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> How to Rape your Soul, What's a sam to do... first?
Glyph
post Mar 28 2004, 12:29 AM
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Even with a 6 Intelligence, a knowsoft link is still a good add-on if you have a datajack already. It's only 0.1 Essense, and you can never have enough knowledge skills.
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Eyeless Blond
post Mar 28 2004, 01:26 AM
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Heh, true. However, our GM made the big mistake of allowing cultured bioware at character creation. Thus, I have a cerebral booster 2, mnemonic enhancer 3, enhanced articulation, a trauma dampener, and level 4 muscle toner. This gives me lots of cool stuff, but most importantly gives me a Task Pool as well as easy defaulting to Int for knowledge skills.

Sure, I have a bio index of 4.00, but with Quick healer I'm not that bad off. Or is this not wise?
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A Clockwork Lime
post Mar 28 2004, 04:30 AM
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Where's the "big mistake" in that? Aside from the fact that cerebral bioware (which is what it should have been called) is automatically assumed to be cultured, there's little difference in-game between it and standard bioware. Muscle Toner 4 is, in my opinion, far more obscene than a Cerebral Booster 2 let alone a Sleep Regulator... yet the former is perfectly legal for a starting character whereas the latter two, apparently, aren't.
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Arethusa
post Mar 28 2004, 06:31 AM
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Wait, there's a specific canon rule against cultured bioware at character creation? I thought that was just wa very common houserule.
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Capt. Dave
post Mar 28 2004, 08:34 AM
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Cultured bioware is technically equal to betaware, and therefore not allowed in character generation. FanPro adresses this in their FAQ. That being said, I tend to allow it in my games. I agree with A Clockwork Lime, it makes no sense that a character can get Muscle Augmentation 4, Muscle Toner 4, a Suprathyroid gland, and Enhanced Articulation, but not a Sleep Regulator. I understand that it requires a beta clinic to install, but come on...
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Glav
post Mar 28 2004, 11:11 AM
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I don't happen to have MM right now, but I remember in the old Cybertechnology book (one of my absolute favorite sourcebooks of all time, btw) you could buy some fingertip replacements that had injectors of certain types in them, typically for posion, I'd wager. Instead, you could have cyber-trauma patch fingers: one for antibac, one for, well, any type of medically related drug that you might come by. It would be definately unique and interesting :)
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Drain Brain
post Mar 28 2004, 01:07 PM
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Sorry to skip back a bit, but to the chipjacks...

They are a common sight amongst my cybered characters. Not least apt here because you can slot your Chemistry expert program here for your Chemical Analyser and Gas Spectrometer (internal versions are more expensive and essence costly) but I always couple my (sometimes multi-slot) chipjack with an Image link and subdermal speakers - you can have maps in your head for perusal, medical textbooks, movies, music (hey, entertainment is for characters too, remember!) and tons of other everyday applications!

Also - and this depends on how your GM views the ware - you can use a blank chip and mentally dictate notes for yourself. For a canon reference I submit the novel "Lone Wolf" where the undercover LS cop puts reports onto chips for drop to a contact at a later date. If you loko at it that way, it's essence friendly, removeable and interchangeable memory!
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The White Dwarf
post Mar 28 2004, 05:20 PM
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Assuming youre talking about "what 5 would you take at char-gen following canon-rules" Id say the following, in order of importance:

Smartlink-2 w/ Rangefinder-
The direct mathematical impact on your characters success due to having this on your character is so great that Id almost call it broken.

Wired Reflexes 2 w/ Reflex Trigger-
This is the most effecient speed-boost to essence/nuyen ratio item available givin the above restrictions. Its the most bang for your buck, statistically. Also, its high enough up on the speed scale that youll stand a good chance of winning initiative against most adversaries.

Dermal Sheathing 1-
Again, by far, the most effecient defensive advantage you can add to your character. Yes, the higher levels are better, but this is the most bang for your buck. Body, armor, and immunity to flechette is a good thing.

Datajack-
If you cant figure out what sorts of useful things you can do with this lovely device, go read all the rules/gear books again and get back to me. Again, so useful its almost broken.

Cybereyes w/ modifications-
Which mods you add depends on the character, but in general the combat and information gathering advantage they add is very high; especially given their low cost.

If you were to include Bioware, I would place Enchanced Articulation on the list. If you were to ignore the canon char-gen limitations the list would obviously change.
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The White Dwarf
post Mar 28 2004, 05:33 PM
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Also just a note, based on your mid-thread questions.

Note that Biotech (First Aid) doesnt really need to be that insane to function. All you do is roll against the TN, and a single net success means you succed and the damage is reduced. The rest are just used for reducing time, which while good probably wont do a lot in the midst of combat.

I would suggest the skill Biotech 5 (First Aid 7) and Aptitude: Biotech as your base. No need for any crazy cyber anything. Just grab a Savior Advance Medkit, and now you have 7 dice at -2 TN for first aid, plus 6 complementary dice if your GM does it that way.

Now all you need to do is provide defense. If youre a medic, odds are youll simply do your first action, declare hold till someone is shot, and wait. No need for insane initiative. You just need to be able to soak everything: bullets, chemicals, magic, etc. So wear chem-sealed armor, buy a respirator, make sure your willpower is 5+, and dont skimp on the normal +body +armor defenses.
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Nova
post Mar 29 2004, 11:11 PM
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QUOTE (Sunday_Gamer)
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

He's right you know. Kong and I do work wonders together.

Oh, and he's also right about my ability for conversation - so that's 2 right!

Wow. A new record for Sunday...:P

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blakkie
post Mar 29 2004, 11:22 PM
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QUOTE (The White Dwarf)
Also just a note, based on your mid-thread questions.

Note that Biotech (First Aid) doesnt really need to be that insane to function. All you do is roll against the TN, and a single net success means you succed and the damage is reduced. The rest are just used for reducing time, which while good probably wont do a lot in the midst of combat.

I would suggest the skill Biotech 5 (First Aid 7) and Aptitude: Biotech as your base. No need for any crazy cyber anything. Just grab a Savior Advance Medkit, and now you have 7 dice at -2 TN for first aid, plus 6 complementary dice if your GM does it that way.

Now all you need to do is provide defense. If youre a medic, odds are youll simply do your first action, declare hold till someone is shot, and wait. No need for insane initiative. You just need to be able to soak everything: bullets, chemicals, magic, etc. So wear chem-sealed armor, buy a respirator, make sure your willpower is 5+, and dont skimp on the normal +body +armor defenses.

Never underestimate the TN of being able to do FirstAid in the back of a car, traveling at high speed and under fire, using a tire pressure tester, a rubberband, and a McQ's napkin you found in the glovebox.

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toturi
post Mar 30 2004, 10:48 AM
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QUOTE (blakkie)
Never underestimate the TN of being able to do FirstAid in the back of a car, traveling at high speed and under fire, using a tire pressure tester, a rubberband, and a McQ's napkin you found in the glovebox.

Why get Biotech if you do not have a Medikit?
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The Dead Man
post Mar 30 2004, 10:53 AM
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Ive always been a fan of the Pain Dampener Bioware (Is that its actual name?) because the picture of it in M&M is just so cool!
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Centurion
post Mar 30 2004, 02:10 PM
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Yes, you two can pick up nitrogen frozen space embryos WITH YOUR BARE HANDS.
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blakkie
post Mar 30 2004, 02:20 PM
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QUOTE (toturi)
QUOTE (blakkie @ Mar 30 2004, 07:22 AM)
Never underestimate the TN of being able to do FirstAid in the back of a car, traveling at high speed and under fire, using a tire pressure tester, a rubberband, and a McQ's napkin you found in the glovebox.

Why get Biotech if you do not have a Medikit?

You've never lost a single piece of equipment? Apparently you need to play under a RatBastard™ GM for a while, one that will say things like "the nastly looking Orc in the corner decides to hose you down with his Ingram Valiant as you try to run out the door *roll* *roll* Body Check *quivering roll* Oh, i see you are still alive? To bad he shot you in the back where you have your kit knapsack, lets random roll to see what he hit" :vegm:
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Luke Hardison
post Mar 30 2004, 02:54 PM
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QUOTE
You've never lost a single piece of equipment? Apparently you need to play under a RatBastard™ GM for a while, one that will say things like "the nastly looking Orc in the corner decides to hose you down with his Ingram Valiant as you try to run out the door *roll* *roll* Body Check *quivering roll* Oh, i see you are still alive? To bad he shot you in the back where you have your kit knapsack, lets random roll to see what he hit" 


Which also reminds me of the first combat medic one of my players made. His SA medkit ran out of supplies the first THREE times in a row he used it to treat light - moderate wounds. I was starting to feel bad for the guy; he started carrying spare supplies around with him.

The task pool provided by the afore mentioned bioware would be available for Biotech, right? Seems like that's an ever more useful investment for our mundane healers.
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toturi
post Mar 30 2004, 03:16 PM
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QUOTE (blakkie)
QUOTE (toturi @ Mar 30 2004, 10:48 AM)
QUOTE (blakkie @ Mar 30 2004, 07:22 AM)
Never underestimate the TN of being able to do FirstAid in the back of a car, traveling at high speed and under fire, using a tire pressure tester, a rubberband, and a McQ's napkin you found in the glovebox.

Why get Biotech if you do not have a Medikit?

You've never lost a single piece of equipment? Apparently you need to play under a RatBastard™ GM for a while, one that will say things like "the nastly looking Orc in the corner decides to hose you down with his Ingram Valiant as you try to run out the door *roll* *roll* Body Check *quivering roll* Oh, i see you are still alive? To bad he shot you in the back where you have your kit knapsack, lets random roll to see what he hit" :vegm:

Allows carry backups. Like as many as you can carry without getting encumbered or run out of space in your pockets. What are you? Amateurs?
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blakkie
post Mar 30 2004, 03:44 PM
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QUOTE (toturi)
Allows carry backups. Like as many as you can carry without getting encumbered or run out of space in your pockets. What are you? Amateurs?

...and when you find yourself hanging by the legs, naked from a 6th story balcony while you try to patch together your buddy on the 5th story balcony, and fail your FirstAid check don't come crying to me. ;)
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Eyeless Blond
post Mar 30 2004, 03:46 PM
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Well that's the problem. Those things weigh 4-10 kilos apiece, so it's hard to carry around more than one without having to give up something important, like your body armor.
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Chance359
post Mar 31 2004, 12:17 AM
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1: Wired Reflexes 2 w/ trigger
2: Smartlink 2
3: Plastic Bone Lacing
4: Cybereyes w/ Eye light, Flare Compensation, and Low light vision
5: Muscle replacement 1
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Modesitt
post Mar 31 2004, 01:22 AM
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QUOTE
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.


The max rating on a medkit is 6.

Pg 136 M&M, right column, 8th paragraph.

QUOTE ("M&M")

Max Rating: The maximum rating of medical gear available to players is 6.


Note that in the 5th paragraph of the right column on that page, they refer to medical kits as medical gear.

If you allowed characters to have medkits greater than 6, there would be little reason for players to be a medic. If you don't have ANY biotech, you use the kits rating for your skill, but if you have even 1 biotech, the rating is complementary dice. We encountered this on our last run. I had a Savior medical kit and had suffered a wound to my back. One player had Biotech 3(We had a Mage...but he quit) and another 0. Because the kit acts as your skill if you don't have it, I would have been better letting the person WITH NO MEDICAL TRAINING perform first aid on me with that kit than the one with some training because he would have been rolling 6 dice.

I haven't given it much thought, but my personal off-the-cuff fix that I intend to propose to the GM when I see him next: Medical kits add their rating to your biotech skill for the purposes of first aid. If you don't have biotech, roll the rating on its own, but with a +2 TN modifier. Clinics add their rating to all biotech rolls, medicine, and maybe some of the related tests like Electronics(cybernetics), and hospitals add their Rating*2 to all biotech, medicine, and related tests. The maximum amount of bonus dice a clinic or hospital can give you is equal to your Biotech skill.

On second thought, I might hammer out some more details on a revised system of dealing with medical stuff in SR in another thread in a day or two.

Oh yeah, I gotta be on topic and stuff.

#1. Smartlink. Smartlink-2 if available, but a Smartlink is by far the most important piece of gear any samurai can ever get his hands on.

#2. Wired Reflexes 2 or something that results in the same level of bonuses to init. The critical part about this is that for a serious gun bunny you must get your initative to the point that you are guaranteed 2 actions even if you roll all 1's for init. That's really the only thing that matters. Example, 4 int, 4 quickness gives 4 reaction, add wired reflexes 2 to give you 8 reaction, you roll 3 init dice and therefore have a minimum init every pass of 11.

#3. Dermal Sheath 1, NOT 2 or more. Dermal sheath 1 is one of the best cyberware deals in SR - You get +2 body, +1 impact, and for just .7 essence and 24,000 nuyen. Dermal Sheath 2 is a total kick in the balls, you pay another .7 more essence and 36,000 more nuyen for +1 body. Dermal Sheath 3 would really only be useful for some fringe case chars, like a troll whose only purpose in life is to get his Body as high as possible or concept characters that are dedicated to boosting their Impact high. If you want more body than that, don't go for higher levels of dermal sheath, go for plastic bone lacing.

#4. Cybereyes with low light and thermal. Low light is priceless both in combat and for noticing details. Thermal lets you abuse smoke in combat. The final .1 freebies can be anything you want really. I'm personally fond of making it all alpha and adding eyelights to make most darkness mods go away.

#5. A datajack. A datajack is the ultimate in utility. No cybernetic character should be without one if they can help it. Add a knowsoft link to it if possible.

Honorable mentions are Enhanced Articulation because of it adding 1 die to almost everything you do and the Trauma Dampner because you really don't realize just how many tasks use Light Stun damage to simulate exhaustion until you start looking for it.
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The White Dwarf
post Mar 31 2004, 02:32 AM
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Modesit, we use a fix u might like, but only when it really starts to screw the game. Lots of times people take biotech anyway so its nbd. Since the kit is only information not application (ie, the character still has to do stuff, the kit just yells at him) we only let you use the medkits skill on moderate or lights. Anyone can apply band aids (light) and with coaching could probably handle something a bit worse (moderate). But if you get hit with a shotgun (serious) no video screen instructions will save you without someone with knowhow.
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Smiley
post Mar 31 2004, 08:29 PM
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Wired reflexes + Muscle toner (gotta be fast; you act more and you can armor more)

Muscle augmentaion (gotta be strong; you can carry more and you do more damage when you get down to fisticuffs)

Smartlink II (gotta shoot straight)

Enhanced articulation (+1 dice to just about anything. 'Nuff said.)
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