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Finished street Sam

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Leevizer

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« Reply #15 on: <04-11-12/0309:25> »
Well loosing a leg is bad no matter what and getting a new leg with a commlink isn't much more expensive. But if you think it belongs in your head, then install it there  ;)

If you only want 2 skills from a group it is cheaper to get then individualy (cost 8 BP versus 10 BP).

Rasmus

Losing a leg is bad, how about losing your leg AND your commlink, through which you have slaved, say, everything on your body? Or just a stray bullet might end up hitting the link...

My question about that skillgroup thing was that is that medicine skill not worth the 2BP it will cost?

rasmusnicolaj

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« Reply #16 on: <04-11-12/0327:10> »
Hobefully you won't end up loosing your leg but yes in a worse case scenario it could happen.

I don't think medicine is that important. It is for your character. It is for operations and long time care in a hospital.

Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?

Crash_00

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« Reply #17 on: <04-11-12/0506:21> »
Quote
Also, why the camo suit? And the add-ons? Is it just generally a good idea to use those?
The camo suit gives you an edge when you're in the designed environment by making you harder to spot. For someone skilled as an infiltrator, it comes in very handy.

Thermal Dampening makes it harder for thermal imaging (which is fairly common among drones and sensors) to spot you, so it kind of helps complete a covering of all the visual senses. Nonconductivity increases you ability to resist electrical damage which is very common with Stick and Shock being so powerful. Basically you halve your impact armor (3) then add six (9) when resisting electrical damage.

I recommend always modifying your armor. The camo suit is really a preference thing, and it could look out of place, but it makes a good professional choice for wear to run on the job. An armored vest should suffice for non-run activities.

Leevizer

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« Reply #18 on: <04-14-12/0542:29> »
Ok, so I did the following changes:

-Removed all specializations

-Gave heavy weapons 4

-Removed cyberscience group, added First aid 4 and Cybertech 3

-Survival 2

- bought 10 Cs grenades, 10 HE grenades, 5 Thermal smoke grenades and 10 smoke grenades.

I did NOT tamper with my wares yet, and I see no need to, since I still have 8 BP left. I was thinking of...

-Machine pistol speciality, just because.

- Groundcraft 4, Cybertech 4 or Survival 3

- Street Doc loyalty to 2, would go for 3 but will not for roleplaying reasons.


After which I would have 1 BP left, which could be used for armor customizing or stuff? Any comments on if this sounds good at all?

EDIT: Also thinking about buying her a skill level or two in Armorer, and a armorer kit and a cyberware kit, to further demonstrate the fact that she is supposedly skilled at handing her own body and equipment?

EDIT2: And no comment on the antihacking set she has? Is it good or over the top? Should I spend the nuyen on BP instead?
« Last Edit: <04-14-12/0608:46> by Leevizer »

Crash_00

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« Reply #19 on: <04-14-12/0630:36> »
Armorer would definitely be a good choice RP wise, and you'd have enough dice to buy hits when you aren't rushed for the simple stuff.

Anti-Hacking looks good to me (I don't bother hacking my players stuff too awfully much, but I run missions and the badguys rarely remember to bring a hacker along). Typically I physically fiber optic my gun to my glasses or use a skinlink with no wireless on, but a good Firewall and Analyze should at least let you know when someone is hacking in.

That said, a good hacker will get in if they want to. The hacker in my missions group is averaging 9 hits (she's a lucky roller) and can usually get about 15 hits on an edged roll. She's hacked into Ares R&D on the fly. If the GM wants to hack into your system, he'll get there no matter what, so it really depends on whether your GM plays normally or is actively out to get you.

Leevizer

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« Reply #20 on: <04-14-12/0634:00> »
Armorer would definitely be a good choice RP wise, and you'd have enough dice to buy hits when you aren't rushed for the simple stuff.

Anti-Hacking looks good to me (I don't bother hacking my players stuff too awfully much, but I run missions and the badguys rarely remember to bring a hacker along). Typically I physically fiber optic my gun to my glasses or use a skinlink with no wireless on, but a good Firewall and Analyze should at least let you know when someone is hacking in.

That said, a good hacker will get in if they want to. The hacker in my missions group is averaging 9 hits (she's a lucky roller) and can usually get about 15 hits on an edged roll. She's hacked into Ares R&D on the fly. If the GM wants to hack into your system, he'll get there no matter what, so it really depends on whether your GM plays normally or is actively out to get you.

Point is that I don't need to keep the hacker out of the system forever alone. This is to make sure that 1) I can turn my commlink off if a hacker is trying to get me or 2) Tell me a hacker is coming to get me and 3) Get those pesky normal hackers out from my commlink with Attack 5 IC 3.

1 and 2 apply to the omfglolhaxxorz, number 3 applies to general enemy bad guy hackers.