Oct 14 2007, 04:15 AM
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#1
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
A fully by the book legal tanking monster, with some pretty decent damage to boot. Please, let me know downsides/flaws/issues with him that you see. As a side note, with his current armor and body ratings, hes tougher than a GMC step-van. Using the 4/1 trade in rule he gets an automatic 7 hits. If he actually rolled, that average up to 9. Thats a whole lot of damage that he can take, without flinching. P.S. I'd love to spoiler him, but I can't with the code tag and without the code tag it messes up my spacing. Also, plans with him are to when possible remove the adrenaline pump and replace it with a pain editor. Edit: 10/15/07 Some modifications to Brick. He's got an etiquette skill, perception skill, and some more utility (less punch), plans are to trade out the adrenaline pump for a pain editor when possible, also want a cybergun heavy pistol. Edit: 10/16/07 Big changes. Dropped the genetic heritage and picked up biocompatability for cyber. Ditched the expensive and worthless adrenaline pump for some wired reflexes. Crammed some more goodies in the cyberlimbs (armor and all around strength enhancement, some sensors, smuggling compartments) and all and all turned him into a massively better tank, much better combatant, and better guy all around.
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Oct 14 2007, 04:17 AM
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#2
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Hurray a cyber ronin build! :D
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Oct 14 2007, 04:26 AM
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#3
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
I think you left out the bonuses to his cyberlimbs from the custom job. He can go clear up to troll maximum on those physical stats without a loss of capacity or essence then another 3 past that which costs capacity. For example, his str should be around 13 without costing any BP.
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Oct 14 2007, 04:27 AM
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#4
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Availability is +1 per attribute enhanced. Base availability on a full limb is 4. Thus +8 total is the max bonus able at chargen.
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Oct 14 2007, 04:28 AM
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#5
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
I thought that was fixed in the errata, I might be just thinking of cybereyes.
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Oct 14 2007, 04:30 AM
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#6
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
There is no errata for augmentation.
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Oct 14 2007, 06:45 AM
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#7
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
He's a good tank, but kind of limited. No extra IP unless he spends Edge (a risky proposition given your Flaw), and no ranged skills at all. The latter is especially limiting in a setting such as SR, where you can have flying drones, people shooting from third-story windows, guards behind cover, and so on. Sure, he will shrug off most small arms fire, and only a dedicated melee adept would have much chance against him physically, but how much fun would he be to play? The other combat-oriented characters will be getting multiple actions, while you will often have to wade through heavy fire to get an opportunity for a single action.
Those are the real biggies, there. I'm sure others will talk up his lack of social skills beyond intimidation, but he has a Charisma of 2, there is the concept of 0-rated skills, and he doesn't have any of the flaws such as Uncouth or incompetence/social skill. He will function in society better than the Bounty Hunter archetype does, anyways. He is vulnerable to magic, duh, but he also has a decent Willpower, and presumably his teammates will include someone with counterspelling. The lack of a Perception skill - that can hurt you, and even one point of it would make a big difference for him. |
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Oct 14 2007, 06:46 AM
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#8
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Target ![]() Group: Members Posts: 55 Joined: 1-September 07 Member No.: 13,032 |
Is there such a thing as Used Alpha Bioware.... Dosent alpha bioware have to be custom grown for that character?
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Oct 14 2007, 06:51 AM
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#9
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Used alpha bioware exists.
His point isn't to deal out ranged combat. He doesn't really need to care about even heavy arms fire (he can shrug off most sniper rifle rounds). Even a dedicated melee adept would have a very hard time hurting him (str 6, critical strike 6 is only 12P, fairly within his ability to negate to almost nothing). His ability to take damage helps in the magic department too. He's nigh untouchable via physical spells, and via stunbolts/balls the adrenaline pump kicks in, and he doesn't pass out from stun while its active. His fun comes from rolling fistfulls of dice (28) all while combat is going on. Not being scared to punch the guy who pissed you off at the bar, or anywhere. Why? Because even a panther round would be hard pressed to put him down. |
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Oct 14 2007, 07:59 AM
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#10
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
The Adrenalin pump is more of a liability than an asset. It is extremely unreliable and, worse, causes irresistible stun damage. Your troll is extremely vulnerable to stun.
Get rid of the pump, make your reaction enhancers normal grade, and go with a pain editor (used, normal grade) to ignore stun, a Trauma Dampner and Aluminum Bone Lacing (used, Alpha grade). That gives you 5k to work with, as well. The shield is also unreliable and you, unfortunately, can be caught without it. You could also drop the Trauma Dampner, that'll free up another 40k and .2 essence. |
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Oct 14 2007, 08:03 AM
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#11
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Let's see....
No etiquette and charisma 2... He'll be rolling 1D6 for charisma tests. I hope to god he doesn't meet ANY kind conman. Or someone with Commanding Voice. Hell, all that is needed is someone with good leadership skills that tells him to drop his weapon. Composure tests will be a bitch as well and he lacks ANY kind of actual charisma (ie the kind that influences people when they look at him) he might as well be a cardboard cut out. Someone with Leadership 3 and Charisma 3 could literally tell him to jump of a building and he would actually THINK about doing it (might not if an enemy tells him) |
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Oct 14 2007, 08:58 AM
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#12
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
just give him the ability to shoot a bow and there you have your firepower and long reach damage capability *g*
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Oct 14 2007, 01:32 PM
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#13
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
My human mage casts force 9 Control Thoughts on you with:
Spellcasting 6 + Magic 6 + 2 (mentor spirit) + 2 (spec manipulation) + 2 (power focus) + reroll 12 failed = 30 dice. Versus your Willpower 4 + Edge 4 = 8 dice. PWNED. All yur tank are belong to us. |
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Oct 14 2007, 02:10 PM
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#14
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 |
Fun experiment. Perhaps I'll throw him at the party if they piss off a Mr. J or something.
"This conversation is over. Mr. Brick, destroy them." "Arghh!" Hehe, even Uzz will have difficulty shooting him down, even if he gets 6 attacks to his 1 each round. But alas the fun will be over as soon as Simon mindbends him to his will, at which point he becomes very suicidal I think... although he will be hard pressed to kill himself with that body! |
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Oct 14 2007, 02:15 PM
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#15
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Geek the mage first.
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Oct 14 2007, 02:15 PM
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#16
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
Incidentally, why Force 9? And why is there a reroll 12 failed there? |
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Oct 14 2007, 02:20 PM
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#17
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Not likely when my mage has an init in the 30s. |
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Oct 14 2007, 02:33 PM
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#18
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Your mage only has an init in his 30s if if meeting isn't inside a decent ward. |
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Oct 14 2007, 02:38 PM
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#19
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Can you show us how he gets this Initiative in the 30's? |
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Oct 14 2007, 02:40 PM
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#20
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
With 4 IP my mage is back up to full power in 1 turn after stepping into a ward. The troll is stopped and arrested at every MAD and Cyberscanner. |
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Oct 14 2007, 02:42 PM
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#21
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
4 IP does not necessarily equate to an Initiative in the 30's.
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Oct 14 2007, 02:44 PM
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#22
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
What in the world are you talking about? I wasn't responding to your post. |
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Oct 14 2007, 02:47 PM
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#23
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
I noticed. And you still haven't ... why not? :?
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Oct 14 2007, 02:55 PM
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#24
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 |
Lets not derail this thread and instead bring it back into your thread, then.
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Oct 14 2007, 03:08 PM
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#25
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Again, This is a CHARGEN character. Pain editor is 18F. As I said in the opening paragraph, I fully intend to change out the adrenaline pump for one at the first opportunity. Trauma Dampner isn't nearly worth it, as it makes 1 of all physical I take hit my stun. The shield isn't really unreliable. But yes, he can be caught without it. As money dictates, he can armor up all his cyberlimbs quite a bit (particularly his legs) as well as being able to upgrade to full body armor. As far as Buster goes, what are you going to do with him? |
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Oct 14 2007, 04:20 PM
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#26
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
So what about con men? Its opposed by Int + Con. So, Int, which is 4. Not bad, but not horrendous either. Commanding voice gets you 5 words, your cha + leadership vs his willpower + leadership. Again, hes got a 4 dicepool. His composure checks are, surprise, wil + cha. Making his a 6DP for composure. Not great, but not as bad as you make it out to be. Also, a 1 would be lacking any charisma. He's got a 2, which is passable. 3 is average, don't forget. Someone with leadership 3 and charisma 3 can't order him off a building. I'll assume NPC is neutral to him, so 0, result is disatrous so -4, he isn't part of Bricks social strata so -3 more. Thats, -7DP to whoever is ordering him off the building. Opposed by his 4willpower, he got a good shot even if it was a very good leader. Please, stop making things up without actually looking at what the rolls are. |
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Oct 14 2007, 07:30 PM
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#27
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
of course there is ALLWAYS a way to get around such a tank . . even with char gen dudes . . but even dwarves with exceptional willpower are hardpressed to resist any major brain-rapery due to magic . . that is no problem of this char built, that is one of those instances where magic is wastly over-powered in my opinion . . and 4 IP is maximum and that mage built would not survive for long as someone in the world who is a paranoid mage hater/hunter will figure it out in the long run and just decide to kill the mage before he rapes his brain . . 'cause in my eyes, that mage built is seriously over the top power-gaming munchkin material one-trick-pony . . so he can rape everybodys brain with no big troubles . . the first time he tries that one on something that CAN resist him he is worm food as soon as someone looks at him the wrong way . . even IF he is possessed 90% of the time by some Force 10 spirit . . if he gets allowed to play, he gets to feel ALL the draw-backs . . like people telling him no when he asks for work, like the ghost using his body to do things he may not like . . have him be possessed by a Force 10 spirit, if he commands the spirit to destroy a wall, why should the spirit not use the body of the mage to do so? if it ain't a plant-spirit he will get hurt in the process no matter how high his body and armor and strength are . . and if he tells the ghost to STOP he's blown another one of his few preccious services . . and so on and so on . . there's allways ways to get even the most twinked out char there is . . but TROLLS are MEANT to be like this . . they are the tough power-houses, the Things and Hulks of the SR world . . so just because he can be out done by ANYTHING . . does not mean it is a bad design that is inherently flawed . . just like your normal run of the mill samurai with some agility and cyberware for his eyes and shooting can get his 20 15 dice to shoot things . . that isn't even maxed out or any seriuos min/maxing . . low int and low charisma and the such can be upped pretty easy in SR, because the lower numbers cost less karma . . charisma 3 costs 9 karma and charisma 4 costs 12 karma . . charisma of 7 costs 21 karma, so who can max out his charisma first, the troll or the elf if they ain't done it in char gen?
anyway . . i stand by my previous statement . . add ballistics/bows as weapon skill and the Troll deals GOOD damage at a GOOD distance . . |
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Oct 14 2007, 07:32 PM
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#28
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Except the he needs a) a troll bow, b) to drop his shield to use it as its two handed, and c) he actually doesn't deal that good of damage. Might as well give him an ares pred instead and pistols skill.
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Oct 14 2007, 07:38 PM
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#29
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
I'd dump Exceptional Attribute: Body and pick up Genetic Heritage instead. It costs essence, but by getting Optimization: Body as your freebie you bypass the 50 point gear limitation and you save yourself 10 bps that can be spent on Toughness or other goodies, as well as gaining a discount to any genetech you may want in the future (doubtful, but still a nice perk).
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Oct 14 2007, 07:44 PM
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#30
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
if arm strength is being maxed out, then he does with a good bow around 15P Damage and as a shield i would not use one held with both hands but rather one which has a belt inside to fixate it on the arm and a grip to hold it tight . . this way he'd have the shield ready and still could use both hands for the bow . . and at BASE Availability of 2, he should pretty much be able to legally obtain a good troll-size bow in about most sports-shops i think . . if one of those facts has not been changed due to some errata . . as i'm not really playing SR4 i don't keep up with those . .
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Oct 14 2007, 07:51 PM
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#31
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Arm strength isn't maxxed out. Not even close. Look at the sheet before jumping to conclusions.
Shield isn't held with both hands, but it is held with a hand. I'm going by the book here, and thusly he loses the shield if he wants to shoot his bow. Not worth it. |
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Oct 14 2007, 08:02 PM
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#32
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
ok, this is the first troll-built i've EVER seen that seems to totally neglect any notion of Strength . . strange O.o . . and because of this, he will only deal 8P damage . . yep, better use the predator then. . and of course he'd have to sacrifice SOME of his 28 dice to retaliate, i would not have it any other way . . and no, i really did not know that shields have to be carried in one hand . . seems slightly retarded to me . . as even the knights of old and before them the romans and greeks and all others around the world had made their shields so you did not lose use of the hand on the arm that carried the shield x.x . . of course you could not hold the shield tight in front of your body and at the same time use your bow . . but letting go of the shield without dropping it and gripping it again after having done your shot .. that should be doable i think . .
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Oct 14 2007, 08:10 PM
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#33
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
I wouldn't lose any dice by having the predator. Actually, I kinda planned to just upgrade to a cybergun heavy pistol later on. Either way, it doesn't really matter if he can't do lots of damage from a distance, thats what teammates are for.
The other thing to note: He has 50Â¥ to spare at chargen. Any gear he is getting will have to come after hes in play. |
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Oct 14 2007, 08:24 PM
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#34
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
well, as whipstitch pointed out, there's still points to be saved in there *g*
those could be put into money . . 10 points equals 50k money doesn't it? O.o 20k each into arm strength and maybe other modifications and 10k for a good bow or something else . . |
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Oct 14 2007, 08:28 PM
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#35
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Money already has 50bp in it. Can't put anymore. Please, look at the build before you make a suggestion that can't be done.
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Oct 14 2007, 08:43 PM
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#36
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
*nods* ok, i did both overlook that and forget about that limit x.x . .
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Oct 14 2007, 08:47 PM
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#37
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Currently, his cyberlimbs seem to be there mainly to buff his damage resistance, but the good thing is that they can be upgraded later, at which point his Strength can be boosted.
A question on his current ratings - I don't know if Augmentation changes this, but don't cyberlimbs start with a base of 3? So wouldn't his Agility actually be 6 for most tests (3 + 3)? I agree with Hyzmarca that the adrenal pump is more of a liability than an assett. You should ditch it altogether. You can either replace it with something more useful, put the money into gear, or lower resources to get some more BP. But he's right about both the unreliability and the unresisted Stun damage, the latter being the worst part of that 'ware. As far as his social or magical weaknesses, he really isn't worse than most other characters - they are only "weaknesses" because he is so much stronger in physical damage resistance. On the subject of dedicated melee adepts, Strength: 6 and Critical Strike: 6 actually only does 9P base, not 12P. It's in the area of extra successes that the adept would actually have a chance. It would have to be an extremely min-maxed build to do so, though - doable at char-gen, but not something you would run into with most NPCs, unless they were things like Tir Paladins or bodyguards for corporate or criminal heavy hitters. |
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Oct 14 2007, 08:50 PM
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#38
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Actually, you use the average for most tests, which is 6 for all his limbs, but 1 for his torso and head. (6 + 6 + 6 + 6 + 1 + 1) / 6 = 4.33
Whats such a liability of the adrenal pump? |
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Oct 14 2007, 09:38 PM
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#39
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
The rules say that if a particular limb is used for a test, to use the attribute for that limb. So if you were attacking with your cyberspur, your Agility would be 6. And with four cyberlimbs, you will probably be at an effective rating of 6 for many tasks. You are correct that the 4 would be what you would put on your character sheet, though.
The main drawback of the adrenal pump is in this sentence: "When the duration ends, the user crashes, immediately taking one box of unresisted stun damage for every turn the pump was activated." So that's 2d6 points of stun damage, every time you use it. |
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Oct 14 2007, 09:53 PM
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#40
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
No, the one conning him will be rolling Con+Int. Brick here will roll Negotiation/Con+Charisma and since he has no negotiation OR con he will default at -1 leaving him with 1D6.
Again, he lacks leadership so he will default at -1 giving him a dicepool of 3 and the opponent can say "Stop Resisting My Spells" for example with commanding voice. Sure, the speaker will get negative modifiers for saying something that Brick knows is harmful but he still only got 1D6 to resist.
You are quite correct and i apologize, he would be like most characters in this regard, average.
Well, I got most of them right anyway. |
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Oct 14 2007, 10:51 PM
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#41
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
There's no way anyone, especially a troll, would be able to walk around in A+ neighborhoods or enter any building with a helmet, shield, and cyberspurs, let alone with a bow.
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Oct 15 2007, 01:50 AM
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#42
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
The problem with the commanding voice example is that it only affects the target's next action, so such a command would likely result in the troll standing confused and losing his action, but by the time the mystic adept gets his next action, the troll will have shaken it off.
The con man example is also a bit unfair. There are five archetypes in the main book with Charisma's of 2 and no con skill (and some more with Charisma of 3 and no con skill), so his character hardly has a unique, glaring weakness. The problem isn't with con men, it's with GMs who treat social skills like mind control instead of subtle manipulation. |
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Oct 15 2007, 02:51 AM
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#43
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Jopp, check the description of Con. "Con Tests are opposed by the target’s Intuition + Con (or Negotiation)." SR4, 120. Also, as Glyph pointed out, most likely you'd make him burn his next action not knowing how to stop resisting something he doesn't really know about.
Lacking leadership does make him default to 3 for resisting the commanding voice. He still gets that 3d6 for resiting it. And, AFAIK characters innately resist harmful spells, they can't choose not to (anymore than you can choose to not use your body to reduce the damage of an attack). Buster: He has one cyberspur, which is retractable. A helmet isn't too terribly out of place. The shield stays in the car unless he expects major trouble. |
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Oct 15 2007, 03:05 AM
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#44
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Those bicycle helmets are all the rage these days and you might be able to disguise the shield as ... uh, an hors d'oeuvres tray, maybe? I've got it: pose as a bicycle delivery boy who delivers cocktails and you'll get in anywhere. Ok maybe I'll have a better idea in the morning.
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Oct 15 2007, 04:04 AM
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#45
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Yeah, I'd ditch the exotic melee skill, honestly. Shields are a nice optional piece of equipment to stash in the van for emergencies and shows of force, but spending dozens of BPs just to be able to smack people with one occasionally just doesn't hit me as worth it.
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Oct 15 2007, 05:43 AM
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#46
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Well, a mind control spell could be made voluntarily by making brick receptible to it so it's not just direct harmful spells And my main point still stands. He's got charisma of 2 and no etiquette. ANY etiquette test he will do with a base pool of 1 - just pray that he has no negative modifiers on it. EDIT: It's well worth 6 measly BP to get Etiquette (Street) 1/3 |
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Oct 15 2007, 02:04 PM
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#47
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
The sheet's got holes, but that's practically a given when maxing out a troll tank's body. Personally, I'd pass on hardcapping body and would round the character out a little better, but I understand why he's going for it at chargen instead. Picking up Etiquette or the Influence group after a run or two is a pretty reasonable goal while bumping Body past 9 starts costing upwards of a hundred karma. If he doesn't do it at creation, it isn't likely to happen at all. Honestly, what's really bothering me is Bad Luck; he could probably get by the most important social tests via Edge and hanging with the Face, but that 1 in 6 chance can get pretty ugly.
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Oct 15 2007, 02:12 PM
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#48
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
But this is also the great pitfall. Looking outside game mechanics I would actually wonder how the face would even accept working with someone who might have insulted the face three times by just saying hello to him if he didn't use edge. Min-maxing like this is usually a bad thing. I'd skip the exceptional attribute and not max out the attribute. A body of ten is enough for a LOT of things and he gets back around 40+ build points for essential and useful skills. |
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Oct 15 2007, 04:08 PM
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#49
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
My point is the only "non-harmful" spells that don't have a resistance check are spells such as increase attribute, or heal (as the two big examples). You can't choose to have your character not resist a powerbolt, equally so you can't have him not resist control thoughts. Yes, any ettiquette test starts off with a pool of one. Thats why he is a team player, and keeps his big mouth shut. He'll stand at the door, while the face talks to the johnson. His job isn't making people swoon over him or talking more money from peoples pockets. Side note: Street isn't a valid specialization for etiquette. Street gangs would be. But, I highly recommend you re-read the etiquette description. It is for blending in, and not appearing out of place. It STRONGLY fits in that this guy doesn't blend in, and just about always will be the pink elephant in the room. Etiquette isn't required to talk to a johnson (if you want to impress him it is, but if he knows he's hiring the toughest troll around, and thats what he wants, I don't think he'll much mind if you forget which fork to use.)
1/6 critical glitch with his charisma die defaulting, or 1/6 that edge hurts instead of helps. I'll take my luck with the edge, instead of the charisma. In fact, he could roll with the charisma, in the case of a critical glitch, spend edge to reroll his failures, roll his die to see if edge works or not (either way, it doesn't hurt him if it doesn't, as he has no successes to reroll) and if so, he gets another shot. Chances of critical glitching are quite low with that. Also: His body isn't maxxed yet, he could take genetech to get another 1pt out of it.
I'm pretty sure a helmet like that is a bit more than a bicycle helmet. Last I checked not many had ballistic armor properties. As I said, the shield stays in the van. I am considering dropping the shield skills though, dropping my unarmed to 4, and getting a cyberholster/pistol and making that his combat skill. |
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Oct 15 2007, 07:58 PM
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#50
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
@Jopp: This is something of a playstyle issue. The group I play with apparently interprets Etiquette and social skills in general far, far differently than you do. In my group, a fully clothed, (apparently) unarmed troll wouldn't get hassled in an area he could reasonably be expected to visit in day to day life. Unless you're Incompetent: Etiquette or Uncouth, it doesn't matter what your sheet says if you're just trying to pick up some NERPS at the Touristville Stuffer Shack since it can reasonably be assumed that such an activity is threshold 0; the people there WANT you to come in and buy things, after all. It's a much different situation than waltzing into gang territory wearing enemy colors and trying to convince everyone that you're still down. Same thing with a troll meeting the Face for the first time; the character with higher social skills dominates the encounter if they choose to, but unless the person the troll is talking with means for Bad Things® to happen they won't. |
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Oct 15 2007, 08:11 PM
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#51
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
Unless all you want to do is resist damage, you need a ranged weapon in addition to the cyberspurs. I don't know about your games, but there have been alot of places in my games where either you can't get to them, or you have to cross about 100 meters of turf to do so. I would recommend an Ingram Smartgun X, an HP MP-5 TX if you want Semi-Auto fire. Or if you really want a decent concealable and non-threatening firearm then the Yamaha Sakura Fabuki is good.
Chris |
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Oct 15 2007, 08:40 PM
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#52
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Updated sheet with different skills (dropped exotic ranged and cyberspur, picked up pistols, and an ares pred). Plans are to later replace ares pred for a heavy cyberpistol.
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Oct 16 2007, 06:47 PM
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#53
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Massive overhaul, better damage taking ability, room for the pain editor once he can get ahold of one, biomonitor so he knows when to stop while pain editors active, wired reflexes, a gun, armor on the limbs, all sorts of jazz to make him much better overall. Any suggestions? (I did ditch the adrenaline pump too, as well as all used 'ware).
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Oct 16 2007, 07:25 PM
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#54
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
I'd consider getting rid of Dodge in favor of Gymnastics since you already have Unarmed to fall back on if you happen to get threatened with ranged and melee attacks in the same round. There's some real drawbacks, of course; there's no Ranged/Defense specialization for Gymnastics and your character is likely to have his hands full thanks to the shield and gun combination, so you very well could end up with no passive melee defense at all in some situations. Still, I'd say it's worth considering since your troll can soak just about anything short of a monowhip or stun baton anyway.
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Oct 16 2007, 07:35 PM
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#55
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Stun baton? Please. He has 11 impact armor left. +6 from his non-conductive armor... 17 armor for a stun baton. +13 body, is 30 dice to resist a 6S attack. He can buy the hits to take nothing at 4/1, and is likely to get 10 hits on an actual roll. As far as "incapacitation" body + willpower = 17 dice vs threshold 3 to not fall down. Easily done. He takes a -2 for being zapped however, probably makes him mad.
Monowhip... 21 impact -4 = 17. Means its gonna do stun. 17 + 13 = 30 dice for damage resistance. 8P he can buy the hits to not take damage from the monowhip too. I favor dodge... it fits the character more, I can spec it for ranged with karma, and I don't have to worry about my hands being full. (Not to mention people punching me get the fun of my shock frills). Not to mention he can just defend with reaction + dodge (instead of unarmed) for melee attacks. Besides which, whats he need gymnastics for? |
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Oct 16 2007, 07:43 PM
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#56
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Balance tests, breaking falls and leaping, mostly. Like I said, it is merely something to consider. Your character by design already overkills many defensive tests, so I figured that perhaps taking Gymnastics over pure Dodge wouldn't exactly put him at terrible risk of life and limb.
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Oct 16 2007, 07:50 PM
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#57
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
And how often do you expect him to be needing to make those sorts of tests?
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Oct 16 2007, 07:56 PM
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#58
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Moving Target ![]() ![]() Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 |
I love TROLL TANKS! :D :rotfl: |
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Oct 16 2007, 08:37 PM
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#59
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
I'm pretty sure most people shouldn't use my experience as a signpost on this one, because I've had more than a few runs where I've rolled athletic skills more often than I've rolled any sort of combat tests whatsoever and have also had a couple of fellow players burn Edge because they literally couldn't make that leap to save their lives. My all-time longest lived character was a bioathlete/jack-of-all-trades who was into parkour (his early role on the team was essentially as a B&E artist but eventually he had enough cash and karma to be a real monster), so I'm obviously going to be biased. Anyway, you don't need to defend your decision to me; I pointed out the same reasons you did when it comes to listing the cons of such a character using gymnastics in lieu of dodge, after all. It really hardly matters anyway, your character could probably survive a decent fall anyway, so it probably doesn't matter well he can maneuver on ledges and rooftops. |
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Oct 16 2007, 08:40 PM
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#60
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Could always buy him a grapple gun. Or stick one in his leg...
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Oct 16 2007, 08:49 PM
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#61
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
It's really a matter of preference. Gymnastics isn't really all that great if you treat it as something you only pull out in emergencies. Now, on the other hand, if you're like my old athlete with 12+ dice in all Athletics skills and actively can treat it as an advantage rather than a safety net, you can start doing things that are borderline evil. It's amazing how easy it is to ambush everyone when you have some gecko tape, a chameleon suit and the ability to leap or climb onto nearly anything you want, after all.
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Oct 16 2007, 08:50 PM
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#62
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Chameleon suits, oh how I love you thermographic vision. And gecko tape? Good luck with anything thats wet.
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Oct 16 2007, 08:53 PM
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#63
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Gecko tape isn't actually all that necessary for climbing when you already have a dozen or so dice to play with.
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Oct 16 2007, 09:02 PM
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#64
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Have you ever looked at the modifiers for climbing?
For a brick wall. -2 flat. How high, lets say 2 stories. Distance in meters x 1.5. Roughly 6 meters. 10 dice, you average 3 hits, it takes you 2 combat turns. Thats a long long time. |
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Oct 16 2007, 11:16 PM
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#65
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Add Thermal Damping to your chameleon suit and you're actually MORE invisible to thermo than you are to normal vision (rating 6 vs thermo and only rating 4 vs normal vision). |
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Oct 16 2007, 11:17 PM
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#66
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Oh radar sensor, how I love thee.
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Oct 16 2007, 11:20 PM
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#67
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
I'd pay extra for Arsenal to come out now just for the non-cyber version of radar sense. |
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Oct 16 2007, 11:27 PM
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#68
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,978 Joined: 26-February 02 From: New Jersey, USA Member No.: 500 |
Thought: Radar sensor would have all the disadvantages of radar, too.
Dark night? Sammy using radar sense to detect everything? Horde of squirrels. (In the air, a flock of birds works just as well). See, unless you set the sensitivity to ignore small movements (and/or unmoving targets), you can get lots and lots of clutter. If I remember correctly, for sea search radar, even wavetops can produce clutter. |
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Oct 16 2007, 11:32 PM
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#69
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Apparently radar got better. I'd think using it to see through walls would be an issue too. Especially with all that piping and such. But it isn't.
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Oct 17 2007, 12:05 AM
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#70
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 |
Why don't you just slap it in a casing and halve the price? |
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Oct 17 2007, 06:40 AM
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#71
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
Okay firstly... there's very little reason to shoot the troll. Generally if a guy's big skill is pistols it's because it's not a street samurai. He's the team mage, face, medic... etc. And the pistol is his backup weapon (or primary weapon when magic or whatnot isn't apllicable). His range caps out at 60m, he doesn't close that fast. If you're after a very flexible single weapon... I'd recommend a SMG. Unfortunately you lose the heavy pistols -1AP, but the ability to fire SA/BF/FA is pretty usefull.
Also, your electronic goggles. I've seen this on a few players. But you can't get something w/ more than 12 avail in chargen right? So how do you get all those mods on a single pair of goggles? Or do most GM's look the other way because you can easily say put perception(3) and flare compensation on a pair of contacts, then put smartlink plus low-light... etc on a pair of actual glasses/goggles keeping it all under 12. Two: please explain how you get (13) augmented body? I see no cyber which is a body adjustment outside of cyberlimbs. (are you just averaging them w/ the body? 14*4+11)/5=67/5==13. This makes sense to me, but I don't see where in the rules it says to do it for calculating net body (and physical boxes in particular). If you do so do you also include the head as a seperate area... I'd say no, as there is no 'head of vecna' in the game (but we have cybertorsos, and limbs). Also body armor is treated as an aggregate of chest + headpiece bonus, so it makes little sense to break that up. Anyhow I come up w/ 8 + 13/2= 14.5 == 15 boxes physical... not 19. What am I missing? FYI: I'm new to SR4 I've been lurking the forums for about 2 months now, so please explain to me how I'm getting this wrong as I'm simply applying a literal reading of the rules. And trying to read in common sense where they're not explicit. Three: any GM worth his salt is not going to just accept armor 24/21. That armor isn't everywhere and is based on summing disparate parts that the rules say to average. That's just blatant dropping common sense and metagaming at its worst. I can't see myself accepting any chars claims that he's mobile and has more armor/body than an ares citymaster armored vehicle! The cyberarm rules state clearly that the armor only pertains to checks involving the cyberarm. ...."in any other case, take the average value of all limbs involved in the task (round down). If a task requires the careful coordination of several limbs, use the value of the weakest limb." Cyberarmor is listed as an augment right alongise of STR/AGI/BOD and to my reading is affected by this as well. (it makes zero sense that a bullet which hits the the left arm gets an armor bonus from your right leg, left left, and right arm, let alone any natural armor on a cyberlimb replacement!). The text pertaining to armor in particular says it's both ballistic and impact, but DOESN"T say that it adds to the full users armor test. Here's how I breakdown the armor into 5 zones (it's unfair to treat the head as a 6th area for averaging armor) Head+Torso: 11/9 (helmet, jacket, + NA) Limbs (x4): 10/8 (jacket, cyber, no NA) So I come up with: Ballistic: 51/5==10 Impact: 41/5==8 So by my tally your armor is 10/8, w/ a +6/+4 bonus if the attack is coming from your shielded direction (don't even try to claim you have a 360 degree shield, that whield will cover 90 at absolute most 120 degrees of arc on your shieldarm side). Nothing to gripe about 16/12 is pretty damn good for a full body frontal aspect. Now onto my reply from the other thread to keep it from going offtrack: sniper deadliness as it affects you. I'm limiting myself to chargen equipment and cheap stuff I could buy w/ starting cash and connections after chargen (APDS, cost 70... pay 2-3x book for 10 rounds). Making a twinked out character like yours here. Yours is designed for as much possible damage soak while still being offensive enough that people will actually bother shooting him as opposed to going for the squishies. So I'm twinking out on the sniper here as well slightly. 6 in his weapon, +2 spec, +2 smart, 8-9AGI, scoped, +4 take aim (8 prof in his weapon). I think I got all the big ones... so we're starting at roughly 22 dice. For mission, say that your 6/6 doctor friend has pissed someone off and you are his weak spot (he'll do anything for you), to send him a message they're going to assassinate you. (you have no idea this is coming, no reason to expect it). We'll say he's a lightly cybered adept just for arguments sake. Now here's a clarification I don't understand fully in SR4... it says a surprised character may not react in any way. Does that mean they don't even get reaction dice to avoid the first attack? *snip* Answered my own question. no reaction whatsoever, treated as a pure success test for the attacker. So that's 6 less dice on your defensive rolls below. Page 150. Defender is unaware... gee why couldn't they put that in 'surprise'.... Weapon options... Assault Rifle, 6P AP-1 AR's, Hunting Rifle, PJSS 9P AP-1 (2 shots), Sniper Rifle, Walter 7P AP-3 The Sniper Option: By my reckoning: Your head only has 2/3 armor. You have nowhere which is armorless but you have areas where your armor is weak. Again, I'm calling 16/12 frontal armor and 10/8 rear armor. I will make a called shot to your head. By my reading of the rules you can't call a shot until after you've done a take aim action, which limits you to one called shot per round. Similarly, your radar sensor only has a range of 15m (it says to reference the MM-wave radar in the SR4 book). To me that means from the front, if I shoot you in the head I need to get by the shield and take a penalty on my dicepool based on your total armor. That's pretty substantial, it's a -14 dice pool modifier ballistic or -9 dice pool impact. But AP completely eliminates your armor. At this point choice of ammo is a technicality, probably frangible +2DR vs giving you 2points of AR is worth it. If frangible, that's 7P + 2P + 13dice - reaction resisted solely w/ 11 dice body + 2 dice armor. And IIRC you took that cyberthingy which gives -1 damage for 3 or more lethal damage. Those numbers get worse if the sniper is to your side or rear since you lose your shield. Will it kill you... probably not. A truly evil sniper would use gel... because.... It only took a single simple free action to fire a called shot. Now you only need another second simple action to fire a followup shot. You don't get the -range cancel, and you don't get the +4 aim. But the +1recoil is handled by the shoulderpad. Second shot is pretty straightforward. No fancy trickshots cause you need to get it downrange as fast as possible. So instead of 22 dice, you're looking at 15 or 16. That's still probably a guaranteed hit. But it's against your full armor + body. Again 7P + 2P + hits - reaction. But chances are it doesn't beat our armor, making the damage subdual. If I had done subdual damage before though, this shot would be almost guaranteed to knock you unconcious (you've had no time or actions to apply a stimpatch, and none of your augments allows you to ignore stun damage yet right? If APDS makes the availability roll. Same rifle, but we just shoot you in the back again center body (just for sake of argument we'll cover frontside shot as well). Called shot, but trade -4dice for +4damage. Again starting at 22 dice, we're only down to 18 dice. Against the front 16 front ballistic armor, I'm bringing -7AP to bear. So your armor is down to 9. Your body is 13 (we didn't target any particular locations, or maybe Dm calls it a chest shot and considers it 11). In any case we start at 11P + 18 dice - 6dice... so probably a net of 15P to resist with 22 dice (16 from the rear). Will it kill you... no. But the followup shot w/ it's 16 dice and 7P vs. reaction + body + 9 or 3 armor. Frankly, the most surefire way to deal with you is to just resort to called shot Gel and knock you out cold, then finish off your unconcious form at liesure. If being TRULY evil (and I assure you I only mean this as an example of twinkdom)... If the opposition truly did it's homework... I guarantee we handload our own silver frangible magic bullets aimed at your head. The reason for frangible is that way the bullet fragments on impact leaving a lot of silver shards embedded in your head meaning you take 1 unresisted physical per minute til they're all removed. +4DV for being made out of silver +2DV for being frangible... +2armor for you though. The follow-up shot benefits because the presence of silver in your system gives you a -4 penalty on all rolls (reaction), though it wouldn't/would penalty your body check to resist damage? Best engagement range, probably ~1 klick, your chances to see/notice a hidden sniper at that exceptional range are next to nil Hunting rifle: PJSS same deal... 2 more raw damage, but 2 less AP. The numbers work out roughly the same as above. Generally assured dam hits from P are better than -armor or dice pool. Drawback less range (750m), so the char needs a bit more stealth. Again best engagement range is probably about 600m (time to reload and take more potshots before you're out of range). Assault Rifle: This is actually the trickiest. You need to engage close enough to get multiple rounds of fire. But far enough away that you can't close quickly. EG: say 350m. First shot, same as above... only you start w/ 6P -1, so don't do as much damage, so trade off 3 rounds for a narrow burst for an extra +2P -2dice bringing us up to 8P -1. But a frangible round to the head does the trick. The point here is to give you a nice batch of physical damage to give you a dice pool penalty (especially for running/sprinting). Afterwards, we're just gonna work our way through your entire 25point damage track over the course of say 1 or 2 IP's using 2 narrow bursts per IP. Alternatively... go for the first round knockout as above. Instead of frangibles fire gel. Instead of a headshot, just do a -6dice, +6DR called shot short narrow burst. Goal being get at least 6-7 hits though roughly 30 dice of reaction, body, and armor. Your second followup shot is another short burst... goal being to get 3 more stun hits knocking you out cold before you can do anything. Please explain how I got any of this wrong... I'm still learning. |
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Oct 17 2007, 07:49 AM
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#72
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Did you add +1 for each cyberlimb?
Ok, what about mystic adept with Armour Jacket and Mystic Armour lvl 6 and a shield+helmet? That’s 8+6+( +1 / +2)+( +2/+6) to a total of= 17 / 22 Almost as bad? Gonna forbid an adept using that power now. Although I agree that they only get full armour when receiving attacks from the front.
Sorry, but you ARE wrong here. In 3rd ed you had to clamp on 10-20 points of armour on each limb to get really good armour but now you can only have 1/10 of that amount, that’s why you use the full value. Second, wearing/using armour is not a “task� or “skill check� which the above quotation refers to.
Wrong again, although BOTH head and torso is referred to as “shells� they are also classed as cyberlimbs for convenience as they replace all muscles with mechanical equivalents and encases the bodyPART in alloys and synthetics.
Almost correct, they may not do ANYTHING that affects the attacker in anyway, nor would I allow a character to drop prone behind a counter JUST before someone shoots them unless they KNOW the person is about to do just that. This means that for the first initiative pass you can basically only soak damage before doing anything else. I would allow people to drop prone after being shot though, you tend to react to such things.
Nope, the description is only for the ability to detect cyberware. It’s actual range is Signal rating 2: 100 meters.
See above =) |
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Oct 17 2007, 08:01 AM
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#73
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
And why would any GM worth his salt not accept armor 24/21? That is the RAW, but you will have to house rule it. There are no "Hit Locations" in SR4, the only thing close would be the cyberlimbs armor thing. BTW, Call Shot to Bypass Armor bypasses all armor. |
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Oct 17 2007, 05:20 PM
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#74
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
SMGs don't fit into his smuggling compartment. They're harder to hide. Not to mention actually fireing FA from one is pointless.
The goggle are availibility 0. Lowlight is +4. Flare comp is +2. Vision enhancement 3 is + 4. Vision magnification is +2. 4 + 2 + 4 + 2 = 12.
Cyberskulls are around too, thats an extra "limb". You get +1 physical condition monitor per cyberlimb.
He doesn't have more body than a citymaster, just more armor. Either way, the rules don't say to average them. Jumping over to page 149. Armor and Encumbrance. "If a character is wearing more than one piece of armor at a time, only the highest value (for either Ballistic or Impact) applies. Note that some armor items, like helmets and shields, provide a modifier to the worn armor rating and so do not count as stacked armor." Cyberlimb armor is a modifier, not a separate piece.
Actually, armor is not listed right alongside STR/AGI/BOD. In order, cyberlimbs are listed, obvious cyberlimbs, synthetic cyberlimbs, cyberlimb enhancements (this is STR/AGI/BOD), and lastly, Armor. Armor is listed after the rules you quoted.
You don't break armor down into 5 zones. Characters have 2 armor ratings, ballistic and impact, as Jopp, toturi and I pointed out, bricks is in fact, 24/21.
Yeah, Brick is limited to chargen equipment too, so thats fair. Otherwise, he'd have a pain editor.
Actually, you can only take aim for 3 dice. Your skill is still a 6 in the weapon, the specialization just gives you a +2 dice bonus.
Called shot for +4 damage or to negate armor? Since to negate armor would be a -24 dice penalty, I'll assume its for the damage. (Also, you can call a shot (free action) and shoot, with no take aim needed. The rules merely say you can take aim, call a shot, and then shoot.) And as Jopp said, my radar sensor has a range of 100m.
This is full of so many mistakes, it hurts to correct. 1) If you are calling a shot to avoid armor, you avoid all armor, -24 dice you can't make the shot. 2) If you call a shot for +1-4 damage, you take -1-4 penalty, and make the shot as normal. 3) Assuming you call a shot for +4 damage (since you can't make the shot otherwise) that puts you at 17 dice. Walther has -3AP, dropping my armor to 21. 7P + 2P + 4P+ average of 5 successes makes it 18P resisted with 13 body and 21 armor. 18 is less than my armor of 21, so it drops to Stun damage. 34 dice, average 11 successes, 8S taken. Since thats over 2 damage, platelet factories drop it by one more to 7S.
Followup means you don't get the aiming bonus, or the range negation. 21 - 3 for extreme - 3 for aiming (I already pointed out you can only aim for 3 dice), is 15 dice left. 5 successes average vs Bricks reaction + dodge (of course hes going to full dodge with a sniper shooting him) of 9 dice. 3 successes. 2 net hits from you. 7P + 2P + 2hits = 11P. 11 is less than 21 still, stun damage. 34 Dice still, 11 successes on average, and he soaks it completely. Next round initiative he slaps on a stim patch and books it.
If you get APDS I get my pain editor. Starting at 21 dice you drop to 17. Against 24 ballistic. -7ap. Drops it to 17 armor. 7P + 4P + hits, average 5. 16P. 16 is less than 17, drops to stun. 30 dice, 10 hits, +1 less from platelet factories, 5S taken. Followup with 15 dice, average 5 hits, vs reaction + dodge of 3 hits, is 2 net hits. 9P with 17 armor. Its stun. 30 dice to resist, 10 hits, soaked completely.
Except that you won't knock me out via called shot gel rounds, as I'll soak plenty enough of it that I'll have time for stim patches. And, later, a pain editor that ignores stun completely (except for when it starts overflowing to my physical track).
Doesn't really change anything, Brick lives to run and hide from the sniper.
Except that just about anything you shoot will flip over to the stun track because of the armor. And its a 29point damage track. 2 narrow bursts? I'm gonna be doing a lot of dodging then.
Called shot to what? For what? +4 more damage? Or negating armor? If the former, you're at +10 damage, which means you'd get to his physical track if you weren't shooting gel. Sniping with a long burst though, means no followup (long burst is a complex action). He's stimpatched and hiding behind anything he fits at that point.
Np. Done and done. Feel free to modify any of your scenarios now the you understand the armor rules. |
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Oct 18 2007, 04:43 AM
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#75
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
No, I disagree w/ some of your comments. Like I said I'm new to SR4 (but not to shadowrun). So I'm applying a literal reading to the rulebook. I was reading this post as mostly someone trying to illustrate a problem in the RAW, or was I wrong? Frankly if this is a CORRECT interpretation of cyberware, I'd argue that these rules are pretty damn bad (and I like a lot of their systemic changes). But I disagree that the RAW supports many of your arguments. (not saying I have it all right by a longshot). But I see NOTHING (I want a quoted cite) here which argues for this reading.
Specifically: thanks for the bits about the areas... head averaging strikes me as the suck though as a bit of a pain w/ the round down bit. To me a SMG is usefull because it's very flexible. Has longer range. And you can't execute covering fire w/o the ability to fire full auto. And a long narrow burst has it's uses! (-9 dice, +9damage, that's like assured hits, but w/ a higher chance to miss due to reaction, and a higher chance to glitch, the less dice you roll the more likely you are to glitch). But I completely missed the bit about can only fit a pistol sized item in the compartment, so it makes a lot of sense. Re: above 16 and high cost items... yeah you have 40k in starting cash (+extra) avail to get a 18F item.... uhhuh (considering the mere LOAN of a 50k item is a rank4 favour I'd hate to see what the stealing of it is). I think I was within reason to stating that I'd be able to get a 16F very cheap item (APDS) especially if I'm paying 3x the market rate w/ the right contact (say arms merchant/fixer 2/2). Besides I was just using it as an example of trying to roleplay a starting character on a mission. (your characters have never had to try and get gear they didn't have/couldn't get in chargen for their first mission?). From my reading of the rules (and other forum posts, since it seems like some GM's have their chars burning through it like candy), getting APDS isn't that difficult (at least if you have a week or two to wait), the hard part is explaining it to lonestar if they find it! Then again if he already has a 10F sniper rifle... what's a 10 rounds of 16F ammo on top of it. (really... 2 tests a day for a 16 extended target vs. 1 test a week vs. a 18!). Regarding Called Shots: You're right and wrong I think. I was misreading page 149, but so are you. "A character can aim (see take aim) and then call a shot at the time of attack." So if we enter the initiative pass the sniper actually shoots. He's used up his take aim actions prior to this IP. This IP he actually calls the shot and fires on his first aimed shot. Then uses his second simple action to make a followup shot. I was misreading the rules to read that the character took "take aim" as a requirement to even do a called shot. Nothing under called shot reads that, simply provides an explicit exception to no free actions or take aim is disrupted. Or am I misunderstanding You're also forgetting the last bit. "any of the following may occur, at the player's choice and with the GM's agreement." Last line.... "The Gamemaster may also allow other specific effects for called shots IF HE CHOOSES". It then gives some examples. Number1 is out, because technically no part of you is unarmored (you have at least 1 point of armor on EVERY location, even your face... Also, it makes emminent sense as a GM... There's a completely armored vehicle bearing down on your friends. What do you do? Does it have any weak points? Roll knowledge/whatever... yes the armor over the engine maintenance hatch is weaker than the rest. Player, called shot on the hatch to try and disable the engine. GM: looks at option1, okay that'll be 8 dice to reduce the armor by 8. Player I'll take it, as I can't hurt that thing any other way. (maybe he can/can't... IC he doesn't think so). It makes zero sense in the above context that a player could make a called shot against your hypothetical mystic adept either and bypass 'all armor'. His magical armor, plus natural armor... how do you bypass it... it's everywhere. I'd allow the player to bypass any worn armor and take a shot at an appropriate location w/ an appropriate diceroll. (really it almost ends up a wash, as the best option is almost always +4DV/-4 dice... those 4 dice would only give you 1.33 hits on average... but you're gaining the net equiv of 4hits in damage. 4 hits is roughly 12dice of soak right then and there. So from that angle, my proposed attack is suboptimal from the math angle. The only time it's good is if you're expecting the other side to invoke edge... reducing your dice pool and his dice pool at the same time... smaller dice pools are harder to explode bigtime. Otherwise it's a complete wash. Do you agree that the above is a logical reading of the rules, and a valid non-powergaming player/GM interaction supported by RAW? If so, why could a sniper not take a body shot against your troll in the back, and only apply your natural armor and jacket? BTW: I also noticed another mistake I made.. frangible is errataed to +5AP not +2. So replace w/ EX-Ex or the like at +1DV/-1AP. Your bits re: adept. I disagree. The adept is going to need to maintain the armor spell giving a nice dice pool penalty (or he's going to need to pay bigtime for a high force sustaining focus... 15BP for a force5 sustaining. Being generous w/ a ton of skills spent and a maxed out magic attribute... 9 dice... 3 hits is about all you can expect for extra armor on a typical test... so yeah cast it at force5 and hope you get lucky (mystic adepts are really short on points I'm noticing). You're only paying what 6-7BP per limb! w/ 2 points armor per). And at that the armor you're accumulating for each limb caps at 4(x6, 5 limbs + torso) and no way do I give a cyborg w/ a completely cybered body 24 points of armor, just because he has 4 points of armor augment everywhere. And that is at a mere 300/point. For offense, your limbs have basically agi6 for almost free (1BP of so,base 3 plus 3 for a mere 750!! (so that's what... .15BP). As opposed to what 40BP to actually raise AGI to 5. You're not getting much sympathy from me here. As such an adept is clearly tanking, but again I have no reason to shoot him until he's actually a bigger threat than someone else! It would be an interesting experiment to see how much armor you could do using a mix of magic, man, and machine though. (basically this ends up what's the BP cost of essence, plus extra for magic...) You're also assuming he's cast armor and got all his hits in one go w/ no soak. You've already drained his casting pool by at least 3 for 6 points of mystic armor, leaving only 6-10 dice on the casting test probably. (and 5 BP per point of armor (10BP * .5 per basic rank in magic, this goes up if you're maxing!), which also would apply to a cybered up mystic adept! Frankly by my reading of SR4... mystic adept is the most disadvantaged character of all coming out of chargen (if he goes spell heavy... why not just be a mage, and not waste 1 point of magic on the required ability to percieve astral in the first place while not being able to go astral). Theoretically he could become one of the most powerfull (basically has access to everything except astral travel)... but the BP/Karma to do so are staggering (very much karma limited and not $$$ limited). But I'm digressing... Furthermore, some of those means you stated could be cast and applied on TOP of your troll. Nothing's stopping the party mage from casting an armor spell on you upping your already obscene claimed armor rating. He'd definately get more hits than the mystic adept... and could also use a sustaining focii. The problem is the trolls' so tough that it doesn't make much sense to shoot it in the first place. Now onto why I disagree w/ your READING and interpretation. Now to argue a bit (hey it's fun and everybody learns :)). Also I asked 2 of my friends one who's a huge srun fan and both who GM. They both agreed that you're misreading these rules. That the armor is an augment to the cyberlimb and would be averaged on the check. EG: if you have spent 5 essense and 400k for full body prosthesis (alphaware). Then put 2 points of armor on everything, you wouldn't have +12/+12, you'd have +2 armor on everything. It abandons ALL sense of common sense and requires reading one sentence to say way more than it actually says to claim otherwise. Also your starting body is not a test, so the cyberarms don't add to your starting hitpoints outside of their 1 per cyberlimb. Your essense is 11, 8+6==14 (+4) a real tough guy. page cites... Page 140, "5. Damage Resistance TEST", "The defender rolls attribute + modified armor value...." Page 336: table Cyberlimb Enhancements: Armor is NOT listed seperately from Body, strength, and agility. It is by definition a Cyberlimb enhancement. If it quacks like a duck, is listed as a duck, and is added like a duck. It's a duck barring ANY QUOTABLE text to the contrary! Page 335: Cyberlimb Enhancements: "...--enhancements from other cyber- or bioware systems have no effect. Cyberlimb enhancements use up the Capacity OF THE CYBERLIMB THEY ENHANCE".... goes on to say when to average, when to only take the cyberlimb, and when to take the minimum of all involved. (minimum of all involved is important for called shot, later) EG: two 4 point armor bumps from two different cyberlimbs don't help each other by my reading. And here's a critical passage: "When a particular limb is used for A TEST". It doesn't say skill test, it doesn't say opposed test, it says TEST. Gee what do we have above... but a Damage Resistance TEST! Under Armor the EXACT test: "Armor: Armor installed on cyberlimbs is both Ballistic and Impact". It DOES NOT say it adds to the users total armor rating. It simply states what type the armor is. Under Cyberlimb enhancements it states when this armor would apply... for tests INVOLVING the cyberlimb in question. There is ABSOLUTELY ZERO rational basis for claiming that a cyberarm enhancement acts as a cumulative armor bonus in the same manner as a helmet, which explicitly states (+1/+2) on the chart! I see no reason using all the quoted passages that cyberlimb armor would be handled any differently than cyberlimb body in a full body test. A non-called shot is a full-body damage resistance test. This is made worse, because in my experience... generally in shadowrun cyberlimbs were very powerfull because they were usefull. You get some guy w/ smartlinked pistol he doesn't need to expose his body. Lets say he's in the parking garage, and a fight breaks out. Now he takes cover behind a structural concrete member, and the only thing exposed is his cyberarm, he can see what his gun sees (w/ a tunnel vision penalty since it's a narrow sight picture). But the only thing they can shoot and hit is his arm which is highly resistant to damage from both worn armor and it's CYBERLIMB ENHANCEMENT armor and it's potentially high body. (emphasis required). Now throw on how cheap it is to get a limb w/ a maxed out stat, and it gets worse. I can get AGI8 for a mere 1BP... 5000, 3base, +3 customize (4500), +2enhance(500). If I'm only using a 1 handed weapon like pistol/SMG who cares! Hopefully armory will include rules for piecemeal armor. (EG: the armor vest, is actually much better than a mere 4/2, but its net effect when averaged out over unarmored limbs/head is only 4/2. Since aggregate armor ot me reflects someone shooting at you in general... and might hit your arms/legs/armored torso/or (un)helmeted head giving a statistical distribution. |
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Oct 18 2007, 05:06 AM
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#76
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Falconer, I don't have Augmentation, but I think it clarified the rules for cyberlimb armor. I was interpreting it the same way as you before, but apparently I was wrong.
But it's not really a broken build. For tank builds, full narrow bursts are no fun. For Neo builds, full wide bursts are no fun. For both, the group's mage and his counterspelling dice are greatly appreciated. Otherwise, stunballs are no fun. For both, really windy days are greatly appreciated. Otherwise, neurostun grenades are no fun. |
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Oct 18 2007, 05:16 AM
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#77
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
*nod* My search-fu is weak, but Peter confirmed that cyberlimb armor stacks directly with worn armor, no averaging. If I recall correctly. I'll keep looking.
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Oct 18 2007, 05:38 AM
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#78
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
To further clarify, in the thread Augmentation Q&A, FrankTrollman and Synner(AKA Peter Taylor) agreed in an unofficial capacity that armor stacks directly as the intent was that someone made completely of freaking metal would be hard to hurt. Keep in mind a cyberlimb is FULL metal. No bioware, no non-capacity costing cyber no nothing except machine, so getting 4 armor from replacing a limb with metal makes sense when you think about it.
Also, for the called shot to bypass everything but back armor, that's fine if the GM agrees with it, but going with precedent, it doesn't matter that it is center mass you get a -1 per point of armor you bypass. SR doesn't follow logical rules sometimes, and alot of people make houserules, but for comparisons sake here on the forums, the rules as they are written are all we have. Plus the generally accepted clarifying tidbits that drip in occasionally via Demonseed Elite, Frank Trollman, and Synner(sorry I don't know the names of any of the other writers that browse the forums here). Also, Falconer, keep in mind that hopefully Tarantula would check with his GM about the relative power level of the game before building or proposing this character, so while it might seem insane from your view it might fit in quite well in the mid power games Tarantula plays in. It all depends on the GM and other players. I've got a Troll mystic adept(possession tradition) with 20-ish armor in my game and it doesn't bother me in the least, it was a legal build and I have no problems challenging him without reducing the team to uselessness. Mmm, stick and shock and spells. Chris |
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Oct 18 2007, 08:41 AM
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#79
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
Thanks for the pointer to the thread. Synner's only official comment is that this will be addressed in a future FAQ but doesn't say how. He said unofficially he leans towards Trollmans interpretation. I sincerely hope they actually playtest this heavily before just going w/ a single authors barely considered comments in a forum.
Accepting this w/o comment means that you accept that a character can be rolling over 60 dice between reaction, body, and then over 40 dice of armor! Last I checked even your full narrow burst from a HMG, or an anti-tank rocket is going to be hard pressed to get to 20P. (and even then, with that many dice... edge multiplies that quite a bit for things which actually might manage to inflict a point or two of stun damage). Seriously... even this starting chargen troll.. after a single mission should have the scrip to double his cyberarmor and buy full body armor and helmet. (4*4+10/8+2/2+6/4+1)==35/31 (he gains potentially 11 points of armor 7000 for the body armor, and a mere 2400 for the extra 8 armor augments). Armor augments are in the basic book... so after your limbs. It's only 300 per point of armor... 22 * 300== 6600 nuyen (and 44capacity out of 90IIRC). So for 6600 nuyen in augments you too can be nigh invulnerable.... For a full body armor adjust doesn't that strike you as amazingly cheap?! (again, 5BP per armor for an adept, and it only goes up once you factor in initialization and magic raise costs). For a local armor adjust that price is very fair! How many BP's is a full body armor adjust worth. It just strikes me at 1point for 1 point it's a bit too good. Similarly, I understand Franks position that 1point local for a 1/6 point global isn't that good (especially w/ the round down). Strikes me that a simple point is for every 2 points, or for every 3 points 1 point of global is simple, and doesn't result in a massive dice pool which renders every weapon in the game (even the heaviest support weapons) irrelevant. I repeat my earlier comment. I sincerely hope that they will address piecemeal armor in the equipment book (EG: sum up the percentiles, chest counts for 30%, head for 5%, arms count X%, legs count Y%. For every 3 points cyberarmor, gain 1 point full body armor). And use that as an oppurtunity to clean this issue up. Oh well, i won't pollute this w/ any more posts... thanks all for the help and some of the corrections. (but anyone who even thinks about pulling something like this when I'm GM'ing gets their charsheet torn to shreds). I've learned a lot about SR4's shortcomings quite quickly. |
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Oct 18 2007, 04:59 PM
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#80
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
-9 dice is HUGE. Thats not a long burst either, thats full auto. Arguably, I could go with automatics and pack a machine pistol. Sure, it can do suppressive fire, but what good is that when actually shooting someone is practically impossible. (Automatic 6 + 2 spec + 6 agi on the limb + 2 smartlink = 16 dice, -9 for full auto would be 7 dice, thats barely more than most peoples reaction, very likely to miss, though... the more I think about this, the more a machine pistol sounds good.)
He has a fixer contact, fixers have a 10 dicepool for negotiation + charisma. Threshold 18, with a one week threshold. 3 successes a week on average, it takes 6 weeks to get it. With a 6,000 dollar finders fee to the fixer too. It isn't that hard. Do a few runs, save the cash so I can afford it, and I'll be all set.
How am I wrong? You only get 3 take aim actions, because your skill is 6. The specialization gives you a +2 dice pool modifier, it doesn't actually increase your skill.
Yeah, thats perfectly fine. Take aim for 3 simple actions, call a shot, fire on a new combat turn. Then fire again for your second simple action. Just fine.
Wrong. You can houserule things however you want. By the book, you call a shot to bypass armor, (describe it however you like), then you take a negative dicepool penalty to the total armor. Please, since you're reading the book so carefully, show me where in the armor section it tells you to break down armor to what it covers on each character.
Except, you can make a shot to bypass all armor. It'd be a huge dicepool penalty, but its perfectly legal by the book.
No, I don't. Why couldn't a sniper just shoot him in his eye instead, since he doesn't have cybereyes then shouldn't it have no armor? Because, the system is ABSTRACT. You can describe it however you'd like. However, armor ratings are for your whole body, so is body ratings. Calling a shot is to bypass armor (however you do that) or to do +damage up to 4. Doesn't matter how you do describe it, those are the mechanics.
Ok, he still doesn't die.
Mystic armor isn't a spell, and its always on. Ton of skill + maxed magic = 6 + 6 + 2 = 14 dice, and thats not even counting foci or mentor spirits.
Sure, but I also paid a ton of essence for that. Other augs I can't get because instead I chose to get "worthless" cyberlimbs.
I didn't throw up the adept example, so I'll let him defend his adept.
No? You don't want to shoot the troll who is going to be bearing down on you?
Oh goody.
Yes, you'd have +12/+12. Just to note, to get 6 cyberlimbs, its 6.25 essence. 1 each limb + 1.5 torso + .75 skull. So, you can't, unless you die, alphaware it, or some other essence compensation method.
Page 86. If augments change your characters attributes, you write the augmented value in parentheses. The limbs change his body, so the modified value is writted for his body. Essense? What are you talking about now? Oh, my natural body of 11. Except for the averaged value of 13, because of the page I quoted. Makes it 13. 8 + 7 = 15. +4 per limb = 19. Really tough.
You missed a very important part of the quote. 335, sr4, Cyberlimb Enhancements, "The bonus to the enhanced value equals the rating of the enhancement." If enhancements were not a bonus, then they would be worthless. Each limb starts with a strength of 3. If I add an enhancement of +3, then that makes the limbs strength 3 + 3 = 6. The same is true of the armor. Except nowhere do you actually track cyberlimb armor seperately. If I add +2 armor on my arm, its +2 for my armor rating, which is global.
Because, they specifically split attributes to be seperate for cyberlimbs, armor was not treated the same. Armor has one rating, and its global.
Uhh, a normal guy with a smartlink can do the exact same thing. In fact, a normal arm, is extremely pathetically weak in comparison to the average street samurai's body. (I almost doubled the costs of the arms in order to make them halfway decent).
I really hope it doesn't. Shadowrun doesn't need the depth of seperated hit zones. There aren't any in the core book, and having hit zones added in a suppliment book would just be horrendously clumsy and stupid. It isn't going to happen, and cyberlimb armor does stack with worn armor. (Just as an example, if I get a cybertorso and one arm, and put +4 armor on both of them. I'm at 8 armor for the expense of 2.5 essence and 37,400. If I get dermal sheathing 3, I get +3/+4 for 1.6 essence and 40,000. Which is better?) |
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Oct 18 2007, 06:10 PM
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#81
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
You realize that 2 combat turns is roughly 6 seconds and not everything on the planet is combat related, right? I mean, yeah, your troll is good at combat, but he's also good at combat to the point that he could lose out on some dodge dice and hardly ever care because he's invulnerable to small arms anyway. But at breaking into places? He's not so good. My character was meant to break into places people aren't supposed to reach. Some athletic skills and yours could break into places fairly easily as well since the cyberlimbs lets him default to pretty decent pools as it is. Feats of athleticism hit me as a logical extension of what your character is already capable of and whether or not your character could spot mine with thermographic/radar/whatever is beside the point anyway since Joe Blow the security guard probably won't have those and he's your actual opponent, not my cybered up super athlete. |
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Oct 18 2007, 06:37 PM
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#82
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
You were pointing out how easy it is to ambush someone because of high athletics, gecko tape, and a chameleon suit. I pointed out that I can easily add a grapple gun to his leg, and reach just about all the same places your athletics master could, in albeit a longer period of time, without much trouble. You then point out how the speed at which you can do it is irrelevant, which strengthens that I should just pick up a grapple gun. If the time needed to get there doesn't matter, then a grapple gun is plenty for any athletic work Brick would be needing. |
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Oct 19 2007, 01:54 AM
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#83
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Yeah, that's the same sort of metagaming OOC logic that leads to mages who haven't actually done anything overtly magical yet getting targeted first in a firefight despite ducking behind the rampaging troll the second the guns are drawn. A troll like this is likely to eat a full burst from an assault rifle before people realize they need to try something else, and by then he's probably already ripping them up with a Predator full of APDS. |
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Oct 19 2007, 02:48 AM
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#84
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
One of the few times I would see people not shooting the troll despite the threat that the troll poses is that they are combat vets that have shot at trolls who have shrugged off their fire before and for that to happen, I would have to insist on a Pro Rating of at least 3.
It is only logical only if you make certain assumptions. You are assuming that there are actual "hit" locations when the armor game mechanic is an abstract system. After the roll, you may then justify the Called Shot to Bypass Armor by any fluff means you choose. |
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Oct 19 2007, 03:26 AM
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#85
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,269 Joined: 18-September 06 Member No.: 9,421 |
Uh oh, someone called in toturi. I feel a rules smackdown coming.
Chris |
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Oct 19 2007, 04:11 AM
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#86
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 2,283 Joined: 12-October 07 Member No.: 13,662 |
Re: not shooting the troll...
We're not talking about your average run of the mill troll here... we're talking about an EXTRA BEEFY (maxed body) troll sporting no less than 4 shiny cyberlimbs full armor and a ballistic shield! I'd say that profession 2 would know that means call for heavy weapons or retreat... and profession 1 would get the idea in a shot or two. I agree on a normal troll profesional 3, but those are some pretty extenuating circumstances. Tarantula: I'm not touching armor/body/whatever in this thread anymore... No... my bit about we both misunderstood (or I misunderstood you). I thought you were saying a sniper could make 2 called shots in a round. Call first shot, take aim it through to the next round. Next IP: Fire (simple), call shot (free), Snap Shot fire again(simple). I'm reading it that the call is taken at the end of take aim. I never took issue with your comment regarding specialization (I reread spec and realized it didn't give 2 more ranks in the skill for that weapon it just gave a +2 pool bonus). If I'm wrong I'm wrong... Called Shots again: It's not house ruling when the book explicitly says for the GM to play it off the hand and give an appropriate effect for penalty. Why else would the book go out of it's way to say any other effect the player and GM agree upon or the GM feels is appropriate! A GM's job is to arbitrate a game and not make it a rules fest. Generally I feel it's the GM's job to eyeball things and use the tables and such in the book as a guideline and quickly say yeah you can do it, it'll be 5 dice penalty though, go ahead and roll and keep things moving smoothly. Really, what's the dice mod to shoot the tire out on a citymaster? (depends on circumstances and GM's call) Frankly, the more I've thought about this the more I've revised my thinking... while I think 1:1 dice pool trades are fair (armor for attack dice). It's not really evident that a helmet is all that weak (they're normally pretty damn tough!) just they rarely get hit so abstractly they don't add that much armor. Though when the head does get hit they're a lifesaver. Basically less dice on my side means I have more chance to miss outright because your react dice aren't reduced... it simply means that if I'm not rolling edge, you have less dice to explode on edge. Only if edge gets involved does it even seem to matter. Really the best trades are almost +1DV/die, especially if the -dice can be offset somenow... (a die rolled is only a 1/3rd of a hit by the law of large numbers, if I can trade it and not roll it and still get the effect of a hit +1DV risking missing). SMGs: I was only offering it as a helpfull suggestion to make the troll more of an offensive threat. But you got some things wrong... covering fire does NOT have a dicepool penalty. It says fires 20 rounds of ammo, and the recoil and covering fire unaimed spread are assumed to counteract each other. So you're firing straight skill Agility + skill, vs. Reaction + Edge of everyone in the suppressed zone. Your other example of a narrow salvo misses something important as well. -9 dice REDUCED BY RECOIL COMPENSATION. Gas3 and a cybergyro (you have a cyberarm... unfortunately it's an F item though) can really cut down on the recoil. Simple action 3rd bursts can pretty much be completely covered by recoil compensation. But I missed the point you couldn't hide it in a smuggling compartment so it makes a lot of sense to just go w/ the basic pistol. Also you don't have much in the way of F items.. so it makes little sense to get the cybergyro except to fire a pistol on the move either. Lastly: You said mystic adept not magician: Mystic adept casting a spell is NOT going to have that many dice. Maxing armor is a matter of getting 10 ranks in mystic armor, leaving 1 magic for sorcery purposes... so only maybe +3-5 more on a force 5 spell w/ no attributes yet inviested to soak the 5 for casting that... (or 15BP for a force5 sustaining focus...) Also you're looking at 75Bp for the magic6 alone (10mys adept, 65 magic) before even starting into all of that. You gained all your abilities off 50BP worth of equipment! (even your offensive agility for your pistol Mr Agi: 1 troll). Without even going into the extra spellcasting skill costs and spellcosts, etc.. you're already well ahead. |
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Oct 19 2007, 06:27 AM
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#87
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Target ![]() Group: Members Posts: 72 Joined: 7-October 07 Member No.: 13,597 |
if we are talking char gen, it would be 5 ranks of mystic armor (6 at best depending on how you read the rules). max rank is limited to your magic attribute...and with one being used for spells, you get 5. (although i conceed that i might be mis-interpreting that part, so for the sake of argument, lets go with 6). still makes the max rank 6.
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Oct 19 2007, 12:22 PM
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#88
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
I see the crux of the matter being that Falconer is taking the Cyberlimb Enhancement rules and applying them to Armor. And I can see how he could do so: specifically Armor is listed under Cyberlimb Enhancements.
But if we choose to apply those rules in that particular section to only those enhancements specifically and explicitly stated in that section only, there will be no confusion and all this "Hit Location" wrangling is moot. Armor may be a type of Cyberlimb Enhancement, yes. But its explicit exclusion from the Cyberlimbs Enhancement rules section sets it apart from the other Cyberlimb Enhancements in that averaging the stats values do not apply to Armor values. Called Shots by RAW have 4 options: 1) Target an area not protected by armor. 2) Target a vital area to increase damage. 3) Knock something out of the target's grasp. 4) GM specific effect. I will leave out option 4 in this discussion as different GMs have differing opinions as to what they will allow. Option 1 (which is the most pertinent to this thread) If the attack hits, the target's armor is ignored for the damage resistance test; the target rolls only Body. I do not see how Falconer can misinterpret this actually. It is quite clear, the target rolls only Body. Of course, the GM may disallow this but disallowing this option or modifying it throws it into option 4, which get us nowhere. Next we come to targeting priority for the Grunts: (or why Grunts will shoot the troll first) Is the troll a crowd? No, while he is certainly large, he is not technically a crowd, for the purposes of my argument, I will use noticing the troll is carrying a shield and has shiny cyberlimbs to have a Threshold of 2 with a +0 total given that the troll certainly stands out in some way but the guys are going to be distracted(being rushed by a troll does that to people). Using the RAW grunts, only at Professional Rating 3 do we actually see a Perception skill. All lower level grunts default, so they are at -1 dice. The Humanis goons have dice pool of at most 2. 2 dice for 2 successes? You must really worship the dice gods if you really think you can roll that with any certainty. Halloweeners are not much better and neither are the Corp Sec. Hence Professional Rating 3 for the Grunts to notice they are outclassed. |
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Oct 19 2007, 12:29 PM
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#89
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
heck no, i get the hell out of the way and do a tactical retreat to somewhere else where he hopefully will not be able to reach me and either THEN start shooting or ignore him completely . . translation:"i run like a little girl and hide somewhere and then try to harm him and if it fails i shoot other things" actually one of the reasons why i just love playing trolls ^^ |
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Oct 19 2007, 04:00 PM
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#90
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Thank toturi, I couldn't think of any other way to explain it that would help him get it.
Stahlseele, trolls run faster than you, and they can reach farther. Also, once you're running away, you're out of the fight for a while, he can focus on shooting everyone who didn't run away first. |
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Nov 2 2007, 03:20 PM
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#91
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Here is a 27 page Q&A thread on Augmentation by the authors: http://forums.dumpshock.com/index.php?show...hl=augmentation |
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Nov 2 2007, 05:59 PM
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#92
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
Last I checked Buster, a Q&A thread was not official errata.
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Nov 2 2007, 08:44 PM
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#93
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,246 Joined: 8-June 07 Member No.: 11,869 |
Last I checked Tarantula, I never said it was. :D But I bet it's the best we're going to get for at least a year...
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Jan 15 2008, 01:54 AM
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#94
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Moving Target ![]() ![]() Group: Members Posts: 573 Joined: 17-September 07 Member No.: 13,319 |
Alternate build. This one has:
Unarmored: 16/18 to soak (10 BOD, Toughness, trollskin, Mystic Armor 4, +2 for Physical damage from Bear Mentor Spirit) With armor, shield and helmet: 29 vs ballistic, 32 vs impact, 25 vs falling, 23 vs. fire, electric, etc. (non-physical and half impact) Evade ranged: 9 (Reaction) Evade melee: 15 (Reaction+Block) Full defense ranged: 25 Full defense parry: 23 Will use Edge vs. mind control and pornomancers. Not designed as a playable character (would require contrived back story). STR 5 BOD 10 REA 5/9 AGL, INT, LOG, CHA 1 WIL 5 MAG 5/2 EDGE 5 INIT 6 INIT PASSES 2 Troll; thermographic vision, +1 Reach, +1 armor Toughness (+1 to resist damage) Adept (Mystic Armor 4) Mentor Spirit: Bear 5 SKILLS Dodge (Ranged) 6 (8) Exotic Melee: Shield (Block) 4 (6) Perception 1 First Aid 4 GEAR Body Armor 8/6 900 Helmet 1/2 100 Taser Shield 2/6 700 Medkit R6 600 Respirator R6 600 AUGMENTATION Reaction Enhance 3 .72 30K Wired Reflexes 1, Alpha 1.6 22K Bone Density 4 1.2 80K Orthoskin 3 .75 90K Platelet Factory .2 25K Cyber 2.32 + Bio (1.15/2) = 2.32+.57=2.89 essence cost |
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Jan 15 2008, 03:56 AM
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#95
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,664 Joined: 21-September 04 From: Arvada, CO Member No.: 6,686 |
You can't have a rating in a power higher than your actual magic score, so you can have mystic armor 2 and 1PP of other powers.
Reaction enhancers don't stack with wired, so your reaction is actually 6. You unarmored have 14/14 (16/16 for P damage, though the likelihood of that is low). Brick has 21/21 (bod 13, +cyberlimb armor of 8). With armor, shield and helmet, you have 25/28. Brick has 36/33. Evade ranged for you is 6, melee is 12. Brick ranged evade is 5, melee is 9. Full defense ranged for you, 12, melee, 18. Brick full defense ranged is 9, melee, 13. Both can do edge vs mind control and/or pornomancers. Brick is actually playable, alternate isn't. And Brick still tanks better. |
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Jan 15 2008, 04:09 AM
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#96
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
The rating of adept powers can't go above the Magic rating, so you can't have 4 points of mystic armor. You could have 2 points of mystic armor and 2 points of combat sense, though. Strictly by RAW, adepts can't take the mentor spirit quality. The reaction enhancer: 3 is over the Availability limit. So is full body armor, but you have it listed as 8/6, so I assume you actually meant an armored jacket or camo suit. Ranged full defense is Reaction plus Dodge - Dodge isn't doubled (you are thinking melee full defense).
Not very playable, but mainly because, like the initial version of the other build, he is too limited - no ranged skills, depends on his shield for offense as well as defense, and to top it off, he only has about 100 Nuyen left, so he's going to start the game living in a cardboard box. His backstory wouldn't need to be too contrived, though. Off the top of my head - big dumb SINless troll recruited by a new company trying to compete with DocWagon. They cybered him up, taught him how to do basic first aid (and he got better with experience), and sent him out to be a big meat shield for the other combat paramedics. Unfortunately, a series of "accidents" sent the fledgling company under, and the big guy got kicked to the curb (along with the others, but they had more in the way of savings and future career options). Now he's wandering the mean streets of Seattle with little other than the gear from cleaning out his locker and the clothes on his back, wondering what he will do next. |
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Jan 15 2008, 01:54 PM
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#97
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Awakened Asset ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
No, thats wrong. :P An augmented, physically strong troll assaulting you is obvious. An unaugmented human will also immediately know he is outclassed (obvious, too). Either you remember the history of man and run, or you shoot with whatever you have just because you can´t think of anything better. Depends on combat experience, and a Composure test. What would get really hard is noticing anything EXCEPT the troll, your math is right concerning that. |
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Jan 15 2008, 03:01 PM
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#98
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
What is immediately noticeable is that you are being attacked which provides the Perciever is distracted modifier. Immediately noticeable does not require a roll. Obvious does. And strictly according to the table on p117, unless you wish to make a case for the troll being a crowd(running or otherwise), a troll is a pedestrian which stand out in some way. |
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