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Help me build Robocop

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mikal

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« on: <04-26-12/1838:07> »
Just like the topic says. I'm trying to using standard character creation (minus the skull of course, due to availability) but having a little problem.
Using a human as the metatype, any assistance would be appreciated.

Any books allowed.

UmaroVI

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« Reply #1 on: <04-26-12/1849:27> »
Check the first link in my sig and look at the Bad Enough Trog. It shouldn't be too hard to work as a human; you'll need to shuffle the body parts a bit, of course.

I can give you some more specific advice if you are interested. What exactly are you trying to be good at? As a full replacement character you are automatically very, very tough and pretty good at combat. What else do you want to be able to do?

Henzington

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« Reply #2 on: <04-26-12/1853:14> »
robocop imo is a cyberzombie.  Be an ork for the extra body cyber skull and full cyber limbs cybereyes/ears.
« Last Edit: <04-26-12/1857:19> by Henzington »
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

JustADude

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« Reply #3 on: <04-26-12/1954:53> »
robocop imo is a cyberzombie.  Be an ork for the extra body cyber skull and full cyber limbs cybereyes/ears.

Agreed 100% on that.

From the 'rebirth' montage in the first Robocop movie I think they might even be using the equivalent of Betaware or Deltaware level tech, since they built it all to-order for him, which means you'd easily be able to fit in Move-By-Wire 3 and an Implanted Commlink, as well as some extra Headware stuff before hitting the -6 Essence cap.
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mikal

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« Reply #4 on: <04-27-12/0842:13> »
Check the first link in my sig and look at the Bad Enough Trog. It shouldn't be too hard to work as a human; you'll need to shuffle the body parts a bit, of course.

I can give you some more specific advice if you are interested. What exactly are you trying to be good at? As a full replacement character you are automatically very, very tough and pretty good at combat. What else do you want to be able to do?

Thanks for the replies all. Want to make a PC version of Robocop so cyberzombiedom is out.
Trying to use standard creation as much as possible.

Stat wise I want him to be tough like robocop, with similar abilities (smartlink targeting, etc.) though if I can somehow get extra IP that would be good.
Tried making the guy several ways but maybe I'm adding too much to the enhancements and customization as I either zero out on essence or cash when trying to stat him out.

Henzington

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« Reply #5 on: <04-27-12/0851:30> »
the issue with a starting character is that wired reflexes is 2 or 3 essence and each full cyberlimb is 1 essence.  Some people swear by cyberlimb I myself prefer Muscle Replacement/Augmentation and Toner with dermal sleathing also handy for sleath.
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

UmaroVI

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« Reply #6 on: <04-27-12/0900:30> »
I don't recall robocop having abilities aside from being tough and shooting dudes. That should be doable. The basic setup you want is:

Born Rich
Optionally, In Debt. Since you will upgrade primarily with money, though, this will hurt you longterm and I'd be careful about it.
Genetic Heritage: Adapsin (if your GM will let that fly), or Genetic Optimization (probably Body or Agility, depending on your priorities: this allows you to customize higher). Reakt and Synch are also good but GenOp is more expensive so should be what gets Heritaged, you can get the others later.
Biocompatibility: Cyberware.
Optional: Restricted Gear (if your GM will let you RG adapsin, but not Genetic Heritage it, go for that).

Get yourself a cybertorso/arms/legs. Use Customize up to the availability limit (12), and then get Enhancements. Make sure you leave space for Armor 4 wherever you can (even though you can only start with 2, the upgrade is very cheap).

I am going to recommend you pick Automatics as your weapon skill because it synergizes well with the cyberlimbs route; you can get 5 RC out of cyberlimb accessories which is very nice. IIRC robocop uses a pistol, but in 2073 he can use a machine pistol and a battle rifle or what-have you.

Don't fall into the trap of trying to get the same stats on every limb. You want the sum of the body scores to be a multiple of 5, you want high Agility on arms, and decent agility on legs doesn't hurt for Infiltration, but you probably don't care how agile your torso is. Strength doesn't really matter, although you might want to at least put strength enhancements on your legs for Athletics.

The other really good stuff that fits what you want to do:
Cyberarm Gyromount and Foot Anchors give you bonus recoil compensation.
If your GM will agree that a machine pistol is pistol-sized, there are a few different options for places to hide your pistol. Cyberguns suck, don't bother (they use Exotic Weapon).

You're going to want Synaptic Boosters 1 for your IP-booster to start. There's no real way to get more than that without shafting yourself in some other major way.

Wear goggles/glasses/contacts/etc for your vision enhancement; cybereyes/ears are very iffy in general and just flat out awful on an essence-limited character like this.


mikal

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« Reply #7 on: <04-27-12/0952:45> »
Good reply on the build. But shouldn't that be a multiple of six since I also plan to get the skull?
If so would you recommend maxing agi and doing say 30 total on body for a total of 5 and 24 for a 4 in strength?

Crash_00

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« Reply #8 on: <04-27-12/1014:51> »
The skull isn't a full limb by RAW I don't think, so it doesn't count for the purposes of averaging out your limbs. I put together a Secret Service agent a while back that guards the president (and nuclear football) that was a complete replacement. I'll have to look him over and see if I can find any tips to add, by Umaro already hit most of the points.

As far as robocop himself, I wouldn't really have seen his ware as beta/delta grade. Yes, it was made specifically for him, but it also seemed to be the dawn of the cyberage. There weren't any "off-the-shelf" types of ware out there.


Henzington

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« Reply #9 on: <04-27-12/1021:00> »
thats kind of the idea of beta/delta ware
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

KommissarK

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« Reply #10 on: <04-27-12/1027:14> »
While I doubt this helps you, one house rule I've allowed for at my table was halving the essence costs of cyberlimbs for limbs where the first one was lost already. That is to say, your hollisitic goodness has already been damaged enough by losing the first one, that the second time around isn't as bad. So effectively, 2 full legs = 1.5 essence, etc.

I a bit broken, yes; highly dangerous if in the wrong hands. But I think for your purposes you might need it, otherwise a full replacement just isn't going to add up. Obviously final say is with your GM. Still, a heavy wired reflexes/move by wire system just isn't possible to add in on top of all those replacement parts, so it works out fair enough anyway.

Of course, the only reason I came up with this was to allow a player asking for a specialty leg based cyberweapon (ref. Tokiko from Busou Renkin) that was going to eat up all the capacity slots anyway (and this was before we had Augmentation so the notion of custom cyberlimbs was alien to us).

Crash_00

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« Reply #11 on: <04-27-12/1038:22> »
Quote
thats kind of the idea of beta/delta ware
In a world where cyberware is as developed as in SR yes, but take SR back to the 2030 or 2040s when ware is first showing up to any degree, and I'm pretty sure it would need to be custom made every time. The advances hadn't been made to have any advanced grades, because they were fighting just to get that basic grade to work at all.

For an analogy, it would be like saying that, when they were struggling to make old fashioned box televisions, the first handcrafted black and white one was a Plasma/LCD quality tv, because it was handcrafted instead of mass produced. You have to prototype and test the basics before you can mass-produce the basics.

Henzington

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« Reply #12 on: <04-27-12/1057:40> »
yeah i meant more in terms of something like hand-tailored suit as opposed to an off the rack one
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

Tsuzua

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« Reply #13 on: <04-27-12/1105:36> »
The skull isn't a full limb by RAW I don't think, so it doesn't count for the purposes of averaging out your limbs.
It's more of a "no one really knows" issue.  It's generally assumed not to be since the example seems to ignore the head as a limb as well as questions like how often would it matter to have an agility 9 head?.  It also helps cyberlimb averaging easier/more powerful.

As for Robocop himself, he's a cyberzombie right down to the Invoked Memory Stimulator.  However, you can make a Robocop character that's a full replacement cyborg and still has a bit of Essence left.  Generally it's about the cyberlimb armor and cheap stat boosts.  Your IPs will hurt until you can afford better ware, but Robocop wasn't the fastest man anyways. 

sway

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« Reply #14 on: <04-27-12/1801:30> »
Yeah, Robocop is definitely a cyberzombie, I mean... the only meat to him is his brain, his face (not the skull and stuff beneath the surface, just the skin according the second film) and very little torso matter (very, very little torso matter if you account for some scenes in the second film). The guy has cyberarms (one of which is modular capable, has a datajack of sorts, and a biomonitor), cyberlegs (one of which has a cyber-holster), cybertorso, cyberskull, tricked-out cybereyes, some kind of basic internal computer/commlink type device (running voice stress analysis programs among others), cyberears (he's a least got built-in directional microphones), a wired nervous system, the armor on his cyberware is stupid good too... and, mind you, I'm assuming I'm forgetting some stuff here.