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> Requesting some build help...
Wraith235
post Sep 27 2010, 07:39 PM
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QUOTE (Neraph @ Sep 27 2010, 12:08 AM) *
"I got my implants, then I Awakened."

You cannot point to any rule that states that implants at chargen negatively impact anything but Maximum Magic at chargen.



Actually if you look under the awakened chapter in Magic

Loosing 1 point of essence Reduces both your Current and maximum magic rating ... I dont have a page # ATM as my book is in the car and my wife has it

Just because its Chargen doesnt mean you dont follow all the normal rules as well
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sabs
post Sep 27 2010, 07:40 PM
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QUOTE (Kruger @ Sep 27 2010, 07:34 PM) *
Remember, not all overcoats have to be armored. That can be accomplished with a set of ordinary clothing.

If he wants an detective image he could replace the Globetrotter vest with the Steampunk Overcoat.


An interesting side note, with Form Fitting Body Armor you'd probably have to replace it if your Body or Strength trait increased. Just based on how the fit of my wetsuits changed when I bulked up after joining the Marines, lol.


get your realism out of my game!
But yeah
Still FFBA with maybe the armored dress suits would be nice too
or the steam punk overcoat.. lots of options fashion wise.
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KarmaInferno
post Sep 27 2010, 07:45 PM
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I am suddenly reminded of that Olympic Games incident where a bobsledder had a wardrobe malfunction, because her suit was SO tightly fitted that when she flexed her thighs shoving the bobsled out of the starting gate, it split an unfortunate seam.




-k
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Teryon
post Sep 27 2010, 08:32 PM
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Y'know, I kinda figured the generic clothing options were open to interpretation on their exact appearance. Leather jacket, vest(an option anyhow), and armor clothing plus the regular cheap stuff would give some stylistic effects. Besides, I can always do a run or two and blow the cash on better clothing; char-history wise the guy is a tad short of cash trying to keep himself outfitted properly and still help his 'clients',an odd mix of somewhat noble and capitalistic, I'm looking forward to seeing how or if said morals get brought down.
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Tymeaus Jalynsfe...
post Sep 28 2010, 01:15 AM
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QUOTE (Kruger @ Sep 26 2010, 07:40 PM) *
Agreed, those were definitely a terrible idea too. Considering how PC hardware tech advances every year or so, the decker would have been slotted with having their head chopped open and rebuilt ever year or so just to stay up to date with the SOTA.

It's one of those things that sounded really cool back in the late 80s, early 90s but really just doesn't hold up. There's no way to make a headware deck or implanted commlink modular or easily updated based on the Shadowrun universe. And it seems that invasive skull surgery every one to two years is a bad thing to have to trade for a little convenience. A computer for six or seven years ago would probably have a hard time running Farmville, lol.


Though I would propose that you could make the Headware Comlink(s) somewhat modular if you really wanted to do so, it would take the largest benefit (Inaccessability) and remove it... think Scorpius in Farscape with the Module Thingy in his head... (IMG:style_emoticons/default/wobble.gif)

But honestly, since Most headware is an outpatient procedure in Shadowrun, updating the Internal Comlink should not really be all that difficult... though it WOULD still require surgery, of course...
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Summerstorm
post Sep 28 2010, 01:27 AM
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That is how i handled it too. Headware which is in need of "heavy maintenance" (not nano-repairable) is mostly a bit clunky too. I ruled that all modules replace part of your skull. You just need to cut and flap your skin open: Tadaaa... chips and crap to change *g*. Made it, i think, 2 stun surgery damage or something (according to the repair cyber rule in augmentation).
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Dumori
post Sep 28 2010, 01:29 AM
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Aye with nanotech being used in implantation and surgary now adays it's wouldn't be too bad either. Also nanotech the cancer cure? Just get it to nom the cancerous cells no more deadly than other nanotech uses.
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Kruger
post Sep 28 2010, 01:51 AM
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The one problem with partial skull replacements is that it introduces a new weak spot. And it's hard to have true modular heads like you might see in GitS. The brain has cerebrospinal fluid around it as well. A Scorpius like modular core is kinda funny, but then you think what kind of brain functions are housed in the part of the human brain that is being taken up by this core. Plus we're not talking about a datajack, but in fact a full computer. Once you get around the fact that the braincase just doesn't have a whole lot of extra room, you're still left with a very complex system that would likely have to be spaced out around the skull. It would almost have to be major invasive surgery with a significant recovery time to make any changes that were just like simple chip swaps or something that might be accessible through a "flap".

I think trivializing cybernetics takes something away from them. I definitely wouldn't want to have outpatient brain surgery, lol. One slight screw-up near your temporal lobe and all of a sudden you can't hear, or lose chunks of your long term memory, haha.
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UmaroVI
post Sep 28 2010, 01:58 AM
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My suggestions:

Consider dropping a point of Logic and adding a point to Intuition. Having high Intuition (situational awareness, instincts, ability to read people and situations) is much more important for a private eye or police officer than high Logic ("book-learning," ability to understand complex concepts, knowing how magic and machines work in technical detail), and coincidentally, more of the skills and abilities you have are linked to Intuition.

You have 5 social skills, which makes Kinesics a really good buy. You should have it at level 3 if at all possible. Consider replacing Enhanced Perception 2 with another point in Kinesics, dropping Intimidate to 4, and raising Perception to 6. This evens out in points, and trades -1 perception for +1 to the whole influence group. It also synergizes well with Commanding Voice.

Heed the suggestions about armored pajamas. They are a good idea.

Consider losing 1 point of Strength for 1 point of something else, like Body. You're going to be using Shock Gloves a lot, and those just replace the Str/2 from punching. Also, at 5 body, you get an extra physical box over 4, which will help you with your not dying concerns.
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Tymeaus Jalynsfe...
post Sep 28 2010, 02:23 AM
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QUOTE (Kruger @ Sep 27 2010, 06:51 PM) *
The one problem with partial skull replacements is that it introduces a new weak spot. And it's hard to have true modular heads like you might see in GitS. The brain has cerebrospinal fluid around it as well. A Scorpius like modular core is kinda funny, but then you think what kind of brain functions are housed in the part of the human brain that is being taken up by this core. Plus we're not talking about a datajack, but in fact a full computer. Once you get around the fact that the braincase just doesn't have a whole lot of extra room, you're still left with a very complex system that would likely have to be spaced out around the skull. It would almost have to be major invasive surgery with a significant recovery time to make any changes that were just like simple chip swaps or something that might be accessible through a "flap".

I think trivializing cybernetics takes something away from them. I definitely wouldn't want to have outpatient brain surgery, lol. One slight screw-up near your temporal lobe and all of a sudden you can't hear, or lose chunks of your long term memory, haha.


Except that you are missing a key component here, Brain Surgery (some of it anyways) IS outpatient in the 2070's...

Datajack,
Internal Comlink,
Data Filters,
Data Lock,
All Cyber Eye Modules,
All Cyber Ear Modules,
Math SPU,
Olfactory Boost,
Orientation System,
Simsense Booster,
Taste Booster (Odd I know, but there you go),
and Possibly several others I may have missed, are all things that you can probably get done on a lunch hour...

None of the above 'ware exceeds .2 Essence Cost, which is considered Superficial Surgery Damage (3s Damage, yes, that is right... STUN damage)... you walk out in an hour or two none the worse for wear...

If you take it to Minor Surgery, you can add the Attention Co-Processor, Control Rig and the Simsense Accelerator for a whopping 3p Damage...

The only 'ware I would consider outside of the realm of an afternoon is the Encephalon...

The Intervals for all of these Surgeries, For Basic Grade Cyberware is: Medicine (Implant Surgery) + Logic (4, 1 Hour)... So, anyone with competent assistants, a decent pool and a minimum of a Shop can complete the above Brain Surgery and move to the next patient in the requisite Hour... Easy Peasy...

Brain Surgery in 2070's has come a long way from the archaic methods we use today... just read the books and you can see that...
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Teryon
post Sep 28 2010, 04:31 AM
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QUOTE (UmaroVI @ Sep 27 2010, 09:58 PM) *
My suggestions:

Consider dropping a point of Logic and adding a point to Intuition. Having high Intuition (situational awareness, instincts, ability to read people and situations) is much more important for a private eye or police officer than high Logic ("book-learning," ability to understand complex concepts, knowing how magic and machines work in technical detail), and coincidentally, more of the skills and abilities you have are linked to Intuition.

You have 5 social skills, which makes Kinesics a really good buy. You should have it at level 3 if at all possible. Consider replacing Enhanced Perception 2 with another point in Kinesics, dropping Intimidate to 4, and raising Perception to 6. This evens out in points, and trades -1 perception for +1 to the whole influence group. It also synergizes well with Commanding Voice.

Heed the suggestions about armored pajamas. They are a good idea.

Consider losing 1 point of Strength for 1 point of something else, like Body. You're going to be using Shock Gloves a lot, and those just replace the Str/2 from punching. Also, at 5 body, you get an extra physical box over 4, which will help you with your not dying concerns.



Hmm. Ok, the intution\logic thing should work out(though it seems Ill end up puzzled by a few things IC, meh). I have commanding voice, but Im not able to find what stats it actually uses. Picked up the armored PJ's along with everything else. I wish I could afford enough magic to pick up traceless walk, would make infiltration all the more simple. *shrug*
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Saint Sithney
post Sep 28 2010, 05:14 AM
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QUOTE (sabs @ Sep 27 2010, 05:53 AM) *
Your defense against Guns:
Reaction
or Reaction + Dodge if you're on full defense
Your defense against hand to hand:
reaction+unarmed combat
or Reaction + unarmed combat + dodge if you're on full defense

If you don't have the dodge skill, you basically cant' go full defense.


Actually, you're wrong on both counts.
Full defense against ranged is
Full dodge: Reaction + Dodge Skill
or
Gymnastic Dodge: Reaction + Gymnastics Skill

Full defense against melee is
Full Dodge: Reaction + Dodge Skill + Dodge Skill
Full Dodge: Reaction + Dodge Skill + Melee Skill
Full Parry: Reaction + Melee Skill + Melee Skill
or, again,
Gymnastic Dodge: Reaction + Gymnastics Skill

Now, why would you want to pick Gymnastics over regular Dodge for ranged?

Well, first of all, as it isn't a combat skill, it costs half as much in power points for an adept to take with Improved Ability, and there is almost twice as much ware which can increase your gymnastics skill.

Both have multiple utility as Dodge can be used with vehicles, but Gymnastics can be used for balance checks, jumping, and reducing damage after a fall. If you plan to drive vehicles, then dodge is a better choice, but if you're going to be chasing dudes across rooftops or bailing out of a speeding car or other such physical business, then Gymnastics is the better buy.

Oh! almost forgot the final time it's better to use Dodge. If you're being attacked by melee and ranged weapons at the same time. It's a bad shake that, and you're probably boned (or not) anyway, but using Gymnastics dodge won't cost you too much...
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sabs
post Sep 28 2010, 12:15 PM
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Except that Any GM worth his salt will probably screw you out of your gymnastics dodge /alot/ depending on circumstances.

Gymnastics dodge is all cute and all, but it's a gimmick and one that needs GM buy in.
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Thanee
post Sep 28 2010, 12:33 PM
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QUOTE (sabs @ Sep 28 2010, 02:15 PM) *
Except that Any GM worth his salt will probably screw you out of your gymnastics dodge /alot/ depending on circumstances.


A GM worth his or her salt does not screw players over in an arbitrary fashion.

QUOTE
Gymnastics dodge is all cute and all, but it's a gimmick and one that needs GM buy in.


Uhh... and why would that be?

It's just a rule like "Dodge dodge". The same rule, in fact.

Bye
Thanee
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sabs
post Sep 28 2010, 02:48 PM
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Because you're doing cartwheels and flips and tumbles to get out of the way of bullets and knives and axes?
Dodge is "bob and weave'

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Kruger
post Sep 28 2010, 05:28 PM
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QUOTE (Tymeaus Jalynsfein @ Sep 27 2010, 07:23 PM) *
Except that you are missing a key component here, Brain Surgery (some of it anyways) IS outpatient in the 2070's...
I'm not missing anything, lol.

You're missing where I said that I think trivializing cyberware takes away from it. I get that the mechanics say that due to the low Essence cost it counts as trivial surgeries. But I'm saying that cutting someone's skull open is hardly superficial, lol. No matter what the mechanics say, it's retarded if it isn't considered invasive. They're opening your skull and hardwiring something to your brain, and then sealing your skill back up with a new hole in it. Just because we find another place where the guys at FanPro screwed the pooch on writing the rules doesn't make the rule make sense. Even FASA covered this in Man & Machine talking about how processes that were neural related suffered twice as much surgery damage.


BTW, NDWaD starts off with the protagonist waking up after having a datajack installed, and it's definitely not out patient. It's not exactly something you would want to have done under local anesthetic, haha. So while it might be "out patient" in the terms that you don't have to be hospitalized and the street doc isn't gonna just let you crash on his couch for a couple days, you're still gonna feel like somebody punched you in the nugget for a while.

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Teryon
post Sep 28 2010, 08:10 PM
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*side-stepping the cyberware discussion since rules-wise its out of his league* Certainly appreciating the assists here, and I think Ive got everything down. More of an open debate question now, is it really neccesary to have combat skills? Aside from shooting a gun, I mean. Would one person being really shoddy at combat be much of a hindrance?
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Yerameyahu
post Sep 28 2010, 08:32 PM
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Depends on the game, of course. The 'typical' run has you at least getting shot *at*, if not shooting back. Certainly, there's plenty of dramatic precedent for noncombat members of criminal teams (the techie, the face, the safecracker, whatever). It *is* a tabletop RPG, though: most people get bored if they don't get to kill enemies. (IMG:style_emoticons/default/biggrin.gif)
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Teryon
post Sep 28 2010, 08:42 PM
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Id still have Pistol(Revolver) and Dodge(ranged combat) for a reason (IMG:style_emoticons/default/smile.gif) Especially if someone manages to see through the lie about the troll, elf and human being members of a small up and coming Military-Punk band, and they really do have clearance to enter with all that fake plastic gear..
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Yerameyahu
post Sep 28 2010, 08:45 PM
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Haha. Yes, you can have a character with Pistol and Dodge. (IMG:style_emoticons/default/smile.gif)
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Teryon
post Sep 28 2010, 08:46 PM
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Too bad there's no way of applying social modifiers to combat. Id just TALK the other guy to death, or make him my friend and shoot the other guys..
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Doc Chase
post Sep 28 2010, 08:50 PM
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QUOTE (Teryon @ Sep 28 2010, 09:46 PM) *
Too bad there's no way of applying social modifiers to combat. Id just TALK the other guy to death, or make him my friend and shoot the other guys..


Commanding Voice.

It has so much potential.
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Teryon
post Sep 28 2010, 09:06 PM
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Oh? Ive considered it but Im not really sure its worth using much. There' the test itself(Leadership + Cha vs Will and Leadership; in my case thats only 8 dice to oppose whatever they've got), the penalty for trying it again with the same guy, plus if I fail resisting the drain Im stunned, or worse(granted, same as a mage, but generally a fireball cooks the other guy, not just makes him stand in place confused for a round)
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ProfGast
post Sep 28 2010, 09:34 PM
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QUOTE (Teryon @ Sep 28 2010, 11:06 AM) *
Oh? Ive considered it but Im not really sure its worth using much. There' the test itself(Leadership + Cha vs Will and Leadership; in my case thats only 8 dice to oppose whatever they've got), the penalty for trying it again with the same guy, plus if I fail resisting the drain Im stunned, or worse(granted, same as a mage, but generally a fireball cooks the other guy, not just makes him stand in place confused for a round)

Er, I wasn't aware the the Commanding Voice adept power had a drain effect...
Also it's a standard opposed leadership (social skill) test so I'd imagine it stacks with bonuses to leadership, and bonuses to general social tests like the Kinesics power or the Glamour metagenic quality.

This post has been edited by ProfGast: Sep 28 2010, 09:47 PM
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Dumori
post Sep 28 2010, 09:43 PM
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QUOTE (ProfGast @ Sep 28 2010, 10:34 PM) *
Er, I wasn't aware the the Commanding Voice adept power had a drain effect...
Also it's a standard opposed leadership (social skill) test so I'd imagine it stacks with bonuses to leadership, and bonuses to general social tests like the Kinesics power or the Glamour metagenic quality.

No drain at all IDK where you are getting that idea. Adept powers are drain-less unless noted.
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