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cutter07
First off don't whine about his munchiness, I'm going for that for a special reason. If you see something wrong please point it out <WITH THE PAGE NUMBER AND BOOK!>. If you got ideas for a better start lets hear um. No adepts or magic please

Edges:

Toughness - 3
Bonus attribute - 2 (BOD) (can only choose 1 attrib, and only once)
Quickhealer - 2

Flaws:

Dependant +3
Hunted +4

Priority choices:
A- Money: 1 Million
B- Attribute 27
C- Troll
D- Skills 30

Strength: 6 (10)/ 15
Quickness: 6 (5)/ 9
Body: 7 (12)/ 15 [17] +1 dermal +1 toughness
Intelligence: 7 (5)/ 7
Willpower: 1
Charisma: 2 (0)

Reaction: 8 (10)
Combat Pool: 8
Initiative: 3d6 + 10

Other special notes:
+1 body from toughness for damage resists
+1 dermal
+1 reach
+2 to healing/biotech checks from Quickhealer
+3d6 to athletics (sythacardium/enhanced articulation)
+1d6 to task pool (for knowledge skills)

Cyberware:
1. Titanium bone lacing (+2 body, +1 ballistic +1 impact)
(str+4 unarmed blows) 75k 2.25 essence cost
2. Smartlink 2 ,deltaware .25 essence 32k
3. Cybereyes (2k) w/ electronic mag 3 (11k) + w/ flare compensation (2K), thermographic (3K), low-light (3k) and protective covers ($500) (21.5k total) .3 essence
Total Essence 2.8 Total: $128,500

Bioware:
Platelet Factory (30k) .4 bdy, -1 from physical or mental Damage
Symbiotes lvl 3 (60k) 1.0 bdy, 50% Heal time
Synthacardium Lvl 2, (15k) .3 bdy, +2d6 to athletics and heart tests
Orthoskin Lvl 3 (100k) 1.5 bdy, +1 ballistic +2 impact
Suprathyroid Gland (50k) 1.4 bdy, +1 reaction, strength, body, quickness
Cerebral Booster Lvl 2 (110k) .8 bdy, +2 intelligence, + 1d6 task pool for int
Synaptic Accelerator Lvl 2 (200k) 1.6 bdy, + 2d6 initiative
Enhanced Articulation (40k) .6 bdy, +1 reaction, +1 die for active skills
Muscle Augmentation Lvl 4 (180k) 3.2 bdy, +4 quickness + 4 strength
Total Body Cost 10.8 Total Cost $785,000
Total Cost of both Cyberware and Bioware = $913,500

Money left $86500

Armors:

Normal daily armor (the default): 10b/9i

Forearm guards (0/1) $250
form fitting body armor level 3 (4/1), $500
secure long coat, black Italian leather style (4/2, +50% concealability) $650
coveralls, heavy (4/4) $1000

For social/formal business: 10b/6i

Great coat line (4/2) $2k
Armante' Dallas line (double breasted jacket, vest, slacks, shirt) 4/2 $2250
Form fitting body armor level 3 (4/1)


Weapons:
· Custom (+750) Combat Axe (StrS, +2 reach) $750 ($1500)
· Custom (+1200) Ranger-X bow (Str+4M) $1200 for str 10 w/ bow mount (+100) and external smartgun 2 link (+800) ($3500 total)
w/ 20 arrows $200

· (x2) Custom ($1k) Ruger Thunderbolt 12S ($1k), integral smartgun 2 ($400) and gas vent 4 ($1k) concealable, quickdraw holster ($150) ($3,550 total each) note: special burst fire rules apply, 4 points total RC (P&T permit +100 x2) *worn under arms
· Custom (+1k) Franchi SPAS-22 , 10Df ($1k) +gas vent 4(+1k) + shock pad (+200) folding stock, foregrip, underbarrel weight and retractable bayonet (GM allowing a custom 3 in 1 piece for 1k> (+$1000), +internal smartgun link, + sling (+$10) ($4210 total) loaded w/ buckshot, 8 points total RC, Choke rating of a 5 *worn on the back via a sling
· Custom (+300) Remington roomsweeper ($300) with smartgun 2 link ($450) and concealable, quickdraw holster (+150) ($1200 total) buckshot, choke rating of a 2 *worn in small of the back (P&T permit +30 x2)


Skills:

Active skills:

Edged weapons (Axes): 5 (7)
Unarmed attack (kenpo): 5 (7)
Pistols: 6
Projectile weapons (pullbows): 5 (7)
Biotech: 6

Knowledge skills:

Gang Identification: 4
Police hangouts: 4
Police procedures: 4
Security procedures: 4
Gunsmithing:4
Fence hotspots: 4
Black market prices: 4
Cybertechnology: 4
Car theft: 3


Language skills:
English:4
English (r/w):2
Spanish:2
Spanish(r/w):1

biggrin.gif
Connor
Just a quick look wihtout my books handy, but you might want to read the bioware stress rules in Man & Machine. I think with all that bioware you might have to worry about it, but then again I don't have my books handy and it's almost 4am here...
shadd4d
I'd imagine it'd mitigate, to some extent, the quick healer benefit. Bioware does weaken the body in healing tests and also for healing magic. Like Conner says, check on that one.

Don
cutter07
Yeah I need to check it but I think its 11 body or less. I got a 15 body so I still think I'm pretty good atm. I might be off but not sure
Tziluthi
Deltaware is banned for starting characters. (pg. 45 M&M)

[edit]Also, bioware is checked against the bioindex, which is your remaining essence + 3, not body, especially not modified body.[/edit]
cutter07
Also <assuming my GM oks the new called shot rules in the errata> which would you guys go with, flecette rounds or AV on my pistol? Keep in mind with smartgun 2, no recoil on burst fire with the GV4, and it being custom its pretty easy to pull off a headshot. (4 TN +2 for CS, -2 for SG2=4s) With 7 dice to roll, not counting combat poll, its going to be a nasty burst to take to the face.
shadd4d
What is your reason for giving him some above avail 8 stuff, if I may ask? The cerebral booster, heck the deltaware, and such?

BTW, you should upgrade to M&M. Muscle Aug was split into Muscle Toner and something else, so you have to get both to do a +1 to both Str. and Quickness. I take it you're using Shadowtech and Cybertechnology to construct this character. He also seems rather 1 sided; he's not going to go boo to anyone straight out from the gates.

Also remember that it looks like your character sleeps in the gutters; he's got no lifestyle, i.e. no place to store his stuff or sleep.

Don
cutter07
Good 1 Tziluthi, consider it changed to alphaware. How about adding muscle toner lvl 4?
Tziluthi
From what I can make out, your character's intelligence score is too high. If you spent 6 points on it to start off with it should only end up as six, seeing as trolls INT is modified by -2. I assume the only INT boost your character has is the Mnemonic Enchancer, which is only +2, right?
shadd4d
It's not an add but a substitution. Muscle Toner + Muscle Enhancer (can't remember what it's called) = Muscle aug bioware in Shadowtech. Just halve the bio index and 3/4 the cost, IIRC.

Also check your neural bioware and their availabilities. Cerebral booster is 10, IIRC, and some of that other stuff has to be higher than Avail 8.

Don
Austere Emancipator
Obviously your GM is allowing you to break some rules to begin with, so it's difficult to tell what might apply here.

To begin with, a legal starting character cannot have a Delta-grade Smartlink-2. SR3, p. 270: "no character can start the game with a piece of gear whose Availability is greater than 8." The Availability of a Smartlink-2 is 6, Delta adds at least +9, for an Availability of 15. Additionally, while I couldn't find a page number or quote for this, I am absolutely certain that neither Beta or Delta are legal for starting characters. [Edit]M&M p. 45, like someone already mentioned.[/Edit]

The character has more than 9 points of Bio Index, which automatically kills any character. Man & Machine, p. 77. You'd also be way into system overstress (p. 78, same book), but that's moot because you're dead. Shadowrun FAQ says that, officially, Cultured Bioware is not available for a beginning character, and this is suggested as a general rule.

Couldn't be bothered to double-check the numbers. I'm pretty sure more than 6 points of Edges or Flaws are frowned at, but there isn't an actual rule that says it's not legal. Not sure, don't have SRC here.

[Edit]Keeps coming... You've overcharged 0.6 for the Synaptic Accelerator-2. The Synaptic Accelerator-2 has a Bio Index cost of just 1.0. You're still dead, though, because you're over 9.

Even if you cut it down to an even 9 points of Bio, which you can by getting rid of some of the less useful ware, you'd be at 2.8 points of Overstress, which would cause at least the following:
+4 on any disease, toxin or drug Power, -2 dice to resist such substances
+5 on any Healing test TNs, -2 dice on any Healing tests
-3 boxes of Overflow
These penalties are detailed on pp. 77-78, M&M.[/Edit]
Austere Emancipator
QUOTE (shadd4d)
Cerebral booster is 10, IIRC

My book, Corrected Third Printing of M&M, says Avail 6 for both level 1 and 2 Cerebral Booster. This is not corrected in Errata. The +2 Avail modifier for getting Bioware as Cultured does not apply, it only applies for normal Bioware you get as Cultured.

The Ruger Thunderbolt is Avail 14, so it's illegal.
Lilt
QUOTE (P60 @ SR3)
Finally, no piece of gear purchaced at character creation can have a rating higher than 6 or an Availability higher than 8.
That should rule-out deltaware entierly too (and possibly some other gear you have).

Aside from that: You may want to consider a reflex recorder for your edged weapons skill, either for the base skill or in the axes specialisation.

Speaking of that: A combat axe is actually a counted as a polearm thus wielded with the polearms skill, not the edged weapons skill. "[The Polearms skill] governs the use of hand-held melee weapons longer than 1 meter", p86, SR3. Whilst that could lead to some munchkin twinkyness, like someone buying a 101cm long katana and trying to use it with the polearms skill, it's also listed as a polearm in the personal weapons table on P275.

Another trick you could use is, by choosing a 1-handed weapon as your main, picking up a small off-hand weapons skill. As you get a bonus die to the skill from Enhanced Articulation, you only need to buy the skill at 1 in-order to recieve an extra die, or 3 to recieve 2 extra dice.

If you don't want to drop your extra reach when switching to a 1-handed weapon: Consider the whips skill with which you could wield a Morningstar that does (Str+2)M, has +2 reach, and can be used to entangle opponents for easy fist-pummelings.
Tziluthi
The official ruling for edges and flaws is that, if you're using build points, you cannot have more than 5 points worth of unbalanced flaws. Which is to say, you can't have more than five points of flaws counting towards your overall build point total. If you're using the priority system, your edges and flaws have to be perfectly balanced points-wise.

Also, all of your character's attributes have to end up at one, at the very least. That includes your charisma.
Capt. Dave
Well, aside from all the problems listed in posts above, as well as a few more, a Willpower of 1 means almost certain death if you ever encounter a mage with a mana spell. Not to mention all the manip spells. I assume you're looking to be a combat monster, which is a welcome addition to a team, but you are fragged when it comes to magic (or social situations, for that matter.) Just tone down the 'ware a wee bit and aim for a bit higher on the mental attributes.

QUOTE
Also <assuming my GM oks the new called shot rules in the errata> which would you guys go with, flecette rounds or AV on my pistol?

AV ammo is Avail. 16. (CC, pg. 38)
toturi
Priority Choices:

A Resources: 30
B Attribute 27: 54
C Troll: 10
D Skills 30

Total: 124

If using BPs, maxed munched usable BPs is 128 (123+5).

You might want to refer to the SR3 editions of the various Bioware. Bioware has its own index called Bio Index, not Body in SR2.

Usually, I have my troll's Willpower at 5 or 6, since it is the only Mental attribute that doesn't have a penalty and the only Attribute in the Combat pool formula that doesn't suffer a penalty. I usually go for 2 or 4 for Int and Cha 2 for a specialisation in Etiquette of 3 (an average, not a sucky 2) Also the max points you can assign to any attribute is 6 before racial or other modifiers (But I allow additional 1 Attribute point if Exceptional Att is used).
tjn
Enless this character's main purpose is a cautionary tale against the excesses of SR technology... dear lord.

I don't care if he's a Troll... in fact especially because he's a Troll, he shouldn't have 1 Willpower and 1 Charisma. Any runner worth his nuyen isn't going to come anywhere near the a team with this guy. He's boorish and has the concentration of a gnat and the impulse control of a fly; he's more likely to frag up a run then not, if the PC is played with a mind to his stats.

What corp or military or whomever would invest this much cyber and bio? It doesn't grow off trees, and the character, as written, appears to have a shelf life of a squirmish, or maybe three at the most.

QUOTE (cutter07)
First off don't whine about his munchiness, I'm going for that for a special reason. If you see something wrong please point it out <WITH THE PAGE NUMBER AND BOOK!>. If you got ideas for a better start lets hear um. No adepts or magic please

Okay, you come off very combattive here. I'm getting the sense that you feel you understand the rules. However, a lot of the mistakes would be cleared up if you read Man and Machine and SR3. And keep in mind the Availablity 8 and Rating 6 limits as others have pointed out.

QUOTE

Edges:
Toughness - 3
Bonus attribute - 2 (BOD) (can only choose 1 attrib, and only once)
Quickhealer - 2

Flaws:
Dependant +3
Hunted +4


The edges, I wouldn't worry about. However the Flaws need some fleshing out. Hunted works better. Wouldn't be much of a stretch to flesh out someone that seeks revenge for one of his rampages, and with a 1 Willpower, I'm sure his impulse control is fairly lacking.

However, Dependant works the opposite way. He's a lazy, ugly, and violent troll. Why the hell does he have a dependant, and why isn't that dependant dead, or taken away from him yet? My inkling is that it was taken as a "soft" flaw.

QUOTE

Priority choices:
A- Money: 1 Million
B- Attribute 27
C- Troll
D- Skills 30

Strength: 6 (10)/ 15
Quickness: 6 (5)/ 9
Body: 7 (12)/ 15 [17] +1 dermal +1 toughness
Intelligence: 7 (5)/ 7
Willpower: 1
Charisma: 2 (0)

Reaction: 8 (10)
Combat Pool: 8
Initiative: 3d6 + 10


Priority is fine... but your attributes need a lot of work. You can not have negative or zero attributes, so you must invest at least three points into Charisma. Also you can only put a maximum of 6 points into intelligence, leaving the troll with 4(+2), this will reduce his natural reaction by one. So use that point into Charisma to bring it up past zero, and thus legal. However you will have spent 28 attribute points (not counting the bonus attribute) and will need to remove one from either Strength, Quickness, Body, or Intelligence to bring it back down to 27.

QUOTE

Cyberware:
1. Titanium bone lacing (+2 body, +1 ballistic +1 impact)
(str+4 unarmed blows) 75k 2.25 essence cost

I dislike titanium. It's hell getting it into any place with MADs, and makes airplane travel a bitch. But obvious 'ware for an obvious troll... fits with the theme, I guess.

QUOTE

2. Smartlink 2 ,deltaware .25 essence 32k

Refer to the deltaware concerns previously voiced. Plus deltaware is a bitch to repair or get SOTA'ed. Only 14 places on the globe where it's possible, and most are Corp owned. And those that aren't are a bitch to get any info on, let alone schedule an appointment. Also, get a rangefinder on that thing.
QUOTE

3. Cybereyes (2k) w/ electronic mag 3 (11k) + w/ flare compensation (2K), thermographic (3K), low-light (3k) and protective covers ($500)  (21.5k total) .3 essence
Total Essence 2.8              Total: $128,500

Don't know if you know this, but the Mag 3 and the Smartlinks don't work together, no real use for the Mag 3, especially if you have a rangefinder on the SL2.
QUOTE

Bioware:
Platelet Factory (30k) .4 bdy,  -1 from physical or mental Damage 
Symbiotes lvl 3 (60k) 1.0 bdy, 50% Heal time
Synthacardium Lvl 2, (15k) .3 bdy, +2d6 to athletics and heart tests
Orthoskin Lvl 3 (100k) 1.5 bdy,  +1 ballistic +2 impact
Suprathyroid Gland (50k) 1.4 bdy,  +1 reaction, strength, body, quickness
Cerebral Booster Lvl 2 (110k) .8 bdy, +2 intelligence, + 1d6 task pool for int
Synaptic Accelerator Lvl 2 (200k) 1.6 bdy,  + 2d6 initiative
Enhanced Articulation (40k) .6 bdy, +1 reaction, +1 die for active skills
Muscle Augmentation Lvl 4 (180k) 3.2 bdy, +4 quickness  + 4 strength
Total Body Cost  10.8      Total Cost $785,000
Total Cost of both Cyberware and Bioware =  $913,500

Hoo boy... well as previously mentioned, it's not your body, but rather an Essence Index. Also as previously mentioned, SynAccel is only 1 ndex, and Muscle Aug is now split between Muscle Aug (Str) and Muscle Toner (Quick), same costs though.

QUOTE

Money left  $86500

Save money for Contacts.
Secondly, gear for a Troll costs 25% more, which you haven't accounted for at all.

QUOTE

Armors:
Normal daily armor (the default): 10b/9i

Forearm guards (0/1) $250
form fitting body armor level 3 (4/1), $500
secure long coat, black Italian leather style (4/2, +50% concealability) $650
coveralls, heavy (4/4) $1000


One, only the highest two armor values stack, enless specifically noted (like helmets, forearm gaurds, or 'ware) there are no rules for layering more then 2 layers. If you want to keep the 50% conceal and go for the max armor, you will run into Combat pool and quickness problems. If you want the impact armor go with the overalls, the FFBA, and a leather jacket. If you want the conceal go with the long coat and a pair of leather pants (but with a Combat Axe and a Ranger-X bow... the troll's whole concept is obviousness).

As it's 5am, I don't want to do the math in my head for all three options. Suffice to say, Yer looking around an 8/7 or 8/8 rather then 10/9.

Two, Forearm gaurds only apply in melee combat, and they're damn silly. Nothing says "I don't belong here" like forearm gaurds. Wait... the theme...
QUOTE

For social/formal business: 10b/6i

Great coat line (4/2) $2k
Armante' Dallas line (double breasted jacket, vest, slacks, shirt) 4/2 $2250
Form fitting body armor level 3 (4/1)

One, social occasions? formal occasions? When the heck would this guy ever get anywhere within 50' of a formal occasion?
Two, again you can only layer two per catagory. The Dallas line gives ya an improved impact score (by one), but the FFBA would avoid the +1 to quickness modifiers. You're looking at 8/6 for the Greatcoat/Dallas or 8/5 for either the FFBA/Greatcoat or the FFBA/Dallas. Plus you'd likely be expected to remove the coat for formal occasions.

QUOTE

Weapons:
· Custom (+750) Combat Axe (StrS, +2 reach) $750 ($1500)
· Custom (+1200) Ranger-X bow (Str+4M) $1200 for str 10 w/ bow mount (+100) and external smartgun 2 link (+800) ($3500 total)
w/ 20 arrows  $200

· (x2) Custom ($1k) Ruger Thunderbolt 12S ($1k), integral smartgun 2 ($400) and gas vent 4 ($1k) concealable, quickdraw holster ($150)  ($3,550 total each)  note: special burst fire rules apply, 4 points total RC (P&T permit +100 x2) *worn under arms

Besides the fact the availablity for Thunderbolts being through the roof, any GM that lets the players get a permit for it is out of his mind. The Star holds onto their guns. Though available for purchase not as a LS cop... they have an illegal rating of TWO, how the hell did he persuade someone to get him that permit with a charisma of one and no contacts?
Also... to get a permit, one needs a SIN. Does he have one? Does he put permits for items he uses on shadowruns on it?

QUOTE

· Custom (+1k) Franchi SPAS-22 , 10Df ($1k) +gas vent 4(+1k) + shock pad (+200) folding stock, foregrip, underbarrel weight and retractable bayonet (GM allowing a custom 3 in 1 piece for 1k> (+$1000), +internal smartgun link, + sling (+$10) ($4210 total) loaded w/ buckshot, 8 points total RC, Choke rating of a 5 *worn on the back via a sling

Your GM is crazy. That underbarrel mount is out of whack.
And personally I have trouble buckshot with a gas vent. One of my houserules is that if Gas Vented, a shotgun can only fire slug.

QUOTE

· Custom (+300) Remington roomsweeper ($300) with smartgun 2 link ($450) and concealable, quickdraw holster (+150)  ($1200 total) buckshot, choke rating of a 2 *worn in small of the back (P&T permit +30 x2)

Again with the permits. How, why, what SIN is it attached to?

QUOTE

Skills:
Active skills:
Edged weapons (Axes): 5 (7)
Unarmed attack (kenpo): 5 (7)
Pistols: 6
Projectile weapons (pullbows): 5 (7)
Biotech: 6

Well... as the combat munchster, least he'll be providing inter-team dependancy. Least one way.

QUOTE

Knowledge skills:
Gang Identification: 4
Police hangouts: 4
Police procedures: 4
Security procedures: 4
Gunsmithing:4
Fence hotspots: 4
Black market prices: 4
Cybertechnology: 4
Car theft: 3

Will be five over, once the change to Int takes place. However... trying to find a character in there.

QUOTE

Language skills:
English:4
English (r/w):2
Spanish:2
Spanish(r/w):1

biggrin.gif


Oddly, the character will have three more langague ranks to use.
toturi
Don't make assumption on what the PC's personality is... I mean the troll could have been the spoilt scion of an old money family (hence the money and warez) that got itself wiped out (hence Hunted?) and has a sister/brother in tow (hence Dependent?).

Not much of an independent or original thinker are you, Tin? biggrin.gif
shadd4d
I don't suppose you could be my lawyer, Toturi? Just in case? wink.gif

Don
toturi
QUOTE (shadd4d)
I don't suppose you could be my lawyer, Toture? Just in case? wink.gif

Don

It is going to be a real toture to be working for someone who can't spell my handle properly. So, no. biggrin.gif
shadd4d
Sorry. Toturi never tortured anyone.

Nice handle by the way.

Don
tjn
First it's tjn, a j not i, and no capitals.

Now, toturi, take the flamebait out.

You're throwing shit at a wall and hope it sticks, and you know it

It's not logical. You want a game where the stats don't have a damn thing to do with how the character is played. Fine, have fun.

You know, judging people because they think differently then you, and yet hurling the "Not much of an independant or original thinker" insult paints you as nothing more then a hypocrite.

Everyone is free to think as they will, as long as they see it your way, eh toturi?
Raptor1033
I don't have the books with me but near the end of the cyberware section in M&M it suggests that players not have access to beta-level or higher clinics. So even if the availability of a delta item was under 8 you still couldn't get it installed. Starting characters are supposed to have access to standard and alpha only.
TinkerGnome
Raptor, the character clearly is working by a different set of availability rules from normal characters. Normally, you keep cyber to alpha or less, can't have cultured bioware, and don't run around with weapons above avail 8. You also don't pack on 50 kilos of armor and expect to be able to walk. But maybe that's just me.

[edit] Oh, and tjn, I've been reading your name wrong, too. Though you have to admit, the j belts right into the underline making it pretty hard to tell. (j & i) [/edit]
toturi
QUOTE (tjn)
First it's tjn, a j not i, and no capitals.

Now, toturi, take the flamebait out.

You're throwing shit at a wall and hope it sticks, and you know it

It's not logical. You want a game where the stats don't have a damn thing to do with how the character is played. Fine, have fun.

You know, judging people because they think differently then you, and yet hurling the "Not much of an independant or original thinker" insult paints you as nothing more then a hypocrite.

Everyone is free to think as they will, as long as they see it your way, eh toturi?

Ahem... may I?

There was a biggrin.gif to indicate the last barb at the end of my post was intended as a joke.

My point was to illustrate that you should not ASSUME that the character doesn't have a story that fits the numbers, tjn (see, I actually read your posts carefully to avoid making the same mistakes).

By the way, (joke/humourous taunt starts here extinguish.gif) I've never thrown shit at a wall and I have never experimented to determined the adhesiveness of shit. I think my background for the troll is perfectly reasonable, but it would seem that you disagree.

His family background determines his resources and how he came about having so much cyber/bio, he being spoilt and indulged has low Willpower and Cha. It is logical, I think.
Austere Emancipator
QUOTE (TinkerGnome)
Normally, you keep cyber to alpha or less, can't have cultured bioware, and don't run around with weapons above avail 8.

Two different forces at play there. It is an actual rule that a starting character cannot have Beta- or Delta-grade Cyberware, and it is also a rule that s/he cannot have any gear with an Availability greater than 8. Not being allowed Cultured Bioware is more of a suggestion, and an "if you're running an official game" thing. (You probably knew this, but I thought I'd mentioned in case someone was confused.)

tjn has several good points, but I would still like to stress the fact that, in addition to being an illegal character, he is dead.
tjn
My apologies torturi, if it was a joke; that biggrin.gif looked very much like a smirk and your point was sufficiently obfuscated by the unneed barbs.

I came to a heuristic conclusion. The under lying themes of the original post were combative and gave the impression that the player of said PC was "trying to put one over" on a GM, or somehow "win" at SR.

As far as assuming... you are assuming there is a story that goes along with those numbers. We've seen no evidence if there is or isn't, my experience is that usually when a character is intentionally 'munchkined' there's usually not a character behind it (enless we're speaking about Sphynx wink.gif). However, I will be the first to say I'm wrong if there is a logical and consistant story behind the choice of the numbers so chosen.

As far as your background for the troll, I feel it's a step in the right direction, and fairly ingenious for explaining the Charisma and Willpower, but more should be fleshed out. But my main problem for that background is that the knowledge skills just don't reflect that sort of upbringing.

By the way (joke/humourous retort starts here extinguish.gif) I think you are missing out on some enlightening experiments with the adhesive qualities of fecal matter. It's a pastime shared by many, so many that I hear the President is going to push through congress the National BS Day to celebrate the efforts of so many that talk gregariously for quite a large amount of time, while using vocabulary superfluously in order to misdirect or obfuscate the reality that there's just nothing there. nyahnyah.gif
cutter07
Ok first off

QUOTE
Okay, you come off very combattive here. I'm getting the sense that you feel you understand the rules. However, a lot of the mistakes would be cleared up if you read Man and Machine and SR3.


If I knew all the rules I wouldnt have asked for help now would I? I said what I said cause I know some people are just about flaming. I've read both the books but alot is assumed, open ended, or conflicts. Don't be a dick. When someone comes to you for advice they are humbling themselves to your experience. Either help or stfu. Not directing this at you, but at anyone who feels the correct reply to this post was RTFM. I thank you for the info thats valuable, but please drop the egos, no ones impressed. YHBT

Yes this guy is a munchie. I rarely play them but this is my try at it. In one form or another everyones a steriotype. If I wanted to roleplay something normal I'd get a human with 3's. But why play something you are IRL,... thats boring.

Now, with that issues that will be corrected (so lets move past them):

- Deltaware, consider it gone.
- Bio index, will be lowered to a 9, tho not sure what I'll drop.
- Availability, my GM lets this slide on creation if he approves the purchases. Maybe its not you, but thats his rule 1.
- Willpower 1,.. well I'm not planning on fighting any mages. If I do thats my downfall just as his will be a combat axe in the head if I get close. biggrin.gif
- Int score too high, might have added wrong, I'll double check.
- Edges/flaws, the book states you can have no more then 5 edges/flaws combos but I don't see where it says the point total can't be more then a certain number. If so tho I can drop something.
- Axe as polearm. Look at the SR3 book, the CC, the FoF book, etc. Some list 1 way (polearms), some list another (edged weapons). So tell me which is the correct skill. I think I took it from the SR3 book. When you get conflicts what bok should you say is the default assuming its not errata?
- Lifestyles. I got some. Just not listed hear for space reasons.

Things unclear or need advice with-

- Body stress, something I need advice with. Not really understanding how it works.
- Permits. How far you can get away with them.
- Licences. Namely bodygaurd, PI, and bounty hunter. Each lets you pack and some legality of restraining others. Price, limits, etc?
- Gun mounts and accessories, is everything legal <minus the custom add-on for the shotgun>
- Is a combat axe 1 handed or 2 normally?
- Better edges, cyberware, bioware choices?


Anything more?
TheScamp
Isn't Orthoskin incompatible with dermal, of which which trolls automatically get 1 level?
Luke Hardison
QUOTE (TheScamp)
Isn't Orthoskin incompatible with dermal, of which which trolls automatically get 1 level?

I have in the past, and would in the future, rule that the troll's natural dermal (or, for that matter, SURGE dermal) would keep anyone from getting Orthoskin.
Austere Emancipator
QUOTE (cutter07)
Bio index, will be lowered to a 9, tho not sure what I'll drop.

Okay, but remember the penalties for such a huge Bio Index. I already mentioned these above:
+4 on any disease, toxin or drug Power, -2 dice to resist such substances
+5 on any Healing test TNs, -2 dice on any Healing tests
-3 boxes of Overflow
That makes any healing extremely difficult, and most combat chemicals will take him out very easily. Don't be surprised when a NeuroStun grenade forces you to resist 12S Stun with 13 dice.

Additionally, you will be on permanent system overstress such that all your Bioware implants are at virtual Light Stress. This causes the following effects:
*Cold extremities and tingling sensations. (Platelet Factories)
*Suffers from weight loss. (Symbiotes)
*Frequent acute migraine headaches. (Synthacardium)
*Unsightly dry and flaky skin. (Orthoskin)
*Usually hot and sweaty, even more weight loss. (Suprathyroid gland)
*Even more acute headaches. (Cerebral Booster)
*Tends to be jumpy. (Synaptic Accelerator)
*Muscle pains and cramps common, must limber himself up. (Enhanced Artwinkulation)
*Muscle stiffness common, must limber up even more. (Muscle Augmentation)
*Muscle pains and cramps a'plenty, you gotta limber yourself for hours on end. (Muscle Toner)

Just think what that must feel like.
cutter07
QUOTE
I have in the past, and would in the future, rule that the troll's natural dermal (or, for that matter, SURGE dermal) would keep anyone from getting Orthoskin


I think thats a house rule, though it makes sense. However I couldnt find anything in the books on it. But thats what I'll probably drop to lower my bio-index anyway. I think as it is he can take some decent punishment.
Austere Emancipator
QUOTE (cutter07)
But thats what I'll probably drop to lower my bio-index anyway.

Minus one instance of "Dry and flaky skin", then. smile.gif
cutter07
QUOTE
Just think what that must feel like.


Probably about what 0.01 essence feels like. eek.gif

Seriously though I'll consider taking um down some. I just want this mofo to be a real blender.
John Campbell
QUOTE (cutter07)
- Willpower 1,.. well I'm not planning on fighting any mages. If I do thats my downfall just as his will be a combat axe in the head if I get close. biggrin.gif

Good luck with that... but, personally, I think it's a bad plan. My combat sorcerer could drop you with a Manabolt, guaranteed, without even dipping into his Spell Pool, and with basically no chance of taking Drain. The Raven I hang out with is quite possibly worse... he has Control Thoughts, which is also Willpower-resisted (in other words, you stand no chance of ever breaking it), and could just use you as his own personal meatpuppet.

And don't make the mistake of thinking that all mages are scrawny, physically helpless weaklings. That combat sorcerer of mine would be quite happy to take your troll on axe-to-axe (I'd probably lose to the troll's longer arms, but it'd still be a great fight). Also don't forget that mages can use weapon foci, just like adepts... and, unlike adepts, can start with them bonded. That can provide them with a lot of extra dice, and SR melee combat isn't really about how big and strong you are, but about how many dice you can throw at it.

QUOTE
- Axe as polearm. Look at the SR3 book, the CC, the FoF book, etc. Some list 1 way (polearms), some list another (edged weapons). So tell me which is the correct skill. I think I took it from the SR3 book. When you get conflicts what bok should you say is the default assuming its not errata?

The combat axe got switched from Edged Weapons to Pole Arms in the 10th (IIRC) SR3 printing, and that change is listed in the errata on the website. I personally don't like that particular change, for various reasons that aren't really relevant here, but it is canon.

More generally, I usually figure that when there's a conflict between the corebook and the expansion that specifically covers that field, the expansion overrides the corebook. In this case, since we're talking weapons, CC would be the final authority.

QUOTE
- Is a combat axe 1 handed or 2 normally?

Pole Arms are two-handed.
cutter07
QUOTE
Good luck with that... but, personally, I think it's a bad plan. My combat sorcerer could drop you with a Manabolt, guaranteed, without even dipping into his Spell Pool, and with basically no chance of taking Drain. The Raven I hang out with is quite possibly worse... he has Control Thoughts, which is also Willpower-resisted (in other words, you stand no chance of ever breaking it), and could just use you as his own personal meatpuppet.


Looks at the extreme range of a 15 str bow,.. longer then a sinper rifle if I remember. Now imagine a headshot with a EX ranger-x arrow with that 15 strength. That 8 dice to roll plus combat pool. Now look at your mages body,.. sure you might have a shield up, if you know its coming (unlikely) but I'm not sure it would help much.

Fact is man everyones got a weak spot.
Cray74
QUOTE (tjn)
Enless this character's main purpose is a cautionary tale against the excesses of SR technology... dear lord.

...

Okay, you come off very combattive here. I'm getting the sense that you feel you understand the rules.

Actually, I think cutter07 was pre-emptively trying to head off responses like yours, tjn.

QUOTE (cutter07)
Looks at the extreme range of a 15 str bow,..


The question is: who fires first? It is far, far easier for a mage to be part of crowd (or blend in with other combantants) or otherwise hidden from view than it is for your PC to wander around with his bow. The fight - not necessarily part of a run - that has the slightest chance of involving a caster will end this powerful troll all too easily. This is basically the equivalent of a character with a Body of 1 gambling he won't encounter a pistol or knife.

Personally, I always favor Willpower over Intelligence. An intelligence 7 is nice, but doesn't do as much for a "muscle" character as Willpower.
Austere Emancipator
QUOTE (cutter07)
Looks at the extreme range of a 15 str bow,.. longer then a sinper rifle if I remember.

900 meters, 100 meters less than a Sniper Rifle. Decent enough, though. And it seems you have a Ranger-X for STR 10, so the range is actually 600 meters (unless there are different rules somewhere for Ranger-X ranges, couldn't find any).

It's a good weapon, no argument there. But John Campbell's point is still just as valid: Any ole mage can fry this guy without any trouble whatsoever.
cutter07
QUOTE
Actually, I think cutter07 was pre-emptively trying to head off responses like yours, tjn.

And reading on, that seems to be exactly his intent: to get the rules without the color commentary.


Exactly, couldn't have said it better myself. And a graceous thank you for those that have done so.

QUOTE
900 meters, 100 meters less than a Sniper Rifle. Decent enough, though. And it seems you have a Ranger-X for STR 10, so the range is actually 600 meters (unless there are different rules somewhere for Ranger-X ranges, couldn't find any).

It's a good weapon, no argument there. But John Campbell's point is still just as valid: Any ole mage can fry this guy without any trouble whatsoever.


Aye, I haven't adjusted the bow yet for the updated str. But I think I made my point, 17D to the head is not a fun thang for someone with probably all of 3 body and 5 combat pool. More so when they never see it coming. Or I could use a barret 121 defaulting to pistols, whatever. Point is mages are the first to be tageted and the first to drop. Point is you can kill anyone, anything if you hit them where it hurts.

While magic is certainly an equal to any other form of combat its not the ultimate. It has its limits and drawbacks.


gknoy
No comments on legality (though YES it is muncheriffic, but hey he DID say so explicitly smile.gif)... but, I have to confess that I find it interesting that he lists skills after attributes, gear, and cyberware (toys).

=) sounds absolutely freaky with that bow, though.
Austere Emancipator
QUOTE (cutter07)
It has its limits and drawbacks.

Not against someone with Willpower 1 it doesn't. smile.gif Think of it this way: The mage frying this character with a Manabolt is like you firing that Roomsweeper at 1 meter at an immobile, unaware target that has no armor and a Body of 1. It's like that at any range, in any situation, regardless of anything this character can do, and can only be helped if your team has a really good mage.

I'm not saying a Willpower of 1 is necessarily suicidal. A character can survive decently with it. But you have to be extremely careful not to piss of anyone who might know a mage.
cutter07
QUOTE
Not against someone with Willpower 1 it doesn't.  Think of it this way: The mage frying this character with a Manabolt is like you firing that Roomsweeper at 1 meter at an immobile, unaware target that has no armor and a Body of 1. It's like that at any range, in any situation, regardless of anything this character can do, and can only be helped if your team has a really good mage.

I'm not saying a Willpower of 1 is necessarily suicidal. A character can survive decently with it. But you have to be extremely careful not to piss of anyone who might know a mage.


I'll raise it ASAP, if for nothing else then for combat pool and med checks. Yeah if mage A sees me and wins inititive <rofl, yeah right> and hes in LOS then yeah I'm toasty. Assuming A:) I'm alone B:) Not ready C:) dumb enough to not to expect it. If I get the drop on him though imagine those dual thunderbolts or fianchi on burst working its magic. Hell look at how many actions I get in an init pass. Dont even get me started on if I'm close enough with the axe and its total +3 reach,..

But is he unstoppable,.. no. No one is. This isnt about "my daddy's character is tougher then your daddy's character". Its about playing weakness vs weakness and having a good crew to back you up. Chances are any mage is splatter before he even gets his chance at inititive. I know cause I've played that mage,..
cutter07
QUOTE
The edges, I wouldn't worry about. However the Flaws need some fleshing out. Hunted works better. Wouldn't be much of a stretch to flesh out someone that seeks revenge for one of his rampages, and with a 1 Willpower, I'm sure his impulse control is fairly lacking.

However, Dependant works the opposite way. He's a lazy, ugly, and violent troll. Why the hell does he have a dependant, and why isn't that dependant dead, or taken away from him yet? My inkling is that it was taken as a "soft" flaw.


Also a little more info so make sense of the mess. The dependent and hunted have a story line but its long and I hate typing anywho. The dependent is a twin brother who he will blindly follow and defend, even if its suicidial. the unter is an enemy from thier past, namely a troll hater with money power and knowledge.

On the permit weapons those are for personal use only. This guy is being groomed to be a bodygaurdish type (company man) for a corp exec. He probably will use company gear anyway, since carrying a fianchi into a black tie affair isnt tres chic. That why I have formal wear btw. There is going to be some "runs" but its mostly assassination using company gear.

On the mag 3 eyes,. well there are times mag 3 is better then smartgun w/ rangefinder. Also for non-combat things like keeping an eye on potential attackers.
tjn
QUOTE (cutter07)
If I knew all the rules I wouldnt have asked for help now would I? I said what I said cause I know some people are just about flaming. I've read both the books but alot is assumed, open ended, or conflicts. Don't be a dick. When someone comes to you for advice they are humbling themselves to your experience. Either help or stfu.

And don't be a dick when asking others to not be a dick, I saw nothing "humble" about your first post. It was arrogant and combattive.

QUOTE (Cray74)
Actually, I think cutter07 was pre-emptively trying to head off responses like yours, tjn.

When the first post is arguementative in itself, asking others to not respond in kind is disingenuous.

QUOTE (cutter07)
Yeah if mage A sees me and wins inititive <rofl, yeah right> and hes in LOS then yeah I'm toasty. Assuming A:) I'm alone B:) Not ready C:) dumb enough to not to expect it.

A mage doesn't have to win initiative. All he has to do is be smart. You assume you can pick out which is the mage before he casts a spell, or that if you do know who to target that he will be in the open at the start of combat, or even the fact that he's even there physically at all and not just projecting.
It doesn't mater how high your initative is, because you will only get one action before the mage goes. Counting on the fact the Troll will be able to know who to target and be able to hit him once he does know, is iffy at best.

That and Manabolt has a range of about 2 or 3 kilometers with a good pair of binoculars, even more if the mage sets up a tripod.

QUOTE (cutter07)
On the mag 3 eyes,. well there are times mag 3 is better then smartgun w/ rangefinder. Also for non-combat things like keeping an eye on potential attackers.
At extreme range, the base TN is 4 instead of 5, thats the only advantage Mag3 has over SL2 with a rangefinder, and at all other ranges the SL2 with rangefinder is better.

Personally, I wouldn't go cybereyes with a Troll, the natural Thermographic is just too nice to sacrifice. Grab a Nictitating Membrane bioware to eliminate glare since the troll would still have his normal eyes.

Also, Mag3 would be a detriment to looking for potential attackers since it magnifies your center of vison at the expense of your periphral vison. Your periphral vison is the one that senses sudden movement, which would be key to anticipating attackers.

Gunmounts: Dunno if you realise that you won't be able to use a silencer with the gas vents, but other then the crazy undermount it's fine.

As far as Permits, page 273 has what you're looking for. Must have a valid SIN (fake SINs must pass a rating 6 opposed test) and may require proof of employment and an adequate reason as to why the person should get it. Availablity is +2 for whatever gear it is on an Etiquette test. As the character doesn't have Etiquette, he must default. And as you can't default if the TN is above 8, anything that has an availability above 6 he can't aquire a permit for.

Even an availabilty 2 item would have a TN of 8 on one die to get the permit for it.

Even if you did have a permit... I feel it's more hassle then it's worth. Remember that gun, it's balistic fingerprints and identification number is now registered to all enforcement agencies. Should it be used in a run, you will be the first person they talk to.

Plus the more paperwork the character files, the easier it is to find something about him on the Matrix.
Luke Hardison
QUOTE (cutter07)
QUOTE
I have in the past, and would in the future, rule that the troll's natural dermal (or, for that matter, SURGE dermal) would keep anyone from getting Orthoskin


I think thats a house rule, though it makes sense. However I couldnt find anything in the books on it. But thats what I'll probably drop to lower my bio-index anyway. I think as it is he can take some decent punishment.

Actually, I'm going to change my stance and say it's canon, now that I've read it verbatum.
QUOTE
Orthoskin is not compatable with dermal plating or dermal sheathing ...

M&M, p.79.

I thought it was less explicit than that, but it seems pretty clear that trolls can't get orthoskin. I would allow player who wanted orthoskin on his/her troll to go through surgery to have his/her dermal deposits removed (equivalent to having them installed cybernetically), and then take orthoskin after he/she healed.
Lindt
Lets look at these

QUOTE

Knowledge skills:
Gang Identification: 4
Police hangouts: 4
Police procedures: 4
Security procedures: 4
Gunsmithing:4
Fence hotspots: 4
Black market prices: 4
Cybertechnology: 4
Car theft: 3


Gunsmithing? Ok, he knows how its done, but hasent a clue how to do it. Bummer. Fence hotspots, too bad anyone he talks to would run away from his complete social ineptness. Only Cybertech 4? Hell hes got enough chrome for any 2 people. Why not make it 6 and say its a hobbie? And car theft? First he dosent have the skills to even THINK about doing it, never mind that he cant drive in the first place. For gods sakes, hes a bodyguard, at least give him the ability to drive a car.
Malokei
Hey man is it just me, but is that charactera bit on the crack side of the equation for starting characters. I mean as a GM I certainly would not allow that in unless Iwas running something like Shutdown or Survival of the Fittest. Anyways nice character but over powered. Way overpowered. cool.gif
broho_pcp
I think that character is the best I have ever fixed my eyes upon. Most of our games ignore those pesky bioware/cyberware stress issues, so go ahead and keep it all. It seems that your character would be (as a bodyguard) limited in a large range of skills (no real need for much extra) and the game is probably going to require massive stats, go ahead and have fun with it. nyahnyah.gif
cutter07
Tjn just save it, I wasnt arrogant, your just a dick. Be a dick to someone who cares enough to listen. I'm done with you.

QUOTE
Gunsmithing? Ok, he knows how its done, but hasent a clue how to do it. Bummer.
No this is pure knowledge, consider it gun trivia. Not B/R. I got this from the weapon master build in SR3

QUOTE
Fence hotspots, too bad anyone he talks to would run away from his complete social ineptness.


Cash speaks loud and clear. Another one from SR3 builds

QUOTE
Only Cybertech 4? Hell hes got enough chrome for any 2 people.


Not really, Bioware yes but cyber hes kinda mild IMHO. Yes another form SR3 builds

QUOTE
And car theft? First he dosent have the skills to even THINK about doing it,
Really, a 7 int and ungodly quickness isnt enough now days?
QUOTE
never mind that he cant drive in the first place.
Car = reaction. Go take a look at his reaction,... Now think,..

You got some good points but knowledge skills are for knowledge, its what you know not what you do. I know alot about guns IRL but couldnt go whip up a .357 mag now could I?
BitBasher
QUOTE
Hell look at how many actions I get in an init pass.

Before any opponent? ONE in third edition, you will never get more than a single action before opponents can go. Always keep that in mind. Especially beacuse if there's a living mage, youre done. Period.
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