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> What's the best way to twink you've ever heard of?, Or done?
Moonwolf
post Apr 30 2004, 02:36 AM
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By the rules in Rigger 3, and only 'cause they're stupid. Build a character with the highest reactions you can, and the most quickness possible. Add in a trauma damper, and, if you really want, a platelet factory. Hide near a tight run that you know a rigger you don't like runs his T-bird down. Jump in front of it at the last minute, so you hit it. You take (speed/10)D damage, which turns into 9(or 8) boxes of physical, and one of stun. The T-bird takes (speed/10)L. Remember that T-birds are running at 1000 speed, so both of you haven't got any chance of soaking. However, because you didn't take deadly and pass out, the rigger now has to make a crash test, which he'll probably fail at that speed, especially with that +1 TN from the light damage :D .

Another use for this character is stupid assassination methods. Fly over the target at high altitude. Have some way of aiming your fall. Jump. Land on the target. You both take deadly, but you take 9 physical and 1 stun. Crawl away, job done. For more sickness, have one of the cyber-implant nano-medkits that can heal you on their own, and end up coming away from ANY fall on 3 boxes of physical. :D
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Modesitt
post Apr 30 2004, 02:37 AM
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QUOTE
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.


I can't let this lie there uncorrected.

Until you involve the naval-scale weapons from Rigger 3, you can not under any circumstances deal more than Deadly Physical with any one attack. This was deliberate, designed to protect characters from just dying instantly from a single unexpected attack. Unless the NPC views it as personal, they'll just shoot him until he goes down, then they'll do the other PCs before finishing off the dying. If NPCs think like that, the PCs at least have a fighting chance of saving dying comrades.

The closest thing to the rules you say exist are the Deadlier Over-Damage rules listed on page 126 BBB. They are listed as an optional rule for correcting ridiculous situations. The Deadlier Over-Damage rule is an optional rule, NOT the standard rules.

Amusingly enough, even if you use the Deadlier Over-Damage rule, The Mercenary sample character could still survive being shot square in the head with a Panther Assault cannon. 13*1.5 = 19.5, Panther cannons are 18D, Deadlier Over-Damage wouldn't apply unless you used the extra-deadly version. Even then, it's possible to get to 18 body on a starting level troll without even leaving the core rules. 6 base, +5 troll, +1 troll dermal armor, +2 titanium bone lacing, +3 more cybernetic dermal armor, +1 two cyberarms=18 body.
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Tziluthi
post Apr 30 2004, 02:59 AM
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I think you'd be surprised how many optional rules GMs would take up to kill a munchkin.
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Capt. Dave
post Apr 30 2004, 03:03 AM
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QUOTE (Moonwolf @ Apr 29 2004, 09:36 PM)
For more sickness, have one of the cyber-implant nano-medkits that can heal you on their own, and end up coming away from ANY fall on 3 boxes of physical.  :D

Can the Guardian Angel biotech you on its own? I thought it merely acted as a medkit (rating 6) with a -2 modifier.
I know it can stabilize deadly damage, but I thought that was the extent of its autonomy.
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Herald of Verjig...
post Apr 30 2004, 03:09 AM
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(M&M page 91 to confirm) It attempts to wake the unconscious, stabilize those at deadly physical, and doubles the time to get an extra box of overflow if it can't stabilize.
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Capt. Dave
post Apr 30 2004, 03:15 AM
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QUOTE (Herald of Verjigorm @ Apr 29 2004, 10:09 PM)
(M&M page 91 to confirm) It attempts to wake the unconscious, stabilize those at deadly physical, and doubles the time to get an extra box of overflow if it can't stabilize.


So would you rule that if you take a medium wound, it would roll biotech of 6 with a -2 modifier and, if successful, take you down to light? Anyone?
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Herald of Verjig...
post Apr 30 2004, 03:21 AM
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No, it lists those three as the automatic behaviour. Doing a biotech test every 3 seconds is not a listed automatic behaviour, so I would not allow a Guardian Angel to do so.
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Capt. Dave
post Apr 30 2004, 03:22 AM
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Okay, that's how I read it. Thanks.
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Moonwolf
post Apr 30 2004, 03:26 AM
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But the non-implant nano-medkit can heal wounds on its own once it is activated, and can, if the user has no skill, roll on purely its own dice with no penalties. Therefore, all you have to do after dropping from a great hight, and staying concious due to implant insanity, is use "activate implanted cyberware" as a free action and then lie still for a couple of minutes and then be on a medium wound. Looking at the HALO rules, you're about as well off jumping with implants than training for months without them.

Edit: And that's all the problems you can come up with for that entire post? Wow. You let the first one through. I would have more problems with Body 1 humans with one implant causing T-birds to crash than people jumping from high altitude and living, people have done that IRL with, occasionally, very little real damage beyond minor bruising.
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TinkerGnome
post Apr 30 2004, 03:29 AM
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Wow... troll special forces are scary ;)

Drop 'em from a plane and they get up to walk away from the crater of whatever they smashed on the way down.
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Capt. Dave
post Apr 30 2004, 03:48 AM
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QUOTE (Moonwolf)

Edit: And that's all the problems you can come up with for that entire post? Wow.

Oh, I wasn't talking about any problems with your post, that's just a question I've been wondering on for a while. Seemed like a good time to ask other people's opinion on it.
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Moonwolf
post Apr 30 2004, 10:12 AM
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Yeah, but Troll Spec Forces might just show up on radar on the way down. Dwarf Spec Forces, however, present a much smaller profile to radar, and, with the frankly stupid weights given for trolls, have a noicable increase in physical density, thereby allowing them to crater better.
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Lilt
post Apr 30 2004, 10:34 AM
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QUOTE (A Clockwork Lime)
Take an adept (Magic B) with quite a bit of cash (Resources A) and buy enough Spell Points to initiate at least three times (31 Spell Points +2 for the Group, costing 825,000 nuyen). Take Centering (Physical and Knowledge) and Divination. Use something like Pyromancy as the linked skill for both. Call yourself Oracle.

IIRC allowing normal adepts to buy/spend spell points as a starting character is still forbidden in the official books. It does make sense that if a mage can do it, or a physmage, then so could an adept... But these are the SR rules we're talking about here. I wouldn't be surprised if house rules (yours even?) put that right.

Also: it costs 3 karma to joing a group, not 2.
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Cain
post May 1 2004, 12:30 AM
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Let's see...

Buying resources multiple times. Originally, the trick was to buy 1 mil two or three times; but then I discovered that I could buy 500 nuyen twenty-thousand times, also giving me more points to spend on my character.

Taking a physmage, buying nothing but Magical power. Using those points to initiate, and buying more Magical Power, and using spellpoints from that to initiate further. Later, rinse, repeat.

(Yes, both these depend on loopholes that any respectable GM would shut down in a heartbeat. I'm not going to give away all my best secrets, after all. :D)
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A Clockwork Lime
post May 1 2004, 12:36 AM
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You can't purchase the same Priority multiple times. That's not a loophole, it's blatant cheating. The Build-Point system is still a Priority system, you just set how many build points you're applying to each Priority instead of using a letter. Except for the cost of each Priority, they follow the same rules as standard character creation (SRComp p. 13).

Buying nothing Magical Power is hardly a beneficial loophole (especially since from the point after you initiate once, your Spell Point income is less than what you're spending to initatiate). The penalties outweigh the benefits, unless all you plan on doing is using Centering and maybe some other skill-intensive techniques like Divining or Psychometry. Of course, since you're initiating only to buy more Magicla Power, you're not getting any metamagic techniques either, so it's a fruitless endeavor. But hey, at least you'll have an Astral Pool that you can't use without more magical augmentation and you'll definitely be losing Magic every time you make a Magic Loss test. Good job.
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Cain
post May 1 2004, 06:30 AM
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I've seen different arguments on buying resources multiple times; while I agree that it shouldn't be allowed to happen, the rules aren't perfectly clear. This being a thread on twinking, you always want to go with whatever isn't clear, twisted into the best possible interpretation.

The trick with Physmages was meant to get the highest possible Magic rating. Combine that with other tricks to get a lot of spellpoints, and you end up with a ton.
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Brazila
post May 1 2004, 06:33 AM
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physical mage, Quick Strike and Force 6 manabolt/ball Always first and can kill most things.
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Moonwolf
post May 1 2004, 04:29 PM
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You can't buy Resources on Points more than once. For one real good reason. -5 points = 500 Nuyen. If you could buy multiple times, you'd end up with infinite cash and infinite buy points.
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RedmondLarry
post May 2 2004, 02:35 AM
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The way I twink is to visit dumpshock and find out what most people outlaw in their games. Then I find a game that doesn't outlaw it.
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Eyeless Blond
post May 2 2004, 03:09 AM
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heh. All I do is make a post saying, "Hey, how's this guy look?", build a character, and let everyone else twink it for me. :)

(Edit): Speaking of which, thanks for all the ideas for Pierce guys! :D I mean, I'm pretty sure he's not very well twinked, per se, but he's pretty cool.
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LoseAsDirected
post May 2 2004, 01:29 PM
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QUOTE (Moon-Hawk)
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.

Not counting the karma cost reduction (pre or post errata), Mnemonic Enhancers are pretty damn cool. For only 45,000¥ you can get +1 to all Knowledge skills, +3 to all Language and Memory checks, and the modifier for defaulting to Intelligence (for Knowledge skills) is only +3 instead of +4.. It's not bad if you're playing someone who needs to know a lot of stuff.. Good for a 'I'm-the-brains-of-this-outfit' type of character. I've currently got a face who is built around Mnemonic Enhancers 3.. I didn't even think about the karma reduction when I took it.. That was just icing on the cake as far as I was concerned.
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Skeeve
post May 3 2004, 08:13 AM
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Let's not forget the Troll Physad with 10 Str, Alpha Aluminum Bone Lacing, and Killing Hands Deadly. Drop the SOB out of a plane and you get the range of a Barret as well as the damage code. :D

Hm. That's actually not that good - give me some time to come up with something better.
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SirKodiak
post May 3 2004, 09:07 AM
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I'm surprised no one has mentioned this.

A sorcerer with improved invisibility, stealth, 2 force 1 sustaining focuses, and a smartlink. Cast each of the spells at force 1, you'll get so many successes that you'd need an intelligence of 7 to have enough dice to resist, and you're undetectable to everything but astral perception. You walk around undetectable blowing people away, pretty much immune to counter-attack. An astrally percieving mage can cause you problems, but you'll have the time to deal with him because no one else can touch you.

I had a character where I did this and used a tricked-out combat shotgun as a weapon (eliminating recoil). People died very fast. Cyber-samurai couldn't do anything, because I could walk right up to them and then pull the trigger.
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I Eat Time
post May 3 2004, 09:44 AM
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QUOTE (SirKodiak)
A sorcerer with improved invisibility, stealth, 2 force 1 sustaining focuses, and a smartlink. Cast each of the spells at force 1, you'll get so many successes that you'd need an intelligence of 7 to have enough dice to resist, and you're undetectable to everything but astral perception.

As many tears as this twink caused the last GM I had, there's a very good solution to it. A couple, actually. One, just keep in mind that it's not hard for an NPC to do that, and if you don't like it, have a bounty hunter come after the Mage, knock all the other teammates unconscious, then pit the two against each other. Make sure it's implied that if the character's gonna twink, so's the GM. If that's a little hard knock, here are some others.

Summoning spirits, given enough time, is fairly easy and straightforward. Elementals are a little harder, and cost a little more money, but any Mage with a week can have a small army of Force 6 and Force 8 elementals easily capable of taking out one Invisible mage from the astral. Or at least giving them a hard time. If reports keep coming in about an invisible Mage terrorizing the Shadowrun biz, then people are gonna wanna want magickal security, and other Shadowrunners might start to get a little jealous.

Thirdly, don't active foci make it much, much easier to cast spells at a person from the Astral? I doubt the Mage is going to keep Astral Perception on because of a few heavy modifiers it puts on shooting and ranged combat, just have a patrolling, Astral Corp Sec Wagemage start tossing stuff down his/her gullet before they realize it.
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SirKodiak
post May 3 2004, 10:05 AM
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QUOTE
As many tears as this twink caused the last GM I had, there's a very good solution to it. A couple, actually. One, just keep in mind that it's not hard for an NPC to do that, and if you don't like it, have a bounty hunter come after the Mage, knock all the other teammates unconscious, then pit the two against each other. Make sure it's implied that if the character's gonna twink, so's the GM. If that's a little hard knock, here are some others.


Yeah, it works, but it means that the other characters bystanders to a fight between two twink characters.

QUOTE
Summoning spirits, given enough time, is fairly easy and straightforward. Elementals are a little harder, and cost a little more money, but any Mage with a week can have a small army of Force 6 and Force 8 elementals easily capable of taking out one Invisible mage from the astral. Or at least giving them a hard time. If reports keep coming in about an invisible Mage terrorizing the Shadowrun biz, then people are gonna wanna want magickal security, and other Shadowrunners might start to get a little jealous.


Again, this basically requires someone to want this guy dead and plan around it.

QUOTE
Thirdly, don't active foci make it much, much easier to cast spells at a person from the Astral? I doubt the Mage is going to keep Astral Perception on because of a few heavy modifiers it puts on shooting and ranged combat, just have a patrolling, Astral Corp Sec Wagemage start tossing stuff down his/her gullet before they realize it.


I don't think it makes it easier to cast on him astrally. The problem he's going to have is that his focuses, being force 1, are going to get slammed and deactivated. Frankly, I think that's the best way to deal with him.

What it came down to is, I made this character in a campaign and he was overly powerful, particularly against mundanes. Yeah, hired assassins could have been sent in to kill him, but we wanted a solution that wasn't just my character being destroyed. In particular, there's nothing conceptually wrong with wanting to be invisibile while fighting. The ways to deal with it mostly come down to just eliminating it as a useful option because characters which do it get removed from the game. What would be nice is a way to deal with it that didn't result in making the character useless.

Our fix was the house rule that thermo could see invisible characters. It's still a sigfnificant bonus, and your cyber samurai is still going to have trouble hitting him (+4 cyber full darkness penalty), but at least there's a real fight without resorting to sending hit squads to take out this guy. Particularly when it's a little hard to justify the hit squads (how did anyone know he was invisible, they just found bodies filled with shotgun slugs; by definition, no one saw him).
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