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Gamble
After having a discussion with my gaming group and getting geared up to begin a campaign, we were discussing just how twinky you can get with just your standard 400 BP. We have our standards such as Street Sam and Mage etc. My roll is the tank ie Bullet Sponge/Heavy Weapons. I was curious as to what the denizens of Dumpshock could come up with for the "ultimate" tank. Leaning towards Troll but it isn't a requirement. Let the games begin!
ShadowDragon
Any houserules we should know about? Do you use the popular free charisma/contact points one?
ShadowDragon
Here's my twinky build. I stayed true to your focus while keeping him well rounded enough to not be a liability in social or stealthy situations, and his commlink, while room for improvement, doesn't leave him completely open to hacking. He also has a high edge to excel at anything in a crunch. He rolls 14 dice to dodge bullets (in full defense) and 25 dice to soak what's left; that's about as good as you can get without being completely retarded in other areas.

[ Spoiler ]
Glyph
ShadowDragon's is pretty good. Here's an adept one from me for the sake of completeness (although, being a twinky build, he's got bioware).

[ Spoiler ]
Gamble
Nope. No houserules. Just the standard restrictions like they are laid out in the main sourcebook. And thanks Shadowdragon and Glyph for your input.
Squinky
Depending on how your group interprets cyberlimbs, you can always get 2 cyberhands and cyber feet with 2 points of armor each. Throw in some orthoskin or dermal plating and with a Troll, you can start with a natural armor of 11. Buy a camo suit and you are about as bullet proof as you can get.
Leehouse
That seems a rather broad interpretation of the rules, wouldn't you take the average of all natural armors, much like you take the average of other attributes as per page 335, the example text involving using the average body when being shot. Assuming dermal plating 2, you'd have an average between 2 and 3, if you replaced all your hands/feet with cyberlimbs.
ShadowDragon
QUOTE (Squinky)
Depending on how your group interprets cyberlimbs, you can always get 2 cyberhands and cyber feet with 2 points of armor each. Throw in some orthoskin or dermal plating and with a Troll, you can start with a natural armor of 11. Buy a camo suit and you are about as bullet proof as you can get.

lol I'd slap a player with the BBB if they did that and thought their armor was actually 11 because of their hands and feet (no offense). Examples like these are exactly why I like my cyberlimb houserules smile.gif
djinni
QUOTE (ShadowDragon)
lol I'd slap a player with the BBB if they did that

Player 1: "I'm going to shoot him in the head."
GM: "he's wearing a jacket that only covers his arms and chest so -8 to your roll."
Player 1: "okay."

Player 2: "I'm going to shoot him in the head."
GM: "he's wearing a Long coat that covers his arms, chest, abdomen and his legs...in fact the only thing that is not covered by his armor is his head and so there is a -6 to your roll."
Player 2: "wha?"

so cyberlimb armor doesn't make sense to you but that does?
Squinky
This issue has been done to death but here goes:

The averaging thing with cyber-limbs is referring to attributes, not armor. At least thats how it is written.

Armor takes up 2 capacity per point, so its not cheap capacity wise.

If you average cyber armor like people sometimes argue, it would just really suck. Example: you get one cyber arm and get 2 armor on it, then average that over 5 areas...you wont even have one point extra armor, and you lost 4 capacity in that arm.

Cyberarms are fricken strong metal like objects. Why do people get all up in arms over them being heavily armored when you can wear an urban explorer (speedo suit pretty much) and get 6 armor?

Edit:
I know my example was pushing it, but the title of this thread is about twinking.
Glyph
The urban explorer is a jumpsuit, which covers a lot of area, so it makes more sense than someone getting +8 armor from just his hands and feet being protected. In SR3, armor was determined by averaging the protection on limbs and torso. In SR4, though, the rules remain infuriatingly vague. Hopefully, this will be addressed in a future Erratta or FAQ.

Getting cyberhands and feet also presents the problem of having ratings of 3 across the board for things like gripping, running, firing a weapon, etc. This is another thing that I liked about the SR3 cyberlimb rules - metatypes such as trolls started out with a higher base for cyberlimb Attributes.

AAARRGGHH!!! I can't believe it! SR4 cyberlimb rules are sooo bad that I'm actually nostalgic for the SR3 rules!
djinni
since you are twinking out make sure to take a "Power" Spirit Pact, and make the spirit use "Hidden life" on you, so you'll get hardened armor.
toturi
I wondered when someone would post those up. Both the cyber limb armor and the Powah Spirit Pact. It's not twinking when you aint got no Spirit Pact.
Leehouse
QUOTE (djinni)
QUOTE (ShadowDragon @ Feb 25 2007, 03:32 PM)
lol I'd slap a player with the BBB if they did that

Player 1: "I'm going to shoot him in the head."
GM: "he's wearing a jacket that only covers his arms and chest so -8 to your roll."
Player 1: "okay."

Player 2: "I'm going to shoot him in the head."
GM: "he's wearing a Long coat that covers his arms, chest, abdomen and his legs...in fact the only thing that is not covered by his armor is his head and so there is a -6 to your roll."
Player 2: "wha?"

so cyberlimb armor doesn't make sense to you but that does?

I would describe it differently, and I'm assuming you mean an armored jacket in the first, and a lined coat in the second example

Player 1: "I'm going to shoot him in the head"
GM: "Alright, he is wearing a somewhat bulky jacket with a slightly stiffened padded collar that blocks some of his head take -8"


Player 2: "I'm going to shoot his friend in the head"
GM: "Alright, his friend is wearing a longer coat that extends beyond his waist, it seems less padded and the collars block less of his face/head from your sights take -6"


Player3: "I'm going to shoot the naked troll in the chest."
GM: "Alright. On said troll you see bumps that look like dermal plating, and he has 2 cybernetic hands, and 2 cybernetic feet, and the mage sends you a subvocal message saying said troll has mystic protection, take -11"

As it is with just the mystic armor 4, troll skin, and dermal plating 2 you have a base of 7 armor adding in 4 more in such a way seems... excessive to me.

which seems most outlandish?
Glyph
Actually, the example that Squinky gave would get eight more points of armor - two on each hand, and two on each foot. cyber.gif

See, these kind of questions wouldn't come up if they had spelled out exactly how cyberlimb armor works in the basic rules. We need a handy guide to explain it to us, or at least a footnote somewhere.
Gamble
Certainly interesting to read. I checked with my Gm and he said that he might have to houserule the cyber but other than that, regular rules.

And since I only got a few replies for the troll tank twink, I'll open it up to see who can make the twinkiest character they can (but still abiding by the book rules). So let's see those sheets for twinky mages, sammies, technos, riggers, etc.
ShadowDragon
QUOTE (djinni @ Feb 25 2007, 03:58 PM)
QUOTE (ShadowDragon @ Feb 25 2007, 03:32 PM)
lol I'd slap a player with the BBB if they did that

Player 1: "I'm going to shoot him in the head."
GM: "he's wearing a jacket that only covers his arms and chest so -8 to your roll."
Player 1: "okay."

Player 2: "I'm going to shoot him in the head."
GM: "he's wearing a Long coat that covers his arms, chest, abdomen and his legs...in fact the only thing that is not covered by his armor is his head and so there is a -6 to your roll."
Player 2: "wha?"

so cyberlimb armor doesn't make sense to you but that does?

Armor jackets and lined coats cover up a lot of area, including vital organs. Cyber hands and feet adding overall protection equal to an armor jacket is ridiculous. It's hard to die from a foot/hand injury, relative to getting shot in the stomach, lung, or major artery.

I think I'd allow a single point of armor for each full limb (not averaged, I hate averaged cyberlimb stats), but nothing more. I already houserule that torsos can have rating 6 armor and skulls can have 2.

I also don't allow called shots to the head. Players can negate armor by taking that penalty, but it wouldn't make much sense to get shot in the head and live. I abstract the shot after I see how well they roll and how well the target resists the damage. If the damage is enough to kill the target, THEN I'll say you shot him in the head.
Jaid
cheesy twinked out techno-rigger, coming up:

race: ork (20 BP)
Attributes(cost): (170 BP)
B 4 (0)
S 3(0)
A 3 (20)
R 3 (20)
C 4 (30)
I 4 (30)
L 4 (40)
W 4 (30)

Special Attributes: (50 BP)
Edge: 2 (10)
Essence: 6.00
Resonance: 5 (40)

Qualities: (-20)
Technomancer (5)
Codeslinger (control device*) (10)
Sensitive System (-15)
Allergy (common/mild... i like sunlight and pollutants, personally) (-10)
Spirit Bane (type doesn't really matter) (-10)

* yes, it's technically allowed. no, i don't think this is balanced... but he asked for twink

Active Skills: (142)
Computer(analyse +2) 1 (6)
Software(threading +2**) 4 (18
pistols(semiautomatic +2) 1 (6)
dodge 1(ranged +2) (6)
gunnery(ballistic +2) 5 (22)
Pilot Groundcraft(wheeled +2) 5 (22)
Pilot Aircraft (specialisation of choice +2) 4 (18)
Influence group 1 (10)
Perception (visual +2) 1 (6)
Compiling (machine +2) 3 (14)
Registering (machine +2) 3 (14)

** not specified as allowed, but seems reasonable. if not, then i guess 'operational utilities', or whatever your GM thinks includes command. this is for threading, primarily for threading command, of course.

Knowledge Skills: (21 points of choice)

Complex Forms: (15)
Command 5
Analyse 5
Stealth 5


Contacts: (8 points, as desired; mechanic L2C1 and fixer L2C3 recommended)

Resources: (75k nuyen, 15 points)

obviously you need some armor and some basic weapons and running gear, probably a chameleon suit would be a good idea. other than that, pure drones, of various sizes and purposes. for combat, include steel lynx, doberman, or both types. rating 4 pilot and autosofts optional, bute recommended (break the copy protection ASAP of course). also recommend smart firing platforms on the drones, and good sensors of course.

now, this may not look twinky, but consider your dice pool when driving via remote control while in VR:

basic pool is 5 (command) +2 (hotsim) +2 (codeslinger) +5 (skill) +2 (specialisation) = 16 dice, though a 'mere' 9 dice for passive defense.

add in a registered rating 4 sprite "assist operation" to command, and a compiled rating 6 machine sprite with a diagnostics running (average 4 hits), plus thread up your command CF to 10 instead of 5 (no penalties when using command, otherwise -2 dice pool; accept no rolls that don't give you 5 net hits, and you should be able to handle most of the drain. the rest you can first aid yourself with an autodoc and your new command rating of 10 biggrin.gif) and you have 10 (command) +2 (codeslinger) +5 (skill) +2 (specialisation) + 4 (assist operation) +4 (diagnostics) = 27 dice to driving tests, though a 'mere' 14 dice for passive defense.

hey, you did say twinked, right?
Squinky
The armor rules require a person to suspend their disbelief.

A character can purchase a ballistic shield that can add a whole lot to armor.

A helmet that covers a very small area (I know it is quite a vital area, but there are many good arteries in cyberlimb areas.) can add a couple points also. Why wouldn't a cyber-skull with a point of armor actually add a point?

Why wouldn't an armored hand add a little too?

I'm pretty sure (this is me speculating) that a cyber-hand isn't just a hand. It's metal reinforcement back to the elbow. A lower arm would need to have components and reinforcements back to the ball joint of the arm, and a full arm would have reinforcements through the pectoral area and shoulder blade area. Thats my opinion though, and it makes the armor as I interpret it make more sense.

Also, my interpretation makes cyber-limbs at least somewhat useful. As it stands nobody gets them. I get a lot more folks with cyber-hands in my games and I think it adds a certain flavor to the game that I really appreciate.
ornot
I'm with Shadowdragon. Combat is abstracted, so after the die rolls I'll decide if the target gets shot in the head or not.
Glyph
Other twinked-out characters...

Well, I statted out the monstrosity that came to be known as the pornomancer, although I made a mistake, since I gave the adept a mentor spirit, and only magicians or mystic adepts can take those. So the revised version:

Elf with 8 Charisma and 6 Magic. Qualities: Adept, Aptitude/Con, First Impression, Home Ground. Get Con at 7 and specialize in Seduction. For adept powers, get Kinesics: 5 and Improved Ability/Con: 3. For bioware, get Tailored Pheromes: 3.

That's 8 (Charisma) + 7 (Con) + 2 (specialization) +2 (Home Ground) +2 (First Impression) +5 (Kinesics) + 3 (Improved Ability) +3 (Tailored Pheromes) = 32 dice. love.gif


I also recently posted a Gunslinger adept, who rolls 24 dice for his pistols skill, and his 18 dice for melee aren't too shabby, either. So here he is:

[ Spoiler ]


Of course, for maximum twinkage, you'll probably want to replace his pistols skill with either Automatics/Assault Rifles (with a tricked-out Ares Alpha) or Heavy Weapons/Machine Guns (with a tricked-out Ingram White Knight LMG). biggrin.gif
Tomothy
If you're going to use a Power Spirit Pact why not make a Troll Physical Adept built for punching and give him a Pact with a spirit of Magic 6 and the power Energy Drain (Karma). Should have some rapid levelling effects?
lorechaser
QUOTE (Glyph)
Other twinked-out characters...

Well, I statted out the monstrosity that came to be known as the pornomancer, although I made a mistake, since I gave the adept a mentor spirit, and only magicians or mystic adepts can take those. So the revised version:

Elf with 8 Charisma and 6 Magic. Qualities: Adept, Aptitude/Con, First Impression, Home Ground. Get Con at 7 and specialize in Seduction. For adept powers, get Kinesics: 5 and Improved Ability/Con: 3. For bioware, get Tailored Pheromes: 3.

That's 8 (Charisma) + 7 (Con) + 2 (specialization) +2 (Home Ground) +2 (First Impression) +5 (Kinesics) + 3 (Improved Ability) +3 (Tailored Pheromes) = 32 dice. love.gif


I also recently posted a Gunslinger adept, who rolls 24 dice for his pistols skill, and his 18 dice for melee aren't too shabby, either. So here he is:

[ Spoiler ]


Of course, for maximum twinkage, you'll probably want to replace his pistols skill with either Automatics/Assault Rifles (with a tricked-out Ares Alpha) or Heavy Weapons/Machine Guns (with a tricked-out Ingram White Knight LMG). biggrin.gif

If we're going for pure number of dice, drop Agility down to 7 rather than 8. Take those 35 points, roll 25 in to magic 6, purchase 2 more points of improved pistols. That drops melee by 1, but ups pistols by 1.

But yes, you need to go SMGs. There are a number of fully automatic one-handed SMGs. With 5 of your 10 spare bps, pick up Ambidexterity - that way you can have an SMG in both hands, and not worry about uncompensated recoil, or you can have a katana in one hand and an SMG in the other, and not worry about where you are.

(Note: I don't fully grasped the limiter rules on additional dice, so this might not work - if so, let me know).
Jaid
improved ability <skill> is affected by the skill cap. so a player would need <skill> 8 to get any benefit from improved ability <skill> 4.

and, incidentally, i believe the errata says that adepts can have mentor spirits.
djinni
QUOTE (ornot)
I'm with Shadowdragon. Combat is abstracted, so after the die rolls I'll decide if the target gets shot in the head or not.

is this what would happen if a player wanted to make a called shot to the head?

Player 1: "I'm going to shoot him in the head."
GM: "you can't."
Player 1: "why not?"
GM: "because I said so."
Jaid
QUOTE (djinni)
QUOTE (ornot @ Feb 26 2007, 01:47 AM)
I'm with Shadowdragon. Combat is abstracted, so after the die rolls I'll decide if the target gets shot in the head or not.

is this what would happen if a player wanted to make a called shot to the head?

Player 1: "I'm going to shoot him in the head."
GM: "you can't."
Player 1: "why not?"
GM: "because I said so."

i'd probably point out the rules for called shots to them, and let them choose which they want to do. they can either target "an unarmored spot" or "a more vulnerable spot" (kinda broken, that second one, but a good way to represent shooting someone in the head i guess).
lorechaser
QUOTE (djinni)
QUOTE (ornot @ Feb 26 2007, 01:47 AM)
I'm with Shadowdragon. Combat is abstracted, so after the die rolls I'll decide if the target gets shot in the head or not.

is this what would happen if a player wanted to make a called shot to the head?

Player 1: "I'm going to shoot him in the head."
GM: "you can't."
Player 1: "why not?"
GM: "because I said so."

I'd guess it's something like "I'm going to try to shoot him in the head."

"Okay, roll at -8"

"Two hits"

"He critically glitched. So you take him square between the eyes. Roll damage, add 16 dice."
ShadowDragon
QUOTE (djinni)
QUOTE (ornot @ Feb 26 2007, 01:47 AM)
I'm with Shadowdragon. Combat is abstracted, so after the die rolls I'll decide if the target gets shot in the head or not.

is this what would happen if a player wanted to make a called shot to the head?

Player 1: "I'm going to shoot him in the head."
GM: "you can't."
Player 1: "why not?"
GM: "because I said so."

Player1: "I'm going to shoot him in the head."
GM: "You can try. He's wearing an armor jacket so take a -8 modifier."
Player1: "2 hits."
GM: "OK you got 1 net hit after he tried to duck out of the way. What's the damage?"
Player1: "I'm using my Pred with regular ammo so 7P."
GM: <rolls body and gets 2 hits> "You don't hit him in the head, but you do manage to find a weak point in the armor at the shoulder as he yells out in pain."

If that was a head shot, it wouldn't make sense for him to only take 5 boxes of damage, and an instant kill would be too powerful. Players would ONLY take head shots if they could get instant kills and negate their damage track that way.
pbangarth
OK, here's a quiz, folks. I just played a Troll of mine named 'Tank' in a convention demo game on the weekend.

See if you can figure out how he had an armor rating of 25B/23I and a BOD for damage resistance of 16 ==> damage resitance dice pool of 41/39.

He is so-so in shooting skill, but it's the last one standing that counts.

Yes, he is boring as hell to play until the shooting starts, but when it does....
Glyph
QUOTE (Jaid)
improved ability <skill> is affected by the skill cap. so a player would need <skill> 8 to get any benefit from improved ability <skill> 4.

and, incidentally, i believe the errata says that adepts can have mentor spirits.

Yeah, the augmented skill is limited to skill x 1.5 (round down), so the two points of improved ability and the reflex recorder max him out.

the gunslinger adept is twinked (maxed out in a particular skill) rather than min-maxed (maximum bang for the buck, with the minimum downsides to it). Obviously, if he got rid of the Aptitude and Exceptional Attribute qualities, and dropped his base Agility and base firearm skill both down to 6, he would still be tough in his specialty, but he would have 73 more build points to spend on being more versatile in other areas.


I've checked the FAQ and the Erratta, and can't find anything allowing mentor spirits for adepts. I probably gave the pornomancer a mentor spirit after reading "Members of any tradition may have mentor spirits, including adepts," on pg. 192, which makes it seem like adetps can get mentor spirits. But the description of the quality on pg. 79 says "This quality is only available to characters with either the Magician or Mystic Adept quality."

But on the positive side, maybe now that the pornomancer has been whittled down to a mere, piddly 32 dice, people will stop complaining about how broken it is. biggrin.gif
lorechaser
QUOTE (pbangarth)
He is so-so in shooting skill, but it's the last one standing that counts.

Yes, he is boring as hell to play until the shooting starts, but when it does....

Everyone ignores him, because he has insane armor, and can't do much offensively? wink.gif
pbangarth
QUOTE (lorechaser)
QUOTE (pbangarth @ Feb 26 2007, 08:41 PM)
He is so-so in shooting skill, but it's the last one standing that counts.

Yes, he is boring as hell to play until the shooting starts, but when it does....

Everyone ignores him, because he has insane armor, and can't do much offensively? wink.gif

Well, by so-so I mean he only has a dice pool of 11 with machine guns. With his gyro stabilizer, he gets two bursts with his Ingram White Knight and no recoil modifier. Someone will get hurt. As for ignoring him... OK, so the rest of the team tosses him in the room and waits for the dust to settle. Or uses him as partial cover.

I'm not saying he's the be-all and end-all. It's just fun to see such a monster in play once in a while.
djinni
QUOTE (ShadowDragon)
If that was a head shot, it wouldn't make sense for him to only take 5 boxes of damage, and an instant kill would be too powerful. Players would ONLY take head shots if they could get instant kills and negate their damage track that way.

the first one I'd disagree with pretty much forever, the second is situation if the guy glitched, the third is most agreeable, and that's how I run it (I also make them take an additional -4 for a more vital location) a grazing shot or a major villian with a cyberskull I can have the bullet ricochet off the metal... but that's all artistic license.

pbangarth: okay I'll bite... you can't get 41 dice a chargen, how'd that troll do it?
Leehouse
Wouldn't said troll be rolling negative dice in almost every situation? I mean even assuming he has the troll max body of 15, he'd still have -6 on all reaction and agility related tests. As I doubt he has that much body since outside of magic I don't think it is possible to get that much(possible to get higher for damage resistance tests but for actual body I don't see how) the negative modifiers would be even higher.
Glyph
Some types of armor, such as mystic armor, orthoskin, and sustained armor spells, don't count towards that encumbrance.

Anyways, probably several ways to do it, but here's how I got it:

Body: base of 10, has the Toughness, Mystic Adept and Mentor Spirit: Bear Qualities, 2 Adept Power Points spent to raise Body by one, and Aluminum Bone Lacing, for 16 Body dice.

For armor: add Orthoskin: 3 (this and the bone lacing will lower Magic from 6 to 4), Mystic Armor: 4, 1 remaining point spent on Magician abilities, and a Sustaining Focus: 2 for an Armor spell at Force: 2 (overcast, but the Drain won't be too hard to soak), get natural troll dermal armor, plus a point of impact from the bone lacing - that's 10/11 so far - and top it off with an Armor Jacket, Helmet, and Ballistic Shield, adding 15 to Ballistic and 12 to Impact, for a final score of 25/23.


You know, another advantage of this build is that you can take counterspelling, so even spells wouldn't be that effective against this character.
SCARed
isn't the combat sytsem of SR all about being abstracct? thing is, even if the players says: "i shoot the guy", everybody knows, that this means: he tries to shoot the guy and wishes to make a test.
same goes for the "headshot". he aims for the head of the guy, nothing more. if he hits, he hits the guy,first and foremost, not necessary the head. if he gets to to do enough damage, then a likely outcome would be indeed a hit between the eyes.

what does the -8 modifier mean (sticking with an armor of cool.gif? for the shooter it means that he has a (much) harder time to aim (because there is so much armor - the target ist rather small, ...). and for the target? he cannot use his 8 dice of armor, when being hit - so he likely will take more damage. so what?

btw: to the tank troll above: if you take orthoskin, isn't the natural dermal armor of the troll negated? or do i confuse that with dermal armor (the cyber)?
pbangarth
Cool idea about the Counterspelling, Glyph. I have another version which IS fun to roleplay - an adept troll from Russia who balances both magic resistance and mystic armor powers. His name is Oro (from Japanese anime responses to seeing incomprehensibly strange things ... on his way to N. America through Japan, many who saw him said "Oro??") and he liked the name.


Here's how I did the 41 dice pool for damage resistance Troll:

Armor Ballistic Impact
==== ===== =====

mystic armor(6) 6 6
orthoskin(3) 3 3
bone lacing(alum.) -- 1
troll natural 1 1
armor jacket 8 6
helmet 1 2
ballistic shield 6 4
--- ---
25 23

BOD for damage resistance
==================

BOD 9
toughness Quality 1
bone lacing(alum.) 2
bone density(4) 4
---
16

The internal modifications do not count toward encumbrance, so the BOD of 9 is more than enough. The ballistic shield DOES have a -1 dice pool modifier for other actions, such as shooting. For this character, that is a sensible tradeoff.

One could actually increase the dice pool a bit, but at the expense of REALLY draining the other attributes even more than they have been.
Leehouse
I thought that was how the encumbrance worked but I can't find the specific ruling in the book. Could one of you point out the page number that states encumberance is unaffected by internal/magical/natural armors?
pbangarth
QUOTE (Leehouse)
I thought that was how the encumbrance worked but I can't find the specific ruling in the book. Could one of you point out the page number that states encumberance is unaffected by internal/magical/natural armors?

Here's an email I got form the Shadowrun Helpline on this issue: (Responses are marked out with asterisks_

*****
Hi Peter,
*****

> I sent this message quite a while ago, and as you guys are usually quick in your responses, I wonder if the message got lost. It could be that it is a difficult question, and you need time to figure it out, and if so please forgive me for bothering you with this repeat send.

*****
No, I just haven't gotten around to answering yet. I'll take a quick shot at it here.
*****


I understand how the calculation for BOD, AGI and STR works for determining the average values for those Attributes in a character. It is not clear to me how armor works. There seem to be two options to deal with it. Does either of them apply?

1) ARMOR IN INCREMENTS

In a character who is not cybered, wearing an armored vest, which covers only the torso, gives that character an armor value equal to that of the vest. Covering only the head with a helmet adds to the armor rating of the individual, rather than requiring an averaging calculation. A small shield does the same. It would seem, then, that adding armor to a cyberlimb would also increment the overall armor rating of the character, rather than requiring an average to be calculated.

Particularly if only one cyberlimb had armor, and the other limbs, cyber- or otherwise, did not, an averaging would require using a value of 0 for those limbs in the calculation.

*****
The way it was intentioned, IIRC, was that cyberlimb armor really only applied when that particular limb was targeted with an attack (like a called shot, or only that part of the person isn't behind cover). So it doesn't normally get added to the character's overall Armor rating. This was partly for simplicity. It's a bit different from helmets and shields because helmets cover a more vital area and shields cover more of the body.

I can see an argument for adding at least part of the value in, however, so I would allow it. In that case, I'd add the average Armor value, though (using non-armored limbs as a 0).
*****


2) ‘NATURAL’ ARMOR

Following that idea of the value of 0 for unarmored limbs, worn armor adds onto an averaged natural body armor of 0, which could be augmented by cyberlimbs. Only after the average ‘natural’ armor value is calculated is the worn armor value added. This would then pretty well require all five cyberlimbs to be armored before it would have any effect.

*****
Cyberlimb armor should be treated as "natural" and not worn armor, yeah.
*****


B))
If cyberlimbs have armor enhancement, is it reasonable to presume that this armor value is considered ‘internal’, and therefore does not count in the encumbrance calculation on p.149 of SR4?

*****
Correct.

I hope that helps smile.gif


:: Rob Boyle ::
Shadowrun Developer for FanPro LLC
info@shadowrunrpg.com ~ www.shadowrunrpg.com
*****

In my question above I assumed armor would have to be distributed, but the averaging takes into account lack of distribution (eg. armor of 0 for a limb that has none), so one could pack armor into the legs for example, and get an average value of 1 or 2 for the whole body.
lorechaser
QUOTE (pbangarth)
Cool idea about the Counterspelling, Glyph. I have another version which IS fun to roleplay - an adept troll from Russia who balances both magic resistance and mystic armor powers. His name is Oro (from Japanese anime responses to seeing incomprehensibly strange things ... on his way to N. America through Japan, many who saw him said "Oro??") and he liked the name.


Here's how I did the 41 dice pool for damage resistance Troll:

Armor Ballistic Impact
==== ===== =====

mystic armor(6) 6 6
orthoskin(3) 3 3
bone lacing(alum.) -- 1
troll natural 1 1
armor jacket 8 6
helmet 1 2
ballistic shield 6 4
--- ---
25 23

BOD for damage resistance
==================

BOD 9
toughness Quality 1
bone lacing(alum.) 2
bone density(4) 4
---
16

The internal modifications do not count toward encumbrance, so the BOD of 9 is more than enough. The ballistic shield DOES have a -1 dice pool modifier for other actions, such as shooting. For this character, that is a sensible tradeoff.

One could actually increase the dice pool a bit, but at the expense of REALLY draining the other attributes even more than they have been.

Couple responses.

BBB, Pg. 187

"Many adept powers may be purchased at a variable rating. The maximum level an adept may have in any power is equal to the adept’s Magic attribute."

Your adept has 2 points of cyberware at least (assuming alphaware), and I think is a mystic adept. So his max magic is 4, or possibly 3. It's not entirely clear whether that magic refers to his "adept" magic or his total, but either way, Mystic Armor 6 isn't allowed.

Many GMs also will not allow Bone Lacing and Bone Density to stack. SR4's stacking rules aren't nearly as defined as, say, d20's, but many people rule that similar bonuses from the cyber and bio side don't stack. On the flip side, it's often called out if they don't, so there's nothing strictly prohibiting that.

Glpyh's Troll had an LMG and a Ballistic Shield - if either of your GMs are letting you use the ballistic shield and a LMG at the same time, he's being....overly generous. If you've convinced him that the troll can one hand the shield, and then one hand the gyromounted LMG as well, more power to ya!

pbangarth
QUOTE (lorechaser)

Couple responses.

BBB, Pg. 187

"Many adept powers may be purchased at a variable rating. The maximum level an adept may have in any power is equal to the adept’s Magic attribute."

Your adept has 2 points of cyberware at least (assuming alphaware), and I think is a mystic adept.  So his max magic is 4, or possibly 3.  It's not entirely clear whether that magic refers to his "adept" magic or his total, but either way, Mystic Armor 6 isn't allowed.

Many GMs also will not allow Bone Lacing and Bone Density to stack.  SR4's stacking rules aren't nearly as defined as, say, d20's, but many people rule that similar bonuses from the cyber and bio side don't stack.  On the flip side, it's often called out if they don't, so there's nothing strictly prohibiting that.

Glpyh's Troll had an LMG and a Ballistic Shield - if either of your GMs are letting you use the ballistic shield and a LMG at the same time, he's being....overly generous.  If you've convinced him that the troll can one hand the shield, and then one hand the gyromounted LMG as well, more power to ya!

Well, damn. I don't mind being mistaken, but the Magic Attribute limit is really an obvious one. Thanks for pointing out the obvious. That's why laying things out for a thousand eyes to see works.

So, because his Magic rating is reduced to 3, he can't have mystic armor past rating 3. As consolation, that leaves a point and a half of Adept Power to spend elsewhere, such as in Attribute Boost, which with Magic 3 and Boost 3 would *on average* give 2 more points of BOD for a few combat turns. And, yes, I could still rob some of the other pitiful Attrributes to make his BOD better.

Bone density augmentation works on the molecular matrix of the bones and on the ligaments. Bone lacing weaves extra material through whatever bone matrix is there. I don't see any reason to challenge the BBB for not making these two exclusive. Maybe a case could be made that density augmentation couldn't come after lacing. I don't know.

Gyro stabilization is a harness with an arm ending in a weapon mount. That serves as the second support for the machine gun along with the firing arm/hand. (We don't have to talk about trying to run around a corner while wearing a gyromount, do we?)

I do not know of any shield in any time period or from any culture that was not designed to be manipulable by one hand/arm, except *maybe* those used by 'shield bearers'. None of the Shadowrun shields are labelled as such. Any shield usable by a human should be no problem for a troll.
Leehouse
Though it isn't specifically in the book, the FAQ states that while you can have both bone lacing and density augmentation only the highest bonus would stack. So with Aluminum and bone density 4 as per the FAQ you'd have a +4 to body and a +1 to impact armor. That being said many don't follow the FAQ and it is entirely up to your group.

Cynic project
Um get yourself a voodooist and go bat shit crazy. 5 points of harden armour go a long way.
Glyph
The only problem with Boosted Body is that Attribute Boost is specifically not compatible with any other attribute augmentation, with the exception of Improved Physical Attribute.

On the shields for my first troll character, I pictured him using them more with the grenade laucher, but I wouldn't see a problem using them with the LMG, either, considering that the LMG is mounted on an articulated arm in the gyro-harness.

I don't always agree with the FAQ. My worst disagreement is their statement that Reaction Enhancers are no longer compatible with Wired Reflexes - never mind that they always have been before. sarcastic.gif
Gamble
I'm a newb and haven't tweaked with the system enough so help and suggestions encouraged. Here's my attempt and sorry for the spam:

Metatype : Troll
Mundane

BP Breakdown:
Stats: 200 BP
Race: 40 BP
Edge: 10 BP
Mundane: 0 BP
Skills: 112 BP
Know./Lang. Points: 15 BP
Positive Qualities: 10 BP
Negative Qualities: -20 BP
Resources: 40 BP

=Attributes=
Body: 8
Agility: 4 (6)
Reaction: 5 (7)
Strength: 7
Charisma: 2
Intuition: 3
Logic: 2
Willpower: 5

Edge: 2
Initiative: 10/3 passes
Essence:.83

=Active Skills=
Close Combat: 3
Firearms: 3 (4)
Dodge : 3
Intimidation: 2
Heavy Weapons: 3 (4)
Armorer: 2
Perception: 3

=Knowledge Skills=
English : N
Spanish: 3
Firearms: 3
Street Drugs:3
Black Markets: 3

Positive Qualities
Toughness

Negative Qualities
Addiction, Mild: Cram
SINner Criminal

Cyberwares
Cosmetic Modification (Basic): Cyber Tats
Datajack
Cybereyes Basic System (Rating 3)
+ Eye Recording Unit (Free)
+ Image Link (Free)
+ Flare Compensation
+ Low-Light Vision
+ Smartlink
+ Thermographic Vision
+ Vision Enhancement (Rating 2)
+ Vision Magnification
Cyberears (Rating 3)
+ Ear Recording Unit (Free)
+ Sound Link (Free)
+ Audio Enhancement (Rating 2)
+ Balance Augmenter
+ Damper
+ Select Sound Filter (Rating 2)
+ Spatial Recognizer
Wired Reflexes (Rating 2)

Biowares
Muscle Toner 2
Orthoskin 1
Reflex Recorder: Heavy Weapons
Reflex Recorder: Firearms Group

And I'll have 8 BPs for contacts and about 57k in money left to buy things. So tell me what you think or can suggest.
Glyph
Some character types, such as hackers, require lots of skill points. Combat characters, though, are generally better off starting out as specialists, not generalists. For combat skills, I would drop the expensive skill groups. You need heavy weapons, another ranged skill such as pistols or throwing weapons, unarmed combat, and maybe another close combat skill such as blades or clubs. Get one at 6 or two at 5, and the rest at 4, and get specializations for at least the main combat skills.

With the points you save, improve your Edge, a vital and incredibly useful Attribute. If the point savings can't get it to 5, consider sacrificing the Toughness quality for more Edge.

Might want to re-think that Criminal SIN quality. For a face or hacker, it can be a nuisance. For a hulking, heavily augmented troll who makes his living with a machine gun, it can be a nightmare.

Looks like you still have 3 free skill points left to get for Knowledge Skills.


Other than that, lots of stuff you did right. Strength as an odd number, Agility soft-maxed with muscle toner, soft-maxed Reaction, and 3 initiative passes.


Cyber and Bio recommendations:
Get two reflex recorders, for your main ranged and close combat skills, instead of for the groups. With the savings, get muscle augmentation: 2 and a platelet factory, or change your dodge skill to gymnastics, and get synthcardium: 3 for 3 more dice. Your character will probably always block or parry in melee, so he only needs dodge for ranged full defense, which gymnastics is just as good at, in addition to things like balance and jumping.
Chrome Shadow
I think that a Troll can not take orthoskin (or dermal armor) because of his own natural dermal armor...
Gamble
Updated Twinky Troll

Metatype : Troll
Mundane

BP Breakdown:
Stats: 200 BP
Race: 40 BP
Edge: 10 BP
Mundane: 0 BP
Skills: 98 BP
Know./Lang. Points: 15 BP
Positive Qualities: 10 BP
Negative Qualities: -25 BP
Resources: 50 BP

=Attributes=
Body: 8
Agility: 4 (6)
Reaction: 5 (7)
Strength: 7 (9)
Charisma: 2
Intuition: 3
Logic: 2
Willpower: 5

Edge: 5
Initiative: 10/3 passes
Essence: 1.58

=Active Skills=
Unarmed Combat: 3
Firearms Group: 3 (4)
Gymnastics : 3
Intimidation: 2
Heavy Weapons: 3 (4)
Perception: 3

=Knowledge Skills=
English : N
Spanish: 3
Firearms: 3
Street Drugs:3
Black Markets: 3

Positive Qualities
Toughness

Negative Qualities
Addiction, Mild
Allergy, Common & Mild
SINner (Standard)

Cyberwares
Cosmetic Modification (Basic): Cyber Tats
Datajack
Cybereyes Basic System (Rating 3)
+ Eye Recording Unit (Free)
+ Image Link (Free)
+ Flare Compensation
+ Low-Light Vision
+ Smartlink
+ Thermographic Vision
+ Vision Enhancement (Rating 2)
+ Vision Magnification
Cyberears (Rating 3)
+ Ear Recording Unit (Free)
+ Sound Link (Free)
+ Audio Enhancement (Rating 2)
+ Balance Augmenter
+ Damper
+ Select Sound Filter (Rating 2)
+ Spatial Recognizer
Wired Reflexes (Rating 2, AlphaGrade)
Internal Air Tank

Biowares
Muscle Toner 2
Orthoskin 1
Reflex Recorder: Heavy Weapons
Reflex Recorder: Firearms Group
Platelet Factories
Synthacardium
Muscle Augmentation 2

Still have 9 BPS for contacts left. Again, pick him apart and comments please.

On page 153 it states that troll natural armor can stack with dermal and orthoskin so that's why I went with it.
Tomothy
How did you manage to get an edge of 5 for only 10BP?
Glyph
His breakdown doesn't match his stats. From looking at the character, I get:

BP Breakdown:
Stats: 200 BP
Race: 40 BP
Edge: 40 BP
Mundane: 0 BP
Skills: 96 BP
Know./Lang. Points: 15 Free Skill Points (he still only spent 12, though)
Positive Qualities: 10 BP
Negative Qualities: -20 BP
Resources: 50 BP
Contacts: 9 BP

TOTAL: 435 BP

He didn't tell us how many points he is starting with, so maybe it's a 435 point game. question.gif
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