin.

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Unread post by Adam of the Old Kingdom »

I would be inclined to make knockout on 19 to 20, it doubles the threat range.
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Unread post by Borast »

Damn...I have to re-read that book! :shock:
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Unread post by Dead Boy »

I'd agree with the concensus here that you'd get to double all the bonuses for Boxing, however there is some question to whether those two (2) extra attacks are applicable to ranged combat. If they are only good for hand to hand, though that makes you a mega badass when the gloves drop to the ice, in a good old fashioned gunfight they may not do you any good (depending on your GM and House Rules).

The better way to go may be picking two WP skills under that ability and get the extra +1 attack with them. It may be less sexy, but it's a sure thing for helping with the most common form of combat in the game.
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Re: Human Special Abilities Question

Unread post by Jason Richards »

Black Cross wrote:I have a question about the Human Special Abilities from Page 97 of Rifts Lonestar. For the defined Talent ability it states that if you take physical as one to double the usual bonuses. So would this double everything if applied to the Boxing skill? Would the bonuses then become the following?
+ 2 additional attacks per melee
+ 4 to parry and dodge
+ 2 to roll with punch or all
+ 4 P.S.
+ 6D6 on S.D.C.

Anyone who has any take on this or have used the special abilities any input would be appreciated.


Yes, but only a massive poser min-maxer with no role-playing skill would do such a thing. :P

But seriously, if I had a character run with that, he had better NEVER pull a gun, and just beat people up since it's his "specialty".
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Dead Boy
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Unread post by Dead Boy »

Zerebus wrote:My experience from working out with a punching bag is that my fists weren't the only things that learned to move faster. A person who undergoes true boxing training learns to react quicker to the environment around him or her, flat out, much as experienced martial artists do. So I say the extra attack from boxing applies to EVERYTHING. :D


Interesting. I'll have to take that into consideration.
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Re: Human Special Abilities Question

Unread post by Drakenred®™© »

Zerebus wrote:Yeah, that natural ability is akin to a Physical Training style hero from Heroes Unlimited, if you ask me. The person is naturally over-athletic.


We do a lil something diferent to get away from the cookie cutter OOC syndrom

Basialy list the first 20 skills you get(you include the class abilites here sutch as the line walker abilites) and roll 1D20(or something simular in for thoes OOCs that have more than 20 special abilites and skills) 4 times and use raise thoes abilities by 1 to 4 levels then do the same thing with the remaining abilites and aply a 1 to 4 level penalty to 4 random skills, We also came up with a table so shake up the combat abilities by giveing you a minor Bonus and a minor penalty (Ie you could be more ammo eficient with a burst or more accurate with a burst(but use slightly more ammo) or be better with single shots and have a penalty to use bursts,(Basicaly you use twice the ammo in a burst (unless the gun only fires a fixed amount of ammo to burst then its no bonuse what so ever to hit and damage is automaticaly half if you do hit ) or be more proficient with a specific mellee weapon and worse with all others and so forth. (this can give you the Max stirling-Ben Dixon type charaters, Max would be +4 levels to pilotVF-1s +3 levels to piolot VFs(any) +2 levels to mecha combat (VF) plus 1 hand to hand, while ben well he would have had penalties in thoes areas(we make it random because otherwise the temptation to "cherry pick" is way too great.
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