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Swordguy
2007-10-28, 01:44 PM
Okay, the Shadowrun Advice thread has made me curious - what do people consider to be "average" power levels for runners in 3rd-edition play?

As a sample, I've created a runner whom I consider to be at about the "middle" of the SR power scale - he's competent and relatively bad-ass, but clearly less powerful than he could be in several areas (not really heavy-hitting guns, not uber-fast, can't take large amounts of damage). So how would you rate this character on the power scale?

Kieth "Talon" Sheridan
Priorities:
A: Skills (50)
B: Money (400k)
C: Attributes (24+1 for Edge "Bonus Attribute point")
D: Magic
E: Race

Attributes
Strength: 3 (aug-4)
Body: 3 (aug-4)
Quickness: 5 (aug-6)
Charisma: 4
Intelligence: 6
Willpower: 4
Essence: 6 (aug-3.68)
Bio Index: 9 (aug-6.8)
Magic: 0
Reaction: 5 (aug-7)
Inititative: 1d6 (aug-3d6)

Active Skills
Athletics 4
Stealth 4
Etiquette 4
Negotiation 4
Pistols 4 (Ares Predator series 6)
SMG 5 (HK-227 series 7)
Thrown Weapons 3 (Grenades 5)
Assault Rifles 4
Pistols B/R 3
SMG B/R 3
Unarmed Combat (Aikido 4)
Biotech 1 (First Aid 3)
Drive 3

Edges and Flaws:
Bonus Attribue Point (Strength) +2
Sensitive Neural Structure -2 (reduce Willpower by 1 to resist damaging simsense effects from IC, BTLs, etc)

Cyberware:
Boosted Reflexes 1 (Alphaware) +1d6 init
Induction Datajack (Alphaware)
Internal Ratio rating 6 (Alphaware)
Subvocal Microphone (Alphaware)
Kevlar Bone Lacing (standard) +1 Body, +1 Ballistic Armor, BAR 5 vs broken bones

Bioware:
Muscle Augmentation 1 (+1 Strength)
Muscle Toner 1 (+1 Quickness)
Enhanced Articulation (+1 Reaction, +1 die to all Combat, Physical, Tech, or B/R Success Tests)
Clean Metabolism
Dietware
Synaptic Accelerator 1 (+1d6 init)

Non-combat Gear:
L-Z Tsarina Subcompact Car
Dodge Scoot Electric Bike
Nav-dat GPS system
Pocket Flashlight (x2)
Ascent/Descent Kit
Respirator with Pressure Regulator
Binoculars (low-light Capable)
SMG B/R kit
Pistol B/R kit
1000 Nuyen worth of misc clothing (club clothes, nice clothes, ratty clothes, etc.)
2000 nuyen worth of entertainment products (trideo, books, etc.)
Low Lifestyle (3 months paid - safehouse)
Low Lifestyle (3 months paid)
Fake ID: Silver-6 credstick with permits to carry, posses and transport pistols, SMGs, assault rifles, and grenades in UCAS and Salish territory)


Combat Gear:
Ares Predator
HK-227 SMG
Walther Palm Pistol
x3 external smartlink kits
Smart Goggles (glasses option) with IR and low-light vision capability
x4 Concussion grenades
x4 offensive grenades
x4 smoke grenades
1/2-body form-fitting armor (3/1)
Lined Armor coat (4/2)
Armor Vest with Plates (4/3)

Ammo:
1000 rounds FMJ SMG ammo
112 rounds Explosive SMG ammo
112 rounds Gel SMG ammo
500 rounds FMJ Heavy Pistol ammo
50 rounds Explosive Heavy Pistol ammo
50 rounds Gel Heavy Pistol ammo
100 rounds FMJ Hold-out pistol ammo
10 rounds explosive Hold-out pistol ammo

Contacts
x6 Level 1 contacts (to be determined)

Left-over money after character creation: 2,080 nuyen (converts to 208 starting nuyen plus the standard 3d6x100 all PCs get)

Sketchy backstory:
Talon is a former UCAS Ranger (like today's Rangers, light infantry, and between regular infantry and true "elite" special forces). The cyber and bioware implanted in him are stuff that a soldier would need (enhanced strength, toughness, and quickness, and the ability to always be in communication - EVERYTHING he has is something directly useful to a soldier, even the Clean Metabolism's ability to suppress smelly bodily waste - makes you harder to track). It's all relatively cheap for the benefit it gives, making the beauracracts happy, and it's not individually expensive enough to make it worth removing when the soldier's term of service is up (especially since Bioware in general and Boosted Reflexes specifically aren't really "removable").

Crow
2007-10-28, 01:48 PM
I'd place him around the middle. With karma and money, he will be badass. I've noticed that staying alive and completing runs in SR is more about how smart your character plays more than the numbers on his sheet.

Citizen Joe
2007-10-28, 01:59 PM
Yes planning and smarts (Player smarts, not character smarts) are FAR more important than anything on the paper. In fact there is a saying (that I think started with Harlequin) "If you give it stats, they can kill it." By statting out your character, you make him vulnerable. So, your true strength lies in something you can't put a number on.

Swordguy
2007-10-28, 01:59 PM
I'd place him around the middle. With karma and money, he will be badass. I've noticed that staying alive and completing runs in SR is more about how smart your character plays more than the numbers on his sheet.

While certainly true, I look around on the web and see people running around with trolls dual-weilding panther assault cannons and with street sams (no joke) with Move-by-Wire 3, Battletac Computer, and Reaction enhancers (total of +9 Reaction, +3d6 init, and +3 quickness, and variable initiative boost from the Battletac, for a base init roll of 4d6+15, plus Battletac bonus).

Looking over the dumpshock archive, that seems very common. So is that the de facto "average" power level?

Crow
2007-10-28, 02:14 PM
The reason they are all over dumpshock is because they are uncommon in games, but very common in threads that demonstrate how to break the game. As such they are invoked anytime someone brings up an issue anywhere near related to game balance. In actual play, these are fairly rare. It's like certain builds and spells you see thrown around here. If somebody had no idea what D&D was or how to play, and based all their perception on what they drew from this forum...I'll let you complete the thought.

In actual play, Shadowrun punishes the specialist.

Citizen Joe
2007-10-28, 02:21 PM
I've found that FASA pretty much starts everyone at elite status (compared to the rest of the world). When you get into the higher end of elite, it largely becomes a matter of luck. You can be at the top of your game one moment, then screw up one roll and you're dead.

The best situation you can make is one where succeed or fail, you win. If you're going after someone else, then make sure they are in the noose before they even realize it. Then, no matter how fast they are, they can't get out of the trap.

Citizen Joe
2007-10-28, 02:34 PM
Actually, one of the unspoken secrets of Shadowrun is how well you blend in to a crowd. Can you get on to a plane? Will walking into a office building set off all sorts of alarms? Many of the uber powerful builds will result in a lot of attention. That draws fire. That also cuts down on the jobs you can do. Rich people don't higher high profile people that draw attention, they hire the quiet people that get the job done without anyone noticing. If you are the shoot-em-up type, and you get hired, you can be sure that you are meant as a distraction. You WILL end up in a firefight, no matter what kind of precautions you take, since the other team will report you in order to make you the distraction.

I remember numerous times where I'd equip and hire a local gang to 'cause trouble' at a specific time in order to make a distraction.

Swordguy
2007-10-28, 02:48 PM
Actually, one of the unspoken secrets of Shadowrun is how well you blend in to a crowd. Can you get on to a plane? Will walking into a office building set off all sorts of alarms? Many of the uber powerful builds will result in a lot of attention.

Absolutely. You'll note that none of the cyber in this build is readily detectable, besides the radio, datajack, and the subvocal mike (neither of which is illegal). Kevlar bone lacing doesn't show up in magscans, and boosted reflexes are, as noted, just an electro-chemical treatment of the adenal glands (nothing to detect). The bioware's a little more dicey, but none of it is going to cause the problems that something like cyber weapons would.

Citizen Joe
2007-10-28, 03:32 PM
Get a doctor's note indicating that you were afflicted with polio as a child and the bioware and reflex boosters are medical treatments.

The permit for assault rifles and grenades is a bit fishy, but megacorp buildings are megacorp territories so those permits don't mean squat.

You eventually need two more false identities and at least that many more 'safe houses'... Go to that same doctor and get identities of babies that died in childbirth... plus lots of ID's out of Chicago Shattergraves residents "I was visiting family at the time... I lost so much... boohoo..."

Get local mapchips for your navdat and make sure you verify routes for accuracy. Also get mapchips for sewers. For Salish area maps make sure you get summer and winter satellite overlays so you can at least guess at potential ice problems. Make sure your cover identity has a use for all these mapchips. Possibly an ecological enforcement agent. If you tack on wildlife control officer, you might be able to justify hunting rifles and grenades (given the nastiness of awakened creatures).

You lack some knowledge skills, you might want to get a chipjack on the assumption of the military giving you mission specs and knowledge via chips. Instant terrain knowledge, indigenous wildlife and flora, native languages, etc. Very handy for a ranger... probably more so than the rest of the gear.

Crow
2007-10-28, 03:35 PM
A chipjack was the most useful piece of ware my fav character ever had...and he was a combat type. They also have the added benefit of giving you instant access to any language you may ever need to speak.

Citizen Joe
2007-10-28, 03:49 PM
Now that I've gone back and looked at the rules, I think you need a datasoft link to run the knowsofts, but you also need either headware memory and then upload skill from chip, or a chipjack and just run straight from the jack.

Swordguy
2007-10-28, 04:22 PM
Point: He's got 30 points worth of Knowledge skills (Int x5), but I didn't bother to write them out since they aren't the focus of the power question.

Hasivel
2007-10-28, 06:53 PM
Hmm, looks about average in power. As they said, Trolls with body 30 and four cybernetic arms each holding a Panther Assault Cannon belong in the same catagory as DnD's Omnifiscer and Pun Pun builds.

For tweaking. . . Personally I think he has too many weapons skills, there's not that much need for pistols and submachine guns AND assault rifles. I'd keep pistols for when you need to be discreet, assault rifles for when you need firepower or range over finesse, and toss the points from submachine guns that do neither into something else, like that somewhat low biotech skill.

Absolutely toss those Smart Goggles and get a Smartlink cyberware if you're going to do any kind of serious combat. Only magical types, possibly riggers who never leave their vehicles, and otaku type deckers shouldn't have a smartlink. It's possibly the single best item in the entire game.

Bioware is not "Aug," it counts as a natural increase to your attributes, including increasing the cost of buying up that attribute with Karma. It also can't raise your attribute above it's normal levels. For this reason it's fairly unoptimal to buy only one level unless your str and qui are as high as you're ever going to want to raise them. Same with the Bonus Attribute point, if you're both spending edges and bioware to boost your strength in such a way that raising it any further will be drastically more expensive, starting with that heavily boosted str at merely 4 is kind of counter-productive.

Speaking of which you don't really have much in the way of Str related skills anyway. Aikido and Thrown weapons. Really if you're not going for more Str relation fields the focus on expending resources for str might be better used elsewhere.

leperkhaun
2007-10-28, 07:05 PM
depending on how he became a shadow runner, having to coverup his augments may or maynot be an issue.

if he is offically retired, then shouldnt have a problem walking around airports with his "deactivated" cyberware since he is authorized to have it. and does the shadowrunning thing on the sly.

If he had to erase his identity... just make sure your contacts include people in other nations and smugglers, maybe some airport people.

Crow
2007-10-28, 07:47 PM
I would keep the extra firearms skills. You never know when you might need them, and a +2 penalty to target numbers is huge in SR when you have to default.

That said, go ahead and pick up permits for all your cyber (that allows it, you'll be suprised), and you solve some of your problems.

horseboy
2007-10-28, 09:16 PM
Cyberware:
Boosted Reflexes 1 (Alphaware) +1d6 init
Synaptic Accelerator 1 (+1d6 init)

The only question I have is these two. In 2nd both these were incompatible with other upgrade options. Did they change that in 3rd?

Swordguy
2007-10-28, 09:33 PM
The only question I have is these two. In 2nd both these were incompatible with other upgrade options. Did they change that in 3rd?

Yes, they are compatible. Man & Machine says specifically that synaptic accelerators are only NOT compatible with move-by-wire and wired reflexes.

Winterwind
2007-10-29, 03:53 AM
If that character is at the beginning of his career, I have to be a spoilsport and point out that a Synaptic Accelerator is cultured bioware and hence not available at character creation, unless your gamemaster allowed otherwise, of course. And there is one problem with allowing that: it pretty much renders Wired Reflexes pointless. The combo of Boosted Reflexes and Synaptic Accelerator is more effective, cheaper, healthier and more difficult to detect.

Other than that, I agree with the "average powerlevel" comments.

Fun fact regarding the compatibility of Boosted Reflexes and Synaptic Accelerator: Since these two are much cheaper than Boosted Reflexes and offer a higher maximum Initiative, it is possible to build a monstrosity of a character at character creation with a maximum Initiative of around 60 (include stuff like Reaction Enhancement and anything improving Quickness/Intelligence, and you can have like 18+5d6 initiative, without drugs). Of course, that most definitely belongs into the realm of purely theoretical constructs, not to mention it wouldn't be exactly the most effective Runner either.

Citizen Joe
2007-10-29, 08:04 AM
I've got a question about all your firearms skills. In Second Edition, all that fell under the broad category of Firearms (pistol, smg, assault rifle). It may have been changed in 3rd ed. but I would guess that the military would emphasize broad skills and familiarity with all firearms.

Tekraen
2007-10-29, 08:16 AM
Fun fact regarding the compatibility of Boosted Reflexes and Synaptic Accelerator: Since these two are much cheaper than Boosted Reflexes and offer a higher maximum Initiative, it is possible to build a monstrosity of a character at character creation with a maximum Initiative of around 60 (include stuff like Reaction Enhancement and anything improving Quickness/Intelligence, and you can have like 18+5d6 initiative, without drugs). Of course, that most definitely belongs into the realm of purely theoretical constructs, not to mention it wouldn't be exactly the most effective Runner either.

No, but it would be an effective foil. Luckily my Vory contact had 'uncovered' a shipment of surplus LAWs that day...

The military, from what I've seen, doesn't really give broad training in all firearms, just the ones they use the most. If a MOS doesn't call for specialized training, then basic marksmanship is what you get. While most guns do fire the same (pull the trigger and the end with the hole in it goes -bang-), knowing the recoil and rate of fire for every weapon is difficult - hence the ability to default to another skill at a restriction. Firing position, weapon grip, and control differ with every weapon type you pick up.

Swordguy
2007-10-29, 08:16 AM
I've got a question about all your firearms skills. In Second Edition, all that fell under the broad category of Firearms (pistol, smg, assault rifle). It may have been changed in 3rd ed. but I would guess that the military would emphasize broad skills and familiarity with all firearms.

Not true. I'm ex-military. :smallbiggrin:

Assuming an infantry MOS (military Occupational Specialty) (as this guy, as an ex-ranger, would be), all he'd need to be trained in to pass basic training would be Assault Rifles and a little tough of grenades. You get 1 day of "weapons familiarization" with pretty much everything else in the arsenal. Once he gets into Infantry Training proper, he'd get a lot more Assault Rifle training, SMG training, Pistol Training, Grenades training, and Close Combatives training (bringing them all up to the 4-ish range). Finally, Ranger school would train him a LOT with the SMG, because light infantry in Shadowrun feel to me like quick-deployment city fighters (as opposed to real Rangers, which are quick-deployed to the field - it's the difference between concentrating in Assault Rifles and SMGs).

Even now, soldiers qualify in BCT on the M16a2 (Assault rifle) and then do most of their AIT for Infantry with the M4 (SMG) specifically because the Army is doing a lot of city fighting these days...

He should probably have like a 1 in Heavy or Launch weapons, but those are really for specific MOS's or combat roles. A grenadier would have launch, and there's a specific heavy weapons MOS. It's not like you ever have enough points for Active skills at character creation anyway.


If that character is at the beginning of his career, I have to be a spoilsport and point out that a Synaptic Accelerator is cultured bioware and hence not available at character creation, unless your gamemaster allowed otherwise, of course.

As to the cultured bioware bit - I've never seen that. Synaptic accelerators are listed with an Availbility of 6, which means it's perfectly good to get at character creation. Can you quote where it says you can't get cultured bio at character creation?

EDIT: The rules adding +2 to the availability of bioware is for regular bioware you're choosing to get as cultured (and that +5 would put it out of reach of most starting runners). However, as SA's are cultured only, that doesn't apply to them. I've read over the rules re: bioware on pg 76-77 twice this morning, and I can't find any starting restrictions on what you can take.


To an earlier post re: smart goggles. I look at it from the military perspective. From a budget standpoint, it's better to use external smart systems than internal - money for one, and you don't necessarily lose that money when the soldier leaves. You can duplicate most of the bonus with gear that's significantly less expensive, and apply the saved money across the board to lost of soldiers. Each individual soldier is less effective than one with smartlink cyber, but soldiers don't operate alone.

That, and the fact that I look at it from an RP perspective. I don't want a big plug in the middle of my hand. Think about it. You've got a plug. In the middle of your hand. Ew.

Tekraen
2007-10-29, 08:55 AM
It's not really a handplug, more of an induction patch that links with the circuitry in the handle.

Or am I mixing SR3 and SR4 again?

edit: Dodge Scoot? I can't believe I glossed over that!

I can just see this future badass on his Vespa with full kit and an orange safety vest, on his way through Puyallup. :smallbiggrin:

2nd edit: Re: Permits

I can't believe I forgot this one, too. In my defense, I haven't had my caffiene infusion all weekend.

Paracritter control specialist. That would allow for most of, if not all of, the weapon types that are listed due to the nature of paranormal critter hunting. There's still a bounty on Wendigos and Dzoo-noo-qua.

Swordguy
2007-10-29, 09:03 AM
It's not really a handplug, more of an induction patch that links with the circuitry in the handle.

Or am I mixing SR3 and SR4 again?

edit: Dodge Scoot? I can't believe I glossed over that!

I can just see this future badass on his Vespa with full kit and an orange safety vest, on his way through Puyallup. :smallbiggrin:

2nd edit: Re: Permits

I can't believe I forgot this one, too. In my defense, I haven't had my caffiene infusion all weekend.

Paracritter control specialist. That would allow for most of, if not all of, the weapon types that are listed due to the nature of paranormal critter hunting. There's still a bounty on Wendigos and Dzoo-noo-qua.

I remember an image from somewhere (SR1 maybe) showing the smartlink connection as a 32-pin female connector about the size of a Triscuit in the middle of a guy's palm. Think about having that in your hand all the time. Again, ew.

And re: the Dodge scoot: exactly. It's SUBTLE. People notice crotch-rockets or huge hogs running around downtown Seattle. A little electric bike? Just like 100,000 others in the metro area. Ditto on the car.

I'd have loved to get permits for the cyber and bio too, and in fact that's probably where his first run or three's worth of money goes. However, I just couldn't afford it during creation. This wants to be about a 450,000 nuyen character - too bad I'm limited to 400k.

Rasilak
2007-10-29, 09:56 AM
Yep, that's about the power level my starting chars have. I tend to optimize a little more (like few, but higher skills, or somewhat better cyber), but it's still quite within regular bounds. (Actually my characters are pretty much the power level of the sample characters at the beginning).
I don't use big weapons that much (but you apparently don't, either). Except for one character, none of mine knows how to use assault rifles or anything larger - they are kind of BIG, you know. Usually pistols (and the occasional SMG or shotgun) are good enough for urban environment - since you don't need long range. However, if you do, one in the team's got to carry a hunting rifle.
Well, I *do* like to carry grenades, but never bothered to pick up the skill. Just dropping/rolling them worked out fine so far. Ususally they aren't part of our standard tactics, since they're kinda loud.

Citizen Joe
2007-10-29, 10:39 AM
RE: Smartlink
One of the advantages of the internal smartlink is being able to skip targets in a spray. Thus, an ex-cop would be more likely to have one to eliminate collateral damage. Ex-military don't really operate that way.

RE: Para-creature Control Specialist
If you have an appropriate background and cover identity, I could totally see this guy pulling up in his Scoot, WITH the orange vest, glasses, hardhat and clipboard. Then walk right up to the gate, flash your badge, and demand that you see all the records for the guard animals to make sure their vaccinations are up to date. Instant intel... Then announce a new disease and dictate that the animals need to update their vaccinations, pull out your vaccination case and promptly inject tracers into every guard animal then BILL the company for services. :smallamused:

Tekraen
2007-10-29, 11:14 AM
RE: Smartlink
One of the advantages of the internal smartlink is being able to skip targets in a spray. Thus, an ex-cop would be more likely to have one to eliminate collateral damage. Ex-military don't really operate that way.

RE: Para-creature Control Specialist
If you have an appropriate background and cover identity, I could totally see this guy pulling up in his Scoot, WITH the orange vest, glasses, hardhat and clipboard. Then walk right up to the gate, flash your badge, and demand that you see all the records for the guard animals to make sure their vaccinations are up to date. Instant intel... Then announce a new disease and dictate that the animals need to update their vaccinations, pull out your vaccination case and promptly inject tracers into every guard animal then BILL the company for services. :smallamused:

Scoot, not so much. A city employee would at least have a subcompact. Even so, that is epic legwork right there.

Citizen Joe
2007-10-29, 11:19 AM
For added effect, make sure you plug your Scoot into the corp's powerport to recharge:smallamused:

EDIT: If you have the time, use magical manipulation on some animals to make them act weird. Then get a vet to announce a new epidemic on the public news. That way the guards get second hand knowledge to make the spot checks even more believable.

Swordguy
2007-10-29, 11:27 AM
Scoot, not so much. A city employee would at least have a subcompact. Even so, that is epic legwork right there.

*points to L-Z Tsarina [subcompact]*

Tekraen
2007-10-29, 11:32 AM
For added effect, make sure you plug your Scoot into the corp's powerport to recharge:smallamused:

EDIT: If you have the time, use magical manipulation on some animals to make them act weird. Then get a vet to announce a new epidemic on the public news. That way the guards get second hand knowledge to make the spot checks even more believable.

@Swordguy: Good point. The Scoot just seemed so out of place that I had to poke a bit of fun at it.

@Joe: Don't forget to watch a few Quincy M.D. trids so you have a few buzzwords to scare the guards with. Do be careful if it's corp territory as they'll have their own animal control laws - A decker snagging the corp Legal Handbook could clear this problem right up for you.

Winterwind
2007-10-29, 11:35 AM
As to the cultured bioware bit - I've never seen that. Synaptic accelerators are listed with an Availbility of 6, which means it's perfectly good to get at character creation. Can you quote where it says you can't get cultured bio at character creation?

EDIT: The rules adding +2 to the availability of bioware is for regular bioware you're choosing to get as cultured (and that +5 would put it out of reach of most starting runners). However, as SA's are cultured only, that doesn't apply to them. I've read over the rules re: bioware on pg 76-77 twice this morning, and I can't find any starting restrictions on what you can take.Ah, too bad... I just came to visit my family for one week, and I don't have these books with me.
I might be mistaken anyway - my main reason for believing so was because NSRCG, my preferred SR character generator program, does not allow Cultured Bioware in starting characters. Also, I seem to distinctly recall some statement from Man and Machine that Cultured Bioware corresponds to Beta-class cyberware (in terms of what clinics are required, and such), which would indirectly prohibit characters from choosing that. But, alas, I can't check what the book really says right now, and if you say it doesn't forbid Cultured Bioware at chargen, then I suppose that's how it is, then.
However, in that case, there really is no reason why someone would use Wired Reflexes. Ever. It's strictly inferior.


It's not really a handplug, more of an induction patch that links with the circuitry in the handle.

Or am I mixing SR3 and SR4 again?You're not - in SR3, a smartlink is a flesh-coloured induction pad, no plugs, hardly distinguishable from a normal palm. If I recall correctly, there is a picture of that somewhere in M&M.

Swordguy
2007-10-29, 12:03 PM
Ah, too bad... I just came to visit my family for one week, and I don't have these books with me.
I might be mistaken anyway - my main reason for believing so was because NSRCG, my preferred SR character generator program, does not allow Cultured Bioware in starting characters. Also, I seem to distinctly recall some statement from Man and Machine that Cultured Bioware corresponds to Beta-class cyberware (in terms of what clinics are required, and such), which would indirectly prohibit characters from choosing that.

I see where you're going with this. Betaware is specifically built for the user, and cultured bioware is specifically grown for the user. That's all, however. There's no mention of having to use the same clinics, nor limiting its availability at chargen.



However, in that case, there really is no reason why someone would use Wired Reflexes. Ever. It's strictly inferior.


Wired gives you +2 Reaction per level. Therefore, whereas my PC has 3d6+7, a runner with Wired 2 (to give the same number of dice) would have 3d6+10. The Reaction 10 vs Reaction 7 is a big difference - surprise situations and the like. You can also get Wired used - you can't do that with Synaptic Accelerators, and you really shouldn't be able to get Boosted used either.

Citizen Joe
2007-10-29, 01:02 PM
@Joe: Don't forget to watch a few Quincy M.D. trids so you have a few buzzwords to scare the guards with. Do be careful if it's corp territory as they'll have their own animal control laws - A decker snagging the corp Legal Handbook could clear this problem right up for you.
Well that's just it. Going from the building to the street is a border crossing. The corp is perfectly legit to maintain its own animal control within its borders, but as soon as anything crosses that border, it becomes the neighbor's problem. That means a quarantine around the site. No visitors, the guards can't go home, etc. Makes it difficult to do business. Or you can just get the innoculation and save everyone the time and effort. Quarantines cost money on both sides of the fence, so it makes sense that the animal control officer would be prepared to do immediate innoculations.

If the guards are still suspicious, you can be all "Whatever? Sign this release form and thumbprint ID so I can call for the quarantine." And then you have s thumb scan of guard.

Then, if you need to set up the quarantine, you can 'test' anyone leaving and thus get a DNA sample. Make a big show about testing it and then 'destroying' the sample. Later, throw some ritual magic at the victim that makes him think he's sick.

That lets you then 'innoculate' all the guards, so you can track them as well.

That part of the mission is very bright, so you can't let the shadows touch it. Don't let anything track back to the innoculations. You might even innoculate several other corps in the area just so it doesn't look suspicious. In the end you need to publicly kill 'patient 0' so as to eliminate the source of the infections, thus preventing further intense scrutiny.

Also, get access to a decal printing ability, possibly just a Kinko's and make appropriate decals for your vehicles. Likewise, make sure everyone involved has appropriate wardrobe. And stay away from that dual cannon wielding troll with no etiquette skills, he WILL get everyone around him killed.

Anyway, work your false identities and build them up. Try to get extras just in case. Don't be afraid to turn down a mission that will ruin your ability to vanish.

Crow
2007-10-29, 03:33 PM
While innovative, I really can't see that plan working.

As a side note, I am going to second the notion of cultured bioware not being available at chargen. It is in Man&Machine somewhere. I would cite it, but my SR books are long gone.

Winterwind
2007-10-29, 05:06 PM
Wired gives you +2 Reaction per level. Therefore, whereas my PC has 3d6+7, a runner with Wired 2 (to give the same number of dice) would have 3d6+10. The Reaction 10 vs Reaction 7 is a big difference - surprise situations and the like. You can also get Wired used - you can't do that with Synaptic Accelerators, and you really shouldn't be able to get Boosted used either.With the money and essence Wired Reflexes require, however, you can easily get yourself both Boosted Reflexes and a Synaptic Accelerator, and still have money left for Reaction Enhancement (thus negating any advantage Wired Reflexes might have).

I'll just make an analysis on the highest levels available, for example:

Wired Reflexes 3 requires 500,000 ¥ and 5 points essence, and grants you Reaction +6, initiative +3d6.
Boosted Reflexes 3 requires 90,000 ¥ and 2.8 points essence, and grants you Reaction +2, initiative +2d6. Synaptic Accelerator 2 requires 200,000 ¥ and 1 point bio-index, granting you initiative +2d6.
Together, this combo thus costs 290,000 ¥ (almost only half of what the Wired Reflexes took) and 3.8 points essence, one of which in bio-index, which is of course better for you. It offers Reaction +2 and initiative +5d6. Initiative-wise this is already better; yes, you have less Reaction, but your average Initiative is higher, and at less cost. It's also much more difficult to detect.
With the 210,000 ¥ and 1.2 points essence saved, you could further deconstruct the last advantage of Wired Reflexes and get yourself Reaction Enhancement. Reaction Enhancement 4 will grant you equal Reaction as you would have with Wired Reflexes. Incidentally, it costs 1.2 points essence, and 240,000 ¥ - only 30,000 ¥ more than the Wired Reflexes would have cost.

So basically, with the investment of merely 30,000 additional ¥, you got two additional initiative dice, augmentations which are more difficult to detect and have no side-effects as opposed to Wired Reflexes, and transferred 1 point essence to bio-index, which is a less valuable ressource. You can even take the Boosted Reflexes as alphaware, which will cost only 90,000 ¥ more and save a good bit essence - something you can't do with Wired Reflexes at chargen at all, if you don't want to start naked.

So it would seem to me this combo is vastly superior to Wired Reflexes.

It would have one disadvantage in our group, but that's just due to one of our house-rules: We always grant the "Essence-slot" option automatically to all cyber- and bioware, which means it is possible to upgrade the Wired Reflexes to a better version - alpha or higher - and thus free up essence which could be used for something else. Of course, finding that kind of cyberware is not exactly an easy task. Due to the nature of Boosted Reflexes, one is stuck with what one gets at chargen. But that's about it.