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Interest Check: Plots and Paydata

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Herr Brackhaus

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« Reply #45 on: <04-20-16/1350:52> »
Bewilderbeast
Nice! Your character and mine should get along famously, like a bomb in a bath tub. We're both immune to pain, we've both got a God complex, and we're both highly effective killers. You've probably got way more restraint than I do given your higher composure score, and you're likely more prone to waxing philosophical compared to my characters restlessness and impatience, but I can see this being a fun combination :)

No idea about the Black Cedar Sangha; first impression was Equilibrium, though they didn't actually use surgery and as far as I know they weren't trying to achieve transcendence.

Zweiblumen

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« Reply #46 on: <04-20-16/1355:29> »
For the Agility: Warrior with Speed Demon (2) gives +3 (4 with Narco) Agility.
Aaah, I forgot about custom drugs! I was in a Missions headspace, and they aren't allowed there. Makes sense, carry on! :)

ETA:
Man, Narco is so freakin broken...
So Warrior (STR+1, AGI+1, BOD +1, WIL -1) with Speed Demon 2 (AGI+2, REA +2, STR -1, INT -1) gives you AGI +4, BOD +2, REA +3, WIL -1, and INT -1? For 8R and 135¥ a pop that's just stupid good... See my comments about "too good to be true" earlier. I won't argue that it's not RAW, but compare that to other drugs like Cereprax or K-10 in terms of raw effects; those are crazy expensive, highly illegal, and have massive negative side-effects. In your case, you take 2S damage at the end of the 10 x 1D6 minute duration. Womp, womp.

Also, what's the addiction rating of that drug? I feel like I am missing something, as I don't see an explanation for the star in the table on page 192. I knew there was a reason we banned custom drugs at our table.
NFC :(  HeroLab gave the custom drug an AR of 6, so just the foundation level.  I'd argue it should be 8-10.  *shrug*  GM call IMHO?
And also, because of Narco, I take no damage :/  And due to what you've pointed out below, I need to add "Shock and Awe" at Rating 2 to this to get the initiative boost.  That'll mean I take 4S unresisted.  Which, if I'm beatup could be a big deal.  Especially if I need to take drugs to deal with any other effects.
But yes, I can see excluding Custom Drugs from a table.  @Raider, lemme know how you feel about it!

tl;dr: I like to play devil's advocate, please don't hit me with a rule book for being a rules lawyer.  Regardless of what is RAW, GM decisions are final and I'm merely responding to questions asked.  Again, please don't hit me with a rule book, I'm a gentle soul! 
No really, feel free to ignore everything I say here.
[spoiler]
For diagnostics, I'd say that the bonuses from the Berwick Suit are roughly equivalent to the bonuses from a smartgun.  Both are feeding you real time information to adjust your actions to a more desired result.  Where I wouldn't stack is that the Berwick suit is one device and the Overcoat is a second device, which while technically true and their bonuses explicitly stack, I think is a cheese too far.  Where this is limited is by the teamwork test (which in HighTimes case is 1), though there have been interpretation (that I don't agree with) that point out that Diagnostics is written differently than normal TW tests.

All said, I'd say that he's limited to 18 dice with sprites and and drugs (with the sprite(s) rolling well) on Automatics (SMGs), and 11 dice on social skills since he doesn't have more than 1 ability in any of them.  Given that we've got a real face on the way, I'm not gonna worry about trying to squeeze any more juice outta the Social Skills.  He can spend a lot of money and effort to not suck at them when needed :)

Addiction is a bitch, and I'm playing a junkie.  That said, there's about a 75% chance of getting 3 hits on 11 dice.  When you throw re-rolls for edge in there it jumps to >98% chance (if you allow edge for addiction tests).  Again, with cheese, you could argue that you're *actively* using the nephritic screen to filter the drugs so could sprite the device (super SUPER cheese, and IMHO takes all of the risk of playing a junkie away).

End of the day, I get as many dice as you say I do when I do :) (and I mean that in the best way possible!)  Negatives are negatives if the never cause a problem.  HT is a junkie (probably with an attitude problem), and eventually the numbers are gonna catch up with him and he's gonna be *more* addicted.
[/spoiler]
No worries man, it's all good. I get your point of view, I just happen to disagree ;) And absolutely, this is definitely one of those "GM call" moments. RAW is one thing, but RAW doesn't always make sense. And your example of Nephritic Screen is just off, by the way; that's bioware, so not an electronic device ;)
Doh!  Completely right about NS.  /me fails :P

On speedballing:  1) wish he could afford designer drugs!  (well, he can on everything but the Cereprax, but ¥¥) 2) Do you have any effects other than those listed on p. 193 of Chrome Flesh for mixing?  Also, would you say that Narco applies to the effects on that table (specifically the -2 damage and halving the duration)?
Oh, you haven't seen the overdose rules? Check SR5 page 415:
Quote
Too much of anything can hurt you, or even kill you. Whenever you take a substance while you’re already on that substance or one that has a shared effect (like the way cram and novacoke both affect Reaction), you take Stun damage with a DV equal to the sum of the Addiction Ratings of the overlapping drugs, resisted with Body + Willpower.
Essentially, take Psyche and Cereprax at the same time and you're looking at resisting (9+6)=15S DV with just body + willpower (ouch!). I would say that those rules are still in effect, as drug interactions from Chrome Flesh apply whenever you mix drugs. The core rules only apply whenever you mix drugs that have the same effects (i.e. both enhances Intuition, for example).
Ugh, that complicates things a *lot*.  I agree that interactions doesn't say *anything* about replacing the rules in the CRB.  And that makes doing cocktails almost completely impossible.  Even if you argue that narco gives you the -2 damage, which by RAW does not, speedballs just aren't a thing you can do.  That said, there aren't *too* many situation where he'd need to speedball anything but Warrior and Jazz or Cram.  "Everything has a cost."  I can go fast or shoot well ;)  Can't complain about that.

Finally, on acquiring things.  I'd argue that a pharmacist doesn't have a very good CHA + NEG pool, thus by RAW would be almost impossible for them to get their hands on anything.  But they sell drugs for a living, getting their hands on drugs is their *job*.  Would they be able to sell me my drugs?  Gotta say, that was kinda the story behind why HT would have a pharmacist for a contact.  And he's got a, weak, background in chemistry.  Either way lemme know.  If we are going RAW, he's going to have a *really* hard time getting Cereprax (totally okay with that!) and we get to have fun with the withdrawls and such.

Sorry I rambled on so long :(
That one would be up to the GM, but you could easily just take a Street Doc as a contact and call him or her a "pharmacist". Street Doc from SR5 has Negotiation 4 and Charisma 3, though, so not exactly a great guy for getting you stuff. I actually much prefer the Missions rules for contacts, as it means players don't have to build their own contacts according to some sort of unknown rule set, and one player ends up with vastly "better" contacts than another. So Dice Pool for Swag would be Connection + Connection + Loyalty, which if you have a highly connected pharmacist makes it a lot easier.

I prefer that as well.  @Raider, you have a ruling on that?  I'd switch change my pharmacist contact to be better connected to give me a *chance* of accessing his addiction.
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Raiderjoseph

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« Reply #47 on: <04-20-16/1445:37> »
Pharmacist might be best yeah.
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Herr Brackhaus

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« Reply #48 on: <04-20-16/1447:23> »
NFC :(  HeroLab gave the custom drug an AR of 6, so just the foundation level.  I'd argue it should be 8-10.  *shrug*  GM call IMHO?
And also, because of Narco, I take no damage :/  And due to what you've pointed out below, I need to add "Shock and Awe" at Rating 2 to this to get the initiative boost.  That'll mean I take 4S unresisted.  Which, if I'm beatup could be a big deal.  Especially if I need to take drugs to deal with any other effects.
But yes, I can see excluding Custom Drugs from a table.  @Raider, lemme know how you feel about it!
NFC? Yeah, the star thing bugs me, as does the base 6 Addiction Rating. And with Shock and Awe you've got an ungodly combination. Looking at the example, they've used Foundation 2, Block 2 (Level 3), Block 9 at Level 2, and Block 4 at level 2.

Since Blocks 1 to 8, 9, and 10 to 13 are all on separate lines, I would assume that there might be differences other than just cost.

The example ends up with Avail 15R, an Addiction Rating of 10, and an insane Addiction Threshold of 8. If the Foundation starts at 6/2, we need to get another 4/6 out of Block 2, 4, and 9. I would posit that each block adds 2 to the Addiction Threshold (three blocks / 6), but the rating is more complicated. It could be that blocks 1 through 8 is 1 each, and block 9 is two each, with an unknown number for blocks 10 through 13 since drugs do seem to become more advanced and/or complex as the progress in blocks.

Using the above assumptions, you'd be looking at Foundation 5 (6/2) + Block 13 (2/2 or 3/2) for a total of 8/4 or 9/4. If you added Block 9 (2/2) as well you would be looking at 10/6 or even 11/6, which even you would be hard pressed to survive for long.

With the lack of information about these values though, it's just really hard to tell. I've been searching the forums and there doesn't seem to be any clarity on this from Catalyst, which honestly makes me a little angry; without more information about those ratings you're left second guessing the writers, which is never a good situation.

Doh!  Completely right about NS.  /me fails :P
Heh, it happens to the best of us. That's partly the schtick of my character, by the way; almost no reliance on wireless capabilities, so I can go dark with minimum impact. I need to improve my sneaking skills and Agility to become truly independent, or invest in some ruthenium polymers eventually, but against lower end opponents I should be OK for now.

Ugh, that complicates things a *lot*.  I agree that interactions doesn't say *anything* about replacing the rules in the CRB.  And that makes doing cocktails almost completely impossible.  Even if you argue that narco gives you the -2 damage, which by RAW does not, speedballs just aren't a thing you can do.  That said, there aren't *too* many situation where he'd need to speedball anything but Warrior and Jazz or Cram.  "Everything has a cost."  I can go fast or shoot well ;)  Can't complain about that.
Fortunately, you haven't got too many drugs that overlap. As long as you don't use Cereprax AND Psyche, or Jazz AND Cram, or anything with those kinds of overlapping effects, you're good.

The old saying of "You can have it fast, cheap, or good; pick two" very much applies here. Since I'm not sure if we're playing with missions rules with regards to drugs as augmentations, I've skipped drugs all together because synaptic boosters wouldn't stack with anything that affects Reaction or Initiative, and there's not a lot of utility in Strength except unarmed damage. Of course, I completely overlooked custom drugs.

ETA:
OH!  It just struck me; NFC = no f***ing clue?

Raiderjoseph

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« Reply #49 on: <04-20-16/1500:29> »
I gotta memorize addiction rules.
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Herr Brackhaus

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« Reply #50 on: <04-20-16/1502:09> »
Good luck! They're about as clear as mud :D

Irn0rchid

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« Reply #51 on: <04-20-16/1544:49> »
Stats for ex-illegal simsense actor that's struck out on her own making action vids.
[spoiler=Character Sheet]
Jenny Jumpup

NUYEN - 1625

PRIORITIES (Sum to 10)
Metatype: E (Human)
Attributes: B (20)
Magic: E (Mundane)
Skills: B (36/5)
Resources: A (450,000¥)

KARMA EXPENDITURES
+25 Karma from Negative Qualities
-24 Karma for Positive Qualities
-10 Karma for Attributes
-16 Karma for skills
0 Karma Left Over

ATTRIBUTES
BOD 2, AGI 5 (7), REA 4, STR 3 (4), WIL 4, LOG 1, INT 4, CHA 6, EDG 3, ESS 2.22

LIMITS
Physical 5, Mental 4, Social 7

INITIATIVE
Physical/AR: 8 + 1d6

QUALITIES
Agile Defender, First Impression, Natural Athlete, Profiler, Day Job (40), Electronic Witness, Poor Self Control (Attention-Seeking)

ACTIVE SKILLS
Blades 1, Computer 1, Con 5, Disguise (Cosmetic) 5, Etiquette 3, Gymnastics (Parkour) 6, Impersonation 5, Intimidation 1, Navigation 1, Negotiation 6, Palming 1, Perception 6, Performance 5, Pilot Ground Craft 1, Pistols 2, Running (Urban) 3, Sneaking 2, Throwing Weapons 1

KNOWLEDGE SKILLS
English N
Area Knowledge: Seattle (Redmond) 2
Gangs 1
Social Networks (P2.1) 3
Simsense Production 2

AUGMENTATIONS
Attention Coprocessor (Alpha), Breast Implant 2.0x2 (Alpha), Commlink (Alpha), Datajack (Alpha), Orientation System (Alpha), Simrig, Skilljack (5, Used), Smartlink (Alpha)
Chameleon Skin (Dynamic, Alpha), Muscle Augmentation (1), Muscle Toner (2, Used), Tailored Pheromones (3, Used), Vocal Range Expander (Used)

WEAPONS
Colt Agent Special w/ Concealed Quick-Draw Holster, Silencer, Smartgun, Spare Clip x 2
Ceramic Knife

Ammo
Sporting Rifle: 200 Subsonic, 100 APDS, 100 Gel, 100 SnS
LightPistol: 100 Gel, 100 APDS

GEAR
Transys Avalon w/ Stealth Dongle (4), Program Carrier (Virtual Machine), Smoke and Mirrors, Stealth, Signal Scrub
Gecko Tape Gloves, 100 Datachips, 100 Stealth Tags, Jammer (Area) (4)
Fake SIN (4) w/ Licenses (4) (Restricted Cyberware, Firearms, Concealed Carry)
Fake SIN (1) x 2
Credsticks (Standard, Silver, Gold)
Reactive Myomer Pack, 3 Stim Patch (4), 5 Ultra-Glide, Smart Wig, Tool kit (Disguise), Cellular Glove Molder, 5 Meta Links, 30m Myomeric Rope, Medkit (6)
Linguasofts (5) (Or'zet, Japanese, Sperethiel)
Earbuds (3) (Spatial Recognizer, Select Sound Filter)
Contacts (3) (Thermo, Vision Enhancement (2))
Contacts (3) (Low Light, Vision Enhancement (2))
Headware Commlink: Nixdorf Sekretar w/ Hardening, Sim Module (Hot)

ARMOR
Chameleon Suit
Urban Explorer Jumpsuit w/ Nonconductivity (6), Electrochromic
Urban Explorer Jumpsuit w/ Electrochromic
Berwick Dress w/ Electrochromic
Argentum Coat w/  Nonconductivity (6), Electrochromic

VEHICLE
Jackrabit w/ Anti-theft (2), Spoof Chips, Morphing License Plate, Run Flat Tires (4), Medium Drone Rack x 2

Drones
2 x Roto-drone w/ Pilot 4, Chameleon Coating, Spoof Chips, Manual Control Override, Handling 5, Large Weapon Mount (Springfield M1A w/ Trigger Removal, Smartgun, Electronic Firing, Extended Clip (2), Silencer, Chameleon Coating, Improved Range Finder), Program Carrier (Virtual Machine), Autosoft (Targeting M1A) (4), Autosoft (Roto-drone Stealth) (4), Autosoft (Group), Smartsoft, Smoke and Mirrors, Autosoft (Clearsight) (4), Sensor Array (3) (Atmosphere Sensor, Camera (Low Light, Flare Compensation, Vision Magnification), Camera (Thermo), Omni-directional Mic, Directional Mic, Ultrasound, Motion Sensor, Olfactory Sensor)

LIFESTYLE:
Low [1 month]

CONTACTS
Mack [4/2] (Pawn Broker)
Larry [4/2] (Trid Pirate)
Stella [2/2] (Simsense Star)
Spike [1/1] (Go-Ganger)
[/spoiler]
[spoiler=Concept writeup OTW]
Vaguely, if she searches her oldest memories, Jenny can remember a time where there was warmth, and love, and stability. But that's not what she knows. What she knows is growing up on the streets. Being hungry. Being cold. Always being looked down upon, figuratively and literally. Now 20 and barely 4'10, she was always the runt and rarely able to hold her own. Most of her growing up was done in the streets, taken in by various SINner communities, never really knowing a "home".

As she got older though, what she lacked in stature she started to make up for in features. In fact, about the time she was 15 she was recruited into a bootleg simsense operation. By this point, her method of surviving in the sprawl was to run. Run away from danger. Run towards a chance for food. Sometimes just run to try and forget. All that to say, "Damsel in Distress" became her niche, so much so that they started plotting whole chips based around her running away. They were multiple POV experiences where the viewer could be either the massive barbarian/monster/alien/whatever and experience the thrill of the chase and revel in their strength, or the persuee where they could experience the thrill and terror of trying to escape. Happily, for once, Jenny managed to avoid being in any films where she actually got *caught*, mainly by dint of her powers of persuasion.

That said, there's only so many ways you can spin that story before eventually people want to hear about the ending. As the writing on the wall became clear that she wasn't going to be able to avoid that much longer, she convinced the leader of the operation to let her buy out in exchange for everything (product *and* money) she'd made for them. Peniless and homeless, again, she took the equipment and knowledge she'd gained and began filming her own productions. Amateur hour at first, but eventually her vids and sims doing parkour through the Barrens attracted an online following. She latched on to this as a weird kind of family and started devoting large portions of her time to cultivating her social media presence that she based around her videos.

Obviously, the more exciting and dangerous the content of her releases, the better they were received. As she would delve deeper into the Barrens to get her footage, the need for more security arose. Unable to carry much in the way of protection while performing, she upgraded her camera drones to full fledged Roto-drones that would not only film the 3rd person views of her, but would also provide a measure of protection in the inevitable confrontations with Go-gangs and other dangers. It's amazing how persuasive a bullet from nowhere can be when it wizzes past your ear.

So here we are now. Jenny has a full catalog of her adventures in Redmond, and her followers are starting to clamor for more. But more what? And thus, her entrance into the world of shadowrunning. She can do what she does best, but spice it up with an aura of intrigue and illegality. Action!...

Oh, and the name? Imagine spending most of your formative years always being told to "Jump up!" on things because you're so short...
[/spoiler]
« Last Edit: <04-20-16/2240:18> by Irn0rchid »

Zweiblumen

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« Reply #52 on: <04-20-16/1623:45> »
ETA:
OH!  It just struck me; NFC = no f***ing clue?

Got it in one! :)
I gotta memorize addiction rules.
As HB said, good luck with that :P  I've seen clearer mud at a ToughMudder in the Mountains than the Addiction rules.

GM Bobby has done some pretty cool youtube videos explaining some of the more confusing aspects of SR.  This is one of the playlists from Complex Action (his youtube channel) https://www.youtube.com/playlist?list=PLmlAiLD6dwbGAGRoi5IhyTi8qlLgLj27U
Specifically https://www.youtube.com/watch?v=oeNDl9QIt7I&list=PLmlAiLD6dwbGAGRoi5IhyTi8qlLgLj27U&index=9 on addiction.


Damn, I'm the *only* one that doesn't have his backstory up yet.  *sigh* I'll work on that tonight, don't wanna hold things up.
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Zweiblumen

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« Reply #53 on: <04-20-16/1701:36> »
NFC? Yeah, the star thing bugs me, as does the base 6 Addiction Rating. And with Shock and Awe you've got an ungodly combination. Looking at the example, they've used Foundation 2, Block 2 (Level 3), Block 9 at Level 2, and Block 4 at level 2.

Since Blocks 1 to 8, 9, and 10 to 13 are all on separate lines, I would assume that there might be differences other than just cost.

The example ends up with Avail 15R, an Addiction Rating of 10, and an insane Addiction Threshold of 8. If the Foundation starts at 6/2, we need to get another 4/6 out of Block 2, 4, and 9. I would posit that each block adds 2 to the Addiction Threshold (three blocks / 6), but the rating is more complicated. It could be that blocks 1 through 8 is 1 each, and block 9 is two each, with an unknown number for blocks 10 through 13 since drugs do seem to become more advanced and/or complex as the progress in blocks.

Using the above assumptions, you'd be looking at Foundation 5 (6/2) + Block 13 (2/2 or 3/2) for a total of 8/4 or 9/4. If you added Block 9 (2/2) as well you would be looking at 10/6 or even 11/6, which even you would be hard pressed to survive for long.

With the lack of information about these values though, it's just really hard to tell. I've been searching the forums and there doesn't seem to be any clarity on this from Catalyst, which honestly makes me a little angry; without more information about those ratings you're left second guessing the writers, which is never a good situation.
Yeah, seems legit.  @Raider: if you want to nix custom drugs, I *totally* understand.  They are pretty much a mess.  There are other drugs, just means he's gotta take carefully selected cocktails, which is okay.  It'll probably cost less anyway :P

Ugh, that complicates things a *lot*.  I agree that interactions doesn't say *anything* about replacing the rules in the CRB.  And that makes doing cocktails almost completely impossible.  Even if you argue that narco gives you the -2 damage, which by RAW does not, speedballs just aren't a thing you can do.  That said, there aren't *too* many situation where he'd need to speedball anything but Warrior and Jazz or Cram.  "Everything has a cost."  I can go fast or shoot well ;)  Can't complain about that.
Fortunately, you haven't got too many drugs that overlap. As long as you don't use Cereprax AND Psyche, or Jazz AND Cram, or anything with those kinds of overlapping effects, you're good.
If we ditch the custom drugs, yeah, but if we are keeping them, I can't boost AGI and Init as the custom drug boosts reaction and both Jazz and Cram do as well.  No worries either way :)

The old saying of "You can have it fast, cheap, or good; pick two" very much applies here. Since I'm not sure if we're playing with missions rules with regards to drugs as augmentations, I've skipped drugs all together because synaptic boosters wouldn't stack with anything that affects Reaction or Initiative, and there's not a lot of utility in Strength except unarmed damage. Of course, I completely overlooked custom drugs.
Ayup :)  Or the simpler "Everything has a cost".  I'm a little sad that I can't stack Cereprax and Pysche.  I can't use the extra LOG as with Narco I'm hitting the +4 cap, and I'd happily give up the extra INT to get the -1 for sustaining instead of -2.  Though I could just take the -1 LOG and use Pyche instead.  Hrm, that seems like the way to go.  I'd rather have the -1 for sustaining over the Analytical Mind.  Psyche, while still expensive, is relatively cheap and the crash effects are WAY better.

EDIT: hrm, its -2 LOG, so ends up being a -1 die pool over Cereprax.  That said, GETTING Cereprax is giong to be a PITA and there's lots of interaction stuff to worry about.  Pyche + Nitro will work pretty well.  And if I can get my hands on Cereprax, I'll get addicted to that soon enough :P

@Raider, how would you feel about me switching out my second addiction to Jazz instead of Cereprax.  It would simplify things tremendously, and make for an interesting addiction to two *very* different drug types.
« Last Edit: <04-20-16/1824:08> by Zweiblumen »
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Raiderjoseph

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« Reply #54 on: <04-20-16/1723:36> »
NFC? Yeah, the star thing bugs me, as does the base 6 Addiction Rating. And with Shock and Awe you've got an ungodly combination. Looking at the example, they've used Foundation 2, Block 2 (Level 3), Block 9 at Level 2, and Block 4 at level 2.

Since Blocks 1 to 8, 9, and 10 to 13 are all on separate lines, I would assume that there might be differences other than just cost.

The example ends up with Avail 15R, an Addiction Rating of 10, and an insane Addiction Threshold of 8. If the Foundation starts at 6/2, we need to get another 4/6 out of Block 2, 4, and 9. I would posit that each block adds 2 to the Addiction Threshold (three blocks / 6), but the rating is more complicated. It could be that blocks 1 through 8 is 1 each, and block 9 is two each, with an unknown number for blocks 10 through 13 since drugs do seem to become more advanced and/or complex as the progress in blocks.

Using the above assumptions, you'd be looking at Foundation 5 (6/2) + Block 13 (2/2 or 3/2) for a total of 8/4 or 9/4. If you added Block 9 (2/2) as well you would be looking at 10/6 or even 11/6, which even you would be hard pressed to survive for long.

With the lack of information about these values though, it's just really hard to tell. I've been searching the forums and there doesn't seem to be any clarity on this from Catalyst, which honestly makes me a little angry; without more information about those ratings you're left second guessing the writers, which is never a good situation.
Yeah, seems legit.  @Raider: if you want to nix custom drugs, I *totally* understand.  They are pretty much a mess.  There are other drugs, just means he's gotta take carefully selected cocktails, which is okay.  It'll probably cost less anyway :P

Ugh, that complicates things a *lot*.  I agree that interactions doesn't say *anything* about replacing the rules in the CRB.  And that makes doing cocktails almost completely impossible.  Even if you argue that narco gives you the -2 damage, which by RAW does not, speedballs just aren't a thing you can do.  That said, there aren't *too* many situation where he'd need to speedball anything but Warrior and Jazz or Cram.  "Everything has a cost."  I can go fast or shoot well ;)  Can't complain about that.
Fortunately, you haven't got too many drugs that overlap. As long as you don't use Cereprax AND Psyche, or Jazz AND Cram, or anything with those kinds of overlapping effects, you're good.
If we ditch the custom drugs, yeah, but if we are keeping them, I can't boost AGI and Init as the custom drug boosts reaction and both Jazz and Cram do as well.  No worries either way :)

The old saying of "You can have it fast, cheap, or good; pick two" very much applies here. Since I'm not sure if we're playing with missions rules with regards to drugs as augmentations, I've skipped drugs all together because synaptic boosters wouldn't stack with anything that affects Reaction or Initiative, and there's not a lot of utility in Strength except unarmed damage. Of course, I completely overlooked custom drugs.
Ayup :)  Or the simpler "Everything has a cost".  I'm a little sad that I can't stack Cereprax and Pysche.  I can't use the extra LOG as with Narco I'm hitting the +4 cap, and I'd happily give up the extra INT to get the -1 for sustaining instead of -2.  Though I could just take the -1 LOG and use Pyche instead.  Hrm, that seems like the way to go.  I'd rather have the -1 for sustaining over the Analytical Mind.  Psyche, while still expensive, is relatively cheap and the crash effects are WAY better. 

@Raider, how would you feel about me switching out my second addiction to Jazz instead of Cereprax.  It would simplify things tremendously, and make for an interesting addiction to two *very* different drug types.

Go ahead! Now that we have 4 I can finally start the campaign. Ill start after Irn0 puts the write up tonight. So last minute revisions... GET THEM IN NOW.
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Irn0rchid

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« Reply #55 on: <04-20-16/1913:09> »
Writeup edited in.

Bewilderbeast

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« Reply #56 on: <04-20-16/1946:34> »
I dig the background, Irn0rchid! Question on the cyberware: have you considered the False Face aug from Chrome Flesh? With your good Disguise and Impersonation, and your ability to adjust your cup size and skin tone on the fly, you could really be pretty good at social infiltration. It would grant our pink mohawk group some much-needed subtlety, heh.

Oh also... I don't think you need to buy the breast 2.0 twice. Unless you want four boobs just to show that girl from Total Recall who's top dog. That line about "sold singly but you want a pair" is considered a joke by most, I think.
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Irn0rchid

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« Reply #57 on: <04-20-16/1956:43> »
Seems like they hide crunch in the fluff a lot in the books, so I figured you needed to buy two. Buying one makes sense for breast cancer survivors, etc. Beats me. If RJ says I can have 1,200 nuyen back, I'll take it!

As for the False Face, I had that in for awhile in a more cyberware heavy build, but I decided to go mostly bioware with small cyberware bits in order to not make Cyberware/MAD scanners go apeshit if we have to do meets in more secure locations. Plus, it's super obvious F gear if we run into a scanner. :) Disguise kit will have to suffice!

Raiderjoseph

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"As a Mage I have no issue with 'shoot the face first'. He deserves it and it's about time they stopped targeting me right from the go." -The Tekwych

Herr Brackhaus

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« Reply #59 on: <04-20-16/2112:22> »
http://forums.shadowruntabletop.com/index.php?topic=23985.msg445535#new
Nice! Do we post dice rolls and the like in spoiler tags in that thread, or in here, or elsewhere?