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Gothic Rose
Yeah, I put down buying the additional magic attribute for the SynBoost Adept, because otherwise, the character ISN'T an Adept. She's a mundane with a Synaptic Booster. (Adept gives you Magic. If you splurge that 1 magic on bioware, then you've burned out, and are no longer awakened, thus, no longer an adept, and thus, no longer part of the discussion.)
Vaevictis
QUOTE (Gothic Rose)

Bulldoohicky.

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.


Well then, there's the rub. BP-wise. It all depends on how you define efficiency.

If you're only interested in BP, then sure, you're correct. An adept with only improved reflexes is more efficient, in terms of BP. But given that you're dealing with an adept, you might want to consider in terms of magic points. Improved Initiative 2 costs THREE TIMES as much in terms of magic points as Synaptic Boosters.

Keep in mind that there is a break-even point in BP at three free magic points. If you intend to need at least three power points free for non-initiative based powers, then the synaptic booster is also more efficient BP wise.
Azralon
QUOTE (Vaevictis)
It all depends on how you define efficiency.

Word.
Wireknight
If you're going for a human, cyberlimbs with full attribute augmentation are actually a pretty solid choice. I would suggest, for full upgradeability/atrocity, the following initial package:

Cyberware should be alphaware.

Cyberarms and cyberlegs. Upgrade their attributes as much as you can within the bounds of my other suggestions. Toss in some cyberspurs so that you can't be disarmed. The things hit as hard as a katana, to boot.

Cybertorso. You need this to fully realize the horrific potential of your cybernetic limbs. The availability limit suggests this cannot be gotten in character creation, but most game masters will not stop you. The idea that full replacement of the limbs is okay in character generation, but the torso must remain pristine, is kind of silly.

Avoid a cyberskull. You need somewhere to cram your synaptic booster.

Cyberears and cybereyes. These are helpful for eliminating vision penalties and augmenting visual perception, by picking up the proper subcomponents.

Two smartlinks. Too handy to pass up. Only get one if you're not planning on going ambidextrous, though you seem to be interested in that.

Reaction Enhancer. Get this at rating 1. Upgrade it later.

Now, on to bioware. The bioware should not be alphaware. It's too expensive at the outset. If your GM allows it, replacing it with alphaware or betaware later would be a prudent decision.

Synaptic Booster. Get this at rating 1. Upgrade it later, as a first priority.

With the aforementioned augmentations, you'll be pretty "average" at the start, with only one additional initiative pass. With how cheap limb boosts are, though, you'll be pretty damned tough, strong, and agile. As an added benefit, there's no reason to spend any points on the Strength and Agility attributes. Let your cyberware carry you in that regard.

At full cyberlimb advancement, you'll have all physical attributes of 9 without too much upgrade work. You'll have pretty decent innate armor(~4 points), which can be further augmented with worn armor. Be sure to keep your Body high, to avoid situations like headshots and toxin attacks where your cyberware will not help you.

Max out the synaptic booster, and edge the rest of the way to Reaction 9 with the Reaction Enhancer. If you've got average Intuition, your Initiative will be in the 12+ range, which is very solid. I honestly recommend you have a higher Intuition, however, since you have a lot of potential to roll a ton of dice on perception tests.

The real problem with this is that once you've fully upgraded your cyberware and bioware, there's not too much left to do. Nudge up your Edge, get the Lucky quality. Pick up aptitude in your "big gun" skill, whatever it happens to be, and raise that skill to 7. If that skill is pistols, and you specialize, you'll end up rolling 20 dice (Agility+ Skill+Specialization+Smartlink = 9+7+2+2 = 20) to shoot people. You'll do well, though you may want to also raise Willpower to help you handle magical attacks. Remember, though, with speed and accuracy like you'll have, you should be able to kill a single mage before he can strike at your Achilles' heel.
PBTHHHHT
QUOTE (Wireknight)
At full cyberlimb advancement, you'll have all physical attributes of 9 without too much upgrade work. You'll have pretty decent innate armor(~4 points), which can be further augmented with worn armor. Be sure to keep your Body high, to avoid situations like headshots and toxin attacks where your cyberware will not help you.

Until you do the cyberskull thing at a later time, the best bet is to wear the helmet with the chemical seal and respirator built into it.

Still, having the full body replaced with only the head not being replaced seems kinda weird looking, doesn't it? I take that back, it'll be kinda of a retro-robocop look in a way.
FrankTrollman
At last! The ultimate weapon!

What...? Behind the Dalek?

-Frank
Teulisch
QUOTE (PBTHHHHT)
Until you do the cyberskull thing at a later time, the best bet is to wear the helmet with the chemical seal and respirator built into it.

Still, having the full body replaced with only the head not being replaced seems kinda weird looking, doesn't it? I take that back, it'll be kinda of a retro-robocop look in a way.

that depends on if you get chrome or synthetic.

Theres a lot of times you want synthetic over chrome, as obvious chrome makes you very recognizeable. you only need the obvious chrome when you need more room for upgrades.
Wireknight
QUOTE (PBTHHHHT)
Until you do the cyberskull thing at a later time, the best bet is to wear the helmet with the chemical seal and respirator built into it.

Of course, the respirator/chemseal helmet will have to be glossy black, stylized after a samurai's full armor, and feature a voice modulator that allows you to speak in the voice of the (by Shadowrun times) long departed James Earl Jones.
Gothic Rose
QUOTE (Wireknight)
QUOTE (PBTHHHHT @ Nov 9 2005, 03:59 PM)
Until you do the cyberskull thing at a later time, the best bet is to wear the helmet with the chemical seal and respirator built into it.

Of course, the respirator/chemseal helmet will have to be glossy black, stylized after a samurai's full armor, and feature a voice modulator that allows you to speak in the voice of the (by Shadowrun times) long departed James Earl Jones.

Necrothreadicon Ex Mortis!

SL James
He'll be cryogenically frozen. Legions of dorks will insist on it.
Feshy
QUOTE (SL James)
He'll be cryogenically frozen. Legions of dorks will insist on it.

Possibly; but it will hardly matter. They'll have legions of computers programed to simulate his voice on command, and legions of lawyers ready to defend their right to use it. They'll own his voice so thoroughly he won't legally be able to speak if they ever find a way to unfreeze him.

Just like Casey Kasem today. You don't REALLY think he reads out 1,000 top 10's every day, do you?
SL James
Wow, what an obscure reference.

But, yes, I would expect it. It's a matter of principle (and emotion), not logic.
Nkari
This is the base I am working on, for a more versatile char, but drop a few of the skill thingies and exchange them for armour or dmg resistance gear like Bone Density..

Wired Reflexes 2 3,0 32000
Cybereyes 3 0,4 5200
Cyberears 3 0,4 12000
Datajack - 0,1 500
Reaction Enhancer 1 0,3 10000
-----------------------------------------------------------------------
Patelet Factory - 0,2 25000
Synthacardium 1 0,2 10000
Reflex Recorder(Infiltration) - 0,1 10000
Muscle Toner 2 0,4 16000
Muscle Augmentation 2 0,4 14000
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