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Everything posted by Master_Drow

  1. So apparently the old link died. Here is a new linky. I now fade back into the ether for another 4 years.
  2. I agree on every point. Remember, if you're ever fighting a Techie, the worst thing you can do is give him time to think. Although you did bring up an interesting point. I find it is often the otherway around, my PC has knowledge that I as a player have no idea about. Like if my Rockerboy had to give some motivational speech to rally a crowd of a thousand to march on the local embassy I don't even know where to start, what words to use, anything. But my character, with his EMP of 8 and a SA of 10, would be causing a stamped just by saying hello and flashing a smile! So with the TECH skills I often find that players have no idea how to fully utilize them simply because the are not Techie people in real life. Sure I can make thermite out of children's toys, and if my character has a high enough skill then he can too. But if I handed my character sheet to another player at the table suddenly the PC becomes 'dumber' (for lack of a better word) simply because the player has never even heard of thermite, much less its base ingredients. It is like the exact opposite of a player who metagames, I don't even know what to call it, it is like un-metagaming? de-metagaming? Still the point is that all PC's are just various parts of the player which he is expressing in this story. It is impossible to separate the PC and the player, short of writing a play where the characters/players are just actors force fed lines and actions by some script the GM wrote. Which we can call agree, is not a fun game.
  3. Tap? My training as an engineer lets me know that the standard wall has a stud every 16 inches, center to center, the corners are often double studs. So, with that and a bit of estimating I could fairly accurately guess where a wall stud was by knowing that about 2 inches from a corner is a stud center, 16 inches from that is another stud center, another 16 inches, another stud center, etc. So with a fairly quick look I could probably find a stud to within a few inches, my 12mm SMG would do the actual finding. Now floor joists are commonly every 6 feet. Using basically the same idea as above I could tell you approximately where a joist was. My 7.62mm Assault rifle would be my stud finder in this instance. So, my basic drafting class has allowed me to fairly accurately know the weak points of a building. Now that is a Tech skill. The question is which skill? I would probably use either demolitions (as destroying buildings is its job), maybe a basic tech at VERY DIFF, or any expertise skill such as Civil Engineering or the like. Granted it does help that I have years of real world engineering training to help me, so I can probably get more millage out of the same skills.
  4. Where is 6? Also, I personally find the techie as a very powerful class. Run across a door that is locked with card scanner? Jury Rig it, now it is open for 1d6+1 turns. Need to disable a security camera but don't have access to the computer it is connected to? Some Basic Tech and you can blind it, or jam it into a useless position (like have it look at a wall 2 inches away). Come across a Full Borg and don't have much in the way of anti-borg munitions? A few quick Tech rolls and you could know where the floor joists are, a few well placed shots and that floor is not going to hold any borg. Hope the borg likes falling damage. In short the Tech stat is not underpowered at all. It just needs to be applied in non-conventional ways. The worst thing you can do is give a techie enough time to think. The more he thinks the crazier the plan will become, and with his skills, it might just work.
  5. I have done a similar thing. If the character rolls a 1 then they roll 1d10 if the result is under their luck score it is a 1. If the roll is over their luck score then they fumble, and I get to grin an evil grin and pull out my fumble chart.
  6. Don't worry, when I become a multi-billionaire and buy the IP rights for CP2020 I'll hire you Wis. But I am excited for a re-release, I have been meaning to by hard copies of the books but they are now "classics" and sell for ridiculous amounts of money. Finally I will be able to own my own copies!
  7. Actually, this not correct. The brain has proven to be very plastic, it has the ability to add new senses fairly quickly. For example: Infrared sense Here the rat was implanted with an infrared sensor in its skin, so when exposed to infrared light it "felt" it. The rat learned how to use this new sense in just a few weeks. Exhibit B: Telepathic senses Here two rats were connected and they were able to relay information about their environments to each other. They could incorporate an entire other rats senses in just a few months. (The most interesting thing about the telepathy is the idea of a "brain net" discussed at the end of the article.) So really it would appear that their is no computational limit to the brain and senses. However, at some point you run out of places on the body to put such things. Example 3: Tadpole with an eye on its butt. So sure you could be like this tadpole and put eyes in the back of your head but that means custom helmets, no hair, etc. As for interference, depends on biologic vs technological improvements. I think I am going to have fun with a few of my cybered up characters and a large crane magnet. Or maybe just a bunch of electromagnets placed all over the compound to mess with their senses. Unless of course my characters spring for the extra faraday cage, however that can only work on some systems. I love giving characters extra info based on their extra senses, it makes them feel like that two grand they spent on thermal vision was actually useful. Like you can tell how long the target car has been parked just by how cool the engine is. Or if you are entering a room and the light bulb is still warm you know an enemy is near. Now the player could have gone and felt the thing, but with thermals they can see it from across the room. Snazy.
  8. I would actually classify it as borderline transhumanist. (spoilers ahead) the whole part with Motoko uploading herself to the net, and the swapping of brain cases to get change bodies is classic transhumanism. However, Motoko was the first to do a full psyche upload so you could say it is set at the end of Cyberpunk and at the beginning of transhumanism.
  9. In the background of the video at one point you can see a wall of text (Pic of Text), here is what it says. So the current estimate is 2015, subject to change as needed.
  10. At this rate might I suggest changing hosts. And if 110mb has a contract with you then tell them they either need to fix your site or you will hit this with a breach of contract. Heck just drop them and if they try to go after you tell them they violated contract. This is getting ridiculous. A quick google search got me a dozen hosting companies that have amazing reviews and are less than 80 bucks a year, a bunch are less than 50 bucks.
  11. Seriously? I guess my ad block works well then.. Here is google docs, and oh god, don't try to run this online, download it. I downloaded it and it worked for me.
  12. I have added another link using a different hoster. Mike feel free to add it to a dropbox, download only would probably be best just because the table is a bit of a processor hog and running online may not be a good idea, but do whatever you want. I made this for the community so the community could use it. Back up link. Too bad that 4shared has started the register only thing, I rather liked it.
  13. Here is the excel spread sheet, sorry it took so long, got busy. 5.56 - 1000 roller.xls Back up link Google Docs link Basically you can put in the Armor, To Hit Difficulty number, and your To Hit Ability (stat+skill+mods) and the table will take your ability add 1d10, subtract the difficulty number, and then rolls a number of 5.56 (5d6) attacks. Then armor is subtracted from each attack (minimum zero) and finally the bullets damage is totaled. Then the table does it another 999 times, for a total of 1,000 rolls under the conditions that you specified. Finally, it gives the average damage before and after armor, based on those 1,000 rolls. Page 2 is a frequency table so you can quickly see of you got a skewed set of rolls or if it a fairly good bell curve. WARNING: This table is a beast, so it can several minutes to do ANY action on, as it may have to roll upwards of 80,000 dice, depending on what numbers you put in.
  14. (2 M - 3 A + N) * H = 4 x damage or (2 M - 3 A + N) * H * 0.25 = damage or ((2 M - 3 A + N) * H) / 4 = damage
  15. If no armor 17.5 = average damage per bullet 14.5 = average number of hits Therefor: Average damage per Full Auto attack = 253.75 This is a very back of the napkin type calculation but as you can see it puts the damage in the right range. Now with armor it gets a bit more tricky. If armor = 10 average damage per bullet = 17.5 average number of hits = 14.5 So it would appear that on average you would do 7.5 points of damage per shot and get 14.5 hits for a total of 108.75 damage. However you are forgetting all of the max damage shots and all of the min damage shots. These are not distributed linearly they are bell curved shaped. So we need to know the number of bullets that beat the minimum number, in this case all of the bullets that are greater than 10 damage will penetrate the armor. If I remember correctly the Standard deviation is around 4 and u = 17.5 so Z = -1.875. This gives us around 96.9% of the bullets that beat the armor, out of the 14.5 bullets that hit the target 14.05 bullets will do damage. Now this damage could be between 11 (minimum number to beat the armor) and 30 (maximum damage the bullet could do). So 30 - 11 = 19 and 19 / 2 = 9.5 so the average damage of a bullet that penetrates is 9.5 damage. We have 14.05 penetrations, for a total of 133.475 damage. The number I calculated with my posted equation was 126.875, and the number my spread sheet gave was 129.48. The very minor damage discrepancy difference comes from the fact that the standard deviation is not exactly 4 and other minor assumptions made to keep this simple, however for a very back of the napkin type calculation I think you see what is going on. Thus I assert that my equation holds. P.S. Malek I am working on getting the Spread sheet ready for prime time. I'll be posting it later.
  16. Oh of course I would type it wrong. Frack me. Sorry, you are correct, I forgot to divide H by two. (M - 1.5 A + N/2) * (H/2) = Damage M = 30 A = 10 N = 5 H = 14.5 (30 - 15 + 2.5) * (7.25) = 126.875 dmg During the process of making this equation I made a spread sheet that does 1,000 actual attacks (it rolls a ton of dice and takes upwards of minutes to run each time), this fancy spread sheet gives me an average roll of 129.48 dmg. So the equation still holds (once I put in the right numbers... ) Ok, so I have updated my posts to the correct equation, I really feel a bit foolish for posting with such a simple error. The bad equation would give you a damage number twice as large as it should be. Sorry bout that. Quick Note: If you use the alternate equation that uses average bullet damage instead of max bullet damage H is NOT divide by 2. That is where my typo came from. All equations posted in my earlier posts have been amended and double checked.
  17. This would be correct. To be fair the only Malek's only got really off when the number of hits got really large, when armor got small, or when the To Hit number got big/small. Turns out that as long as you fire at least as many rounds as you hit with it does not matter. The H is the number of hits, on average, that will hit the target. If your H says that you hit with 30 rounds but you only fired 15 bullets then just put H as 15, the math with deal with everything else. Here I'll break down H more. H = Average number of hits. Skill + Stat + Mods + 5.5 - To Hit number = H Oh and Malek, the reason that you do more damage with this equation is because in EXAMPLE 3 the armor is low enough that even an average damage hit would penetrate, your equation was only looking at high band damage, mine adds back in the average damage hits. So when the target has low armor, or is hit with a bunch of bullets, those average damage hits start to add up, and that can lead to a lot of extra damage. On the plus side, turns out it was relatively easy to add the mid-band damage to your equation, I could add the low band damage (and would probably be even more accurate) but since the equation is over 90% accurate I decided that I did not need to complicate anything more than needed.
  18. According to the article the quantum radar uses polarized photons to detect targets. So basically it uses special light. http://www.extremetech.com/extreme/143353-...to-be-invisible The Canadians countered it already. Worse, now the attacker is invisible to the human eye.
  19. I am starting a new campaign and was looking for a way to speed up combat with full auto weapons. Searching the forums I found this old post by Malek. I ran the numbers and found that while it does accelerate the full auto combat it also is wildly innacurate under some conditions. So I did the only sensible thing and spent the last 3 days running numbers in excel until I came up with a new equation that was much more accurate. I present. (M - 1.5 A + N/2) * (H/2) = Damage Now this may look a bit complex, but it is actually very quick, straight forward, and over 91% accurate to how the dice would actually roll. M = Max Damage, i.e. if the gun does 5d6 damage then the Max Damage is 30. A = Armor of the target. N = Number of dice per bullet. I.e. if the gun does 5d6 damage then N = 5 H = Average number of hits. I.e. Skill + Stat + Mods + 5.5 - To Hit number (Why 5.5? Because the average roll on 1d10 is 5.5) There are also two optional rules to follow that will make this equation even more accurate, use them if you wish. 1) If H is less than 0 then you do no damage. (this makes the game a bit faster) 2) If H is greater than 0, but you do no damage (probably because armor reduces it to zero). Then you do Damage equal to M - A. Ie Max Damage - Armor (this makes the numbers more accurate when armor is very large.) There is also a variant equation that uses average damage instead of max damage, however I think that max damage is much easier to calculate. Still for this who care (V - 0.25*N - 0.75A) * H = Damage where V = average damage, N = number of dice rolled per bullet, A = Armor of Target, and H = average number of hits. Here is a graph for those who love them. Feel free to use this and let the bullets fly!
  20. Actually the worst part about climate change is that is really screws with Israel. Height map. As can be seen by this map Israel's coast is pretty low. If the oceans rise a few meters then you will have people on the coast moving inland. Now if you look you will see the Gaza strip is on the coast, all of them muslims won't like that they are loosing land to the ocean and they will want to move inland, Israel wont like that. Also if you look back into history you will see that Israel used to be in the fertile crescent, while the north still is the mid/southern parts are no longer, this is because of climate change back in the 7,000 BCE to 5,000 BCE era. Now Israel uses the water from the Sea of Galilee which is a large lake in the north of the state. The Sea of Galilee travels down the Jordan river into the Dead Sea, because it picks up a large number of minerals from the land the Dead Sea is completely useless as a water source. However, a few decades ago the Israelis started directing the water of the Jordan River into farm country of the north so they can increase crop yield. This means that less water is going south, and a side effect is the Dead Sea is shrinking. Another thing is that the Natufians did a similar thing during their reign of the area (11,000 to 7,000 BCE) and irrigation had the effect of salting the land as the minerals in the water would build up in the soil. All in all this leads to a very bad thing for the agricultural production of Israel which is mostly desert. So it is not the migration of people that is going to do in Israel, it is the lack of food and any useful resources. The only reason there is even a country there is because it is a religious holy site, and while it might have had resources for the first people (around 11,000 BCE) it has been so picked over that their is nothing of any real value there. All they have are olive trees and goats and good luck feeding your people off of that for any length of time.
  21. My classic favorite is drop a building on them. Collapsed ceilings happen, you just have to make them happen at the right time. Also hacking street lights so the dark drives out in front of a bus works well too. Just remember to scrub your prints (physical or digital) from the scene before you go home.
  22. The easiest way would be to not use bioware (which CP is sadly lacking) but to use cyberware. If you had a gang of Alphas just running around it would be almost impossible to tell them apart. Sure they have different serial numbers and brain patterns but that is not going to show up on security footage. And if you arrest one Alpha all he has to do is say a different Alpha did it. Same scenario different tech. It would be like knowing the shooter drove a white van, good luck finding him in a city full of white vans. Uniform blandness is the new stealth.
  23. The biggest thing is that the people most familiar with space will be excluded. Who would be a better recruit, a USA natural citizen who has never set foot in space, or a man who grew up in space a lived there every second of his life? It is easier to indoctrinate someone into a cause that it would be to train a landlubber for the complexities of space.
  24. I still don't see much of a market for this sort of thing. Remember CP is very lethal, so even getting hit once could mean death. If that is the case why would any sane person want a cool body mod that can only be seen when they are injured? Sure it is cool if your blood is purple and smells of bananas, but if the only way your buddies are going to see it is when you get shot then it is not so much fun now is it?
  25. While I agree that changing how the oxygen bonds to the hemoglobin is a bad idea what we need to do is make it bleed a color, not be a color. What about a harmless chemical that just floats in the bloodstream until it is exposed to say the helium or nitrogen in the atmosphere? There is basically no helium in the blood, and the only time that I know of that it would be is for deep sea diving (deep sea diving tanks have helium in them). So the side effect of fancy blood is that you can't dive below say 300 feet?
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