Shadowrun

Shadowrun General => Gear => Topic started by: Adamo1618 on <04-11-16/1719:13>

Title: Non-standard street sam augmentations
Post by: Adamo1618 on <04-11-16/1719:13>
Let's say you could afford everything in delta, what non-standard augmentations would you slam into your street samurai? Tailored Pheromones? Voice modulator? Solus? Something completely different?

EDIT: fixed a few hideous spelling errors
Title: Re: Non-standard street sam augmentations
Post by: FST_Gemstar on <04-11-16/1812:05>
Probably a lot of  B&E focused ware (Retinal Duplication, Dynamic Handprints, Vocal Range Expander). Pain Editor. Maybe a control rig for the heck of it.
Title: Re: Non-standard street sam augmentations
Post by: Hobbes on <04-11-16/2027:30>
Seriously depends on the Samurai. 

ReaKt, Orthoskin, Bone Augmentation, Tailored Phermones, Extra Data Jacks, Skill Wires, Narco, Cerebellum Booster, Cerebral Booster, Muscle Augmentation, Damage Compensators, Pain Editors....  All secondary options that don't make it into every build.
Title: Re: Non-standard street sam augmentations
Post by: Blue Rose on <04-12-16/2229:02>
Radar Sensor with a Math SPU.

Get a good rifle and, if the walls aren't super strong, you can totally storm through a building, playing cat and mouse, taking people out through walls without ever being seen.

Various poison countermeasures.  Toxin Extractor, Nephritic Screen, geneware specially for immunity to narcoject.  After all, how do you take out the invincible cybered up troll?  Narcoject.
Title: Re: Non-standard street sam augmentations
Post by: Herr Brackhaus on <04-12-16/2305:45>
I like the idea of a wared up samurai who can also assume any look; adaptive hair and skin, the aforementioned retinal, fingerprint, and vocal augmentations. Anything that doesn't immediately make the character stand out as the wared out samurai; also, several smuggling compartments so you can transport your weapons with easy breakdown mods :)
Title: Re: Non-standard street sam augmentations
Post by: Novocrane on <04-13-16/0113:00>
Probably a lot of  B&E focused ware (Retinal Duplication, Dynamic Handprints, Vocal Range Expander). Pain Editor. Maybe a control rig for the heck of it.
Those are more social infil choices - things you use when a hardware kit would break your cover.

Any time you can use skills and attributes, you really should. Knocks the miniscule dice pool of bio-mimicry gear or of the park.
Title: Re: Non-standard street sam augmentations
Post by: Mirikon on <04-13-16/0124:19>
High grade skillwires, skilljack, and a bunch of activesofts. Why? Because there are a lot of 'niche' skills out there that having an activesoft for can make your life a lot easier. Especially when you need to cover someone else's skills if they go down.
Title: Re: Non-standard street sam augmentations
Post by: Xexanoth on <04-13-16/0953:50>
Cerebral booster, for those pesky illusion and manipulation spells/powers.(dam Fear power  >:( )
and as a bonus you get better at a lot of other stuff too.
Title: Re: Non-standard street sam augmentations
Post by: freddieflatline on <04-13-16/1236:27>
Hey just a side question.  How do you think a cybersnake (a la the novel Hardwired by Walter Jon Williams) would be detailed in 5th ed.?  They had it in Cyberpunk 2020 but there is no equivalent in Shadowrun.  For those of you who have never read Hardwired a cybersnake is a semi-autonomous cybernetic appendage that resides in a persons throat until needed.  If an individual is in close combat it can pop out of the persons mouth and strike a target.
Title: Re: Non-standard street sam augmentations
Post by: Kincaid on <04-13-16/1535:55>
Radar Sensor with a Math SPU.

Get a good rifle and, if the walls aren't super strong, you can totally storm through a building, playing cat and mouse, taking people out through walls without ever being seen.

Various poison countermeasures.  Toxin Extractor, Nephritic Screen, geneware specially for immunity to narcoject.  After all, how do you take out the invincible cybered up troll?  Narcoject.

QFT.  Radar Sensors are so so amazing.
Title: Re: Non-standard street sam augmentations
Post by: Hibiki54 on <04-15-16/0652:40>
All the things.
Title: Re: Non-standard street sam augmentations
Post by: Hobbes on <04-15-16/1710:00>
All the things.

Gammaware all the things at max ratings.
Title: Re: Non-standard street sam augmentations
Post by: Sendaz on <04-15-16/1758:13>
Hey just a side question.  How do you think a cybersnake (a la the novel Hardwired by Walter Jon Williams) would be detailed in 5th ed.?  They had it in Cyberpunk 2020 but there is no equivalent in Shadowrun.  For those of you who have never read Hardwired a cybersnake is a semi-autonomous cybernetic appendage that resides in a persons throat until needed.  If an individual is in close combat it can pop out of the persons mouth and strike a target.
They did have it in earlier editions, see Oral Whip under Oral Weapons on pg 25 in Cybertechnology.
Quote
OralWhip        0.25  Ess       10,500¥            Avail    8/1 week   
Range equals one meter. Damage Is 6M.Use a SpecialSklll or Quickness for the Ranged Combat Test.

with just a little tweaking you can bring it into line with 5th.

Keep Ess about the same, maybe a little less, damage is probably between 6-8.


Title: Re: Non-standard street sam augmentations
Post by: Rooks on <04-16-16/0213:07>
Nanohives and nanites to go with them
Title: Re: Non-standard street sam augmentations
Post by: freddieflatline on <04-21-16/1742:20>
Hey just a side question.  How do you think a cybersnake (a la the novel Hardwired by Walter Jon Williams) would be detailed in 5th ed.?  They had it in Cyberpunk 2020 but there is no equivalent in Shadowrun.  For those of you who have never read Hardwired a cybersnake is a semi-autonomous cybernetic appendage that resides in a persons throat until needed.  If an individual is in close combat it can pop out of the persons mouth and strike a target.
They did have it in earlier editions, see Oral Whip under Oral Weapons on pg 25 in Cybertechnology.
Quote
OralWhip        0.25  Ess       10,500¥            Avail    8/1 week   
Range equals one meter. Damage Is 6M.Use a SpecialSklll or Quickness for the Ranged Combat Test.

with just a little tweaking you can bring it into line with 5th.

Keep Ess about the same, maybe a little less, damage is probably between 6-8.

That would work.  Thanks!
Title: Re: Non-standard street sam augmentations
Post by: Tarislar on <04-25-16/0217:10>
Let's say you could afford everything in delta, what non-standard augmentations would you slam into your street samurai?
High level Skillwires.
So I could plug & play any skill at any time.  ;)
Title: Re: Non-standard street sam augmentations
Post by: Adamo1618 on <04-25-16/0702:15>
Third time Skillwires come up. And I agree, they're nothing short of amazing. I addition to the things listed, I'd throw in Toxin Extractor, Double Elastin, Synch, Striking Callus, Genewipe, Mnemonic Enhancer for Tactics tests etc.
Title: Re: Non-standard street sam augmentations
Post by: Blue Rose on <04-25-16/0943:58>
I'm not sure why double elastin isn't every Sam every time territory myself. If the Sam is going down, it's probably to stun.
Title: Re: Non-standard street sam augmentations
Post by: Herr Brackhaus on <04-25-16/0959:16>
Double Elastin is less useful if you have a Pain Editor; reducing Stun DV by 1 is still plenty useful, but if you're taking enough damage to fill your stun condition monitor and then enough DV to fill your physical condition monitor twice (due to the 2-1 ration of stun to physical), you probably should already have been running the heck away.
Title: Re: Non-standard street sam augmentations
Post by: Adamo1618 on <04-26-16/1040:08>
Herr Brackhaus is on point, as usual.

At least Double Elastin is a no-brainer at chargen for combat oriented PCs. It's as good as rating 3 Orthoskin, except for a much lower essence cost. AP is quite ineffective against it, too.