Most awesome cyberknight races

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Re: Most awesome cyberknight races

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Re: Most awesome cyberknight races

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Re: Most awesome cyberknight races

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Achilles Neo-Human would be really good with their healing abilities and other powers even if they are frozen from being a split class.
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Re: Most awesome cyberknight races

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Snelling Spinne, the extra arms, special abilities and combat abilities.
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Re: Most awesome cyberknight races

Unread post by Preacher »

I rolled up a Feral Dogboy Boxer Cyber Knight from the Lone Star book. By fourth or fifth level they have near Juicer like strike parry and dodge bonuses. The psionics are a decent edge as well. I don't think it is over the top but pretty capable and diverse. Yes I threw in some of the random traits from the random tables in Pages 68 through like 72 I believe.

Not a bad character with a nice background.
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Re: Most awesome cyberknight races

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Flooper.
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Re: Most awesome cyberknight races

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Killer Cyborg wrote:Flooper.


Alas, no longer allowed
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Re: Most awesome cyberknight races

Unread post by Killer Cyborg »

rat_bastard wrote:
Killer Cyborg wrote:Flooper.


Alas, no longer allowed


Well, floop them anyway.

Shaper, then.
:p
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Re: Most awesome cyberknight races

Unread post by rat_bastard »

Killer Cyborg wrote:
rat_bastard wrote:
Killer Cyborg wrote:Flooper.


Alas, no longer allowed


Well, floop them anyway.

Shaper, then.
:p


I had this idea of writing a story about a grizzled Flooper detective in Lazlo's floopertown district, and including the joke where the word "floop" can be replaced with nearly any curse or verb as a joke, but then I decided I could not show it to anyone decent.

still I have the phrase "She was the kind of floopette you wanted to floop till your legs give out." stuck in my head ever since I had the idea...
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Re: Most awesome cyberknight races

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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. :eek:


Still I would think that a true Shemarrian* Cyber Knight would be cool.


*A real living one not Archie's copies.
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Re: Most awesome cyberknight races

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Re: Most awesome cyberknight races

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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

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
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Re: Most awesome cyberknight races

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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


Tattoos still take twice PPE for True Atlantean Cyber-Knights. They're only normal cost for T-men.
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Re: Most awesome cyberknight races

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Re: Most awesome cyberknight races

Unread post by Vrykolas2k »

el magico -- darklorddc wrote:True Atlantean and Quik-Flex.



I thought Quick-flex couldn't have psionics...?
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Re: Most awesome cyberknight races

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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.


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Re: Most awesome cyberknight races

Unread post by Vrykolas2k »

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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Re: Most awesome cyberknight races

Unread post by Killer Cyborg »

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...


I've always played that non-psionic CKs just don't get the psi-powers.
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Re: Most awesome cyberknight races

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Re: Most awesome cyberknight races

Unread post by Library Ogre »

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...


That is how I would play it. If you can't get psionics, then you can't get psionics just because your OCC gives them, without the OCC involving surgery.

However, I could see a Cyber-knight Auxillary... those who cannot make the psi-sword because of racial restrictions, but are Cyber-knights nonetheless. They may have additional cybernetics to help out with their missions, or other such devices.
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Re: Most awesome cyberknight races

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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.
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Re: Most awesome cyberknight races

Unread post by csbioborg »

Cyber Knights SB speically says that Lord Coake has no pscionics and he gets the psi sword and the other base powers and there is section disusiing similar charecters
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Re: Most awesome cyberknight races

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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.


D-bees of North America. great race.
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Re: Most awesome cyberknight races

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Kildred for the win. :D
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Re: Most awesome cyberknight races

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D'norr Devilmen (just for the look)
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Re: Most awesome cyberknight races

Unread post by runebeo »

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.
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Re: Most awesome cyberknight races

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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.
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Re: Most awesome cyberknight races

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Achilles Neo-Human. There is one in our current Minion War series.
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Re: Most awesome cyberknight races

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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?
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Re: Most awesome cyberknight races

Unread post by runebeo »

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?



Our group is not going by this errata, 3 members of our group have a magic horse tattoo that we been using for over 10 years and is our main way of travel. It cost 20 P.P.E. and now cost 40 none of them have more than 25 P.P.E. This errata should never been changed with how high tattoos cost to use in the first place and how hard it is to get them.
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Re: Most awesome cyberknight races

Unread post by Talavar »

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.


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.
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Re: Most awesome cyberknight races

Unread post by The Beast »

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. :eek:


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.

filo_clarke wrote:Kildred for the win. :D


I was thinking these guys, and the Jeridu would be amongst the more annoying CKs.
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Re: Most awesome cyberknight races

Unread post by Library Ogre »

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.
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Re: Most awesome cyberknight races

Unread post by Rockwolf66 »

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. :eek:


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?
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Re: Most awesome cyberknight races

Unread post by Library Ogre »

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. :eek:
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? :lol:
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Re: Most awesome cyberknight races

Unread post by Killer Cyborg »

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. :eek:


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?


lol

Riight...
Because nobody would ever come up with the idea of a giant, green-haired, beautiful warrior-woman unless they've actually seen one.
:-D



But if you're right, then that means that Kevin Siembieda must have actually met a REAL Shemarrian, because he "created" them for Rifts, and "he had to have gotten the idea from someplace, did he not?"
Hell, I guess Splugorth, Glitterboys, and all the rest of Rifts stuff must be real too!!

I mean, it's impossible for a man to have an imagination; he has to actually have seen something in order to create it...
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Re: Most awesome cyberknight races

Unread post by Library Ogre »

Beat you by five minutes, KC. You're slipping. :lol:
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Re: Most awesome cyberknight races

Unread post by Vrykolas2k »

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.



Here's some more rules lawyering:
The tats themselves each give a certain amount of PPE per tat.
So a cyber-knight who starts out with 30 PPE is probably going to be able to use the tats he's given, even though the cost is doubled.
Same goes for the Atlanteans.
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Re: Most awesome cyberknight races

Unread post by LostOne »

Cutlass wrote:Human with Paratee symbiote.

I don't remember this symbiote, and don't have my books with me (I'm at work).

Is this in Atlantis, or Splynn or somewhere else?
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Re: Most awesome cyberknight races

Unread post by Talavar »

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.
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Re: Most awesome cyberknight races

Unread post by Daniel Stoker »

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?


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Re: Most awesome cyberknight races

Unread post by livewire »

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.



well actually i pointed out several indications on why TA's have a special ability with tattoos of which you only addressed one of them. and as they are the only RACE that says they have specific training with them and at a age as early as most maxi-men recieve their training and tattoos why do they cost more for TA's who have had just as much if not better training than a maxi-man? also it lists TA's seperately from humans with human in Parenthesis if they count the same as humans why have a seperate listing at all just list them together? (exp: true atlantean/human). it just does not make sense and i think there is more evidence, written material, and just plain logic that supports the idea of them costing normal for TA's than double. just my opinion though
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Re: Most awesome cyberknight races

Unread post by dragon_blaze_99 »

In a friend of mines game he allowed a Jeridu (Land of the damned one page 69) Cyber Knight, the character was really memorable the player ran him as a very straight nosed CK with little thought to his own high appearance and celibate it was really funny.
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Re: Most awesome cyberknight races

Unread post by Rockwolf66 »

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. :eek:
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? :lol:


Yes i do but I tend to spend way too much time with chicks who like other chicks. and as far as the "Hawt Chicks who like Superior firepower" thing goes. it acctually tends to scare guys who are too caught up in their own machismo. It's really sad to see a bunch of macho guys with .357 Magnums and .40 S&W's shown by a 15 year old girl with a .44 magnum that Girls can shoot very well.
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Re: Most awesome cyberknight races

Unread post by Talavar »

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


Yes, yes it would. Woops!
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Re: Most awesome cyberknight races

Unread post by Shadyslug »

Killer Cyborg wrote:Flooper.

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Re: Most awesome cyberknight races

Unread post by Shadyslug »

Oh...and how about an Adorak...
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Re: Most awesome cyberknight races

Unread post by Kaleb »

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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Re: Most awesome cyberknight races

Unread post by Curbludgeon »

Maybe it's just getting into the Hallowe'en spirit, but ~13.3 years between posts seems kinda spooky.
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Re: Most awesome cyberknight races

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