For this character anyway, I've decided not to use magic. I think there are shocker you can build into your cyberhand-so they CAN deal deadly damage just by touching someone. (In the core rulebook, they mention Deltaware, but I don't know how good it is yet.) I was actually planning to do something along those lines, I'm certainly not getting any more cyberware than the arm and it's upgrades. I looked over bioware, and it does cost you a bit-just not very much (0.2 for some of the cultured stuff, I think). My character is mostly Bio, but I decided to give him a cyberarm to be interesting. They're GREAT at getting back your stuff-and some extras. You can borrow a few of my ninjas, if you like. I haven't read over the combat rules so I guess it is there, but it makes the initiative-passing equipment seem much too expensive. ? I do know of initiative passes, where cyberware/magic/bioware allows you to take another turn before the next round, but I haven't heard of this rule. That stuff is darned expensive, I'm glad I'm not shooting to buy Delta-grade (it'd cost me more than the arm I'm having That's a good thing I'm guessing? to give my character a means to sneak guns around, anyway lethe: I can afford it!. Oh well, it wouldn't make so much sense for Ares corp. I was going for that, but then my cyberarm ran out of space. OK, Alpha it is! But, one thing I'm not certain on: When you have to pay double the price for your cyber gear to make it Alphaware, do you also have to double the price of the non-essence costing upgrade to the cybergear (like gyromount)? How are troll horns on a human head useful ? On the subject of the books, which ones should I bother getting?ģ0 BP? OUCH! Do you still have to pay the full-price for the cyberware? I mostly played 3rd I'm still finishing the corebook-rules myself. Hmm, think I may be mixing up editions there. Gamma cost 20x but reduced essence to half base)Īlternately just make a physical adept, initiate, and thumb your nose at the poor pitifully slow street samurai's who can't do deadly damage just by touching someone. (We also had a gamma grade in our game, but I can't rememeber if it was house ruled or not. Yes, you will be less effective to begin with, but over time you can save up the cash to get the really good cyberware you want and make it beta grade, to save even more essence. This is because unless you are magically active bioware doesn't cost you essence. But I usually try to go mostly with Bioware early on if I can. I will say, however, that going with alpha cyberware early on is always preferable, to save you essence. Now I just have to figure out who I loaned em to. That being said, sorry to the OP, I can't find my dang books anywhere, so I can't help you. This means that every poor schnook with an init of 9 might actually survive to get a single shot off, instead of being shot 4 times by every character before he even gets to go. Everyone who still has a positive number goes again in order. Go down the init in sequence from highest to lowest. Skills now cannot be raised above the governing attribute.īest change, however, is to initiative. Well, I'm not terribly familiar with the 4e changes, but in most of the other versions, alphaware was always preferable to standard when you can afford it.Most of the changes (as far as I remember) are combat related in some way or another, to cut down lethality a little.
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