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> What's the best way to twink you've ever heard of?, Or done?
simonw2000
post Apr 28 2004, 01:14 PM
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Personally, I prefer making combat monsters with Muscle Augmentation and Toner. Good shit, that is!
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CardboardArmor
post Apr 28 2004, 01:20 PM
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Enhanced Artwinkulation.

'Nuff said.
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Moon-Hawk
post Apr 28 2004, 01:24 PM
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Mnemonic Enhancer and Trauma Damper need to be mentioned, might as well get that out of the way.
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TinkerGnome
post Apr 28 2004, 01:28 PM
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Albino gnome shaman with bonus willpower. Never done it, but I've seen it done before.
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toturi
post Apr 28 2004, 01:30 PM
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Chronic Osteocupus.

Mnemonic Enhancer has been nerfed as per Errata.
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simonw2000
post Apr 28 2004, 01:31 PM
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Don't forget Tailored Pheromones for an Elf Face. Kudos to the first person to tell me why the Bio versions of Augmentation and Toner are better than Muscle Replacement.
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Moon-Hawk
post Apr 28 2004, 01:39 PM
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Yes, I am aware of the Mnemonic Enhancer nerf. For those not aware of ME nerf, it now reduces karma cost of learning skills by 1 regardless of level, instead of 1 per level. Of course, this just means that most characters can get away with only needing to get one level of it for the primary advantage. For my money, the single best piece of 'ware in the game, even post nerf. Levels 2&3 are cool, too, just not munchy.
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toturi
post Apr 28 2004, 01:40 PM
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Other than that they are natural? Many advantages to being natural you know?
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simonw2000
post Apr 28 2004, 01:48 PM
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The correct answer is that they actually count towards the appropriate attributes in terms of buying and upgrading skills. The cybernetic versions just add dice.
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Xirces
post Apr 28 2004, 01:50 PM
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QUOTE (simonw2000)
Don't forget Tailored Pheromones for an Elf Face. Kudos to the first person to tell me why the Bio versions of Augmentation and Toner are better than Muscle Replacement.

more reaction is the thing that springs to mind, but of course they are limited by racial attribute limits...
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Abstruse
post Apr 28 2004, 01:52 PM
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Elf Night One Gun Adept...Imp. Ability: Pistols (Geas: Night), Imp. Rea. 3 (Geas: Night), Vision Mod: Mag 3 (Geas: Night), Exp Att (Qui), Qui9 Int6 Pistols: 6 makes for Init 13 + 4d6. Add in a laser sight and custom grip on your pistol and you're throwing 12 dice before combat pool at least 4 times a turn and as much as 8 with base TN of 3 at up to 50m. You can toss a touch of cyber/bio and push it higher than that to geas it off with a fetish too. Anyone else get it higher for a starting character? I think I missed something, because I thought you could get a theoretical 50-something init score at chargen...

The Abstruse One
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CoalHeart
post Apr 28 2004, 01:55 PM
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Trauma Dampener, Platelet factory.


GM: You just got shot in the chest, and took an M wound. But your platelets and dampener took it down to an L and L stun. The knockback of the bullet took you off your feet. Roll athletics and Body.

PC: Rolls and doesn't get any successes. "Crap"

GM: As much as you flail and try to grab onto something, you can't quite reach... and fall off the building. 30 Meter fall. *Figures out the damage* 15 D

PC: *thinks for a few moments* *rolls body* one success.

GM: Cromedome hits the ground with a horrible crunch, the concrete shatters under the impact, bones snap everything goes grey, you see a wonderful light at the end of the tunnel.


PC: Wait wait, I get up... and walk over to the Rigger's van and crawl into the back.

GM: No you're dying. You can't move.

PC: I have a trauma dampener and the platelets, that D wound comes down to an S and two extra boxes, and another L stun. I'm alive, and able to get up.

GM: Dam, I forgot. Yea you live.. but your legs are broken and your arms are putty.

PC: Ok, I wiggle like a worm to the van.



Most priceless set of bioware you can get. it's like a reusuable Hand of God.
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simonw2000
post Apr 28 2004, 02:05 PM
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Excellent!
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shadd4d
post Apr 28 2004, 02:17 PM
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Unless a sniper or a really good shot hits you for body overflow. Even then, all you have to do is hope that its only +1 box.

Mage with a trauma damperer. Magic 5, casting Force 5 spells, only have to stage it down to light.

Don
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RedmondLarry
post Apr 28 2004, 02:35 PM
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Bringing fresh chocolate-chip cookies on character creation day.
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Austere Emancipa...
post Apr 28 2004, 02:36 PM
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QUOTE (OurTeam)
Bringing fresh chocolate-chip cookies on character creation day.

And we have a winner!
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Shockwave_IIc
post Apr 28 2004, 06:12 PM
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Platelet Factory, Chemical Gland (Anti-Coagulant), Trauma Dampner.

Eyelights with natural Low-lite.

Synaptic Accelerator and Boosted Reflexes

Ceramic Bone-Lacing and OrthoSkin 3


Alot of these have been said before though..
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A Clockwork Lime
post Apr 28 2004, 06:26 PM
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Night One with a pair of Cyberlegs loaded to bear with body plating (Ballistic 10, Impact 10, Ablative 10), Dermal Sheath 3, Kevlar Bone Lacing, Muscle Toner 4, Suprathyroid Gland, and Bonus Attribute: Quickness. Then on top of that, Armored Vest w/ Dikoted Plates (5/4), Dikoted Forearm Guards (+1/+2), Form-Fitting Body Armor (4/1), Secure Jacket (5/3), and Heritage Line clothing (4/2).

Quickness 14, Ballistic Armor 22 (23 in melee), Impact Armor 16 (18 in melee).

Lame as all get out, and you're probably suffering a Combat Pool and/or Quickness penalty, but who cares when you have that much armor on? Just twink your Body and use an Intelligence-linked rocket launcher instead.
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Lilt
post Apr 28 2004, 07:05 PM
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You could do what I'm doing in Sphynx's new forum game and make an Ambidexterous Drake Physad/Sorcerer.

Take sorcery so you can use Enhance Aim for -3 to ranged TNs, pursuade your GM that drakes are troll-sized so they don't get penalties on wielding 2-handed firearms 1-handed (as per CC p99), then take two ares alphas with GV-IVs and lay-down 4 bursts each with TN1+mods. It works with trolls too, but they're just not in the same league of twinkyness as drakes.
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Lilt
post Apr 28 2004, 07:07 PM
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QUOTE (A Clockwork Lime)
... Dikoted Forearm Guards (+1/+2) ...

:notworthy:
I'll have to remember that one.
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Herald of Verjig...
post Apr 28 2004, 07:19 PM
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Forearm guards only apply their bonus to melee combat. (cc page 51) so the +1 to ballistic is rather wasted. The extra +1 to melee impact has its uses (and can be the difference between scaling levels on many occasions).
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Kagetenshi
post Apr 28 2004, 07:28 PM
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Or you could do the Spriggan thing.

~J
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John Campbell
post Apr 28 2004, 08:16 PM
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QUOTE (A Clockwork Lime)
Night One with a pair of Cyberlegs loaded to bear with body plating (Ballistic 10, Impact 10, Ablative 10), Dermal Sheath 3, Kevlar Bone Lacing, Muscle Toner 4, Suprathyroid Gland, and Bonus Attribute: Quickness. Then on top of that, Armored Vest w/ Dikoted Plates (5/4), Dikoted Forearm Guards (+1/+2), Form-Fitting Body Armor (4/1), Secure Jacket (5/3), and Heritage Line clothing (4/2).

The FFBA and Heritage Line stuff do absolutely nothing for you in this scenario.
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A Clockwork Lime
post Apr 28 2004, 08:34 PM
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Only if you abide by the silliness that anything beyond a single layer of armor is moot. Not that it really matters even if you remove those two pieces. But if you do, just change him to a troll and focus on Body. Same end result; idiotic armor and idiotic Body rating.
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Rev
post Apr 28 2004, 08:34 PM
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QUOTE (John Campbell @ Apr 28 2004, 08:16 PM)
QUOTE (A Clockwork Lime @ Apr 28 2004, 02:26 PM)
Night One with a pair of Cyberlegs loaded to bear with body plating (Ballistic 10, Impact 10, Ablative 10), Dermal Sheath 3, Kevlar Bone Lacing, Muscle Toner 4, Suprathyroid Gland, and Bonus Attribute: Quickness.  Then on top of that, Armored Vest w/ Dikoted Plates (5/4), Dikoted Forearm Guards (+1/+2), Form-Fitting Body Armor (4/1), Secure Jacket (5/3), and Heritage Line clothing (4/2).

The FFBA and Heritage Line stuff do absolutely nothing for you in this scenario.

Also the cyberlegs will lower your overall quickness quite a lot, unless you spend ludicrous amounts of money and essence on them (you would have to give them +9 quickness or so to prevent this)

Edit: yea only if you follow the rules. But you aren't really twinking if you arent cheating a bit, eh? :evil:
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