Rigger Character, How would you make yours? |
Rigger Character, How would you make yours? |
Jul 22 2005, 04:07 AM
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#1
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Target Group: Members Posts: 69 Joined: 17-March 05 Member No.: 7,183 |
What cyberware and skills would you use and why? Would you try to make the Rigger perform two functions like rigging and magic or rigging and decking? What vehicles, drones, and other equipment do you find necessary. Who does your rigger know? Please be as exhaustive as want. :)
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Jul 22 2005, 04:14 AM
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#2
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
There are many ways of creating a Rigger character. It depends on what you want your Rigger to be good at. Is he primarily a getaway wheelman? Or a heavy fire-support character? A VCR and a Remote Control Deck is almost par for the course for a Rigger, along with a vehicle and some(1 or 2) drones. Magic do not usually fit very well with a rigger concept since riggers usually have VCRs and VCRs cost essense. Useful people a rigger should know are usually people that he would either obtain his vehicles/drones from or miscellaneous information sources.
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Jul 22 2005, 04:40 AM
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#3
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Moving Target Group: Members Posts: 295 Joined: 10-July 05 Member No.: 7,492 |
Rigging and Decking really wouldn't be two hard to do in the same character. Granted, you can't do them at the same time, and it would be hella-expensive, but it would be possible (since to deck all you need is a datajack, which a rigger needs, too -- heck, you could use an electrode net to deck, if you really wanted to deck w/o cyber).
I think a wheelman rigger with a few drones could do quite well, but try to get FDDM and Battletac gear because then your runner buddies can lay down some serious hurt. Put FDDM on a blimp with missiles and grenades, and you're runner pals can call in fire support without bugging you to fire (they pull out target designator, and use battletac to fire the weapon). |
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Jul 22 2005, 04:42 AM
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#4
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Neophyte Runner Group: Members Posts: 2,458 Joined: 22-March 03 From: I am a figment of my own imagination. Member No.: 4,302 |
I'm working on a rigger right now, for a series of short fiction I'm writing, and possibly for play if I find the right game, that is a vehicle drone specialist. Essentially he remote controls a series of three idential vehicles, one of which he and his team are in, the other two of which mislead the Star, well, in theory.
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Jul 22 2005, 05:45 AM
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#5
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Moving Target Group: Members Posts: 212 Joined: 1-July 02 From: Santa Maria, CA Member No.: 2,921 |
Right on. Battletac, along with a good VCR and a good Small Units Tactics skill can really help the team out in a big way when it comes to combat. It's really tough to be a rigger that does a lot of things well without a lot of cash. And betaware, although deltaware is preferable. A cyberlimb goes a long way in helping to save Essence. |
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Jul 22 2005, 05:54 AM
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#6
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Moving Target Group: Members Posts: 212 Joined: 1-July 02 From: Santa Maria, CA Member No.: 2,921 |
Skills: Computers, Electronics, a minimum of two vehicle skills, Small Unit Tactics, a few Build/Repair skills. Cyberware: VCR Rating 2, but 3 if you can get it. I think there's Battletac-related cyber that's nice to use with Small Unit Tactics. Head radio, transducer, etc.
Rigging and magic? No way. Rigging and decking? Yeah, okay, but not at char-gen. Choose one or the other, and when you have the money, move into the other field.
It's been a little too long since I looked at Rigger 3 or played a rigger. Someone else should be better equipped to answer this.
Definitely an auto-repair guy. Definitely smugglers. Probably someone to do in the field of cyberware. Military contacts are always helpful; it's not uncommon for a PC rigger to have military background, actually. |
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Jul 22 2005, 06:32 AM
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#7
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Neophyte Runner Group: Members Posts: 2,073 Joined: 23-August 04 Member No.: 6,587 |
As far as being a rigger is concerned I would take the VCR RCD command vehicle (armed and armored) getaway vehicle (armored) and drones for ground combat, aerial combat, indoor combat and aerial surveillance (some drones perform more than one task). I also like powerful electronic warfare options.
As far as doing something other than being the rigger combat rigger works using the same tequnike as a combat Decker but I wouldn’t as your indoor combat drone is a superior combatant to what you could do yourself and you cant do both at the same time. The drone cant perform fine operations like opening doors but your not likely to be sending it in without the rest of the team. Skill wise Decker rigger works but its far to expensive IMHO. Your trying to combine the 2 archetypes that use the most cash. There is a way to pull it off but GMs don’t like it. Start play with minimal vehicles (probably just a van) a moderate cyber deck and programs and a sharpest electronic warfare deck you can get. As part of the legwork for the first run MIJI yourself control of the combat drones you require, works well if combined with a connected contact to sell drones and make this your SOP, funds from the sale of the drones will upgrade your decks, programs and command vehicle Rigger mage has possibilities but your going to have relitivly low magic due to the essence loss of the VCR. Edward |
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Jul 22 2005, 08:28 AM
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#8
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Moving Target Group: Members Posts: 316 Joined: 18-July 03 Member No.: 4,963 |
A rigger mage can be a perfectly viable and effective char. In fact, I'm playing one now.
Check if your GM is cool with either you starting with an ally spirit or you starting off initiated. If you pick an ally spirit, take Sense Link and make it Force 4 if you can. Your ally spirit is your eyes and ears on the ground with the team and can loot things for you. Check if your GM would allow you to use your Ally to soak drain, like how they can soak sorcery(ESPECIALLY for shamans). If your GM is ok with you having multiple ally spirits, you can do some seriously cheesy shit. An ally spirit is a rank 1 power foci for 1K nuyen and a point of magic. A rank 2 ally spirit costs 2K nuyen and is a rank 2 power foci and still costs just one point of magic. You can jack up the number of dice you throw at conjuring tests straight into crazy town with this method. Why can you do this and not OTHER mages? Because you don't give a shit about your magic most of the time. You only summon those allies up when you're summoning. 1. Hermetic. You can use your elementals to guard your drones or yourself against magical assaults. If you have an ally spirit, summon the elementals and ask your GM if you can bind them to the ally spirit AT the ritual. Otherwise, just spend a service to transfer it. Voila! You can call down an elemental strike wherever you need one. The major disadvantage here is that elementals can be an ugly, ugly drain on your already-thin resources. If you go Hermetic, try to pick a good school. It doesn't really matter if you get penalties for trying to work with others, you can't anyways as there are no rules for ritual conjuring. 2. Shaman. Some spirit powers, like conceal, are VERY nice and useful for a getaway rigger. The disadvantage is that you might show up at a run already stunned - Not good. This disadvantage is pretty much non-existant if your GM allows your ally to soak summoning drain. 3. Houdoun. If I could re-do my char, I'd definitely make him a Houdoun. Zombies are totally pimp and PERFECT for augmenting a drone assault. You can keep them in your van alongside the drones. If you need to move the drones in and out, hey, zombies! If the team needs a suicide bomber, hey, zombies! If the team needs a wall, hey, zombies! The major downside is that Loa will be pretty useless to you unless someone else on your team is able to be possessed by them. However, two of the Loa have domains of 'Everywhere'. Think about that. There's other options, but those are the biggies. Geasa are your friend. ---- But for more traditional riggers - A: Resources B: Skills C: Attributes D: Race(Dwarf) E: Magic. If the point system or sum-to-10 is available, just take high resources, skills, and decent attributes and don't go Dwarf(That karma pool is so, so nice). Riggers can get by with lower attributes than others because they don't ever need to show up with the others, their drones are their hands and feet. Skills -A computer(programming) equal to the highest pilot among your drones. Probably 1(3). -Car skill. This is a very important skill. Consider a specialization in Remote Operations. -Another vehicle skill is nice, preferably something you have a drone for. Again, consider a specialization in Remote Operations. -Gunnery. Gunnery is pwnage. -Electronics. Do NOT take Elec B/R too or else your team might try to take you inside to crack maglocks. YOU DO NOT WANT THAT! You may want to consider specializing in electronic warfare. -Car B/R. Seriously, mechanics fees are extortionate in SR. You might end up paying more in installation or repair fees than you did for the equipment itself. It's cheaper to just rent a facility(You need a facility for, uh, EVERYTHING. I've made a chart). You need a big vehicle, ground assault drones, ground scouting drones, aerial combat drones, aerial scout drones, and some random weird drones. Big vehicle: Any body 4 vehicle. Anything bigger is too conspicuous, anything smaller is too small for your drones and the team. An armor of at least 5 is critical. If you can get that, you're pretty much done. Don't put too much money into vehicles though, a morphing license plate, photovolaic paint and armor are pretty much the limit. Anything more is too big a target for your GM. Edit: And yes, this should be remote-operated. Ground Assault Drones: Ignore the Steel Lynx. It's very tempting, but don't give into temptation. There are so many times you'll end up stuck twiddling your thumbs while everyone else has fun. Try to build a good, solid Body 1 drone if at all possible. Much more portable. If your GM doesn't allow custom drones, try to build one off of the Ferret(The Ferret is an illegally-built drone, you can't replicate it with a custom built drone). You may also want to consider a walker of some variety for hard-to-reach places. Don't forget to add a smartlink system to it. Consider carefully an autosoft system; My team doesn't let me set drones with guns on autopilot under any circumstances. Ground scout drones: 0-body drones. Not much to say here. Aerial combat drones: Rotodrones are best. You'll want that skill anyways just in case you somehow get your grubby mits on a 'copter. Aerial scout drones: Blimps > All. Random weird drones: Drones with arms, drones that make smoke, drones that are wired to self-destruct, portable missile platforms, drones with flamethrowers - The sky is the limit for strange, off-beat drones. You might only get a chance to use them once, but the look on team mates faces when you mention that yes, you DO have a drone that looks like a dolphin with a freakin' laser beam on its head is priceless. EQUIPMENT -Remote control deck and accessories. These are absolutely necessary for any half-way competent rigger. -VCR-2, a smartlink-2 processor(You don't need any other Smartlink parts), a datajack, and you're on the path to awesome. A VCR-3 can be nice, but think very carefully before you take it. It pretty much permanently pigeon holes you in the role of Rigger without any room for cybernetic growth. -Mnemonic enhancer 1. Cheap skills = Gud. -Ares alphas are your weapons of choice on drones. Try to talk your GM into letting you somehow dual-mount them. CONTACTS! You absolutely want to do everything in your power to get the Connected edge at 3 points. I'm not kidding, it's so, so useful to get, say, vehicle components at no SI. Just LOOK at the SIs on some of those things, they're absolutely crazy. -Mechanic -Arms dealer -Misc info guys -Guy who can rent you a vehicle facility -Used car dealer -Guy who can sell you military-grade drones. -Guy who can sell you drone parts. ------ I'm not much of a fan of FDDM and such. It just doesn't come up all that often in my experience. ------ Edward comments on one cheesy idea, but talks about spending money 'upgrading decks'. WTFNO. Just kill someone else and take THEIR deck. It'll have everything you need already because, well, they were using it already. This post has been edited by Modesitt: Jul 22 2005, 08:30 AM |
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Jul 22 2005, 06:14 PM
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#9
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Target Group: Members Posts: 24 Joined: 19-July 05 From: YOUR host Member No.: 7,506 |
My favorite rigger is the flying rigger. It has some serious advantages and serious disadvantages. Fist-off most aircraft worth having are either A: way to expensive or B: have an astronomical availability, wich means you won’t start with one. Bonus to this is ya save the Cred to buy other things. Often I only start with 400K if I’m making a flying rigger. Get the cyber and a few drones; end up with more skills – skills to help me get my Tilt-rotor or T-Bird at a five finger discount. The first time I did this trick I ‘hired’ the rest of the team to help. We stole 2 T-birds from Boeing and sold one and split the cred. I kept the other one.
Skill wise the flying rigger is fairly well off. Remember that the VCR reduces default penalties. I suggest arming your flyers with guns rather than missiles because missiles are very expensive. (One or two AIM-99’s might be good though incase you piss of the metroplex guard) Why go Vertical? Beat traffic, move faster and farther. With a decent fast moving aircraft you can be anyplace in minutes. Our games usually leave Seattle fairly often so having our own transport is nice. Believe me; having a fairly easy way to get in to CalFree is worth it. I usually take a contact inside SEATAC ATC incase I really need to break air traffic rules. Riggers also make great keepers of the comm-gear too. |
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Jul 22 2005, 06:20 PM
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#10
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
IMHO the rigger is the most all around useful guy on a team.
A 30K Lone star stratus 9, with a little mod is better at combat than a handful of street sams. And they can spot/destroy invisible bad guys too. A condor plus a couple of little walkers will let you get into any place in the world that has air ducts, electronic conduit, or any other chink in the walls. He also provides the wheels in and out, he can take over the security system if it's rigged, and since he needs shop space he's always got an emergency safehouse. You don't need to give him other functions, just maximize what he can already do. |
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Jul 22 2005, 08:19 PM
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#11
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Moving Target Group: Members Posts: 164 Joined: 7-July 03 Member No.: 4,891 |
For flying combat drones, I'm a big fan of the Ares Guardian. Nine armor, and explicitly designed for use indoors. Try adding an autosoft interpretation system and sharpshooter/clearsight: seven dice on Sensor tests, then eight (3pilot + 3soft + 2SEG) for gunnery when you're not jumped in. The Strato-9 is an excellent drone (the rigger in my campaign has five), but they're unarmored and can't, IIRC, mount much armor without breaking their load limits.
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Jul 22 2005, 08:38 PM
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#12
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Speaking as said Rigger, Stratos are excellent surveillance drones with good offensive capability, but don't have nearly enough armor to work autonomously. If you're not willing to dance the Rigger Jig with what all you're jumped into, a Guardian may be a better choice.
I don't have R3 on hand, though—can Guardians hover? ~J |
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Jul 22 2005, 08:57 PM
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#13
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Moving Target Group: Members Posts: 470 Joined: 2-January 05 From: Quebec Member No.: 6,924 |
Yep
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Jul 23 2005, 12:04 AM
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#14
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Moving Target Group: Members Posts: 482 Joined: 26-February 02 From: Austin, TX Member No.: 90 |
Been there, done that. GM wouldn't let have a Strato outright so I built one from a similar base drone for the same price. It got chewed up and spat out in one initiative pass on it's first mission out. |
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Jul 23 2005, 12:25 AM
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#15
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
You buy a Strato for the MMG, if you have to build one similar from the ground up, it isn't worth it. But by the book, a Strato is allowable.
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Jul 23 2005, 03:35 AM
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#16
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Shooting Target Group: Members Posts: 1,590 Joined: 11-September 04 Member No.: 6,650 |
Nononono GET the Steel Lynx... get 2 Steel Lynxes Then get hold of an old copy of Fields of Fire... Show the GM page 68 where it shows the size of a Steel Lynx, and how it can move its wheel/legs to be able to fit in a standard elevator use the steel lynxes as a one-two quick hit system Dual mount Ares Alphas (acknowledge the GM as right when he says you can only fire one at a time) set one Alhpa on each drone with a hopper of Gel rounds and the other with a hopper od EX-ex and set them with IPE Offensive and IPE concussion grenades |
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Jul 23 2005, 05:35 AM
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#17
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
That just means you weren't using it right.
Speak for yourself. Personally, I buy Stratos for rotorcraft capability, relatively speedy movement, and Sensors 5. The MMG is just an extra bonus. And yeah, seriously, forget the Steel Lynx. Ground drones are a sucker's game. ~J |
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Jul 23 2005, 06:17 AM
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#18
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Moving Target Group: Members Posts: 316 Joined: 18-July 03 Member No.: 4,963 |
It's not just raw size. That isn't normally an issue. It's the whole "295 kilos at best" thing. Do you have any idea how many stealth runs allow you to transport an extra 295 kgs of metal in with you? Let me give you a hint: It's a very small number. It's not 0, it's just a small number. |
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Jul 23 2005, 06:33 AM
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#19
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Shooting Target Group: Members Posts: 1,590 Joined: 11-September 04 Member No.: 6,650 |
Eh even in a stealth run there is use for it... if the hell hits the fan,... and in most runs a device that hums quietly, fits in elevators, and is equal in combat to a well armed squad... is valuable
at least until i can get an ares guardian |
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Jul 23 2005, 05:14 PM
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#20
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Target Group: Members Posts: 24 Joined: 19-July 05 From: YOUR host Member No.: 7,506 |
That is what the Red-ball express is for. Have your own Drone Transport/attack craft carry your drone/attack craft |
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Jul 23 2005, 09:01 PM
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#21
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
Rigging and magic together can be expensize as hell, but to the guy that can do it, wow. One word for that: the general
IF you can get a cranial remote deck, and a bunch of elementals on service, and send them all out against an enemy at once, they're in for a world of hurt. Coordinate the drones with batteltac, and if you've got the skills and :nuyen: , build them into robots. You can give the elemental commands such as 'attack whatever that drone attacks', or pass them off to an ally for one service. Take the encephelon and/or an infusion focus w/ multitasking to free up some free actions, a taccomp and small unit tactics. Sit back in your van w/ fiberoptics cables to cast spells out of and just coordiante your forces. To make it a little easier, just make the character a conjurer and ditch tthe whole spell thing. But of course then you can't anchor spells to stuff. Now granted it would be a pain to coordinate everything correctly, take way more resources and karma for initiation and boosting charisma then a lot of runners have available. But it is possible. |
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Jul 23 2005, 09:59 PM
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#22
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Moving Target Group: Members Posts: 227 Joined: 6-March 03 Member No.: 4,211 |
Or just play an atypical rigger and leave the decking to the decker and the mojo to the mojo man ;)
In small groups though, rigger and decker combined's a viable option. If you have a larger group, and especilialy if you're the only rigger on the team, I'd concentrate on mainly rigging myself. As far as rigger/mage or rigger/aspected magician or adept, I've never touched either of those. Odds are the character in question would come from a poorer part of town, and thus end up with low resources at Gen. Most people on societies high-end get tested young for magical capability. I could see a kid growing up and getting involved with a go-gang, not realizing he was a mage, and going under the knife for a VCR. On the other hand, said kid grows up, wants to join the military, does so, has a knack for vehicles, is about to go under the knife when the military realizes he's magically active. I'd bet they'd push him another direction. Remember it's not just about what your character can do but who he is. Would the go-ganger in the above example be tormented by the huge chunk of essence he gave up when younger? I'd guess most likely. |
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Jul 23 2005, 11:26 PM
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#23
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Moving Target Group: Members Posts: 316 Joined: 18-July 03 Member No.: 4,963 |
The redball express would be a very close fit. Calculate sometime the weight of all of the components in a Steel Lynx. It's about 220 before anything is added. Consider that the frame of it is 75-150 kgs(Pg 62), you'd have to have a VERY lenient GM to get that in under the maximum 310 kgs that the redball can carry. Even if you did find such a GM, you'd be insane to actually use the redball for that purpose. No armor? You are a crazy, crazy man. Finally, the redball has a body of 3. That is not subtle enough in my bok.
Well, what if my Samurai had ALL DELTAWARE and ALL of his skills at 8+ and all of his attributes at 6+? Wouldn't he KICK SO MUCH ASS? Oh yeah, and what if he was also a Shapeshifter? AWESOME! RE: Stuff about Ares Guardian - It now has an availability of 11, so it's outside the reach of starting chars. An SI of 2 means you're going to be forking over a minimum of 198,000 nuyen for the priv of owning one unless you have the Connected edge. Other than that, it's nice. The load and CF are a bit low, you really can't add ANYTHING to it. |
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Jul 23 2005, 11:30 PM
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#24
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Manus Celer Dei Group: Dumpshocked Posts: 17,006 Joined: 30-December 02 From: Boston Member No.: 3,802 |
Non-Connected Riggers aren't good fits for the Shadows. It's not that bad an assumption that a dedicated Rigger will have at least one-way Connected.
~J |
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Jul 24 2005, 12:43 AM
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#25
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Moving Target Group: Members Posts: 227 Joined: 6-March 03 Member No.: 4,211 |
I wouldn't say a bad fit but a connected Rigger certainly will end up with alot cooler toys in the long run then a non-connected one. An SI of even 1.5 can be killer when the base prices are hitting 50k+. That extra change adds up quick.
At a hefty 3 points for the one way connection I'd say it's worth every point. |
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