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mmu1
QUOTE (Tarantula)
Any feedback guys?

What EB said... Having tons of obvious cyber is probably not a good thing for someone meant to operate covertly.

Besides that, I'm not entirely sure what the kid stealth legs and hydraulic jacks bring to the picture - being able to run, jump and climb is a good thing, but spending a ton of money and Essence on that while neglecting other, more critical things doesn't seem like a good idea to me.

Cybereyes - If you can, there's absolutely no reason not to take low light vision and eyelights. It negates vision TN mods entirely in many situations. Retinal duplication I'm completely not sold on, for reasons already mentioned.

Skills - I don't think having Electronics at 5 and B/R at 5/7 is a good idea. (unless in the latter case, your GM uses a very broad definition of what constitutes a "security system") Also, Electronics 5 is what my Street Sam has - the guy I posted has 6 dice, a 2 die task pool from the Encephalon and a talent edge, and he still can't afford to take a decent security system for granted. Remember that Electronics B/R (as far as I understand the canon rules) doesn't actually let you disable a security system, it just lets you get at the parts of it that you need to work on using Electronics. The lack of Computer might also hurt you... As a matter of fact, I think his entire skill base is too small.
Tarantula
QUOTE (mmu1)
QUOTE (Tarantula @ Dec 8 2004, 12:06 PM)
Any feedback guys?

What EB said... Having tons of obvious cyber is probably not a good thing for someone meant to operate covertly.

Besides that, I'm not entirely sure what the kid stealth legs and hydraulic jacks bring to the picture - being able to run, jump and climb is a good thing, but spending a ton of money and Essence on that while neglecting other, more critical things doesn't seem like a good idea to me.

Cybereyes - If you can, there's absolutely no reason not to take low light vision and eyelights. It negates vision TN mods entirely in many situations. Retinal duplication I'm completely not sold on, for reasons already mentioned.

Skills - I don't think having Electronics at 5 and B/R at 5/7 is a good idea. (unless in the latter case, your GM uses a very broad definition of what constitutes a "security system") Also, Electronics 5 is what my Street Sam has - the guy I posted has 6 dice, a 2 die task pool from the Encephalon and a talent edge, and he still can't afford to take a decent security system for granted. Remember that Electronics B/R (as far as I understand the canon rules) doesn't actually let you disable a security system, it just lets you get at the parts of it that you need to work on using Electronics. The lack of Computer might also hurt you... As a matter of fact, I think his entire skill base is too small.

Part of the intent is for him not to get seen, period. He is not an optimal character, moreso he realized that since he is easily recognized from a crowd, he would probably be best off not being spotted by anyone. Last I checked, thermo got rid of TN mods for a lack of light as well as low-light and eyelights, as well as since he currently has .31 essence left, he can't even take them, (.5 essence freely given by base replacement has been used up).

I'll have to check the rules governing disableing the security, as I thought it was the b/r that let you through, if so, I'll probably end up speccing electronics that way and drop b/r down to 5 instead. Lacking computers, well, its not like hes attempting to steal data, or even files. As a last resort, he could always grab smaller computers with said needed files and deliver it that way, no, its not as good, or convinient, but it would work.

Also note: The legs and jacks pretty much eliminate my choices for getting an enchephelon instead, and note I didn't post edges.

As far as the legs and jacks, it fit in the history of how he got them that he would end up having to learn stealth rather than run though blowing people away left and right. Climbing and jumping, well, thats the parachuting low-altitudes is for. Find a nice skyscraper nearby, hop off, and get around basic defenses that way. Or, jump walls/fences rather than make holes to slip through.

Realize, this character isn't supposed to be the end all B&E master, hes just a guy making the best with what he has.
GrinderTheTroll
QUOTE (mmu1)
CYBERWARE

Eyes, Cyber Replacement (A) E:0.16
+ Eyes, Flare Comp (A) E:0.08
+ Eyes, Image Link (A) E:0.16
+ Eyes, Light Systems (A) E:0.16
+ Eyes, Low-Light (A) E:0.16
+ Eyes, Microscopic Vis. (A) E:0.08
+ Eye, Rangefinder (A) E:0.08
+ Eyes, Thermographic (A) E:0.16
+ Eyes, Vis Mag Ele[3] (A) E:0.08

That's alot of eyes (and extra essence)! Looking at the visibility chart, you might want just Ultrasound (since you've got the other stuff that compliments it) or just Thermo/Flare comp. The low-light+eye lights is rather redundant IMO.

Here's my suggestion:

Eyes, Cyber Replacement (A) E:0.16
+ Eyes, Flare Comp (A) E:0.08
+ Eyes, Image Link (A) E:0.16
+ Eyes, Microscopic Vis. (A) E:0.08
+ Eye, Rangefinder (A) E:0.08
+ Eyes, Thermographic (A) E:0.16
+ Eyes, Vis Mag Ele[3] (A) E:0.08

-- OR --

Eyes, Cyber Replacement (A) E:0.16
+ Eyes, Flare Comp (A) E:0.08
+ Eyes, Image Link (A) E:0.16
+ Eyes, Microscopic Vis. (A) E:0.08
+ Eye, Rangefinder (A) E:0.08
+ Eyes, Ultrasound (A) E:0.40
+ Eyes, Vis Mag Ele[3] (A) E:0.08
mmu1
QUOTE (GrinderTheTroll)
That's alot of eyes (and extra essence)! Looking at the visibility chart, you might want just Ultrasound (since you've got the other stuff that compliments it) or just Thermo/Flare comp. The low-light+eye lights is rather redundant IMO.

Well, the character is already in play, so he can't exactly swap this stuff around... He'd like to add on ultrasound at some point (if it'll fit in the eyes). I wanted it at chargen, but other things took priority.

As for redundancy... The idea was to maximize his ability to see in any conditions. Generally, whatever augmentation you choose has at least one "blind spot" where something else trumps it, and very few of them - aside from low-light & eyelights - will remove the TN modifiers entirely. (the difference between natural and technological vision mods) Having different vision modes helps this a great deal.

A second issue is that I want this guy to be able to see in color at all times, be able to read even in darkness, be able to detect temperature variation, etc. Ultrasound doesn't do any of that.

Tarantula
QUOTE (mmu1)
Skills - I don't think having Electronics at 5 and B/R at 5/7 is a good idea. (unless in the latter case, your GM uses a very broad definition of what constitutes a "security system")

Remember that Electronics B/R (as far as I understand the canon rules) doesn't actually let you disable a security system, it just lets you get at the parts of it that you need to work on using Electronics. The lack of Computer might also hurt you... As a matter of fact, I think his entire skill base is too small.

I checked, you're right, B/R is the part that lets you in, and the Electronics skill is whats used to actually bypass it.

Readjust his skills to just Electronics: 6, Elec B/R: 5
toturi
What is the rangefinder eye mod for? If you want rangefinder to find range (as opposed to a SL rangefinder mod to calculate trajectory), why not put it on your gun?
Eyeless Blond
QUOTE (toturi)
What is the rangefinder eye mod for? If you want rangefinder to find range (as opposed to a SL rangefinder mod to calculate trajectory), why not put it on your gun?

I thought it was like a Smartlink: you need both for the bonuses to apply.
toturi
Yes, you need both (as per FAQ) but you don't need both implanted. You could have an external Rangefinder (to find the range) and a SL Rangefinder mod to calculate the trajectory. What I'm saying is the essence for the rangefinder could be saved.
Teulisch
the smartlink 2 needs both the cyberware and the gun add-on to use a rangefinder. without both you dont get the bonus. its been brought up mainly because its an eye mod, and theres a limit to how much can fit into the eye.
mfb
what toturi's saying is that if you just want a rangefinder as a tool of measurement, rather than as an aid to your shooting, you don't need to get it implanted.
toturi
The rangefinder (the actual thing that shoots the laser) is available as an eye mod and as a gun attachment.

The rangefinder module for Smartlink is only available as an implant.

Therefore if you are not planning a lot of shooting with Smartlinked guns that are not yours, I suggest you need not implant the rangefinder and install the rangefinder as a gun attachment.
Tarantula
QUOTE (GrinderTheTroll)
I mis-spoke on that. I am looking at a FASA-era M&M and in does indicate that you get the Rating in bonus dice for Athletics (Running) and Stealth. I'll have to double check the page, but will follow-up with a reference for you.

Anyword on this or is it totally bunk?
Crisp
Well I also checked my FASA-era M&M and it says there is a bonus to Athletics(Running) and Athletics(Jumping). Then I looked at the Errata for M&M and I saw no mention whatsoever of the Hydraulic Jacks.

Make of that what you will...
Tarantula
QUOTE (Crisp)
Well I also checked my FASA-era M&M and it says there is a bonus to Athletics(Running) and Athletics(Jumping). Then I looked at the Errata for M&M and I saw no mention whatsoever of the Hydraulic Jacks.

Make of that what you will...

Thanks, I have a recent version of MM, and saw no mention of it there either.
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