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Mäx
post Jan 9 2012, 07:19 PM
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QUOTE (Udoshi @ Jan 7 2012, 07:24 AM) *
Mechanically?
Chemical glands have the capability to offer 3/4 passes for 0.3 essence or so.

How exactly, there are no natural substances that i know of that give +2/+3 or even +1 IP.
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snowRaven
post Jan 9 2012, 08:01 PM
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QUOTE (Yerameyahu @ Jan 9 2012, 03:56 PM) *
Oh, no. (IMG:style_emoticons/default/smile.gif) I meant, 'why would nanoware count as juicy?'. It goes back to the stuff about the concept, that's all. Neocortical nanites amp up your nerves in a basically permanent way (certainly, in a way more like 'ware than drugs), so you might as well get Wires if you're okay with 'passive' nanites.


I included them because it kinda fits thematically. The nanostuff generally doesn't need procedures that are as invasive as cybersurgery, and if all you do is inject it anyway, it doesn't matter much if it's a drug or tiny robots.

The geneware is more of a grey-area, though - mainly in there because of the risk-reward of infusions have the same flavor as drugs, and would likely appeal to the same crowd.

The only thing that's really invasive is the biomonitors, nanite hive, built-in medkit and autoinjectors, but that should be able to fit in an external harness mostly, as long as it hooks up to the users blood stream in some way. Much of the drug application can be done transdermally though.
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Yerameyahu
post Jan 9 2012, 08:12 PM
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Oh, I meant that the amps aren't very temporary or risky. (IMG:style_emoticons/default/smile.gif) The infusions kinda are, though on a weird long term.
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snowRaven
post Jan 9 2012, 11:38 PM
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Then again, if you can inject something that gives benefits but no drawbacks...

I picked that one because it's one of the few things that'll add to Intuition skills, and without it the Braveheart Infusion would have reduced that bonus to Perception tests and Street knowledge skills.
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snowRaven
post Jan 9 2012, 11:38 PM
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Damn double-posts...
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crash2029
post Jan 12 2012, 09:15 PM
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Thanks for the input guys, I have been getting alot of thought-food from it. I have decided to go for a hybrid-style character who uses both drugs and dangerous augmentations. I am trying to keep the feel of the Juicer, because, lets face it, SR isn't all that great for purely chemically enhanced characters. I figure I will have the basic build done today or tomorrow and I will post it in case anybody is curious.

Thanks again, guys. I can always trust y'all to have interesting and quality feedback and ideas.
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crash2029
post Jan 13 2012, 09:06 AM
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I finished with the build. I will post it later today. I went with alot more cyber and less chem than I thought I was going to, but I compensated by taking the more dangerous/questionable ware. When all the boosts are on he's looking at body 6, agility 8, reaction 8, strength 7 and 4 passes. That's not too shabby, I think. Anyways I gotta go decompress from the caffiene high building this character took. Bye.
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crash2029
post Jan 15 2012, 08:47 AM
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Here is the Juicer build I came up with. Sorry I didn't post it when I said I would, Skyrim got in the way.

Point Breakdown
Metatype: 0
Attributes: 200 +20
Qualities: -15
Skills: 130
Contacts: 13
Money: 49
Total: 397
[ Spoiler ]
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snowRaven
post Jan 15 2012, 11:08 AM
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QUOTE (crash2029 @ Jan 15 2012, 09:47 AM) *
Here is the Juicer build I came up with. Sorry I didn't post it when I said I would, Skyrim got in the way.


Skyrim can do that (IMG:style_emoticons/default/wink.gif)

I like the build.

I personally might have taken an additional drug or two for some extra edge, but looking over the list I can't really find one that 'fits'. Possibly 'Guts', though it's a bit on the expensive side at 100:nuyen: a pop.

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Saint Sithney
post Jan 15 2012, 11:09 AM
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Shifters make great juicers.

They've got massive natural maximums, are awakened so augs are a pain, and regenerate the damage done by the combat chemical so there's no downswing unless the drug specifies a duration for the detrimental effect (many do.)
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snowRaven
post Jan 15 2012, 11:28 AM
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QUOTE (Saint Sithney @ Jan 15 2012, 12:09 PM) *
Shifters make great juicers.

They've got massive natural maximums, are awakened so augs are a pain, and regenerate the damage done by the combat chemical so there's no downswing unless the drug specifies a duration for the detrimental effect (many do.)


Now you've gone and given me a terrible idea...
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Trigger
post Jan 15 2012, 12:00 PM
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QUOTE (snowRaven @ Jan 15 2012, 06:28 AM) *
Now you've gone and given me a terrible idea...

You and me both (IMG:style_emoticons/default/smile.gif)
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MortVent
post Jan 15 2012, 04:20 PM
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Drake adept with juicer harness... even worse than shifters with one
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NiL_FisK_Urd
post Jan 15 2012, 09:39 PM
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A drake does not regenerate the damage done by a combat drug - but a shapeshifter or an HMHVV1-Infected would regenerate. I had a Surged Adept Juicer Dzoo-No-Qua Formori NPC, who speedballed nitro, kamikaze, jazz, cram, betameth and snuff.
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Yerameyahu
post Jan 15 2012, 09:44 PM
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Wow, that's a pretty unlikely character. (IMG:style_emoticons/default/wink.gif) Back in game-reality, you probably *would* expect some shifters to get involved with drugs. They have a tough life, and can't get cyber; unlike PCs, they can't compensate by 'deciding' to be a mage or adept, right? It's a natural enough result. They'd eventually start losing Essence, but maybe they don't care too much.
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NiL_FisK_Urd
post Jan 15 2012, 10:20 PM
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Well, i wanted an enemy that lives more than 2 rounds - it ended up with 27 dice for regenerating and a shitload of dice for counterspelling ... in the end, he got about 2-3 net damage per round, but the combat took so fucking long and our close combat adept blocked each attack of him that we decided to fast forward it
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