Re: Most awesome cyberknight races
Posted: Sun Jun 15, 2008 5:07 pm
rahu-man
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Killer Cyborg wrote:
Well, floop them anyway.
Shaper, then.
Rogue_Scientist wrote:I played with a guy who was an Asgardian High Elf Cyber Knight once!
I gotta go with plain old human here, from a non-munchy standpoint.
I kind of like the more powerful psionic CKs, myself. I think psionics compliment their other powers well. Tattoos are always nice, but with the double cost for non t-men, they can be hard to use. They up PPE for TW weapons, though, which is handy.
~RS
livewire wrote:use a true atlantean then the tattoos don't cost double and you get extra lang. and stuff as well.
not munchy but well balanced and highly capable
as well as living 500+ years
el magico -- darklorddc wrote:True Atlantean and Quik-Flex.
Vrykolas2k wrote:I thought Quick-flex couldn't have psionics...?
Daniel Stoker wrote:Vrykolas2k wrote:I thought Quick-flex couldn't have psionics...?
Since they have rules for non-Psychic Cyber-knights who just end up getting the Psi-Sword and other base abilities I think they would be able to take that.
Daniel Stoker
Vrykolas2k wrote:Daniel Stoker wrote:Vrykolas2k wrote:I thought Quick-flex couldn't have psionics...?
Since they have rules for non-Psychic Cyber-knights who just end up getting the Psi-Sword and other base abilities I think they would be able to take that.
Daniel Stoker
I know of the rules, but are those rules trumped by the fact that certain races can't develop psionics?
Such as a psi-sword and psi-shield...
I've always played it as racial limitations trump OCC abilities...
Vrykolas2k wrote:I know of the rules, but are those rules trumped by the fact that certain races can't develop psionics?
Such as a psi-sword and psi-shield...
I've always played it as racial limitations trump OCC abilities...
Mark Hall wrote:Tattoos still take twice PPE for True Atlantean Cyber-Knights. They're only normal cost for T-men.
Sgtball wrote:rat_bastard wrote:Snelling Spinne, the extra arms, special abilities and combat abilities.
What book is this race in? I've rolled up a Dogboy everything I think now because of the bonuses and sense the supernatural powers.
Talavar wrote:Mark Hall wrote:Tattoos still take twice PPE for True Atlantean Cyber-Knights. They're only normal cost for T-men.
If that's true, than the average True Atlantean, with only the 2 Marks of Heritage, barely has enough PPE to use the flaming sword, and doesn't have enough to use Protection from Vampires.
Since giving a character unusable powers is stupid, tattoos should only cost True Atlanteans the normal price in PPE.
edit: there are a couple of non-psionic races that have been shown as cyber-knights, like a Yeno; he got the psi-sword, but nothing else in terms of psi-powers.
runebeo wrote:Talavar wrote:Mark Hall wrote:Tattoos still take twice PPE for True Atlantean Cyber-Knights. They're only normal cost for T-men.
If that's true, than the average True Atlantean, with only the 2 Marks of Heritage, barely has enough PPE to use the flaming sword, and doesn't have enough to use Protection from Vampires.
Since giving a character unusable powers is stupid, tattoos should only cost True Atlanteans the normal price in PPE.
edit: there are a couple of non-psionic races that have been shown as cyber-knights, like a Yeno; he got the psi-sword, but nothing else in terms of psi-powers.
Only magicians pay twice as much for magic tattoos and arrow tattoos cost twice as much unless you have 6 of them.
Mark Hall wrote:runebeo wrote:Talavar wrote:Mark Hall wrote:Tattoos still take twice PPE for True Atlantean Cyber-Knights. They're only normal cost for T-men.
If that's true, than the average True Atlantean, with only the 2 Marks of Heritage, barely has enough PPE to use the flaming sword, and doesn't have enough to use Protection from Vampires.
Since giving a character unusable powers is stupid, tattoos should only cost True Atlanteans the normal price in PPE.
edit: there are a couple of non-psionic races that have been shown as cyber-knights, like a Yeno; he got the psi-sword, but nothing else in terms of psi-powers.
Only magicians pay twice as much for magic tattoos and arrow tattoos cost twice as much unless you have 6 of them.
Rifts Atlantis, Seventh Printing (January 2001), page 85. "It costs double P.P.E. to activate a tattoo for those who are not full Tattooed Men. A T-man will have a dozen or more 'toos. However, wizards, cyber-knights, and virtually any human, ogre or elf can receive and use magic tattoos. However, these novice tattoo users are NOT limited to the use of tattoos alone and pay the penalty of needing to expend twice the usual amount of P.P.E. in order to activate them."
There is no exception in the tattoo section for True Atlanteans.
livewire wrote:Mark Hall wrote:runebeo wrote:Talavar wrote:Mark Hall wrote:Tattoos still take twice PPE for True Atlantean Cyber-Knights. They're only normal cost for T-men.
If that's true, than the average True Atlantean, with only the 2 Marks of Heritage, barely has enough PPE to use the flaming sword, and doesn't have enough to use Protection from Vampires.
Since giving a character unusable powers is stupid, tattoos should only cost True Atlanteans the normal price in PPE.
edit: there are a couple of non-psionic races that have been shown as cyber-knights, like a Yeno; he got the psi-sword, but nothing else in terms of psi-powers.
Only magicians pay twice as much for magic tattoos and arrow tattoos cost twice as much unless you have 6 of them.
Rifts Atlantis, Seventh Printing (January 2001), page 85. "It costs double P.P.E. to activate a tattoo for those who are not full Tattooed Men. A T-man will have a dozen or more 'toos. However, wizards, cyber-knights, and virtually any human, ogre or elf can receive and use magic tattoos. However, these novice tattoo users are NOT limited to the use of tattoos alone and pay the penalty of needing to expend twice the usual amount of P.P.E. in order to activate them."
There is no exception in the tattoo section for True Atlanteans.
yes but if you read the TA race it says they know how to use the the marks of heritage and all magic tattoos. and in another section says All atlanteans are taught how to use magic tattoos. and as they are one of the few races that now how to give the tattoos i seriously doubt they would be in the novice catagory of tattoo users mentioned in this section. another reason i really doubt they would be novices to tattoo use is its practically a racial trait to have and use magic tattoos i think they just might know how to use them to their full effectiveness. and on your note of there is no exception for TA's it also does not mention them, it mentions all the other races that can recieve tattoos but not TA's could this mean that they are an exception to this?
Mark Hall wrote:runebeo wrote:Talavar wrote:Mark Hall wrote:Tattoos still take twice PPE for True Atlantean Cyber-Knights. They're only normal cost for T-men.
If that's true, than the average True Atlantean, with only the 2 Marks of Heritage, barely has enough PPE to use the flaming sword, and doesn't have enough to use Protection from Vampires.
Since giving a character unusable powers is stupid, tattoos should only cost True Atlanteans the normal price in PPE.
edit: there are a couple of non-psionic races that have been shown as cyber-knights, like a Yeno; he got the psi-sword, but nothing else in terms of psi-powers.
Only magicians pay twice as much for magic tattoos and arrow tattoos cost twice as much unless you have 6 of them.
Rifts Atlantis, Seventh Printing (January 2001), page 85. "It costs double P.P.E. to activate a tattoo for those who are not full Tattooed Men. A T-man will have a dozen or more 'toos. However, wizards, cyber-knights, and virtually any human, ogre or elf can receive and use magic tattoos. However, these novice tattoo users are NOT limited to the use of tattoos alone and pay the penalty of needing to expend twice the usual amount of P.P.E. in order to activate them."
There is no exception in the tattoo section for True Atlanteans.
Rockwolf66 wrote:Since I am not a decent person by some people's standards. Hand over the fiction Ill-legitimate Rodent or I will have to sick a leather clad Amazonian Mystic-knight on your character.
Still I would think that a true Shemarrian* Cyber Knight would be cool.
*A real living one not Archie's copies.
filo_clarke wrote:Kildred for the win.
Talavar wrote:So you're really arguing in favour of a rule that gives every average True Atlantean an unusable magic tattoo? That's some nice rules lawyering.
The Beast wrote:Rockwolf66 wrote:Since I am not a decent person by some people's standards. Hand over the fiction Ill-legitimate Rodent or I will have to sick a leather clad Amazonian Mystic-knight on your character.
Still I would think that a true Shemarrian* Cyber Knight would be cool.
*A real living one not Archie's copies.
They're all made by Archie.
Rockwolf66 wrote:The Beast wrote:Rockwolf66 wrote:Since I am not a decent person by some people's standards. Hand over the fiction Ill-legitimate Rodent or I will have to sick a leather clad Amazonian Mystic-knight on your character.
Still I would think that a true Shemarrian* Cyber Knight would be cool.
*A real living one not Archie's copies.
They're all made by Archie.
He and Hagan had to have gotten the idea from someplace did they not?
Rockwolf66 wrote:The Beast wrote:Rockwolf66 wrote:Since I am not a decent person by some people's standards. Hand over the fiction Ill-legitimate Rodent or I will have to sick a leather clad Amazonian Mystic-knight on your character.
Still I would think that a true Shemarrian* Cyber Knight would be cool.
*A real living one not Archie's copies.
They're all made by Archie.
He and Hagan had to have gotten the idea from someplace did they not?
Mark Hall wrote:Talavar wrote:So you're really arguing in favour of a rule that gives every average True Atlantean an unusable magic tattoo? That's some nice rules lawyering.
That's reading the rules as written. There's never any indication that True Atlanteans have any special ability with tattoos. True Atlanteans, in the tattoos section, are designated as humans. Since all people who receive tattoos have to learn how to use them, noting that True Atlanteans are taught how means little... especially when you consider that 74% (or better) of True Atlanteans WILL have enough P.P.E., given their standard break-down of classes.
Cutlass wrote:Human with Paratee symbiote.
Mark Hall wrote:That's reading the rules as written. There's never any indication that True Atlanteans have any special ability with tattoos. True Atlanteans, in the tattoos section, are designated as humans. Since all people who receive tattoos have to learn how to use them, noting that True Atlanteans are taught how means little... especially when you consider that 74% (or better) of True Atlanteans WILL have enough P.P.E., given their standard break-down of classes.
Talavar wrote:Mark Hall wrote:That's reading the rules as written. There's never any indication that True Atlanteans have any special ability with tattoos. True Atlanteans, in the tattoos section, are designated as humans. Since all people who receive tattoos have to learn how to use them, noting that True Atlanteans are taught how means little... especially when you consider that 74% (or better) of True Atlanteans WILL have enough P.P.E., given their standard break-down of classes.
So here's the scenario: "Hold still little Timmy-opolous - we're giving you this incredible painful magic tattoo to protect you from vampires. Sure, you'll only be able to use it if you grow up to be a magic user, but hey, most of us do anyway, right? Enjoy!"
36% is still a lot of True Atlanteans with an attractive waste of magic ink on one of their wrists, but you're right, that's how it's written. I believe that it was an overisight, rather than deliberate intention though, because of this bit of stupidity.
Mark Hall wrote:Talavar wrote:So you're really arguing in favour of a rule that gives every average True Atlantean an unusable magic tattoo? That's some nice rules lawyering.
That's reading the rules as written. There's never any indication that True Atlanteans have any special ability with tattoos. True Atlanteans, in the tattoos section, are designated as humans. Since all people who receive tattoos have to learn how to use them, noting that True Atlanteans are taught how means little... especially when you consider that 74% (or better) of True Atlanteans WILL have enough P.P.E., given their standard break-down of classes.
Mark Hall wrote:Rockwolf66 wrote:The Beast wrote:Rockwolf66 wrote:Since I am not a decent person by some people's standards. Hand over the fiction Ill-legitimate Rodent or I will have to sick a leather clad Amazonian Mystic-knight on your character.
Still I would think that a true Shemarrian* Cyber Knight would be cool.
*A real living one not Archie's copies.
They're all made by Archie.
He and Hagan had to have gotten the idea from someplace did they not?
So you're saying that Hagan, by all accounts a heterosexual human male, would have a problem coming up with "Hot Chicks with really big guns" on his own?
Do you know any heterosexual human males?
Daniel Stoker wrote:Talavar wrote:Mark Hall wrote:That's reading the rules as written. There's never any indication that True Atlanteans have any special ability with tattoos. True Atlanteans, in the tattoos section, are designated as humans. Since all people who receive tattoos have to learn how to use them, noting that True Atlanteans are taught how means little... especially when you consider that 74% (or better) of True Atlanteans WILL have enough P.P.E., given their standard break-down of classes.
So here's the scenario: "Hold still little Timmy-opolous - we're giving you this incredible painful magic tattoo to protect you from vampires. Sure, you'll only be able to use it if you grow up to be a magic user, but hey, most of us do anyway, right? Enjoy!"
36% is still a lot of True Atlanteans with an attractive waste of magic ink on one of their wrists, but you're right, that's how it's written. I believe that it was an overisight, rather than deliberate intention though, because of this bit of stupidity.
Wouldn't that be 26% if 74% can use them?
Daniel Stoker
Killer Cyborg wrote:Flooper.
Vrykolas2k wrote:Daniel Stoker wrote:Vrykolas2k wrote:I thought Quick-flex couldn't have psionics...?
Since they have rules for non-Psychic Cyber-knights who just end up getting the Psi-Sword and other base abilities I think they would be able to take that.
Daniel Stoker
I know of the rules, but are those rules trumped by the fact that certain races can't develop psionics?
Such as a psi-sword and psi-shield...
I've always played it as racial limitations trump OCC abilities...
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