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sarxs
post May 5 2008, 04:41 PM
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So, its been a long time since I've played SR, but after some renewed interest in our group, it looks like a SR game is inevitable.

Ive got access to the BBB (ofcourse) as well as Augmentation and Arsenal for resources.

The last time I played was probably 2nd edition? Possibly a little third, so I'm trying to get reacquainted with the new rules changes.

Its looks like my character is shaping up to be the "muscle" of the group, and I always loved the Street Sam from previous gaming sessions.

Were doing the standard(I think?) 400bp, 12 availability char creation.

So, I was looking for some advice on the best/most necessary Cyberwear to function well as a Street Sam?
I perused through the boards and looked at a few other characters posted, but wasn't able to locate exactly what I was looking for there.


I was going to Focus on dealing damage with Pistols in general, seems more practical than carrying Assault rifles around? I was never one to make a statement.

Thanks for any advice you guys can supply!

Looking forward to be heading back to the Shadows!

Thanks,
Sarxs.
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Stahlseele
post May 5 2008, 04:50 PM
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one or two more ini phases are a must in SR4, also skillwires have become cheap as dirt so the most usefull will probably be some high attributes and skill-wires level 3 or something like that . .
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Sombranox
post May 5 2008, 05:06 PM
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What Stahlseele said pretty much.

Synaptic Booster 2 or Wired Reflexes 2.

Skillwires, with expert system.

Reflex Recorders for the favored combat skill and your defense skill (dodge if just a shooter, gymnastics if a melee and shooter).

Attention Coprocessor is cheap and nice for adding dice to perception rolls.

Synthacardium is a cheap way to get a +3 gymnastics if using gymnastics dodge.

Tricked out eyes and ultrawideband radar sensor are nice, but can be actually done through contacts, glasses, and a handheld sensor

Bone Density or Bone lacing can be nice for extra toughness, as can Orthoskin.

Muscle toner and augmentation are also good for a cheap bonus to agility and strength.

Finally, since Arsenal, cyberlimbs can actually be kind of wicked using the customized attributes. Nothing like having an agility 9-13 arm to shoot with.

Reality though is that a sam is more defined by his IPs and skills than anything, so really the only absolutely necessary thing is a good IP enhancer.
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Stahlseele
post May 5 2008, 05:10 PM
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and the absolute beauty of limbs is the fact, that as of SR4 Cyber-Armor is now officially directly stacking with anybody else instead of being averaged . . get a Torso, bulk up, put in armor and body increase and maybe one or two other little gadgets *g*
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HentaiZonga
post May 5 2008, 05:32 PM
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QUOTE (Stahlseele @ May 5 2008, 10:10 AM) *
and the absolute beauty of limbs is the fact, that as of SR4 Cyber-Armor is now officially directly stacking with anybody else instead of being averaged . . get a Torso, bulk up, put in armor and body increase and maybe one or two other little gadgets *g*


The other absolute beauty of limbs is that now, with 4 limbs and a torso, you can pretty much set your strength, body and agility to 'YES'.
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sarxs
post May 5 2008, 06:28 PM
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Cool, Ill check out the cyberlimbs.

Thats in Arsenal right?

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Sombranox
post May 5 2008, 06:29 PM
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Oh also forgot, a lot of the genetech items are very nice, albeit a bit expensive. Genetic optimization, reakt, neo-EPO, and Sync are all good ones for sammies.
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Sombranox
post May 5 2008, 06:30 PM
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And yes, the custom attributes on cyberlimbs is from arsenal augmentation (not a clue why I said arsenal)
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sarxs
post May 5 2008, 06:49 PM
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Cool, Thanks for the suggestions!


Ill have to snag Augmentation from the GM then and check it out.

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last_of_the_grea...
post May 5 2008, 08:59 PM
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Well, since pistols seem to be your core concept, I would suggest one initiative pass boosting piece, one damage soaking piece and one pistols skill boosting piece as your core. Assuming money is an issue I'll stick with mostly cyber.

Since you have access to Augmentation, I would suggest staring with the Lone Star SWAT suite. It's a nice basic package that allows you to upgrade as you have the cash. It's a good beginner's set that won't overwhelm you with details. It consists of:
-Wired Reflexes rating 1 [+1 reaction, +1 initiative pass...thus the initiative pass boosting 'wear]
-Plastic Bone Lacing [+1 body attribute for damage resistance tests, covering the damage soak 'wear]
-Smartlink, Flare Compensation and Thermographic Vision, covering the pistols skill boosting pieces]

This would cost you 16,875 nuyen and 2.52 essence, leaving you lots of room to improve. Alphawear will cost you 33,750 nuyen and cost you 2.02 essence. You could get it as used alphawear for the same price as basic 'wear, but at a cost of 2.4192 essence. Just say you killed a cop and got his 'wear and used his corpse to cover the costs of removal and implanting the 'wear.and voila, instant background hook.
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Sombranox
post May 5 2008, 10:48 PM
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QUOTE (last_of_the_great_mikeys @ May 5 2008, 04:59 PM) *
Just say you killed a cop and got his 'wear and used his corpse to cover the costs of removal and implanting the 'wear.and voila, instant background hook.


Heh. That's the most interesting way I've ever heard of someone justifying the second hand ware. (IMG:style_emoticons/default/wink.gif) Most of the time, it's been just about being cheapskates, though one player I had who was on the run from a corp claimed he thought his corp-implanted cyber had RFID's embedded in it to track him and so cut a deal to ditch the whole setup and could only get enough in trade for it to replace it with second hand gear. Somehow my players never thought about just taking their stuff off of other people.
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Edge2054
post May 5 2008, 11:15 PM
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My advice on being affective with pistols is pretty cut and dry.

Take your pistols skill to five, specialize it in what ever type of pistol you envision the character using, buy a smartgun system, take agility to five, buy some agility enhancing cyberware or bio, get yourself an extra IP or two, and really you're good to go. That's plenty of dice for pistols without super cheese. If the game's more on the super cheese end then you can bump pistols up another point and/or agility up another point and get a reflex recorder.

Also synaptic + reaction enhancer, though very expensive, can net you a pretty nice reaction score which helps passive dodging. Passive dodging is pretty affective as a damage soak.. . even if it's not a damage soak per say it does cut down modified DV which may be the difference between a bullet doing stun or physical damage.
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last_of_the_grea...
post May 5 2008, 11:21 PM
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QUOTE (Sombranox @ May 5 2008, 02:48 PM) *
Heh. That's the most interesting way I've ever heard of someone justifying the second hand ware. (IMG:style_emoticons/default/wink.gif) Most of the time, it's been just about being cheapskates, though one player I had who was on the run from a corp claimed he thought his corp-implanted cyber had RFID's embedded in it to track him and so cut a deal to ditch the whole setup and could only get enough in trade for it to replace it with second hand gear. Somehow my players never thought about just taking their stuff off of other people.


That's probably because of the "ew" factor. When it's bought second hand it's distant and impersonal. When you kill the guy yourself then take his stuff, even what is inside him, then you're up close and personal with the "ew."
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MaxHunter
post May 6 2008, 01:17 AM
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I would go for wired reflexes 2, skillwires 3 with expert system, bone lacing , attention coprocessor, radar, tricked out eyes, then muscle toner 2, augmentation 2 and synthacardium in the bio section. You can complement it with a pistols reflex recorder if you must (but probably won't be necessary) I also love sleep regulators.

An alternative is to get MBW I and upgrade the skillwires to 3; or the swat package and upgrade the reflexes

Then you can get 2-3 interesting skillsofts, a nice gun, ammo, motorbike, armor and a sturdy commlink, there you go! =easy samurai.

For colour I would take the armorer skill or skillsoft, a gunsmith shop. a couple knowledge skills (ballistics, gun design) and start using downtime to improve my guns and cook my own apds. Demolitions is also a nice touch. (however, if you go for a demolitions skillsoft, please take the expert system!!)

Cheers!

Max

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MaxHunter
post May 6 2008, 01:19 AM
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Ah! I forgot: contacts? hand held devices? Bleh! = essence is for wussies (IMG:style_emoticons/default/cyber.gif) (IMG:style_emoticons/default/cool.gif) (IMG:style_emoticons/default/smile.gif)

Cheers

Max
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DocTaotsu
post May 6 2008, 03:24 AM
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I might be in the minority but I like throwing in mnemonic enhancers or cerebral boosters. They don't make you a better combat munchy but they do let you get some quick and easy bonuses to those non-combat things (like speaking more than one freakin language). A nice boost for the mental attribute impaired.
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Edge2054
post May 6 2008, 04:00 AM
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Full simrigs are my new favorite piece of 'ware. Granted I'd recommend a decent edit program, a bit of computer know how (not a lot but a bit), and beefed up security on your comm link if you're going to make heavy use of one.

Photographic memory and you get to relive your sexual exploits anytime you like. Granted the later may not do you much good if you never get laid.
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Glyph
post May 6 2008, 04:07 AM
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Personally, I think a sammie has no business having less than 3 initiative passes. You definitely need wired reflexes: 2 or synaptic booster: 2 (although you won't be able to get as much other 'ware if you go synaptic, since it will wipe out 32 BP of the 50 BP you can spend on resources). After that, you need muscle toner: 2 and a reflex recorder for your pistols - you should be as good as possible at your primary weapon, and the boost from muscle toner will also help with the many other Agility-based skills. Finally, although they can be gotten as goggles or sensors, you should have cybereyes with the works and either an ultrasound or a radar sensor.

After that, everything else is more optional, but there are still plenty of things you can get - skillwires, an attention coprocessor to help with perception tests, other senseware, muscle augmentation, damage-soaking 'ware such as bone lacing or orthoskin, an internal air tank, etc. Synthcardium to boost gymnastic dodge is good, but gymnastic dodge is only really good for ranged combat, so only go that route if you have a decent close combat skill to parry with in melee.
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ElFenrir
post May 6 2008, 09:04 AM
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IMO, when it comes to Wired 2 vs. Synaptic 2, go with the Wired 2.

Alphaware Wired 2 might still be 2.4 essence, but it's cheaper than level ONE of Synaptic 2.

Eventually, if you save up the staggering 160k to get Synaptic 2-you can have the wired 2 removed, get Synaptic 2 put in and have a big ol' Essence hole to stick other goodies, so it's not *that* bad. Besides, if you play with Availability, you'll be limited onto what you can stick into your body, so your remaining 3.6 essence should be enough.

Depending, I find myself, if making a sam, taking 40 to the full 50 BPs of Resources. I have gone lower, but it's not often. (but-we have no availability limit on us-so we end up be able to spend alot more than usual.). I think you would pull out with 30-35 BPs with the standard BBB chargen limit in place.

Muscle Toner and Augmentation are always good: level 2 of each is a total of .8 Essence(Bioware), +2 to Strength and Agility, and 30,000 nuyen. It's not bad.

Bone lacing wise-I think cost-effectiveness it's Aluminum(15k and 1 essence-+2 Body for damage resist, +1 impact, +2 DV unarmed), and Ceramic(1.2 essence and 22,500, +2 impact, otherwise same as Aluminum.) These are both legal at chargen too(but not legal, per se. That's where Bone Density Augmentation comes in-it's basically just as good as bone lacing, but always legal. And i mean legal as you don't need a permit. It also lets your unarmed blows deal P damage and gives bonus dice to damage resistance. But's it's 20k per level-so like most bioware, be ready to spend.) For the two lacings-Aluminum will save you a little cast and essence-Ceramic gives you that extra Impact armor-and best of all, doesn't scan on MADs.

Dermal Sheathing is pretty nice. I wouldn't put it at the top of the list; but anything that makes it easier to soak damage is cool.

You can opt for the Cybereyes/Ears or the Glasses/Contacts/Earbuds method-depending on your remaining Essence and funds. Most folks I know might get the Eyes but just use Earbuds for some minor audio enhancements.(Stuff that increases Perception Dice is your friend. But still don't forget the skill!)

Otherwise-yeah. Just read the stuff over and see what fits your guy. Going heavier firearms, heavier melee, or balanced? Maybe look into the Martial Arts and Manuvers(and yeah, the have GunK..Firefight for those gun wielders.)

Second the Synthacardium if you go Gymnastics Dodge.

Reaction Enhancers. Now, this is something thats been talked about-they aren't compatible with Wired Reflexes according to the errata-BUT, the way we run it-if you have them both(especially because so many of our characters DID before the thrice-damned eratta-i like most of it but not this), they WORK-just not together. So if someone has Wired 1 and Reaction Enhancers 3, with a natural reaction of 4-they have a reaction of 7 when it comes to, well rolling reaction, and a 5 when it comes to their initative. It works pretty nicely. (though Im still thinking of just ditching that eratta'd piece like a few others did.) Ask your GM if he's using the BBB ruling, the Eratta'd ruling, or some other ruling. (Hell, the way we play might just be legal.)

IF your GM does allow them to both be there(whether or not they work together), then I would get a couple. They are nice.

Bah, there's plenty of other stuff, too. But i need my coffee to think of more.








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Stahlseele
post May 6 2008, 09:24 AM
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hover-feet < = never again having to worry about mines, pressure-plates, leaving foot-prints, getting your feet wet etc. *g*
it's basically a better version of traceless walk and gliding for the samurai ^^
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Heath Robinson
post May 6 2008, 10:33 AM
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QUOTE (Stahlseele @ May 6 2008, 10:24 AM) *
hover-feet < = never again having to worry about mines, pressure-plates, leaving foot-prints, getting your feet wet etc. *g*
it's basically a better version of traceless walk and gliding for the samurai ^^

Weapons will always compensate for the new technologies on the market; your mines will include atmospheric pressure sensors that detect the increased air pressure from the hover-feet and blow up. Of course there'll have to be a set of profiles for various events and it'll fuzzily match them to determine whether it ought to blow up, but ultimately it'll have some capacity to detect anybody who moves over it and will likely blow up.

Hover feet also still leave trails in any loose particulate materials due to the downthrust creating pressure that'll escape to the sides and taking some of the particulate with it. Particulate means dust, dry soil, sand, etc.

Technology always has flaws, but also gets neat advantages elsewhere.
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sarxs
post May 6 2008, 12:22 PM
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I must be missing something about Skillwires.

Seemed like a way to get a few skills at a lowish rating using money?

Ill have to re-read. I must have missed something relevant.

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paws2sky
post May 6 2008, 02:04 PM
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QUOTE (sarxs @ May 6 2008, 07:22 AM) *
I must be missing something about Skillwires.
Seemed like a way to get a few skills at a lowish rating using money?
Ill have to re-read. I must have missed something relevant.


Pretty much. They're really quite good.

Skillwires (3) and two Rating 3 activesofts costs 24000 (IMG:style_emoticons/default/nuyen.gif) . That's a whopping 5 BP, with change to spare. Compare to the 24 BP you'd need to spend on those as actual learned skills.

The BIG disadvantage is that you can't spend Edge on those skill rolls unless you also have the Skillwire Expert System, but that only lets you use Edge to re-roll. That can kind of suck, but hey, you saved 19 BP!

And you can swap those skills out on the fly if you sink a bit more cash into other chips.

-paws
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Magus
post May 6 2008, 02:19 PM
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You can buy skillsoft, knowsofts, mapsofts up to the rating of the Skillwire system you have installed and use that rating if you do not have the skill yourself. If you get the Expert chip driver you can use Edge in the roll to reroll any failures. Otherwise you are restricted from your edge dice.

Beaten to the punch by paws. This is what you get when posting at work. Bah!
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Stahlseele
post May 6 2008, 02:26 PM
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and if the attributes that are used with the slotted skills are high enough, you can pretty reliably at least roll one or two hits . . if you really maxed out you can BUY 2 or 3 hits O.o
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