Help - Search - Members - Calendar
Full Version: Creating a decent SR4 Sammy
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2
Gambitt
Im having problems making a decent street samurai. The problem is that several party members tend to make "munchkin" types, and know the rules inside out. Normally this is not a problem at all, as im quite happy playing someone for roleplaying reasons and not to do with stats. Anyway this time i would like to play someone who is powerful enough to compete on a physical level with the other players. So my question is..... do any of you guys have any ideas for good cyber/bio ware for the 250k available at char gen?
Grinder
Wired Reflexes are a must-buy. Or Synaptic Accelerator, if you tend more towards bioware.
As it is impossible to get more then one Initiative Pass without cyber/bio/magid (unlike in older editions) a sammy needs a reflexboosting 'ware even more then in SRold.
Gambitt
thx grinder, my basic build was based around wired2 as its cheap and effective... its where i go from there, there seem to be so many bio/cyber possibilites from that point, and not matter how hard i try the power player types are one step ahead.
Grinder
You can try to be very versatile when it comes to skills (a good sammy has a long list of skills imo) or to become a one-trick-pony like most adepts. wink.gif

Maybe it's easier to start with the background of your char and then decide which cyber/bio would fit? I.e. if your sammy is an ex-heavy weapons specialist, he's likely to have muscle augmentation, while a close combat expert would tend more towards pain editor and similar stuff.

But these are just my opinions; the good thing about the sam is his versatility. smile.gif
Eyeless Blond
Well, I haven't looked into all the cyber/bio yet, but when you get your stuff make sure it's all Skinlinked instead of wireless. I don't know why you'd want a dozen implants transmitting radio signals and giving you cancer, but I sure wouldn't! (There's also the side benefit of being a shadowrunner instead of a walking radio tower biggrin.gif)

Don't get cyberlimbs unless your GM has heavily, heavily houseruled them. Per canon they're more like a Flaw that you have to pay resources for.

Oh, and I've been hearing bad things about the adrenal pump. Don't get that.
Gambitt
aye grinder you are right, im just tired of playing characters who are supposed to be good or at least solid in combat, and then find the rules specialists are faster do more damage and roll more dice. i dont want to be a one shot pony at all, but it is a little depressing to play someone who has skills, yet is beaten on most areas by the rules "expert" players
Grinder
There will always be someone whos better in a particular skill (hell, most adepts are), but the strength of a sammy is his versatility. Maybe your team-adept is a killer when it comes to knife fighting or stealth or whatever. But does he have decent skills in throwing weapons, heavy weapons and longarms? Propbably not - but the ususal sammy has.

I play an ex-SAS-sammie, who has an assload of skills most people would consider worthless, like navigations, tracking, underwater combat or even parachuting. But the few times when i can use those skills, he saves the day, as noone else i able to do this tasks. (Cost me nearly ~300 karma to develop the char the way i want him, but it was worth the effort).

So take a look at your team mates and which one trick everyone of them is good in and then try to fill the holes. That's the way i would do it in your situation.

And never forget: rocking is enjoying life wink.gif
Gambitt
original concept was full cyber limbs and torso.... left me a load of skill points for which i chose mechanic/cybertech and electronic skills,but when it came down to it the face and smuggler type are far more effective in combat than i am in terms of doing damage and dodging/soaking it.
Grinder
Faces and smugglers usually aren't the best combat types, only in hadns of powergamers.

Maybe ask one of your powergaming buddies to build you a sammie? wink.gif

Your concepts sounds nice. Take some combat skills like heavy weapons and put the rest of your skill points in supproting skills like electronics, computer etc.
Squinky
The problem (har har, one of em really) with cyber limbs is that it dosen't allow you to get a lot of the cooler 'ware.

I say ditch the limbs, if you want to play a tough character, got full bonedensity and platelete factorys (these are a must in my opinion anyway). Ortho-skin is good also, or if you want to "look" like a classic sammy, go dermal plating...

One thing sammys have that adepts don't have, reflex recorders for skill groups. You can get a +1 across the board to any skill in the group (and in my opinion, you don't have to have the group, you can have single skills if you like, up to interpretation though).

It depends on what your going for. I could give you a list if you told us what sort of skills you were going for, and what the characters weapon choices were...
Gambitt
np squinky. He wants to be solid in combat... either that or fast, to be honest either will do. The full cyber limb was based on a megacorp doing him over (he was a driver for a corp and was nearly killed in an inter corp dispute protecting his boss... was a bomb)
This was just before the crash, so now he is sinnless and has a grudge against the corps who betrayed him. what i really want is someone solid in a firefight, but has a few skills to spare ( spent time working on infiltration, demolitions, electronics warfare)
So far ive decided that maybe lower arm/leg replacements mat give me a better option in terms of points to spare whilst still giving me the option of cyber holsters and gyro stabalisers etc.


(as far as weapons go.. a heavy pistol in a cyberholster, and a CMDT when i need to proper go to town.... heavy weapons isnt an issue, he is fine with just the firearms skill group and a demolitions skill)
Squinky
Okay, heres how I would do it I think:

Race: Human (you didn't specify, but I would go ork personally)
B:4 (+4 dmg resistance)
A:5(7)
R:5(7)
S:3 (5)
C:2 ( I like playing slightly "different" characters)
I:3
L:3
W:3

Phys Dmg boxes: 12 (2 from cyber-limbs)
Stun Dmg boxes: 10
+2/2 armor from D plating
Unarmed Dv: 7s (str/2+4 from Bone density)

Skills:
Dodge: 3 (specialize in something)5
Unarmed combat: 2 (specialize in some cheesy Martial art)4
Infiltration:2 (urban)4
Demolitions:3 (some cool explosive you like)5
Etiquette:2 (something relevent to your character)4
Pilot Ground craft:2 (car or something)4
Firearms group:4 (5 from reflex recorder, not to damn bad)

Qualities:
Ambidextrous

Spend 50 bp on gear and you get:

2 smartlinked Ruger warhawks (so you can shoot both in their own simple action and not take the normal shooting two weapons penalty.)
Cyber:
Wired Reflexes II
Lower Leg, Obvious - Capacity 12
+ Cyber Holster [7]
Hand/Foot, Obvious - Capacity 4
+ Cyberarm Gyromount [4]
Dermal Plating II
Bio:
Bone Density Augmentation IV
Muscle Augmentation II
Muscle Toner II
Platelet Factories
Reflex Recorder, Skill Group (Firearms)

5.9 essence used and 24k left

My armor choice would be the urban explorer and an armor jacket on top. Not to cumbersome, and for normal defense you will have 8/6, and if they shoot anywhere else but your head, you will have the urban explorer to fill the gaps and give 6/6 (plus your dermal rating)

I have 37 build points left to fill in the gaps....

Orking him out would make him pretty damn tough, along with the coolness of natural low-light. But I really like orks anyway....

Edit---Just got to thinking you might want 2 cyber holsters, and I only put one cyber leg....woops

I think the gyromount is the only real "good" reaon for a cyber limb, unless you want spurs...then it is actaully cheaper essence wise to get a hand to put it in. You should be able to fit both in a lower arm if you wanted, but sine I put in the bone density, he would do the same dmg with his unarmed anyway.

I think the dermal plating and low charisma would represent being rebuilt after a terrible explosion....
FrankTrollman
As written, Wired Reflexes are a joke and noone wants them. Wired Reflexes are more than twice the Essence cost of Synaptic Boosters and more than 1/10th the price in nuyen.gif meaning that they are a waste of your god damned time.

So unless your gamemaster is willing to do something sane like make Wired Reflexes cost 11k, 1 Essence, and 6 Availability per rating point, there is no reason to have them ever. As a street sam you really need that third initiative pass, so the only decent option by the book is Synaptic Booster 2.

---

Anyway, you're never going to have astoundingly impressive physical abilities as a street sam. Mages, Adepts, Riggers and Hackers all roll more dice than you do on their primary schtick, and that means that you're always going to be the second banana. Your advantage is untraceability. As a street sam you don't leave any astral traces and don't have to leave any matrix traces if you don't want to. Essentially, you can walk down the street as a civilian, and bust out 12+ die attack rolls with no possible warning. Remember, it's 1 hit on an assensing test to recognize that an adept is armed - it's 4 hits on an assensing test to recognize that you have neural enhancement bioware (and even that is no proof that you have speed enhancement).

Your weapon of choice should be the monowhip, because its concealability is essentially perfect. Fallback weapons should be things like the Raecor Sting, which are likewise a virtually assured thing.

250K can get you:
Synaptic Booster 2 (160K)
Muscle Toner 2 (16K)
Eyes Rating 4: (1.5K)
Flare Comp (750Y)
Low Light (1K)
Smart Link (1K)
Thermographic Vision (1K)
Vision Enhancment 3 (4.5K)
Vision Mag (1K)
(You have 3 capacity left, you may be able to convince your gamemaster to allow you to fit in a Laser Mic and a Cyberware Scanner, the rules are unclear as to whether you can do that or not).
Ears Rating 3: (1K)
Damper (750Y)
Enhancement 3 (4.5K)
Select Sound Filter 2 (2K)
Spatial Recognizer (750Y)
Ultrasound (6K)
Olfactory Booster 3 (3K)
Taste Booster 3 (4.5 K)


The Last Armor you will ever need:
Urban Explorer gear with thermoptic shielding.
Urban Explorer Jumpsuit, Chameleon Suit, Chemprotection 6, Fire Resistance 6, Insulation 6, Non-conductivity 6, Thermal Damping 6 - 7/8 armor at 15,900 nuyen.gif

And you'll need weapons. Legal or concealable weapons:
Monowhip (3K)
Smartlinked Raecor Sting (700Y)
Smartlinked Supersquirt (1K)
Lots of Narcoject! (1K)

And you'll need a big gun to pull out when the big guns happen:

Walther Sniper Rifle (5K)
Some Ammunitition (300Y)

And you'll need some crowd control, legal crowd control:
CS Gas Grenades (500Y)

You'll need some wheels:
Suzuki Mirage (6.5K)

You'll want a Commlink:
Hermes Ikon (3K)
W/ HAL (3K)

And some B&E and Spy gear:
Lockpicks
Directional Jammer
White Noise Generator
Microtranceiver
Some plastic restraints
Wire Clippers
Miniwelder
Microline and a grapple gun.

Low Lifestyle.

That is stylin right there. Pimping it all out with 4.05 Essence left, which means that you only suffer a -1 penalty when being magically healed. You can go anywhere, and carry an 8P, -4 AP weapon with you while doing it.

-Frank
Squinky
In my opinion Cyber-eyes and ears are a waste and a liability. They can easily and very in-expensively bought in external forms and they can be hacked and used against you. I see no reason to waste essence on tehm either....

Wire reflexes could be better, but I think most folks play a shadowrun 4 game where you can later remove and upgrade cyber. If that is the case, get wired 2 out the door, reap the benefits for a while, then uprade to boosters when you can....there is a big diff between 32k and 160k....you can do so much with that money

I agree on the urban explorer and the mods, but why not put a jacket on over it? Thats a +2 ballistic! can't knock that....on runs you should get a helmet too, not the urban explorer one, the better one. (Get eye and ear mods in there if you want)

And most of your weapon choices require specific skills just to use them....Thats not really saving points...

One thing I forgot to add in my last post was to get him shock gloves...and a colt l36 with stickn'shock as a concealable back-up weapon...
FrankTrollman
No, eyes and ears are awesome in SR4 because they are internal, which means that you can bring them in to places. The museum can't and most importantly won't stop you from bringing your camera in. External devices can be compromised and lost, headware won't be. And as to hacking it, good luck with that - a hacker has to be within range of your monowhip before they can even try. Remember that you use the lower of the signal ratings to determine hacking range, and the eyes have a very low signal rating indeed (and with a skin link, the range can be set to zero).

As to multiple different skills, why not? Exotic Melee and Unarmed are the only skills you need. That's cheaper than getting the whole close combat group. Exotic Ranged Weapons, Pistols, and Longarms is more expensive than getting Firearms as a group, but the points you saved from skimping on Close Combat roll over to cover that one for one.

Other than that, you only want or need a Throwing of 1, because mostly you are just concerned about tossing CS grenades, which don't do anything special if they "hit".

-Frank
RunnerPaul
QUOTE (FrankTrollman)
No, eyes and ears are awesome in SR4 because they are internal, which means that you can bring them in to places. The museum can't and most importantly won't stop you from bringing your camera in.
So they won't have milli-wave scanners at the door and quietly pull aside anyone with cybereyes or implanted camera ware in their meat eyes, asking politely that they disable their cameras and then load this little monitoring program onto their commlink that'll verify that they leave the cameras disabled during the duration of their visit? Maybe my view of SR is a bit on the Orwellian side, but that's what the big museums do in my games.

QUOTE
External devices can be compromised and lost, headware won't be.
Unless someone buys off your street doc before the operation, It's a lot easier to compromise headware with hidden back doors and malware before it gets implanted.

QUOTE
a hacker has to be within range of your monowhip before they can even try. Remember that you use the lower of the signal ratings to determine hacking range, and the eyes have a very low signal rating indeed (and with a skin link, the range can be set to zero).
Also very true, but if you regularly leave your cyber connected to your PAN, then all a hacker has to do is hack your commlink. This is easily avoided by making sure that the commlink isn't connected to your cyber and to the wireless world at the same time.

Don't get me wrong, I agree that there are serious benefits to using cyber over external hardware, but I did want to point out you still have to be smart about how you use it.
FrankTrollman
QUOTE (RunnerPaul)
So they won't have milli-wave scanners at the door and quietly pull aside anyone with cybereyes or implanted camera ware in their meat eyes, asking politely that they disable their cameras and then load this little monitoring program onto their commlink that'll verify that they leave the cameras disabled during the duration of their visit? Maybe my view of SR is a bit on the Orwellian side, but that's what the big museums do in my games.

Considering that Cybereyes are cameras, no they don't. If you have a man with cybereyes turn off his cameras, he bumps into shit. End of story.

You can have a guy with hidden cameras in his meat eyes (or in his toenails, or whatever) turn them off, but the cybereyes are either receiving a live video feed or they aren't providing visual stimulus.

Unless you want to tell all handicapped people to frag off, you're just going to have to accept that people with cybereyes can choose to save any image they view.

-Frank
RunnerPaul
By "turn off cameras" I meant turning off any recording functions. Of course the image capturing would have to stay on, but it's only allowed to feed into the user's optic nerve / visual cortex, but not into any data storage medium.

Hence the requirement to load their little spyware applet into any commlinks they know you have.

Invasion of a handicapped person's privacy? Perhaps, but the cybereyes themselves are potentially an invasion of everyone else's privacy, so the blade cuts both ways.
FrankTrollman
In SR4, your eyes are a data storage unit. So is your phone, your gun, your jacket and everything else.

There's no way to prevent people from having their eyes record data. They have a DNI that controls them and can potentially be skinlinked to any number of devices on or inside the person. You can save that data on your autoinjector. Short of shooting the man in the head, there's no possible way to keep him from recording that information. Welcome to the wireless world.

-Frank
Siege
Save that data on your...autoinjector?

-Siege
RunnerPaul
Again, it's just a matter of making sure that the cybereye is routing its video feed only to the users brain, and not to the eyes' onboard memory, clothing's onboard memory, some online account, or the onboard memory of the user's left cybernut.

There are places that do not want images to be taken, and they will take steps to keep it from happening. Whether it's insisting that someone with cybereyes load a spyware program that'll analyze where the image data is going, or as you put earlier, telling the handicapped to frag off, it is going to happen, in my games at least.


QUOTE (Siege)
Save that data on your...autoinjector?
Yup. See the sidebar on Storage Memory on p.212. If you were casing a museum, and wanted to record a 10 minute video of the guards' patrol pattern for an art heist you're planning, you could just as easily store the video data in your auto injector as you could in your voice modulator implant or your snazzy wristwatch. The only catch being that the autoinjector implant hasn't been statted out in this edition yet, as far as I know.
Gambitt
Thx Squinky and Frank, that helped a lot. In the end i kind of used both your ideas, and finally came up with this

B: 5 (+2 dam resistance dice)
A: 4 (6)
R: 5 (8 )
S: 3 (5)
C: 2
I: 3
L: 3
W: 3

Phys box: 12
Stun: 10
+2/2 derm plate
+1 Ali bone lacing
Unarmed 5P

Cyber
ali bone lacing
Lower leg cyber limb with cyberholster and hidden smuggling compartment (for explasives/grenades)
Reaction enhancer 2
Dermal plate 2
(still got money and ess for eyes and ears if i choose to- not decided yet)

Bioware
Synaptic booster 1
Muscle aug2
Musc toner 2
Platlet factory
Reflex recorder firearms group

Skills
Firearm grp 4 (5)
Demolitions- plastics 3 (5)
Pilot GV-cars 2 (4)
Ettiquette 2
Infiltration-urban 3 (5)
Percept 3
Unarmed- Tae kwon do 3 (5)
Automotive mechanic 3
Dodge 3

still got a few points to play around with, but thats the basic idea.
I kind of like the way it makes him competant with weapons, but his best features are when shot at his reaction makes him harder to hit, and when he is hit, the added armour/damage resistance dice/platlet factory make him pretty tough.

Making him a metahuman type would make him a lot tougher, but i really want this guy to be human.
Steppenwolf
QUOTE (Squinky)
S:3 (5)

Unarmed Dv: 7s (str/2+4 from Bone density)

That should be STR/2+3, which gives 6P.

On the dual super warhawks, I prefer a smart and (mostly) silent Colt Manhunter with called shots to the throat (say +3DV and -3 dice). Am I right in saying that with either setup the second simple action would have -1 due to recoil?

When dismissing Wired Reflexes-2 I think it is important to keep in mind that essence for the lesser 'ware is halved. So, if you are mostly going bio, the essence cost effectively becomes 1.5. If nothing else, they give your starting mundane character the most power for Build Point expenditure (6.4).

Finding room for Reaction Enhancers-2 would be nice. With Reaction 5(9) you often won't need to dodge (especially if you have healthy damage resistance from playing an ork).
Feshy
As said before, the Sammie seems to fill the role of "swiss army knife" -- a well rounded character that can do a little bit of everything.

Invariably, though, this means I'm rolling few dice at some crazy task that needs doing ("disarm the bomb over the stadium full of people -- you've got demolitions 2." or "we need someone to jump from the plane, land in the lake, swim through the underground sewer, and disable the perimeter scanners -- Sammie, you've got those skills, right? 'cause the mage sure doesn't." These are both situations i've found myself in as the sam. The former, under 3rd edition, I actually had to permanently burn karma to pull off.)

Thus, to me, the most important Street Sam attribute is Edge. Learn when to use it too, it might just let you survive whatever harebrained scheme the team has put you up to this time. This is a good place to put all those BP you have left because you didn't have to buy up a "special" attribute.

Skillwires are good for picking up all those misc. skills Sams need -- just be careful, because you don't want to find yourself in a bad situation that depends on the skillwires -- no edge allowed on skillwire tests.
Gothic Rose
QUOTE (Gambitt @ Nov 6 2005, 05:22 AM)
ali bone lacing
Lower leg cyber limb with cyberholster and hidden smuggling compartment (for explasives/grenades)
Reaction enhancer 2
Dermal plate 2
(still got money and ess for eyes and ears if i choose to- not decided yet)

Bioware
Synaptic booster 1
Muscle aug2
Musc toner 2
Platlet factory
Reflex recorder firearms group

Skills
Firearm grp 4 (5)
Demolitions- plastics 3 (5)
Pilot GV-cars 2 (4)
Ettiquette 2
Infiltration-urban 3 (5)
Percept 3
Unarmed- Tae kwon do 3 (5)
Automotive mechanic 3
Dodge 3

Suggestions: I think it's vitally important that if you want to play with the Big Boys, you NEED another Initiative Phase. I would seriously suggest Aphaware Wired Reflexes II, or find the NuYen to up your Synaptic to Level 2. That also means you would need 1 less Reaction Enhancer.

I don't like dermal plating, personally, but that's just me. I find it too expensive, essence-wise. Although it IS dirt cheap, Nuyen wise.


Anyways, I worked this up. I find this to be a more effective cyber/bio combination, although it's heavier essence-wise.

Alpha Wired II 2.4 64,000
Lower leg w/cybhols, smug comp .45 14,000
Reaction enhancer 1 .3 10,000
Dermal plate 2 1 10,000
4.15 94,000

Bone Density 2 .6 40,000
Muscle aug2 .4 14,000
Musc toner 2 .4 16,000
Platlet factory .2 25,000
Reflex recorder firearms group .2 25,000
1.8 120,000
Effectively: .9

Total Essence Loss: 5.05
Total Nuyen Cost: 214,000


Now, you'll notice I also quoted skills. I honestly suggest that you drop your specializations, and pick them up after character generation - they are a lot cheaper with Karma than BP, since BP are better.
Gambitt
Thats loads better Gothic Rose, thx for the info, and ill get rid of those specialisations while im at it. grinbig.gif

Edit: I dont like dermal plating much either, but as you say it is dirt cheap, and with the amount of money our GM gives out on runs it will be a long time before i can afford any upgades. If i ever get the cash ill rip them out and replace them with orthoskin.
Gothic Rose
QUOTE (Gambitt)
Thats loads better Gothic Rose, thx for the info, and ill get rid of those specialisations while im at it. grinbig.gif

Edit: I dont like dermal plating much either, but as you say it is dirt cheap, and with the amount of money our GM gives out on runs it will be a long time before i can afford any upgades. If i ever get the cash ill rip them out and replace them with orthoskin.

No prob. People (Frank) knock Wired Reflexes, but it is very good. It's not a whole heckuva lot of Nuyen, and even at Alphaware, it's still cheaper for 2 levels of it vs. 1 level of Synaptic. I find Synaptic to be TOO expensive, honestly. You're sinking 36 Build Points into a Level 2 Synaptic Booster. That's ridiculous. Perhaps if you could have more money starting, but putting 72% of your possible starting money into ONE piece of 'ware is just too much. And level 1 isn't enough to really be a combat monster with.

And, of course, Adepts STILL win (An adept could, if he wanted to, start with Improved Reflexes at level 3, something no Razored character can do out the gate).

Wired hurts the essence, it does. But it's a hurt that is dealable. Especially for a Street Samurai, who can say: "So long, Sucker!" to his essence.
Feshy
QUOTE
And, of course, Adepts STILL win (An adept could, if he wanted to, start with Improved Reflexes at level 3, something no Razored character can do out the gate).


It is worth pointing out that to do so, the adept must pay a whopping 55 BP. That's considerably more than the 36 BP for Synaptic, though you do get an extra pass. Of course, an Adept going for +2 passes spends 35 BP, between rasing magic and the adept quality, which is nearly as much as the cost of the equivalent Synaptic 2!
Gothic Rose
QUOTE (Feshy)
QUOTE
And, of course, Adepts STILL win (An adept could, if he wanted to, start with Improved Reflexes at level 3, something no Razored character can do out the gate).


It is worth pointing out that to do so, the adept must pay a whopping 55 BP. That's considerably more than the 36 BP for Synaptic, though you do get an extra pass. Of course, an Adept going for +2 passes spends 35 BP, between rasing magic and the adept quality, which is nearly as much as the cost of the equivalent Synaptic 2!

Very true. But Adepts CAN start with 4 passes. And that's scary fast. Adepts win over Street Sams in ONE combat form. Adepts are one trick ponies. The power of the Street Sammy is that her going 3 times in a round costs 8 build points. Which leaves a lot of BP for other important things.
Gambitt
hey im just saying that this char needs as much improvement/muscle for the 250k at the start... im not bothered how efficient or essence friendly it is... as i say im not going to be in a position to upgrade it for a long time..... power vs nuyen.gif ratio is what im after, and Rose has the set that appeals to me most.

Edit: hes not designed to be the best in combat... i know an adept can throw the most dice... i just want a sammy who can hold his own and if needed stand up and be counted in a firefight
Squinky
QUOTE (Gambitt)
Lower leg cyber limb with cyberholster and hidden smuggling compartment (for explosives/grenades)

OMFG! Heh....

I think you decided on a pretty good set of stuff there, but had to laugh at the idea of a guy who had been horribly explodified carrying explosives in a hollowed out cavity....
Gothic Rose
QUOTE (Gambitt)
hey im just saying that this char needs as much improvement/muscle for the 250k at the start... im not bothered how efficient or essence friendly it is... as i say im not going to be in a position to upgrade it for a long time..... power vs nuyen.gif ratio is what im after, and Rose has the set that appeals to me most.

Edit: hes not designed to be the best in combat... i know an adept can throw the most dice... i just want a sammy who can hold his own and if needed stand up and be counted in a firefight

To be honest, getting rid of the cyberleg would free up a bit of nuyen and essence that could then go to directly applicable combat things. That's what I'd honestly suggest, but if you WANT the cyberlimb, then go for it - because NOTHING trumps Character Integrity. Nothing.
Clyde
You might want to seriously consider a Reaction Enhancer rating 2. If you want to be brutal in combat, maxing out your augmented reaction is pretty easy (start with a natural stat of 5 +2 wired reflexes and +2 reaction enhancer = you're there). That adept may throw a lot of dice, but you should be really hard to hit and really hard to hurt!

You'll also want to max out points from those Qualities! High pain threshhold is a must. So is damage resistance. Just pick negative qualities you don't mind roleplaying - or rather that you want to roleplay.
Gothic Rose
QUOTE (Clyde)
You might want to seriously consider a Reaction Enhancer rating 2. If you want to be brutal in combat, maxing out your augmented reaction is pretty easy (start with a natural stat of 5 +2 wired reflexes and +2 reaction enhancer = you're there). That adept may throw a lot of dice, but you should be really hard to hit and really hard to hurt!

You'll also want to max out points from those Qualities! High pain threshhold is a must. So is damage resistance. Just pick negative qualities you don't mind roleplaying - or rather that you want to roleplay.

Or, just buy reaction up to 6 naturally with Karma. That's what I'd do (because you may need the essence for something else later, and as of yet, SR4 has no rules for replacing cyber/bio.)
Vaevictis
Synaptic Booster is uber expensive yes, but for essense sensative characters, it just can't be beat. For adepts, it's just about the most efficient way to get more initiative passes. (.5 essence per level. It might be expensive, but with initiation, it's better in the long term)

As far as the sammy character is concerned, unless you're married to the idea of the holster in the leg or you think you might need the capacity later, put a gun slide in the arm instead. With the leg, you need to spend a simple action and roll to quickdraw, with the slide, just spend a free action and it's in your hand. It also has the same threshold to detect. Much more efficient if you have enough capacity.
Demosthenes
And with the holster in the leg, you either need an open pocket in some pretty baggy trousers, or some other way to get to the holster. That can be an issue, depending on the circumstances your character ends up in.

Though you could always just walk around wearing hawaiian shirts and bermuda shorts in hideously loud, clashing colours...
Gambitt
Well todays the first meeting, so really am just posting to let all of you have helped me out what i decided.

QUOTE ( Gothic Rose)
Alpha Wired II 2.4 64,000
Lower leg w/cybhols, smug comp .45 14,000
Reaction enhancer 1 .3 10,000
Dermal plate 2 1 10,000
4.15 94,000

Bone Density 2 .6 40,000
Muscle aug2 .4 14,000
Musc toner 2 .4 16,000
Platlet factory .2 25,000
Reflex recorder firearms group .2 25,000
1.8 120,000
Effectively: .9

Total Essence Loss: 5.05
Total Nuyen Cost: 214,000


Well i decided i liked that, and in the end just changed it to reaction enhancer 2
Added to that i decided on the advantage of cyber eyes and ears (this puts me really short on cash and on essence)

QUOTE ( Gothic Rose)
To be honest, getting rid of the cyberleg would free up a bit of nuyen and essence that could then go to directly applicable combat things. That's what I'd honestly suggest, but if you WANT the cyberlimb, then go for it - because NOTHING trumps Character Integrity. Nothing.


The leg stays. Reason being totally roleplaying. I need the limb loss for some of my background, and this guy just loves to be armed at all times... i love the smuggling compartment for explosives and the ability to have a well hidden firearm in "most" situations.

QUOTE (Clyde)
You'll also want to max out points from those Qualities! High pain threshhold is a must. So is damage resistance. Just pick negative qualities you don't mind roleplaying - or rather that you want to roleplay.


Now this i like so taking moderate addiction to alcohol (ties in with background, and with the amount of beer i drink during meetings makes it easy to roleplay spin.gif In exchange am getting high pain threshold 2. Got an hour to go before the meeting so may get it to rating 3.... but i really hate taking negative qualities unless i have to.... and certainly wont just take really min/max type ones just to get points without having a damn good reason.

QUOTE (Gothic Rose)
Or, just buy reaction up to 6 naturally with Karma. That's what I'd do (because you may need the essence for something else later, and as of yet, SR4 has no rules for replacing cyber/bio.)


Well im feeling pretty safe on that one. Our GM is pretty damn cool, and as there are a lot of future books to come out with added bio/cyber stuff, im sure it wont be a case of never being able to change stuff (dont get me wrong it will still cost and be a pain in the ass... hes not THAT nice)


Back to his background... its kind of developed as its gone along.
Im hideously short on cash... only 10k or so left. I had 10 points left on contacts, so i sank them all into one, my Mother. Her Rating is 5:5. Shes very high up in the Evo corp (former Yamatetsu) and sent me to the best you can buy education, private school in Hong Kong (explained later). Didnt take him long to get bored there and started to blow his tuition fees on cyber/bio, and start mixing with the wrong crowds. Needless to say he ended up in over his head and in serious trouble with the Triads (or is it the Yaks... i forget which is more relevant). Basically death warrent ensued, the took everything he had, tried to force him to extort his mother and when he refused blew his place up. With the last of his cash he got a flight to seattle with just what he had on him. ( i cleared this with the GM and he was quite happy... i threw in that he was at Hong Kong as the next book is going to cover Seattle and Hong Kong, so there are plenty of plot hooks allowing the Triads to catch up to him and cause his life to be hell). As its a new campain and everyone is new, one player said it was fine for me to have known him from the past and start out sleeping on his sofa (revenge from the last major campain where i had a high lifestyle and his superthyroid sammy was always round at my place breaking into my fridge!!)
So in seattle , penniless, no contacts, no ideas, a death threat hanging over him, and a high contact mother he cant ring.
Well thats the basics of it.. a lot of fleshing out tonight to do still.
Thx for all the advice, im confident that i now have a sammy who the rules experts are not going to overshadow, and a reasonable background to go with it.

Edit: hes a bit of a cross with Jayne (jane?) from the firefly series, and a touch of the guy who lives on the sofa in Shawn of the Dead... though id be suprised if many people understand that wink.gif
FrankTrollman
Tell us how it works out.

-Frank
NightRain
QUOTE (FrankTrollman)
No, eyes and ears are awesome in SR4 because they are internal, which means that you can bring them in to places. The museum can't and most importantly won't stop you from bringing your camera in. External devices can be compromised and lost, headware won't be. And as to hacking it, good luck with that - a hacker has to be within range of your monowhip before they can even try.

No they don't. If you've got a commlink and the eyes are subscribed to the commlink, then a hacker only has to be in range of your commlink OR they can even hack you over the public grid
Azralon
DNI & SkinLink: Keeping your cyberass unhacked since 2067.
Doc Byte
Cyberarms with gyromounts are funny. Just get rid of you arms and install cyber ones. Pick up two Ingram Smartguns and you'll fire 10 rounds without any recoil modification. - That's the real Argent style. cool.gif wink.gif
Teulisch
rule #1 of implanted commlinks- Firewall 6, and a decent stealth program.

Rule #2, then, becomes having a second commlink in passive, to act as a decoy. if they see the decoy, they wont look for the hidden.
SMDVogrin
QUOTE (Teulisch)
rule #1 of implanted commlinks- Firewall 6, and a decent stealth program.

How, exactly, is a decent Stealth program neccessary as a _defense_? Shouldn't this be a maxed Analyze program? (after all, detecting Hacking attempts is Firewall+Analyze)
Teulisch
look at matrix perception. they have an opposed test vs firewall+stealth (or hacking +stealth, but firewall is cheaper) to detect you. they must find you before they can hack you.

If anything, SR4 makes it more important for the non-deckers to have an understanding of how the matrix rules work.
RunnerPaul
QUOTE (Teulisch)
look at matrix perception. they have an opposed test vs firewall+stealth (or hacking +stealth, but firewall is cheaper) to detect you. they must find you before they can hack you.

Dectecting a commlink in hidden mode isn't a matrix perception test. See the rules on p.225
Gothic Rose
QUOTE (Vaevictis)
Synaptic Booster is uber expensive yes, but for essense sensative characters, it just can't be beat. For adepts, it's just about the most efficient way to get more initiative passes. (.5 essence per level. It might be expensive, but with initiation, it's better in the long term)

Bulldoohicky.

Cost for Synaptic Booster Level 2:
Adept 5BP
Magic +1 10BP
Synaptic Booster 32BP
Total Cost: 47BP

Cost for Adept Power Improved Reflexes Level 2:
Adept 5BP
Magic +2 20BP
Total Cost: 25BP

It is NOT a better deal, BP-wise. It's true that if you get the SynBoost2 you can use more Power Points on other powers, but it is NOT cheaper to get that vs. Improved Reflexes.

Gambitt, I completely understand the cyberleg staying. smile.gif As I said, Character Reasons trump all things. I think it's good to build in some flaws and not COMPLETELY min/max a character, even if that character IS ridiculously powerful. Background looks good, hope to hear your game goes well.
FrankTrollman
Um... you're cheating though. Level 2 Improved Reflexes costs 3 Magic Points, so it costs 35, not 25 BP to get the Adept Speed.

More importantly though, the character with the synaptic Booster can have 2 more total power points, because she only spent 1 Magic instead of 3. Which means that she can have one more point of powers and still not have to spend 25 BP on a final Magic Point while the character with the Improved Reflexes is stuck with the expensive point for less total Adept Powers.

So the real cost for Improved Reflexes is:

Adept - 5 BP
2 Magic Points at normal price - 20 BP
1 Magic Point at crazytastic price - 25 BP

Total: 50 BP.

So the character with the Synaptic Booster spends less BP, has more room for growth (since his Magic Attribute is only 3, and his max is five), and even has the option of having more additional abilities.

The savings isn't huge - getting the Synaptic Booster only saves 3 BP - but that's plenty to make the concept of not getting the Booster a humorous one. For Adepts. Samurai get the Booster for 10BP less.

-Frank
ascendance
A big part of that Swiss Army Knife flexibility is having Skillwires. Also, even if you're not a specialist, don't be afraid to use drones. Having a bug drone or that rolling ball drone to scope out the area around you is a definite must.

I should also add that nearly every kill thus far inflicted in my campaign has been from a grenade launcher. The PCs have mostly been fighting in and around the front lines in Cambodia, so being subtle hasn't been a huge priority.
Gothic Rose
QUOTE (FrankTrollman)
Um... you're cheating though. Level 2 Improved Reflexes costs 3 Magic Points, so it costs 35, not 25 BP to get the Adept Speed.

More importantly though, the character with the synaptic Booster can have 2 more total power points, because she only spent 1 Magic instead of 3. Which means that she can have one more point of powers and still not have to spend 25 BP on a final Magic Point while the character with the Improved Reflexes is stuck with the expensive point for less total Adept Powers.

So the real cost for Improved Reflexes is:

Adept - 5 BP
2 Magic Points at normal price - 20 BP
1 Magic Point at crazytastic price - 25 BP

Total: 50 BP.

So the character with the Synaptic Booster spends less BP, has more room for growth (since his Magic Attribute is only 3, and his max is five), and even has the option of having more additional abilities.

The savings isn't huge - getting the Synaptic Booster only saves 3 BP - but that's plenty to make the concept of not getting the Booster a humorous one. For Adepts. Samurai get the Booster for 10BP less.

-Frank

Um. No. You make no sense whatsoever.

Adept - 5BP - THis grants you a Magic rating of ONE (1)
Magic +2 - 20BP - THis grants you a total Magic Rating of THREE (3)

Improved Reflexes level 2 (which is the equivalent of the best cyb/bio at starting) costs 3 PP.

1PP = 1 Magic.

Thus, it costs 25BP for a character to be an adept with Improved Reflexes (2).

How you got 50 BP I don't know.

It's true you get more PP to spend on other things. I SAID THAT.

But in a pure BP - BP comparison, IR:2 -is- cheaper than a SA:2.
FrankTrollman
QUOTE
Um. No. You make no sense whatsoever.


Maybe I should be using smaller words?

You charged the Adept who had a Synaptic Booster 10 points to replace the magic attribute they lost, so that's an Adept who actually has some powers besides the speed. So what you just showed is that it costs more points to have some adept powers in addition to having +2 Reaction and 3 Initiative passes than it costs to have +2 Reaction and 3 Initiative passes alone. Well gosh, I should hope so!

You have to compare the same thing on both sides or your comparison won't make any sense. So let's consider an Adept who has 3 points of powers and wants to have 3 Initiative Passes:

Option 1: Get More Adept Powers No problem, just buy three more Power Points, for 45 BP, and you can buy Increased Reflexes II.

Option 2: Get Bioware and replace the lost Magic Attribute This is a bit more complicated. You need to pay out 32 BP for the nuyen.gif , and then you need to pay out another 10 BP to replace the lost Power Point. The total cost is 42 BP.

Now, which is better? Well, Option 2 cost 3 less build points and is 2 magic points short of her racial maximum, so she can buy her next two adept powers for 27 Karma. Option 1 costs 3 more build points, and is already at her racial maximum of Magic, so it will require an Initiation (and 34 Karma) to get the next one point of Adept Powers.

Once you actually compare similar setups instead of dissimilar setups, it is abundantly clear that Synaptic Boosters are the way to go.

-Frank
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012