SN PS upgrade?

Organics, nanotech, and intrigue...discuss your thoughts on the new Palladium RPG here.

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slappy
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Unread post by slappy »

I think it's a worthwhile addition. I planned to add it to my sourcebook. I consider it an oversight that it's missing.
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Sabre 1
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Unread post by Sabre 1 »

Actually i think every Splicer creation has Sn PS except HAs and Biotics. Under the Anatomical & Physiological features section it does mention boosting strength but it is limited too: "Biotics and Gore hounds can have their base P.S. increased to Splicer/robotic P.S.".
Obviously a typo as Gorehounds like all War Mounts have Sn P.S. already, just read the stat bar in their section, and Biotics begin the game with Splicer level strength.
I'm guessing the Supernatural increase was supposed to be in there but got mangled during the editing stage like other similar parts of the book.
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Glistam
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Unread post by Glistam »

It seemed to me that supernatural strength was deliberately left off as an option for the host armors as a way to give people some small reason to take the proto-armor over the host armor. Thus the proto armor is still in use because of it's power, while the host armors are more universally used because of their versatility.
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slappy
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Unread post by slappy »

I was thinking it may have been left out to make Scarecrows more terrifying. Sure, in Host Armor you're strong enough to punch a hole through steel, but you're still not strong enough to keep a Scarecrow from tearing your arms off.

I would still give Host Armor the option though. Just make it pricy.
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