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> How to Rape your Soul, What's a sam to do... first?
Eyeless Blond
post Mar 27 2004, 12:44 AM
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A question for all the Dumpshock gurus out there: what are, say, the top five most essential pieces of cyberware for someone who plans on running point or a shadowrun team? Or, rather, if you're building a guy using A Priority for Resources who needs to be able to survive being shot at alot, and be able to shoot back pretty well when he needs to, what would you put into his augmentations? We'll leave out the Smartlink systems, because those are almost a given, but what else?


(Edit: addition 9:10)
Hm. So in general it seems go for reaction/initiative boosts first, then Bod and eyes, then Str and Quik. Smartlink of course is pretty much required, as I thought. 'kay.

Now for the specifics. I'm trying to create the ultimate mundane combat medic. I'm looking for a guy who can walk into the middle of a combat zone and provide covering fire while putting a buddy's intestines back together (Biotech(First Aid) 5(7)). He should be able to do the tanking theng as well, but the medic thing is a bit more important. What would you guys suggest? I was thinking a cyberarm with a rating 6 medkit, knowsofts, and chem analyzers inside, but so many things start becoming incompatible when you start replacing body parts. What would you guys suggest?
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Shockwave_IIc
post Mar 27 2004, 12:50 AM
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Wires for the easy of upgrading, Sheathing for the impact/ body, and flechette thing. Eyes/ ears (senseware really), oh and Lacing (personal fav cermanic).

If you're adding bioware, either trauma damp or damage comps (i know they can both be taken (but not a start if you take the recomendation)), toner is good.
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Drain Brain
post Mar 27 2004, 12:53 AM
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That's actually quite a tough question for me, since I tend to stay away from Sam types in the traditional sense - mine tend to be softer than the stereotype. I guess, after the Smartlink, that the top five would be:

Wired/Boosted Reflexes or some form of reaction enhancer.

Bone lacing of some sort. The higher ends give quite good protection bonuses, as well as upgrading "physical" attacks to "proper" damage rather than stun.

Cyberspur. It's almost universal in my cybered characters. Even if its seldom used, it can be a useful weapon as well as (shock horror) a tool...

Eye Modifications. Top Mods this week are Flare Comp, Low Light, Thermo and the image link. The last also reduces cost of Smartlinks as it takes the place of the Eye Display.

For the last thing, I'd have to say Datajack. I know that there are other worthy items - some more combat oriented - and I'd like to say dermal armour, but the ubiquitous datajack is just so darn useful to everyone


Well, that's my point-zero-one...
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Tziluthi
post Mar 27 2004, 12:54 AM
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Well, IMHO it's Wired Reflexes, cybereyes with thermographics, low-light and flare comp, dermal sheathing, and muscle replacement. That'll get you a pretty generic, but tough, meatshield.
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sidartha
post Mar 27 2004, 01:03 AM
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I'm presuming that you have Man and Machine, the new cyberwear book.
#1 Dermal Sheath Level 3. cyber +4 Bod
#2 Enhanced Articulation. biowear +1 to all physical rolls
#3 Muscle Toner Level 4. bio +4 Quickness
#4 Superthyroid. bio +1 Bod, Qkns, Str
#5 Ceramic Bone lacing. cyber +2 Bod +3 Str to unarmed, undetectable by MAD
#6 trauma Dampener. cyber Less damage taken
#7 Speed Enhancment. either boosted or wired reflexes but get as much as you can afford.
Basically, speed is king cause as I've said he who goes first, acts without wound penaltys. after that get the above in what ever priority you wish(the order above is however they came into my mind). The least nessesary things are the trauma D and the Bone Lacing.
In My Most Humble and Expert Opinion :P
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Grey
post Mar 27 2004, 01:04 AM
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#1 most important is the Smartlink 2. -2 Tn to shooting and only +2 TN for called shots.

Wired/Boosted Reflexes for sure.

Bone lacing. Even plastic gives you +2 power to unarmed hits.

Eye mods, Flare Comp, Low Light, Thermo and Mag 3. I can't believe no one mentioned Mag 3.
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Tziluthi
post Mar 27 2004, 01:06 AM
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QUOTE
...and Mag 3. I can't believe no one mentioned Mag 3.

I was thinking about it, but usually street sams will have a smartlink-2, and probably a rangefinder, so it isn't extremely important.
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Ancient History
post Mar 27 2004, 01:32 AM
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1) Smartgun Link
Offensive: Take out opposing threats easier, hence faster.

2) Bone Lacing/Orthoskin
Defensive/Offensive: Take hits harder, last longer. In a pinch, you're never unarmed.

3) Reaction Enhancer
Defensive/Offensive: Solid reaction boost is better in surprise situations than variable wired reflexes edgieness; act before your opponents(defensive), hit your opponents first (offensive)

4) Platelet Factory/Trauma Dampner
Defensive: Less damage per hit, last longer.

5) Cerebral Booster/Encephalon
Defensive/Utilitarian: High Intelligence effects reaction, and the Task Pool often proves useful for performing under dangerous circumstances.
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Shockwave_IIc
post Mar 27 2004, 01:42 AM
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QUOTE (Grey)
Eye mods, Flare Comp, Low Light, Thermo and Mag 3. I can't believe no one mentioned Mag 3.

Fall under senseware (in my book anyhow)

Which broken down is....
Flare comp, Eye lights (never leave home with them), Thermo, low light and electronic mag 3.

Spatial recongniser, High frequency, Dampner and balance aug. Select sound filter if you have the cash.
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A Clockwork Lime
post Mar 27 2004, 01:57 AM
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With unlimited resources:

Cybereyes with the works (so you can know when an opponent is around).
Dermal Sheath 1 (2 and 3 aren't worth the Essence).
Smartlink-2 Subsystems with Rangefinder.
Tactical Computer linked to all your senses and most of the enhanced Cybereye ones (extra Combat Pool = Good).
Wired Reflexes 3, Beta, with at least two Essence Reduction surgical options.

Unlimited Resources + Bioware:

Enhanced Articulation.
Mnemonic Enhancer 3 for the bonus Knowledge and Language points plus easier acquisition of skills in the future.
Muscle Toner 4.
Smartlink-2 with Rangefinder.
Wired Reflexes 3, Beta, with Essence Reduction 2.

Limited Resources + Bioware:

Bone Lacing, Plastic.
Boosted Reflexes 1/Synaptic Accelerator 1 combo.
Enhanced Articulation, Used.
Dermal Sheath 1, Alpha Used.
Smartlink-2 with Rangefinder.

Of course it all really depends on the exact role you'll be playing. "Pointman" isn't very specific.
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Eyeless Blond
post Mar 27 2004, 02:05 AM
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Hm. So in general go for reaction/initiative first, then Bod and eyes, then Str and Quik. Smartlink of course is pretty much required, as I thought. 'kay.

Now for the specifics. I'm trying to create the ultimate mundane combat medic. I'm looking for a guy who can walk into the middle of a combat zone and provide covering fire while putting a buddy's intestines back together (Biotech(First Aid) 5(7)). He should be able to do the tanking theng as well, but the medic thing is a bit more important. What would you guys suggest? I was thinking a cyberarm with a rating 6 medkit, knowsofts, and chem analyzers inside, but so many things start becoming incompatible when you start replacing body parts. What would you guys suggest?
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Capt. Dave
post Mar 27 2004, 02:07 AM
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Muscle Toner - High quickness, more speed, more armor.
Muscle Augmentation
Guardian Angel Biomonitor - I just love the darn thing.
Synaptic Accelerator + Boosted Reflexes 3 - "Speed kills"
Enhanced Articulation - +1 to a lot of a sam's vital skills, plus +1 to reaction
Cerebral Booster 2
Suprathyroid - Great all-around boost. Really cheap for the gain
Of course senseware.
I'd say SMII, but I like to play Ambidexterous characters, so...

EDIT - just watch the dermal stuff, bone lacing, and muscle aug/replacement.
You can have up to two replacements(cyberlimbs) installed with no harm done, over that and the implants begin to lose effectiveness. Mind that a cybertorso and a cyber arm counts as one replacement. So unless you're giving the guy two cyberarms, a cyber torso & skull, you can use anything you want.
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Herald of Verjig...
post Mar 27 2004, 02:14 AM
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Keep in mind that natural sight bonuses are better than cybernetic. Bioware counts as natural, so that thermosense organ will give you better heat sense than a thermographic option in a pair of cybereyes.
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Sunday_Gamer
post Mar 27 2004, 02:43 AM
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No no no... ya gots it all wrong!!

The number one thing a good streetsam needs is simple.

A spell slinger watching his back. =)

No seriously you'll want the "standard package"

Wired 2, ears with dampening and select sound filter, eyes with mag, thermo and flare comp and a smartgun link, the rest is for flavour...if you're worried about getting shot, throw in some armor type cyber, I can't remember what's left after "standard sam package 1"...

But I'd seriously consider getting a mage, it's the funniest thing, it's symbiotic.

The number one thing a sam needs is a mage behind him.
The number one thing a mage needs is a sam in front of him.

Why do you think I never go out without Nova? It's certainly not for the conversation! ;) (Hi Nova)

Kong
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Glyph
post Mar 27 2004, 03:44 AM
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For a combat medic, get microscopic vision, which gives you a -2 TN modifier for close-up work (like first aid). Also spend the extra money to get a Savior medkit instead of just a Rating: 6 standard one - it gives you another -1 TN. Cyberarms under canon rules are really not worth it, though. A duffel bag lets you tote your gear around just as well, and doesn't cost Essense.

Get enhanced articulation - it gives you an extra die for active skills, letting you roll 8 dice for your First Aid test. You might want to get a reflex recorder for the First Aid specialization, too. You want to roll as many dice as possible for First Aid - if you don't get at least one success, all of your complementary skill dice will be useless. The Savior medkit will give you 6 of those, and if you get a knowledge skill like Medicine you could be adding another 6.

For other street sam mods: speed is essential. Go for the Boosted Reflexes/Synaptic Accelerator combo, so you have enough Essense for Dermal Sheath (to get the Body rating up) and Kevlar Bone Lacing (another point of Body, and a point of ballistic armor). On the bioware side, the suprathyroid gland and two points of muscle toner will give you another +1 to Body and up your Quickness by 3 (increasing both Combat Pool and running speed, as well as letting you layer lots of armor).
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Zeel De Mort
post Mar 27 2004, 03:52 AM
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Reflex recorders can only be bought for combat or physical skills. Something I just noticed recently. Otherwise - good advice for budding medics there!

Task pool would apply to first aid tests though, so if you're really going all out you could get a cerebral booster 2 and encephalon 2.
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Eyeless Blond
post Mar 27 2004, 04:09 AM
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Savior medkit? Where's that from?
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Kanada Ten
post Mar 27 2004, 04:10 AM
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Nanoware or Surgery section of Man and Machine for the Savior and Guardian medkits.
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A Clockwork Lime
post Mar 27 2004, 04:12 AM
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State of the Art: 2063 gives rules and equipment that you'd be interested in, especially as far as carrying your equipment goes.

You'd also be well-advised to take a cybernetic Biomonitor with Diagnosis Processor and a linked Internal Air-Tank (both from Man & Machine) so that you can more easily wade into an environment where gas was used without suffering ill effect. Grab an auto-injector with Antidote-6 or higher in it and link it to your Biomonitor as well. Having your gear coated with Chemical Seal (Cannon Companion) at the highest rating is also highly advised for the same reason. A Chemical Analyzer and Gas Spectrograph, as well as an Olfactory Booster (both also from M&M) is a good idea, too, so that you'd know what you were dealing with in such situations.

Oh, and don't forget to take Chemistry to accompany Medicine and Field Forensics as knowledge skills.
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Capt. Dave
post Mar 27 2004, 04:27 AM
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To really add to your biotech skill, get a rating 12 or so medkit. You don't get the -1TN that the savior gives you, but you get twice as many dice for your complementary skill roll. At 840 nuyen (after S.I.) It's a steal. The availability's 11 though, so you'd have to get it after character creation.

Heck, add in Aptitude: Biotech while you're at it
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blakkie
post Mar 27 2004, 05:12 AM
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To toss out an idea i don't see yet: I'm a big fan of ultrasonic sight coupled with IR smoke grenades. Pretty much the best non-magical protection you can get to wade into the middle of a fire-fight. Unless the opponent has ultrasonic themselves (which you can buy countermeasures for as well), they'll be firing blind. Unfortunately doing a First Aid check while in the middle of the cloud won't be optimum, so good tactical placement of the grenade is needed to allow to First Aid without moving the patient first but still have the cloud blocks opponent LOS.

Short of that get Flash-Paks for providing cover to get to the wounded. They are relatively low-tech/low-cost, but the +2 TN they give to opponent attacks (+4 TN if they don't have flare comp) could really save your bacon.

EDITED for clarity.
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CardboardArmor
post Mar 27 2004, 07:30 AM
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Prioritize when ware loading. You say you want a Medic, right? Init can take a hit on this because odds are you won't have to leap all over the fire-fight like a flea on crack. I'd go Int (Boost it to help out your Biotech), Bod/Quick (Everyone likes to shoot the Medic, chip out so you can take it and throw it right back), 'peripherals' (this is where you load out your eyes, chem-analyzers, and all the shiny things like knowsofts and chipjacks), and Strength can take a dead-last or nothing at all. You'll basically be banking on the fact that nobody gets to you alive enough to need you to worry about having to fight them bare-fisted (or with your favorite point metal/wood/SOTA composite-ceramics stick with an edge or point). It also helps if you go in with the mindset that if your chummers let anyone get that close to their medic, then they probably deserve to die.
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Eyeless Blond
post Mar 27 2004, 11:02 PM
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But really, what's this guy going to use a chipjack for? Should he chip his gunnery skills? That would kinda suck 'cause he'd lose his considerable Combat Pool (both Int and Quickness are high, and Will's no slouch for a dwarf anyway) He's got a high Int, so Knowsofts aren't really necessary either. I guess I've just never seen the advantage of chipjacks and skillwires and the like. Anyone care to illuminate me on why they're so good?
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CardboardArmor
post Mar 27 2004, 11:08 PM
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Certainly.

Chipjacks and Skillwires are only ever used for Active Skills and in a sense, they make your Sammie adaptable.

Don't have the karma to spend on every skill you want? Have excess Nuyen after a run (not bloody damn likely...)? Spend it on Activesofts!

Say you want to disarm a bomb. You don't have Demolitions. You can default to Int and hope for the best or you can slot up a Demolitions activesoft and Bam! All of a sudden your body just KNOWS how to take that sucker apart without pasting yourself all over the walls.
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toturi
post Mar 27 2004, 11:08 PM
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Versatility. Chipped Medicine skill, chipped Parabiology skill, chipped Chemistry skill, chipped Language etc. I've seen mundane medics with skill wires that are very versatile.
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