IPB

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> Twink Tank, Mine name is Twink!
Gamble
post Feb 24 2007, 09:05 AM
Post #1


Target
*

Group: Members
Posts: 55
Joined: 10-November 05
Member No.: 7,941



After having a discussion with my gaming group and getting geared up to begin a campaign, we were discussing just how twinky you can get with just your standard 400 BP. We have our standards such as Street Sam and Mage etc. My roll is the tank ie Bullet Sponge/Heavy Weapons. I was curious as to what the denizens of Dumpshock could come up with for the "ultimate" tank. Leaning towards Troll but it isn't a requirement. Let the games begin!
Go to the top of the page
 
+Quote Post
ShadowDragon
post Feb 24 2007, 07:33 PM
Post #2


Moving Target
**

Group: Members
Posts: 393
Joined: 20-June 06
Member No.: 8,754



Any houserules we should know about? Do you use the popular free charisma/contact points one?
Go to the top of the page
 
+Quote Post
ShadowDragon
post Feb 24 2007, 08:52 PM
Post #3


Moving Target
**

Group: Members
Posts: 393
Joined: 20-June 06
Member No.: 8,754



Here's my twinky build. I stayed true to your focus while keeping him well rounded enough to not be a liability in social or stealthy situations, and his commlink, while room for improvement, doesn't leave him completely open to hacking. He also has a high edge to excel at anything in a crunch. He rolls 14 dice to dodge bullets (in full defense) and 25 dice to soak what's left; that's about as good as you can get without being completely retarded in other areas.

[ Spoiler ]
Go to the top of the page
 
+Quote Post
Glyph
post Feb 25 2007, 06:46 AM
Post #4


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



ShadowDragon's is pretty good. Here's an adept one from me for the sake of completeness (although, being a twinky build, he's got bioware).

[ Spoiler ]
Go to the top of the page
 
+Quote Post
Gamble
post Feb 25 2007, 07:24 AM
Post #5


Target
*

Group: Members
Posts: 55
Joined: 10-November 05
Member No.: 7,941



Nope. No houserules. Just the standard restrictions like they are laid out in the main sourcebook. And thanks Shadowdragon and Glyph for your input.
Go to the top of the page
 
+Quote Post
Squinky
post Feb 25 2007, 04:34 PM
Post #6


Running Target
***

Group: Members
Posts: 1,479
Joined: 6-May 05
From: Idaho
Member No.: 7,377



Depending on how your group interprets cyberlimbs, you can always get 2 cyberhands and cyber feet with 2 points of armor each. Throw in some orthoskin or dermal plating and with a Troll, you can start with a natural armor of 11. Buy a camo suit and you are about as bullet proof as you can get.
Go to the top of the page
 
+Quote Post
Leehouse
post Feb 25 2007, 06:21 PM
Post #7


Target
*

Group: Members
Posts: 80
Joined: 4-January 07
Member No.: 10,539



That seems a rather broad interpretation of the rules, wouldn't you take the average of all natural armors, much like you take the average of other attributes as per page 335, the example text involving using the average body when being shot. Assuming dermal plating 2, you'd have an average between 2 and 3, if you replaced all your hands/feet with cyberlimbs.
Go to the top of the page
 
+Quote Post
ShadowDragon
post Feb 25 2007, 08:32 PM
Post #8


Moving Target
**

Group: Members
Posts: 393
Joined: 20-June 06
Member No.: 8,754



QUOTE (Squinky)
Depending on how your group interprets cyberlimbs, you can always get 2 cyberhands and cyber feet with 2 points of armor each. Throw in some orthoskin or dermal plating and with a Troll, you can start with a natural armor of 11. Buy a camo suit and you are about as bullet proof as you can get.

lol I'd slap a player with the BBB if they did that and thought their armor was actually 11 because of their hands and feet (no offense). Examples like these are exactly why I like my cyberlimb houserules :)
Go to the top of the page
 
+Quote Post
djinni
post Feb 25 2007, 08:58 PM
Post #9


Moving Target
**

Group: Members
Posts: 777
Joined: 22-November 06
Member No.: 9,934



QUOTE (ShadowDragon)
lol I'd slap a player with the BBB if they did that

Player 1: "I'm going to shoot him in the head."
GM: "he's wearing a jacket that only covers his arms and chest so -8 to your roll."
Player 1: "okay."

Player 2: "I'm going to shoot him in the head."
GM: "he's wearing a Long coat that covers his arms, chest, abdomen and his legs...in fact the only thing that is not covered by his armor is his head and so there is a -6 to your roll."
Player 2: "wha?"

so cyberlimb armor doesn't make sense to you but that does?
Go to the top of the page
 
+Quote Post
Squinky
post Feb 25 2007, 09:10 PM
Post #10


Running Target
***

Group: Members
Posts: 1,479
Joined: 6-May 05
From: Idaho
Member No.: 7,377



This issue has been done to death but here goes:

The averaging thing with cyber-limbs is referring to attributes, not armor. At least thats how it is written.

Armor takes up 2 capacity per point, so its not cheap capacity wise.

If you average cyber armor like people sometimes argue, it would just really suck. Example: you get one cyber arm and get 2 armor on it, then average that over 5 areas...you wont even have one point extra armor, and you lost 4 capacity in that arm.

Cyberarms are fricken strong metal like objects. Why do people get all up in arms over them being heavily armored when you can wear an urban explorer (speedo suit pretty much) and get 6 armor?

Edit:
I know my example was pushing it, but the title of this thread is about twinking.
Go to the top of the page
 
+Quote Post
Glyph
post Feb 25 2007, 09:35 PM
Post #11


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



The urban explorer is a jumpsuit, which covers a lot of area, so it makes more sense than someone getting +8 armor from just his hands and feet being protected. In SR3, armor was determined by averaging the protection on limbs and torso. In SR4, though, the rules remain infuriatingly vague. Hopefully, this will be addressed in a future Erratta or FAQ.

Getting cyberhands and feet also presents the problem of having ratings of 3 across the board for things like gripping, running, firing a weapon, etc. This is another thing that I liked about the SR3 cyberlimb rules - metatypes such as trolls started out with a higher base for cyberlimb Attributes.

AAARRGGHH!!! I can't believe it! SR4 cyberlimb rules are sooo bad that I'm actually nostalgic for the SR3 rules!
Go to the top of the page
 
+Quote Post
djinni
post Feb 26 2007, 01:36 AM
Post #12


Moving Target
**

Group: Members
Posts: 777
Joined: 22-November 06
Member No.: 9,934



since you are twinking out make sure to take a "Power" Spirit Pact, and make the spirit use "Hidden life" on you, so you'll get hardened armor.
Go to the top of the page
 
+Quote Post
toturi
post Feb 26 2007, 01:53 AM
Post #13


Canon Companion
**********

Group: Members
Posts: 8,021
Joined: 2-March 03
From: The Morgue, Singapore LTG
Member No.: 4,187



I wondered when someone would post those up. Both the cyber limb armor and the Powah Spirit Pact. It's not twinking when you aint got no Spirit Pact.
Go to the top of the page
 
+Quote Post
Leehouse
post Feb 26 2007, 02:01 AM
Post #14


Target
*

Group: Members
Posts: 80
Joined: 4-January 07
Member No.: 10,539



QUOTE (djinni)
QUOTE (ShadowDragon @ Feb 25 2007, 03:32 PM)
lol I'd slap a player with the BBB if they did that

Player 1: "I'm going to shoot him in the head."
GM: "he's wearing a jacket that only covers his arms and chest so -8 to your roll."
Player 1: "okay."

Player 2: "I'm going to shoot him in the head."
GM: "he's wearing a Long coat that covers his arms, chest, abdomen and his legs...in fact the only thing that is not covered by his armor is his head and so there is a -6 to your roll."
Player 2: "wha?"

so cyberlimb armor doesn't make sense to you but that does?

I would describe it differently, and I'm assuming you mean an armored jacket in the first, and a lined coat in the second example

Player 1: "I'm going to shoot him in the head"
GM: "Alright, he is wearing a somewhat bulky jacket with a slightly stiffened padded collar that blocks some of his head take -8"


Player 2: "I'm going to shoot his friend in the head"
GM: "Alright, his friend is wearing a longer coat that extends beyond his waist, it seems less padded and the collars block less of his face/head from your sights take -6"


Player3: "I'm going to shoot the naked troll in the chest."
GM: "Alright. On said troll you see bumps that look like dermal plating, and he has 2 cybernetic hands, and 2 cybernetic feet, and the mage sends you a subvocal message saying said troll has mystic protection, take -11"

As it is with just the mystic armor 4, troll skin, and dermal plating 2 you have a base of 7 armor adding in 4 more in such a way seems... excessive to me.

which seems most outlandish?
Go to the top of the page
 
+Quote Post
Glyph
post Feb 26 2007, 02:36 AM
Post #15


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



Actually, the example that Squinky gave would get eight more points of armor - two on each hand, and two on each foot. :cyber:

See, these kind of questions wouldn't come up if they had spelled out exactly how cyberlimb armor works in the basic rules. We need a handy guide to explain it to us, or at least a footnote somewhere.
Go to the top of the page
 
+Quote Post
Gamble
post Feb 26 2007, 04:13 AM
Post #16


Target
*

Group: Members
Posts: 55
Joined: 10-November 05
Member No.: 7,941



Certainly interesting to read. I checked with my Gm and he said that he might have to houserule the cyber but other than that, regular rules.

And since I only got a few replies for the troll tank twink, I'll open it up to see who can make the twinkiest character they can (but still abiding by the book rules). So let's see those sheets for twinky mages, sammies, technos, riggers, etc.
Go to the top of the page
 
+Quote Post
ShadowDragon
post Feb 26 2007, 05:16 AM
Post #17


Moving Target
**

Group: Members
Posts: 393
Joined: 20-June 06
Member No.: 8,754



QUOTE (djinni @ Feb 25 2007, 03:58 PM)
QUOTE (ShadowDragon @ Feb 25 2007, 03:32 PM)
lol I'd slap a player with the BBB if they did that

Player 1: "I'm going to shoot him in the head."
GM: "he's wearing a jacket that only covers his arms and chest so -8 to your roll."
Player 1: "okay."

Player 2: "I'm going to shoot him in the head."
GM: "he's wearing a Long coat that covers his arms, chest, abdomen and his legs...in fact the only thing that is not covered by his armor is his head and so there is a -6 to your roll."
Player 2: "wha?"

so cyberlimb armor doesn't make sense to you but that does?

Armor jackets and lined coats cover up a lot of area, including vital organs. Cyber hands and feet adding overall protection equal to an armor jacket is ridiculous. It's hard to die from a foot/hand injury, relative to getting shot in the stomach, lung, or major artery.

I think I'd allow a single point of armor for each full limb (not averaged, I hate averaged cyberlimb stats), but nothing more. I already houserule that torsos can have rating 6 armor and skulls can have 2.

I also don't allow called shots to the head. Players can negate armor by taking that penalty, but it wouldn't make much sense to get shot in the head and live. I abstract the shot after I see how well they roll and how well the target resists the damage. If the damage is enough to kill the target, THEN I'll say you shot him in the head.
Go to the top of the page
 
+Quote Post
Jaid
post Feb 26 2007, 05:38 AM
Post #18


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



cheesy twinked out techno-rigger, coming up:

race: ork (20 BP)
Attributes(cost): (170 BP)
B 4 (0)
S 3(0)
A 3 (20)
R 3 (20)
C 4 (30)
I 4 (30)
L 4 (40)
W 4 (30)

Special Attributes: (50 BP)
Edge: 2 (10)
Essence: 6.00
Resonance: 5 (40)

Qualities: (-20)
Technomancer (5)
Codeslinger (control device*) (10)
Sensitive System (-15)
Allergy (common/mild... i like sunlight and pollutants, personally) (-10)
Spirit Bane (type doesn't really matter) (-10)

* yes, it's technically allowed. no, i don't think this is balanced... but he asked for twink

Active Skills: (142)
Computer(analyse +2) 1 (6)
Software(threading +2**) 4 (18
pistols(semiautomatic +2) 1 (6)
dodge 1(ranged +2) (6)
gunnery(ballistic +2) 5 (22)
Pilot Groundcraft(wheeled +2) 5 (22)
Pilot Aircraft (specialisation of choice +2) 4 (18)
Influence group 1 (10)
Perception (visual +2) 1 (6)
Compiling (machine +2) 3 (14)
Registering (machine +2) 3 (14)

** not specified as allowed, but seems reasonable. if not, then i guess 'operational utilities', or whatever your GM thinks includes command. this is for threading, primarily for threading command, of course.

Knowledge Skills: (21 points of choice)

Complex Forms: (15)
Command 5
Analyse 5
Stealth 5


Contacts: (8 points, as desired; mechanic L2C1 and fixer L2C3 recommended)

Resources: (75k nuyen, 15 points)

obviously you need some armor and some basic weapons and running gear, probably a chameleon suit would be a good idea. other than that, pure drones, of various sizes and purposes. for combat, include steel lynx, doberman, or both types. rating 4 pilot and autosofts optional, bute recommended (break the copy protection ASAP of course). also recommend smart firing platforms on the drones, and good sensors of course.

now, this may not look twinky, but consider your dice pool when driving via remote control while in VR:

basic pool is 5 (command) +2 (hotsim) +2 (codeslinger) +5 (skill) +2 (specialisation) = 16 dice, though a 'mere' 9 dice for passive defense.

add in a registered rating 4 sprite "assist operation" to command, and a compiled rating 6 machine sprite with a diagnostics running (average 4 hits), plus thread up your command CF to 10 instead of 5 (no penalties when using command, otherwise -2 dice pool; accept no rolls that don't give you 5 net hits, and you should be able to handle most of the drain. the rest you can first aid yourself with an autodoc and your new command rating of 10 :D) and you have 10 (command) +2 (codeslinger) +5 (skill) +2 (specialisation) + 4 (assist operation) +4 (diagnostics) = 27 dice to driving tests, though a 'mere' 14 dice for passive defense.

hey, you did say twinked, right?
Go to the top of the page
 
+Quote Post
Squinky
post Feb 26 2007, 05:42 AM
Post #19


Running Target
***

Group: Members
Posts: 1,479
Joined: 6-May 05
From: Idaho
Member No.: 7,377



The armor rules require a person to suspend their disbelief.

A character can purchase a ballistic shield that can add a whole lot to armor.

A helmet that covers a very small area (I know it is quite a vital area, but there are many good arteries in cyberlimb areas.) can add a couple points also. Why wouldn't a cyber-skull with a point of armor actually add a point?

Why wouldn't an armored hand add a little too?

I'm pretty sure (this is me speculating) that a cyber-hand isn't just a hand. It's metal reinforcement back to the elbow. A lower arm would need to have components and reinforcements back to the ball joint of the arm, and a full arm would have reinforcements through the pectoral area and shoulder blade area. Thats my opinion though, and it makes the armor as I interpret it make more sense.

Also, my interpretation makes cyber-limbs at least somewhat useful. As it stands nobody gets them. I get a lot more folks with cyber-hands in my games and I think it adds a certain flavor to the game that I really appreciate.
Go to the top of the page
 
+Quote Post
ornot
post Feb 26 2007, 06:47 AM
Post #20


Running Target
***

Group: Members
Posts: 1,266
Joined: 3-June 06
From: UK
Member No.: 8,638



I'm with Shadowdragon. Combat is abstracted, so after the die rolls I'll decide if the target gets shot in the head or not.
Go to the top of the page
 
+Quote Post
Glyph
post Feb 26 2007, 06:48 AM
Post #21


Great Dragon
*********

Group: Members
Posts: 7,116
Joined: 26-February 02
Member No.: 1,449



Other twinked-out characters...

Well, I statted out the monstrosity that came to be known as the pornomancer, although I made a mistake, since I gave the adept a mentor spirit, and only magicians or mystic adepts can take those. So the revised version:

Elf with 8 Charisma and 6 Magic. Qualities: Adept, Aptitude/Con, First Impression, Home Ground. Get Con at 7 and specialize in Seduction. For adept powers, get Kinesics: 5 and Improved Ability/Con: 3. For bioware, get Tailored Pheromes: 3.

That's 8 (Charisma) + 7 (Con) + 2 (specialization) +2 (Home Ground) +2 (First Impression) +5 (Kinesics) + 3 (Improved Ability) +3 (Tailored Pheromes) = 32 dice. :love:


I also recently posted a Gunslinger adept, who rolls 24 dice for his pistols skill, and his 18 dice for melee aren't too shabby, either. So here he is:

[ Spoiler ]


Of course, for maximum twinkage, you'll probably want to replace his pistols skill with either Automatics/Assault Rifles (with a tricked-out Ares Alpha) or Heavy Weapons/Machine Guns (with a tricked-out Ingram White Knight LMG). :D
Go to the top of the page
 
+Quote Post
Tomothy
post Feb 26 2007, 01:30 PM
Post #22


Moving Target
**

Group: Members
Posts: 205
Joined: 7-January 07
From: Sydney, Australia
Member No.: 10,558



If you're going to use a Power Spirit Pact why not make a Troll Physical Adept built for punching and give him a Pact with a spirit of Magic 6 and the power Energy Drain (Karma). Should have some rapid levelling effects?
Go to the top of the page
 
+Quote Post
lorechaser
post Feb 26 2007, 04:23 PM
Post #23


Running Target
***

Group: Members
Posts: 1,333
Joined: 19-August 06
From: Austin
Member No.: 9,168



QUOTE (Glyph)
Other twinked-out characters...

Well, I statted out the monstrosity that came to be known as the pornomancer, although I made a mistake, since I gave the adept a mentor spirit, and only magicians or mystic adepts can take those. So the revised version:

Elf with 8 Charisma and 6 Magic. Qualities: Adept, Aptitude/Con, First Impression, Home Ground. Get Con at 7 and specialize in Seduction. For adept powers, get Kinesics: 5 and Improved Ability/Con: 3. For bioware, get Tailored Pheromes: 3.

That's 8 (Charisma) + 7 (Con) + 2 (specialization) +2 (Home Ground) +2 (First Impression) +5 (Kinesics) + 3 (Improved Ability) +3 (Tailored Pheromes) = 32 dice. :love:


I also recently posted a Gunslinger adept, who rolls 24 dice for his pistols skill, and his 18 dice for melee aren't too shabby, either. So here he is:

[ Spoiler ]


Of course, for maximum twinkage, you'll probably want to replace his pistols skill with either Automatics/Assault Rifles (with a tricked-out Ares Alpha) or Heavy Weapons/Machine Guns (with a tricked-out Ingram White Knight LMG). :D

If we're going for pure number of dice, drop Agility down to 7 rather than 8. Take those 35 points, roll 25 in to magic 6, purchase 2 more points of improved pistols. That drops melee by 1, but ups pistols by 1.

But yes, you need to go SMGs. There are a number of fully automatic one-handed SMGs. With 5 of your 10 spare bps, pick up Ambidexterity - that way you can have an SMG in both hands, and not worry about uncompensated recoil, or you can have a katana in one hand and an SMG in the other, and not worry about where you are.

(Note: I don't fully grasped the limiter rules on additional dice, so this might not work - if so, let me know).
Go to the top of the page
 
+Quote Post
Jaid
post Feb 26 2007, 11:14 PM
Post #24


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



improved ability <skill> is affected by the skill cap. so a player would need <skill> 8 to get any benefit from improved ability <skill> 4.

and, incidentally, i believe the errata says that adepts can have mentor spirits.
Go to the top of the page
 
+Quote Post
djinni
post Feb 27 2007, 12:29 AM
Post #25


Moving Target
**

Group: Members
Posts: 777
Joined: 22-November 06
Member No.: 9,934



QUOTE (ornot)
I'm with Shadowdragon. Combat is abstracted, so after the die rolls I'll decide if the target gets shot in the head or not.

is this what would happen if a player wanted to make a called shot to the head?

Player 1: "I'm going to shoot him in the head."
GM: "you can't."
Player 1: "why not?"
GM: "because I said so."
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 24th April 2024 - 05:11 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.