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> The Super-Sam, Build the Most Amazing Killer Evah!
crazyconscript
post Aug 22 2009, 08:09 AM
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Hmm, i didnt want to split the firearms group with karma specs, but i you could do it. I supposed i'm so used to statting up 400BP characters that it never occurred to me.

Curses! I forgot about adapsin! I am not going to go re-calcing everying though, so my submission stays the way it is (IMG:style_emoticons/default/sleepy.gif)
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Rasumichin
post Aug 22 2009, 11:20 AM
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QUOTE (McAllister @ Aug 22 2009, 12:37 AM) *
Metatype: Fomori (45BP) Ghoul (35BP)

[...]

Geneware: 1.2e


Infected can't get geneware, the virus overwrites all changes to the genome. [/nitpick]

But besides that, fomori ghouls are probably the scariest sams around...if this challenge wouldn't be restricted to humans, i'd suggest changing ghoul to sasabonsam (+1 Reach instead of claws) and, of course, get some SURGE as well.
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Rasumichin
post Aug 22 2009, 11:57 AM
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QUOTE (Bugfoxmaster @ Aug 22 2009, 02:51 AM) *
To make matters even crazier, I'm going to add a second challenge - anybody want to try their hand at making a really fucked up cyberzombie?


If we can build CZs, i've got a couple of questions :

-how do we calculate negative Qualities accquired during cybermancy? If there's no guideline for this, we could just go to Essence -6 to squeeze as much as possible out of the attributes.

-if we want to buy attributes above the old unaugmented maximum, but below the new, post-cybermantic maximum, do we have to pay points above 6 with karma or BP?
E.g., if i want to give a CZ with Essence -2 a WIL of 7, can i just pay 60BP or do i have to spend 40 BP to raise WIL to 5 and then pay 65 karma to raise it to 7?


Besides that, as far as the physical attributes are concerned, here's what i'd do with a -6 Essence CZ :
Don't blow any points on BOD, AGI and STR.
Get Genetic Optimization for all Attributes (at least for all the physical ones), along with Adapsin.
Zombify.
Get full cyberlimbs with Bulk Mod+4, customize BOD, STR and AGI to 13, then augment at least AGI to 19 (Exceptional Attribute for, say, AGI 21 optional).
Slap on as much Cyberlimb Armor as possible (woohooo, it all stacks!), but leave room for at least one nanohive.
Use any remaining Capacity to augment BOD.

Reaction could, in theory, be brought up to 19 as well (one would have to buy it up to 9 beforehand, then get MBW3, Suprathyroid Gland and Reflex Enhancement3).

I'd get Reakt, Synch and Qualia geneware as well, along with any other compatible means to boost perception (Attention Coprocessor, that bioware thing, fully tricked out eyes and ears, Radar Sensor, cybersniffer).
Reflex Recorders for all major skills would make it on the list as well, along with nanites and some bioware for good pathogen and toxin defense.
I'd also include Trauma Damper, Platelet Factory and Blood Circuit Control System.
Oh, and a Balance Tail.
And, of course, Skillwires with Skillwire Expert System.
LOG and CHA enhancing stuff seems pretty irrelevant for this challenge, but there'd certainly be room for some of that, too.

Wonder if i've forgotten anything...and wether we actually need delta ware when we can get down to -6 Essence.
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crazyconscript
post Aug 22 2009, 12:05 PM
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Even for something like this, i honestly dont think CZ's are something that players should be going anywhere near. Build Points/karma simply cease to have much meaningful input once you get Skillwires 5 in the MBW and make yourself a full-cyberbody. Especially when you have unlimited money, as that is really the only constraint on cyberzombies at all.
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McAllister
post Aug 22 2009, 04:08 PM
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QUOTE (Rasumichin @ Aug 22 2009, 07:20 AM) *
Infected can't get geneware, the virus overwrites all changes to the genome. [/nitpick]

But besides that, fomori ghouls are probably the scariest sams around...if this challenge wouldn't be restricted to humans, i'd suggest changing ghoul to sasabonsam (+1 Reach instead of claws) and, of course, get some SURGE as well.

Great Scott! I forgot about that. Also that aptitude can only be taken once. I'm fixing it again.
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McAllister
post Aug 22 2009, 04:21 PM
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Metatype and Attributes:
[ Spoiler ]

Skills:
[ Spoiler ]

Qualities and Contacts:
[ Spoiler ]

Ware and Equipment:
[ Spoiler ]
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Bugfoxmaster
post Aug 22 2009, 04:34 PM
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QUOTE (Rasumichin @ Aug 22 2009, 04:57 AM) *
If we can build CZs, i've got a couple of questions :

-how do we calculate negative Qualities accquired during cybermancy? If there's no guideline for this, we could just go to Essence -6 to squeeze as much as possible out of the attributes.

-if we want to buy attributes above the old unaugmented maximum, but below the new, post-cybermantic maximum, do we have to pay points above 6 with karma or BP?
E.g., if i want to give a CZ with Essence -2 a WIL of 7, can i just pay 60BP or do i have to spend 40 BP to raise WIL to 5 and then pay 65 karma to raise it to 7?


Besides that, as far as the physical attributes are concerned, here's what i'd do with a -6 Essence CZ :
Don't blow any points on BOD, AGI and STR.
Get Genetic Optimization for all Attributes (at least for all the physical ones), along with Adapsin.
Zombify.
Get full cyberlimbs with Bulk Mod+4, customize BOD, STR and AGI to 13, then augment at least AGI to 19 (Exceptional Attribute for, say, AGI 21 optional).
Slap on as much Cyberlimb Armor as possible (woohooo, it all stacks!), but leave room for at least one nanohive.
Use any remaining Capacity to augment BOD.

Reaction could, in theory, be brought up to 19 as well (one would have to buy it up to 9 beforehand, then get MBW3, Suprathyroid Gland and Reflex Enhancement3).

I'd get Reakt, Synch and Qualia geneware as well, along with any other compatible means to boost perception (Attention Coprocessor, that bioware thing, fully tricked out eyes and ears, Radar Sensor, cybersniffer).
Reflex Recorders for all major skills would make it on the list as well, along with nanites and some bioware for good pathogen and toxin defense.
I'd also include Trauma Damper, Platelet Factory and Blood Circuit Control System.
Oh, and a Balance Tail.
And, of course, Skillwires with Skillwire Expert System.
LOG and CHA enhancing stuff seems pretty irrelevant for this challenge, but there'd certainly be room for some of that, too.

Wonder if i've forgotten anything...and wether we actually need delta ware when we can get down to -6 Essence.


Hmm... good question for the first one. I guess I'll just rule that post-'bp' stage, at least for cyberzombies, you can't pick up new neg. qualities. With the karma, you're free to get new positive ones, though.
For the second one, I'm thinking Karma. Just cause.
and that's a pretty scary build...
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InfinityzeN
post Aug 23 2009, 12:53 AM
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Not even close to being finished, since your talking crazy stuff for a CZ. I went without any cyberlimbs at all, no suite, and no adapsin. Only thing really is 'ware, since this is my build idea. And yes, he does hit -6.0 essence exactly. The guy is a total mad dog killer, with no social abilities what so ever and only some brains in his head because of bioware. I didn't spend any Karma and only 400 BP total (250 in attributes).

The build
[ Spoiler ]
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Falconer
post Aug 23 2009, 02:50 AM
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Ohh a challenge....

Human...
Mystic adept or magician (10-15BP) (possession tradition - custom)
Biocompatibility (10BP) - cyber
Mentor Spirit (uhhh)

35BP negatives.

250BP attributes:
Bod5, Agi1, Rea1, Str1, Cha2, Int5, Log5, Wil5, Edg6, Mag5(1) <-- 1 point left after augmentations, spend karma 10karma at a time to raise mag from 1->2... then raise it up to get a good possession, don't forget to get the initiate grade in channeling.

Augmented:
Bod9, Agi9, Rea9, Str6(9 on one arm w/ cyberspur, cyberlimb gyro on the other), Cha2, Int5, Log8, Wil5, Edg6, Mag5

All Bio-cyber delta, (plus adapsin, 30% cost on cyber, 40% essence on bio (halved to 20%)).
MbW3 (30%). 1.5 essence
Full cyberbody (30%). 1.875 essence. (94 capacity, +6 boxes phys track... I'd put a cyberspur on one side ).
Cybereyes and ears (max rating) .3 essence


Bioware: (0.32 essence 1.6 * .4 /2)
Cerebral Boosters (.6), Enhanced Articulation (silly but .3), Platelet Factories (0.2), Pain Editor (0.3). Trauma Dampener (.2)

Total Essence loss: 3.995. Leaving 2 essence and 1 magic out of chargen


13 karma: Channeling
16 karma: Ally spirit (yes we possess ourself w/ the ally spirit!)
~50 karma: one hell of a nice ally spirit to possess ourselves with (no services to worry about and further enhance all physical attributes, as well as permanently buff ourselves w/ things like movement power, concealment, magical guard, etc.)
More karma: buy specializations as needed.


Skills:
Knowledge/language/interest: (8+5)x3 == 39 free ranks

16BP perception4
16BP Dodge4
40BP Stealth 4

40BP firearms 4
16BP blades 4 (for the cyberspur)
24BP Heavy Weapons (white knight, grenade launchers, and the gauss rifle!)
16BP Counterspelling *hehe take that mages*
Thrown weapons..etc.come to mind as well. But we're already over... w/ room to trim things down.

Unlimited equipment also means unlimited skillwires if you think about it.... And one hell of a tricked out cybercommlink cluster w/ kickass agents to defend it.

Troll levels of armor NOT including cyberarmor (even if we limit cyberarmor to 16 points (4 in each arm & leg). Rediculous levels of damage soak even w/ ItNW, the hardened armor threshhold probably doesn't matter much.

How's that for a rough draft of an idea.
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InfinityzeN
post Aug 23 2009, 05:13 AM
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The challenge was no magic or adepts, with a human base.
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Falconer
post Aug 23 2009, 02:36 PM
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Haha... talk about losing sight of the goal...

In any case, I started off w/ just attempting to make a street sam like normal.... then I realized I had enough essence left over to actually have a magic score and allow possession. (basically only to allow the cheesy aspect of possession to creep in... figured gaining +4 or 5 to all the stats at the end would make it pretty silly. here's a Human street sam... yeah he has a 15/15/15/15 physical stats and soft-maxed mentals... oh and counterspelling (suck it mages)).

In any case, that still leaves a lot of points free then for other stuff. (genetic treatments, exceptional attribute, more skills).

I tried to keep w/ the flavor of using heavy cyber w/ some bio (at it's severely reduced essence cost) to make it a bit scarier.
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the_real_elwood
post Aug 24 2009, 03:59 AM
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Are Cyberzombie characters allowed to buy off accrued negative qualities with karma they get during play? Because if so, that could make a cyberzombie suprisingly playable.
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the_real_elwood
post Aug 24 2009, 04:01 AM
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QUOTE (InfinityzeN @ Aug 22 2009, 06:53 PM) *
Not even close to being finished, since your talking crazy stuff for a CZ. I went without any cyberlimbs at all, no suite, and no adapsin. Only thing really is 'ware, since this is my build idea. And yes, he does hit -6.0 essence exactly. The guy is a total mad dog killer, with no social abilities what so ever and only some brains in his head because of bioware. I didn't spend any Karma and only 400 BP total (250 in attributes).

The build
[ Spoiler ]


What are the Reality Amp: Focus, Oracle, and Red Alert things? Programs to run on a tacnet or something? And what book are they in?
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McAllister
post Aug 24 2009, 04:17 AM
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Reality Filters are from Unwired, which I've never bothered to read cover-to-cover. They're in the section just before tacnets. They're the BTL version of combat drugs; you can get addicted to them (as they mess with your emotive track in the special way only hotsim can), but Oracle highlights important sensory data (+2 meat perception), Red Alert adds +1 or 2 to initiative but sabotages extended tests, and Focus allows perfect concentration despite distraction (great for things like Neocortical Boosters, which add dice to logic-linked skills when distractions are absent, eh?)

Not sure you can run more than one at once, but I'm also not sure you can't, except Red Alert and Focus are explicitly exclusive.
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Rasumichin
post Aug 24 2009, 11:27 AM
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QUOTE (the_real_elwood @ Aug 24 2009, 03:59 AM) *
Are Cyberzombie characters allowed to buy off accrued negative qualities with karma they get during play? Because if so, that could make a cyberzombie suprisingly playable.


Buying off negative Qualities is always something up to GM discretion.
It's possible in theory, but the question is a) wether the quality is reversible at all and b) wether the character has undergone then means necessary to buy the quality off.
But with many of the possible CZ handicaps, PAB reprogramming is a valid treatment, so this may actually be a method to keep CZ functional for a much longer time (not that having to undergo constant brainwashing makes CZ any less fucked up, of course, but at least it could prevent them from drifting off completely).

However, sufficiently stable subjects (those with good Intuition and Willpower scores) will most likely not accquire additional negative Qualities during the first two or three years in service.
There's still the issue of the Qualities that appear during the initial cybermantic ritual, of course.
Wether these are severe enough to render the character unplayable depends on factors such as mental resilience of the subject, the skill of the involved magicians and how far the procedure takes the patient below zero.
No one will make it through cybermancy unscathed.

There's always at least 10BP of negative Qualities to be applied, no matter how well the ritual went.
As a GM, i would mandate that every CZ will always have to live with at least this amount of cybermancy-related negative Qualities.
In my opinion, cybermancy still takes a massive price even though CZ are by the 2070s actually able to survive and function normally for several years and this should be reflected adequately in game.
A CZ shouldn't just be a supersam with ridiculous amounts of ware, it should always be clear that something is wrong about him on a very fundamental level, right from the beginning.
As well, (un)living as a CZ will certainly take a toll over time.
Once you've spent about 4-7 years as a CZ, additional problems appear almost automatically with each month.
Constantly sinking karma and money for psychologic treatment may slow this process down or even halt it (at least for some time), but in my opinion, patients at this point are in such a desperate state that even the thought of having to portray such a complete wreck every session makes me uncomfortable.

However, it may be interesting to play a CZ at the earlier stages, given that the power level of the group is high enough.
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InfinityzeN
post Aug 24 2009, 04:39 PM
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QUOTE (the_real_elwood @ Aug 23 2009, 11:01 PM) *
What are the Reality Amp: Focus, Oracle, and Red Alert things? Programs to run on a tacnet or something? And what book are they in?

Their in Unwired. They can be run at the same time, with the exception of Red Alert and Focus (One hits the nervious/twitchy button while the other hits the calm & cool button). I didn't include the in his actual numbers.

BTW, what did you think?
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the_real_elwood
post Aug 24 2009, 05:30 PM
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QUOTE (InfinityzeN @ Aug 24 2009, 10:39 AM) *
Their in Unwired. They can be run at the same time, with the exception of Red Alert and Focus (One hits the nervious/twitchy button while the other hits the calm & cool button). I didn't include the in his actual numbers.

BTW, what did you think?


I like the build. If it were me, I think I would have been tempted to use at least some cyberlimbs and pack even more armor on there. But with the 12/12 hardened armor from being a cyberzombie, it's hardly needed and pretty much a personal preference. It's already a nigh-unstoppable tank, and you'd need something damn near a great dragon to kill it.
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InfinityzeN
post Aug 24 2009, 06:38 PM
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Yep, and he is pretty cherry to. I didn't spend any of the XP and he has massive development potential. Also he can buy two hits on the crazy test right now and reasonably roll three, so he can last for a while without going bonkers. Of course, that goes up as he dumps karma into intuition and willpower.
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