Natural Weapons and Flying skills for Humans?

ShawnDriscoll

Cosmic Mongoose
Natural Weapons and Flying skills are mentioned in the core rulebook. But CharGen is mostly for human race characters. So are you guys omitting those skills? Or have you found a use for them with humans?
 
ShawnDriscoll said:
Natural Weapons and Flying skills are mentioned in the core rulebook. But CharGen is mostly for human race characters. So are you guys omitting those skills? Or have you found a use for them with humans?

All the human PCs that tried using Flying skill in my game died when they hit the bottom of the cliff. :(
 
Humans should have a Landing skill then.

How about using something or someone to break one's "controlled" fall with?

"I'm Batman!"
 
ShawnDriscoll said:
Humans should have a Landing skill then.

How about using something or someone to break one's "controlled" fall with?

"I'm Batman!"


Hmm, a la AD&D Monk skill. That could be interesting.
 
You might not use them for player characters at all.
But animals are likely to be using them to harass the players.
 
If a weapon is an implant, does it become a natural weapon? If no, then I'm erasing the skill from my human CharGen program. My Vargr CharGen uses Infighting.
 
ShawnDriscoll said:
If a weapon is an implant, does it become a natural weapon? If no, then I'm erasing the skill from my human CharGen program. My Vargr CharGen uses Infighting.

I'd say no as it isn't really a natural weapon. It is just a regular weapon "welded" onto/into a person. For example, if I used duct tape to secure a blade to my arm (assuming TL 15 tape :)) I'd still use the blade skill for it.
 
ShawnDriscoll said:
If a weapon is an implant, does it become a natural weapon?
The concept of a "natural implant" does not look very
convincing from a logical point of view. :?
 
In MgT rules, in general, no they do not become natural weapons. Supplement 8: Cybernetics has the specifics for each combat capable implant. Basically, ranged weapons require the appropriate skill. I see that Hand Razors add a +2 to Unarmed damage, but that "Blade Arms" require Melee (Blade). I have not read this book to much yet for all the nitty gritty, but it seems that if alters the basic form of the receipient you need the combat skill. I guess Hand Razors are just ok, everything else, no.
 
I would suggest that if you have had Melee (Unarmed) as the "natural weapon" as a skill. I have not found any reference in RAW that characters automatically getting it in MgT.

I point this out because some references in Classic Traveller rules give PC's a Melee Combat and Gun Combat skill level of 1/2 (yep one half) which allowed them to use weapons with no penalty. Then again this it MgT.
 
Nathan Brazil said:
I point this out because some references in Classic Traveller rules give PC's a Melee Combat and Gun Combat skill level of 1/2 (yep one half) which allowed them to use weapons with no penalty. Then again this it MgT.

Ya. I don't refer to other RPGs to see how the one I'm using should handle things.
 
ShawnDriscoll said:
Nathan Brazil said:
I point this out because some references in Classic Traveller rules give PC's a Melee Combat and Gun Combat skill level of 1/2 (yep one half) which allowed them to use weapons with no penalty. Then again this it MgT.

Ya. I don't refer to other RPGs to see how the one I'm using should handle things.

So you aren't playing Traveller then...... :P

Though to address the question historically within the line that became the Mongoose edition of Traveller CT, and MT had specific skills for the Aslan's Dew Claw as does MgT; Melee (Claw), but I only look back to see where something in the current edition might have landed.

With that I could see a Brawler having Melle (Natural Weapons), as primates Humans still have teeth. After all it is a Speciality of the skill Melee.
 
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