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> Toughest Ork Merc Possible, While still being able to kick an ass
longbowrocks
post May 7 2011, 04:48 AM
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Thanks guys. I read the rules carefully. Apparently each cyberlimb you attach gives you access to another rank of an 0.5 PP Adept power. (IMG:style_emoticons/default/smile.gif)

Seriously though, that's what Pain Resistance is. I don't know what you were talking about since there's nothing in the cyberlimb gear section about it.
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CanRay
post May 7 2011, 04:49 AM
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QUOTE (Yerameyahu @ May 6 2011, 11:40 PM) *
Nuh uh, that's why god invented trodes! Who even reads anymore? It's a direct-thought, icon-navigated world. (IMG:style_emoticons/default/biggrin.gif)

And that's why I like Shadowrunners. They keep print alive, even if it's in digital format.
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KarmaInferno
post May 7 2011, 04:52 AM
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Convince your GM to make you a cyborg.

Get Arcane Arrester to take care of those pesky mages. And whatever else you can justify carrying over after you're just a brain in a box.

Get installed in an ork-shaped Tomino.

Enjoy your 30 vehicular armor and whatever else you can cram in to the thing.





-k
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whatevs
post May 7 2011, 01:17 PM
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QUOTE (Yerameyahu @ May 7 2011, 05:18 AM) *
This isn't even fun anymore. (IMG:style_emoticons/default/smile.gif) Armor + cyberlimbs + Pain Editor + Astral Hazing + Arcane Arrester. Sigh. It won't be fun to play, either.


Yup. I'm not a huge fan of rc zaniness. Will probably stick to a plain old ork, and focus on enhancements to make him as tough as the concept will allow.

Loved the suggestions earlier about enhanced attribute and metagenic improvement of attributes, that helped alot.

I like the idea of dual cyberarms actually, but a total cyborg seems a little too far out there for my taste.
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Dakka Dakka
post May 7 2011, 02:10 PM
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QUOTE (whatevs @ May 7 2011, 03:17 PM) *
I like the idea of dual cyberarms actually, but a total cyborg seems a little too far out there for my taste.
Unless you plan on slowly doing it during the game it pretty much cripples you otherwise. Also plan to acquire access to deltaware, which is nigh impossible in some rounds.
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Yerameyahu
post May 7 2011, 03:38 PM
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If you're staying sane about it, I'd do 2 legs instead. More capacity for all kinds of cool stuff (inc. armor), you can get the 'jumping jacks' (which are just plain fun, and protect from falling damage), and you keep your natural Agility for shooting guns… but you can use your cyber-strength for kicking! No cyberarm gyromount, but I consider the tradeoffs worth it. Plus, your legs are are more likely to be fully covered by clothes at all times.
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whatevs
post May 7 2011, 04:38 PM
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QUOTE (Yerameyahu @ May 7 2011, 03:38 PM) *
Plus, your legs are are more likely to be fully covered by clothes at all times.


With body = 10, he does have the right to bare arms. (IMG:style_emoticons/default/smile.gif)

See what I did there? ... 'bare arms'... Anyone?...
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CanRay
post May 7 2011, 04:49 PM
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QUOTE (whatevs @ May 7 2011, 11:38 AM) *
With body = 10, he does have the right to bare arms. (IMG:style_emoticons/default/smile.gif)

See what I did there? ... 'bare arms'... Anyone?...

Quit trying to make with the funny and hand out the veal. (IMG:style_emoticons/default/nyahnyah.gif)
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whatevs
post May 7 2011, 05:10 PM
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QUOTE (CanRay @ May 7 2011, 04:49 PM) *
Quit trying to make with the funny and hand out the veal. (IMG:style_emoticons/default/nyahnyah.gif)


Plenty of time for that, I'll be here all week...

baaaa-zing!
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whatevs
post May 7 2011, 05:17 PM
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QUOTE (Yerameyahu @ May 7 2011, 03:38 PM) *
If you're staying sane about it, I'd do 2 legs instead. More capacity for all kinds of cool stuff (inc. armor), you can get the 'jumping jacks' (which are just plain fun, and protect from falling damage), and you keep your natural Agility for shooting guns… but you can use your cyber-strength for kicking! No cyberarm gyromount, but I consider the tradeoffs worth it. Plus, your legs are are more likely to be fully covered by clothes at all times.


Two cyber legs just isn't as 'badass' as two cyber-arms, but like Dakka Dakka says it can be crippling in character gen, especialy as a high-physical stat metahuman. I'll have an update on my build shortly with some of the suggestions included.
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Yerameyahu
post May 7 2011, 06:56 PM
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*shrug*. If you're doing it right, your natural arms are probably better, that's all.
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Squinky
post May 7 2011, 08:27 PM
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Squinky's Old fashioned Badass recipe:

Get 4 cyberlimbs:

2 armor each = 8 armor nekkid. (more is possible with restricted gear quality)
customize them 3 points and add another 3 to agility and you are at max agi for an ork. Adjust other stats to taste. Add other cool crap like spurs, gyromounts, etc. Nanohives are particularly good if you have extra cash.

Save build points by not upping strength and agility at all. Make sure to get a decent natural body that will work well with averaging on your other limbs.

Get a pain editor and with your +4 dmg boxes you will essentially have one great big damage pool. Have natural willpower be something like 2 or 4 (even) as the pain editor will push it up to the next rank that will gain you a stun box.

Options to save on essence:
Adapsin treatment (if GM allows)
Bio-compatibility
Purchasing used-alpha ware nets you a little gain for the same cost.
Cyber-suite rules may be an option.
If it fits you backstory, an adept on the burnout way gets a little more essence savings, for about 15 BP (IMG:style_emoticons/default/smile.gif)

This should provide you with enough essence left to get a rating one wired reflexes or move by wire. You should be ahead on build points from having spent none on strength and agility, so you can have better skills or more edge etc.

Look into getting a dice roller app or something, as folks tend to get irritated with you rolling such huge dice pools every time you are attacked (IMG:style_emoticons/default/smile.gif)
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Yerameyahu
post May 7 2011, 08:29 PM
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Yuck.
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Squinky
post May 7 2011, 08:49 PM
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It fits the discussion, making the toughest character possible.

Sorry its not to your tastes. At least I stay away from the craziness that is Runners Companion (IMG:style_emoticons/default/smile.gif)
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Yerameyahu
post May 7 2011, 09:04 PM
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I agree, of course. And you're right: it doesn't fit my taste, and I felt that was the pithiest way to express that. (IMG:style_emoticons/default/smile.gif) I wasn't saying that your post didn't belong.

It's just so cheesy, I mean really. (IMG:style_emoticons/default/biggrin.gif) Used alphaware? And the careful tightrope balance of huge Essence costs, Essence-saving BP sinks, … honestly, I think the suggestion of deliberately abusing the Adept rules was the real kicker. I mean, it even says 'don't let your players try this' in the book. Hehe.
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Squinky
post May 7 2011, 09:20 PM
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Yeah, I posted some stuff I would never use, but I'm here to inform (IMG:style_emoticons/default/smile.gif)

I personally like cyber-limbs, and am pretty familiar with the rules on them. So much so that I have to make myself ignore them when I make a sammy cause they are too good. Nothing beats them on standard armor, for sure.

Bio-compatibility and maybe if your GM allows a suite would be about the end of my essence tweaking.
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Dez384
post May 7 2011, 10:20 PM
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Get two raptor cyber legs and put skimmer discs in them. 300% move speed.
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Yerameyahu
post May 7 2011, 10:27 PM
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Hehe! I'm not sure he meant 'tough to kill' as in 'hard to keep from running away so fast'. (IMG:style_emoticons/default/biggrin.gif)
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Dez384
post May 7 2011, 10:29 PM
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Can't kill me if you can't catch me!

But if drek hits the fan, realistically, how tough does the Sammy need to be? Tough enough to be the last man standing through the barrage of fire? Or tough enough to pick up his downed teammate and get the hell out of dodge?
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Yerameyahu
post May 7 2011, 10:32 PM
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… Yes. (IMG:style_emoticons/default/smile.gif)
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CanRay
post May 7 2011, 10:41 PM
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QUOTE (Squinky @ May 7 2011, 03:49 PM) *
It fits the discussion, making the toughest character possible.

Sorry its not to your tastes. At least I stay away from the craziness that is Runners Companion (IMG:style_emoticons/default/smile.gif)

Yes, but you should still be punished.

Draw this character now. (IMG:style_emoticons/default/nyahnyah.gif)
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Squinky
post May 7 2011, 11:40 PM
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Bah, I draw no more (IMG:style_emoticons/default/smile.gif)
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Dakka Dakka
post May 8 2011, 01:11 AM
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QUOTE (Squinky @ May 7 2011, 10:27 PM) *
Get a pain editor and with your +4 dmg boxes you will essentially have one great big damage pool. Have natural willpower be something like 2 or 4 (even) as the pain editor will push it up to the next rank that will gain you a stun box.
Just to make sure: The Pain Editor only blocks dice pool modifiers from Stun damage! Cyberlimbs only give Extra Boxes to the Physical Condition Monitor.
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Squinky
post May 8 2011, 03:27 AM
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True, and I think you must be trying to clarify that they by themselves wont achieve this, but just a clarification:

Pain editor: the big thing here for a cyber-limb character is that you will not go unconscious from stun damage, essentially just smashing your stun and physical pools together. You will most likely take stun the most, and stun overflow will just go into that big old physical pool you have (+4 from limbs).
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whatevs
post May 13 2011, 02:24 AM
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I promised an update for this last week, but couldn't make the time to get to it untill now. So far, here's where I am. I'm trying to stay away from chrome to avoid cyberware scanners and being hacked, keep my character fairly well rounded, and at the same time make him as tough as possible. I'm also trying to keep essence as high as possible to offset the negative effect magic resist has on the beneficial heal spell. Am I spreading myself to thin? Is my logic crap? Where do I go from here?


[ Spoiler ]
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