hyzmarca
Oct 14 2007, 03:02 PM
QUOTE (Buster) |
With 4 IP my mage is back up to full power in 1 turn after stepping into a ward. |
No. He isn't.
Turn 1 He calls his Ally via shortcut
Turn 2 He casts his IP enhancement
Turn 3 He casts his Logic Enhancement, his Willpower Enhancement, his reaction Enhancement, and calls his super spirit via shortcut (eating a service).
Turn 4 he channels the spirit (Eating a service)
Fortune
Oct 14 2007, 03:07 PM
Ah, this mage. I see.
Tarantula
Oct 14 2007, 03:27 PM
Ok, full stupid channel mage killer.
[ Spoiler ]
Human:0bp
Attributes: 220bp
Bod: 3 20bp
Agi: 3 20bp
Rea: 4(6) 30bp
Str: 3 20bp
Int: 4 30bp
Log: 4 30bp
Cha: 3 20bp
Wil: 4 30bp
Edge: 3 20bp
Essence: 4.05
Skills: 26bp
Pilot Groundcraft (Wheeled) 6 26bp
Whatever Else
Gear: 50bp 250k Spent: 127,850
GMC Bulldog-Step Van 35k
Rigger Adaptation 2,500
Commlink Fairlight w/Novatech 9,500¥
HotSim 350¥
Ware:55,500
Cyber: 30,500
Control Rig 0.5 10k
Datajack 0.1 500¥
Reaction Enhancers 2 0.6 20k
Nano:25k
Control Rig Booster 3 15k
Nanohive 1 0.75 10k
Unspent 106bp, put it where ever if you actually want to round him out.
He runs you over with his van. You die. The van lives, so does he.
The breakdown:
[ Spoiler ]
He has the van running along at 90m/turn. He rolls reaction 6 + vehicle skill 8 + handling 0 + control rig 2 + hot sim 2 + control rig booster 3 for 21 dice vs your reaction of 12. (You somehow forgot a dodge skill). He obviously succeeds, so you take van bodyx2 in damage. Thats 36P. Goes through your channeled ItNW and you die, very much. You can't cast at the rigger because hes inside the van, you can't see him. Oh, and the van can take the 18P (4/1 tradein puts it at 10P and it automatically lives).
Buster
Oct 14 2007, 03:48 PM
You can't drive a van into an office building.
Tarantula
Oct 14 2007, 03:51 PM
Why not? Most only have glass doors.
QUOTE (Buster's first post) |
Does anyone have an "ubermage" or an "ubercybersam" that can wipe out the opposition in "normal" arenas like in a street/bar/office short-to-medium range firefight? What if both characters have to pass through wards, guards, and security systems to reach their target? |
And yes, he easily passes by all checkpoints. You don't.
Tarantula
Oct 14 2007, 05:51 PM
Ooo! Another build:
[ Spoiler ]
Female Elf 30bp
Bod:2 10bp
Agi:3 20bp
Rea:2(4) 10bp
Str:2 10bp
Cha:10 85bp
Int:3 20bp
Log:3 20bp
Wil:3 20bp
Ini: 5(7)
AP: 3
Edge: 6 65bp
Essence: 4.9
Qualities:
Exceptional Attribute (Cha) 20bp
Aptitude Con 10bp
Incompetent x7
Aeronautics Mech
Automotive Mech
Industrial Mech
Nautical Mech
Pilot Aerospace
Pilot Aircraft
Pilot Anthroform
Skills:
Con (Seduction) 7 34bp
Etiquette 4 16bp
Negotiation (Bargaining) 4 18bp
Dodge (Ranged) 2 10bp
Gear:37bp 185k Spent 137.7k
Fake Sin 6 6k
Armored Clothing 500¥
Shock Frills 200¥
Non-Conductive 6 1200¥
Honda Spirit 10k
Meta Link w/Vector Xim 300¥
Ware:
Tailored Pheremones 3 0.6 45k
Clean Metabolism 0.1 2,500
Enhanced Pheremone Receptors 3 0.1 15k
Vocal Range Enhancer 0.1 12k
Genetic Optimization (Cha) 0.2 45k
~~~~~~~~~~~~~~~~~~~~~~~~
After chargen karma.
Unarmed combat 1 4karma
Unarmed 2 4karma
Unarmed 3 6 karma
Unarmed 4 8 karma
Unarmed 5 10 karma
Unarmed spec Martial Arts 2karma
34 karma spent.
Wired Reflexes 2 32k
Fake license 3 3k
35k spent
She has a dicepool of cha 10 + con 9 + pheremones 3 + receptors 2 + vocal extender 1 = 25 dice to seduce your mage.
Your mage gets Con or negotiation 0 + cha 1 = 1 die.
Modifers for the seduction are:
At worst, -4 enemy, result is disastrous -4, = -8 to my dicepool.
That puts me at 17 dice + edge reroll vs your 1 die + edge. You're seduced. She asks you to please have the spirit leave you because she wants to know the real you. You happily comply and she also asks you to stop sustaining all your spells. You do that too. Then she punches you dead.
MadDogMaddux
Oct 14 2007, 06:05 PM
ROFL!!!!
I'm enjoying the fact that most everyone was thinking of how to use a Sammy to get a bullet into the Ubermage, and Tarantula just took a different route.
MadDogMaddux
Oct 14 2007, 06:09 PM
Again, this is slightly off topic - but I WOULD in the future like to see more options for mundanes for Karma expenditure.
Tarantula
Oct 14 2007, 06:24 PM
Just a nitpick on your build btw:
QUOTE |
CYBERWARE (Cost = 128,000 ¥) Cost Essence Name Rating 25000 (0.1) EPE: Daredrenaline (+1 all Willpower tests) 40000 (0.2) Trauma Damper (-1 Stun or 1 Physical -> 1 Stun) (40000) (0.3) Pain Editor (+1 Will, -1 Int, no effect from Stun) 12000 0.64 Skillwires 4 (alpha) (4000) upgrade to Skillwires 4 3000 0.1 Skillwires Expert System |
Essence costs:
Bio: 0.6
0.1 daredrenaline
0.2 trauma damper
0.3 pain editor
Cyber: 0.74
0.64 Skillwires 4 alpha
0.1 skillwire expert
Bio is less, makes it halved, for 0.3 essence. + 0.74 = 1.04 essence spent, You lost another point of magic.
QUOTE |
Spells sustained by ally spirit: Increased Reaction force 9 (DV 2) Increased Intuition force 9 (DV 2) Increased Willpower force 9 (DV 2) Increased Reflexes force 4 (DV 1) +3 init, +3 IP Physical Mask force 6 (DV 4) (hides the shamanic mask effect of his possession spirit) |
Casting increased reaction at force 9 is fine. And bumps you up to 10. But once your spirit posseses you, your augmented is over 9, and thus increased reaction doesn't do anything. Making your reaction a solid 13 while possesed.
QUOTE |
Drain Resistance dice: 14 = 4 Int + 5 Willpower + 1 Daredrenaline + 1 Trauma Damper + 3 Centering
Drain Resistance (augmented): 23 = 9 Int + 9 Willpower + 1 Daredrenaline + 1 Trauma Damper + 3 Centering |
Your trauma damper doesn't give you a bonus dice on resisting drain.
You also lack the ability to actually get your ally spirit. Logic 1 + arcana 0 extended test 5, 1day. You would most likely critically glitch it every time.
QUOTE |
Summoning: 19 dice (6 magic + 6 summoning + 2 spec + 2 power focus + 3 summoning focus) vs 12 dice from spirit |
Actually, you can only use one focus per test. So its 17 dice.
QUOTE |
Drain Resistance dice: 14 = 4 Int + 5 Willpower + 1 Daredrenaline + 1 Trauma Damper + 3 Centering DV = 2 * raw hits scored by spirit |
As I said, you're -1 from the trauma dampener not actually being a die bonus. Puts you at 13 for your drain resistance. Average is 4 hits for the spirit. Since he's rating 12 thats physical damage. Making it 8P. Drain resistance puts you at average 4 hits, making you take 4P every time you conjure him. Also, you usually only get 1 service from him. (17 dice vs 12 dice). If you're lucky, you get 2.
Not to mention that you actually only have 5 magic, so you can't even summon a force 12 spirit.
QUOTE |
7 karma Initiate rating 1 (Channeling) 8 karma Initiate rating 2 (Ally Conjuration) 8 karma Ally force 1 10 karma Initiate rating 3 (Centering) |
10 + (1 x 3) = 13 for grade 1
10 + (2 x 3) = 16 for grade 2
10 + (3 x 3) = 19 for grade 3.
You don't have the karma
If you're part of a group it costs you 5karma to join a group. Its also an arcana 0 + logic 1 test to join. Threshold is 1 +1 for every 5 members int he group. Assuming they have less than 5, you have a 1/3rd chance to fail. You get 2 shot at this, and then the group can't accept you, ever.
Buster
Oct 14 2007, 07:07 PM
QUOTE (hyzmarca) |
QUOTE (Buster) | With 4 IP my mage is back up to full power in 1 turn after stepping into a ward. |
No. He isn't.
Turn 1 He calls his Ally via shortcut Turn 2 He casts his IP enhancement Turn 3 He casts his Logic Enhancement, his Willpower Enhancement, his reaction Enhancement, and calls his super spirit via shortcut (eating a service). Turn 4 he channels the spirit (Eating a service)
|
Ah true (well, mostly true):
First turn:
IP 1 - Increased Reflexes
Next turn:
IP 1 - call spirit via metaplanar shortcut (does NOT cost a service, see the FAQ)
IP 2 - Increased Reaction 9
IP 3 - Increased Int 9
IP 4 - Increased Will or whatever
Buster
Oct 14 2007, 07:09 PM
QUOTE (Tarantula) |
And yes, he easily passes by all checkpoints. You don't. |
No that is not true as I've shown several times in this thread.
Buster
Oct 14 2007, 07:13 PM
QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) |
Casting increased reaction at force 9 is fine. And bumps you up to 10. But once your spirit posseses you, your augmented is over 9, and thus increased reaction doesn't do anything. Making your reaction a solid 13 while possesed. |
Not true (twice). First, Force 9 Increased X only brings X up to 9. Second, augmented maximum of host+spirit=host+spirit*1.5 not host*1.5.
Buster
Oct 14 2007, 07:16 PM
QUOTE (Tarantula) |
10 + (1 x 3) = 13 for grade 1 10 + (2 x 3) = 16 for grade 2 10 + (3 x 3) = 19 for grade 3.
You don't have the karma |
Ever hear of group membership and ordeals?
Buster
Oct 14 2007, 07:18 PM
QUOTE (Tarantula) |
Not to mention that you actually only have 5 magic, so you can't even summon a force 12 spirit. |
That depends on the GM. Most (not all though) allow buying back the lost Magic from Essence loss at chargen. The extra 10 BP is already shown in the build.
Tarantula
Oct 14 2007, 07:19 PM
QUOTE (Buster @ Oct 14 2007, 01:13 PM) |
QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) | Casting increased reaction at force 9 is fine. And bumps you up to 10. But once your spirit posseses you, your augmented is over 9, and thus increased reaction doesn't do anything. Making your reaction a solid 13 while possesed. |
Not true (twice). First, Force 9 Increased X only brings X up to 9. Second, augmented maximum of host+spirit=host+spirit*1.5 not host*1.5.
|
Force of your increase X spell must equal or exceed your augmented value. While possessed, your augmented value is 13. 9 is not equal or greater than 13, and thus, the spell does nothing while you are possessed.
Tarantula
Oct 14 2007, 07:20 PM
QUOTE (Buster) |
QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) | Not to mention that you actually only have 5 magic, so you can't even summon a force 12 spirit. |
That depends on the GM. Most (not all though) allow buying back the lost Magic from Essence loss at chargen. The extra 10 BP is already shown in the build.
|
As I said, you lost 1.04 essence. You've bought one point back, but you've lost 2.
Tarantula
Oct 14 2007, 07:21 PM
QUOTE (Buster) |
QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) | 10 + (1 x 3) = 13 for grade 1 10 + (2 x 3) = 16 for grade 2 10 + (3 x 3) = 19 for grade 3.
You don't have the karma
If you're part of a group it costs you 5karma to join a group. Its also an arcana 0 + logic 1 test to join. Threshold is 1 +1 for every 5 members int he group. Assuming they have less than 5, you have a 1/3rd chance to fail. You get 2 shot at this, and then the group can't accept you, ever. |
Ever hear of group membership and ordeals?
|
Inserting my full quote. I did address group membership. You can't pass the test to join a group. Even if you do, you don't have the karma to spare to join.
Buster
Oct 14 2007, 07:22 PM
QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) |
You also lack the ability to actually get your ally spirit. Logic 1 + arcana 0 extended test 5, 1day. You would most likely critically glitch it every time. |
Not with my spirit's Guard power running 24/7 I won't. Glitches are for muggles.
Besides, it isnt a complete build, I would just buy an Arcana 4 skillsoft and a couple more Logic points and call it a day.
Buster
Oct 14 2007, 07:23 PM
QUOTE (Tarantula) |
Inserting my full quote. I did address group membership. You can't pass the test to join a group. Even if you do, you don't have the karma to spare to join. |
Again: this is not a complete build, it's not an issue.
Tarantula
Oct 14 2007, 07:23 PM
QUOTE (Buster) |
QUOTE (Tarantula @ Oct 14 2007, 10:51 AM) | And yes, he easily passes by all checkpoints. You don't. |
No that is not true as I've shown several times in this thread.
|
Considering it costs you 4P in drain to resummon your spirit after passing through one, it is not "easy". Not to mention time wasted recasting your buff spells.
Spike
Oct 14 2007, 07:24 PM
QUOTE (Buster) |
QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) | Not to mention that you actually only have 5 magic, so you can't even summon a force 12 spirit. |
That depends on the GM. Most (not all though) allow buying back the lost Magic from Essence loss at chargen. The extra 10 BP is already shown in the build.
|
I have a hard... and I do mean HARD time swallowing Most.
Some? Sure, I'll buy it. Yours? Hey, you'd know.
Most? strains my poor belief system, it does. Of course, I'm biased. I wouldn't allow it and wouldn't look back about it.
Buster
Oct 14 2007, 07:24 PM
QUOTE (Tarantula) |
QUOTE (Buster @ Oct 14 2007, 01:09 PM) | QUOTE (Tarantula @ Oct 14 2007, 10:51 AM) | And yes, he easily passes by all checkpoints. You don't. |
No that is not true as I've shown several times in this thread.
|
Considering it costs you 4P in drain to resummon your spirit after passing through one, it is not "easy". Not to mention time wasted recasting your buff spells.
|
Why in the world would I summon the spirit again? Again: Check the FAQ, possession does not cost a service.
Tarantula
Oct 14 2007, 07:24 PM
QUOTE (Buster) |
QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) | You also lack the ability to actually get your ally spirit. Logic 1 + arcana 0 extended test 5, 1day. You would most likely critically glitch it every time. |
Not with my spirit's Guard power running 24/7 I won't. Glitches are for muggles.
Besides, it isnt a complete build, I would just buy an Arcana 4 skillsoft and a couple more Logic points and call it a day.
|
"7 karma Initiate rating 1 (Channeling)
8 karma Initiate rating 2 (Ally Conjuration)
8 karma Ally force 1
10 karma Initiate rating 3 (Centering)
2 karma specialize Summoning
= 35 karma"
You don't have the 5karma required to join the group.
Tarantula
Oct 14 2007, 07:27 PM
QUOTE (Buster) |
QUOTE (Tarantula @ Oct 14 2007, 02:23 PM) | QUOTE (Buster @ Oct 14 2007, 01:09 PM) | QUOTE (Tarantula @ Oct 14 2007, 10:51 AM) | And yes, he easily passes by all checkpoints. You don't. |
No that is not true as I've shown several times in this thread.
|
Considering it costs you 4P in drain to resummon your spirit after passing through one, it is not "easy". Not to mention time wasted recasting your buff spells.
|
Why in the world would I summon the spirit again? Again: Check the FAQ, possession does not cost a service.
|
I checked the FAQ. There is nothing in it addressing possession and the expenditure of a service. It costs you a service to be possessed by the spirit.
Buster
Oct 14 2007, 07:29 PM
QUOTE (Spike) |
QUOTE (Buster @ Oct 14 2007, 11:18 AM) | QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) | Not to mention that you actually only have 5 magic, so you can't even summon a force 12 spirit. |
That depends on the GM. Most (not all though) allow buying back the lost Magic from Essence loss at chargen. The extra 10 BP is already shown in the build.
|
I have a hard... and I do mean HARD time swallowing Most.
Some? Sure, I'll buy it. Yours? Hey, you'd know.
Most? strains my poor belief system, it does. Of course, I'm biased. I wouldn't allow it and wouldn't look back about it.
|
Come on now, you want to talk carebear GMs? Your GM lets you use Charisma + Con as a mind control spell and lets a troll covered in illegal cyberware walk around unchallenged where ever he wants. And that's without mentioning the van in the hallways and Thor shots...
(Although the van in the office building would make a great A Team moment.)
Tarantula
Oct 14 2007, 07:30 PM
What troll in illegal cybeware?
Tarantula
Oct 14 2007, 07:33 PM
QUOTE (Buster) |
QUOTE (Spike @ Oct 14 2007, 02:24 PM) | QUOTE (Buster @ Oct 14 2007, 11:18 AM) | QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) | Not to mention that you actually only have 5 magic, so you can't even summon a force 12 spirit. |
That depends on the GM. Most (not all though) allow buying back the lost Magic from Essence loss at chargen. The extra 10 BP is already shown in the build.
|
I have a hard... and I do mean HARD time swallowing Most.
Some? Sure, I'll buy it. Yours? Hey, you'd know.
Most? strains my poor belief system, it does. Of course, I'm biased. I wouldn't allow it and wouldn't look back about it.
|
Come on now, you want to talk carebear GMs? Your GM lets you use Charisma + Con as a mind control spell and lets a troll covered in illegal cyberware walk around unchallenged where ever he wants. And that's without mentioning the van in the hallways and Thor shots... (Although the van in the office building would make a great A Team moment.) |
Seduction isn't mind control. But considering you have a vast 1 die to resist it, it might as well be.
Buster
Oct 14 2007, 07:41 PM
QUOTE (Tarantula) |
QUOTE (Buster @ Oct 14 2007, 01:24 PM) | QUOTE (Tarantula @ Oct 14 2007, 02:23 PM) | QUOTE (Buster @ Oct 14 2007, 01:09 PM) | QUOTE (Tarantula @ Oct 14 2007, 10:51 AM) | And yes, he easily passes by all checkpoints. You don't. |
No that is not true as I've shown several times in this thread.
|
Considering it costs you 4P in drain to resummon your spirit after passing through one, it is not "easy". Not to mention time wasted recasting your buff spells.
|
Why in the world would I summon the spirit again? Again: Check the FAQ, possession does not cost a service.
|
I checked the FAQ. There is nothing in it addressing possession and the expenditure of a service. It costs you a service to be possessed by the spirit.
|
If you read this thread, you'd know that someone already posted the page number that proves you wrong.
Tarantula
Oct 14 2007, 07:50 PM
No, and it doesn't prove me wrong. Nor is it an official FAQ in any sense.
Those pages say, "Physical tasks require services only if they are especially dangerous, complicated, or require the spirit’s powers or paranatural abilities to complete." Having it possess you for the purpose of utilizing its magic to live through combats would be dangerous, and cost a service.
Not to mention the text explicitly mentions materialization, astral form, and energy aura. Not possession.
Tarantula
Oct 14 2007, 08:26 PM
QUOTE (Buster) |
7 karma Initiate rating 1 (Channeling) 8 karma Initiate rating 2 (Ally Conjuration) 8 karma Ally force 1 10 karma Initiate rating 3 (Centering) |
You need to spend 5 karma to join a group in the first place.
5+7+8+8+10=38 karma. You can't do it.
Spike
Oct 14 2007, 08:37 PM
QUOTE (Buster) |
QUOTE (Spike @ Oct 14 2007, 02:24 PM) | QUOTE (Buster @ Oct 14 2007, 11:18 AM) | QUOTE (Tarantula @ Oct 14 2007, 01:24 PM) | Not to mention that you actually only have 5 magic, so you can't even summon a force 12 spirit. |
That depends on the GM. Most (not all though) allow buying back the lost Magic from Essence loss at chargen. The extra 10 BP is already shown in the build.
|
I have a hard... and I do mean HARD time swallowing Most.
Some? Sure, I'll buy it. Yours? Hey, you'd know.
Most? strains my poor belief system, it does. Of course, I'm biased. I wouldn't allow it and wouldn't look back about it.
|
Come on now, you want to talk carebear GMs? Your GM lets you use Charisma + Con as a mind control spell and lets a troll covered in illegal cyberware walk around unchallenged where ever he wants. And that's without mentioning the van in the hallways and Thor shots... (Although the van in the office building would make a great A Team moment.) |
Sir, I'm afraid you have me mistaken for someone else. I'm the one that doesn't care how many dice the pornomancer throughs, the NPCs still just 'really like him, a lot' not "I'll mortgage my house to pay for your prices to do this run" or whatever broken shit they try to pull.
Ditto trying to walk around in AAA neighborhoods just this side of a cyberzombie nuclear bomb...
Or, building a character aroud the concept of 'I'm really playing a farce 12 possessing spirit' and expecting not to have to roll dice to pull it off, or having to survive the time to get that karma to get there.
Buster
Oct 14 2007, 11:07 PM
QUOTE (Spike) |
Ditto trying to walk around in AAA neighborhoods just this side of a cyberzombie nuclear bomb...
Or, building a character aroud the concept of 'I'm really playing a farce 12 possessing spirit' and expecting not to have to roll dice to pull it off, or having to survive the time to get that karma to get there. |
I already explained all that, I can't keep explaining to people who can't be bothered to read the thread.
Cthulhudreams
Oct 14 2007, 11:18 PM
Isn't the 'real' plan here to do something resembling a valid comparision "Who can pass the most cooked up encounters" ie the same game test.
So get a pre generated adventure - can I suggest 'on the run' and distill at each step what you have to do to move onto the next scene, using what is outlined in the text
Then you can benchmark the sammie and the mage against each other by who can pass the most encounters without help!
Tada?
Buster
Oct 15 2007, 12:02 AM
QUOTE (Cthulhudreams) |
Isn't the 'real' plan here to do something resembling a valid comparision "Who can pass the most cooked up encounters" ie the same game test.
So get a pre generated adventure - can I suggest 'on the run' and distill at each step what you have to do to move onto the next scene, using what is outlined in the text
Then you can benchmark the sammie and the mage against each other by who can pass the most encounters without help!
Tada? |
Well, that would be nice, but since Tarantula and I are the only ones who've put in the time to create actual builds, I don't see how that's going to happen. But if you have a favorite mage, adept, cyberonin, hacker build that you'd like to post...
pbangarth
Oct 15 2007, 12:41 AM
QUOTE (Spike) |
Never mind that knowing which fork to use never got anyone laid.... |
It would indeed be hard to prove *knowing how to fork* led to *forking*, But, not knowing which fork to use has ostracized many people, who then had no access to the beautiful/handsome sex object who did know which fork to use.
Glyph
Oct 15 2007, 03:47 AM
QUOTE (Buster) |
QUOTE (Cthulhudreams @ Oct 14 2007, 06:18 PM) | Isn't the 'real' plan here to do something resembling a valid comparision "Who can pass the most cooked up encounters" ie the same game test.
So get a pre generated adventure - can I suggest 'on the run' and distill at each step what you have to do to move onto the next scene, using what is outlined in the text
Then you can benchmark the sammie and the mage against each other by who can pass the most encounters without help!
Tada? |
Well, that would be nice, but since Tarantula and I are the only ones who've put in the time to create actual builds, I don't see how that's going to happen. But if you have a favorite mage, adept, cyberonin, hacker build that you'd like to post...
|
Don't forget my combat mage. For the sake of completeness, here are two more builds.
This first one is a sammie. Durable and capable of dishing out a lot of damage, but less suited for stealthy environments. And his permits might get him past the cyberscanners, but he will still have to deal with increased scrutiny afterwards.
[ Spoiler ]
Street Samurai
BREAKDOWN (400 Points)
Core Attributes: 190
Special Attributes: 40
Race: 20 (Ork)
Active Skills: 110
Qualities: +15
Contacts: 05
Resources: 50
BREAKDOWN (35 Karma)
Buy four skill specializations: 08
Raise Willpower to 6: 18
Raise Charisma from 2 to 3: 09
BREAKDOWN (Extra 50,000 Nuyen)
Buy Muscle Toner/Rating: 4: 32,000 Nuyen
Buy Chameleon Suit with Thermal Dampening: 11,000 Nuyen
Buy 150 Rounds of APDS Ammo: 1,050 Nuyen
Buy Armtech MGL with mini-grenades and accessories: 5,950 Nuyen
=Attributes=
Body: 5
Agility: 5(9)
Reaction: 5(7)
Strength: 3(5)
Charisma: 3
Intuition: 5
Logic: 2(4)
Willpower: 6
Edge: 5
Essence: 0.70
Initiative: 12
Initiative Passes: 3
Physical Damage Track: 11
Stun Track: 11
Current Karma: 0
Total Karma: 0
Street Cred: 0
Noteriety: 3
Public Awareness: 0
=Qualities=
Addiction: Stimulants, Mild
Allergy: Silver, Moderate
Magic Resistance: 4
Scorched
Spirit Bane/Man
Weak Immune System
=Active Skills=
Dodge/Ranged: 4/+2
Heavy Weapons/Machine Guns: 4/+2
Infiltration: 3
Influence Skill Group: 1
Monofilament Whip: 6
Perception/Visual: 4/+2
Pistols/Semi-Automatic: 4/+2
=Knowledge Skills=
Languages>
English: N
Japanese: 4
Other>
Corporate Politics: 2
Gang Identification: 3
Safe Houses: 4
Security Systems: 4
Underworld Politics: 4
=Cyberware=
Cybereyes III with:
>Flare Compensation
>Low-Light Vision
>Protective Covers (one-way reflective)
>Smartlink
>Vision Enhancement: 3
>Vision Magnification
Fingertip Compartment with:
>Monofilament Whip
Internal Air Tank (Alphaware)
Olfactory Booster: 3
Ultrasound Sensor
Wired Reflexes: 2
=Bioware=
Cerebral Booster: 2
Muscle Augmentation: 2
Muscle Toner: 4
Orthoskin: 3
Reflex Recorders:
>Heavy Weapons
>Monofilament Whip
>Pistols
Sleep Regulator
=Contacts=
Fixer (Connection: 3/Loyalty: 2)
=Lifestyle=
Low (1 Month prepaid)
Starting Money: 3d6 x 50 Nuyen
=Equipment=
ID/Credsticks:
Fake ID (Rating: 4), Fake Gun Registration (Rating: 4), Fake Concealed Carry Permit (Rating: 4), Cyberware Permits (Smartlink, Wired Reflexes, Muscle Augmentation, and Muscle Toner - Rating: 4 each), 4 Certified Credsticks.
DocWagon Contract:
Basic (1 Year).
Weapons:
>Ares Predator IV with skinlink modification, hidden arm slide, 150 each of normal, stick-n-shock, and APDS rounds of ammo, 10 spare clips.
>Armtech MGL-12 with external smartlink, skinlink modification, airburst link smartlink modification, 24 Neurostun and 24 High Explosive mini-grenades.
>Ingram White Knight LMG with external smartlink, skinlink modification, gyro stabilization, 500 Rounds of belted normal ammunition, Smart Firing Platform.
Armor/Clothing:
Armor Jacket with Chemical Protection: 6, Fire Resistance: 6, and Nonconductivity: 6; Chameleon Suit with Thermal Dampening: 6, Armor Vest, 1,000 Nuyen worth of assorted clothing.
Commlink/Software/Simsense:
Erika Elite Commlink with ISIS Orb OS, skinlink, biometric reader, sim module, trodes, and subvocal mic; Virtual Surround Music.
Other:
Black canvas duffel bag (100 Nuyen cost), Medkit (Rating: 6) with 2 refills, Trauma Patch, Micro-transceiver (Rating: 6), Miniwelder.
I took a different approach with my hybrid (adept with a bit of bioware). Not as fast or deadly, but with a lot more B&E gear, and a lot more low-key. He can enter a facility with no weapons at all, but still be deadly because of his killing hands, and his ability to pick up anything lying around to use as a lethal missile weapon.
[ Spoiler ]
BREAKDOWN (400 Points)
Core Attributes: 160
Special Attributes: 105
Race: 20
Active Skills: 116
Qualities: +30
Contacts: 5
Resources: 24
BREAKDOWN (35 Karma)
Buy four skill specializations: 08
Raise Charisma from 2 to 3: 09
Raise Intuition from 2 to 3: 09
Raise Logic from 2 to 3: 09
BREAKDOWN (Extra 50,000 Nuyen)
Assorted Gear: 50,000 Nuyen
=Attributes=
Body: 5
Agility: 5 [7]
Reaction: 5 [6]
Strength: 3
Charisma: 3
Intuition: 3
Logic: 3
Willpower: 5
Magic: 6(5)
Edge: 5
Essence: 5.00
=Qualities=
Adept
Allergy - Silver(Uncommon), Moderate
Sensitive System
spirit Bane/Man
=Active Skills=
Athletics Skill Group: 1
Computer: 1
Dodge/Ranged: 4/+2
Influence Skill Group: 1
Perception/Visual: 4/+2
Stealth Skill Group: 2
Throwing Weapons/Overhand: 4/+2
Unarmed Combat/Blocking: 6/+2
=Knowledge Skills=
Languages >
English: N
Japanese: 3
Other >
Gang Identification: 3
Local Area Knowledge: 3
Safe Houses: 3
=Bioware=
Muscle Toner: 2
Reflex Recorder - Unarmed Combat
Synaptic Booster: 1
=Adept Abilities=
Combat Sense: 2
Counterstrike: 1
Critical Strike: 2
Improved Ability
- Unarmed Combat: 2
Killing Hands
Missile Mastery
Quickdraw
=Contacts=
Fixer (Connection: 3/Loyalty: 2)
=Lifestyle=
Low (1 Month prepaid)
Starting Money: 3d6 x 50 Nuyen
=Equipment=
ID/Credsticks:
Fake ID (Rating: 4), Bioware permits (Muscle Toner and Synaptic Booster, Rating: 4 each), 4 Certified Credsticks.
DocWagon Contract:
Basic (1 Year).
Weapons:
>10 Neurostun, 10 Seven-7, and 10 High Explosive Grenades; 5 Throwing Knives.
Armor/Clothing:
Armor Jacket with Chemical Protection: 6, Fire Resistance: 6, and Nonconductivity: 6; Chameleon Suit with Thermal Dampening: 6, Armor Vest, 1,000 Nuyen worth of assorted clothing.
Commlink/Software/Simsense:
Sony Emperor Commlink with ISIS Orb OS, skinlink, biometric reader, sim module, trodes, and subvocal mic; Edit: 2 program.
Other:
Black canvas duffel bag (100 Nuyen cost), Survival Kit, Gecko Tape Gloves, Medkit (Rating: 6) with 3 refills, Micro-transceiver (Rating: 2), Respirator (Rating: 6), Miniwelder, Autopicker (Rating: 6), Cellular Glove Molder (Rating: 3), Keyboard Copier (Rating: 6), Maglock Passkey (Rating: 6), Sequencer (Rating: 6), 2 small containers of Nanopaste disguise, Glasses with - Skinlink, Display Link, Flare Compensation, Thermographic, Ultrasound, Visual Enhancement: 3, and Vision Magnification.
Cthulhudreams
Oct 15 2007, 03:54 AM
Okay, so I'll do an adventure - anyone recommend a free adventure on the net that presents a spectrum of challenges? Maybe I should just see if I can find an SR missions one.
Cthulhudreams
Oct 15 2007, 04:57 AM
Okay, there are two types of events (Mandatory) Which you have to do to complete the mission, and Bonus/Penalty which give you a number of +/- points.
Basically write down how much of each you can do yourself, and if you need a hand on any given event.
Okay, let us begin
WARNING SPOILERS FOR THE SR MISSIONS MISSION 'THE GRAB'
Maximum possible points: 8 Mandatory and 9 bonus points
Basically, pit your character up against the 'tests' - some of which will require a bit of imagination - and see what you can pull! If you need support (because you are a cyberszombine and cannot really infiltrate the school) mark it as such.
Edit: I've tightened up the test a bit.
[ Spoiler ]
(Bonus) Per + Int (3) -> (2) if they are asian of have asian skillz on point bonus
(Mandatory) Int + Area Knowledge (1)
(Mandatory) Meet the face in a nice restaurant in an AA district. The next 5 tasks are linked to this one. If you cannot get into here, you cannot participate in the next 5 tasks
(Bonus) Neg + Chr or Con + Chr opposed test vs DP 13, eaach net hit up to 5 gives a bonus point.
(Bonus) Con/Neg + Chr vs 13 for a bonus point
(Bonus) Con/Neg + Chr vs 13 for a bonus point
(Bonus) If you have a gang related skill, get a sucess for a bonus point
(Mandatory) Beat up a go ganger per PC (ie one) and a go ganger leftie. Use the stats from the SR4 rulebook for helloween gangers
(Mandatory) Do enough legwork to find out where the mark for an extraction is from her photo alone (I leave this up to the discretion of the individual what this comprises)
(Mandatory) Infiltrate a secured school (with patrolling drones looking for people without comms etc) and find out where the kid is staying - con + charisma (3) or hack the 3/3/3/3 LAN to determine where the kid is
<<linked task>>
(Mandatory) Fight off a lone star patrol and exit the school with the kid. Patrol is 2 cops per player and 2 lefties. The area is flooded with tykes. Kill more than one and you'll never get rid of the star.
<<Linked task>> But the vehicle CAN be outside the school
(Mandatory) Transport the kid out of town via a vehicle
<<Linked Task>>
(Mandatory) Fight off a 3 man security team trying to snatch the kid back. includes a rigger flying an (unarmed) helicopter, a heavily armored human firing a door mounted machine gun, and a super melee troll that tries to rappel out of the chopper onto your car
Cain
Oct 15 2007, 05:27 AM
QUOTE (Buster) |
QUOTE (Spike @ Oct 14 2007, 03:37 PM) | Ditto trying to walk around in AAA neighborhoods just this side of a cyberzombie nuclear bomb...
Or, building a character aroud the concept of 'I'm really playing a farce 12 possessing spirit' and expecting not to have to roll dice to pull it off, or having to survive the time to get that karma to get there. |
I already explained all that, I can't keep explaining to people who can't be bothered to read the thread.
|
Ah, yes, the infamous: "I have no argument, so I'll go ad hominem on everyone who proves me wrong" argument. Sorry, but whinging isn't the way to win arguments.
At any event, someone check me here, but even with a possessing spirit, isn't the mage still subject to the attribute caps? That means, at best, he can get his physical stats up to a 9; a trivial task for any sammie.
DTFarstar
Oct 15 2007, 06:14 AM
With possession, attribute cap becomes (natural attribute + force of spirit) x 1.5- so being possessed by a force 8 spirit puts your minimum possible physical stat as baseline augmented max for a human without genetech or a quality.
Possession is the good.
Chris
rythymhack
Oct 15 2007, 09:09 AM
ummm...
=Attributes=
Body: 5
Agility: 5 [7]
Reaction: 5 [6]
Strength: 3
Charisma: 3
Intuition: 3
Logic: 3
Willpower: 5
i have 2 different character generators that think your core attributes cost 240 not 160.
raggedhalo
Oct 15 2007, 09:38 AM
QUOTE (rythymhack) |
i have 2 different character generators that think your core attributes cost 240 not 160. |
Even as an ork? (20BP on race)
DTFarstar
Oct 15 2007, 09:45 AM
I get 190 as an ork, but I didn't double check, but yeah, he listed race 20BP and that at least gets him close.
Chris
Buster
Oct 15 2007, 12:31 PM
QUOTE (Cain @ Oct 15 2007, 12:27 AM) |
QUOTE (Buster @ Oct 14 2007, 04:07 PM) | QUOTE (Spike @ Oct 14 2007, 03:37 PM) | Ditto trying to walk around in AAA neighborhoods just this side of a cyberzombie nuclear bomb...
Or, building a character aroud the concept of 'I'm really playing a farce 12 possessing spirit' and expecting not to have to roll dice to pull it off, or having to survive the time to get that karma to get there. |
I already explained all that, I can't keep explaining to people who can't be bothered to read the thread.
|
Ah, yes, the infamous: "I have no argument, so I'll go ad hominem on everyone who proves me wrong" argument. Sorry, but whinging isn't the way to win arguments.
|
What "ad hominem" attack? I said I'm not going to repeat myself for everyone who can't be bothered to read the thread. What you just said was an ad hominem attack. Why don't you contribute something useful instead of just flinging incoherent insults?
Spike
Oct 15 2007, 02:51 PM
I believe he is referring to the implied 'you are too lazy and/or stupid to know what I know' smug attitude that your post contains. Anytime someone starts saying 'I don't have to tell you because you should already know' it weakens their position.
Amusingly, I wasn't trying to argue a specific point with you that requires knowing or not knowing every defensive smokescreen you've tossed up in 8 pages of thread. I was just making my 'as a GM I wouldn't play the way you are implying I'd play' statement amusingly connected to your 'I want to play a spirit' mage.
But since you seem to WANT opponents to debate about how legal and not broken in rules/spirit this guy is, I'll go ahead and take my Streetmagic book with me today so I can bone up on it. I know you won't really listen, but hey, I'm not doing it for your amusement.
Spike
Oct 15 2007, 03:23 PM
QUOTE (Buster) |
His only weakness is that his possession spirit will trip Wards, so he'll be vulnerable for the single IP it takes for him to drop his possession spirit, walk into the ward, and metaplanar shortcut the spirit back into him. He could potentially take a lot of drain from summoning the spirit every sunrise and sunset, but he has plenty of Edge for an unlucky dice roll and he has cyberware and a first aid kit to handle the rest. I might spend the 63 free BP on Binding skills and foci to eliminate that potential threat. |
Flaw One in your reasoning: Metaplanar shortcuts use services. Every time you pass through that ward (minimum one in, once out unless you plan on crashing it) is a service.
Bog Forbid the run takes you through multiple high powered wards. I can actually see that: Send an ubermage to raid magical research facilities. The McGuffin's needed to complete the run are scattered in seperate laboratories, each protected by their own ward, each ward cast by a high powered initiate for the purposes of keeping the lab's 'spiritually sterile' to prevent disruptions to the magical expirements.
You're guy can either stand around outside the labs looking tough while the 'suck it muggles' runners actually try to find the stuff sneakily in the lab. He can blow massive numbers of services in the run, or he can try to pop the wards and bluster his way through the high numbers of enemy mages implied by a magical research facility, who will all undboubtedly have lots of banishment dice.
And oddly enough, that is exactly the sort of runs this guy would find himself on... going after high powered magical threats, because everyone knows he's the big bad magic runner.
Tarantula
Oct 15 2007, 05:04 PM
QUOTE |
Okay, there are two types of events (Mandatory) Which you have to do to complete the mission, and Bonus/Penalty which give you a number of +/- points.
Basically write down how much of each you can do yourself, and if you need a hand on any given event.
Okay, let us begin
WARNING SPOILERS FOR THE SR MISSIONS MISSION 'THE GRAB'
Maximum possible points: 8 Mandatory and 9 bonus points
Basically, pit your character up against the 'tests' - some of which will require a bit of imagination - and see what you can pull! If you need support (because you are a cyberszombine and cannot really infiltrate the school) mark it as such.
Edit: I've tightened up the test a bit. |
I'll put forward my elf girl who was posted on page 7, 6th post down.
[ Spoiler ]
(Bonus) Per + Int (3) -> (2) if they are asian of have asian skillz on point bonus
I didn't give her knowledge skills, but I guarantee with a face monster, she'd have japanese for sure, you decide if I get it or not.
(Mandatory) Int + Area Knowledge (1)
Again, didn't fill out knowledge skills, She'd probably be familiar with her area though.
(Mandatory) Meet the face in a nice restaurant in an AA district. The next 5 tasks are linked to this one. If you cannot get into here, you cannot participate in the next 5 tasks
Easily done +1
(Bonus) Neg + Chr or Con + Chr opposed test vs DP 13, eaach net hit up to 5 gives a bonus point.
Her con is 25 dice. She gets 5 bonus points (with an edge use) +5
(Bonus) Con/Neg + Chr vs 13 for a bonus point
Easily done, +1
(Bonus) Con/Neg + Chr vs 13 for a bonus point
Easily done, +1
(Bonus) If you have a gang related skill, get a sucess for a bonus point
Doubtful. None here
(Mandatory) Beat up a go ganger per PC (ie one) and a go ganger leftie. Use the stats from the SR4 rulebook for helloween gangers
I don't know what a leftie is. Go ganger PC is easy. She gets initiative of 7 (average 9 from rolls). Ganger is 5, (average 6). She goes first and punches. Unarmed 5 + 2 spec + agi 3 = 10 dice vs Ganger reaction 3 + block unarmed 2 = 5 dice. She average 3 hits ganger 1. 2 net hits. Hits with shock frills 6S(e). Ganger gets body + half armor = 3. 1 hit, 5S. Ganger makes Body + Will (3) check for electricity damage. 5 dice, 1 hit average, ganger goes down incapacitated for 2 + net hits (2) combat turns. Easily taken care of. +1
(Mandatory) Do enough legwork to find out where the mark for an extraction is from her photo alone (I leave this up to the discretion of the individual what this comprises)
"Have you seen my daughter/son?" (Con) +1
(Mandatory) Infiltrate a secured school (with patrolling drones looking for people without comms etc) and find out where the kid is staying - con + charisma (3) or hack the 3/3/3/3 LAN to determine where the kid is
Easily done. +1
<<linked task>>
(Mandatory) Fight off a lone star patrol and exit the school with the kid. Patrol is 2 cops per player and 2 lefties. The area is flooded with tykes. Kill more than one and you'll never get rid of the star.
Still no idea what a leftie is. Not sure how you're laying the combat out either. With judicious edge use, she probably can take them out thanks to her extra IPs. Your call.
<<Linked task>> But the vehicle CAN be outside the school
(Mandatory) Transport the kid out of town via a vehicle
She has a vehicle, +1
<<Linked Task>>
(Mandatory) Fight off a 3 man security team trying to snatch the kid back. includes a rigger flying an (unarmed) helicopter, a heavily armored human firing a door mounted machine gun, and a super melee troll that tries to rappel out of the chopper onto your car
Helicopters mean go drive in a tunnel. Or take a few quick turns in downtown high-rise area. Melee troll almost guaranteeable fails actually rappeling down onto a car. And door mounted machine gun means his RC sucks so he can't hit squat. I'll leave this one up to you too.
Base, at least 12 points. Depending on what you're willing to give her for knowledge skills and such I never fleshed out.
Buster
Oct 15 2007, 05:36 PM
I like your elf face build. One pointer: the Elf metarace only costs 30 BP, so you get 10 BP back there (unless the Female attribute costs 10 BP

)
Tarantula
Oct 15 2007, 05:42 PM
Must've typoed it and then just assumed it was good. Thanks, she's been edited to make use of that.
Orient
Oct 15 2007, 05:47 PM
The Elf girl in conjunction with either or those other two characters would be an interesting combo to have in a game. The mage (or uber-troll) could help take out physical threats while she protected them from retaliation.
LoneStar Mage: "Excuse me, Sir ... Unregistered spells and/or astral entities of that power are prohibited in this area without specific license."
Elf Girl: (stepping in front) "Who, him? Actually, officer, this is Dunkelzahn. He's returned from beyond in the guise of this skinny, unassuming human because .. well, that's a secret. But if you'd like, officer, he can give you an autograph." (Rolls 50-billion Con dice)