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Posted: Fri Jan 31, 2014 1:32 pm
by Stahlseele
That's pretty solid O.o
With the Skill-Wires and higher Attributes he could really become the most versatile man on earth.

Posted: Fri Jan 31, 2014 8:02 pm
by Aryxbez
virgil wrote:Updated the sam's stats; definitely more Cyber'd up this time around. One thing I'm noticing is that I may have to show him the armour in Arsenal, because the mage (17/15) still has more than him (14/12).
Yeah, in Arsenal, ye use the PPP Secure Tech with Full Body Suit (halves the encumbrance) slap on "Chameleon Coating" to whatever armor points are left (Possibly Power Armor aka Heavy Military Armor? as it x3's Encumbrance). That there should give him about 19 pts of Ballistic or so.

Posted: Wed Apr 09, 2014 10:17 pm
by Aryxbez
Our 4th edition Shadowrun campaign uses Frank's Houserules (both of them), +Ends of The Matrix, and was wondering how to optimize a Rigger Character for someone?

Resources available are pretty lax, with 400BP, 1BP =7000Nuyen, and lifted Availability restrictions. After initial PC creation, we get "another" +100BP, and +200,000 Nuyen. The Rigger itself is basically a Russian Bomb Doctor, who'll likely use Grenades/rockets on drones (least, some of em), and beyond that, also be the face/detective type. I know Riggers pilot an army of Drones that basically just chaingun everything, and thusly are superior combatatants to Street Sam's in that respect.

Posted: Wed Apr 09, 2014 10:33 pm
by kzt
My understanding is that Frank's answer starts with "make the rigger a summoner too."

Posted: Sun Apr 20, 2014 2:18 am
by virgil
In SR4's Arsenal, there's an optional rule for increasing the armor you can wear to 3*Body by using tailored armor. What would the cost be, twice as much? Can you mod extant gear? Is this even a good idea to permit in a game?