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> Optimum cyberware, the ultimate sam
Teulisch
post Nov 10 2005, 07:28 PM
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Cyber: (all alphaware)
Datajack(.08e), control rig (.4e), Olfactory booster (.16e), cybereyes r4 (.4e), cyberears r3(.32e). subtotal 1.36 essence cyberware. (0.68e actual)

Bioware: (all cultured)
Bone density 3 (.72e), muscle augmentation 3 (.48e), muscle toner 3 (.48e), orthoskin 3 (.6e), Platelet factories (.16e), synaptic booster 3 (1.5e), reflex recorder (firearms) (.2e). 4.14 essece bioware.

1.18 essence left. about :nuyen: 800,000 spent

what else should be added? orks and trolls can have higher muscle augmentation and bone desity.
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BlackHat
post Nov 10 2005, 08:16 PM
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what's the point of the rating 4 cybereyes with nothing in them. Same with the ears. you'll spend more money on those cyberware (but probably not more essence).
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Grinder
post Nov 10 2005, 08:57 PM
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QUOTE (Teulisch)
about :nuyen: 800,000 spent

The maximum cash available in SR4 is 250,000 :nuyen: , unless you play with house rules.
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Ryu
post Nov 10 2005, 09:33 PM
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I think optimal=unlimited ressources (evidence= deltagrade cyberware).

What role do you envision for your samurai?

The original concept is more about attitude and worldview than about the choice of equipment, therefore additional information is required.

The archtypical ranged combat monster would like your list for sure (consider hyperthyroid gland instead of individual upgrades, should be more efficient in the "money doesn´t matter"-league). Where is the enhanced articulation?

Control Rig? Why? And where is the Commlink?
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Fortune
post Nov 10 2005, 10:15 PM
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QUOTE (Teulisch)
what else should be added?

Reaction Enhancers!
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Teulisch
post Nov 10 2005, 10:27 PM
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first of all, the eyes and ears are not empty, i was just listing where essence was spent. Ultrasound should be able to fit in the eyes. Commlink may be able to fit in the ears, but we lack any written rule saying if you can or not offhand.

and while you cant start with it all, you can start with some, and add as you go. sometimes its good to have a long-term plan. other times, its good to have some high-end NPCs ready.

dunno if reaction enhancers will help, as synaptic adds 3 reaction already, and the max is 9 for most people.

as for superthyroid, it costs the same essence as one level of. muscle toner+augment & bone density. Theres no reward if your reaction is already maxed from synaptic, only the downside of hyperactivity and needing more food.
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Fortune
post Nov 10 2005, 11:07 PM
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QUOTE (Teulisch)
dunno if reaction enhancers will help, as synaptic adds 3 reaction already, and the max is 9 for most people.

So drop a couple of 'natural' points off your Reaction and place them in another Attribute so you can get the full effect of high rating Implants. To gain full effects of both rating 3 Wires/Boosters and rating 3 Reaction Enhancers, your natural Reaction should be 3.
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Teulisch
post Nov 11 2005, 04:29 AM
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well, im working more from the assumption that its either an experienced PC, or an NPC. so it dosent make sense to waste essence on something you can do with karma. The real advantage of cyber and bio is exceeding the normal limits of humanity. Doing impossible and amazing things. With the new hard caps on skill and attributes, superhuman ability is more easily defined. An unaugmented human can only throw 16 dice at a test, plus gear bonus if any. With cyber, an augmented human can get 4 more dice from bioware, sometimes more.

so the question, is how far can we push that limit for one sam? if we assume he has maxed his physical atributes, and the important active skills.

actualy, alpha rating 5 skillwaires would be 0.4 essence loss. so that covers 10 active skills at any one time, with 0.78 esssence left.
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Liper
post Nov 11 2005, 04:46 AM
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don't forget your friend and mine, enchanced articulation!
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Fortune
post Nov 11 2005, 05:22 AM
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QUOTE (Teulisch)
well, im working more from the assumption that its either an experienced PC, or an NPC. so it dosent make sense to waste essence on something you can do with karma.

Well, if you are working with unlimited Karma (and money), you might as well go the Deltaware route.

If though, you are going for the best you can get with the least expendature both during and after chargen, then you'd be better off starting with Reaction at 3 (boosted by all means necessary) instead of 5, using those other 2 base Attribute points elsewhere for good effect.
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Squinky
post Nov 11 2005, 05:25 AM
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Which is only cool if he wants to win a marathon, or if he dodges with gymnastics...

It dosen't add to combat skills anymore, so its no longer a must buy, it's character dependent.

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FrankTrollman
post Nov 11 2005, 06:32 AM
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Speaking of dodging with gymnastics, did you notice that Synthacardium adds to your gymnastics, and thus to your full defense actions?

That's pretty sweet. I personally find the rating 3 to be fairly pointless, as it doesn't stack with Balance Augmentors or Enhanced Articulation at that point, but the first two levels are strong contenders all around. It makes you stupid fast in sprinting tests, and it raises your gymnastic dodge up into crazy town. Taking the first initiative pass for full defense every round is just plain good sense at that point.

-Frank
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Rotbart van Dain...
post Nov 11 2005, 06:52 AM
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QUOTE (FrankTrollman @ Nov 11 2005, 08:32 AM)
Speaking of dodging with gymnastics, did you notice that Synthacardium adds to your gymnastics, and thus to your full defense actions?

It doesn't.

It adds to Athletics Tests - not Dogde Tests.

Enhanced Articulation might, though.
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Liper
post Nov 11 2005, 07:22 AM
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QUOTE
It dosen't add to combat skills anymore, so its no longer a must buy, it's character dependent


but the book says it adds one dice pool to any skill that uses a physical attribute.

how does that not apply to combat?
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FrankTrollman
post Nov 11 2005, 07:38 AM
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QUOTE (Rotbart van Dainig)
It adds to Athletics Tests - not Dogde Tests.

Gymnastic Dodge is an Athletics test as defined on page 151. End.

QUOTE
but the book says it adds one dice pool to any skill that uses a physical attribute.


No. It adds to any physical skill that uses a physical attribute. Pistols and Blades are combat skills, not physical skills. Perception is a physical skill that uses a mental attribute, and infiltration is a physical skill that uses a physical attribute. The physical skills are on pages 113-115.

-Frank
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Squinky
post Nov 11 2005, 05:03 PM
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QUOTE (FrankTrollman)
Speaking of dodging with gymnastics, did you notice that Synthacardium adds to your gymnastics, and thus to your full defense actions?

That's pretty sweet. I personally find the rating 3 to be fairly pointless, as it doesn't stack with Balance Augmentors or Enhanced Articulation at that point, but the first two levels are strong contenders all around. It makes you stupid fast in sprinting tests, and it raises your gymnastic dodge up into crazy town. Taking the first initiative pass for full defense every round is just plain good sense at that point.

-Frank

Yeah, at one point I had rolled up a guy w/ synthacardium and enhanced articulation just to get a crazy gymnastics skill. You could totally rock at those other physical skills too...

I don't see why synthacardium wouldn't help when using gymnastics as a dodge, it's still a dodge, just an alternative kind....
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Teulisch
post Nov 11 2005, 05:16 PM
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if those bioware can add dice to athletics, depends on if the limit you can improve a skill with implants applies. go read the bottom left paragraph of p. 109. Im a bit unclear on what exaclty that rule limits, aside from adepts, reflex recorders, and spells.
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