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> Meet the dodge master, Dodger
Tarantula
post Oct 20 2007, 08:48 PM
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Here he is. He gets a base 12 dice to throw at any ranged attack, and 18 for melee attacks. Has 10/10 armor (not sure if mystic armor counts against him for movement penalties, if so, then I'll change his powers around) as well as a decent slew of skills. Alternately, he can take out his steyr TMP pistol, take aim, and shoot a long narrow burst for 10P with no recoil penalties. Or he can go full auto for 13P with a -3 DP penalty. For dice, he attacks with 13 dice with the pistol, or 7 for unarmed attacks. To counteract his low strength he has shock frills so he can just tase people instead of having to punch the crap outta them. Comments?

Edit:Put in his mystic armor power, missed that one somehow. Dicepools are as follows, he gets 17 dice base for reaction to dodge any one incoming attack, 23 for a ranged full defense, and 21 for a melee attack. His attacks with the pistol are as listed above, as are his attacks with the shock frills. More comments?

Edit2: Changed some things around. Magic is down to 3. Both combat sense and mystic armor down to 3. Still 17 reaction for dodging (the reakt) and 23 for ranged, 21 melee, pistol and shock frills the same still. Dropped a rating on the cyber eyes, picked up an attention coprocessor. His perception pool is 10 dice to notice people, so that way he can actually know where the attack is (and thusly can use his massive dodge pool). Any more suggestions?

CODE
Dodger
Human 0bp
Condition Monitors:
Physical: 10boxes
Stun: 10boxes
Armor: 9/9
Atts: 195
B 1 3 20
A 1 3 20
R 1 8(12) 85bp
S 1 2 10
C 1 2 10
I 1 3 20
L 1 2 10
W 1 3 20
Special Att: 75
E 2 3 10bp
M 1 6(3) 65bp
Ess 6 (3.01)

Qualities: 0
Genetic Heretage(Reaction Optimization) 10bp
Exceptional Attribute(Reaction) 20bp
Adept 5bp

-35 incompetences you can't default to anyway

Powers:
Combat Sense 3 1.5PP
Mystic Armor 3 1.5PP

Skills: 72bp
Automatics (Machine Pistols) 6 26bp
Dodge (Ranged) 4 18bp
Ettiquette 2 12bp
Perception 1 4bp
Unarmed Combat 4 16bp


Contacts: 8bp
Doc(2/2)
Fixer (2/2)

Gear: 50bp 250k Spent: 249600
Steyr TMP 600
+Smartlink Internal 600
Hidden Arm Slide 350

Urban Explorer Jumpsuit 500
+Nonconductive 6 1200
+Shock Frills 200
+Chem Protection 6 1500
+Insulation 6 900

Commlink:
Meta Link w/Vector Xim 300

Contacts 50
+Flare Comp 50
+Lowlight 100

Dodge Scoot 3k

Ware:
Reaction Optimization 0.2 free
Reaction Enhancers 2 0.6 20k
Right CyberHand 0.25 5k
+Cyberarm Gyromount 6k
Synaptic Booster 2 1 160k
Reakt 0.4 24k
Alpha Attention Coprocessor 3 0.24 18k
Cybereyes 2 0.3 750
+smartlink 1k
+vision mag 1k
+vison enhance 3 4500
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Grinder
post Oct 20 2007, 08:49 PM
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Oh, not that Dodger.
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Kyoto Kid
post Oct 20 2007, 11:28 PM
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...I was going to suggest the Ceska over the Steyr but then saw the Cyberhand Gyro mount and Gas Vent 3. Basically BF is covered. (not 100% sure if a Cyberarm Gyromount can go on a Cyberhand though it does fit the within the capacity limit).

Looking at the build I noticed that his Mystic Armour wasn't listed under his Adept powers. I also do not see the 5 BPs for the Adept quality listed. Mystic armour does not affect his movement.

I would reduce Pistols to 5 and take at least one level of Perception to avoid having to default. To be a good dodger, you need to see where the attack is coming from. This still gives him a 12DP and if he can squeeze out a few more BPs he could increase his Dodge skill to 5.

The Genetic Heritage quality is 10 BPs well spent. I've have it for my Matrix Specialist and took Genetic Optimisation: Logic. It also reduces cost of any Transgenic alteration by 20%.

Speaking of Transgenics, I would look at Reakt (adds +2 dice to all reaction tests to defend yourself). This could also be taken in place of the Alpha Reaction enhancers for lower resource and essence cost (24,000 :nuyen: vs 40,000 and .4 Essence vs .48 - BTW you had figured the essence reduction for alpha at 90% instead of 80%) giving him the same Dodge Pool & final essence rating of 4.15.

OK this drops his Reaction attribute to 10 (still above the normal human maxim) but two initiations (Improved Attribute Power) or direct Karma expenditure and he's up to 12.

Now, if he was willing to sacrifice an additional point of MA. he could keep the Reaction Enhancers (provided he has the resources) or add other ware that would help the character out.

A few suggestions:
...Synthcardium 3: His athletics skill is effectively now 7 (also giving him a pool of 10/9 in all athletic tests for things like movement and adding to gymnastic dodge). .3 Ess 30,000 :nuyen:
...Attention Coprocessor 3: Adds +3 to all perception tests (this can be further augmented with "wearable" and/or implanted visual and audio enhancements). .3 Ess 9,000 :nuyen:
...Double Elastin Transgenic: Adds +1 to Impact Armour. .2 Ess 9,600 :nuyen:

Another suggestion: Dropping Synaptic Booster to rating 1 and adding and additional rating level of Reaction Enhancers (for only 10k/20k if alpha) would not reduce his reaction attribute while freeing up 80k in resources & a bit of Essence for other Augmentations.

Total modified essence with all of the above would be 3.35 leaving more room for additional implantation.

With that in mind he can still fit Cybereyes 2 (.3 ess/8 capacity image link and eyecam already included) with the following mods: Smartlink, Low Light, and Vision enhancement 3 (+3 to visual perception) total cost 7,250 :nuyen:. For 19,000 :nuyen: step up to rating 3 (capacity 12) make everything alpha and then he can add Vision Mag and Thermo (total essence cost .32). With the Attention Coprocessor and Perception skill of 1 his visual perception DP would be 10 - a lot better than 2.

For the Smartlink on his contacts you also need Image Link (not a big expenditure and no availability modifier). I would also pay the double cost and have the Steyr internally modified for Smartlink use as the external version would just add to the bulk considering he has it on a hidden slide.

OK kind of a ticky tacky point here, but as I understand the Urban Explorer suit is "fitted" (described kind of as a jogging suit) so I don't see how you can stuff a hidden slide up the sleeve. Usually hidden arm slides work best with a longcoat though that would reduce his impact armour by 2. On the other hand, it would add +2 to the concealability factor. a 13/11 soak pool for a human is still pretty damn good. Heck get the UE helmet only, and you're back to 10/10 armour as it only adds to Impact. Yeah it'd be a bit dorky looking but it would not exceed the x2 body limit and what is more important, looks or saving the character's butt?

If he doesn't go for the cybereyes as I mentioned above , I would get a better commlink & seriously beef up the Firewall.

...shoot, maybe I need to work up a mundane version & see how she compares. :grinbig:
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Glyph
post Oct 20 2007, 11:28 PM
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The only thing I see listed for adept powers is 4 points of combat sense. I assume mystic armor: 4 is his other power (and no, it doesn't add to encumbrance penalties)? By the way, if your GM does allow reaction enhancers and synaptic booster to stack, you'll actually be rolling 16, not 12 dice against ranged combat attacks - you forgot to add the combat sense in.

It seems a bit odd to see someone who has unarmed combat, and still has a melee specialization for dodge. Normally, the best approach would be to take the blocking specialization for unarmed, then take the ranged specialization for dodge.

Otherwise, a good Neo-type build. Like most hard-maxed characters, though, he pays too much for the last few points of Reaction.

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WearzManySkins
post Oct 21 2007, 12:41 AM
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Instead of the imaging scope go with smartgun link camera updates with those same things, Mag 3, Vision Enhancement, and other nice things.

WMS
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Kyoto Kid
post Oct 21 2007, 12:52 AM
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...there is no more Mag 3. Instead it is Vision Enhancement III.

Having VE III "built in" (cybereyes) or even on glasses or contacts in lets you use it all the time, not only when the weapon is drawn so you have a chance to spot that guy pulling his gun before the shooting ensues. As I have experienced, Perception is critical to survival in the shadows.

...mundane build forthcoming.
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venenum
post Oct 21 2007, 12:54 AM
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For the mundane i would use the eyeband, and you load it up with enhancements, its actually better.
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Fortune
post Oct 21 2007, 01:04 AM
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QUOTE (Kyoto Kid)
...there is no more Mag 3. Instead it is Vision Enhancement III.

Vision Enhancement 3 is different from Vision Magnification, which still very much exists.
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Fortune
post Oct 21 2007, 01:06 AM
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QUOTE (venenum)
For the mundane i would use the eyeband, and you load it up with enhancements, its actually better.

But has less maximum Capacity for the same Essence.
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Kyoto Kid
post Oct 21 2007, 01:13 AM
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QUOTE (Fortune)
QUOTE (Kyoto Kid @ Oct 21 2007, 10:52 AM)
...there is no more Mag 3.  Instead it is Vision Enhancement III.

Vision Enhancement 3 is different from Vision Magnification, which still very much exists.

...but Vision Mag is a one time enhancement. You either have it or you don't. Methinks WMS either got the two mixed up or is thinking in 3rd ED terms.

I agree on the eyeband. I'd rather have the higher capacity. Also the eyeband has side effects in movement situations which for an actively dodging/moving character would be a detriment. If you want 360° coverage you are better off getting Radar Sense then you can also notice invisible targets and even those behind barriers (depending on the rating level you have).
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WearzManySkins
post Oct 21 2007, 03:15 AM
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page 324 SR4
Enhancements
Vision Enhancement (Rating 1-3)
Vision Magnification

page 312
Last line of top paragraph under smartgun link
"The small camera can be equipped with vision enhancements (page 323)."

No confusion on my end. :D

The smartgun link already has a camera built in, there need for an additional imaging scope.

This allows a Runner to poke his weapon around a corner/obstacle, see the target and shoot it. It has other advantages also.

There is a thread on Eyebands already, they are not as valuable as they appear.

Edited for correction

WMS
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Dender
post Oct 21 2007, 04:17 AM
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not bad.

Alternatively though, take alpha Move-by-Wire 1 and reaction enhancers 2 with Genetic Heretage(Reaction Optimization), Exceptional Attribute(Reaction) and Adept. Maybe throw in reflex recorder(dodge)

powers: combat sense 4, Counterstrike 4

reaction: 8 (12)
dodge skill (melee): 6 (8/10)

so, dodging ranged passively is 12, actively is 20
dodging melee passively is 22, actively is 32 AND you add your net hits to your next melee attack against that attacker +4 dice.
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Tarantula
post Oct 21 2007, 05:16 AM
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QUOTE (KK)
Looking at the build I noticed that his Mystic Armour wasn't listed under his Adept powers. I also do not see the 5 BPs for the Adept quality listed. Mystic armour does not affect his movement.

Adept was listed, at the bottom of his positive qualities. Fixed the Mystic Armor not listed.

QUOTE (KK)
Speaking of Transgenics, I would look at Reakt (adds +2 dice to all reaction tests to defend yourself). This could also be taken in place of the Alpha Reaction enhancers for lower resource and essence cost (24,000 nuyen.gif vs 40,000 and .4 Essence vs .48 - BTW you had figured the essence reduction for alpha at 90% instead of 80%) giving him the same Dodge Pool & final essence rating of 4.15.

Good point, tweaking it now, to see if I can squeeze reakt in too with your other suggestion of dropping the synaptic down 1 level.

As far as your other aug suggestions: Synthacardium, overly expensive for too little gain. Athletics isn't that great.

Perception is overrated too. Whats the point of having the 1 point in perception if it doesn't do hardly anything? Throwing in an attention coprocessor is quite a bit of essence for something you can duplicate with a vision mod. Sure they'd stack, but honestly, if someone is really hiding, it won't help that much.

+1 impact armor, I'd rather get orthoskin or the like. Not worth it.

Adding another level of reaction enhancers isn't possible, availibility is beyond chargen.

Internal/extenal smart link doesn't matter, just means you can take it off. Nothing else.

The jumpsuit isn't described as fitted. Described as "colorful jumpsuits are well ventilated for lots of action but surprisingly protective"

Editing my first post to reflect my changes.
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rythymhack
post Oct 21 2007, 06:55 AM
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QUOTE
page 324 SR4
Enhancements
Vision Magnification (Rating 1-3)
Vision Enhancement


that's actually not what it says. it DOES say:

Enhamcements
Vision Enhancement (rating 1-3)
Vision Magnification


the enhancement adds it's rating to the user's visual perception test.

the magnification (which has no rating) automaticly drops the range of the target to short.
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Cain
post Oct 21 2007, 07:28 AM
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Actually, the attention coprocessor is super-cheap for what it does, both cash and essence-wise. If you have Perception 1, you don't have any default penalties. That would give you Intuition 3 + Perception 1 + Attention Coprocessor 3 + Vision Enhancement 3 = 10 dice for perception tests.

Perception tests are probably the most common type of test you'll encounter in a game, so jacking it up is generally a worthwhile thing.
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Glyph
post Oct 21 2007, 10:01 AM
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Adept power ratings are limited to the Magic rating, so unfortunately, your combat sense can only go to 3 now.
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Ryu
post Oct 21 2007, 10:38 AM
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Is the synaptic accelerator compatible with the reaction enhancer? I think it isn´t. If they aren´t, leaving the cyberhand and enhancers out would allow you to keep combat sense 4 and improve mystic armor to 4.

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Fortune
post Oct 21 2007, 10:48 AM
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QUOTE (Ryu @ Oct 21 2007, 08:38 PM)
Is the synaptic accelerator compatible with the reaction enhancer?

Yes.

Technically, pretty much everything is compatable with Reaction Enhancers, although the FAQ stupidly restricts their usage in conjunction with Wired Reflexes (only).
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Tarantula
post Oct 21 2007, 03:24 PM
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Modified and edited.
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Cabral
post Oct 21 2007, 04:45 PM
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QUOTE (Cain @ Oct 21 2007, 02:28 AM)
That would give you Intuition 3 + Perception 1 + Attention Coprocessor 3 + Vision Enhancement 3 = 10 dice for perception tests.

Unless I'm missing something, the maximum bonus to a skill is equal to half the skill rating. So, Intuition 3 + Perception 1 + Attention Coprocessor 3 + Vision Enhancement 3 = 4 dice for perception tests.

With a 6 or 7 Perception, you can get +3 dice in bonus for a total of 12 or 13 dice, but there's no way to get the full bonus from the Attenuation Coprocessor and the Vision Enhancement.
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Fortune
post Oct 21 2007, 08:22 PM
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QUOTE (Cabral)
Unless I'm missing something, the maximum bonus to a skill is equal to half the skill rating.

Tricky subject.

There are two ways to provide bonuses to Skills. One is via directly adding to the Skill itself, which is how Reflex Recorders and Adept Improved Ability works. This is indeed limited to one half of the current Skill rating.

The other way is via Dice Pool bonuses. Pretty much everything else other than those things listed above (or anything that specifically states that it adds to the Skill itself) grants its bonus this way. There is no limit on the number of Dice Pool modifiers that can be added or subtracted to a Skill test.
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Kyoto Kid
post Oct 21 2007, 10:50 PM
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QUOTE (Tarantula)
Modified and edited.

...looks pretty good. I see that you dropped the Alpha grade on the Reaction enhancers to recoup more :nuyen:. If he were more on the athletics side (a bad trait most of my characters tend to have) the Synthcaerdium would be a good thing but yeah, is is a bit of an outlay.

I also see that you did pick up Perception 1. As Fortune mentioned above, since all the enhancements are DP bonuses rather than directly adding to the skill, they are not limited to the 1/2 skill rating rule.

Dender's suggestion of a single skill Reflex Recorder (Dodge) isn't a bad idea. He has the .1 essence left to burn, but then scraping up extra the 10k :nuyen: is another issue.

I guess I am basing my idea of the Urban Explorer on description from Cannon Companion. Still a machine pistol is still a somewhat bulky weapon especially with a gas vent. The Concealability table on p. 302 of the core rules lists a machine pistol as +2 and being on par with a club or medkit (I still miss the old conceal values but they wouldn't work with the fixed TN). Of course an obvious fix would to be just buy a standard (unarmoued) longcoat or jacket with wide sleeves as clothing & wear it over the jumpsuit.

I actually considered putting the Short One's (#40, uh oh, going over the hill...) Warhawks on hidden slides under her jacket only to realise that the barrels of the guns alone were almost as long as her forearms. She basically wouldn't have been able to bend her arms at the elbows. Would have looked rather funny.
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