Help - Search - Members - Calendar
Full Version: New Character, New to Shadowrun
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2
TinkerGnome
Synaptic is in M&M. If you're upgrading your speed, you might want to look at boosted + synaptic accelerator instead of wired III.

If you've going to have high electronics, make sure to read over the B&E rules. You might need some Electronics B/R to go with it to make it useful (there aren't all that many other uses of Electronics for a non-rigger). I have nothing to say about the other stuff, since it all looks like fine choices.

1) There are surgery rules in Man and Machine. Basicly, if you have a piece of cyber yanked out, you don't get back essence but you can have something else stuck into the "essence hole" (it's not easy, but doable). Commonly, people buy better grade cyber as the game goes on (alpha to beta, etc).

2) Bingo on the B/R. I'd take a B/R skill for every weapon type and vehicle you have, technical skills (biotech might actually do fine this way instead of taking it at 6), a few driving skills (car, boat, rotor craft, etc) for stuff you're not driving on a daily basis, and pretty much anything else that looks interesting. Try to cover holes in the party's ability this way if possible. Stuff like Demolitions which you get to use once in ten games is great for chips (depends on the game, some games it might be every game... I don't want to play in one of those, though).

3) Knowledge skills may or may not prove useful. No advice from me here.
Lilt
Answers to your questions:

1:Your essence can never increase (not without some serious house-rules). If you uninstall some cyber your essence stays low. Presumably if you install a piece of cyber to replace one that has been removed, it can take-up the essence hole. That last bit is described in M&M (which you aren't using) but it's reasonably common sense so I'd be surprised if your GM didn't allow it.

2: General skill advice: You will want some form of melee skill, just so you're not completely raped by bubbah the adept if nothing else. Looking at your low strength: you're probably best going with either a coupple of skillsofts or the whips skill. Skillsofts could be unarmed (use with a stun glove) and maybe one with reach (a pole arm or something). The whips skill would also be ideal as it's quickness linked and (eventually) would allow you to use a monofilament whip. Before then you can use things like normal whips (good for binding your opponent), chains, and possibly other weapons like Morningstars, Nunchuku, and other eastern weapons (Ask your GM what you're allowed, the fact that it is described in another book probably shouldn't matter).

3: Take whatever skills sound good. Also: think what your character knows and what circumstances he would be useful in. Some examples I can think-of are "Corp. Security Layouts" which would help you identify likely features of the building from incomplete blueprints (Dog runs here, cameras there, cyber-scanners heresecurity rigger's office is probably that room, ETC) and "Common Security Interruptions", aka "Excuses for being there that aren't going to get me shot instantly" or the "Somebody order a Pizza?" skill.
Connor
QUOTE (Sand)
Questions:
1) Once you are loaded up with Essence-lowering items, how can you upgrade? Can you rip stuff out and replace it, or is there some mechanism for raising Essence later on?

You can't raise essence, but there are rules for removing cyberware and implanting new ware in the "Essence Hole". If I recall correctly, it takes a skilled surgeon however. The rules for this however are in Man and Machine I believe. There might be something in the healing/surgery section of the BBB.
RedmondLarry
I suggest ignoring the rules for Surgery, and just go with the old standard (since SR1) that when you take out cyberware it leaves an "essence hole" that you can put new cyberware into. Simple math, simple calculations, simple results.

The way a Samurai upgrades is by purchasing higher-grade cyberware. Alphaware is described in the main book, and uses 20% less essence than regular cyberware. Betaware and Deltaware are described in M&M.

You can also improve with Bioware (also in M&M), and even a Samurai who has lost almost 6 essence to Cyberware can still get 3 points of Bioware. The higher your essence the more Bioware you can fit in. See rules in M&M.

Removing cyberware and installing a better grade is a natural improvement path for a Samurai, much like Initiation is the improvement path for a Magician. The Surgery rules allow for the possibility of removing Cyberware to not leave an essence hole, and if you're a Samurai removing his Wired Reflexes 3 to install Beta Wired Reflexes 3 after having saved up millions of nuyen, not getting the essence hole is like shooting the character in the head. How would you like it if trying to improve a skill had the possibility of all your skills getting reduced to 2? In our game we don't make the improvement path for a Samurai make the player risk his character.
gknoy
QUOTE (Lilt)
2: General skill advice: You will want some form of melee skill, just so you're not completely raped by bubbah the adept if nothing else.


On a side note ... I imagine that jsut about anyone that isn't a melee specialist WILL be raped by bubba the adept.

I repeat, melee adepts will own nearly all others (except maybe the melee focused Troll? wink.gif), due to sheer number of throwable dice. Excellence at meleecombat - that is, after all, the role of the adept. Just as t he mage tears up things with stun/powerballs, and the Sammie has his 2-4 actions per turn of full auto smartlinked and recoil compensated fire. =)

general advice on adepts: Avoid them. Don't let them get close. Shoot them repeatedly. wink.gif None ofthis will work, of course. Same argument goes for any large troll bearign a melee weapon: shoot them before they get there.
Lilt
QUOTE (gknoy)
QUOTE (Lilt @ Apr 9 2004, 10:15 AM)
2: General skill advice: You will want some form of melee skill, just so you're not completely raped by bubbah the adept if nothing else.


On a side note ... I imagine that jsut about anyone that isn't a melee specialist WILL be raped by bubba the adept.

Except for 5 schoolgirls with their self-defense badges smile.gif
Unless Bubah has whirling...
QUOTE (gknoy)
I repeat, melee adepts will own nearly all others (except maybe the melee focused Troll? wink.gif), due to sheer number of throwable dice.  Excellence at meleecombat - that is, after all, the role of the adept.  Just as t he mage tears up things with stun/powerballs, and the Sammie has his 2-4 actions per turn of full auto smartlinked and recoil compensated fire.  =)
... But bubbah is a troll.

As for adepts: if you can out-range them, as with the whip idea, or outnumber them, as with the 5 schoolgirls idea, then it gives you a chance. If you can give them a +1 modifier then unless they have centering then it cuts their successes by 1/3rd. As they're probably rolling 1/3rd more dice than you, that evens the scores.
QUOTE (gknoy)
general advice on adepts: Avoid them.  Don't let them get close.  Shoot them repeatedly. wink.gif  None ofthis will work, of course.  Same argument goes for any large troll bearign a melee weapon: shoot them before they get there.
Duck and cover! Bubah's coming!
gknoy
QUOTE (Lilt)
As for adepts: if you can out-range them, as with the whip idea, or outnumber them, as with the 5 schoolgirls idea, then it gives you a chance. If you can give them a +1 modifier then unless they have centering then it cuts their successes by 1/3rd. As they're probably rolling 1/3rd more dice than you, that evens the scores.

hey! That's a good point. I had never looked at it that way. Score one for whips =D First time i've seen them as actually useful. wink.gif (monowhips aside, that is ... tho those are potentially nasty for all involved.)
Glyph
Everybody seems to be pimping the boosted reflexes/synaptic accelerator combo. It is sweet, but let me reassure you that wired reflexes have their own advantages: first, that reflex trigger is nice. Someone with boosted reflexes: 3 and synaptic accelerator: 2 has a high inititiative, but will be very twitchy. Secondly, wired reflexes raise your Reaction, which not only gives you some security when rolling initiative (in other words, even if you roll very low, it will still be a halfway-decent initiative), but also helps a lot for those all-important Surprise tests.


As far as melee combat goes, I agree that whips is the way to go - I think it is the only melee skill that is linked to Quickness rather than Strength, so it should be much more suited for a character with 2 Strength. If your GM starts introducing stuff from Cannon Companion, there are some good weapons under the whips category, such as nunchuks, morning stars, etc. If you run into a melee specialist, consider using the full defense rules - if you take that option, you can use all of your Combat Pool, rather than having it limited to your melee skill.
Herald of Verjigorm
Bioware and magic don't add twitch. (M&M page 45 speaks only of cybernetic reflex enhancements, no comment in bioware or the synaptic accel rules)
Yes, wired has advantages. Boosted has advantages. Conning a mage to tattoo quicken a force 5 improved reflexes +3 spell has advantages. They also have costs and different styles.
Moonstone Spider
I'd just like to add:
Don't overlook the value of Complimentary Knowledge skills. Those can really help in some situations. If you're going to take Biotech adding Medicine 6 will give you 9 complimentary dice (Counting the 3 from a medkit) and that can give you a lot of extra successes for pouring the Troll's brains back in his head.

Just about any social skill can be complimented by psychology.

Chemistry can compliment Demolitions.

It's up to your GM whether skillsofts can use complimentary skills so ask him.

I believe knowsofts and activesofts cost the exact same amount. Since Active skills are far more valuable in-game, and cost a lot more Karma to actually learn, you'll probably be better off buying mostly Activesofts.

Don't forget to buy a skillsoft Jukebox.
TinkerGnome
Good point about complementary skills. Be sure to check with your GM before you invest too heavily in the idea, however, as your milage may vary.

On a side note, Biotech 6 + Medicine 6 is roughly equivalent to a medical degree wink.gif Don't go with the combo unless it fits your character (but it's quite useful if you do use it). In M&M under the surgery rules, these are the only two skills a doctor rolls for just about anything (some knowledge skills might complement surgery, however).
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