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Old 12-17-2010, 04:09 AM   #1
kirbwarrior
 
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Default Penetration Modifiers, esp. Follow Up

So I was wondering why certain modifiers, the penetrators, can't be combined. Many of them I can think of attacks that make perfect sense for the combo (random first thought; Malediction with Armor Divisor to get lower Malediction-Proof DR). But the biggest ones are Follow-Up and limitations.

Follow-Up is such a weird modifier it almost stands to be it's own thing. Many follow-uped attacks would want another modifiers on it that affects it itself.

Limitation penetrators could easily make the "better" penetrator worse.

The main one I see a lot, I'd want to use a lot, and is expressively stated can't be done is Blood Agent and Follow-Up. Many poison are on teeth, claws, etc., and must make it to the blood stream. Why can't this work?

(After looking at the faq, the above might work, but blood agent would be -0%. What?)
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Old 12-17-2010, 09:17 AM   #2
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Default Re: Penetration Modifiers, esp. Follow Up

Remember that the follow-up attack is a separate attack from the carrier. The carrier can have blood agent while the follow-up attack has follow-up. The follow-up attack then only hits if the carrier "hits" (blood).

Using Armor Divisor with Malediction to lower Malediction-Proof DR seems fine to me. It didn't make any sense to combine the two before malediction-proof DR came into existence last year -- but then it did, so now it does.

Penetration modifiers usually can't be combined, simply because it wouldn't make sense. When it does make sense, go for it.
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Old 12-17-2010, 11:44 AM   #3
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Default Re: Penetration Modifiers, esp. Follow Up

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Originally Posted by kirbwarrior View Post
The main one I see a lot, I'd want to use a lot, and is expressively stated can't be done is Blood Agent and Follow-Up. Many poison are on teeth, claws, etc., and must make it to the blood stream. Why can't this work?

(After looking at the faq, the above might work, but blood agent would be -0%. What?)
Yeah, the FAQ sort of covers this. Fatigue and Toxic Follow-ups are basically blood agents already. Except when they aren't. Personally I think this is unsatisfactory, but not significant to warrant a house rule.
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Old 12-19-2010, 03:10 PM   #4
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Default Re: Penetration Modifiers, esp. Follow Up

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Remember that the follow-up attack is a separate attack from the carrier. The carrier can have blood agent while the follow-up attack has follow-up. The follow-up attack then only hits if the carrier "hits" (blood).
The main problem with this is if the carrier isn't an Innate Attack, aka claws.

My main thought is to use it if it makes sense, and if the penetrators combine to be too cheap, just house rule higher.
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Old 12-19-2010, 08:45 PM   #5
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Default Re: Penetration Modifiers, esp. Follow Up

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It didn't make any sense to combine the two before malediction-proof DR came into existence last year -- but then it did, so now it does.
When? Where?
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Old 12-19-2010, 09:15 PM   #6
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Default Re: Penetration Modifiers, esp. Follow Up

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When? Where?
Don't have the books nearby. Check Psionics i think.
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Old 12-19-2010, 09:18 PM   #7
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Default Re: Penetration Modifiers, esp. Follow Up

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When? Where?
Psionic Powers page 14.
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Old 12-20-2010, 03:13 AM   #8
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Default Re: Penetration Modifiers, esp. Follow Up

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Originally Posted by sir_pudding View Post
Yeah, the FAQ sort of covers this. Fatigue and Toxic Follow-ups are basically blood agents already. Except when they aren't. Personally I think this is unsatisfactory, but not significant to warrant a house rule.
I'm not happy either, but that's the way the Prophet said it is.
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