Difference between revisions of "Talk:CNT Muscle Wizard"

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(Created page with "Shopping List =Implants= ==Extraordinary Devices== Finger Needlers! First is 6 XP, second is 3. : Str + 1 for punching, gripping : Damage 5L, Rate 4, Clip 16, Range 40 : Appl...")
 
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=Implants=
 
=Implants=
==Extraordinary Devices==
 
Finger Needlers! First is 6 XP, second is 3.
 
: Str + 1 for punching, gripping
 
: Damage 5L, Rate 4, Clip 16, Range 40
 
: Applicable Procedures-
 
:: Hypervelocity Firing Mode (Forces 2): SF0 Needlers are built with internal power supplies recharging from bioenergy. When implanted in a full conversion cyborg with a high-end fuel cell and an enhanced metabolism for powering all that other equipment, it means that the incredibly high tolerances of these bionic hands can be used to fire needles through walls, heavy armor, and people. (Forces 2 increases damage).
 
:: Smart Targeting and Tracking (Forces 1/Entropy 1/Mind 1): Additional flexibility in motion, internal recoil management systems, and direct brain-weapon interface allows for improved precision. (Forces 1/Mind 1 reduces attack difficulties, Entropy 1 reduces damage difficulties. Split successes between the two).
 
  
==Wonders==
+
Extrasensory Access: 3 XP per vision mode
ADEI: 12 XP (6 points/3 dots)
+
: Good choices: Forces 1, Mind 1, Entropy 1. Not requiring a magic roll is useful given how often they come up.
: Lightning Calculator
 
: Time Sense
 
: Eidetic Memory
 
: Hypercram 4
 
: Will allow for trading in the MPCI for other things.
 
  
 
Environmental Sustainability Adjustment: 6 XP (3 points/2 dots)
 
Environmental Sustainability Adjustment: 6 XP (3 points/2 dots)
: Vacuum Sustainability-breathe in space!
+
: Vacuum Sustainability-breathe in space! Maybe get an implant radio with it for a neat 4 points/2 dots/6 XP.
  
Implant Plasma Cannon: 33 XP (9 points/4 dots)
+
Implant Plasma Cannon: 15 XP (9 points/5 dots)
: Probably not going to be particularly affordable but it's on the list.
+
: Great offensive tool which requires Energy Weapons to use.
 
: Forces/Prime aggravated damage. Vulgar.
 
: Forces/Prime aggravated damage. Vulgar.
  
Nanotech Medichines: 6 XP (3 points/2 dots)
+
Primium Countermeasures: 6 XP for 2, 9 XP for 3, 12 XP for 4, 15 XP for 5
: Heal 5 times faster than normal if used.
+
:
 
 
Primium Countermeasures: 6 XP for 2, 12 XP for 3, 21 XP for 4, 33 XP for 5
 
 
: +1d Countermagic for each level
 
: +1d Countermagic for each level
 
: Applicable Procedures-
 
: Applicable Procedures-
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Skeletal Reinforcement: 3 XP (2 points/1 dot)
 
Skeletal Reinforcement: 3 XP (2 points/1 dot)
: 2 more -0 Health Levels. Might be useful for later inclusion of heavy gear like plasma cannonry.
+
: 2 more -0 Health Levels. Helpful for soaking even more damage.
  
 
=Attributes=
 
=Attributes=
Social Attributes: Charisma, Manipulation, etc.
+
Social Attributes: Charisma, Manipulation, etc. Wait until Mind 3.<br>
 +
Mental Attributes: Wits, Perception. Also waiting until Mind 3.<br>
 +
Physical Attributes: Str/Dex/Sta. Get Life 3 first for maximized swoleness at minimal cost.
  
 
=Abilities=
 
=Abilities=

Revision as of 15:44, 11 June 2015

Shopping List

Implants

Extrasensory Access: 3 XP per vision mode

Good choices: Forces 1, Mind 1, Entropy 1. Not requiring a magic roll is useful given how often they come up.

Environmental Sustainability Adjustment: 6 XP (3 points/2 dots)

Vacuum Sustainability-breathe in space! Maybe get an implant radio with it for a neat 4 points/2 dots/6 XP.

Implant Plasma Cannon: 15 XP (9 points/5 dots)

Great offensive tool which requires Energy Weapons to use.
Forces/Prime aggravated damage. Vulgar.

Primium Countermeasures: 6 XP for 2, 9 XP for 3, 12 XP for 4, 15 XP for 5

+1d Countermagic for each level
Applicable Procedures-
Piezohardened armor (Forces 2): Primium mesh variant is designed to expand and harden when exposed to electrical current. Combined with the doped flexible ceramic carapace
Counter-Intrusion Shielding (Mind 1): Reinforced by Primium Faraday shielding, low-power field disruptor systems allow for electronic warfare protection that encompasses direct neural attacks such as RD psionics.

Skeletal Reinforcement: 3 XP (2 points/1 dot)

2 more -0 Health Levels. Helpful for soaking even more damage.

Attributes

Social Attributes: Charisma, Manipulation, etc. Wait until Mind 3.
Mental Attributes: Wits, Perception. Also waiting until Mind 3.
Physical Attributes: Str/Dex/Sta. Get Life 3 first for maximized swoleness at minimal cost.

Abilities

More RD Datas: Infernalists, Nephandi, Shapeshifters, etc.
Firearms 5 Energy Weapons
More Stealth and Athletics

Spheres

Life 3
Matter 3
Mind 3
Prime 2-3?