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#1
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Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
Here's the deal: I need help making the campaign-ending villain for my game. He's going to be a cyberzombie of -6 Essence, and quite likely going to take a character or two with him. I have a start, but I'm seriously having problems finding 12 full points of Essence's worth of ware to pack into one guy. Too, I'm also looking for useful qualities and skills for him, as well as help with gear. It's the post-errata karmagen system (IE, abilities are x5) to make his pre-cyber shell.
Money is no object. Here's what I have got so far: Built of Bones, AKA Billy Bones, AKA Project Walk Fomori PRE-WARE STATS: Attributes: Body 6 Agility 2 Strength 5 Reaction 6 Logic 4 Intuition 4 Willpower 5 Charisma 3 Qualities: -Positive: --Metagenic Improvement (Agility) -Negative: --Astral Haze ====================== WARE LIST Cyberlimbs: -Obvious Full Arm, x2 --Grade: Delta --Essence: 0.5 --Optimized: 18 BOD, 13 AGI, 17 STR --Enhancements: 7 BOD, 4 STR, 2 AGI -Obvious Full Leg, x2 --Grade: Delta --Essence: 0.5 --Optimized: 18 BOD, 13 AGI, 17 STR --Enhancements: 7 BOD, 4 STR, 2 AGI -Obvious Torso --Grade: Delta --Essence: 0.75 --Optimized: 18 BOD, 13 AGI, 17 STR --Bulk: +3 Capacity --Enhancements: 7 BOD, 4 STR, 2 AGI -Obvious Skull --Essence: 0.375 --Optimized: 18 BOD, 13 AGI, 17 STR --Bulk: +2 Capacity --Enhancements: 4 BOD, 2 AGI (All 'ware is delta) Genetic Optimization (All): 0.8 essence Muscle Augmentation 4: 0.4 essence Muscle Toner: 0.4 essence Synaptic Boosters 3: 0.75 Pain Editor: 0.15 =========== POST-WARE STATS Attributes: Body 7 (25 or 22 on skull; 24 body average) Agility 3 (21) Strength 5 (25 or 21 on skull; 24 body average) Reaction 6 (9) Logic 4 Intuition 4 (3) Willpower 5 (6) Charisma 3 |
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#2
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Moving Target ![]() ![]() Group: Members Posts: 109 Joined: 5-April 09 From: North DFW Area Member No.: 17,052 ![]() |
Well, if money/availability is no object, you shouldn't be using any enhancements, only optimization.
Next, come on, get is reaction up higher. Reaction Boosters, level 3. Since we are looking for something that is as close to -6E as possible, we can get his reaction up to an augmented maximum of 14 of 15. Since we are talking about a super zombified guy, get rid of the synaptic booster. I know that it is great, but don't get it. Instead go for a move by wire system at rating three so he gets skillwires and a dodge bonus. This isn't everything, but I was working on a cyberzombie for under a million. [ Spoiler ] It handles most things well, and like I said, the goal was for under 1 million nuyen so it could have a potential military application. |
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#3
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Dumorimasoddaa ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,687 Joined: 30-March 08 Member No.: 15,830 ![]() |
I take it you want a KILLING cyber zombie hum I'll see what I can do. Oh btw karma limit?
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#4
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 ![]() |
I actually built a cyberzombie for a 500BP game Chryalsis is running, but I got jumped by other plays - can post the stats here though.
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#5
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Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
750 karma. Sorry, forgot to mention.
Move-by-wire's a good idea. I'd also forgotten that his max augmented Reaction is 18 post-zombification, so it's an even better one. There are also some good ideas in that "million-nuyen man" sheet that I'll probably steal. Oh, and just so everyone's aware: the way the players are going to kill this guy is to stall him long enough for someone (preferably the hacker) to call down a Thor shot. |
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#6
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Dumorimasoddaa ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,687 Joined: 30-March 08 Member No.: 15,830 ![]() |
Practical. Really though in a game like SR a lucky combat turn could ice them.
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#7
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Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
This is, literally, the last encounter of the game. There might be a roleplaying epilogue of some sort, but if they survive this fight, they've survived the campaign. So a "lucky" turn is something they can freely Edge against.
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#8
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Dumorimasoddaa ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,687 Joined: 30-March 08 Member No.: 15,830 ![]() |
You still ned help with thsi I've had a few nasty ideas (IMG:style_emoticons/default/nyahnyah.gif)
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#9
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Moving Target ![]() ![]() Group: Members Posts: 992 Joined: 23-December 08 From: the Tampa Sprawl Member No.: 16,707 ![]() |
Genetic Optimization has no grades, so all of them will always cost 1.6 essence.
A Fomori might not be your best bet. You will get Astral Hazing as a CZ anyway and their natural hazing will make casting the CZ enchantment almost impossible. Move by Wire is your best friend. Add Reaction Boosters if you need a few more points of reaction and a little more used essence. We're talking about up to +9 Reaction. Considering with exceptional attribute, genetic optimization, metagenic attribute all in Reaction, and -6 essence, your looking at a highest cap of 15 (22), there is no reason not too. Synaptic boosters will only let you get to 15 (18). Cyber Limbs are not really the best way to go about building a CZ. You want that, a full Borg is most likely a better choice. Figure that you will till be limited by your augmented maximums. A human for example with Genetic Optimization in everything and a -6 essence will have 13 (19) limits. Cyber-limbs can be customized up to 13 and get up to +7 in a stat (though it will use up a lot of its slots). With the proper Cyber and Bio, you can get up to +5 in Strength and Agility. 13 (18) verse 13 (19), while being far cheaper in essence allowing you to stuff other interesting items in your body like Move-by-Wire 3. The only advantage with cyber limbs is Body and armor plating, but if you focus on those two then you'll restrict your Strength and Agility. Go for a blend of cyber and bio. 8 points (after all reductions) in each will net you the most total ware. If you get all Delta, Bio-Compatability (Cyber), and the genetic tweak (no book and name slips my mind) to make cyber cheaper you can fit 40 points of Cyber in 8 Essence. After the genetic tweaks (which do not come in grades) use up about 2 points of Essence Bio-wise, you'll be able to find in 12 more Essence in goodies. Now 40 points of Cyberware is kinda crazy. I mean, I don't think there is 40 points worth of Cyberware that is compatible that I would want to take. It comes down to is it "Cool" in the end. 23 Reaction is cool! So is 18 Agility and Strength. Make sure to buy up Intuition, alertness, and the sensor ware to make ambushes harder, since that will be what it takes to kill the guy. Pick a style/shtick and run with it till you can't run any more, then boot it a football field or two further. Is it a gun bunny? Give it not one but two back mounted "Articulated Weapons Arms" with MGs. Is it a melee monster? Give it a "Big Honking Cloud Sword". Make sure that it is creepy and disturbing to be around, play up its very inhuman nature. Hell, have it beg the PCs to kill it while mopping the floor up with them... "Please, kill me! *SMASH* Shoot me in the head! *SPLAT* End my tortured existance within this unholy hell! *MO-BUDDA BUDDA BUDDA* Honestly, I wouldn't build him on points but just put together the most interesting and entertaining build I could. If the guy is suppose to be thor-shotted to death at the very end of the whole game, you don't want to fully stat him out. Because stated things can be killed buy normal means. This guy needs a Thor-Shot (or some other equally impressive means of destruction). I would pick out the ware that has non-stat effects, set some stats for him (just final numbers), some skills for him, and really flesh out his look and feel. Make it like a WW Risen. Walking zombie (think Brandon Lee in the Crow) that is almost impossible to kill and has a death wish. We spent three game sessions running from it and finally ended in a epic battle in a ship yard. Two PCs killed, one majorly injured (down and out but lived), one near making himself insane completing the ritual of banishing (hacker cracking the Thor-Shot sat), and one last badly injured guy with a pump shotgun loading single rounds and blasting the body as it keeps healing and beginning to stand up again, begging for the ritual to end before his last round is fired. (He had 3 rounds left at the end.) Cheers |
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#10
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Moving Target ![]() ![]() Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 ![]() |
Go for a blend of cyber and bio. 8 points (after all reductions) in each will net you the most total ware. If you get all Delta, Bio-Compatability (Cyber), and the genetic tweak (no book and name slips my mind) to make cyber cheaper you can fit 40 points of Cyber in 8 Essence. After the genetic tweaks (which do not come in grades) use up about 2 points of Essence Bio-wise, you'll be able to find in 12 more Essence in goodies. Biocompatibility makes cyberware use .9 essence per 1 point of wares. I think you are confusing Type-O System, which allows bioware to cost half normal essence. There is no Type-o Equivalent with Cybeware. Also, Type-O is not compatible with Biocompatibility due to the 35 bp qualities limit. Best you can do it deltaware with biocompatibility, which gets you 13 points of wares *.9 *.5 = cost for 5.85 essence. 13 points is enough for all the cyber-pimpedness you want, regardless of cyberzombie state. Not disagreeing that you can make a fully rox0r zombie, just dont confuse your qualities. Oh, and I would do it more like this. There is one seemingly invincibe cyberzombie (but not maximum pimpage). After one round with him another appears, and they have to fight two. After they call Thor, the hacker gets locked out and they have to deal with the last one the hard way. Oh, and no matter how great your cyberzombie is, a few missiles will be more than enough to drop anything the SR character building system can throw at you. Also, I suggest working on this character in the sr4character generator (PLUG!) See the thread in this forum, or click the link in my sig for download (IMG:style_emoticons/default/smile.gif) |
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#11
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The ShadowComedian ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 ![]() |
Look up my Binky, tell me what you thinky ^^
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#12
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Moving Target ![]() ![]() Group: Members Posts: 992 Joined: 23-December 08 From: the Tampa Sprawl Member No.: 16,707 ![]() |
Wooo woo wooo wooo.
Biocompatibility (-0.1), Delta Grade (-0.5), the genetic tweak Adapsin (-0.1), and Cyber Suite (-0.1) all stack together, rather then being applied individually. Get them all and cyberware cost x0.2 of its listed essence cost. That nets you 40 points worth out of 8 actual used essence. (IMG:style_emoticons/default/biggrin.gif) *EDIT* Reading it over again, Biocompatibility doesn't say how it is applied in its description. So if you don't rule it works the way the others do, we're looking at Essence * .3 * .9 (* .27) or 29.62962962962962962962962962963 essence of ware out of 8 actual used. Even if we go with the way you seem to read it, we still end up with .5 * .9 * .9 * .9 = .3645. That gives us 21.947873799725651577503429355281 from 8 actual used. To this we have 2.0 essence of gentic tweak and 12.0 essence of delta grade bioware (6.0 actual). So worst case we end up with ~22 points of cyberware, ~12 points of bioware, all the genetic optimizations, Adapsin, and 0.3 points more genetic tweaks for a final total right around -6 essence. [If you don't follow the essence, 8 and 8, half the lower (or ether if the same). That comes out to 12. 6 - 12 = -6] |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 992 Joined: 23-December 08 From: the Tampa Sprawl Member No.: 16,707 ![]() |
As an aside, I did originally suggest and stand by the suggestion that you not fully stat it out. Figure out how good it attacks and how much damage, throw lots of dice, but the thing is pretty much unhittable/unkillable with what the PCs have on them. They play cat and mouse, distracting it while the hacker called down the thor shot. PCs dump a vat or such on it to sticky it for a few rounds then *HAUL ASS*! Thor shots have a big area of effect. We are talking about MOAB sized booms here.
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#14
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Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
Yeah, I'm beginning to think that's the best bet.
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#15
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,210 Joined: 5-September 05 From: Texas Member No.: 7,685 ![]() |
And if you are worried about missiles, rockets, or grenades taking him out have the two back mounted "Articulated Weapons Arms" have a semiautonomous Phalanx anti missile mode. Perhaps 3mm DU rounds.
And since they are semiautomatics, your borg can continue to kick butt while they take care of incoming. Just to rough it out I'd give it like 6 dice to intercept (That includes an extra dice because there are two weapon systems). Radar based so jamming would reduced the dice of the interception roll. Since it is hard to intercept a missile/rocket, I'd require two successes to intercept with a chance that the missile explodes when hit. Figure you would want the system to succeed about half the time. Minus one per attack until his next action. Some one throwing rocks would also distract them. The borg could set the system to only go after rockets and missiles. And a great way to get rid of pesky drones. To check for missile detonation, maybe roll 3 dice for an explosive warhead and 2 for a anti vehicle warhead. Base the size of the explosion of the number of successes rolled. Perhaps each success give 1/3 of the damage of the explosive warhead with a greater reduction in damage as you move away from the center (instead of -2/m make it -4/m). Perhaps base how far a way it intercepts the missile based on the number of successes rolled. If only two successes were rolled then have the borg caught in the explosion from the destruction of the missile too. I'd say there would be nearly no chance that the system would could intercept a missile as it was being fired unless they were at point blank range (and a minus to do so at that). Course you would want to fudge the first missile attack roll. Make it close to the borg so he emerge from the smoke unharmed. |
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