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> Do adepts suck right now?, Yes, they do.
Kil2k
post Jan 23 2007, 09:19 PM
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I made a Character based on serbitars suggestion [“I give you 150 Karma and 450k (thats a ratio of 1 to 3k) on top of the 400 BP”] I know that this Character would be stronger with a little bit of cyberware and bioware installed (~1,0 Essence worth).
But it looks for me as if this guy is strong enough anyways ...

Race: Troll -40 BP

Body 9 –40 BP
Agility 5 –30 BP [-15 KP]
Reaction 6 (9) –40 BP [-18 KP]
strenght 9 –40 BP
Charisma 1
Intuition 4 –30 BP
Logic 2 –10 BP
Willpower 2 –10 BP

Magic 6 (8) –65 BP [21+24= -45 KP ]
Edge 3 –20 BP
Essence 6,0
Initiative : 13+4w6

Initiation Grade : 2 [(13x0,6=-8 KP )+(16x0,6=-10 KP]
metamagics: Masking, Flexible Signature

Positive Qualities:
Adept –5 BP
Mentor Spirit Bear –5 BP (+2 Dice to resist Physical Damage)
Toughness –10 BP

Negative Qualities:
Uneducated +20 BP
Sensitive System +15 BP

Natural Abilities:
Thermal Vision
+1 Reach
+1 Natural Armor

Skills:
Blades 6 (8) –24 BP
(Axes) –2 BP
Dodge 5 –16 BP [-10 KP]
(Ranged Combat) –2 BP
Athletics Skill Group 3 –30 BP

Adept Powers:
Improved Reflexes III 5,0 MP
Berserk 1,0 MP
Attribute Boost Agility 0,25 MP
Attribute Boost Strenght 0,25 MP
Inertia Strike 0,5 MP
Improved Ability (Blades) II 1,0 MP

Gear:
Combat Axe (Weapon Focus Force 8, +2 Reach) [(3+2)x8=-40 KP] -80000 nY
Fake SIN VI -6000 nY
Fake License for being a big bearadept VI -600 nY
Fake License for Combat Axe Weapon Focus VI -600 nY
Fake License for Full Body Armor VI -600 nY
Full Body Armor (10/8) -7150 nY
+Helmet (+2/+2)
+Flare Compensation
+Low-Light Vision
Armor Jacket -900 nY
Contact Lenses 200 nY
+Flare Compensation
+Low-Light Vision

----

Rules used (should be) "RAW". Not every BP, KP and nuyen was spent.

[edit: Fixed a mistake. Changed a little bit.]
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Kyoto Kid
post Jan 23 2007, 09:39 PM
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QUOTE (Crusher Bob)
Shouldn't synaptic-3 alphas be 1.2 essence (1.5*.8=1.2), not 1.8?  For an adept, magic 10 might no be worth it, compared to magic 6 and 4 points of high grade 'ware.  6 points of magic will get you combat sense 6, imp ability in your gun skill of chioce 3, with 1.5 points left over for wonky adept only powers.  The 4 points of ware is probably enoguh to max your REA and AGL which are the important stats easily effected by ware.

...there is another cost here, Karma. You need four initiations and four increases in MA to offset the 4 points of 'ware. Just for the MA increases to rating 10 that would cost 102 karma. I do not remember the formula for Initiation off the top of my head, but just a wild guess says it could easily add another 60 or so. That is a hefty expenditure (and a lot of character lifetime) with little to show for it.

Granted in the older versions of SR, Kyoto Kid did this. However back then it was to to give her a better chance on that old Magic loss roll for Deadly Wounds (which doesn't exist in SR4) while still seeing some improvement. Of course, you didn't have to buy up MA when you initiated back then so it wasn't as much of a "karma burn"

I would just build a mundane designed to become a bio monster as you get more :nuyen: .
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toturi
post Jan 24 2007, 01:02 AM
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QUOTE (lorechaser)
QUOTE (toturi @ Jan 22 2007, 07:41 PM)
Adepts are weakened in Combat Skills, but they are better now in other things.

Adepts are weakened in *ranged* combat.

A melee combat adept, on the other hand....

Is still weaker than its SR3 incarnation.
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Catharz Godfoot
post Jan 24 2007, 01:26 AM
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A street sam with adept powers is an adept. An adept with 'ware is an adept. Assuming there are any benefits at all to being an adept, no matter how small, an adept is more powerful.

The essense loss tries to keep you from having and eating your cake at the same time, but all it actually does is let a min/maxer play the strengths of each system like music.


Now, if you're trying to make a street sam using adept powers and no 'ware, you're setting yourself up for failure (assuming standard rules). That doesn't make adepts weak, it just means that you aren't playing to their strengths. Note that an adept's extra IP are the only ones which aren't legally restricted.
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Thain
post Jan 24 2007, 01:40 AM
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QUOTE (Catharz Godfoot)
Note that an adept's extra IP are the only ones which aren't legally restricted.

Actually, simply being Awakened requires registration with TPTB. But, as I said before, a sinlge Fake Magician License is much cheaper than a License for each individual peice of chrome.

Ultimatly, you all need to remember that the Physical Adept and the Cybered Razorboy are not meant to be mechanical and mystical clones of each other. Cyber lends itself to a straight forward and direct combatant... Physical Adepts are best at indirect and run-and-gun combat, backed by stealth and athletics.

But they are both better than the opposition, which is all that counts.
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JonathanC
post Jan 24 2007, 02:26 AM
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QUOTE (Serbitar)
It is a myth that in SR4 SAMs have no potential and Adepts have all potential.

In SR4 a SAM has much more potential, because there is Bioware and Alpha and Beta Grades.

Making everything Apha/Beta, for about 1 Million Nuyen, a SAM can have almost all Cyber/Bioware that is available. Using a Karma to Nuyen ratio of 1:3k, this would be 333 Karma. A SAM with 333 karma and 1 Mio Nuyen is God, having about 8/0.8 = 10 Essence Points worth of Cyber/Bio (everything Alpha/Beta, with the Synaptic Alpha of course, that gives +3REA +3 IPS for 1.8 Essence) and all Attributes and Skills he needs maxed, while the Adept might have a Magic of 10 (costing him about 150 karma), but has to pay far more in power points than the SAM does in Essence and he wont have his attributes and skills maxed. He will have pretty good gear, though.

I don't think you can just pay the difference between the current grade and the new grade to "upgrade" your 'ware. You have to get the old stuff ripped out, and buy new, upgraded stuff. And there's no way you're doing that for 1 million nuyen.

Also, an Adept with 333 Karma is going to wreck that Sammy, more likely than not.
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toturi
post Jan 24 2007, 03:21 AM
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My friend, a adept with 333 Karma in SR3, wrecked everybody(including the shaman and the mage).
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emo samurai
post Jan 24 2007, 03:24 AM
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333 Karma, that's totally worth it. :P
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Kyoto Kid
post Jan 24 2007, 03:44 AM
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...I look at it this way.

Using another game system for the analogy (uh oh, I sense a loose rail in the track ahead).

Basically a Physical Adept is much like the Monk in D&D while the Street Sam is the Fighter.

A monk is not intended to be a party's first line of offense. She still is a capable fighter, but one who needs to rely on wits and more subtle means to defeat a foe. She is also able to fight creatures normal weapons cannot touch (much like the Adept with Killing Hands).

On the other hand, the fighter is generally is good at one thing, dishing out damage by the boatloads usually in one attack. He is physically tougher and has a wider array of weapons at his disposal. His answer to defeating any foe is basically total brute force which can even at times overcome certain creatures' natural damage resistance (like the Troll Sammie with the Ranger X Bow).

The place where this comparison breaks down is that in D&D, mundanes can wield magical weapons while in SR you need to be awakened.

Both the fighter and Monk have their specific roles in an adventuring party. Both also have their own important contributions.

In SR the same holds true for Adepts and Street Sams. Both character types have their strong and their weak points and both have their place on a runner team. Yes, A street Sammie can kick serious booty right out of the box and yes an Adept can advance themselves farther in some areas than a mundane (I feel I've been in a discussion like this before, concerning Hackers & Technomancers).

It's not whether an Adept "sucks" or is inferior to a Street Sam, for the two character types are not intended to be parallels of one other. Just as the monk is not some "mystical powered" combatant version of the fighter.

...Think I'll go home and figure out what to do with KK4.3's karma that she hasn't applied yet.
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Serbitar
post Jan 24 2007, 08:07 AM
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QUOTE (JonathanC @ Jan 24 2007, 03:26 AM)

I don't think you can just pay the difference between the current grade and the new grade to "upgrade" your 'ware. You have to get the old stuff ripped out, and buy new, upgraded stuff. And there's no way you're doing that for 1 million nuyen.

Also, an Adept with 333 Karma is going to wreck that Sammy, more likely than not.

There are no upgrade rules at the moment. I rule that cyberware can be upgraded, bioware can not.

Please build a 400 BP 333 Karma 1 mio Nuyen Adept. And ill beat him with a SAM.
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Protector152
post Jan 24 2007, 09:32 AM
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bob, your right, i did make a bunch of mistakes on the char i posted but not 'caus it was a starting char. i stuffed up 'caus i fergot that Initiation dose not automaticly increase magic. so the adept i posted used an addetional 171 karma. however i DO know that a weapon focus dose not increase magic. the char was made using the 400 BP 150 Karma 450 Nuyen. also becaus i got to play with Karma i figured it was not a starting char and so i did not impose the limmetations. oh and by the imp ability power entry in the core book says this 'You cannot have more additional dice than your base skill rating.' so it DOSE give me +6 dice for dodge
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Ophis
post Jan 24 2007, 10:54 AM
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Check the Errata on srrpg.com as the whole imp ability has been jumped on greatly.
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Kesslan
post Jan 24 2007, 11:14 AM
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Indeed what this means is the most you can buy a skil up is 3 points. (5 if you round up the .5 on a 7 point skill)

This means you can no longer whip out 12 dice as an adept on a raiting 6 skill test before other modifiers.
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Kil2k
post Jan 24 2007, 11:25 AM
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I made a StreetSam to compare my Adept from above with him. Same Rules used, hopefully no mistakes made.

Race: Ork –20 BP

Body 9 (10) (-40 BP) [-27 KP]
Agility 6 (9) (-40 BP) [-18 KP]
Reaction 6 (9) (-40 BP) [-18 KP]
Strenght 5 (6 ) (-20 BP)
Charisma 1
Intuition 5 (-40 BP)
Logic 2 (-10 BP)
Willpower 3 (-10 BP) [-9 KP]

Edge: 3 (-20 BP)
Essence: 1,685
Initiative: 14 + 4W6

Positive Qualities:
Aptitude: Firearms (–10 BP)
Quick Healer (–10 BP)

Negative Qualities:
Uncouth (+20 BP)

Skills:
Longarms 7 (–20 BP) [-40 KP]
(Sniper Rifles) (–2 BP)
Automatics 6 (–20 BP) [-12 KP]
(Machine Pistols) (-2 BP)
Dodge 4 (–16 BP)
(Ranged Combat) (–2 BP)
Perception 3 (-12 BP)
(Visual) (-2 BP)
Blades 3 [-14 KP]
(Cyber Implant Blades) [-2 KP]
Etiquette (2)
Climbing (2)
Running (3)
Gymnastics (3)

Start Gear ~ (-45 BP)

Bioware:
Muscle Toner II (Alphaware) 32000 Nuyen -0,32 Essence
Platelet Factories (Alphaware) 50000 Nuyen -0,16 Essence
Bone Density Augmentation I (Alphaware) –0,24 Essence 40000 Nuyen
Bioware bought “in play”:
Synaptic Booster III –1,5 Essence 240000 Nuyen
Pain Editor –0,3 Essence 40000 Nuyen
Reflex Recorder: Firearms –0,2 Essence 25000 Nuyen
Suprathyroid Gland –0,7 Essence 45000 Nuyen

Cyberware :
Datajack (Alphaware) –0,04 Essence 1000 Nuyen
Cybereyes III (Alphaware) –0,16 Essence 2000 Nuyen
+Low-Light Vision 2000 Nuyen
+Thermographic Vision 2000 Nuyen
+Vision Enhancement II 6000 Nuyen
+Vision Magnification 2000 Nuyen
+Flare Compensation 1500 Nuyen
+Smartlink 2000 Nuyen
Cyberware bought “in Play”:
Spur (Betaware) (0,3x0,7/2) = -0,105 Essence 7200 Nuyen
Skillwires V (Betaware) (0,7x1,0/2) = -0,35 Essence 40000 Nuyen
+Activesoft Running III 9000 Nuyen
+Activesoft Gymnastics III 9000 Nuyen
+Activesoft Climbing II 6000 Nuyen
+Activesoft Etiquette II 6000 Nuyen

---

Again there are still KP, BP and Nuyen left. For flare things and stuff.
Magic healing suffers -3 Dice, First Aid -1 Dice (Thanks to Quick Healer Perk).


[edit: fixed a mistake, and another one thx@Thain]
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Thain
post Jan 24 2007, 12:34 PM
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333 Karma, and ₯1,000,000? You are all kidding me, right?

Thats over 100 `runs, assuming you net ~3-5 karma and ₯3,000 (before expenses) per.

How do you propose to survive that long, if you aren't getting any wiz-bang tech untilyou've saved up your million?


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Serbitar
post Jan 24 2007, 01:31 PM
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All I am saying that even THEN an adept is inferior to a SAM. This "potential" always talked about kicks in only after even more points of karma and can thus be neglected in normal play.

@kil2k

thanks for the nice example. Shows how good a SAM can get (especially compared to the troll). What are the numbers in parenthesis behind the skills?
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Thain
post Jan 24 2007, 01:43 PM
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An Adept is not inferior to a Samurai (Please, stop using all capital letters, 'sam' is shorthand, not an acronym. :wobble: ) the Adept is merely "different."

One could claim the Face, the Rigger, or the Hacker are "inferior" to the Samurai, because they do not have 10+ combat skill dice, an initiative of 42, and 100 boxes on their damage track... (Yes, I am making up numbers here ;) ) But, by that same measure, the Samurai is horrible at cracking, can't control twenty Doberman drones, and has 0 dice for social skills! Samurai are inferior!

Physical Adept =/= Samurai

(Oh, and Kil2k... Skillwire Activesofts do not 'stack' with 'real' skills, so your Automatics IV skillsoft does not add to your skill.)
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Serbitar
post Jan 24 2007, 01:50 PM
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I know what SAM stands for and I like it to write them that way.

Furthermore I know that Adepts are not SAMs. Riggers and hackers have their place, they excel in different tasks. Adepts dont. They have to compete in their area of profession directly with SAMs and lose to them in almost every aspect (social being an exception, but we all know that the social adept is overpowered due to the broken kinesics, that is like a non capped tailored pheromones).

This is because the powers that are comparable to cyber/bioware are extremely underpowered and because the powers that set them apart from SAMs (for example the wall running, jumping, falling stuff) are extremely weak.

Lets face it: Things like wall running are mostly style. And if I chose to pick this power up, I want something for it. At the moment you get nothing for it (Even a running 6 magic 6 adept can wall run an average of 4 meters, wohoo).

Magicians can fly! by only learning one spell. Why does an adept have to pay so much for wall running, falling, leaping that does not even get close to flying?

At least let them do some impressive tricks!
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Thain
post Jan 24 2007, 02:27 PM
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We do not "all know that the social adept is overpowered" as a result of powers such as "broken kinesics." The social-focus Adept is a very good example of the Adept's strength.

Adepts can become very skilled, very cheaply. Improved Skills, Boosted Attributes, situational bonuses...

The problem you have, in my opinion, is that you are trying to make the Physical Adept play the same role, by the same tactics, with the same tools, as the Samurai.
They are not the same, this is a "feature" not a "bug."
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Xenith
post Jan 24 2007, 03:04 PM
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QUOTE (Serbitar @ Jan 24 2007, 07:31 AM)
All I am saying that even THEN an adept is inferior to a SAM. This "potential" always talked about kicks in only after even more points of karma and can thus be neglected in normal play.

@kil2k

thanks for the nice example. Shows how good a SAM can get (especially compared to the troll). What are the numbers in parenthesis behind the skills?

An adept is often a specialist and seems to have had the rules for them built for this reason. Sams are often broader.

Out of the box the adept generally really rocks at ONE thing, with a few support abilities. If you broaden the adepts abilities you take away from his edge for something else. Sorry, but if you build an adept that "sucks" thats not the adept rules fault.

I can build an uber social adept with alot of facial sculpt and some improved ability (hacking), and still have plenty of karma to balance him out in other areas, get him an awesome commlink, and still have a 10 dice pool with pistols. He's not lightning fast, but he doesn't have to be. He's not a combat monster in any way; he's really good at blending in, acting like other people, and convincing the right people... and then hacking into various systems for his own amusement.

On the other hand, I (and Roni) can build an ork throw adept that can turn even the most simple, harmless object into a deadly weapon. Not a slouch in combat, this guy can toss around throwing knives with even more deadly efficiency. Give him Strength boost, Power throw, missile mastery, improved reflexes and improved ability and you have a scary killing machine that uses a whole 4 magic points. This ork, btw, deals about 6 to 8P as base damage. BASE. Anything beyond that is frosting on the cake.

And, btw, I can also build a Sami that can sneak guns into places. How, you ask? Cyberarms. Hard to find the gun hidden within when theres all sorts of other crap in the way. Street Sami rock too. 8)
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Kil2k
post Jan 24 2007, 03:19 PM
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QUOTE ("Xenith")

Give him Strength boost, Power throw, missile mastery, improved reflexes and improved ability and you have a scary killing machine that uses a whole 4 magic points. This ork, btw, deals about 6 to 8P as base damage. BASE. Anything beyond that is frosting on the cake.


Strength boost 0,25 MP
Power Throw 0,25 MP
Missile Mastery 1,0 MP
Improved Reflexes I 2,0 MP
Improved Ability 0,5 MP
-> 4 MP

OK :dead: Never Mind :)
Maybe I should think before I post.
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Xenith
post Jan 24 2007, 03:31 PM
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Improved ABILITY (thrown weapons). 4.0 Magic. :P

He's currently in the process of getting Quick Draw though.

It gets even more scary when he starts dual wielding the throwing knives.... :eek:
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Kyrn
post Jan 24 2007, 03:42 PM
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Ummm...why? Why and how does it get more "scary" when he starts dual-wielding throwing knives? How is it any more scary than a punk tossing out a wide burst with Ex ammo from an Ares Alpha? Or a minimal bio face adept with some skill unloading his Cherry Blossom Fire Storm in your face?

<edit> I totally and completely fail to see the fascination with throwing knives. The only explantation I can come up with is the knife dude from Desperado, but guns generally trump knives in the 21st and a half century. Melee's only so effective because of the special mechanics and advantages built in to make melee cool. Which it may deserve. </edit>
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Xenith
post Jan 24 2007, 03:47 PM
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Heres the math. Lets assume he does an average of 9P (7 base, +1 for missile mastery, +1 for the bonus from throwing knives). If thats not enough to convince, then his dice pool with throwing knives is about 11. While 5 dice pool doesn't need to sound like much, it just has to hit with just one success. EACH time he throws it, he reduces your ability to dodge, leaving you open to other attacks. After the end of it, if you aren't dead, you have at least a -4 to reaction for resisting attacks for that round. He gets another pass with 11 dice twice. Do you survive that? Likely not.
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Serbitar
post Jan 24 2007, 03:48 PM
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QUOTE (Thain)
We do not "all know that the social adept is overpowered" as a result of powers such as "broken kinesics." The social-focus Adept is a very good example of the Adept's strength.

Adepts can become very skilled, very cheaply. Improved Skills, Boosted Attributes, situational bonuses...

The problem you have, in my opinion, is that you are trying to make the Physical Adept play the same role, by the same tactics, with the same tools, as the Samurai.
They are not the same, this is a "feature" not a "bug."

Think again.

I am aiming for a 0.5 rate per attribute point, while a SAM can get it for 0.2 and cheaper.
I am aiming for a power boost of the adept specific stuff like wall running and so on.

And kinesics is broken. It works exactly like an attribute boost but without the caps.
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