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#51
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,244 Joined: 2-August 07 Member No.: 12,442 ![]() |
If I'm calling a shot for extra DV, I'm not going to be aiming the limbs. In this case, the same applies if I'm calling a shot to bypass armor, except it might be the head then. In which case it doesn't really matter anyway. Mute point. Head shots on anyone is gonna be brutal. |
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#52
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Moving Target ![]() ![]() Group: Members Posts: 471 Joined: 7-November 10 Member No.: 19,155 ![]() |
He said the magic word...optimization Yes, yes I did (IMG:style_emoticons/default/grinbig.gif) I was introduced to the concept a couple of years ago, playing DnD, and it has improved my gaming experience immeasurably. Imagine, coming up with a concept and being able to make it actually work, both in a mechanical sense and a practical one. I'm quite fond of it. Are cyberlimbs really the way to go? Could I not get a similar effect from Bioware? I was thinking things along the lines of Enhanced Articulation, Muscle Toner, Orthoskin, that sort of thing. Are there any ways to reduce Essence cost, beyond Alpha- Beta- and Deltaware? And what's this about taking things out of capacity versus essence? |
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#53
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,244 Joined: 2-August 07 Member No.: 12,442 ![]() |
With the cyber limbs, you spend 100k nuyen (which is 20 BPs) to basically take 10 BPs of physical attributes to 8, 8 and 4. So for 30 BPs, you get awesome physical stats. To do the equivalent with stats and bioware, you'd spend 100 BPs easy. Cyberlimbs gives you the ability to pump Body as well, which is hard to do otherwise.
Nanohive is an item in Augmentation. Its you use nanites. Its pretty good for hackers. Anyway it costs .8 essense, but only 2 capacity in a cyber limb. So a replaced limb uses up like .5 essense and then you can put a nanohive in. It just costs like 20k nuyen to install it in cyberlimb, not 9k if you straight implant it. Oh yeah, 10 BP quality called biocompatabilty cyberware reduces the essense cost of cyberware. Needed for this build. |
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#54
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Moving Target ![]() ![]() Group: Members Posts: 894 Joined: 5-May 10 Member No.: 18,556 ![]() |
To my mind, that cybered character goes beyond optimization and into munchkinism. Which is why I'd disallow it or terminate it.
If you dump stat str, agi and body, no, you can't match limbs, nothing comes close. As to enhanced articulation it's virtually useless thesedays. As to reducing essence cost, there are a couple of qualities you can do it with and a geneware treatment that is supposed to be unavailable at the start of play. |
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#55
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
For most characters, a mix of cyberware and bioware is optimal. For someone trying to be both a street samurai and a hacker, I wouldn't spend the massive amounts of Nuyen for synaptic boosters - I would get wired reflexes. Muscle toner bioware is a good investment, though, for any combat-oriented character.
Capacity vs. Essence - some things, such as cyberweapons or senseware, can be installed into an existing cyberlimb, costing some of the capacity of that cyberlimb instead of Essence. The nanohive is notable in that it costs a lot of Essence, but not a lot of capacity, so it is usually far more optimal to put it into a cyberlimb than it is to get it installed by itself. You can reduce Essence cost with the biocompatibility quality (Klinktastic's last build on this thread has it). It reduces the Essence cost of either cyberware or bioware by 10%. There is also Type O System, which lets you treat basic bioware as if it were deltaware for Essence purposes. That quality is very pricey, though, and probably wouldn't be quite worth it for your particular character concept. Both qualities can be found in Augmentation. Of course, the way that Essence loss for cyberware and bioware is calculated, you can get the most savings by having almost equal amounts of cyberware and bioware - because the lower of those two Essence loss scores gets halved. |
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#56
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,244 Joined: 2-August 07 Member No.: 12,442 ![]() |
To my mind, that cybered character goes beyond optimization and into munchkinism. Which is why I'd disallow it or terminate it. If you dump stat str, agi and body, no, you can't match limbs, nothing comes close. As to enhanced articulation it's virtually useless thesedays. As to reducing essence cost, there are a couple of qualities you can do it with and a geneware treatment that is supposed to be unavailable at the start of play. It is pretty potent. But I mean, that is the point of what the OP is wanting. It's not great, its above average at a lot of things, hacking, offense, and durability. Personally, I prefer the adept, just because it's better at the hacking, and I'm sure there are other character that are good at the whole street sam thing too. Idk, I think its pretty bad ass personally. The fact that his torso and head are weak is known really by no one. Someone would have to metagame to take advantage of it via called shots. Also, it makes kind of an interesting character personality options. Born to a weak body, he hated others with physical gives. So he opted for cyber help. Born rich means comes from a wealth family who could afford the surgeries. Edit - Forgot to say, after the game starts you can add another level of armor, 3 on each limb, and have 12/12 natural armor. |
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#57
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,244 Joined: 2-August 07 Member No.: 12,442 ![]() |
Reflex recorders work for physical and combat skills only. Logic-related skills can be boosted by PuSHeD (which the build already has) or by an encephalon. Both of which are pricey, but give a bonus to all Logic-related skills. Cerebral booster isn't as good, since it only raises Logic, which is not used for most Matrix tests (it would help with things such as programming). Oh shit, I just realized this. So PuSHeD actually helps your hacking skills because they are "logic based" even though they dont actually use logic in the roll. Wow, that is really good. So PuSHeD and then a Nanohive with Neo=Cordical nanites you can add those bonuses to your hacking rolls? |
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#58
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Moving Target ![]() ![]() Group: Members Posts: 894 Joined: 5-May 10 Member No.: 18,556 ![]() |
Personally, I just plain hate that cybered character.
I guess I better man up with an Adept build (IMG:style_emoticons/default/smile.gif) |
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#59
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 ![]() |
Neo-cortical isn't as good, because it can only be used for "non-stressful" situations - it's great for writing programs or upgrading your commlink, but not so much for hacking. The main boosts for matrix activity are PuSHeD, the encephalon, and adept improved ability. Oh, and the optimization modification (from UnWired), although that is only good for one program.
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#60
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Moving Target ![]() ![]() Group: Members Posts: 894 Joined: 5-May 10 Member No.: 18,556 ![]() |
Pushed gives a bonus to Logic-linked skill tests. VR tests don't involve Logic.
Has it been FAQed that it actually works in VR? |
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#61
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,244 Joined: 2-August 07 Member No.: 12,442 ![]() |
I mean, the benefit of the cyber character, especially with the synapse booster, is that you end up getting quite a bit of free BPs for skills and better attributes over all. The adept that I rolled up, is pretty solid, just swap the skill recorder for PuSHeD. With the cyber guy, I have essense of 1.89 remaining due to use of synapse booster. Therefore, there is room for extra goodies to be added in. It is possible to take out the synapse booster, replace with wired reflexes I and save about 20 BPs (no longer need born rich quality) for more skills, but you then don't have any room for any more wares.
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#62
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
They're Logic-linked, Zyerne. *shrug*
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#63
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Moving Target ![]() ![]() Group: Members Posts: 894 Joined: 5-May 10 Member No.: 18,556 ![]() |
When in VR, the linked attribute is program rating, is it not? Possibly AR too, I don't recall.
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#64
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
VR is not different from AR. They're Logic-linked skills. It may well be that PuSHeD wasn't intended to work that way, and they'll certainly address it when the errata come out. *snirk*
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#65
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Moving Target ![]() ![]() Group: Members Posts: 471 Joined: 7-November 10 Member No.: 19,155 ![]() |
I was looking over the Adept build again (as I'm leaning in that direction) and I have a couple of questions. Why buy 5 magic when it's going to be reduced to 4 due to 'wares? Why use IP adding combat drugs (as opposed to Wired Reflexes or Move-by-Wire)?
I'll check with my GM to see if PuSHeD applies to my hacking skills even though they don't have logic in the roll. |
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#66
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Moving Target ![]() ![]() Group: Members Posts: 894 Joined: 5-May 10 Member No.: 18,556 ![]() |
Magic loss from bio/cyber happens after you've bought your points. If you only bought 4 points in the build above, you'd only have 3 left after the cyber/bio.
As to drugs, you'll need to check whether your GM allows them to stack with other IP boosters first. As to wired reflexes and move-by wire, they're just not essence effective for an adept. They would lose you more magic than Improved Reflexes costs and you'd have to buy the magic anyway. |
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#67
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,018 Joined: 3-July 10 Member No.: 18,786 ![]() |
I was looking over the Adept build again (as I'm leaning in that direction) and I have a couple of questions. Why buy 5 magic when it's going to be reduced to 4 due to 'wares? Why use IP adding combat drugs (as opposed to Wired Reflexes or Move-by-Wire)? I'll check with my GM to see if PuSHeD applies to my hacking skills even though they don't have logic in the roll. 1) If you only buy 4 magic, it would be reduced to 3. It is reduced by your essence loss rounded up no matter what. 2) Combat drugs are cheaper on essence (Reflexes/MBW costs a LOT of essence) 3) They're under the list of logic-based skills (also, nothing says you can't default to logic-1...) |
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#68
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Moving Target ![]() ![]() Group: Members Posts: 471 Joined: 7-November 10 Member No.: 19,155 ![]() |
Magic loss from bio/cyber happens after you've bought your points. If you only bought 4 points in the build above, you'd only have 3 left after the cyber/bio. As to drugs, you'll need to check whether your GM allows them to stack with other IP boosters first. As to wired reflexes and move-by wire, they're just not essence effective for an adept. They would lose you more magic than Improved Reflexes costs and you'd have to buy the magic anyway. Ah, I see. And if I only buy 4 magic now, with an essence of 5, it'll be reduced to 3, but can I buy more with karma (up to my maximum of 5?). Also, do any upgrades beyond Cyberlimbs have capacity that I can exploit to bring the essence costs down? |
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#69
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Nope. It's Cyberlimb Capacity.
Actually, defaulting on Matrix tests is Program-1, I believe. |
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#70
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Moving Target ![]() ![]() Group: Members Posts: 894 Joined: 5-May 10 Member No.: 18,556 ![]() |
Ok, here goes. This is 400 points with 0 negative qualities. You'll probably want to take the full -35, 20 going on nuyen for hacker gear, Pushed and basic gear (weapons, armor, etc). The other 15 can go anywhere you like, except attributes which are maxed on point spend.
Human Adept Body: 4 Agility: 5(7) Reaction:5(6) Strength: 3 Charisma: 1 Intuition: 3 Logic: 3 Willpower: 4 Edge: 6 Magic:4 Essence: 5.1 Qualities: Adept Bioware: Muscle toner 2 Synthacardium 3 Platelet factories (0.1 left for Pushed) Skills: Blades 5 Automatics 5 Cracking Group: 4 (+2 Hacking and Cybercombat from Improved Ability) Electronics Group: 1 Athletics Group: 1 (+3 from Synthacardium) Rescoures: 4k unspent from 15 BP allocated. Adept Powers: Improved Reflexes 1 Improved Ability: Cybercombat Improved Ability: Hacking Combat Sense 2 Attribute Boost: Strength 1 (0.25 points unspent) I know you mentioned off-face in the initial post and I've put charisma at 1. It's about the only viable dump stat, you can raise it with karma later if you want to go down that route. |
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#71
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,244 Joined: 2-August 07 Member No.: 12,442 ![]() |
Yeah, you buy magic 5 and utilize enough 'wares to get down to 5 essense, which drops your magic to 4. It's ok though, because 4 points is enough. When you get enough karma and you pump your magic again to 6 (5), you can use that next point to up your improved reflexes from 1 to 2 (since lvl 1 is 1.5 power points and lvl 2 is 2.5 power points). You're going to want to trade Reflex Recorder Group to PuSHeD for sure. The advantages you gain from the 'wares outweight what else you could do with extra magic at chargen, but can be increased later.
As far as I know, combat drugs and improved reflexes should stack. If you can't use Cram, you can use a variety of other combat drugs if the IPs don't stack. You do not want to use wired reflexes or MBW because they eat up way to much essense, and at that point, its silly to be an adept at that point, because you would burn up all your magic. You could leave some excess space or add platelet factories for a little durability. Since your character isn't much in the way of durability, I'd suggest automatics or long arms. Auto gives you machine pistols (for concealability) and assault rifles for range. Or longarms for you get a short barreled T-250 for concealability and a sniper for range. You're going to have pretty weak secondary skills with the adept build, just an FYI. Something to be said for having all sorts of random skills. Additionally, having these extra IPs give you the ability to hack on the fly in AR, meaning you can still take physical actions. When you go VR, your physical presense is pretty limited. You can't do a whole lot. If you are going to be a combat hacker, you need to function well in the Matrix via AR with the extra IPs. VR gives you extra 2 dice for matrix actions, which is good, but not necessary. |
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#72
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,244 Joined: 2-August 07 Member No.: 12,442 ![]() |
Personally, dump stat strength and get rid of blades. Your character at this point is very craptastic at anything but matrix and combat, and is pretty crappy for like 80% of the rest of the game. Combat sense is not a good use of points. Use them to get improved skill gymnastics for your dodge. Then you still have some points left over for other stuff (like combat improvements maybe). All of these are too expensive for what you get. You are dedicating too many points for not much benefit, aka not optmized.
Funny you recommended platelet factories, which I did too, which I was thinking. But if you use synthacardium to pump your athletics/gymastics dodge, then you might want to trade it out for Math CPU and Sleep regulator. Don't understand the value of the electronics skill group, espeically for a combat hacker as hardware to manually jack into stuff and use some B&E gear as well. I'm a fan of the cybergland, but you can put an autoinjector on your armor for the same effect. You need some perception for sure. Ettiquette would be nice. Also stealth is really important in every shadowrun game, I'd recommending a stealth group 1 or 2 if possible. Shy away from attribute boost, its not that great, especially for strength. Just some of my thoughts. |
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#73
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Moving Target ![]() ![]() Group: Members Posts: 894 Joined: 5-May 10 Member No.: 18,556 ![]() |
Blades is in there per the initial request for a swordsman.
The character was always going to be craptastic at anything except hacking and combat without the judicial application of karma. Can't get improved ability gymnastics as gymnastics is only 1. If it gets raised to 2 in play, the last 0.25 of magic can be spent giving effective gymnastics at 6 and the rest at 4. Combat Sense applies even in situations where you can't or don't want to spend an action dodging. Don't see how that's not useful. Math SPU is more useful to riggers than hackers, IMO. Platelets give the build a little bit more survivability, which it needs. Electronics is in there mostly to avoid defaulting and so that he can hit buy his way through extended software and hardware tests. Perception, stealth and ettiquette I totally agree on but I think the other 1 point skills are more immediately essential. The 3 you mentioned can all be bought with karma or the points available from neg qualities can be used to get them. Lastly, all my combat adepts get strength boost. |
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#74
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
(IMG:style_emoticons/default/smile.gif) That's the worst possible reason for the strength boost.
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#75
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Moving Target ![]() ![]() Group: Members Posts: 894 Joined: 5-May 10 Member No.: 18,556 ![]() |
It would be if it wasn't for the fact that all my combat adepts are designed for melee and it's more points magic/essence effective than muscle augmentation, if slightly unreliable. It also doesn't cost any of the money they usually don't have.
Also, in the case of bio adepts, there's generally more useful things to spend 0.4 points of essence on, where as for 0.25 of magic I consider if good value. I've never built an adept with more than 1 point of bio/cyber, should I in the future, toner will likely get a look in. |
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