Argamae
New Member
I strained my pure!
Posts: 6
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Post by Argamae on Apr 29, 2013 11:55:11 GMT -8
When I was generating a character with a friend of mine, he rolled up a severe mutant with several prime mutations. One of these was 17: Body Disproportion. One of his arms became massive and the rules say that strength was doubled for this arm, plus an additional 2d20 points to strength.
I have 2 questions concering this. First, does the doubling of the massive arm's strength take place AFTER all and any modifiers to his general strength score (e.g. from other mutations) have been determined? And second, when determining the base strength for hazard checks (opening doors, bending bars) do you add the 50% to the massive arm's strength or do you add it to the normal strength?
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Post by providence13 on May 1, 2013 6:14:53 GMT -8
Hey Argamae, I can tell you what we did. I like to resolve all stat modifiers as they occur. I assume the mutations happen in the order we roll them. Some of my players have commented that final stats could be rolled last because of all the modifiers/erasing you have during chargen. You'd just have to keep track of the mods and fix them later. I just tell them to write lightly or use a scratch piece of paper. The character portrait box works great. So whatever your Strength score is 'at that moment' double it and add 2d20 for that arm only. The +50% bonus is to overall HC involving both arms. Page 62 describes "opening doors and prying cage bars apart". The last part convinced me that the "overall strength value" must be with 2 hands. Hope that helps.
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Argamae
New Member
I strained my pure!
Posts: 6
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Post by Argamae on May 3, 2013 14:47:01 GMT -8
Hey Argamae, I can tell you what we did. I like to resolve all stat modifiers as they occur. I assume the mutations happen in the order we roll them. Some of my players have commented that final stats could be rolled last because of all the modifiers/erasing you have during chargen. You'd just have to keep track of the mods and fix them later. I just tell them to write lightly or use a scratch piece of paper. The character portrait box works great. So whatever your Strength score is 'at that moment' double it and add 2d20 for that arm only. The +50% bonus is to overall HC involving both arms. Page 62 describes "opening doors and prying cage bars apart". The last part convinced me that the "overall strength value" must be with 2 hands. Hope that helps. Hi providence, thanks for replying. Rolling last might work most of the time but sometimes you add a percentage to a stat and that's where you need to know the initial roll. You are right in that char gen might see a lot of erasing and jotting down of modifiers. Furthermore, the "overall strength" question is not really solved. Imagine if a character rolls a rather low score of 20 on Strength and then gets the "massive arm" mutation. It would mean that he doubles the score (20x2 = 40) and then adds 2d20 to it. Imagine he rolls exceptionally well and gets a 35 on the 2d20 roll. His massive arm strength would be 75 (40+35), while his normal strength remains at 20. Now, does "overall strength" from the description mean that his normal strength of 20 gets boosted to 30 (+50%) or that his massive arm strength (75) gets upped to 112 (+50%)? That is quite a difference there! Or could it mean that you take the average of both strength scores (for his normal and his massive arm) and then boost that by +50%? In this case it would amount to 71. So what exactly does the "overall strength score" constitute and how is the final trait valure for the HC calculated? Btw: that's a pretty cool avatar pic of yours...
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Post by providence13 on May 4, 2013 7:42:05 GMT -8
OK, this is just the way I read it. If we get it wrong, maybe someone will chime in to correct us. Overall Strength value does sound like an average of the two numbers. So in your above example, 20+75/2=47.5. Now you add 50% of this number to the total. 47.5 x 1.5 = 71.25* When making HC requiring both arms, like bending two bars apart, your effective (overall, cooperative, averaged..) Strength Trait is 71. Sure, you are stronger with the bigger arm, but some actions require both arms. If a player tried to perform an action requiring two arms with only one arm ( "I'll use my legs for leverage."), I'd just increase the Hazard Type letter. (results may vary depending on where you round up. 48 x 1.5 = 72) Hope that helps!
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Post by providence13 on May 7, 2013 9:01:42 GMT -8
If I can piggy back on your Strength related topic.. Are the bonuses from Berserker Rage cumulative? +10 damage and +20 Strength. I guess the +10 is there to ensure that even very weak mutants (feral kids) get a Strength bonus. I'm ruling that they are added. Same question for Monstrous Morph; Strength x2 (!) and +20 damage. The more I think about it, the tone of the game is "yes, add everything together for this mutation" However, I would not allow Berserker Rage AND Monstrous Morph. That's just silly.. Mutually exclusive.
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