Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: JmOz01 on <06-13-15/1135:47>
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So decided on working on a fall back character/Concept character
The basic idea is a normal guy, mundane, no cyberware, just to see if I could make a decent character with those limitations
Made some minor changes
Norm
METATYPE: HUMAN
B 3, A 5, R 5, S 3, W 5, L 5, I 6, C 2, ESS 6, EDG 7
Condition Monitor (P/S): 10 / 11
Armor: 17
Limits: Physical 5, Mental 7, Social 6
Physical Initiative: 11/12+2D6
Active Skills: Automatics 6, Blades 6, First Aid 6, Locksmith 6, Perception 6, Pilot Ground Craft 6, Stealth Group 5
Knowledge Skills: Fences 6, Safehouses 2, Sports 2, Sprawl Life 6
Languages: English N, Japanese 2, Or'Zet 2, Spanish 2
Qualities: Common Sense, Day Job (1,000¥/month, 10 hrs/week), Jack of All Trades, Master of None, Lightning Reflexes, Prejudiced, Specific (Biased): Meta Varients & non metas, Sensitive System, SINner (National SIN): UCAS
Vehicles:
. . Dodge Scoot [Handling 4/3, Speed 3, Accel 1, Body 4, Armor 4, Pilot 1, Sensor 1, Seats 1]
Gear:
. . Backpack (1)
. . Ballistic Mask (Customized) w/ Flare Compensation, Respirator (5), Smartlink
. . Certified Credstick, Standard
. . Concealed Quick-Draw Holster
. . Contacts (2) w/ Image Link, Thermographic Vision
. . Flashlight, Thermographic
. . Gecko Tape Gloves
. . Helmet
. . Identity: Specify Name w/ Fake License: Conceal Weapon (4), Fake License: Weapon (4), Fake SIN (4)
. . Lockpick Set
. . Medkit (3)
. . Metal Restraints
. . Sequencer (5)
. . Sleeping Tiger w/ Custom Fit, Holster, Newest Model, Nonconductivity (5), Ruthenium Polymer Coating (3), Thermal Dampening (5)
. . Stim Patch (5) x4
. . Subvocal Microphone
. . Tag Eraser
. . Transys Avalon Commlink
. . Trauma Patch x2
Weapons:
. . Remington Suppressor [Machine Pistol, Acc 8, DV 8P, AP -2, SA/BF, RC (1), 15 (c)] w/ (30x) Explosive Rounds, Folding Stock, (30x) Gel Rounds, (30x) Regular Ammo, Silencer/Suppressor, Smartgun System, Internal, (5x) Spare Clips
. . Survival Knife [Blade, Acc 5, DV 5P, AP -1]
. . Smoke Grenade x5 [Grenade, non-aerodynamic, Acc 5, DV Smoke, 10m R, AP –]
Contacts:
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It's doable to be no ware no magic, you just very much have to depend on drugs and Edge and thus it's critical for you to be able to pass addiction tests. And even with EDG 7-8 you don't want to play super fast and loose with it.
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Wanted to avoid drugs as well. I realize that it is a thinking character, not a combat junkie type.
What do you think of the stats, he is somewhat a infiltrator/medic. Combat wise he should be average (init 12+2d6, 20 soak, 12 main combat skill, decent Machine pistol, with a SMG in his future)
Also ditching either blades or ground vehicles and replacing with gymnastics - FYI
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Being a medic is a hard sell because you have to ask "what am I doing better than a single piece of gear provides." Stacking FA plus a medkit is one thing but you still have to ask if the investment is worth the comparison to a piece of gear and Quick Healer.
You look like you're going for B&E primary which is very doable, just invest in more B&E gear.
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I'm not sure about the usefulness of Common sense. My understanding of the quality its for people who regularly make bad choices with their character to get a helping hand.
I'd say being a medic without magic is hard. With magic, you could use somethings like pain relief and the like
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I could see a good mundane character with lots of 'helpful' skills: armorer, logic, engineering; B&E stuff; some combat for emergencies. You won't fight as well as a sam, or heal as well as a mage, but you'll be able to fill in all of the skill gaps that 'focused' characters would have.
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Oh and make sure you talk with your GM on this. Apparently there are some GMs who will rule that a high luck character like this will never really get back his edge. Like you'll only get it back at the end of a mission (Even if that mission goes on for days) and then sometimes even then you won't get a whole lot of it back. They'll ignore the 1 per day if you have a good sleep and meal, or any other way to refresh edge, because they want to make it where a high edge character will be like a low edge character once they run out of edge.
You might also want to look at getting one martial art. After that you can use any martial art technique for a point of edge.
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I could see a good mundane character with lots of 'helpful' skills: armorer, logic, engineering; B&E stuff; some combat for emergencies. You won't fight as well as a sam, or heal as well as a mage, but you'll be able to fill in all of the skill gaps that 'focused' characters would have.
The main issue is whether those other skills actually bring value to a group. I mean maybe sometimes? But enough for a main shtick? Probably not (aside from B&E. Being B&E primary is very easy and it's also easy to add a bit of social for fooling and gun skill on top of that).
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I could see a good mundane character with lots of 'helpful' skills: armorer, logic, engineering; B&E stuff; some combat for emergencies. You won't fight as well as a sam, or heal as well as a mage, but you'll be able to fill in all of the skill gaps that 'focused' characters would have.
The main issue is whether those other skills actually bring value to a group. I mean maybe sometimes? But enough for a main shtick? Probably not (aside from B&E. Being B&E primary is very easy and it's also easy to add a bit of social for fooling and gun skill on top of that).
Good stats, 7 Edge, take your 5 group points and put one point into different groups. Engineering, Outdoors, Biotech, Athletics, Electronics. Karma on Forgery, Armorer, Chemistry? Sorta useful. You should be able to throw 12ish dice once every couple runs when one of the skills pop up. Shuffle your ground vehicle skill into Sneaking? *shrug* Not sure how useful, but really the "only" investment is the group skill points and 6 Karma. Just don't blow your Edge every time the GM asks for a roll : ) Buy a hit and carry on most times.
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I could see a good mundane character with lots of 'helpful' skills: armorer, logic, engineering; B&E stuff; some combat for emergencies. You won't fight as well as a sam, or heal as well as a mage, but you'll be able to fill in all of the skill gaps that 'focused' characters would have.
The main issue is whether those other skills actually bring value to a group. I mean maybe sometimes? But enough for a main shtick? Probably not (aside from B&E. Being B&E primary is very easy and it's also easy to add a bit of social for fooling and gun skill on top of that).
Good stats, 7 Edge, take your 5 group points and put one point into different groups. Engineering, Outdoors, Biotech, Athletics, Electronics. Karma on Forgery, Armorer, Chemistry? Sorta useful. You should be able to throw 12ish dice once every couple runs when one of the skills pop up. Shuffle your ground vehicle skill into Sneaking? *shrug* Not sure how useful, but really the "only" investment is the group skill points and 6 Karma. Just don't blow your Edge every time the GM asks for a roll : ) Buy a hit and carry on most times.
That is an interesting idea. I think I will plan on buying tons of 1 point skills with karma instead however (Jack makes them really cheap). Defiantly dropping something for better gymnastics. Probably ground vehicles. That should make him a decent but not great infiltrator, good in combat, and with the edge/skill trick a valuable utility player
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I agree.. I would definitely get some other skills with Karma.
I might re-arrange points something like:
Automatics 6 (specialty)
Close Combat Group 5
Throwing Weapons 3
Locksmith 6
Perception 6
Sneaking 6
Pilot Ground Craft 2
First Aid 2
Gymnastics 4
I might switch your Intuition and Agility if you are going to be combat-centric.
Also, you might want some Etiquette of some sort, maybe a little Negotiation.
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CC group 5 is resource-wasteful especially at low STR. better option is to just get Unarmed + shock gloves. You just won't do enough damage with Blades or Clubs. A stun baton might work but Unarmed at least covers you in the niche situation of being captured or arrested.
First Aid 2 isn't worth it. You can only heal 2 boxes with the skill at that level. You're better off not buying it unless you take it to 5-6.
This is the problem when a full skill is largely obviated by a cheap piece of gear.
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Even first aid of 2 is useful, you never know when you'll run into a wireless dead zone. In such a situation, the medkit is dead weight without the skill to use it. (May not happen often, but better to be prepared)
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Needing to hit threshold 2 and then healing max 2 boxes is really not that useful or that reliable. AFAIK Edge doesn't break the "heal up to skill rating boxes" limitation since that is not a Limit. You're better off with a Mage with a ton of reagents who casts a Force 1 Heal at effective Force 10. Yes, it's better to stack the two it with a dice pool of 7 (before any medkit) you're not likely to get the 4 sux needed to beat the threshold and cap successes for boxes without Edging. With a medkit you will but hen you've still just brought back 2 boxes; if someone is that lightly injured you may as well just go with a Heal anyway.
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We could really do with some clarifying errata on the limit that is not a limit and makes low levels of first aid pointless.
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CC group 5 is resource-wasteful especially at low STR. better option is to just get Unarmed + shock gloves. You just won't do enough damage with Blades or Clubs. A stun baton might work but Unarmed at least covers you in the niche situation of being captured or arrested.
I didn't really notice his STR was so low.. so yah.. not CC Group 5. If it were me I would take Firearms at 5 and then take Unarmed at 6 with Shock Gloves or something. Can always pick up the specialization for weapon with Karma.
First Aid 2 isn't worth it. You can only heal 2 boxes with the skill at that level. You're better off not buying it unless you take it to 5-6.
I just didn't want to totally eliminate his First Aid since he had 6 points in it to begin with. He seems to like it. :)
My thinking is he would carry a smaill Medkit (3) for the bonus.