I scrawled this in the DSF (hey, now I know what it means!)
AK404 once wrote:And if all else fails, make cyberdoggies. For role-playing effect, the guards toss some grenades loaded with something that attracts dogs (say, a pheremone that makes a dog irrationally vicious, or just something that smells like food) and clear the hell out of the area while the sec rigger opens up rooms and locks the sec guards behind the doors so they can hide, then tries to lock the runners within the complex. The guards'll run and hide because they know what's coming, and it's a fair bet your players don't.
Then say "woof woof." Roll a six-sided die. Multiply that result by how many players are on the team. That's how many dogs you have.
Everyone who's ever GMd has probably thought about using them once or twice. your players may enjoy being psycho, but nothing out-psychos a rabid dog with zero Essence on Kamikaze.
Think of the biggest meanest most psycho doberman you can possibly piss your pants looking at. Slap a plastic radio-controlled collar on his neck with a pair of auto-injectors: kamikaze and neurostun X or laes: make sure one's kamikaze and the other'll knock the dog out because someone'll have the retreive them. Then give that fucker a set of cybereyes with low light, thermo, flare comp, the works. Pack a set of alpha-grade Wired Reflexes in him. If you want to be nice, use level 1. If you want to be mean, level 2. Dikote the teeth, lace the bones with plastic or kevlar. If you're using Wired 1, enhanced that nose a little. Then pack on the bioware: enhanced articulation, a chemical gland set to cost the teeth with something nasty like MAO or Hyper (make sure they've got bioware that makes the mutts resistant to it). Dikoted teeth'll get through whatever they're wearing, so the drug'll hit 'em right off the bat. If they've got anything left, either keep it clear or pack on an adrenal pump or trauma dampener.
I've pulled this trick a couple of times in SR2, I don't know how well it'll work in SR3 with the way cyber and bio interact (didn't check the sheets), but just because I'm a nice guy, I'll tell you what else to add. Cortex bomb. Set to go off on a radio command. Bite, chew, inject with hyper, it hurts, it hurts, get it off, get it off, ohmyfuckingod, it's eating my arm, boom.
Hell, compared to the guard, the dog's an investment, but who cares? Every group I've ever ran with who went on a series of kill-happy sprees, I gave the GM the sheets for the dogs. Any group who runs into them once never wants to run into them again.
Woof, woof!
AK404 also wrote:OK, here goes. Use a large dog as a template, but up the stats a bit, say body and strength up to 5, quickness up to 6, intelligence and willpower stay the same. you should find this info in your GM screen insert (critters).
Cyberdoggie cyberware and bioware:
Cortex Bomb [area], Cybereyes [low-light, thermographic, flare compensation], Auto Injector [neuro-stun x], Auto Injector [kamikaze], Wired Reflexes-2, Plastic Bone Lacing, Replacement Fangs [dikoted]
Essense Loss: 4
Chemical Gland [recommend hyper], Enhanced Articulation, Trauma Dampener
Essense Index: 1.6 (and there seems to be room for more)
It balances out. Just barely, but it balances out. Hell, you could probably use boosted reflexes and synaptic accelerators instead of just wires, but that might be overdoing it...still, that would be amusing to see once the mutt's been injected with Kamikaze...
Remember, strategy and brains first, brute force last.
I wonder if this helps me with that Evil GM thing.
What do you think folks? Would it work?