Eyeless Blond
Apr 23 2004, 07:07 PM
The short list of things not to forget about when you want to be a runner:
1) Buy more contacts. Legwork sucks without a lot of 'em. The two freebies are not even a minimum; they're almost a joke.
2) Buy broadcast encryption. Rating 5 is livable (more than 3 9's to decrypt), but rating 7 is a good value (more than 4 11's to decrypt).
3) If you're gonna be a sam, then be one: buy wired reflexes.
4) If you have natural thermographic vision don't get replacement eyes. Natural thermovision beats out cybereyes almost every time.
Anything I forgot?
Arethusa
Apr 23 2004, 07:16 PM
Well, wired's not absolutely necessary for a sam. There are other ways of doing it. But you do have the right idea, overall.
Kagetenshi
Apr 23 2004, 07:18 PM
I'd say Rating 3 encryption is livable and Rating 5 is better. It's a rare situation when you'll need more than R5.
~J
TinkerGnome
Apr 23 2004, 07:28 PM
1) Depends on your character and the team. The decker should have matrix contacts, the sammie should have mainly gear contacts, the face should have ALL the contacts
2) Broadcast encryption 3 is more than enough for a starting character. The odds of someone getting two 7s on the decryption roll are not that good, considering a rating 10 decryption system only breaks it 50% of the time and a rating 6 about 25% of the time. Just the fact that it's encrypted costs your opponent enough time that you can change encryption codes and be on another set of channels entirely.
3) That's the difference between a street sam and a weapons specialist, in my opinion. Some sort of good reflex boost. However, I've recently become more interested in the idea of characters who don't use a reflex boost... but that depends entirely on the game you're playing in. If you regularly get ambushed and shot at, by all means, boost yourself through the roof. You can always yank them out later. Try to squeeze a reflex trigger in there, though. No good putting a round between a five year old's eyes while you're walking down the street and they make a sudden movement.
4) Amen. If you're an adept, spring for that .25 power point power, too. Also don't forget to slap in some kind of lowlight and flare comp (you can do that with goggles if need be).
5. Skillwires are your friend. Take a look at them before you write them off (I used to).
6. Having a chipjack or knowsoft link is a great way to blow .1-.2 essence. Just being able to read lingasofts can save your hoop.
7. A good sammy can take a gunshot wound. A great sammy never gets shot at in the first place.
8. Cyber eyes have a total accessory cap of 1.2 essence. Yes, you can hit that mark. No, it's not hard.
9. Routers are your friend. Get all of your cyber to talk to each other for ultra efficiency
10. Always match up the grades of items and accessories (ie, alpha eyes require alpha modifications).
Oh, and here's Warpath's base cyber load, just as an example of what I've been leaning toward lately.
[ Spoiler ]
Eye Replacement (A)
- Low Light (A)
- Eye Lights (A)
- Thermo (A)
- Ultrasonic (A)
- Flare Comp (A)
- Image Link (A)
- Elect. Mag 3 (A)
Skillwires Rating 4, 48 MP
Chipjack (A)
- CED R 3 (A)
Ear Replacements
- Dampner
- High Frequency
- Hearing Amp
Datajack (A)
- Port (GPS)
- Port (Orientation System)
- Port (Router)
Smartlink-2 Processor (A)
- Induction Pad (A)
- Ltd. Simsense Rig (A)
- Rangefinder (A)
Orientation System
Internal GPS (A)
Wired Reflexes II (A)
- Reflex Trigger (A)
Router (A)
- Port (Datajack) (A)
- Port (Cybernetic Eyes) (A)
- Port (Cybernetic Ears) (A)
- Port (Smartlink-2) (A)
Diesel
Apr 23 2004, 07:42 PM
I've preferred to go the route of "Heavy Recon". Ear and eye recorders, etc., with either the speed to keep me from being hit, or the body and armor to allow me to ignore it (but enough stealth to make sure no one shoots me to begin with!). I get whatever info neccessary, and when the run does happen, we're prepared to the last drop.
Gem the Troll
Apr 23 2004, 08:18 PM
[5. Skillwires are your friend. Take a look at them before you write them off (I used to).]
I love skillwires...especially when you've got the rest of the hardware to use it properly. If you want skillwires, get the expert driver, the chip jukebox, and I think there's one or two more things to grab as well...it's worth it (task pool anyone?). If you're going to do this at character gen, take resources A...you can but A WHOLE LOT of rating 6 skills and anything else you're going to NEED.
Eyeless Blond
Apr 23 2004, 08:32 PM
You guys really think rat 3 encryption's enough to start with? Hm. I guess getting more than 2 7s is a bit tough for most; point taken.
And oh boy did I see how cool skillwires are. Check it out:
[ Spoiler ]
Cyberware:
Skillwires [5] MP 50
Bone Lace, Plastic(A)
Dermal Sheath [1](A)
Chipjack, Multi-slot 4(A)
Expert Chipjack Dvr [3](A)
Expert Chipjack Dvr [3](A)
Expert Chipjack Dvr [3](A)
Datajack(A)
Datajack(A)
Chem. Analyzer(A)
Gas Spectrometer(A)
+External Program [6]
Olfactory Boost [6](A)
Smartlink Processor II(A)
+ Lim. Simsense Rig(A)
Induction Pad(A)
+ Eyes, Image Link(A)
+ Eyes, Microscopic Vis.(A)
+ Eye, Rangefinder(A)
Transducer, external
Bioware:
Enhanced Articulation +1RCT, 1 addt'l die to Combat, Physical, Technical,& B/R skill tests
Cerebral Booster 2 +2INT,+1TASK
Mnemonic Enhanc. 3 +3 die Memory and Language tests, +1 die Knowledge Skills, -1 Karma cost to learn/improve skills, +3 default to INT for Knowledge Skills
Heck, while I'm at it, here's my gear:
[ Spoiler ]
Gear (X = carried in combat)
X:Pocket Secretary (DNI-mod)
X:Micro-Transceiver [5] (DNI-mod)
X:Camo Full Suit (Urban) DwMod
X:Chemical Seal Rating [4] DwMod
X:Fire Resistance Rating [4] DwMod
X:Victory "Rapid Transit" Helmet DwMod
X:Form-fitting Full-Body Suit DwMod
X:Nonconductive Rating [3] DwMod
X:Forearm Guards DwMod
X:Savior Adv. Medkit
X:Colt Cobra TZ-110 + Smart2 (SMG) DwMod
X: Sling DwMod
X: Pers. Safety Modification
X: Gas Vent IV DwMod
X: Flash Light (Standard) DwMod
X: Laser Sight (Extended) DwMod
X: Under Barrel Weight DwMod
X: [2]32-Rnd Clip (Gel)
X: [2]32-Rnd Clip (Regular)
X:Insulated Gloves
X:Flashlight, pocket
X:ActiveSoft Spec. [5]-> Computer->Cybernetics
X:ActiveSoft Spec. [5]-> Electronics->Cybertechnology
X:ActiveSoft Spec. [5]-> Computer B/R->Cybernetics
X:ActiveSoft Spec. [5]-> Electronics B/R->Cybertechnology
X:ActiveSoft Spec. [5]-> Ares Viper Slivergun
X:ActiveSoft Gen. [4]-> bike
X:ActiveSoft Gen. [4]-> SMG B/R
X:ActiveSoft Gen. [4]-> Computers
Gear (*not* carried in combat)
Secure Long Coat DwMod
32-Rnd Clip (EX Explosive)
Ares Viper Slivergun Smart2 (HPist) DwMod
Quick Draw Holster (Conc.)
[2]30-Rnd Clip (Flechette)
[5]Ordinary Clothing DwMod
[2]Fine Clothing DwMod
Tres Chic Clothing DwMod
[5]Optical Memory Chip 100MP
Alpha Medical Clinic Rating 3 (My pride and joy here.
)
Cyberware Shop
Gunsmith Kit (SMG)
Sound Suppresser
[10]+Savior Supplies
[5]Antidote Patch [6]
[100]Regular Rnds
[100]Gel Rnds
[50]EX Explosive Rnds
[50]Flechette Rnds
and skills:
[ Spoiler ]
Submachine Guns(QCK)~[6]=6
Unarmed Combat-SR3(STR)/Fists~[3/5]=4
Biotech(INT)~[6]=6
Stealth(QCK)~[4]=4
Athletics(BOD)/Running~[1/3]=2
Etiquette(CHA)/Medical~[3/5]=4
Negotiation(CHA)/Bargain~[3/5]=4
ST:Medical equipment providers(KNO)~[4]=4
ST:Local Neighborhood(KNO)~[4]=4
ST:Gang Identification(KNO)~[4]=4
ST:Shadowrunner Haunts(KNO)~[3]=3
AC:Biology(KNO)~[4]=4
AC:Chemistry(KNO)~[4]=4
AC:Cybertechnology(KNO)~[4]=4
AC:Forensic Medicine(KNO)~[4]=4
AC:Medicine(KNO)/Traumatology~[5/7]=6
IN:Cooking(KNO)~[3]=3
English(LAN)~[6]=6
English(LAN) (RW)~[3]=0
Japanese(LAN)~[3]=3
Japanese(LAN) (RW)~[1]=0
French(LAN)~[3]=3
French(LAN) (RW)~[1]=0
All in all, I'm not doing
too bad, I think, but there's still lots of little mistakes (such as stuff I noted above) that smart runners wouldn't forget about. Anything else I'm forgetting?
Erebus
Apr 23 2004, 08:38 PM
QUOTE (TinkerGnome) |
5. Skillwires are your friend. Take a look at them before you write them off (I used to).
|
As a GM, I love skillwires for characters. Everytime I hear that weapon skills or B/R skills should be combined, I point to skillwires & all the various 'softs...
Spend the karma or the
to do it right.... or default. Your choice.
Kagetenshi
Apr 23 2004, 08:39 PM
You aren't going to have two sevens on average until you hit 12 dice, which is impossible to do with just the decrypter. Yes, Electronic Warfare specializations can add some dice, but most people aren't going to be wandering around with Rating 10 decrypters and all.
~J
nezumi
Apr 23 2004, 08:44 PM
Your skill soft system has a maximum rating of a single level 4 normal skill, or a single level 5 specialization. WHy do you have three jacks?
kevyn668
Apr 23 2004, 08:54 PM
QUOTE |
6. Having a chipjack or knowsoft link is a great way to blow .1-.2 essence. Just being able to read lingasofts can save your hoop.
|
Echo that! Having a datajack w/ a knowsoft link if ideal. Datajacks help you blend in more no matter where you are as long as you accessorize.
and the knowsoft link, for 1K (2k for Alpha) how can you go wrong? Its in the perfect "what if?" price and essence range.
Eyeless Blond
Apr 23 2004, 09:11 PM
QUOTE (nezumi) |
Your skill soft system has a maximum rating of a single level 4 normal skill, or a single level 5 specialization. WHy do you have three jacks? |
'cause I didn't know there was such thing as a skillsoft jukebox until someone brought it up here.
That's a biggie too; I can save almost half an essence point taking that out and playing with stuff. Hey, I just thought of another number to add.
TinkerGnome
Apr 23 2004, 09:35 PM
I stick with rating 3-4 skill wires and chips because the prices are exponential (MP size is rating squared times 3, for general skills). The cash cost and essence costs are low enough that you can add a large set of spare skills to a character without impacting your cash or essence overly much. When combined with a CED, you're looking at 6 or 7 dice (+1 for most things if you took enhanced articulation... and why wouldn't you?) for most tasks, which should be more than enough.
I generally chip things which I don't need often, like B/R skills, electronics, car, etc. Keep in mind that a skillsoft jukebox fed through a chipjack has to be vocally or manually controlled (the mental switching is just for datajacks). It's also a good idea to keep another jack able to feed lingasofts. You don't want to try to negotiate in Japanese with only one chip (the language or the negotiations) chipped at a time, do you?
RedmondLarry
Apr 23 2004, 10:20 PM
At the far end of the spectrum is the Skillwires 6 with enough MP to host THREE activesofts at rating 6. (324MP) (976,000
). Along with a CED[3] (15,000
) and an Etiquette 3 chip, he's got 6,300
left over for a pistol, secure jacket, and a lifestyle.
FlakJacket
Apr 23 2004, 10:32 PM
QUOTE (TinkerGnome) |
4) Amen. If you're an adept, spring for that .25 power point power, too. Also don't forget to slap in some kind of lowlight and flare comp (you can do that with goggles if need be). |
And always,
always, get Improved Sense: Vision Magnification. Only costs .25 of a power point and counts as rating three. Okay so you don't get to use a smartlink with it, but it's nice to always be shooting at Short ranges with a base target number of four.
Eyeless Blond
Apr 24 2004, 12:29 AM
Wow, you guys chip Negotiations and Ettiquite? You're brave, man.
I'd never chip a Cha skill (heck, IMO they shouldn't be available as Activesofts in the first place.) And actually, couldn't you DNI-mod a jukebox to accept mental commands? It'd require taking up a datajack, but it's a far cry cheaper than a multislot chipjack and three ECDs. And yeah, I guess skillwires 5 w/ 50Mp is a bit expensive and kinda overkill. I probably should have gone with 4 and 48Mp, or even 4 and 32.
But about that flare comp and stuff; how do you get that in goggles/shades? I don't think I've seen any of that in these books. Or do you mean Smart goggles?
mfb
Apr 24 2004, 12:32 AM
edit: deh, i'm dum.
Shockwave_IIc
Apr 24 2004, 12:42 AM
QUOTE (FlakJacket) |
QUOTE (TinkerGnome) | 4) Amen. If you're an adept, spring for that .25 power point power, too. Also don't forget to slap in some kind of lowlight and flare comp (you can do that with goggles if need be). |
And always, always, get Improved Sense: Vision Magnification. Only costs .25 of a power point and counts as rating three. Okay so you don't get to use a smartlink with it, but it's nice to always be shooting at Short ranges with a base target number of four. |
Ok, granted it's a house rule, but in my games you have to declear an aim action to gain vision mag bonus'es. Otherwise you'd be losing your perifarly vision. No corsponsedence shall be taken up with this..
mfb
Apr 24 2004, 12:54 AM
if you've got vision mag, get a laser sight. if you're an adept, select sound filter isn't a bad sense to pick up--5 extra perception dice for .25 pp.
tisoz
Apr 24 2004, 03:22 AM
With 3 chipjacks you could slot a biotech chip and get the CED bonu, and a medicine knowledge chip for complementary dice and a datachip with instructions for how that new piece of cyber connects. Or other similar set ups. Like Negotiation/Ettiquette, Psychology, and a linguasoft.
TinkerGnome
Apr 24 2004, 03:37 AM
QUOTE |
Wow, you guys chip Negotiations and Ettiquite? You're brave, man. I'd never chip a Cha skill (heck, IMO they shouldn't be available as Activesofts in the first place.) |
By canon they are. And if you get right down to it, there's at least some sense in Etiquette being chipable, since it's a lot of not stepping on toes and knowing the right ways to ask things. Negotiations is similar... there are only so many different ways to bargain or fast talk your way past someone. If you view it more as a filter that you feed your intended actions into and the chip takes those actions and makes them fit what it considers "good practices" it can work. Sort of. I'd never do it for a face type character, though.
QUOTE |
And actually, couldn't you DNI-mod a jukebox to accept mental commands? It'd require taking up a datajack, but it's a far cry cheaper than a multislot chipjack and three ECDs. |
According to the description, you don't have to DNI it to get it to work that way. It comes equipped to take mental commands through a datajack (only a datajack, chipjacks don't do two way traffic very well). The tradeoff is that you can't CED a datajack.
QUOTE |
And yeah, I guess skillwires 5 w/ 50Mp is a bit expensive and kinda overkill. I probably should have gone with 4 and 48Mp, or even 4 and 32. |
Why would you go with 4/32? A general rating 4 chip is 48 MP, and that's where the real bang for your buck comes from (not from the specialized skills at 32 MP). I'd do 5/75, 4/48, or 3/36. If you decide you're going to use a lot of skillsoft options later, you can up the MP ability of the system as a straight upgrade cost (see Cannon Companion). In general, I'd rather be running rating 3 general chips than rating 4 specializations.
QUOTE |
But about that flare comp and stuff; how do you get that in goggles/shades? I don't think I've seen any of that in these books. Or do you mean Smart goggles? |
I misspoke. You need to get the flare comp as a power/cyber/bio thing. Low light and thermo are available in goggle form (SR3 p 288 & 290).
As for vision magnification... Maybe it's not so much magnification as additional image resolution so that you really can see every spec of dirt on the hill a quarter mile without having to zoom in necessarily. I've always let it function as the book says, as an automatic thing.
A Clockwork Lime
Apr 24 2004, 03:49 AM
QUOTE (OurTeam @ Apr 23 2004, 04:20 PM) |
At the far end of the spectrum is the Skillwires 6 with enough MP to host THREE activesofts at rating 6. (324MP) (976,000 ). Along with a CED[3] (15,000 ) and an Etiquette 3 chip, he's got 6,300 left over for a pistol, secure jacket, and a lifestyle. |
Actually, Skillwires are limited by Pulse *and* ASIST. To run three standard Rating 6 Activesofts (108 Mp) simultaneously, you have to have Skillwires 18/324. With a rating of 18, not to mention the nearly 3,000,000 nuyen pricetag, that makes it a wee bit out of touch for a starting character, too.
SR3 p. 301: "...these determine the total rating and total size of all activesofts..." CC p. 60 confirms this: "...ASIST rating (maximum and total skillsoft rating)..."
TinkerGnome
Apr 24 2004, 03:55 AM
Pluscode! Err... maybe not.
Cain
Apr 24 2004, 04:02 AM
1. Amen. You can never have too many contacts. Buy more, and don't forget to invest in some Level 2's as well.
2. Only if you're going to be the one handling coms. If you're not buying any gear, don't bother. If you're playing the com specialist, then buy everything at the max you can.
3. Wired isn't a necessity. Stealth Sams can be just as effective; if your essence is tied up with other things, boosted or (if your GM allows it) Snyaptic Accelerators can be just as effective. But yeah, a reflex aug is always a good idea.
4. That depends on how many things you want to stuff into the eye. If it's essence-cheaper to get the extras as retinal mods, do it. If it's about the same or only slightly more expensive, then stick with the natural. But if you're loading down your eyeballs with everything they can fit, you may as well go for the full replacement. (My idiotic story-- I didn't realize for a long time that I *could* get things like Flare Comp as retinal mods-- I thought I needed a full eye replacement to get it.)
5. Skillwires are quite useful, but don't depend on them or sacrifice too much for them.
My additions:
* Buy a smartlink. If your character's going to take any cyber, get a smartlink. It's way too useful for the cost.
* If you're going to get any bio, get Enhanced Articulation. It gives you some huge bonuses, and it's perfectly legal to boot.
* You may have gotten a lot of guns or only a few; but whatever you are, or how many you have, remember this-- Don't forget to buy ammo!
* If you do remember to buy ammo, don't forget to buy clips to put them in!
TinkerGnome
Apr 24 2004, 04:10 AM
Also, never underestimate the value of a good taser. It's got crappy range, but it's about the only thing a street sam has that can deal with spirits early on (or at all, in some cases).
Kagetenshi
Apr 24 2004, 04:47 AM
QUOTE (Cain) |
* Buy a smartlink. If your character's going to take any cyber, get a smartlink. It's way too useful for the cost. |
If you're going to be a Rigger, you can afford to shave it down to just the processor, but it's still worth every penny and drop of Essence.
~J
Abstruse
Apr 24 2004, 12:32 PM
Things I Learned from 12 Years of Shadowrunning:
(Spoiler Tag added because it was just too damn long)
[ Spoiler ]
1. Never let the decker near the C12 (last time that happened, an entire office building came crashing down)
2. Get a fake ID. Nothing sucks worse than being considered SINless when Lone Star starts asking questions...because the "questions" start being asked by a nightstick very fast if they don't like the answers.
3. Never try to kill the old man. No matter where the old man is, what he's doing, or anything else, he's a Grade 10 initiate Shaman waiting to fry you.
4. Never be mean to the little kid. No matter where he is or what he's doing, he's an Otaku.
5. NEVER take the "depends" flaw. They'll ALWAYS get kidnapped.
6. Never bother with more than one safehouse per character. If they find you at the first safehouse, they're GOING to find you at the second, third, and forth too.
7. Never insult the troll's music. Puny hoo-man go squish.
8. Never make a character based on/named after an anime character. GMs love to kill them.
9. No, I don't care how many flaws you take to offset it or how much money you spend, you can NOT have Lofwyr as a Level 3 contact. Same goes for Fastjack, Argent, and Harlequin.
10. The guy who buys snacks for the GM never dies.
11. The guy who eats the GM's snacks ALWAYS dies.
12. Get dice with dots, not numerals. Much easier to count out your successes when rolling your Computer 9 + Hacking Pool 9 + Karma Pool 5 dice.
13. Always geek the mage first.
14. ALWAYS GEEK THE MAGE FIRST!!
15. That goes for Shamen, Voodooean Priests, Tir nA nOg Path Followers, Psychics, Televangelists, or anyone else who closes their eyes and talks funny in the middle of a fight.
16. Always kill the guy who shouts "Kamehameha!" before he does a Powerball...even if he's a teammate. Or just smack him.
17. I don't care how high of a roll you make on your Edged Weapons attack check, you do NOT get the guy's soul...even if you are wearing a black trench coat and using a katana.
18. USE GLOVES!!!!!!!!
19. Better yet, DON'T TOUCH SHIT!!!!
20. The next GM that has a Lone Star officer mutter "Three days to retirement..." before he dies gets beated to death with a 10 lb bag of D6es
21. Never plan out a run like a D&D dungeon crawl because the players will ALWAYS do something to make you have wasted your time.
22. Never let your GM say "Just don't roll a 1..." because invariably, you will.
23. Enhanced Artwinkulation is called that for a very good reason.
24. Never spend all your money on just one toy. If you do, do NOT brag about how great it is. No matter what it is, it WILL be stolen from you.
25. Never get into a drinking contest with Perianwyr. You'll end up insulting his mother on Shot 28 and end up dinner. And you'll lose.
The Abstruse One
Garland
Apr 26 2004, 12:01 PM
RE: #5 in the spoiler'ed section:
You always have people kidnaping your "depends"?!? Man, that's a tough neighborhood.
toturi
Apr 26 2004, 12:29 PM
1) As an adept always buy the vision mods, in order of preference, thermo, lowlight, flare comp, vision mag. Some guns come with vision mags, so don't waste your power points.
2) Two contacts are alright, but always remember to buy that Etiquette. If you want to buy that Level 2, for god's sakes, buy a Friends in High places instead. Never buy Level 2s unless you have really good Etiquette or Negotiations or a real perfectly clean SIN AND a get-out-of-jail-free card. Level 1s are less likely to betray you than Level 2s (Int 5 vs Will 4). 2 Fixer contacts are perfectly acceptable for the average runner. Less people you know, the less people can betray you (As a GM, I love screwing Faces while most other GMs consider them the fair haired children, ever heard of the wrong party rolls?)
3) Either use a weapon or not at all. Walking in the middle of the road gets you squished.
4) Always have a weapon. You do not have to use it.
Eyeless Blond
Apr 26 2004, 04:02 PM
QUOTE (toturi) |
2) Two contacts are alright, but always remember to buy that Etiquette. If you want to buy that Level 2, for god's sakes, buy a Friends in High places instead. Never buy Level 2s unless you have really good Etiquette or Negotiations or a real perfectly clean SIN AND a get-out-of-jail-free card. Level 1s are less likely to betray you than Level 2s (Int 5 vs Will 4). 2 Fixer contacts are perfectly acceptable for the average runner. Less people you know, the less people can betray you (As a GM, I love screwing Faces while most other GMs consider them the fair haired children, ever heard of the wrong party rolls?) |
Not quite. It's an opposed Int (6) test for L1 or an opposed Wil (5) for an L2. Oddly, since it's an opposed test neither one is intrinsically any more advantageus for the runner unless the contact has a higher Wil than Int. Also note that FiHP costs two build points, a very significant amount. OTOH an L2 contact really doesn't cost much more than an L! contact (L3s are almost right out though.)
QUOTE |
3) Either use a weapon or not at all. Walking in the middle of the road gets you squished.
4) Always have a weapon. You do not have to use it. |
Er, huh? Doesn't 4 contradict 3 here?
Eyeless Blond
Apr 26 2004, 04:05 PM
QUOTE (TinkerGnome) |
Also, never underestimate the value of a good taser. It's got crappy range, but it's about the only thing a street sam has that can deal with spirits early on (or at all, in some cases). |
That's a good point. Short of carrying an internal air tank of FAB III, what are some good ways for mundanes to take care of spirits and other magical effects?
TinkerGnome
Apr 26 2004, 04:15 PM
For spirits, your real options are high explosives (IPE offensive grenades shake up anything less than force 8) and tasers (use the one in the BBB, it's got a higher power, if lower damage level). You could also, in theory, use your willpower and charisma to attack them... but that's probably not going to end well for most sammies (a face might manage it). If your GM doesn't agree with the FAQ's "immunity = hardened armor" ruling, then full auto with just about anything should handle a spirit.
For most other magical things, you don't have a lot of options. Which is why "geek the mage first" is standard operating proceedure.
A Clockwork Lime
Apr 26 2004, 05:17 PM
QUOTE |
2) Two contacts are alright, but always remember to buy that Etiquette. If you want to buy that Level 2, for god's sakes, buy a Friends in High places instead. Never buy Level 2s unless you have really good Etiquette or Negotiations or a real perfectly clean SIN AND a get-out-of-jail-free card. Level 1s are less likely to betray you than Level 2s (Int 5 vs Will 4). 2 Fixer contacts are perfectly acceptable for the average runner. Less people you know, the less people can betray you (As a GM, I love screwing Faces while most other GMs consider them the fair haired children, ever heard of the wrong party rolls?) |
Level 1: An opposed Intelligence (6) Test to see if the contact can recall information about the runner.
Level 2: An opposed Willpower (5) Test to see if the contact can successfully refuse to answer questions about the runner.
Note the big difference between those two underlined bits in particular. A TN of 5 is also twice as easy to hit as a TN of 6, so a level 2 is twice as likely to succeed at keeping his mouth shut as opposed to sing like a bird for the level 1. Also, a level 2 is more likely to lie in defense of the runner, and will most likely call to let the runner know what happened after the fact. A level 1... not so much.
But the fact that you admitted you get your jollies "screwing" a contact-heavy character more than hints at your style of GMing... so I guess it's a moot point all around.
Eyeless Blond
Apr 26 2004, 07:35 PM
QUOTE (A Clockwork Lime) |
Level 1: An opposed Intelligence (6) Test to see if the contact can recall information about the runner. Level 2: An opposed Willpower (5) Test to see if the contact can successfully refuse to answer questions about the runner.
Note the big difference between those two underlined bits in particular. A TN of 5 is also twice as easy to hit as a TN of 6, so a level 2 is twice as likely to succeed at keeping his mouth shut as opposed to sing like a bird for the level 1. Also, a level 2 is more likely to lie in defense of the runner, and will most likely call to let the runner know what happened after the fact. A level 1... not so much. |
The problem with all of that is that they are both *opposed* tests, so the change in target numbers really won't change the probability of the contact succeeding. Those opposed tests weren't very well thought out anyway, particularly the opposed Int test for L1 contacts. What, if the contact *suceeds* his side of the test then he can't remember anything; he can only remember stuff about the runner if he *fails* the test? You also get the odd paradox that a low-Wil high-Int person is better to have as an L1 contact than an L2 contact, which is IMO pretty dumb although there are certainly real-world examples of such a thing.
That last part though is very true.
Kagetenshi
Apr 26 2004, 07:40 PM
I think if the Int test succeeds they can remember stuff about the runner and may potentially squeal. Thus, if you know a really smart person you should become good friends with him or her fast.
~J
moosegod
Apr 26 2004, 08:45 PM
QUOTE (Eyeless Blond) |
QUOTE | 3) Either use a weapon or not at all. Walking in the middle of the road gets you squished.
4) Always have a weapon. You do not have to use it. |
Er, huh? Doesn't 4 contradict 3 here?
|
You just need to stop thinking.
Eyeless Blond
Apr 26 2004, 09:25 PM
QUOTE (Kagetenshi) |
I think if the Int test succeeds they can remember stuff about the runner and may potentially squeal. Thus, if you know a really smart person you should become good friends with him or her fast.
~J |
Huh. Okay, so since it's an opposed test you had better make sure that you have a complete idiot do all your interrogation work. That way the L1 contacts will be certain to remember every detail of the runner.
Kagetenshi
Apr 26 2004, 09:47 PM
Ah, I see then. How odd.
~J
simonw2000
Apr 28 2004, 10:43 AM
QUOTE (Abstruse) |
25. Never get into a drinking contest with Perianwyr. You'll end up insulting his mother on Shot 28 and end up dinner. And you'll lose. |
Did that REALLY HAPPEN?
Abstruse
Apr 28 2004, 12:25 PM
Yep. Denver game right after an old friend got YotC, so we were hanging out in Peri's new club. Everyone was screwing around waiting for the meet and the "real" game to start, so I decided to challenge him to a drinking contest. We figured the best way to do that would be roll Body to figure how well I could hold my liquor, failing means I get -1 to either Int, Wil, Chr, Qui, or Rea and success gets +1 Str, TN starting at 4 and going up 1 for every (Body) drinks. Any attribute goes to 0, you pass out. Guess what attribute my mage decided to skimp on?
Effects so far: -5 Int, -4 Chr, -4 Wil, +2 Str, -6 Qui, -4 Rea (That put me at 1s across the board except Bod 3 and Str 4)
TN: 13
Roll: 1 1 1
Result: Make a Willpower save or say something you shouldn't.
Roll: 1 (karma pool used for re-roll) 1
Result: Me cursing loudly. The GM telling me what I said. Me cursing even louder. Chomp.
Luckily, the GM let my "twin brother" take on the run with the group after the meet so I wouldn't have to go make another character from scratch. I wish he hadn't moved away
The Abstruse One
RedmondLarry
Apr 28 2004, 02:32 PM
Abstruse, your GM went easy on you. Our GM doesn't let you use Karma Pool to reroll when you get all 1s, he says it's a book rule (SR3.246 "Avoiding an Oops").
Lantzer
Apr 28 2004, 02:56 PM
QUOTE (Eyeless Blond) |
You guys really think rat 3 encryption's enough to start with? Hm. I guess getting more than 2 7s is a bit tough for most; point taken. |
It's not just that - and encrypted network is sort of like a the rigger's equivalent of Masking. Not in the sense that it hides you in any way, but in the sense that your opponents can't even _try_ to mess with your signals if they don't already know that you are encrypted and have the extra gear to decrypt you.
Not _every_ rigger is encrypted. If they were, it wouldn't be an add-on would it?
Abstruse
Apr 28 2004, 03:14 PM
Yeah, we fudged that I guess. But since it was one die, you gotta give me a break!
The Abstruse One
Kagetenshi
Apr 28 2004, 04:11 PM
QUOTE (OurTeam) |
Abstruse, your GM went easy on you. Our GM doesn't let you use Karma Pool to reroll when you get all 1s, he says it's a book rule (SR3.246 "Avoiding an Oops"). |
His GM wasn't being nice; quite the opposite, normally he'd've spent that point of karma to avoid the Oops and have dealt with the consequences of his failure, which probably wouldn't have been deadly (not being Oopsed and all).
~J
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