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> Deadhand Dallas, Character Critique!
Whipstitch
post Feb 28 2008, 03:40 AM
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Sad thought: I looked at this character in detail for a fair bit before realizing where I remember it from.
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Larme
post Feb 28 2008, 03:51 AM
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That is kinda sad, considering I posted her on New Seattle like two days ago. (IMG:style_emoticons/default/grinbig.gif) Old age is catching up with you (IMG:style_emoticons/default/nyahnyah.gif)
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Nostalgic Jester
post Feb 28 2008, 10:43 AM
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Does she have to be human? Otherwise she could be an elf: that gives you agility 8/8 and 11/12. I think Reakt is only useful if you already maxed out Reaction or are very pressed on essence, otherwise Reaction Enhancers are better (no one goes by the FAQ thing of them not being compatible with Wired Reflexes, it´s just too stupid).
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Larme
post Feb 28 2008, 11:46 AM
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Don't wanna be an elf. I just think it would feel really wrong for the character to be a dandelion sniffer. It might be ok in that it would give her something to fight about, as in "NOBODY calls me a keebler!" But I don't see it. And I think I've determined that 8 max agility is actually not that worthwhile when you're talking about cyberarms, because to get to 12 you need to waste a lost of cash and essence on a cybertorso. And spending the extra points to even get to 11 is kinda meh, when 10 is just about as good. With 22 dice and 6 edge, I don't think she needs to worry about missing anybody... If Dallas uses edge on a pistol shot, she'll have 28 exploding dice, which will normally cause 4 rerolls, for about one extra hit, for... 9 hits, on average (IMG:style_emoticons/default/rotfl.gif)

And even if I do meet a dodge crazy adept that I can't hit, the fact that I force them to full defense over and over again means I win... Someone who's just dodging can't fight me, and eventually they will have to run away or end up getting unlucky and getting shot.

As for Reakt, I plan to follow the official FAQ. It doesn't bother me too much really... I can see the point of it, which is giving players some kind of reason to take move by wires. I think that 'maxing out' on any attribute in chargen is just silly. React, at 30k, costs me 6 BP worth of money. But to go from 5 reaction to 6 would cost 25. Not a good deal.

Now I just wish I could find someone to draw a picture of this character! (IMG:style_emoticons/default/frown.gif)
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Abbandon
post Feb 28 2008, 12:26 PM
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talk to Fuchs he makes 3d computer renders which look awesome.
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Nostalgic Jester
post Feb 28 2008, 12:51 PM
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To each his own, though don´t forget to apply your 20% discount towards Reakt if you go that way.
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Kyoto Kid
post Feb 28 2008, 04:31 PM
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QUOTE (Larme @ Feb 28 2008, 03:46 AM) *
Don't wanna be an elf. I just think it would feel really wrong for the character to be a dandelion sniffer. It might be ok in that it would give her something to fight about, as in "NOBODY calls me a keebler!" But I don't see it.

...good move, sound's like she & the Short One have a little more in common.

Also REAKT is an excellent choice. Thinking of getting that next for my Matrix Specialist so she is just that much better in the Meat World. And yes, keep her one handed. I love the concept.

Nostalgic Jester: She needs the Genetic Heritage Quality for the discount.

QUOTE (Larme)
Now I just wish I could find someone to draw a picture of this character!

...send her description to Squinky. He does excellent work.

f you want a 3d render in Daz, I'd PM Fuchs.
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Feshy
post Feb 28 2008, 06:53 PM
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QUOTE
There are, IMO, 3 reasons to dual fist, and none of them involve splitting pools. 1) use two non-high velocity SMGs so you can fire two long bursts per action phase; 2) use two single shot weapons, like Super Warhawks, so the single shot problem doesn't affect you, and 3) use a gun in one hand and a melee weapon in the other so you can shoot or melee whenever you want without wasting an action to switch weapons.


Only the first reason buys you anything now that Arsenal is out. It gets you +1 DV over the supermachine gun option.

Bayonets or melee hardening let you turn your weapon into a melee weapon as well (though you could just take unarmed instead...)
Super Warhawks can be modified to fire SA.

Even recoil isn't an issue that requires two hands any more.

Recoil for most submachine guns can be almost negated with:
Auto-Adjusting under-barrel weight (-2), Gas Vent (-3), customized grip (-1) gives you long bursts without recoil penalties. Add in a folding stock and a heavy barrel, and you take a measly 1 die hit for full auto. Swapping the auto-adjusting under-barrel weight for a cyberarm gyromount is a solution to that 1 die for the very hardcore, as is buying a weapon with innate recoil compensation. So is talking your game master into the extra recoil from strength optional rule. Super machine guns lose the gas vent, but get an innate 3 points of recoil. They suffer more on FA due to the increased rate of fire, but can fire two long bursts without penalty.

Two-handing it could let you split your dicepool and use two super machine guns to get four long bursts... but if you're so outclassed you need four long bursts, you probably still need your dice pool. Unless you're just trying to cut a hole in the wall big enough for your troll to fit through...

I guess it could also help keep you from running out of ammo with your Warhawk. Then again, there's a mod for that too -- and if 8 shots from the Warhawk hasn't killed it, you need bigger weapons anyway. Or just quick draw your second gun.
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Larme
post Feb 28 2008, 11:33 PM
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I agree, Arsenal did pretty much bitchslap the dual fisting techniques where you fire left hand one action and right hand the other action. No more point to them IF you take advantage of the various Arsenal mods. I have to confess that I feel funny about modding up a Super Warhawk to fire SA -- it almost feels like cheating to have such a powerful gun. But it isn't cheating, so I ended up doing it with this very character (IMG:style_emoticons/default/grinbig.gif)

The main reason to dual fist anymore is when splitting dice pools. And splitting dice pools is almost always dumb. The only time it's a good idea, like I've said, is when you want to exterminate a lot of weak opponents faster.

Although there is one more justification, as you point out - more ammo. And, perhaps even better, you could have two different weapons or types of ammo. Like maybe one hand has a taser to stun and incapacitate them, and the other hand has a gun to kill them.

Another factor is if you have martial arts and melee hardened guns. One martial arts maneuver allows you to full parry with your offhand without spending an action. So if you have two melee hardened pistols, or a gun in one hand and a melee weapon in the other hand, you can be bitchingly hard to hit in melee combat without sacrificing anything offensively.

I found a friend to draw Dallas - he's pretty a pretty hardcore awesome artist, though I think his work has more asian influence than most shadowrun art.
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Kyoto Kid
post Feb 29 2008, 01:25 AM
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....ahh but using two Warhawks ala Doc Holladay style means you don't have to stop and reload so soon. And it's stylin'.

With only six rounds & SA mode, you'll need more than a couple prepared speedloaders handy.
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Fortune
post Feb 29 2008, 02:05 AM
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QUOTE (Kyoto Kid @ Feb 29 2008, 12:25 PM) *
With only six rounds & SA mode, you'll need more than a couple prepared speedloaders handy.


You could always mod it up to eight. (IMG:style_emoticons/default/wink.gif)
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Larme
post Feb 29 2008, 02:13 AM
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With 22 base dice, I prolly won't need to reload ever, unless I'm facing more than 8 people at a time... Or facing something kinda really scary (IMG:style_emoticons/default/cyber.gif)
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Kyoto Kid
post Feb 29 2008, 06:05 PM
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QUOTE (Fortune @ Feb 28 2008, 06:05 PM) *
You could always mod it up to eight. (IMG:style_emoticons/default/wink.gif)

..at more than twice the base cost of the weapon. not worth it.
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Tobias
post Feb 29 2008, 06:11 PM
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And there is always the Firefight martial arts to make it only a -1 to shoot in close combat rather than -3.
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Nostalgic Jester
post Feb 29 2008, 08:21 PM
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QUOTE (Kyoto Kid @ Feb 28 2008, 12:31 PM) *
Nostalgic Jester: She needs the Genetic Heritage Quality for the discount.

I was sure she already had it! Why doesn´t she? Doesn´t fit her concept?
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Fortune
post Feb 29 2008, 09:38 PM
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QUOTE (Kyoto Kid @ Mar 1 2008, 05:05 AM) *
..at more than twice the base cost of the weapon. not worth it.

Shrug. A few hundred nuyen for that extra couple of shots right when you need them seems like a good trade to me.
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Larme
post Feb 29 2008, 11:37 PM
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It's probably not that worthwhile from a strict cost:benefit standpoint. But it is advantageous, and it does have coolness factor. Which is why I ended up taking the mod for Dallas' warhawk.
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Kyoto Kid
post Mar 1 2008, 03:03 AM
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...yeah for a 250K Sammy, it's chump change, but for an adept build that is watching where every BP is going, the extra 1,000 (IMG:style_emoticons/default/nuyen.gif) for both Warhawks can be a lot.
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