We can rebuild him!, Running a partial cyborg for the first time, advice needed. |
We can rebuild him!, Running a partial cyborg for the first time, advice needed. |
Dec 4 2012, 04:36 AM
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#1
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
Okay, I'll be honest: I've never actually run a cyber-limbed character before. However, now is the time and I'm packing a cyber-torso, two full cyber arms and a half cyberleg. Is there anything I should know from those more experienced in such matters before this character actually sees play?
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Dec 4 2012, 04:45 AM
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#2
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Moving Target Group: Dumpshocked Posts: 222 Joined: 17-October 12 From: Char Kuey Teow Member No.: 57,096 |
Did you put in any enhancements/customized attributes/additional armor?
Are your limbs obvious or synthetic? if they aren't synth also expect some NPCs to act weird around you (depends on setting) since you're packing a fair amount of chrome (IMG:style_emoticons/default/cyber.gif) |
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Dec 4 2012, 04:59 AM
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#3
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
The limbs are tricked-out obvious limbs (Think Deus Ex: human revolution), and to be honest the character is a fairly blatant ripoff of Jenson (minus the cyber-spurs. they take up too much capacity for what they do, and non-lethal is better 99% of the time anyway. I did add a shock hand, though...).
So sue me, I wasn't very imaginative. I've put my own spin on the origin story as much as I could, though, so that should count for something. (IMG:style_emoticons/default/cyber.gif) |
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Dec 4 2012, 09:09 AM
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#4
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Moving Target Group: Members Posts: 770 Joined: 19-August 11 From: Middle-Eastern Europe Member No.: 36,268 |
Odd. I managed to fit spurs, enough attribute mods AND some armor into obvious cyberarms. Here's a recipe:
Obvious Full Arm (BOD 6, AGI 6, STR 6) (Left) +Enhanced Agility Rating 3 +Enhanced Strength Rating 2 +Enhanced Body Rating 3 +Spur +Armor Rating 2 |
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Dec 4 2012, 09:22 AM
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#5
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
Odd. I managed to fit spurs, enough attribute mods AND some armor into obvious cyberarms. Here's a recipe: Obvious Full Arm (BOD 6, AGI 6, STR 6) (Left) +Enhanced Agility Rating 3 +Enhanced Strength Rating 2 +Enhanced Body Rating 3 +Spur +Armor Rating 2 Well I kicked the armour (Our group uses herolab, which doesn't count cyberlimb armour for some reason) and had lower baseline stats to save cash and used enhancements to up the stats instead. oh, and I added a gyro system as well, that took up a fair chunk. Since my group tends to favor non-lethal combat there didn't seem to be any real reason to add the spurs, apart from rule of cool. Maybe when I've picked up some more cash on runs I'll be able to afford adding them. (Not because they're expensive, you understand, but because it's much cheaper to up stats with enhancements than custom limbs.) |
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Dec 4 2012, 09:49 AM
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#6
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Moving Target Group: Members Posts: 770 Joined: 19-August 11 From: Middle-Eastern Europe Member No.: 36,268 |
What do you need a gyro system for? My character has 6 AGI in total, plus 4 in the Firearms group and Smartlink, which gives her a pretty decent 13 dice on the guns carried and 10 on anything she picks up on-site. I also just reworked her arms to match her original stats (S3/A4/B3), and upped the Strength enhancement back to 3.
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Dec 4 2012, 02:09 PM
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#7
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
Gyro system grants 3 points of recoil compensation, with strength 6 or better granting another point. that means that most guns I pick up will be fully compensated for firing two short bursts, even without any modification. Great for pickup battles.
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Dec 5 2012, 02:11 AM
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#8
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Runner Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 |
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Dec 5 2012, 02:14 AM
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#9
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Neophyte Runner Group: Members Posts: 2,389 Joined: 20-August 12 From: Bunbury, western australia Member No.: 53,300 |
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Dec 5 2012, 03:34 AM
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#10
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
My Father is a cyborg.
Just saying. |
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Dec 5 2012, 05:55 AM
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#11
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Runner Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 |
Is there anything I should know from those more experienced in such matters before this character actually sees play? Augmentation extra rules. Redlining(optional) can be nice in a pinch, cyberlimb sensory shutoff can be a nice option if you need it. Bulk enhancements, optimized cyberlimbs, and other add-on goodies are nice. Best used with the Restricted Gear quality to hit availability 20 arms, which lets you get ALL the goodies in it. Cyberlimb base stats can go up to your Natural Max, and there's a really essence cheap geneware(genetic optimization) that lets you raise your natural max by 1. Normally not worth it because it takes gobs of karma to make use of, it can make your cyberlimbs better - especially since it can raise your Augmented Maximum above 9 |
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Dec 5 2012, 04:40 PM
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#12
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Moving Target Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 |
Also remember that the gyro system counteracts movement penalties. With your strength, a good gas-vent system, and a foregrip/barrel weight you should be able to fire bursts on full auto at a run without noticing anything...well, other than your target dropping dead, of course.
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Dec 5 2012, 06:57 PM
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#13
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
Is there an actual listing for how much space a comm link would take? Or do we just use a cargo compartment?
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Dec 5 2012, 08:43 PM
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#14
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
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Dec 5 2012, 08:52 PM
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#15
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
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Dec 5 2012, 10:05 PM
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#16
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Moving Target Group: Members Posts: 881 Joined: 13-November 11 From: Vienna, Austria Member No.: 43,494 |
It takes 2 slots.
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Dec 5 2012, 10:33 PM
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#17
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
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Dec 6 2012, 02:00 AM
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#18
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
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Dec 6 2012, 04:30 PM
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#19
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
Thank you. I knew I was missing something obvious.
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Dec 6 2012, 06:54 PM
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#20
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Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
so... headware then? (IMG:style_emoticons/default/nyahnyah.gif)
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Dec 6 2012, 09:04 PM
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#21
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
so... headware then? (IMG:style_emoticons/default/nyahnyah.gif) Yea. In my defense, in previous versions, you didn't use the "headware" comlink, you just jammed a regular one in there somewhere. So that's what I was looking for. |
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Dec 8 2012, 06:26 PM
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#22
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Target Group: Members Posts: 16 Joined: 4-June 08 From: Vancouver, Canada Member No.: 16,033 |
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Dec 8 2012, 07:31 PM
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#23
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
Question:
WHY the Torso? Waste of Essence, can be filled by something much more usefull . . And go for a set of lower limbs, either partial or full cyber-legs to make it balanced when running and jumping. which, if you think about it, is all you are going to use them for, anyway. maybe with skimmer-disc-feet? or at least retractable roller blades. And then either a partial or full cyber-arm. for shooty/punchy stuff. Or with the grapple-hand add-on for climbing up stuff. or grapple hand with magnetic system to attach yourself to a vehicle and use the skimmer disc feet or retractable roller blades to ski along behind the vehicle. saved money fom the torso goes to make the other limbs into alpha. saved essence goes into buying some form of reflex enhancement and/or armor. or eye/ear-stuff. with the rules for customized cyberlimbs, you can go up to 6/6/6 in all attributes for cyber-limbs without spending any essence or capacity. they only get more expensive, is all. and then you can enhance the attributes by 3 points each before you need a torso. |
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Dec 8 2012, 08:22 PM
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#24
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Shooting Target Group: Members Posts: 1,930 Joined: 9-April 05 From: Scandinavian Union Member No.: 7,310 |
with the rules for customized cyberlimbs, you can go up to 6/6/6 in all attributes for cyber-limbs without spending any essence or capacity. they only get more expensive, is all. and then you can enhance the attributes by 3 points each before you need a torso. Worth noting, that is for a human. The custom limb can have up to your natural unaugmented maximum. While it doesn't cost capacity or essence . It does increase availability, which might or might not be an issue. Edit: That is your racial unaugmented max, so a 1/1/1 human can still get a custom 6/6/6 arm. |
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Dec 8 2012, 08:28 PM
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#25
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The ShadowComedian Group: Dumpshocked Posts: 14,538 Joined: 3-October 07 From: Hamburg, AGS Member No.: 13,525 |
Yeah, that was for a human.
With every other race, you get shafted because you go over both availability and need a torso to go from natural max to augmented max regardless . . |
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