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> Social Adept Build, Comments Please
klinktastic
post Aug 8 2007, 05:44 PM
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Social Adept

Human
Adept

B:3
A:5 (7)
R:4
S:2
C:5
I:3
L:2
W:2

Edge: 4
Magic 6 (5)
Init: 7 ( + 1 IP
Essence: 5.18

Qualities: ambidex, first impression
Neg: addiction, mild (cram), allergy, unc/mod (silver), incompetent (swords), gremlins 2

bioware: muscle toner 2, synaptic boosters 1

adept powers: combat sense lvl 3, kinesics lvl 2, voice control, living focus, improved ability 2 (con), improved ability 2(inflitrate)

Active Skills:Influence group: 4
-con: 4 (6)
-etiquette: 4
-leadership: 4
-negotiations: 4
Running: 2
Automatics (Smgs): 5
Dodge: 4
Unarmed combat(parry): 3
Inflitrate: 4 (6)
Perception: 2

Knowledge Skills:
English: N
Mandarin: 1
Business: 3
Dealers: 2
Black Markets: 3
Current events: 2

Contact: Fixer (C2:L2)

Questions
1) which smg is the best?
2) what contacts are the most useful?
3) is Combat Sense good?

Any other critiques, comments or advice would be appreciated!
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Ophis
post Aug 8 2007, 05:49 PM
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1) The coolest looking one, probably the hk227

2) Fixer Wins, though should have more than connections 2 to deserve the name.

3) Yes, yes, and for a third time yes. Anything that adds to all tests to defend yourself is good.
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klinktastic
post Aug 8 2007, 06:13 PM
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Any tweaks to the current set up will be appreciated. And what future bio/cyber ware should I go after
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Ol' Scratch
post Aug 8 2007, 06:23 PM
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Living Focus is really, really weak. Especially since you still suffer a -2 dice pool modifier when doing so. Since you have Leadership, Commanding Voice would be a much better investment and is one of the bread-and-butter powers for a social adept in my opinion.

I usually avoid implants on my magical characters unless the concept specifically revolves around them. I just find it cheesy in most cases. But if you really want to go that route, Tailored Phermones are a "must." I mean, come on... it basically adds dice to everything you do well...

Not really sure why you have Ambidexterity, either. Using two SMGs at once is just going to make you a horrible shot due to doubled recoil and a lack of recoil compensation options. You'd be much better off using two Simple Actions to fire once without a penalty and actually hitting things with both shots versus splitting your pool up for a single Simple Action and not hitting anything worth hitting.

As the "face" of the group, your main use for Contacts will be getting important information, hard to get gear, and doing things that aren't normally achievable without outside help. Mob bosses, fixers, corrupt police detectives, Tanamous members, and things of that nature are all great choices. But, again, it depends on your concept and background more than anything.
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Dashifen
post Aug 8 2007, 06:36 PM
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I'd add politicians, university professors, travel agents, and media personalities onto Dr. Funk's contacts list. Oh, and don't forget the possibilities of being friends with an entire Urban Brawl team, too.
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Eleazar
post Aug 8 2007, 06:44 PM
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The very first thing that stood out to me was the influence group. You can get rid of that because leadership is mostly useless. It is cheaper to only spend points on the skills you need con, etiquetee, and negotiation. I am not too sure why you are getting unarmed combat, if you can use guns. Your strength is also low, and you don't have any adept powers that aid your unarmed combat. If you really want to do close-combat I would like to suggest a monofilament whip instead. A monofilament whip is also easily concealable. The SMG part is nice, but you might as well go for an assault rifle. I like the Ares Alpha myself. I would also suggest not getting any specialization at chargens if possible. They cost 2 BP at chargen, but also only 2 KARMA after chargen. It is more efficient to spend these points on attributes or skills.

Some things that could be improved:
1. If you don't mind playing an elf, make this an elf. Higher charisma and agility.
2. Raise your Intuition and Perception. Intuition because it is used on Perception rolls and your initiative. Perception because you want to be able to see things.
3. Get some contact and glasses with vision enhancments
4. Get some earbuds with audio enhancements
5. Gremlins really really sucks as a negative quality for any character.
6. What is the ambidex for, don't tell me you are planning on dual-wielding SMGs. The dual-wielding rules in SR4 severly hamper anyone from doing it properly. You would have to make a character totally focused on just dual-wielding to even be average at it.
7. With such a low willpower I really hope you don't fight any mages.
8. As a human it is best to put your edge all the way. You might as well take advantage of the only advantage they have.
9. Lose the Mandarin 1 and replace it with Linguasofts.
10. Business and Dealers are not specific enough as knowledge skills

Some quick guidelines concerning BP to Karma efficiency:

1. It is best if all Skills are raised to 4 or at the very least 3. Any skill below this would have been cheaper to just purchase with Karma after chargen. Even at 3 the efficiency ratio is very close to 1:1.
2. Attributes are best if raised 1 below racial maximum. So for a Human this would be 5. The only discrepancy here is if the stat is what is called a "weak" stat. Meaning the racial maximum is 5 or 4. With weak stats sometimes you jsut have to suck it up because the stat is important to the type of character you are making.
3. Metatypes come with attributes raised for free due to their racial minimums. Even though you might pay 35BP to be an elf, it works out because their attributes are higher compared to a humans at the minumum racial level. They are also more BP efficient in their strong attributes. Strong attributes are attributes with a racial maximum higher than 6.
4. Gear while very helpful is wasteful of BP and it would be more efficient to spend it either on skills or attributes. Attributes are the most valuable because they are used in so many tests. I suggest spending the full 200BP on attributes. Edge, Magic, and Resonance are special attributes that are not factored into the 200BP limit.

Remember, even with all of these guidelines they aren't going to fit perfectly to the type of character you want to make. They are just things to keep in mind. Unfortunatley the BP vs. Karma efficiency guidelines do not allow for well-rounded characters if you were to follow them 100%.
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odinson
post Aug 8 2007, 06:51 PM
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I didn't think you could take an incompetence in a specialization. Shouldn't it be incompetence: blades.
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Ol' Scratch
post Aug 8 2007, 07:02 PM
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QUOTE (Eleazar)
The very first thing that stood out to me was the influence group. You can get rid of that because leadership is mostly useless. It is cheaper to only spend points on the skills you need con, etiquetee, and negotiation.

Eh? How is a net total of 12 BP per point for 3 skills cheaper than 10 BP per point for 4 skills? Especially since Leadership is not useless, especially with Commanding Voice. Doubly so since splitting them up in the future costs a minimum of 2 Karma to give just one of them a specialization, granting another two free dice on the specialty you use the most often.

QUOTE
I am not too sure why you are getting unarmed combat, if you can use guns.

Because he obviously wanted an extra advantage to defend himself in unarmed combat, hence the Parry specialization. Those build points could be spent elsewhere, yes, but it appears to be an integral part of his concept for whatever reason.

QUOTE
5. Gremlins really really sucks as a negative quality for any character.

Hardly. They add a ton of fun to the mix and I almost always get a rank or two whenever it fits my concepts. And it often does.

QUOTE
10. Business and Dealers are not specific enough as knowledge skills

Sure it is. General knowledge on the topic, and that'll be reflected in the answers he (should) get from his GM.
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WeaverMount
post Aug 8 2007, 07:06 PM
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1) Ingram Smartgun. More ammo, recoil and an internal smart system. IMO the Ares Alpha is the best Automatic though. Personally it tickles me pink to watch the gun bunny akimbo SMG bad ass spray 4 mooks a round missing half the time, while my "support" Character puts two short burst into one head after another.

2) Every team needs several fixers. Fixers = :nuyen:. If your teammates are pulled their weight and each getting a fixer you only need one under RAW, but contacts get houseruled to some degree in most games. Of the official uses of contacts (Legwork, swag, networking, favors), Faces don't need them for legwork or swag. I feel a couple of good networking contacts are a must: minimum a street level squatter, at least one organized crime syndicate and one corporation. I'd also throw in a media/pop/cultural contact.

3) Yes anything that makes you not get hit is good.

I'm going to have to second that living focus power being, well not not good. I promise you that is instant you get the money for the focus you will regret spending the power points on it.

I don't feel like 'ware on adepts is cheesy. Its unique to SR and starwars, and I'm not big on starwars. And yes 5 kinesics and enhanced skill and Tailored pheromones = 20+ dice for the win. Troll some edge on top of that and you can pull crack moves like buying rating 6 IC in one week.

Also a truely awesome move for a adept face to is to give up on being a good gun bunny and take 2 power points and 32 BP to be the best support hacker in the world. 4 skill + 4 adept power = 8 dice in hacking and Electronic Warfare. That way you can do all the incredibly important but not very sexy things like scanning for hidden nodes and monitoring traffic. Plus if you are the one maintaining communication dominance then you have the social ninja issuing false orders to the opposition rather the (usually socially) socially inept hacker/rigger. Also you can rock it on the matrix meets. I know that my Johnsons demand only one person come to the matrix meets. that way the face gets matrix raped or the hacker gets a crappy deal.

EDIT: "you only need one under RAW" I do not mean to imply that the RAW require everyone to have a fixer, but that if contacts are being run with RAW that I feel one is enough
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klinktastic
post Aug 8 2007, 07:28 PM
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Social Adept 2.0

Elf
Adept

B:3
A:6
R:4
S:2
C:7
I:2
L:2
W:2

Edge: 3
Magic 6
Init: 6
Essence: 6

Qualities: first impression
Neg: addiction, mild (cram), allergy, unc/mod (silver), incompetent (blades), allery, unc/mod (gold), addition, mild (sex).....jk!

adept powers: combat sense lvl 4, kinesics lvl 4, voice control, commanding voice, sustenance, improved ability 2 (con), improved ability 2(inflitrate)

Active Skills:
Influence group: 4
-con: 4 (6)
-etiquette: 4
-leadership: 4
-negotiations: 4
Running: 4
Automatics: 5
Dodge: 4
Inflitrate: 4 (6)
Perception: 4

Knowledge Skills:
English: N
Business: 2
Dealers: 4
Black Markets: 4
Current events: 2

Contact: 7 BP worth

Later I'll drop some 'ware in for activeskills and various other upgrades.
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Eleazar
post Aug 8 2007, 07:52 PM
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QUOTE (Doctor Funkenstein @ Aug 8 2007, 02:02 PM)
QUOTE
I am not too sure why you are getting unarmed combat, if you can use guns.

Because he obviously wanted an extra advantage to defend himself in unarmed combat, hence the Parry specialization. Those build points could be spent elsewhere, yes, but it appears to be an integral part of his concept for whatever reason.

That's why I recommended the monofilament whip. It fits his agility and low strength much better than unarmed combat.
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Kyoto Kid
post Aug 8 2007, 08:16 PM
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...the 2.0 version looks pretty close to my Reporter/Social adept Media Blitz (save for the knowledge skills and NQs)

The one thing I could not afford was the 6 MA. I notice your build only allocates 170 BPs to base attributes. Media used the full 200 to get an intuition 5 and logic 3 (her Agility was 5 including the bonus for being an elf)
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jklst14
post Aug 8 2007, 10:05 PM
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Social Adepts can be great infiltration/disguise types too. I would consider dropping your Magic from 6 to 5, losing Improved Con and Improved Infiltration and using the saved points to upgrade from Infiltration 4 to Stealth Group 4.

Something else to consider, Running 4 and Dodge 4 cost 32 BPs. If you could scrape together 8 more BPs somewhere, you could get the Athletics Group at 4 instead.
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Glyph
post Aug 9 2007, 02:15 AM
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Dodge isn't part of the athletics skill group, though. Gymnastics is. And while gymnastics can be used to dodge ranged attacks, it can't be used for normal dodging in melee, and is half as effective at full defense in melee. Gymnastics dodge is only really useful for a character who also has a melee skill to parry with.
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klinktastic
post Aug 9 2007, 02:55 AM
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Thanks guys! The feedback has been great for sure. I'm gonna tweak him up a little bit tonite and I;ll post a finalized version tomorrow.
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Marwynn
post Aug 9 2007, 03:33 AM
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Looks very good.

Gymnastics is pretty handy to have with high Infiltration. Sometimes necessary as the best avenues of approach are often hard to reach. And while Dodge is a lot more useful as a defensive stat as Gymnastics is, its full defense bonus is really just that; a bonus.

If it was possible to get even 2 points in Gymnastics you'd be an even better Infiltrator for it. Of course, Climbing is useful too. But that and Running is based on Strength and you have 2 for that attribute...

If you're content with tip-toeing by guards and such, I say you're good to go.
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Dancer
post Aug 9 2007, 05:40 AM
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There's no way I'd let that set of negative attributes fly. Allergic to two precious metals with a very rare chance of it coming up, incompetence in a skill you'd never have a reason to use anyway
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toturi
post Aug 9 2007, 06:36 AM
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As a GM, I'd probably approve the PC. Even on those days I feel non-canon(which is often but anyway...).

The negative qualities are by the book and unless you have a "negative qualities MUST be such a pain in the ass" (even though Postive Qualities aren't such great stuff all the time) GM, I think you are set.
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Ol' Scratch
post Aug 9 2007, 07:06 AM
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The allergies will come up often when dealing with foci and other magical thingamabobs. Especially weapon foci. Incompetence needs to be changed or removed from the game (I'm still boggled by its existance as written). Gremlins is a blast, however.
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Crusher Bob
post Aug 9 2007, 07:11 AM
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Heh, no intimidate skill. In addition, intimidate is resisted with willpower.

being an ork gets you:

BOD 4
AGL 5
REA 5
STR 3
CHA 4
INT 4
LOG 2
WIL 5
(190 points in stats)

Magic 5
Edge 3

Athletics 3 (giving you gymnastics for dodging)
Influence 4

Automatics 5
Infiltration 4
Intimidation 2
Perception 2 (still as perceptive as the elf)
Unarmed 3 (for close combat defense)

Assuming Adept, First Impression, 35 points in flaws

And leaves you 21 points for contacts and gear.

If you want more points you can get 20 out of willpower and lower to WIL 3.

You lose 3 dice from social skills (CHA 7 vs CHA 4) but you gain a bunch of extra points.
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Wasabi
post Aug 9 2007, 07:57 AM
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The rules for Notoriety mean that from the start the character with incompetence rolls one less die for all social rolls that dont use Intimidate. Incompetence, Spirit Bane, and Criminal SIN should all be avoided for face characters. [EDIT: First Impression would negate the Notoriety from Incomptence I'm pretty sure]

For weaponry you'll need something you can take to a high end restaurant. The Yamaha Sakura Fubuki ("Cherry Blossom") with stick-n-shock ammo is a light pistol that does better than most SMG's when used at pistol ranges. It allows burst fire of stick-n-shock and halves the opponents IMPACT armor.

SMG with APDS ammo versus armored jacket: 8P (Burst) versus 4 Ballistic
Cherry Blossom with Stick-n-shock versus armored jacket: 9S(e) 8S(e) (Burst) versus 3 impact with a chance to stun the target:
QUOTE (p154 SR4)
The struck target must make a Body + Willpower (3) Test. Apply half the character’s Impact armor (round down) and any other dice pool modifi ers as noted above to this test. If the target fails, he immediately falls and is incapacitated for a number of Combat Turns equal to 2 + net hits scored on the attack test. Even if the target succeeds, he suffers a –2 dice pool modifier to all action tests due to disorientation
from the shock for the same period.
Incapacitated characters are prone and unable to take any actions.


Plus the Cherry Blossom only suffers recoil of -1 when firing a burst. It takes Insulation armor to make it any worse than a SMG and thanks the stick-n-shock ammo it goes against the target's Stun damage track so most street sams will go down from fewer boxes of damage since its easier to get a high body as a troll/ork than a 9-12 willpower.

All that for a 10R avail gun firing legal ammo and best of all... it has a terrific concealability!

Secondly, Edge allows you to truly overwealm a number of dice rolls equal to your edge rating. With an Edge of 6 you basically get to autowin 6 social tests. You'll be throwing so many dice with exploding sixes that for the 6 most important events in a module you'll succeed and in the case of things like using Negotiation to determine pay for the run the excess sixes may determine the amount of the increase in payout.

I'd drop magic to 5 and get edge purchased up to 5. For 18 karma you can get a six in either later.

If you are aided by an Increase [Charisma] spell from your mage the Elf becomes a TON better than a human. With a max 12 charisma instead of max 9 you get your cap 3 higher and can buy a 5 charisma yet start with a 7 after racial modifications. It takes the 30 point cost of being an elf and immediately gets you 20 points in charisma and 10 points in agility. It reduces Edge by 1, however for a net benefit of 20 points and increased Charisma cap.

For contacts its better to have a few big contacts than several nickle and dime contacts. My faves are arms dealers and Fixers that specialize in matrix ops or fencing of gear. Sure, Fixers dont have to specialize but when they do the GM is usually a little more giving in their field of specialization at the expense of generality.

Tailored Phermones are effective for non-matrix, non-astral meetings. I personally like to get a chemsniffer of some sort to detect others with Tailored Pheromones. Then I know who the face is and if your GM allows it you can treat it as a chemical attack and use an internal respirator or somesuch to bypass their Tailored Pheromones.

KINESICS IS KING. MAX IT UP TO YOUR MAGIC RATING. PERIOD. Its half the cost of Charisma and adds to both social defense and offense and truth detection. That last benefit is golden!

Blandness can not only make it harder to get tied to unfortunate runs later (by you not getting recognized) it also acts as -1 Notoriety. Its pretty darned good.

Oh... and consider the adept powers that allow you bonuses to Disguise and to change your skin pigment. Especially with Blandness it can make a face character able to social engineer into a lot of situations where it wont matter if cameras see him and the guards are all packing serious hardware.

If you decide to do social infiltration and have a Technomancer to aid your Face remember that a Latex disguise as well as nanopaste use computerized goop which as a computerized device can be subscribed to a commlink and aided by a Machine Sprites "Diagnostics" power to add a ton of dice to the Disguise roll.

To add more social dice you can also consider being a mystic adept for 5 more points and get a 5 point mentor spirit that adds two dice to a social skill. If you initiate later the mystic adept gets access to some metamagic techniques Adepts can't get. You can also get counterspelling, counterspelling foci, and bind sustaining foci. Most GMS deem it cheesy however if you dont sink a magic point into spellcasting/conjuring use and/or have spells and conjuring-based skills so YMMV.

Hope all that helps, chummer!
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Wasabi
post Aug 9 2007, 08:20 AM
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QUOTE (Glyph)
Dodge isn't part of the athletics skill group, though. Gymnastics is. And while gymnastics can be used to dodge ranged attacks, it can't be used for normal dodging in melee, and is half as effective at full defense in melee. Gymnastics dodge is only really useful for a character who also has a melee skill to parry with.

Gymnastics is good for a character with high Edge not planning on getting in HTH ever who isn't afraid to use Edge+Full Defense whenever forced into HTH.

A niche, I know, but valid for a Face character methinks. :-)
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Fortune
post Aug 9 2007, 08:55 AM
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QUOTE (Wasabi)
The rules for Notoriety mean that from the start the character with incompetence rolls one less die for all social rolls that dont use Intimidate. Incompetence, Spirit Bane, and Criminal SIN should all be avoided for face characters.

That should only apply in situations where the 'target' is in a position to know about those negative qualities.

Besides, it's a really stupid rule!
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Ol' Scratch
post Aug 9 2007, 09:06 AM
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I rather like the Street Cred, Notoriety, and Public Awareness rules. Though particularly in the case of a Face, it can get a touch overpowered pretty quickly after just a few runs. Just take those 200 Karma sample threads; a Face would have a Street Cred of 20, bolstering all his Social Tests by +20 dice...
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Fortune
post Aug 9 2007, 09:13 AM
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The rules themselves are alright, I guess. It's just the dumb idea of all those negative qualities (I miss typing flaws!) automatically give you a bad rep.

By the way, have you extrapolated these rules out to the level of a +/-300 Karma point character? Intense is quite the understatement.

edit: Damn! You edited! :P
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