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Mäx
post Dec 29 2010, 09:48 PM
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Damm, these forums need flood protection so bad. (IMG:style_emoticons/default/wink.gif)
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klinktastic
post Dec 29 2010, 09:50 PM
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I guess that is true. But all the bonus dice you can get from cyber/bio can help trump that, espeically if you're gonna be hacking in VR for bonus dice (which the character will be doing). I suppose you can hack in AR, but you lose those dice, making a nanohive more important, but hard to fit in due to limits on essence.

edit - on the remote control rigging. Forgot to mention the benefits of smartlink, +2 (now 14 dice to gunnery on drones) and any handling bonuses for your drones (getting you extra dice to your pilot skill as well).
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Mäx
post Dec 29 2010, 09:56 PM
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you can fit some nice stuff on the 2 points of essence free, especially when that doesn't have to include expensive IP boosters.

For a generalist like the OP wanted, i would make a Dryad adept with high charisma and logic and minimum agility, get 2-3 IP:s from adept power and Mind Over Matter (Logic) allowing me to replace agility with that boosted logic (IMG:style_emoticons/default/biggrin.gif)
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WhiskeyJohnny
post Dec 29 2010, 10:00 PM
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I mostly wanna keep away from drones because we already have a dedicated rigger, so I'd rather not be stepping on his toes. I was thinking of going adept since my current character is heavily cybered out, and I wanted to branch out a little. But I haven't gotten the character fully worked out in my head, so he could go either way.

QUOTE (Mäx @ Dec 29 2010, 02:56 PM) *
you can fit some nice stuff on the 2 points of essence free, especially when that doesn't have to include expensive IP boosters.

For a generalist like the OP wanted, i would make a Dryad adept with high charisma and logic and minimum agility, get 2-3 IP:s from adept power and Mind Over Matter (Logic) allowing me to replace agility with that boosted logic (IMG:style_emoticons/default/biggrin.gif)


Mind Over Matter's in War! right? I don't have that book...
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klinktastic
post Dec 29 2010, 10:47 PM
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And it also sounds like power creep. Not sure any GM I know would let that go into play. Obviously that's an ask the GM before you build a character around it power.
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Mäx
post Dec 29 2010, 11:00 PM
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QUOTE (WhiskeyJohnny @ Dec 30 2010, 12:00 AM) *
Mind Over Matter's in War! right? I don't have that book...

Yeap, for 1,5PP it allows you to replace one physical attribute with a mental attribute(using same substitution as for astral stats) for tests.
I wouldn't really call it power creep, the only use for it is to get it for logic if your making a high logic character that also needs good pools for agility linked skills.
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WhiskeyJohnny
post Dec 30 2010, 12:07 AM
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I don't have War! so I won't be able to use that anyways.
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klinktastic
post Dec 30 2010, 12:14 AM
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It's pretty expensive I guess, but its uber powerful. so 1.5 pps costs what, 15BPs? To save you what? 50 BPs? Na, not power creep at all.
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Ryu
post Dec 30 2010, 12:19 AM
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QUOTE (WhiskeyJohnny @ Dec 29 2010, 07:37 PM) *
My DM has decided that if we have to make new characters, they must have no dice pools exceeding 14. So how many skills/abilities can I get up to 14? Also, would it be possible to get my shooting/melee dice pools high enough to dual wield with a 14 for each weapon?

As my current character is the group's hacker, this character needs to be able to hack, but apart from that I'm interested to see how many skills I can have maxed out under these strictures.

Assuming groups bought at rating 4, you´d need 10 dice from other sources. Agility 10 is most easily reached by getting Muscle Toner 4 (Restricted Gear) on an Elf, giving you tons of skills to master. An Orc with Exceptional Attribute would likely be even better.

Get high Intuition for solid Initiative and knowledge skills, add Synthacardium to boost Athletics to target levels and Mnemonic Enhancers to run over knowledge skills.
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InfinityzeN
post Dec 30 2010, 02:40 PM
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http://forums.dumpshock.com/index.php?s=&a...st&p=797434

I know he is to much BP for your game, but he'll give you a good working base.
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toturi
post Dec 30 2010, 03:02 PM
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QUOTE (Doc Chase @ Dec 30 2010, 03:17 AM) *
Yes, I think it ignores the spirit of the restriction while joyfully poking at the letter. Not an endearing trait, that. (IMG:style_emoticons/default/nyahnyah.gif)

I think the GM made his bed, he should lie in it; if he didn't like how the players were going to use it, he shouldn't have made it.

Is the dice pool capped at 14 or is it maximum 14? Can you have more than 14 dice but is limited to only 14 to roll, perhaps so you could perform just as well under adverse conditions eg. if you are wounded? Or the largest possible dice pool before adding situational dice is 14?
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WhiskeyJohnny
post Dec 30 2010, 06:41 PM
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QUOTE (InfinityzeN @ Dec 30 2010, 07:40 AM) *
http://forums.dumpshock.com/index.php?s=&a...st&p=797434

I know he is to much BP for your game, but he'll give you a good working base.


I'll check him out, thanks!

QUOTE (toturi @ Dec 30 2010, 08:02 AM) *
Or the largest possible dice pool before adding situational dice is 14?


This.
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WhiskeyJohnny
post Jan 5 2011, 11:20 PM
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Ok, so an update: My GM is fine with me having Clubs and Machine Pistols to 24 (26 w/specialization) so that my dual wielding dice pools are 14 and 14. Of course, this is predicated on my creating a Werewolf (we seem to be embracing the pink mohawk more and more). I'm not sure if this means proper Loup-Garou, or if it means a SURGEd Wolf-Man type (I have to be able to transform, so that may rule out the SURGE option). Is that playable? Any suggestions for playing a Werewolf?
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Stahlseele
post Jan 5 2011, 11:29 PM
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If you want to transform, then you need to do a shapeshifter, not a surgeling.
But you can really try your GM's patience and surge the shifter for some fun.
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WhiskeyJohnny
post Jan 5 2011, 11:35 PM
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QUOTE (Stahlseele @ Jan 5 2011, 04:29 PM) *
If you want to transform, then you need to do a shapeshifter, not a surgeling.
But you can really try your GM's patience and surge the shifter for some fun.


I thought a shapeshifter was separate from the Loup-Garou - it's something to check out though. I'd rather not have a character who requires metahuman flesh to survive.
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Stahlseele
post Jan 5 2011, 11:38 PM
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Shifters don't need Metahuman Flesh.
Those are the Vampire types born from the HMHVV. Like the Loup Garoup.
Shapeshifter has other problems.
You have to understand that with an infected, you're playing the embodyment of the black plague.
And with a shapeshifter, you are NOT playing a Metahuman that can turn into an animal.
You ARE playing an ANIMAL THAT CAN TURN INTO A METAHUMAN.
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WhiskeyJohnny
post Jan 5 2011, 11:44 PM
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QUOTE (Stahlseele @ Jan 5 2011, 04:38 PM) *
And with a shapeshifter, you are NOT playing a Metahuman that can turn into an animal.
You ARE playing an ANIMAL THAT CAN TURN INTO A METAHUMAN.


Is there any way to play a Metahuman who can shift into an animal-esque form? That's really what I'm looking for. Kinda like D&D's (3.5's) Human/Hybrid/Wolf forms.
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Stahlseele
post Jan 5 2011, 11:47 PM
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Play a mage with the Shape Shift Spell. Closest you are going to get. You'll just have to get your GM drunk or bribe him so he allows you to stop the change in between and not only have a human and an animal form.
Or play a Drake. but if you want to play something wolfish, then you're a bit limited. And why a Wolf of all things? There are MORE were-animals in SR than just wolves . . TIGERS! With black and red striped fur! Or a Bear of a Man *snickers*
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WhiskeyJohnny
post Jan 6 2011, 12:49 AM
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QUOTE (Stahlseele @ Jan 5 2011, 04:47 PM) *
Play a mage with the Shape Shift Spell. Closest you are going to get. You'll just have to get your GM drunk or bribe him so he allows you to stop the change in between and not only have a human and an animal form.
Or play a Drake. but if you want to play something wolfish, then you're a bit limited. And why a Wolf of all things? There are MORE were-animals in SR than just wolves . . TIGERS! With black and red striped fur! Or a Bear of a Man *snickers*


I might play a Drake. If my GM will allow it. And there's already one Mage in the party, so that route is a no go (I could play an Adept though).

As to why a Werewolf, it's a long story, involving a Mage who likes to cast spells on his party members, a Mage who got partially vivisected (He got better! And yes, it's the same Mage), the Day Job "Cabaret Master of Ceremonies", the song "Werewolves of London", the Threepenny Opera, and Abe Sapien from Hellboy.

Actually, on the subject of playing Drakes, are they playable? Not by the rules I mean (the answer to that is obvious), but in game, do they work?
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Stahlseele
post Jan 6 2011, 01:10 AM
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For Wonderworms.
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WhiskeyJohnny
post Jan 11 2011, 01:46 AM
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Ok, so, Drakes are out, Loup-Garou is in, for the time being. My goals with this build are as follows: get as many dice pools to 14 (but no higher) as possible, be a hacker, get two dice pools (Clubs and Machine Pistols) to 24 (26 w/Spec) so that when split for dual-wielding my dice pools equal 14, be able to counterspell. Also, I'd like to be an Adept, or maybe a Mystic Adept (I'd have to be the latter to get Invisibility and such, right?).

A build is forthcoming, watch this space. If you've got suggestions on how to achieve these goals, I'm all ears.

Edit: Also, I'm thinking about being a Banshee instead of a Loup-Garou. Is this advisable? What are the upsides/downsides, if I may ask?
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Dahrken
post Jan 11 2011, 06:24 AM
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Loup-Garou is IMHO a BAD idea. Why ? 5 days in 28 you are savage and berserk, and I'm not sure your teammates will tolerate cohabiting with a physcally powerful, human-eating and berserk biohazard... that's the kind of thing that can litteraly bite you back. Also the HMVV strain responsible for the disease is even more powerful than the one for ghoul, and acts much faster.
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Mäx
post Jan 11 2011, 06:29 AM
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QUOTE (WhiskeyJohnny @ Jan 11 2011, 03:46 AM) *
Edit: Also, I'm thinking about being a Banshee instead of a Loup-Garou. Is this advisable? What are the upsides/downsides, if I may ask?

Very advisable, upside is that you have much better chance to be able to reach those high weapon skill pool with the elfs agility then humans.
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WhiskeyJohnny
post Jan 11 2011, 08:20 PM
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QUOTE (Dahrken @ Jan 10 2011, 11:24 PM) *
Loup-Garou is IMHO a BAD idea. Why ? 5 days in 28 you are savage and berserk, and I'm not sure your teammates will tolerate cohabiting with a physcally powerful, human-eating and berserk biohazard... that's the kind of thing that can litteraly bite you back. Also the HMVV strain responsible for the disease is even more powerful than the one for ghoul, and acts much faster.


QUOTE (Mäx @ Jan 10 2011, 11:29 PM) *
Very advisable, upside is that you have much better chance to be able to reach those high weapon skill pool with the elfs agility then humans.


Yeah, the Cannibalistic Berserker Biohazard issue is why I'm considering Banshee. And apparently it helps me with my character goals.

I'm still having trouble getting my Automatics and Clubs skills high enough. Since I can't use smartguns and smartlinks, I lose out on some dice, and I'm still not familiar enough with the system to know what other tricks I might use. Somebody mentioned tracers, and that's all well and good (save for the whole "reveals my position" thing - maybe I can get delayed ignition tracers?) for the guns, but what about clubs?
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Yerameyahu
post Jan 11 2011, 08:25 PM
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Sorry, why no smartthings?
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