Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Breten on <01-10-12/1554:19>
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So I've been toying with this build since I got backinto Shadowrun and now that I am playing/gamemastering I thought I'd build him. Here's what I have so far, with 10BP left. aven't bought gear yet either. Any suggestions or ideas would be appreciated. He's basically a Combat Mage with a vicious streak.
== Info ==
Street Name: Dakuwaqa
Movement: 10/25, Swim: 5
Ork (Hobgoblin) Shark Shaman
Composure: 8
Judge Intentions: 6
Lift/Carry: 11 (60 kg/40 kg)
Memory: 7
Nuyen: 15,000
== Attributes ==
BOD: 7
AGI: 5
REA: 4
STR: 4
CHA: 3
INT: 3
LOG: 2
WIL: 5
EDG: 2
MAG: 5
== Derived Attributes ==
Essence: 6
Initiative: 7
IP: 1
Astral Initiative: 6
Astral IP: 3
Matrix Initiative: 3
Matrix IP: 1
Physical Damage Track: 12
Stun Damage Track: 11
== Active Skills ==
Astral Combat : 2 Pool: 7
Blades : 2 Pool: 7
Counterspelling : 3 Pool: 8
Dodge : 3 Pool: 7
Perception : 3 Pool: 6
Pistols : 2 Pool: 7
Spellcasting : 4 Pool: 9
== Qualities ==
Distinctive Style
Fangs
Low-Light Vision
Magician
Mentor Spirit (Shark)
Poor Self Control (Vindictive)
== Spells ==
(Tradition: Shamanic, Resist Drain with WIL + CHA (8))
Agony (Illusion) DV: (F÷2)-2
Slay [Spirit] (Combat) DV: (F÷2)-1
Stunbolt (Combat) DV: (F÷2)-1
== Weapons ==
Unarmed Attack
DV: 2S AP: - RC: 0
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CalFree surfer. Aggressively protects his curls. Came over from Japan to the protectorate when he goblinized, wrecking his promising career over in Japan.
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There's a couple of changes I'll recommend to make to the character. They're all set to make the character more powerful, but depending on the concept you have for the character you are free to ignore them. I also suggest looking at Umaro's Archetypes. I discuss his mage archetypes here (http://forums.shadowrun4.com/index.php?topic=5896.msg99945#msg99945). I suggest looking at their spell lists and general builds.
How do you feel about being a shaman? If you can be a Intuition tradition such as Wiccan, Druidic, or Buddhist, you can avoid the charisma and logic penalties orks get. If you want to stay a shaman, I'll go Elf.
First off, I would sell back Strength to 3. 3 is an acceptable Str value and you are a mage who really doesn't need Strength. Since you're be casting spells in fights rather than pistols or knives*, I'll sell back agility to 2. That frees up 40 BP. I would soft-cap your non-Willpower casting attribute with the saved points. That should be 4 for charisma or 5 for Intuition.
Now for your skills. You don't need Astral Combat. Your astral move is stunbolt. Your meat combat move is a spell so I'll drop Blades and Pistols. That saves you 24 more BP. I'll buy Spellcasting up to 6. I'll also buy Summoning so you can summon Water spirits. You'll want to be able to roll 10 or so dice there. You may want to specialize in Combat Spells and Water Spirits as well if you have plans for your karma. I'll also buy counterspelling to 4.
I don't like dodge and recommend dropping it. It only really helps in melee. Perception should be increased to 4 or dropped to 1 to avoid the default penalty. If you're Intuition, I would err on the Perception 4 side. You'll be the party spotter.
Do you need to be a hobgoblin? You're getting fangs for Poor Self Control and a distinctive feature. That's a bad trade. I would be a normal Ork with poor self control or be a SURGEd Ork instead.
How do you feel about Shark as a mentor? Shark's berserk will likely come back and bite you big. There are other +combat mentors such as Sun.
If you can afford it, I would recommend a Force 4 Power Focus. It's a quite decent deal at creation (even with the Restricted Gear Quality) and is a huge boost to magical power.
*-If you want to a agility superstar, you might want to look into a Heightened Concentration Mystic Adept build.
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Some great suggestions. As far as the Hobgoblin metatype, and Shark mentor, it was based off a conversation a friend and I had about how vicious that personality would be. The "fluff" I was thinking about did indeed mean that being Shark and a Hobbo would bite him in the ass occasionally. I am trying to find a different Tradition that'll fit. I'm building him as a character for myself, but he's going to be an NPC showing up in my Campaigns.
He doesn't need to be MIN/MAXED but I want him to have some flavour and be decent. I'll post the next iteration shortly.
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Here's the currently tweaked guy. Still 8BP to spend and buy him some common gear, but he's definitely a lot more optimized.
== Info ==
Street Name: Dakuwaqa
Ork (Hobgoblin) Shark Shaman
== Attributes ==
BOD: 7
AGI: 3
REA: 4
STR: 3
CHA: 2
INT: 5
LOG: 2
WIL: 5
EDG: 2
MAG: 5
== Derived Attributes ==
Essence: 6
Initiative: 9
IP: 1
Astral Initiative: 10
Astral IP: 3
Matrix Initiative: 5
Matrix IP: 1
Physical Damage Track: 12
Stun Damage Track: 11
== Active Skills ==
Banishing : 3 Pool: 16
Counterspelling : 4 Pool: 9
Intimidation : 3 Pool: 5
Perception : 4 Pool: 9
Spellcasting : 5 [Combat Spells] Pool: 18 (20)
Summoning : 5 [Water Spirits] Pool: 18 (20)
== Qualities ==
Addiction (Moderate) (Stims)
Bi-Polar
Distinctive Style
Fangs
Low-Light Vision
Magician
Mentor Spirit (Shark)
Poor Self Control (Combat Monster)
Poor Self Control (Vindictive)
Restricted Gear (Rating 1)
== Spells ==
(Tradition: Egyptian, Resist Drain with WIL + INT (10))
Agony (Illusion) DV: (F÷2)-2
Flamethrower (Combat) DV: (F÷2)+3
Heal (Health) DV: (Damage Value)-2
Increase Reflexes (Health) DV: (F÷2)+2
Slay [Metatype/Species] (Combat) DV: (F÷2)-1
Stunball (Combat) DV: (F÷2)+1
Stunbolt (Combat) DV: (F÷2)-1
== Lifestyles ==
Low 1 months
== Armor ==
Armor Jacket 8/6
== Weapons ==
Unarmed Attack
DV: 2S AP: - RC: 0
== Gear ==
Power Focus (bonded) Rating 4
Gotta tweak the Qualities a little. I like the Combat Monster one as it fits with my image of him, Angry and stubborn with that mean streak.
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Oh wait. I was getting my metatypes mixed up. The Oni are the ones from Japan, Hobgoblins are middle east...
I'm gonna suggest crocodile instead of shark if you're going Egyptian tradition. That's either Sobek or Ammit which more in keeping with your concept of a combat monster. Sobek was a creation god while Ammit was the demon that ate the hearts of the unworthy.
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Ammit definitely. Croc shaman's for life!
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Dont take Banish it is a bad skill. You wil want to use your stunbolt vs. spirits.
Maybe get Binding as a skill.
I would get powerbolt as a spell so you have more options than just stunning your opponents. That would be in keeping with your bacgground story of an aggressive type I think.
You need to specify what type of creature you can Slay.
I would suggest getting more and better armor. Form Fitting Body Armor, some SecureTech PPP stuff and then an armor on top of that.
Rasmus
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Looks much better already, how about creating a nice background now ;-)
Pools are a little messed up?
Banishing : 3 Pool: 16
Pool is 8, with focus 12, with focus against water spirits 14. But better to drop it totally and use mostly more effective stunbolt vs. spirits.
Spellcasting : 5 [Combat Spells] Pool: 18 (20)
Pool is 10, with focus 14, with focus for combat spells 18.
Summoning : 5 [Water Spirits] Pool: 18 (20)
Pool is 10, with focus 14, with focus for water spirits 18.
Flamethrower (Combat) DV: (F÷2)+3
For a shark shaman, really? How about changing it to water thrower or ice thrower, just change elemental effect.
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Flamethrower (Combat) DV: (F÷2)+3
For a shark shaman, really? How about changing it to water thrower or ice thrower, just change elemental effect.
If he goes Croc, Ammit was sometimes pictured on a lake of fire.
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Yeah seems the Chummer list was leaving things out when I cut and pasted.
Love some of the suggestions. It's actually helping with some of my understanding of the game mechanics too. I'm gonna take a look at Croc/Sobek. It probably works better for me personally too as I have a heavy interest in Egyptology.
I had Slay set to Spirits, but if Stunbolt works better than using Banishing, it'd probably be better use than Slay/Slaughter as well. So I've swapped out the 3 Banish to 3 Binding for apool of 17 dice in Binding. I've also swapped out Flamethrower for Tsunami as it's more fluffy. Big DV though.
I'm working on fleshing him out a bit. Once I finish him off I'll post his background and latest build.
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Here's the latest build:
Street Name: Ammut
Ork (Hobgoblin) Shark Shaman
Nuyen: 1750
== Attributes ==
BOD: 7
AGI: 3
REA: 4
STR: 3
CHA: 2
INT: 5
LOG: 2
WIL: 5
EDG: 2
MAG: 5
== Derived Attributes ==
Essence: 6
Initiative: 9
IP: 1
Astral Initiative: 10
Astral IP: 3
Matrix Initiative: 9
Matrix IP: 1
Physical Damage Track: 12
Stun Damage Track: 11
== Active Skills ==
Binding : 2 Pool: 15
Counterspelling : 4 Pool: 9
Intimidation : 3 Pool: 5
Perception : 4 Pool: 9
Spellcasting : 5 [Combat Spells] Pool: 18 (20)
Summoning : 5 [Water Spirits] Pool: 18 (20)
== Qualities ==
Addiction (Moderate) (Stims)
Bi-Polar
Distinctive Style
Fangs
Low-Light Vision
Magician
Mentor Spirit (Shark)
Poor Self Control (Combat Monster)
Poor Self Control (Vindictive)
Restricted Gear (Rating 1)
Restricted Gear (Rating 2)
== Spells ==
(Tradition: Egyptian, Resist Drain with WIL + INT (10))
Agony (Illusion) DV: (F÷2)-2
Heal (Health) DV: (Damage Value)-2
Increase Reflexes (Health) DV: (F÷2)+2
Powerbolt (Combat) DV: (F÷2)+1
Sandstorm (Combat) DV: (F÷2)+5
Stunball (Combat) DV: (F÷2)+1
Stunbolt (Combat) DV: (F÷2)-1
== Lifestyles ==
Low 1 months
== Armor ==
Full Body Armor 10/8
SecureTech Forearm Guards 0/1
SecureTech Leg and Arm Casings1/1
SecureTech Shin Guards 0/1
SecureTech Vitals Protector1/1
== Weapons ==
Unarmed Attack
DV: 2S AP: - RC: 0
== Commlink ==
Fairlight Caliban (4, 3, 3, 5)
+Iris Orb
+Subvocal Microphone
== Gear ==
Fake SIN (123 546 789) Rating 1
Power Focus (bonded) Rating 4
+Fake License (123 456 789) Rating 4
So I still have to flesh out his Knowledge Skills and his background, but he's looking like I was imagining. I've kept Shark, as Crocodile doesn't seem to fit with Ammit as much as Sobek. Shark seems to tie into the mythology of Ammit though, so I'm gonna keep that and just call the Mentor Spirit Ammit. The only thing in there now that doesn't appear too optimized is the Intimidation skill as I am only gonna be rolling 5 dice. So that might get completely dropped. But I'd like to have him wih something other than just straight Magic skills as that seems a little one dimensional.
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There's also Dark Goddess the mentor spirit.
You might want to invest in a force 3 sustaining focus. It's role in life is primarily to sustain a force 3 Increase Reflexes on yourself. That's +2 Initiative and equally important +2 IPs. You'll have to turn it off from time to time due to wards and the like, but it beats having to keep the spell up with a -2 penalty.
I don't like how hard it is for someone to be tough and scary in SR. I'll see if I can think of a more synergistic skill for you to use though.
At some point, I'll try to figure out your armor. Body 7 is about when stacking armor becomes hard without looking silly and/or using restricted legality gear. However, it can be done and it'll save you some points from having to grab Full Body Armor.
Edit- New Stats posted
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Note that Ammit doesn't judge, that's someone else's job (Anubis/Mr. Johnson/Mr. Anwar?). You might consider having trained dangerous animals as pets. And if you can swing it, get access to a hog farm (hogs will eat anything, great way to get rid of the bodies).
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Huh, the armor was easier than I thought. This is assuming no softweave.
I suggest the following armor loadout:
Delta-Ampyoid* Industrious Line Coverall 8/5 1300Y
Complete PPP Set 2/6 1000Y
Full Suit FFBA 6/2 1600Y
Helmet 1/2 100Y
That'll get you 17/15 armor, 14/14 for encumbrance. You can then mod to taste. You save 2000Y, 5BP from a restricted gear, and you can wear this without legal questions. You likely can't go to a party in it, but you weren't doing that in a Full Body Armor anyways.
*- This is from Attitude. JM Hardy has mentioned that it works on the armor clothing from Arsenal so I'm going with that here. Basically it's +3/+1 armor for 400Y.
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Well, changed the armour, saving money and 10BP's I used for the last batch, so managed to also nab a Force 3 Sustaining Focus and with 4 BP left, I can bond it, or up the Intimidation to a 4 for 6 dice. I might also dro it altogether, bond the focus and add a third point of edge which would leave me with 3 BP for more money to spend on gear or another spell.
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I suggest the following armor loadout:
Delta-Ampyoid* Industrious Line Coverall 8/5 1300Y
Complete PPP Set 2/6 1000Y
Full Suit FFBA 6/2 1600Y
Helmet 1/2 100Y
That'll get you 17/15 armor, 14/14 for encumbrance.
Full Suit FFBA includes a, i can only assume, thick protective hood, not sure if there fits a helmet on top.
The Complete PPP Set 2/6 also already includes a helmet.
Plus an extra helmet.
I would give that a -8 vision and sweaty head modifier ;-)
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I suggest the following armor loadout:
Delta-Ampyoid* Industrious Line Coverall 8/5 1300Y
Complete PPP Set 2/6 1000Y
Full Suit FFBA 6/2 1600Y
Helmet 1/2 100Y
That'll get you 17/15 armor, 14/14 for encumbrance.
Full Suit FFBA includes a, i can only assume, thick protective hood, not sure if there fits a helmet on top.
The Complete PPP Set 2/6 also already includes a helmet.
Plus an extra helmet.
Full Suit FFBA includes a “hood” and is made of “advanced synthetic materials that breathe and stretch with the body, and is custom-tailored to each individual wearer” (Arsenal 48). I doubt FFBA has a problem with sweat, and with being thick (it sound skintight, but that is an inference).
PPP is “padded densiplast” that is “discreet protection designed to be worn beneath other clothing” (Arsenal 49). It literally fits underneath your stylish steampunk hat.
The helmet comes in “a wide variety of shapes and sizes” (SR4A 327). It sounds like the helmet can be a steampunk hat, which the densiplast fits underneath, and the advanced synthetic material stretches under.
All of these stack, and you can wear them all at once. Welcome to The Future, you can wear 3 hats. Also, we have dragons.
I would give that a -8 vision and sweaty head modifier ;-)
You never mentioned what the -8 vision and sweaty head modifier was to (Perception? Ranged combat?), and I couldn’t tell if they were two penalties or one penalty with a long name. Luckally SR4A includes a visibility impaired table on SR4A 152 for ranged combat (-6 is Full Darkness, literally you can have your eyes closed and take less penalty). Perception modifiers are on SR4A 136. Again -6 is for Full Darkness. I’m not sure why wearing 6 hats is worse for your vision than having your eyes closed.
Remember that, “Helmets are often tricked out with accessories such as trode nets and visual aids” (SR4A 327). Most people aim with the smartgun camera on their gun, and use AR assistance. Shooting with the naked eyes is so 20th century. Welcome to The Future, you can wear 3 hats and see from your gun.
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Full Suit FFBA includes a, i can only assume, thick protective hood, not sure if there fits a helmet on top.
The Complete PPP Set 2/6 also already includes a helmet.
Plus an extra helmet.
I would give that a -8 vision and sweaty head modifier ;-)
As squee as pointed out, many of those pieces are extremely lightweight and non-encumbering. I see it as a thin hoodie, a light plastic shell in a helmet. It's no baseball cap, but isn't anything too outlandish.
However, you can get a Vashon Island Steampunk Line (with one piece delta-amyloid) instead of the coverall. Then drop one of the +0/+1 PPP pieces and helmet for the same armor. If you don't go with PPP helmet and FFBA, then I'll pull out the fairy wings and then noone wins.
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Lol, no fairy wings in this thread. Anyhow, here's the final build, I think I'm done tweaking him for now.
== Info ==
Street Name: Ammut
Name: Shark Shaman
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork (Hobgoblin)
Composure: 7
Judge Intentions: 7
Lift/Carry: 10 (45 kg/30 kg)
Memory: 7
Nuyen: 1050
== Attributes ==
BOD: 7
AGI: 3
REA: 4
STR: 3
CHA: 2
INT: 5
LOG: 2
WIL: 5
EDG: 3
MAG: 5
== Derived Attributes ==
Essence: 6
Initiative: 9
IP: 1
Astral Initiative: 10
Astral IP: 3
Matrix Initiative: 9
Matrix IP: 1
Physical Damage Track: 12
Stun Damage Track: 11
== Active Skills ==
Binding : 2 Pool: 15
Counterspelling : 4 Pool: 9
Perception : 4 Pool: 9
Shadowing : 1 Pool: 6
Spellcasting : 5 [Combat Spells] Pool: 14 (16)
Summoning : 5 [Water Spirits] Pool: 14 (16)
== Knowledge Skills ==
Arabic : 3 [Read/Write] Pool: 8 (10)
Arabic : 3 [Read/Write] Pool: 8 (10)
Area Knowledge: Seattle : 1 Pool: 6
Japanese : 3 [Speak] Pool: 8 (10)
Spirits : 2 [Water] Pool: 4 (6)
Underworld : 4 [Black Magic] Pool: 9 (11)
== Contacts ==
Talismonger (2, 2)
== Qualities ==
Addiction (Moderate) (Stims)
Allergy (Uncommon, Mild) (Soy)
Bi-Polar
Distinctive Style
Fangs
Low-Light Vision
Magician
Mentor Spirit (Shark)
Poor Self Control (Combat Monster)
Poor Self Control (Vindictive)
Restricted Gear (Rating 1)
== Spells ==
(Tradition: Egyptian, Resist Drain with WIL + INT (10))
Agony (Illusion) DV: (F÷2)-2
Heal (Health) DV: (Damage Value)-2
Increase Reflexes (Health) DV: (F÷2)+2
Powerbolt (Combat) DV: (F÷2)+1
Sandstorm (Combat) DV: (F÷2)+5
Stunball (Combat) DV: (F÷2)+1
Stunbolt (Combat) DV: (F÷2)-1
== Lifestyles ==
Low 1 months
== Armor ==
Form-Fitting Full-Body Suit6/2
Helmet 1/2
SecureTech PPP Armor (Ensemble)2/6
Victory: Industrious Coverall8/5
+Chemical Protection 2
+Delta-Amyloid
+Fire Resistance 2
== Commlink ==
Fairlight Caliban (4, 3, 3, 5)
+Iris Orb
+Subvocal Microphone
== Gear ==
Fake SIN (644 136 879) Rating 4
Power Focus (bonded) Rating 4
+Fake License (644 136 879) Rating 4
Sustaining Focus (Health) (bonded) Rating 3
+Fake License (644 136 879) Rating 4
edit: fixed buggy numbers and adjusted SINs
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Got confused with SR2, where i am sure it was -8...
Anyway, don't be niggling about some random numbers followed by a smiley. Those were only to stress the absurd imagination of wearing three hoods, hats, helmets, whatever and however thin they might be, on top of each other.
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Not a problem, I just dislike random penalties for doing things that are rules legal.
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@OP
How are you getting pools of 18 [20] for Spellcasting [Combat] and Summoning [Water]?
Spellcasting Dice Pools:
General: 5 magic + 5 Spellcasting + 4 Power Focus = 14
Combat: 14 + 2 [Specialization: Combat] + 2 [Mentor Spirit] = 18
Summoning Dice Pools:
General: 5 magic + 5 Spellcasting + 4 Power Focus = 14
Water: 14 + 2 [Specialization: Water] + 2 [Mentor Spirit] = 18
I don't understand your binding dice pool of 15 either.
General: 5 magic + 2 binding +4 Power Focus = 11
Water: 11 + 2 [Mentor Spirit] = 13
Also, your counterspelling pool is a bit misleading. With a counterspelling of 4, you usually just roll 4 dice. With some applications of this skill you also get to add your magic (and hence your power focus) for total dice pool of 13. So you will either roll 4 or 13 dice, but probably never the 9 you have recorded.
Also you have listed the full PPP ensemble [2/6] and a standard helmet [1/2]. The full PPP set includes a helmet so you can't just add this stuff together.
Instead you have PPP w/o helmet [2/4] and standard helmet [1/2]. I guess I would fall into the camp of people who feels that PPP helmets don't stack with other helmets. A PPP helmet is like sports helmet. Like a baseball helmet or something. I'd allow FFBA hoods and helmets (PPP or otherwise) to stack though.
Finally, Rating 2 Fake SINS are worthless. You are just lighting money on fire. Fake SINs in general are not very reliable, but a rating 2 is just really terrible. Plus when a fake SIN get's busted, it invalidates all other fake licenses you have attached to it, like for your foci [you have to specify which fake SIN these licenses are attached to].
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Rating 1 Fake SINs rarely get checked at the grocery, going to the movies, you know... Day to day stuff. I keep one on hand just for that, and another obviously fake to put my cash on after runs (if not accepting something physical) and turn that to cash before distributing. They have their uses, just don't expect them to work in a real jam. Like traveling over boarders and the like, though then even the chargen rating 4's do jack shit.
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Also you have listed the full PPP ensemble [2/6] and a standard helmet [1/2]. The full PPP set includes a helmet so you can't just add this stuff together.
Instead you have PPP w/o helmet [2/4] and standard helmet [1/2]. I guess I would fall into the camp of people who feels that PPP helmets don't stack with other helmets. A PPP helmet is like sports helmet. Like a baseball helmet or something. I'd allow FFBA hoods and helmets (PPP or otherwise) to stack though.
On the other hand, you can't wear a baseball helmet "as discreet protection designed to be worn beneath other clothing" so there is a very thin version of the PPP helmet available. Armor in SR is amazingly good for its bulk. You can look like this* (http://www.sutlers.co.uk/acatalog/Victorian-Frock.jpg) and have the same armor as if you were wearing full body armor.
*-Steampunk line Overcoat, Vest, Slacks, Shirt with 1 piece with Delta-Amyloid is 10/8 armor. You can discretely add a PPP helmet under the top hat for 10/10 armor if you want.
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@OP
How are you getting pools of 18 [20] for Spellcasting [Combat] and Summoning [Water]?
Spellcasting Dice Pools:
General: 5 magic + 5 Spellcasting + 4 Power Focus = 14
Combat: 14 + 2 [Specialization: Combat] + 2 [Mentor Spirit] = 18
Summoning Dice Pools:
General: 5 magic + 5 Spellcasting + 4 Power Focus = 14
Water: 14 + 2 [Specialization: Water] + 2 [Mentor Spirit] = 18
I don't understand your binding dice pool of 15 either.
General: 5 magic + 2 binding +4 Power Focus = 11
Water: 11 + 2 [Mentor Spirit] = 13
I'm honestly not sure about those 20's either. I'm using the Chummer software and it's added up all the mods itself. I'll take a look through and see if I can see where it comes from.
Also, your counterspelling pool is a bit misleading. With a counterspelling of 4, you usually just roll 4 dice. With some applications of this skill you also get to add your magic (and hence your power focus) for total dice pool of 13. So you will either roll 4 or 13 dice, but probably never the 9 you have recorded.
I'm aware of this. Again this is a function of the way Chummer works when it shows the pool summaries.
Also you have listed the full PPP ensemble [2/6] and a standard helmet [1/2]. The full PPP set includes a helmet so you can't just add this stuff together.
Instead you have PPP w/o helmet [2/4] and standard helmet [1/2]. I guess I would fall into the camp of people who feels that PPP helmets don't stack with other helmets. A PPP helmet is like sports helmet. Like a baseball helmet or something. I'd allow FFBA hoods and helmets (PPP or otherwise) to stack though.
Yeah the guys are currently going throug this in a discussion. In the end I probably won't cheese out the armour like that, but in my mental picture, he does skulk around wih a hood covering his face. So he could have a hood over the helmet if you wanna be a stickler. So you could say the standard helmet is an armoured hood.
Finally, Rating 2 Fake SINS are worthless. You are just lighting money on fire. Fake SINs in general are not very reliable, but a rating 2 is just really terrible. Plus when a fake SIN get's busted, it invalidates all other fake licenses you have attached to it, like for your foci [you have to specify which fake SIN these licenses are attached to].
Thanks for the info. I admit I'm not fully versed on the SINS and licensing. It's one of the things most of us just quite haven't figured out so to be honest I haven't seem them used a lot at our tables. I had money left over and just tried to use it on something.
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So I played around with Chummer, and unbinded the Power Focus. When I rebinded it, the numbers adjusted to 14(16) for Spellcasting and Summoning. Looks like it was a bug in the software and it was adding the bonded focus twice or something. But it's fixed now.
Also I've dropped the 2 Fake Sins for 1 at Level 4, and then remapped the 2 Fake licenses to the one fake SIN, both also at Level 4. I'm gonna readjust the numbers in the above post.
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Armor in SR is amazingly good for its bulk. You can look like this* (http://www.sutlers.co.uk/acatalog/Victorian-Frock.jpg) and have the same armor as if you were wearing full body armor.
Honestly, i agree with all the armor stacking, except for the helmet. Hood under a helmet, ok. But if you ever wore a helmet, you should know, that they have to sit very tight. And in my opinion, wearing a PPP helmet doesn't offer a real fit for the normal helmet, and if tried probably has to be two sizes larger then. Afterwards, it will look like this (http://s15.postimage.org/pna53x597/sr_helmets.jpg). No matter what the rules say, its not logical and they are more like guidelines anyway... ;-)
You can discretely add a PPP helmet under the top hat for 10/10 armor if you want.
Seriously, how do you think does a helmet look, giving 2 points impact armor. Definitely not a Kippah (http://en.wikipedia.org/wiki/File:Kippah-1.JPG) and thats probably the only thing that would fit under there. The cylinder hat itself is totally useless for combat as well.
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Seriously, how do you think does a helmet look, giving 2 points impact armor. Definitely not a Kippah (http://en.wikipedia.org/wiki/File:Kippah-1.JPG) and thats probably the only thing that would fit under there. The cylinder hat itself is totally useless for combat as well.
I think this is where we disagree. I view a discrete PPP helmet as a skullcap (http://ecx.images-amazon.com/images/I/31JJSboXA7L._SL500_AA300_.jpg) that goes over the FFBA hood. You can't put a padded helmet like you picked discretely under normal clothing.
And such a thin skull cap providing +2 impact armor is well within SR's material technology. Even a steampunk suit that's just s normal suit can easily equal full body armor. You can have underwear that does 1/2 with carbon boron. The second skin line is see-though armor that provides a point of impact and you can do thicker than that for a skullcap.
Edit- There's also the armor vest that's so thin as to show no bulk and provides 4 points of impact armor.
Also cleanup
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I think this is where we disagree. I view a discrete PPP helmet as a skullcap (http://ecx.images-amazon.com/images/I/31JJSboXA7L._SL500_AA300_.jpg) that goes over the FFBA hood. You can't put a padded helmet like you picked discretely under normal clothing.
Ah good, then i will continue from there. On a side note, i am really sorry for staying quite off-topic ;-)
I agree with you in that the technology is far ahead in SR and you can use those new materials to protect most of the body. But the head is kinda special. You need enough padding. The thicker the padding the longer it takes for the bullet to slow down and its force will be stretched out over time. If you are wearing a strong helmet without padding, even if the bullet wouldn't get through, it would kill you, because the force of the bullet is transferred onto the helmet and then skull in an instant. On other body parts you get heavy bruises through vests, for the head its severe brain bleeding and maybe even a broken neck. That's something no material in the world can change, not even in 100 years. And that's why you need padding on the head.
I know its impact armor in this case, but the physics are the same. :P
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I agree with you in that the technology is far ahead in SR and you can use those new materials to protect most of the body. But the head is kinda special. You need enough padding. The thicker the padding the longer it takes for the bullet to slow down and its force will be stretched out over time. If you are wearing a strong helmet without padding, even if the bullet wouldn't get through, it would kill you, because the force of the bullet is transferred onto the helmet and then skull in an instant. On other body parts you get heavy bruises through vests, for the head its severe brain bleeding and maybe even a broken neck. That's something no material in the world can change, not even in 100 years. And that's why you need padding on the head.
I know its impact armor in this case, but the physics are the same. :P
Actually that's the case with all sorts of body armor nowadays. A bullet doesn't have to piece your bulletproof vest to kill you. The dissipated energy of the impact can mess up your organs and blunt trauma is a factor in evalutating real life armor. Blunt trauma doesn't just apply to the head. So what you said should apply to nearly all SR armor despite the fact that it clearly doesn't from my examples of SR armor basically being awesome spandex.
Edit- That said, really I went with the jumpsuit because I didn't want another case of "lol steampunk for your runner."
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I think this is where we disagree. I view a discrete PPP helmet as a skullcap (http://ecx.images-amazon.com/images/I/31JJSboXA7L._SL500_AA300_.jpg) that goes over the FFBA hood. You can't put a padded helmet like you picked discretely under normal clothing.
Ah good, then i will continue from there. On a side note, i am really sorry for staying quite off-topic ;-)
I agree with you in that the technology is far ahead in SR and you can use those new materials to protect most of the body. But the head is kinda special. You need enough padding. The thicker the padding the longer it takes for the bullet to slow down and its force will be stretched out over time. If you are wearing a strong helmet without padding, even if the bullet wouldn't get through, it would kill you, because the force of the bullet is transferred onto the helmet and then skull in an instant. On other body parts you get heavy bruises through vests, for the head its severe brain bleeding and maybe even a broken neck. That's something no material in the world can change, not even in 100 years. And that's why you need padding on the head.
I know its impact armor in this case, but the physics are the same. :P
And this is a case of wanting to inject too much "realism" in. The damage and damage resistance systems are abstracted. Called shots do nothing in particular (except for the taking penalty equal to armor rating to bypass it). Roll damage resistance and get enough hits, you take no damage. Location of hit is nothing more than a descriptive after final damage is figured (which is all it should EVER be in my opinion).
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Actually that's the case with all sorts of body armor nowadays. A bullet doesn't have to piece your bulletproof vest to kill you. The dissipated energy of the impact can mess up your organs and blunt trauma is a factor in evalutating real life armor. Blunt trauma doesn't just apply to the head. So what you said should apply to nearly all SR armor despite the fact that it clearly doesn't from my examples of SR armor basically being armored spandex.
Current and probably SR armor technology aims for distributing the force over the biggest possible surface, by hardening the materials in the millisecond the force hits and liquifying it afterwards. If the force distribution over the body is perfect, the only other thing that can add protection is padding.
Now for the head, its clothe-wise disconnection from the rest of the body and small surface limits the possible distribution of force considerably, which can only be compensated by... padding, i.e. if the head has one eighth of the size of the rest of the body it needs 8 times as much padding to only get the same protection as the rest of the body.
Now if the helmet would be connected to the rest of the body, through an otherwise flexible connection, that would get instantly rigid on impact and is strong enough to distribute the whole force to the rest of the body, now that would be a helmet. But i am sure not even SR is that far yet, also it wouldn't work with a loose skull cap ;)
Plus, capsize matters. A helmet which protects only half a head, would only get half the rating. And since the PPP helmet has almost the same rating as a riot helmet, which is actually reinforced by worn body armor.. there quite something mystical about it...
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You can have a jockstrap that provides +6 versus contact vector chemical weapons. SR armor doesn't make even the tiniest bit of sense, it's best not to think too hard about it.
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You can have a jockstrap that provides +6 versus contact vector chemical weapons. SR armor doesn't make even the tiniest bit of sense, it's best not to think too hard about it.
I'd rather mine have 15 ballistic and 20 impact of hardened armor to go with that :P
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And this is a case of wanting to inject too much "realism" in.
Well, of course you are right. After squee talked funny about my decision to "adjust" the rules for me, i kinda felt the need to support my on logic based decision. Maybe it got a little out of hand ;-)
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And this is a case of wanting to inject too much "realism" in.
Well, of course you are right. After squee talked funny about my decision to "adjust" the rules for me, i kinda felt the need to support my on logic based decision. Maybe it got a little out of hand ;-)
Trust me, it happens to the best of us. I know from experience. ;)
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Given his background, his clothes might well hide the body armor.
(http://img.photobucket.com/albums/v353/paginacastel/1927-ThomasEdwardLawrenceofArabiaBettman.jpg)
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And explain why he's carrying around a dagger everywhere.
Oh, my father was pissed when he had to give up his Zippo at the Mint, but some folks were able to carry around Daggers like that!
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Yeah, the daggers are a religious thing and a hotbed of political controversy in Canada.
But the clothing is similar to what I had in mind. Though more futuristic in style.
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Yeah, the daggers are a religious thing and a hotbed of political controversy in Canada.
Oh this was in... Late '80s? Years ago. I should visit the Mint sometime and see it with an adult's eyes.
Anyhow, they were representatives of their country who wanted work done by the Mint (I asked the nice lady with my little kid eyes, she spoke down to me, but I was able to put things together), so they were bending over backwards to placate them in a lot of ways. I think Mom was able to get Dad to understand that enough to keep his temper in check. He also got his Zippo back after we went through security to the gift shop, which helped.