01-18-2020, 12:54 PM | #101 |
Join Date: Feb 2016
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Re: Let's Make Shadowrun
Which requires TL12 technology, which is a bit beyond Shadowrun level of technology. Anyway, it is not only the tech of Shadowrun that matters, it also the magic. A beginning troll adept in Shadowrun 4e could punch for 16P electricity damage, which is capable of penetrating powered combat armor.
Last edited by AlexanderHowl; 01-18-2020 at 01:27 PM. |
01-18-2020, 01:27 PM | #102 | |
Banned
Join Date: Aug 2004
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Re: Let's Make Shadowrun
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Shadowrun Looks like GURPS TL 10 with the occasional TL11 or TL12 item here and there. Skeletal Stengthening looks like it wouldn't cause too many problems. |
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01-18-2020, 02:03 PM | #103 |
Join Date: Feb 2016
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Re: Let's Make Shadowrun
Sorry, I think your post crossed my edit to my post. Anyway, second-hand augmentations are a staple of the Shadowrun setting (though higher grade augmentations are more personalized). If you are willing to accept paying an extra ×1.2 to the Essence cost, they will find you an augmentation that fits for 50% normal price. One assumes that they were looted from corpses or even less pleasant alteratives for 25% normal price.
In the case of Muscle Replacement 4, you could get a secondhand alphaware for the same cost as new basicware, but at 4% less Essence Cost (-3.84 versus -4.00). With a global population to extract from, suppliers can probably find suitable augmentations unless they are really exotic. Of course, when your character ends up dying, the Muscle Replacement 4 could be harvested and sold to suppliers for 5,000 Y. Last edited by AlexanderHowl; 01-18-2020 at 02:07 PM. |
01-18-2020, 04:13 PM | #104 | |
Join Date: Aug 2007
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Re: Let's Make Shadowrun
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I, for example am quite satisfied with buying augmentations during character creation with the metagame currency of cp only and after the game starts with in-game currency such as $, connections and Skill use. This is one of the permissable options.
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Fred Brackin |
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