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Wide Eyed Runner
post Jun 23 2010, 11:41 AM
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QUOTE (Saint Sithney @ Jun 23 2010, 10:00 AM) *
All Programs can and should also be run by the Pilots in your Drones as well, including the rating 6 Firewall.


This is the part I don't understand. The drones can use the firewall from my comlink?
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Wide Eyed Runner
post Jun 23 2010, 12:46 PM
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Oh wait, I get it. They're programs not comlink parts, so I can put them in whatever machines I use.
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Rand
post Jun 23 2010, 02:35 PM
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Question: How did he get 54 free knowledge points? Shouldn't it be 27? What doubled it?
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Saint Sithney
post Jun 23 2010, 07:02 PM
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QUOTE (Rand @ Jun 23 2010, 07:35 AM) *
Question: How did he get 54 free knowledge points? Shouldn't it be 27? What doubled it?


The knowledge points cost 2 BP a piece, so he gets 27*2 = 54 BP worth of knowledge points, or 27 points. If you add up (6*4)+3 it should be 27 points to use as he pleases.
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Saint Sithney
post Jun 23 2010, 10:00 PM
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QUOTE (Wide Eyed Runner @ Jun 23 2010, 05:46 AM) *
Oh wait, I get it. They're programs not comlink parts, so I can put them in whatever machines I use.


Yeah, all software in SR4 is modular, so you can drop it into any device, so long as the software's function remains the same. So, for example, you can use the Electronic Warfare Autosoft on any drone since its function is independent of the drone's structure. The clearsight softs should theoretically be interchangeable, but since each drone has its own Sensor Package, it's considered distinct.

Build over on page 1 is finished by the way. Should be really really handy guy to have around. The ultimate joystick jockey - he can easily transport all his own bots and gear, he gets 3 IPs at 11 Initiative while running Command in VR, he can Break through nearly any Jamming and wrangle his own drones as well as any other drones whose signal he captures. The robot army is kind of slow, but every hit on the vehicle test to accelerate increases its movement rate by 5, so expect that running rate to shoot up from 12 to around 40m/ct when you're actively controlling it, or 30 m/ct when the Pilot is running.

If you've got any other questions, just let me know.
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Saint Sithney
post Jun 23 2010, 10:44 PM
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QUOTE (Rand @ Jun 22 2010, 09:27 AM) *
Charisma based magician who can both cast spells and conjure well. I am thinking that when he goes into a big fight (multiple opponents) he would have the spirit possess him, give it the ability to use assault rifles, and turn it loose. Also, because we need someone with the ability to talk to people in my group, having the Influence skill group at 3-4 would be good (if using a mentor spirit, go with Dragonslayer to help with both combat spells and Intimidation or Negotiation skills). Use either 500BP or 850 karma (which ever you prefer). It would be cool if he had a Power Focus of 3-4 (of course, to do so would require the Restricted Gear P.Q. and quite a bit of money). Use all the dirty (but legal) tricks you want.



Okay, so a Charisma-based + Possession Tradition combat mage who channels the spirits of dead soldiers in order to gun down the opposition. Also he is freaky charming. I can work with this. What part of the world are you looking at or coming from? What kind of game is this re: walking around with a machine gun? Do you want to be generally sneaky, but hulk out when confronted? Give me a touch more info and I'm on it. I just don't particularly want to impose a concept on you or work on a Character if I don't know who he's supposed to be.

Voodoo seems like the obvious choice. Tell me what kind of crazy-ass Houngan or Santero you want to play.
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Doc Chase
post Jun 24 2010, 12:05 AM
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QUOTE (Saint Sithney @ Jun 23 2010, 11:44 PM) *
Okay, so a Charisma-based + Possession Tradition combat mage


QUOTE
who channels the spirits of dead soldiers in order to gun down the opposition.

QUOTE
Also he is freaky charming.


RICARDO MONTALBAN
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Wide Eyed Runner
post Jun 24 2010, 02:24 AM
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Thanks a lot for the build. Just confused about the knowledge skills. Did you spend build points on them or was it just the default number of points?
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Saint Sithney
post Jun 24 2010, 03:08 AM
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QUOTE (Wide Eyed Runner @ Jun 23 2010, 07:24 PM) *
Thanks a lot for the build. Just confused about the knowledge skills. Did you spend build points on them or was it just the default number of points?


No BP spent. You have 27 knowledge points to deal with as you please, I just put the equivalent BP cost for the free knowledge points in the margin.
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Wide Eyed Runner
post Jun 24 2010, 11:33 AM
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QUOTE (Saint Sithney @ Jun 24 2010, 03:08 AM) *
No BP spent. You have 27 knowledge points to deal with as you please, I just put the equivalent BP cost for the free knowledge points in the margin.


Oh and where are the CovertOps things for vehicles? I want to know what they do (IMG:style_emoticons/default/smile.gif)
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Saint Sithney
post Jun 24 2010, 09:59 PM
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QUOTE (Wide Eyed Runner @ Jun 24 2010, 04:33 AM) *
Oh and where are the CovertOps things for vehicles? I want to know what they do (IMG:style_emoticons/default/smile.gif)


Just the standard Infiltration Autosoft.

It's on Unwired pg. 114.
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Mister Book
post Jul 5 2010, 12:56 AM
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QUOTE (Saint Sithney @ Jun 20 2010, 11:08 PM) *
You tell me more about the character that you want to play, and how you want to play him, then I (or one of the other build-junkies here) will do the numbers to make that character work for you.


Do you have room for one more technomancer build?
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