ValhallaGH wrote:ZenFox42 wrote:Freemage - so, by basing your builds on random table results, that's not a build I can *choose*. If you're honestly rolling dice off the table, the odds of getting those particular combinations to allow so much damage right off the bat are very small...

Not as small as you'd expect.

All of those tables are d20 tables, with a two number result that's basically "choose what you want". So, a 20% chance on each roll (4 desired results on a d20).

Additionally, a character can trade two results for one chosen result, even after rolling. So while the odds of getting the two desired results are low (about 4%), the odds of getting at least one of those results is certainty.

Actually, I'm assuming that the GM rules that the trade-off has to happen before the rolls. That's why the character had to use the F&G "Two HJ rolls" option.

Start with 3 F&G, and 3 HJ. Use two F&G to buy a "called option"; take the 2 HJ rolls. You now have 1 F&G roll and 5 HJ rolls. Trade four HJ rolls (on the Training Table) to take Martial Artist/Brawler and Combat Edge. You still have one F&G roll and one HJ roll--note that if you get Rich with that F&G roll, you can go over to the Cybernetics Table and roll three times (once for your spare HJ, twice more for Rich), and end up with as many as three more Strength bumps out of the gate.

EDIT to add cheese topping:

If I were allowing "called rolls" to the extent ZenFox42 thought I was, the breakdown would be:

Base Unarmed is d12 + 2 + d6

HJ Training Table: Martial Artist and Brawler (MA does nothing, Brawler adds +2 to damage)

HJ Training Table: Combat Edge: Improved Martial Artist

HJ Cybernetics Table: Bionic Strength Augmentation (+1)

x2 Hindrances: Martial Arts Master x2 (+4)

IF Edge: Martial Arts Master (+2)

d12 + d6 + 11 total unarmed MDC, with limitless growth potential

Human MARS Power Armor Jock

Triax Predator (Base Strength: d12 + 6)

F&G Table: Two HJ Table Results

F&G Table: Strong & Powerful (+1 Strength)

F&G Table: Rich & Connected (Rich grants 2 additional HJ: Cybernetics rolls)

HJ Training Table: Martial Artist and Brawler (MA gives +d4, Brawler adds +2 to damage)

HJ Training Table: Combat Edge: Improved Martial Artist (gives +d6)

HJ Cybernetics Table (x2): Bionic Strength Augmentation (+2 Strength)

x2 Hindrances: Martial Arts Master x2 (+4)

Racial Edge: Martial Arts Master (+2)

Novice 1 and Seasoned 1 Advances: Both Strength-die bumps

MARS Advances: Two-Fisted, Ambidextrous, Trademark Weapon (Unarmed, if your GM allows this), Frenzy

Still d12 + d6 + 14 at Novice, in your suit, but now (assuming you started at d6 Strength to begin with), you're at d12 + d6 + 8 even out of your suit, and this can be increased over time with further Cybernetics (you're now at your max base Strength, so that can only go so far). Assuming you ultimately get to d12 Spirit & Vigor, and thus can take a total of 12 Strain of Bionic Strength, as well as the remaining MAM Edges, you'll max out at d12 + d6 + 24 (Strength d12 flesh, +12 Bionics, + 10 MAM, +2 Brawler, +d6 IMA). So you'll actually want to jump OUT of your Power Armor to use your full strength when needed. Sometime around Heroic, I suggest getting AB [Miracles] and Champion, to get that +2 against supernatural evil--you'll never get a spell off with that Strain, of course, but who cares? You punch greater demons through the face. Not in, through.