I and my group are making new characters for a 4E Shadowrun game. I was thinking about a rigger character who one day will hopefully have a lot of cyber and bioware. To facilitate this, I want to start the game with a contact (or contacts) who will be able and willing to get and implant the stuff. This begs the question… What kind of contact do I need? Ya, I know a cyber doc. I mean, what levels of Loyalty and Connection are appropriate. What level for him to set me up with Restricted ware without much hassle? What levels to get me Forbidden stuff no questions asked? What levels if I wanted a contact who would and could hook me up with Alpha, Beta and Delta stuff under the SIN radar? Could the same contact do both cyber and bio, or are they too different? What about Nanoware and Genetech; same guy or completely different contact?
Depending on the NPC loyalty might not be an issue, just nuyen
| QUOTE (Negalith) |
| I and my group are making new characters for a 4E Shadowrun game. I was thinking about a rigger character who one day will hopefully have a lot of cyber and bioware. To facilitate this, I want to start the game with a contact (or contacts) who will be able and willing to get and implant the stuff. This begs the question… What kind of contact do I need? Ya, I know a cyber doc. I mean, what levels of Loyalty and Connection are appropriate. What level for him to set me up with Restricted ware without much hassle? What levels to get me Forbidden stuff no questions asked? What levels if I wanted a contact who would and could hook me up with Alpha, Beta and Delta stuff under the SIN radar? Could the same contact do both cyber and bio, or are they too different? What about Nanoware and Genetech; same guy or completely different contact? |
Just get one contact. Not the actual technicians who do the implanting, those guys are usually specialists (you'd need four). Go for upper management and get a doctor who's in charge of the augmentation department at a hospital or facility.
| QUOTE (Spark @ Sep 13 2007, 05:18 AM) |
| First off getting alpha and even some beta really shouldnt be a prob with the normal well connected chop doc. However, (since I dont own augment yet) based on the terminology in sr3 concerning deltaware unless its gotten a millionfold more common now only a few deltaware clinics exist IN THE WORLD... all controlled by megas and a few other governments. So deltaware isnt something your gonna be approaching any time soon out of chargen unless you really play super high power games. Nanoware and genetech/bioware etc follows the same pattern as well, basic stuff is easy, the cultured stuff can be harder but is comparable to betaware in dif to get maybe even a bit more so if its a specific (and rare) piece of meat. Also in reference to getting under the SIN radar with deltaware... unless your runners are either currently or have worked for one of those owners(or called in favors with them) the only stuff theyd poss get would be delta that had been "missing" no corp is gonna make a million nuyen sam unless they have the loss retention ability.... aka one hell of a hunted flaw etc. |
| QUOTE (Draconis) | ||
Uh that's dated info, I highly recommend getting Augmentation. Good book. Delta clinics aren't exactly common (Avail/interval. 24/1 week) but they're not just for corp superweapons anymore. There are private delta clinics not affiliated with corps or governments. You just need enough cash and know the right people. |
Probably because there's nuyen to be made by private delta clinics. Delta grade ware has been around for long enough that it's filtered down from the megacorp level to point that citizens can use it. Think about how much tech starts out in the hands of only government, corporations, or military today and eventually, years later, becomes available to the public. It's that sort of thing, I imagine.
The idea I had was to just buy the delta grade components and build and implant the cyber/bioware yourself. Saves you a ton of money. Augmentation says delta clinics are just about the service, so all you need to build/install deltaware yourself is the deltaware components, a medical shop, a cybertechnology shop (and a genetics shop for genetech), and someone with a high skill in Medicine and Cybertechnology. The shops are cheap and a task spirit takes care of the cyberdoc (and you don't have to worry about anyone giving you a free cranial bomb). It should be easier to find a supplier for deltaware components, than the whole deltaware clinic, and so you can get deltaware for only 5 times the cost instead of 10 times the cost.
| QUOTE (Spark) |
| out of curiousity why (in the fluff) did they make delta clinics more common? |
In personally like having the rules set up and balanced in a way that actually accounts for reaching the high end items and abilities.
It is much easier to prohibit or limit access for any particular game, than to work off vaguely defined concepts in case you actually want to introduce those things in a campaign.
Oh come on they're still not that common. You can't just walk into the mall and get the stuff. Delta is not some mystical technology, it's high performance parts. Usually cost is the deciding factor so unless you're throwing a ton of cash at your PCs it's still going to be awhile before they get it. The lower cost stuff as deltaware is not a big deal. If you want mystic black box tech just have someone running around with something not commercially available.
I frankly like it. I hated the corp asskissing you had to do to get it before. "Your delta's been installed along with a free cortex bomb! No charge, have fun with that."
Oh and as to the getting the components and assembling it yourself to sidestep the steep costs involved. Ha! Pull the other one. I'd be slapping some munchkin with a fish at my table. Does that mean if I buy and/or fabricate the parts for a banshee I can be flying around in a few months? No way.
There are intellectual secrets and proprietary technology involved in the synthesis of that tech. It's not tab A into slot B.
Is anybody going to take a shot at an opinion as to what level of Loyalty and Connection would be appropriate for a contact willing to set a PC up with these different types of wares?
| QUOTE (Negalith @ Sep 14 2007, 01:57 AM) |
| Is anybody going to take a shot at an opinion as to what level of Loyalty and Connection would be appropriate for a contact willing to set a PC up with these different types of wares? |
Ok so looking at P. 278 SR4 I see that a street doc chimes in at connection 3.
Now 6/6 is in theory the max level for a contact although GM's can always up this as they wish.
So lets say a 7/7 is the oh my god he can do it all contact who's loyalty is also heck yes.
At character creation unavailable but your Gm would allow you to get there one day provided you start with him/her at a high level I.E. 5/5, 5/6, or 6/6.
This is the contact you’re going to get everything you want from however he costs quite a few BP. So let’s look at the idea of just what would be in my mind the minimum levels to get what you’re after.
A well placed cyberdoc ok a cyberdoc is a 3 so well placed but not the head of some major corporation, organization, or group an independent I'd say he has to be a 4 connection as 5 might remove his independence.
Now he needs to be loyal enough to not turn you in or as Buster said no worries of free cranial bombs in your head looking at P. 279 a 3 would do it but if push comes to shove your doc is turning you in so I'd have to rule you need a 4 loyalty.
So there is my take on your question hope it helps.
| QUOTE (Sma) |
| In personally like having the rules set up and balanced in a way that actually accounts for reaching the high end items and abilities. It is much easier to prohibit or limit access for any particular game, than to work off vaguely defined concepts in case you actually want to introduce those things in a campaign. |
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