Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Clarification: Claws, Cyberclaws and skills and stacking shocks

3 posts / 0 new
Last post
Mechafox Mechafox's picture
Clarification: Claws, Cyberclaws and skills and stacking shocks
Greetings all, just trying to get a hang of what melee combat skills cover what implants and tools, say for example, would Unarmed Combat cover cyberclaws as they do normal claws? Also how things stack, would a synthmorph with light combat armour and eelware need to buy offensive armour to electrify his body? Thanks
OneTrikPony OneTrikPony's picture
Re: Clarification: Claws, Cyberclaws and skills and stacking ...
As to the first. That might be GM fiat. Both Unarmed Combat and Blades skills have 'Implants' as a specialization. As a GM I'd run it this way: Implant Claws: Blades Skill Eelware: Unarmed Combat skill Natural claws: Unarmed Combat skill. Offencive armor would be required to shock an attacker on his attack. Eel ware alow you to shock an attacker on your attack.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

soullos soullos's picture
Re: Clarification: Claws, Cyberclaws and skills and stacking ...
On page 335 on the Melee Weapons table, cyberclaws are listed as Unarmed.