02-13-2011, 06:23 PM | #11 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Viable fighter using only claws and teeth?
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GEF |
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02-13-2011, 06:28 PM | #12 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Viable fighter using only claws and teeth?
Quote:
GEF |
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02-13-2011, 06:30 PM | #13 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Viable fighter using only claws and teeth?
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02-13-2011, 06:31 PM | #14 |
Join Date: May 2008
Location: CA
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Re: Viable fighter using only claws and teeth?
Yes, it is. You can not use claws with Karate by default. It's right there in the skill description. Brawling only provides a +1 damage bonus per die - Karate gets you another +1/die.
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02-13-2011, 06:41 PM | #15 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Viable fighter using only claws and teeth?
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02-13-2011, 06:46 PM | #16 |
Join Date: Jun 2008
Location: Milwaukee, WI
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Re: Viable fighter using only claws and teeth?
I built a character like this once:
Heres' some ideas: I like the mobility aspect. A high Basic Speed, Move, and Enhanced Dodge will help quit a bit. Combat reflexes is essential (All fighters should take it). Trained by a Master is also good for the bonuses it gives you: To help with Parrying, Take DR: Tough Skin 1, Iron Arms, and DR 2 (Tough Skin -40, Arms only -20%) That will prevent you from hurting your hands striking hard armor. If allowed more DR, go for it. DR 5-10 will do wonders for you Ablative DR can represent "general toughness" Striking ST and Ablative Dr will probably do OK in a setting without armor divisors As for claws: I thought long and hard on this when I made a character. yes, a fine knife is just as good as your claws. However, Powers and a amicable GM provide a solution: Innate Attack +2 cutting (St Based +100%, Melee, C, 1 -20%, Magical -10% Alternate 1/5) (2 points) And another impaling with the same modifiers (9) For 11 points you have claws. Now, this may not seem like a good build, but: 1) You can increase the damage cheaper than using Striking ST 2) you can add modifiers. My favorite is Amror Divisor. Slice through Armor as if it weren't there. That was the munchkin in me, sorry. One last thing. If you have enough points, Altered Time Rate 1 will make you a monster in combat. All out attack the first action and all-out-defense the second.
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Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
02-13-2011, 06:49 PM | #17 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Viable fighter using only claws and teeth?
Assuming you come up with an in-game justification for why claws and teeth penetrate metal plates better than a warhammer, you've still gotta pay for the modifier based on your dice of damage, which is affordable with 300 but not trivial.
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02-13-2011, 06:59 PM | #18 |
Join Date: May 2008
Location: CA
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Re: Viable fighter using only claws and teeth?
Considering he has about three dice of damage, it is pretty close to trivial. That's only 15 points for a (3) armor divisor.
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02-13-2011, 07:21 PM | #19 |
Join Date: Feb 2011
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Re: Viable fighter using only claws and teeth?
I'm not particularly concerned with doing tremendous damage with any one attack, but two of my major concerns were getting through potentially significant armor and being able to parry/block/generally defend against decent weapons without getting bits and pieces lopped off for my trouble. Or having said bits and pieces lopped off if someone decides to defend against my own attacks.
Reasons I don't want to tread into screaming, spin-kicking monk territory are because 1) it's not really fitting for the concept (which is basically a foaming-at-the-mouth killing machine who doesn't think the job is done until various chunks of his enemies are decorating the landscape, most of said chunks having been spit out of his mouth) and 2) we already have a monk-like martial artist character, and I don't want to step on his sandalled toes too badly by breaking out with "it's your schtick, but with nibbly teeth!" Another thing I should probably note is that the GM, while experienced as a GM in general, is also fairly new to GURPS. I don't want to spring too much complexity on him with the character, and he doesn't have the experience with GURPS to really examine and say 'no' to aggressive "Hey, would you let me take *this* for my d00d? It's really nifty, I swear." I don't want to prey on his inexperience. All that said, I am very much liking many of the suggestions that have come up in this thread. Thank you. |
02-13-2011, 07:33 PM | #20 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Viable fighter using only claws and teeth?
Quote:
Buying a die of impaling damage and an alternate for cutting with the ST-based enhancement costs about 16 points; buying enough Striking ST for a die of thrust damage with a natural weapon costs 16, so in that respect, they're cost-comparable. However, the ST-based enhancement entitles you to Swing damage, which is definitely better than claws and strikers for strong characters. However, these attacks do not benefit from Karate's bonus of +2 damage per die. In conjunction with a bonus from a striker, or blunt claws or long talons, the bonus of +3 per die nearly doubles damage, placing it on par with swing, although a Weapon Master who gets a damage bonus with a swung weapon still hurts worse. GEF |
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Tags |
claws, teeth, unarmed |
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