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[5e] Vampire Hunters Planning Thread

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8-bit

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« Reply #75 on: <12-19-14/0103:44> »
I suppose I can post my character sheet at least; still working on background and contacts and stuff. It's pretty much done, but if there are any huge flaws I'm missing, feel free to point them out.



-- Priorities --
Metatype D (Elf)
Attributes B
Magic E
Skills C
Resources A

-- Karma Expenditure --
79 Total
-16 in Qualities
-25 for 50,000 nuyen
-10 for Reaction 2
-10 for Edge 2
-5 for Athletics 1
-2 for Etiquette 1
-2 for Leadership 1
-2 for Pilot Ground Craft 1

2 Left

-- Attributes --
Body 4
Agility 4 (6)
Reaction 2 (4)
Strength 1 (3)
Willpower 5
Logic 3
Intuition 5
Charisma 8
Edge 2
Essence 0.0150

Initiative - 9 + 3d6
Initiative w/ Kamikaze - 9 + 5d6
Physical Condition Monitor - 10
Stun Condition Monitor - 11
Overflow Boxes - 4
Physical Limit - 5
Mental Limit - 6
Social Limit - 11

-- Qualities --
Bilingual - English and Spanish (-5 Karma)
First Impression (-11 Karma)
Addiction - Moderate, Alcohol (+9 Karma)
Aged 1 (+7 Karma)
Consummate Professional (+3 Karma)
Insomnia - Basic (+10 Karma)
National SIN - UCAS (+5 Karma)

-- Skills --
Automatics 6 (+2 Assault Rifles) - dice pool of 12 (14)
Con 1 - dice pool of 9
Disguise 1 - dice pool of 6
Etiquette 1 - dice pool of 9
Gymnastics 1 - dice pool of 7
Impersonation 1 - dice pool of 9
Intimidation 6 (+2 Interrogation) - dice pool of 14 (16)
Leadership 1 - dice pool of 9
Negotiation 6 (+2 Bargaining) - dice pool of 14 (16)
Palming 1 - dice pool of 7
Perception 6 (+2 Visual) - dice pool of 11 (13)
Performance 1 - dice pool of 9
Pilot Ground Craft 1 - dice pool of 5
Running 1 - dice pool of 4
Sneaking 1 - dice pool of 7
Swimming 1 - dice pool of 4

-- Skill Groups --
Acting 1
Athletics 1
Stealth 1

-- Knowledge/Language Skills --
English N - Language
Spanish N - Language
Japanese 6 - Language
Area Knowledge: Seattle 4 - Street
Infected Behavior    4 - Street
Infected Theory 3 - Street
Infected Physiology 4 - Street
Alcohol 4 - Interest
Music 2 - Interest
History 2 - Street
Street Drugs 2 - Street

-- Augmentations --
Titanium Bone Lacing - Used - 1.875 Essence | 22,500 nuyen
Implanted Commlink (Fairlight Caliban) - Alphaware - 0.16 Essence | 2,400 nuyen
Rating 4 Cybereyes - Used - 0.625 Essence | 27,000 nuyen
w/ Flare Compensation, Low-Light Vision, Smartlink, Thermographic Vision, Vision Magnification, Vision Enhancement 3         
Datajack - Used - 0.125 Essence | 750 nuyen
Damage Compensators 2 - Standard - 0.2 Essence | 4,000 nuyen
Muscle Augmentation 2 - Used - 0.5 Essence | 46,500 nuyen
Muscle Toner 2 - Used - 0.5 Essence | 48,000 nuyen
Platelet Factories    - Used - 0.25 Essence | 12,750 nuyen
Synaptic Boosters 2 - Standard - 1.0 Essence | 190,000 nuyen
Tailored Pheromones    - Used - 0.75 Essence | 69,750 nuyen

-- Gear --
Form Fitting Body Armor w/ Custom Fit, Concealability, Shock Weave, Electrochromic Clothing - 2,800 nuyen
Argentum Coat w/ Custom Fit (Stack - Form Fitting Body Armor), Concealability, Nonconductivity 6, Electrochromic Clothing, Chemical Protection 4, Fire Resistance 4 - 7,600 nuyen
Custom Ballistic Mask w/ Electrochromic Clothing, Micro-transceiver, Biomonitor, Gas Mask, Audio Enhancement 2, Autoinjector   - 3,900 nuyen
Securetech PPP: Arms Kit - 250 nuyen
Securetech PPP: Legs Kit   - 300 nuyen      
Synergist Business Line w/ Custom Fit, Concealable Holster, Electrochromic Clothing, Shock Weave, Insulation 2 - 3,500 nuyen
Synergist Business Line Longcoat w/ Custom Fit (Stack - Synergist Business Line), Holster, Electrochromic Clothing, Nonconductivity 6 - 4,300 nuyen
Armor Jacket    w/ Electrochromic Clothing, Nonconductivity 6, Shock Weave, Chemical Protection 3 - 4,750 nuyen
Steyr TMP w/ Advanced Safety System (Basic), Concealed Quick-Draw Holster, Gas-Vent 3 System, Personalized Grip, Safe Target System (Base, Image Recognition, Extra RFIDs, Extra Image Profiles), Internal Smartgun System, 2 Spare Clips - 3,385 nuyen         
AK-97 w/ Advanced Safety System (Basic), Gas-Vent 3 System, Personalized Grip, Safe Target System (Base, Image Recognition, Extra RFIDs, Extra Image Profiles), External Smartgun System, 2 Spare Clips   - 3,560 nuyen
Ares Alpha w/ Underbarrel Launcher, Internal Smartgun System, Advanced Safety System (Basic), Gas-Vent 3 System, Personalized Grip, Safe Target System (Base, Image Recognition, Extra RFIDs, Extra Image Profiles), Shock Pad, Sling, 2 Spare Clips - 5,125 nuyen
Assault Rifle Ammunition: 100 APDS Rounds; 100 Silver Coated APDS Rounds; 100 EX-Explosive Rounds; 200 Gel Rounds; 200 Regular Rounds; 100 Flechette Rounds; 100 Wood Flechette Rounds; 200 Stealth Tag Tracker Rounds - 9,300 nuyen
Machine Pistol Ammuntion: 100 Regular Rounds; 100 Stick-n-Shock Rounds; 50 Flechette Rounds; 50 Wood Flechette Rounds; 50 Silver Coated APDS; 100 Stealth Tag Tracker Rounds - 4,000 nuyen
Grenades: 10 Flashbangs; 10 Fragmentation; 10 High Explosive; 10 Sawdust - 4,000 nuyen
2 Rating 6 Medkits - 3,000 nuyen
3 Medkit Supples   - 300 nuyen
2 Rating 6 Stim Patches - 300 nuyen
2 Trauma Patches - 1,000 nuyen
Fairlight Caliban Commlink w/ Sim Module (Implanted) - 8,100 nuyen
3 Renraku Sensei Commlinks - 3,000 nuyen   
Rating 6 Bug Scanner - 600 nuyen
Micro-transceiver - 100 nuyen
Tag Eraser - 450 nuyen
Rating 6 White Noise Generator - 300 nuyen
Rating 5 Area Jammer - 1,000 nuyen
Rating 6 Directional Jammer - 1,200 nuyen   
5 doses of Kamikaze - 500 nuyen
10 doses of Long Haul - 500 nuyen         
100 Sensor Tags - 400 nuyen
100 Stealth Tags - 100 nuyen            
Gas Mask - 200 nuyen
Survival Kit - 200 nuyen               
Disguise Kit - 500 nuyen               
Grotto1 Subscription - 1 Year - 1,500 nuyen   
Credsticks: 2 Gold, 4 Silver, 4 Standard - 300 nuyen
Rating 5 Fake SIN - Gregory Maxwell - 16,500 nuyen
w/ Rating 5 Fake License (Restricted Cyberware), Rating 5 Fake License (Restricted Bioware), Rating 5 Fake License (Concealed Carry), Rating 5 Fake License (Bounty Hunter)                        
Rating 1 Fake SIN - Rebecca Montreau   - 2,500 nuyen
Suzuki Mirage w/ Morphing License Plate, Spoof Chips - 10,000 nuyen
Condominium - Middle Lifestyle w/ Extra Secure - Primary Lifestyle - 1 Month Paid - Under Legal SIN - 6,000 nuyen
Storage Facility - Low Lifestyle w/ Dangerous Area; Extra Secure - As long as they get the money, they don't ask questions - 3 Months Paid - Under Rating 5 Fake SIN - 5,400 nuyen
Bolt Hole - Low Lifestyle w/ Dangerous Area; Extra Secure - If everything goes to hell, a place to hide out for a little bit - 3 Months Paid - Under Rating 1 Fake SIN - 5,400 nuyen
                        
Remaining Money -  230 + (4d6 x 100)

-- Contacts --
Duncan Abbey - Fence (Freebie? 1 Karma?)
Connection: 6 | Loyalty: 1   

Nori Koizumi - Blogger/Reporter
Connection: 4 | Loyalty: 3
   
William Farn    - Arms Dealer
Connection: 4 | Loyalty: 3
   
Fixer
Connection: 4 | Loyalty: 3
   
ID Manufacturer
Connection: 5 | Loyalty: 2
   
Beat Cop
Connection: 3 | Loyalty: 2
   
Street Doc
Connection: 3 | Loyalty: 3
   
Andre Birno - Taxi Driver
Connection: 1 - Loyalty: 3
   
Bartender
Connection: 2 | Loyalty: 2



As you can see, contacts are not fully fixed up yet.

rednblack

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« Reply #76 on: <12-19-14/1334:45> »
Char Sheet Notes

@Poindexter, I like the bug-out lifestyles for Sister Rebecca.  They just might come in handy.  Skills, knowledge points, and spell list all reflect character concept well.  What kind of a contact is Marcus?  Also, we need to figure out exactly how Code of Honor will play. 

@Tecumseh, I love the idea of a Gunstock club.  How about this?

Weapon        Accuracy    Reach     Damage          AP     Avail     Cost     
Gunstock Club      5          1          (STR+3)P         -2       9R        900¥

I went with the AP of forearm snap-blades.  It's tricky because a combat knife has -3, which seems applicable, but the blades on a GC aren't as long, though with a good swing, you'll get a lot more power behind your blow with a GC than with pretty much any of the bladed weapons, save a katana, which isn't really a piercing weapon.  I hope this is amenable to you, but I'm willing to discuss it further.  Ditto for Accuracy, but this one seems in line to me with what it should be.  Also, no reason why you couldn't get a Personalized Grip to go with it.

I've also drawn up some additional "heads" that you can put on the GC.  Stats as listed above assume steel blades.  Also available are:

Flint Blades: Deal base damage on a glancing hit.  Roll 1d6 each time the weapon is swung.  On a glitch, the blades break off.  Cost 200¥  These blades can also be knapped using the Artisan skill.

Wooden Stakes: +2AP.  Roll 1d6 each time the weapon lands a hit.  On a 5 or 6, the stakes break off in the flesh of the victim if they deal P damage.  If the blow would otherwise do S damage, they break off into the armor, but do not make contact with the victim's flesh.  If the stakes are broken off into a victim's flesh, they deal 1P dmg per combat turn until they are removed with a Simple Action.  Cost 50¥  Stakes can be whittled using the Artisan skill.

I really like the "sneakier" build.  I think it will work well for the campaign.

The Improved Senses are very cool.  I think I'll have a lot to work with there, GM-wise, especially the Bloodhound Scent Power.  Fun.

@8-bit, with your low essence, it's a good thing your CHA and WIL are so high.  Composure tests will come into play should a vampire get you alone and try to feed.  This is especially dangerous to you given your low ESS, but being able to throw 13 dice into the mix there is a great boon in your favor.

I love that you have Knowledge skills directly related to the infected.  Those will be very helpful.  While I think Infected Behaviour will be a "Street" skill, I think Infected Theory and Infected Physiology are probably Academic or Professional Knowledge skills, which key off logic. 

Also, good to have a few safehouses built in for when we start. 

@All, so those are my impressions.  Of course, I reserve the right to point out stuff later on things that I miss now  8) but I'm pretty happy with how things look.  Let me know if you have any further questions, or want some new toys that aren't listed, and we'll see about drumming them up.
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Poindexter

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« Reply #77 on: <12-19-14/1357:45> »
I like the bug-out lifestyles for Sister Rebecca.  They just might come in handy.  Skills, knowledge points, and spell list all reflect character concept well.  What kind of a contact is Marcus?  Also, we need to figure out exactly how Code of Honor will play. 

Marcus is a high up in the Church. He's jealous of my ability and thought he would have my position. We've known eachother since I was adopted by the Church and he's always been an asshole. He's my contact in the church through whom i obtain missions and info.

The code of honor is going to be hardcore old testament catholic kinda shit.

1-   Must confess and take communion every sunday.
2-   No taking the lords name in vain and no swearing.
3-   No pork, shellfish, alcohol, drugs, or impurities of any kind.
4-   No sex.
5-   No stepping inside a church for 7 days after menstruating.
6-   No wearing of any garment made from more than one type of fiber (Artificial fibers are fine).
7-   No interrupting a christian male when he is speaking, nor attempting to correct him in his assumptions or beliefs. Remain submissive and obedient to christian males.
8-   Must cover head in church.
9-   Must attempt to convert non-christians.
10- Must tithe 10% to the church.
11- Must avoid killing metahumans at all costs. (Exceptions made for those obviously in league with "demonic" forces.)
12- No lying (Avoiding the truth is ok)
13- No stealing


maybe more to come.
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rednblack

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« Reply #78 on: <12-19-14/1409:40> »
Cool. I like that a lot. When sister slips how about a -2 dice pool modifier until she can confess (for sins against The Lord) or confess and make restitution (for sins against The Lord and meta)?
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Poindexter

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« Reply #79 on: <12-19-14/1414:09> »
Cool. I like that a lot. When sister slips how about a -2 dice pool modifier until she can confess (for sins against The Lord) or confess and make restitution (for sins against The Lord and meta)?

I was thinking more serious shit than that. Like, certain spells stop working, certain spells have a higher drain code, the focus looses a level or three temporarily, an adept power dun work anymore, that kinda shit. HEAVY fire and brimstone shit. :)
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rednblack

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« Reply #80 on: <12-19-14/1426:25> »
Cool. I like that a lot. When sister slips how about a -2 dice pool modifier until she can confess (for sins against The Lord) or confess and make restitution (for sins against The Lord and meta)?

I was thinking more serious shit than that. Like, certain spells stop working, certain spells have a higher drain code, the focus looses a level or three temporarily, an adept power dun work anymore, that kinda shit. HEAVY fire and brimstone shit. :)

Ok. What I might do is come up with a little evil GM table and roll to see what happens. The Lord works in mysterious ways and His retribution is awesome.
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Tecumseh

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« Reply #81 on: <12-19-14/1829:20> »
@rednblack, I saw the post you put up in the Gear forum about the Gunstock War Club. I'm a biased party so I'll refrain from contributing there. Here's what I was thinking:

Executive Summary
I love it.

Longer version
Accuracy: Fine with 4, hoping for 5. I would agree that most of the comparable weapons and fluff would suggest Accuracy 4. However, I might also ask why a staff (Acc 6) or a pole arm (Acc 5) would have a better accuracy overall than a baseball bat. My inexpert opinion would think that shorter = more accurate and longer = less accurate, which seems to be true between clubs and saps, but this is not my area of expertise.

A personalized grip could help boost the Accuracy, although Sail Away, Sweet Sister charmingly declines to list their price. They were ¥100 in Arsenal so I would be inclined to go with that.

I'm also taking a Qi Focus for Enhanced Accuracy (Clubs). Odds are that I'll be rolling 16-18 for clubs when accounting for the weapon focus and Attribute Boost (AGI), so I could be losing hits fairly frequently. (39% of the time at dice pool 18 with Acc 6, or 22% of the time with Acc 7.) Perhaps this is a hint from the game designers to diversify myself.

Reach: For combat I want 2 but for concealability I want 1. I was thinking +2 Concealability to match extendable and stun batons, which would be Reach 1. I'm hoping to carry this thing around under a Lined Coat while in disreputable parts of town.

Damage/AP: The damage code matches the base for clubs so Str+3 seems right. In Run & Gun, hammers are listed as having AP -1/-2. The spike seems reasonably analogous to the claw end of a hammer so that seems fair. I thought your mechanics representing the heads/spikes were clever and fun.

Tecumseh

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« Reply #82 on: <12-19-14/2014:25> »
Other thoughts:

I just bought Run Faster. I've only scanned the new qualities, many of which are tempting.

Not being much of a gearhead, I've probably spent 8 hours playing Dress Up Barbie with this PC. In hindsight I should have outsourced my shopping to 8-bit. I dropped ¥10,000 (10% of budget) on a sweet chameleon suit with thermal dampening to counteract a vampire's thermographic vision before remembering that vampires are dual-natured and will see me on the astral anyway.

And, speaking of chameleon suits, there isn't a good chameleon coating option for carried items like there was in previous editions. So does wearing a non-coated ballistics mask and carrying around a non-coated club just completely defeat the purpose of a chameleon suit? Ruthenium Polymer Coating seems close but it's damnably expensive (¥5k to ¥20k) and Availability 16F. 8-bit has a ton of Electrochromic Clothing mods on his armor. Is that an accepted convention?

Has anyone grasped the functional differences between shock frills and shock weave? Shock weave can't be used offensively, costs more, and takes up more capacity. It mentions its use cases more explicitly (resisting clinch and grapple) but those seem to be equally applicable to shock frills. Am I missing something?

As for the Improved Senses, I'm not sure how applicable they'll be. Mostly I thought they sounded cool. High Frequency Hearing would be hearing in the ultrasonic frequencies. Thus the character could maybe hear ultrasound emitters or other electronic emissions. Or maybe the team could use a high-pitch dog whistle to call me. I don't know. This can be replaced if it sounds useless to you.

The Improved Scent was based on the 4th Edition version of Improved Sense:

Quote
Improved Scent: You can identify scents in the same way as a bloodhound. You can identify individuals by scent alone, and can tell
if someone whose scent you know has been in an area recently with a successful Perception Test. The strong smells of most sprawls impose
modifiers on the use of this sense.

This didn't seem dramatically different from the Olfactory Booster in 5th Edition, which is theoretically fine to mimic minus the bonus dice and the record/playback capabilities. ("Any sense enhancement provided by cyberware or bioware can be provided by this power, unless that enhancement either gives you bonus dice to Perception Tests or needs wireless to work (or both).")

Quote
Olfactory Booster: This cybersnout enhances, identifies, and records smells, and can play them back later.
The massively enhanced olfactory capabilities of a sniffer open up a whole new world of sensory data to you—
you’ll be able to sense things that ordinarily only a scenthound would. You can smell people’s emotions in their
sweat (and if applicable, the maker’s mark of their tailored pheromones), traces of ammunition propellant, explosives,
or biological and chemical warfare compounds—the list goes on and on. A cut-off function allows you
to completely ignore intense odors, possibly the most convenient feature for use in your daily life. The olfactory
booster can even be used in VR to create an even more immersive experience. Add the booster’s rating as a dice
pool modifier to your scent-based Perception Tests.

List of equipment incoming.

Tecumseh

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« Reply #83 on: <12-19-14/2023:56> »
Input welcome:

== Lifestyles ==
Gangland Hideout (Squatter)  1 month
Simple (Low)  1 month

== Armor ==
Chameleon Suit  [14]
   +Chemical Protection 2
   +Fire Resistance 3
   +Insulation 2
   +Nonconductivity 2
   +Shock Weave
   +Thermal Damping 2
   +YNT Softweave Armor

Custom Ballistic Mask [8]
   +Auto-Injector (Jazz, since poppers are tough with a mask on)
   +Flare Compensation
   +Trodes
   +Vision Enhancement Rating 3

Lined Coat [9]
   +Concealable Holster
   +Quick-Draw Holster

Forearm Guards
Securetech PPP: Legs Kit
Securetech PPP: Vitals Kit

Zoé: Executive Suite (a.k.a. "Sunday Best") 12
   +Custom Fit
   +Newest Model

== Weapons ==
Ares Alpha
   +Airburst Link
   +Flashlight, Low Light
   +Imaging Scope
   +Shock Pad
   +Sling
   +Smartgun System, Internal
   +Sound Suppressor

Ares Crusader II
   +Flashlight, Low Light
   +Gas-Vent 2 System
   +Imaging Scope
   +Shock Pad
   +Smartgun System, Internal

Gunstock War Club (Weapon Focus 3)

== Commlink ==
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1) x3
Trodes

== Gear ==
Ammo: APDS (Machine Pistols) x80
Ammo: APDS (Assault Rifles) x84
Ammo: EX-Explosive Rounds (Machine Pistols) x80
Ammo: EX-Explosive Rounds (Assault Rifles) x84
Minigrenade: High Explosive x5
Minigrenade: Thermal Smoke x3

Autopicker Rating 6
Cellular Glove Molder Rating 4
Gecko Tape Gloves
Keycard Copier Rating 6
Lockpick Set
Maglock Passkey Rating 4
Miniwelder
Miniwelder Fuel Canister
Monofilament Chainsaw
Sequencer Rating 5

Contacts Rating 3
   +Low Light
   +Image Link
   +Smartlink

Glasses Rating 4
   +Vision Enhancement Rating 3
   +Flare Compensation

Earbuds Rating 3
   +Audio Enhancement Rating 3

Medkit Rating 2
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch

Cram x10
Jazz x10
Long Haul x5
Novacoke x5

Fake License (TBD) Rating 4
Fake SIN (TBD) Rating 1

Weapon Focus (Bonded Foci) (Unarmed Attack) Rating 3
Qi Focus (Bonded Foci) (Attribute Boost) Rating 1
Qi Focus (Bonded Foci) (Commanding Voice) Rating 1
Qi Focus (Bonded Foci) (Sustenance) Rating 1

Survival Kit
Tool Kit (Armorer)

8-bit

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« Reply #84 on: <12-19-14/2206:50> »
Char Sheet Notes
@8-bit, with your low essence, it's a good thing your CHA and WIL are so high.  Composure tests will come into play should a vampire get you alone and try to feed.  This is especially dangerous to you given your low ESS, but being able to throw 13 dice into the mix there is a great boon in your favor.

Mhmm, yes it will be. I've never done something like this before, so I am (slightly) scared, but I figured this old timer would take all the advantages he could get. After all, it's better to not get fed on in the first place, right?

I love that you have Knowledge skills directly related to the infected.  Those will be very helpful.  While I think Infected Behaviour will be a "Street" skill, I think Infected Theory and Infected Physiology are probably Academic or Professional Knowledge skills, which key off logic.

Yeah, I honestly wasn't sure what you wanted me to list those as. I was thinking he picked up some knowledge of both from his years of experience on the streets, but I can go with either (only loses me 2 dice, which is annoying, but not a big deal).

Also, good to have a few safehouses built in for when we start.

Aye, and I am going to be keeping all of my illegal (and questionably legal) stuff in the Storage Facility. I suppose I should ask a question.

Is the Dangerous Area going to be a major problem? I wanted that to reflect that it was a place that accepted money - no questions, and law enforcement rarely rolls around doing checks. After all, it would practically qualify as a Z-Zone at that point; Response time is 2D6 hours (it might be an E-zone, which is 1D6 hours; still a hell of a long time). However, I could see it might be a problem with vandals or people trying to break in. Should I invest in some maglocks if I want to up the security?

And, speaking of chameleon suits, there isn't a good chameleon coating option for carried items like there was in previous editions. So does wearing a non-coated ballistics mask and carrying around a non-coated club just completely defeat the purpose of a chameleon suit? Ruthenium Polymer Coating seems close but it's damnably expensive (¥5k to ¥20k) and Availability 16F. 8-bit has a ton of Electrochromic Clothing mods on his armor. Is that an accepted convention?

While Electrochromic Clothing can disguise some stuff, it is not truly useful as a concealer. What it is useful is for blending into places by changing the color and various other stuff to sort of "change" the clothing. So, my Black suit could be turned into a red suit, or a navy blue. I took it mostly so I can wear my clothes and change them, basically as a disguise. When people are looking for a guy in a Black Suit and Black Jacket, and I step out of sight for a minute to change it to a Red Suit with a Blue Jacket, I look like a much different person. And I can get away without having a billion pairs of expensive clothing.

So, while it is useful, and theoretically, with enough time and foresight, make things a lot less visible or noticeable at the least, it is not really a stealthing option (like Ruthenium Polymer Coating or the Chameleon Suit).

Has anyone grasped the functional differences between shock frills and shock weave? Shock weave can't be used offensively, costs more, and takes up more capacity. It mentions its use cases more explicitly (resisting clinch and grapple) but those seem to be equally applicable to shock frills. Am I missing something?

From what I understand, Shock Frills are sort of located on the sides of your armor, allowing you to deliberately attack with them. Shock Weave is woven (kind of a tautology, I know) into your armor, making anyone that touches you get shocked. Thus, you can block to force your attacked to touch you, but you would kind of have to throw yourself at someone to use it offensively. Also, Shock Frills seem to be missing a damage code, anyone else notice that?

Actually, thinking about it, I'm not quite sure what the difference really is.

Edit: @Tecumseh

I think the gear list looks good, although I would try and fit a Micro-transceiver into the Ballistic Mask. Haven't run the numbers, so you might be out of capacity. Also, the YNT Softweave Armor is expensive, but not a bad choice if you have the money to spend on it.
« Last Edit: <12-19-14/2211:15> by 8-bit »

Poindexter

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« Reply #85 on: <12-19-14/2306:23> »
I figure it's worth mentioning that Sister Rebecca rarely travels armed and NEVER travels with the nade launcher. She only travels with the sword when she's in a country where she has a fake license for it. Most of the time, the sword and nade launcher stay with Saahir until needed for a job.
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Tecumseh

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« Reply #86 on: <12-19-14/2329:02> »
The ballistic mask has trodes. Is a micro-transceiver better for certain things? I figured I would just be DNIing everything, which would fit with the stealthy/silent theme. They cost about the same but I suppose the trodes take up more capacity (2 instead of 1).

Is YNT Softweave a legitimate modification for a ballistic mask? I guess the rules don't really say it wouldn't be, but the "weave" in the name made me think it might be more for jackets and suits and the like. But if rednblack OKs it I'll try to find the nuyen for it.

8-bit

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« Reply #87 on: <12-19-14/2332:45> »
The ballistic mask has trodes. Is a micro-transceiver better for certain things? I figured I would just be DNIing everything, which would fit with the stealthy/silent theme. They cost about the same but I suppose the trodes take up more capacity (2 instead of 1).

Is YNT Softweave a legitimate modification for a ballistic mask? I guess the rules don't really say it wouldn't be, but the "weave" in the name made me think it might be more for jackets and suits and the like. But if rednblack OKs it I'll try to find the nuyen for it.

Trodes allow DNI for stuff, which is useful. I meant Micro-transceiver on top. That allows for subvocal communications. Trodes leave you with normal speaking and mental texts.

I meant the Softweave in the Chameleon suit is expensive. If you can afford it, keep it. But removing it would free up some funds if you need.

Tecumseh

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« Reply #88 on: <12-19-14/2345:13> »
Are there situations when it is better to subvocalize than text?

I'm square on the funds right now. Technically I might be ¥11 over but it's pretty balanced budget. I may need to spend some more on licenses though. I haven't examined that thoroughly yet.

8-bit

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« Reply #89 on: <12-19-14/2349:57> »
I don't know, I was always under the impression that there was a sort of lag with text. It has to be composed, sent, read, and replied to. Then again, usually that minute of detail is not required. It's not a big deal, I don't think it really matters.

Like I said, the gear looks good to me.