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WhiskeyJohnny
post Dec 7 2010, 09:42 PM
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First, I'd like to thank you all for your help with my combat hacker. He's easily one of the most fun characters I've ever played. But, in his backstory, he has a pair of sisters, one of whom lives with him (he took the Dependent Negative Quality). My GM has asked that I stat out the younger sister, just in case.

I'd like to make her an Adept who Dual Wields Pistols, and despite Orks being better, she must be Human. In addition to the stricture that she must be human, she must be able to speak Russian and English Fluently (or at least Russian, but her English must be good enough to run), she should be able to use guns in melee (either as clubs or with bayonets attached), and she must be able to both survive and be victorious in a fight with a 400 BP Giant Street Sam with a Ballistic/Impact armor of 30+.

So, Dumpshock, do you think this is doable for 300 BP?

Also, a little Backstory on the character, if you wish:
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Tanegar
post Dec 8 2010, 08:02 AM
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QUOTE (Medicineman @ Dec 8 2010, 02:52 AM) *
30 Armor (and BOD 10-12) means 42 Soakdice thats 14-15 Successes....
still Impossible ImO

QFT. At this level of resilience you do not want to fight this guy one-on-one. What's the situation? Can you get any of the other PCs on your side? If he's threatening young girls, I'm guessing he's not the most popular character on the team. Do you know where he lives? He's gotta take off that armor sometime; stage an ambush. Or just bomb his apartment. Poisons are problematic due to his high Body. Think like a shadowrunner, man! You need a man dead. Nothing says you have to challenge him to a showdown at high noon, and most shadowfolk would call you an idiot (and rightly so) for doing that.
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Dakka Dakka
post Dec 8 2010, 09:06 AM
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Betrayal will kill him a lot faster than bullets. Make a social adept and convince the Vory he's embezzling money or otherwise betraying them. If you can can get the team on your side, even better.

Just figure out beforehand, if such underhanded dealings are fine with your fellow players.
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Brainpiercing7.6...
post Dec 8 2010, 12:28 PM
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Ok, quite frankly, what you need is a pixie mage posing as a human gunslinger mage posing as a gunslinger. Then when the troggy comes up and tries to melee her she just stunbolts him.

Gas could also work, but then you have to kill him, or else he'll use a mask next time. 12 body is still a lot to resist the gas. I would go with stunbolts. Most BSTs don't get too much in terms of willpower.
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mmmkay
post Dec 8 2010, 01:03 PM
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I always figured the best way to defeat a high armor troll wielding some number of weapons is to:

1) Disarm them
2) Glue armor to them until they are encumbered
3) Laugh and either steal their commlink or prevent them from using wireless
4) Watch them starve

I mean obviously direct spells are amazing against them, but presumably their reaction isn't that high so making a bunch of disarm attacks or touch attacks doesn't seem too difficult. If you were better at hacking then making them drop clips and taking the clips away seems like a pretty good alternative.

And the beauty of gluing armor to their armor is that the only way for them to get out of this mess is to take off their armor, which means they are vulnerable. Tadah.
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Thanee
post Dec 8 2010, 01:07 PM
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Just use some DMSO weapons that ignore armor completely. Or at least use something that halves armor. (IMG:style_emoticons/default/wink.gif)

Bye
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sabs
post Dec 8 2010, 01:49 PM
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Stick and Shock 1/2 armor, goes against the stun track.

That trolls willpower is probably pretty low. I doubt he has more than 10 boxes of stun.

or use the 8(s)e stun pistol.

She's a gun bunny, so she'll have plenty of dice.
8(s)e + net hits. Lets call it 3 which seems incredibly likely.
11(s)e
First The troll is going to roll body+1/2 impact armor to resist.
His impact armor is probably only 16, so he's rolling ~20 dice to resist 11(s) he's getting around 6-7 hits so 4-5 boxes.
Next he has to roll Body+willpower+1/2 impact. Sadly he only needs 3 hits, but if he somehow misses that, He's incapacitated for 2+attack net hits rounds. (so potentially 5 rounds)

Another Option, is a Flechette slivergun.

8P+3+net hits vs body+impact armor+5 against stun track of 10

14 Damage vs 12+16+5=33 dice.

If you can get the recoil compensation, specializded Steyr TMP with SnS ammo might be the way to go 15(s)e vs half impact.

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mmmkay
post Dec 8 2010, 01:52 PM
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The best way to beat high armor is to attack with either a -1/2 impact armor (electrical damage, fire damage, etc.) or an armor bypassing attack (toxins, spells, etc).

OR MAYBE the best way to beat high armor is to give them more armor. Think about it.
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Dakka Dakka
post Dec 8 2010, 03:29 PM
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Another way would be to possess the troll with an Air spirit, have that spirit go into the stratosphere and leave the vessel. If the troll odes not suffocate, he will freeze to death and be smashed on impact. As another recaution do it in Winter over the Arctic Sea. Another chance for freezing or drowning plus it's very dark and secluded out there.

Also spirits leave no magical trace to you, after they are released.
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Karoline
post Dec 8 2010, 04:52 PM
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QUOTE (Dakka Dakka @ Dec 8 2010, 10:29 AM) *
Another way would be to possess the troll with an Air spirit, have that spirit go into the stratosphere and leave the vessel. If the troll odes not suffocate, he will freeze to death and be smashed on impact. As another recaution do it in Winter over the Arctic Sea. Another chance for freezing or drowning plus it's very dark and secluded out there.

Also spirits leave no magical trace to you, after they are released.

I don't think an air spirit possessing something can fly unless the object itself is capable of flight. Could be wrong about that though.
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klinktastic
post Dec 8 2010, 04:54 PM
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One could hope that it could materialize, grab the guy, and fly him up. Little more difficult, but possible.
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sabs
post Dec 8 2010, 04:55 PM
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possess him with an air spirit, use the movement power on him and then run him head first into a building at max speed?
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Dakka Dakka
post Dec 8 2010, 05:32 PM
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QUOTE (Karoline @ Dec 8 2010, 05:52 PM) *
I don't think an air spirit possessing something can fly unless the object itself is capable of flight. Could be wrong about that though.
Now that you mention it, I'm not so sure either.

Unfortunately, metahumans don't do ramming damage unless they are rammed.
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WhiskeyJohnny
post Dec 8 2010, 08:19 PM
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Ok, so I've got some more information based on last night's game. The Giant has a short stun track (he was nearly taken out by drones armed with tasers). He rolls 13-14 dice to attack with his swords (he has no gun skills to speak of) so I need to be parrying as high as I can (or not engaging him in Melee, but he does have pretty ridiculous reach). He rolls 30-34 dice for damage soak, so I need to be able to get around that.

I'd rather not have this character be all cybered out - her backstory doesn't support it. I'm not sure what SURGEd means, so she might be able to be that, depending on what it is. The GM would rather I avoid geneware for this character as well, I don't think I'd be able to swing more than one or two bits of gene tweaking, and I'd rather avoid it altogether. I would like her to be an Adept Gunbunny, maybe using Neraph's build as a base (namely, using Two Weapon Style to full parry with one gun, and then shoot suckers with the other).
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BishopMcQ
post Dec 8 2010, 08:36 PM
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Best way to deal with him (IMO) is to go for a B/E or Demolitions specialist. Place a proximity mine in the shower. Boom and good bye.

Option B - get someone to seduce him, go on a date--then worst case scenario will be FFBA and an armored jacket. Called Shot + Aiming, Head Shot. Pay the joygirl double for traumatic experience.
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mmmkay
post Dec 8 2010, 08:42 PM
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Illusion to get the dude to walk off of a building --> Falling Damage is ludicrous.

Also I'm pretty sure hot potato would work on those molten hot sword skills he's got.
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Dahrken
post Dec 8 2010, 08:48 PM
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Well, considering the tank in question, something along the line of Killing Hands+Elemental Damage (Sound) - which ignore armor and is stun rather than physical may also be a possiblity.

Also you could max out your dodge, deplacement speed and mobility in order to outrun him and shoot him from out of Melee range - with the kind of damage he can dish out he don't need to hit you more than a few times while you will likely need to wear him down with multiple attacks

Another possibility is using a Screech sonic rifle from Arsenal. While less cinematic than dual-wielded pistol it's 5 Stun damage ignore armor, are resisted with Willpower instead of Body and induce nausea an disorientation... But the 16 Availability can be a problem.

Also not too stylish but potentially effective unless he goes for fully sealed armor, gas or splash (DMSO) grenades - or capsule rounds.
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WhiskeyJohnny
post Dec 8 2010, 09:30 PM
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QUOTE (BishopMcQ @ Dec 8 2010, 01:36 PM) *
Best way to deal with him (IMO) is to go for a B/E or Demolitions specialist. Place a proximity mine in the shower. Boom and good bye.

Option B - get someone to seduce him, go on a date--then worst case scenario will be FFBA and an armored jacket. Called Shot + Aiming, Head Shot. Pay the joygirl double for traumatic experience.


QUOTE (mmmkay @ Dec 8 2010, 01:42 PM) *
Illusion to get the dude to walk off of a building --> Falling Damage is ludicrous.

Also I'm pretty sure hot potato would work on those molten hot sword skills he's got.


The trouble with these is that the character in question is already somewhat established as a gunbunny, rather than a B/E/Demolitions Specialist, Pornomancer, Illusionist, and the like. I need to figure out a way, therefore, to screw him up with a Combat Hacker and a Gunbunny, on the fly, with a minimum of preparation. I'm planning a contingency for if/when he turns on us, not a hit.
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BishopMcQ
post Dec 8 2010, 10:09 PM
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Combat Hacker - Next time you upgrade his commlink's defenses (Firewall, IC, etc) build yourself a backdoor into the system, upgrade to Hot Sim, and load up a black hammer for yourself. If he's carrying his commlink, you can switch him over and beat him to death in the matrix.

Gunbunny -- stay at range, since the giant seems to be all melee. Capsule Rounds with Drugs and Stick/Shock will be your best bet, unless you catch him unarmored.
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Udoshi
post Dec 8 2010, 10:38 PM
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QUOTE (Dakka Dakka @ Dec 8 2010, 10:32 AM) *
Now that you mention it, I'm not so sure either.

Unfortunately, metahumans don't do ramming damage unless they are rammed.


Wouldn't Possession, Movement, and a Jump roll combined with leaving the body midair through a Superman Leap have approximately the same effect?

Falling damage, man. Gravity ought to at -least- break a leg. There are rules for going *splat*crunch*, somewhere in the main book, right?
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Thirty Second Ar...
post Dec 8 2010, 10:42 PM
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QUOTE (BishopMcQ @ Dec 8 2010, 02:09 PM) *
Combat Hacker - Next time you upgrade his commlink's defenses (Firewall, IC, etc) build yourself a backdoor into the system, upgrade to Hot Sim, and load up a black hammer for yourself. If he's carrying his commlink, you can switch him over and beat him to death in the matrix.

Or if you want to embarrass him, use the backdoor to shut off all his 'ware. What good is a deaf, blind, unwired samurai who may be missing the use of one or more limbs against a gunbunny?
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Karoline
post Dec 9 2010, 04:01 AM
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Okay, I think some people are missing the fact that this is going to be a battle that the character will be entering into reactively/defensively against the tank, so none of these "plant a bomb on him/hack his commlink/etc." is really the right way to go about it.

That said, I think people are overestimating the problem.

14 melee attack dice
0 ranged ability
34 soak dice (presumably 2/3rds from armor, so 12 body, 22 armor lets say)

Agility 5 + Pistols 6 + Improved Ability 3 = 14/2 = 7 + 2 specialization = 9 dice to attack with. She can shoot 4 times in a turn, which means the 4th shot gives the troll a -3, and he isn't likely to have more than 7 or so dice without burning a turn on full defense. If he is taking full defense, then she can switch to just firing a single gun twice, which brings her up to 18 dice to hit with, no way the troll is dodging that. So, troll is going to get hit by a few bullets each turn. Best option is to load the gun with SnS (And good backstory for the character as she might not be up to killing people) which means she'll be doing 6S + net hits against a soak of 23 dice, which means she'll generally do net hits in damage per shot, and 2-4 shots a turn. So, she can do roughly 6+ damage a turn to the troll, which means she needs only 2 turn. If she is an adept, she can grab 2 extra IP fairly easily, which means she can easily take the troll down in a turn, which means that she only needs to start about 30m or so away from the troll in order to take him down before he even gets into melee range.

And if he gets in melee range? Rea 5(7) + Clubs 4 + improvised spec 2 = 13 dice on defense before even trying. Maybe throw in some combat sense or improved ability or something and she is going to be hard for the troll to hit in melee (though, admittedly, if he does hit, she'll likely go down quick).
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Zyerne
post Dec 9 2010, 05:08 AM
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And machine pistols make everything better.
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mmmkay
post Dec 9 2010, 05:51 AM
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QUOTE (Karoline @ Dec 8 2010, 08:01 PM) *
That said, I think people are overestimating the problem.


Just as you pointed out it's pretty easy to solve this problem, but I think it's important to come up with all the angles. SnS was one of the first serious responses to the thread.
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Mäx
post Dec 9 2010, 07:59 AM
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Get a machine pistol and mod it for as much recoil combination you can get and load it with alternating capsule rounds containing 6 different toxins mixed with DMSO.
Then just keep that gun with you at all times and when the giant starts a fight shoot him with a long burst and then just try to stay alive untill the toxins kick in and he has to resist 6 different toxins, even if he takes only a couple of points of damage from each toxin, he's still going down.
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Medicineman
post Dec 9 2010, 08:18 AM
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@Karoline
34 soak dice (presumably 2/3rds from armor, so 12 body, 22 armor lets say)
Its 30+ Armor BOD is to be added

0 ranged ability
we don't know anything about the Ranged ability (IMG:style_emoticons/default/wink.gif)

S&S Ammo is probably the best bet for the Gunbunny
(but she needs at least 2 IPs better 3 IPs)
problem : if the Nemesis is a Troll he'll be in Melee Range very,very fast
Or,If Gunbunny stays 50 Yards away,she'll get -6Dice per Shot....

with a very ,very fast Dabce
Medicineman
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