10-20-2022, 07:06 AM | #1 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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[MH] Warrior w/ Fist! How to optimize and explore its full potential?
"Do be aware that fighting monsters barehanded does put the champion at a bit of a disadvantage."
A player could mix the Big Guy or Fast Guy adjusted template (200 pts) from Action 3: Furious Fist with one of the +200 lenses from Monster Hunter 4: Sidekicks, specializing in one unarmed skill (most likely Karate, which has a good synergy with the Bladed Hand fist weapon) and add some powers (Bioenhancement, Psionic, Mysticism or even Magic) as a complement. However, since Monster Hunter: Power-ups 1 brought us a new version of the Fist! wildcard and the Fist and Foot Warrior, I was wondering how to make the best bang for your buck using this kind of character, exploring the arsenal of options from all the unarmed combat skill (Brawling, Boxing, Karate, Judo, Wrestling and Sumo Wrestling) to it's full potential: punches, elbow/knee strikes, fancy kicks while wearing heavy armor, Judo Throw, Arm Lock, Wrestling "brute" technique, bites and slams are some examples that came to my mind. Gigantism seems to be a good disadvantage to add, not only because you can save -10% while buying ST, Striking ST and HP, but because a greater SM gives bonus to bites (MA115), pins/chokes (B370-371), gives +1 to reach for your punches (B402) and possible other things that I may be overlooking (please, feel free to mention it). In any case, all these unarmed maneuvers and techniques are not very effective against most monsters, unless you have ST 25, Striking ST 5, Lifting ST 5 and higher levels of Fist!. And even in that case, a Swing cutting strike is just better because it does more damage, so the Bladed Hand is handy here. And a SM+1 character could use a pair of SM+2 Bladed Hands (Min ST 6 x 2.5 (SM+1) = 15) with specially fitted grips (LT2, p.21) for a SM+1 character. All things said, here comes a few questions:
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10-20-2022, 08:01 AM | #2 | |||
Join Date: Jun 2013
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Re: [MH] Warrior w/ Fist! How to optimize and explore its full potential?
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Do an Armed Slam Flying Tackle. Armed Slam means you deal the bladed hand's thrust damage type (imp IIRC) but using your slam damage rather than thr, you arguably should benefit both from the bonus damage of Karate and the bonus to a Slam from using Sumo Wrestling, and the fact it's a tackle sets you up to do all manner of grappling mischief with Judo and Wrestling. I believe Armed Slams also have the benefit of not harming you, unlike a typical Slam. You'll want a high movement rate for maximum effect, but that's useful for someone who relies on unarmed skills anyway. There are undoubtedly other nasty combinations available.
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10-20-2022, 10:52 AM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [MH] Warrior w/ Fist! How to optimize and explore its full potential?
Judo Throws after a Parry are good, avoid giving them a chance to break out before you go as with a grab than Parry. And getting a foe on the ground is nice all around.
Martial Arts has I believe a bit on Locks from Throws. which can be handy for increasing damage (Swing) to limbs or the neck. Vampires are typically Unliving but still have most hit locations, making a throw from the neck effective. Brass Knuckles are cheaper to give special treatment like silver than most other weapons. The Tonfa can take damage bonuses from Fist! as it does from Brawling.
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bladed hand, fist!, monster hunter, unarmed, [mh] |
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