Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: adzling on <11-19-15/1110:17>
-
Here's a take on a sam built for max initiative and dodge pool.
Guy's insanely fast, getting 4 passes almost all the time.
Dodge pool is 15 dice.
He sees everything (16 perception pool, eek!)
Hits 20 dice with his rifle and 15 with his grenade launcher
17 with his mono-whip.
Has rating 6 skillwires to slot any rating 6 skill!
He's a total combat monster, and that's about it.
Quicksilver
METATYPE: NOCTURNA
B 3, A 7/10, R 6/9, S 3, W 3, L 2, I 5/6, C 2, ESS 0.39, EDG 1
Condition Monitor (P/S): 10 / 10
Armor: 14
Limits: Physical 6, Mental 5, Social 0
Physical Initiative: 11/24+2D6
Active Skills: Athletics Group 2, Automatics (Assault Rifles +2) 6, Exotic Melee Weapon: Monofilament Whip 6 (7), First Aid 1, Free Fall 1, Heavy Weapons (Grenade Launchers +2) 1, Perception (Visual +2) 4, Pilot Ground Craft 1, Sneaking (Urban +2) 6, Throwing Weapons 1
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Allergy, Common (Mild): Sunlight, Biocompatibility (Cyberware), Keen-Eared, Nocturnal, Prototype Transhuman: Wanted, Restricted Gear: Move-by-Wire System, SINner (Corporate SIN): renraku, Unusual Hair: Colored Fur, Wanted
Augmentations:
Cerebellum Booster (Prototype) (Alphaware) (1) w/ Prototype Transhuman
Fingertip Compartment (Alphaware)
Move-by-Wire System (3)
Muscle Toner (Prototype) (Used) (3) w/ Prototype Transhuman
Reflex Recorder (Prototype) (Alphaware): Exotic Melee Weapon w/ Prototype Transhuman
Skilljack (Used) (6)
Smartlink
Synch
Tetrachromatic Vision
Gear:
Armor Jacket
Ballistic Mask (Customized)
Weapons:
Ares Alpha [Assault Rifle, Acc 7, DV 11P, AP -2, SA/BF/FA, RC 5, 42 (c)] w/ Gas-Vent System (3), Grenade Launcher, Smartgun System, Internal
Ares Alpha Grenade Launcher [Grenade Launcher, Acc 6, DV By Ammo, AP –, SS, 6 (c)] w/ Smartgun System, Internal
Monofilament Whip [Exotic Melee Weapon, Reach 2, Acc 7, DV 12P, AP -8]
Starting ¥: 1D6 × 20¥
-
Drop First Aid 1. It's better to keep a Medkit 6 and let the autodoc tell you what to do with your logic pool.
Just FYI - if this is for Missions, it wouldn't fly because Prototype Transhuman is a 20-point Positive Quality in that case.
I do totally approve of the Move by Wire as a Skillwire System 6. Even if you can't do anything else, you could do anything on any job where you have the legwork time to buy an Active Skillsoft.
-
I'd make agi 8 and drop reaction to 5/8... yes it drops your initiative to a lowly 23+2d6 but reaction 5 to 6 is cheaper than agi 7 to 8.
too bad there isn't money to make M-B-W Alpha so you can fit in a chipjack...
Unless your planning on building up the skill, I agree with falar, drop first aid.
I'd play this character
-
Good call on the agility vs. extra point of initiative.
He has enough essence to add the Chipjack at rating 6 later.
For now his Skilljack by itself will suffice (considering he starts with no money for activesofts!).
First Aid of 1 is useful to not have to default but yes you could easily swap it out for something else.
-
First Aid of 1 is useful to not have to default but yes you could easily swap it out for something else.
I'd move it to Perception. It's way more useful there.
-
LOG 2 FA1 should simply not be attempting that test.
A lot of skills are ok to take at 1 just to avoid a default. FA is not one of them.
-
all good points
-
Oh, yeah, considering the threshold to actually heal someone with First Aid is 2 and then net hits reduce damage on the track, a First Aid pool of 3 is laughably useless.
-
I was thinking about a Burnout's Way Adept with Biocompatibility to get that terrible Essence cost down. I just don't know if 3.5 vs the 4.5 would be worth it to sacrifice the Edge, though.
Compare
A: Attributes
A: Resources
C: Human
with
A: Attributes
A: Resources
C: Adept
That 7 Edge vs 2 is quite a lot. The only up factor would be it'd only cost 10 Karma to bump Magic to 2 (assuming you stay under 4 Essence in 'ware).
-
problem is you cant fit in burnouts way and the cost for restricted gear needed for the move by wire system.
That was my first port of call, but alas could not make it work.
-
Having a quality that never calls out as being a Positive Quality count toward that limit doesn't make sense. Especially when the consensus is that it doesn't cost double the Karma after character generation like every other Positive Quality.
-
I understand what you're saying, the rules are terribly written and edited.
However it has been pointed by the author of same section of S.G. that they are pseudo qualities that do count towards your maximum limit in chargen but do not count double afterwards.
-
Burnout Way is 15 unlike the other Ways. So Resticted Gear plus Burnout's Way equals 25.
-
He also has prototype human :-;)
-
He also has prototype human :-;)
I was responding to just post which mentioned only the two PQ I mentioned.
Thought you were considering some changes on the original concept.
The whole creating a character sometimes gives me a headache as I tend to get it 90% done and think of a different way and go thru a dozen incarnations before I say, okay I can play this one.
-
I would lower the skill priority and raise meta prio. Edge 4 is worth a lot. And skills is easier to raise with karma (or buy an activesoft).
-
I see how you get to the dodge pool of 15, but how do you raise initiative another 9 points? Is that through Synth, sorry, I really dont deal with the cyber side of the "Street Sam" role (using the very general view of Street Samurai equals either combat adepts or cybered combat monsters).
-
I see how you get to the dodge pool of 15, but how do you raise initiative another 9 points? Is that through Synth, sorry, I really dont deal with the cyber side of the "Street Sam" role (using the very general view of Street Samurai equals either combat adepts or cybered combat monsters).
Rating 3 Move By Wire system gives you +3 Reaction, +9 Initiative and +1d6 Initiative dice (AND acts as a Skillwire 6 system). It only costs most of your soul (5.0 Essence) and 205,000 nuyen.
-
I see how you get to the dodge pool of 15, but how do you raise initiative another 9 points? Is that through Synth, sorry, I really dont deal with the cyber side of the "Street Sam" role (using the very general view of Street Samurai equals either combat adepts or cybered combat monsters).
Move by Wire 3
-
And I thought I had read all of move-by-wire, but wow to the essence and nuyen costs, those are crazy steep.
-
It's actually a deal when you factor in the rating 6 skillwires (1.2 essence/ 120,000) separately.
-
It's a shame you can only take Restricted Gear once at character creation. Adapsin, Move-By-Wire 3 and Cyberware Biocompatibility would make the essence cost a lot more palatable.
-
Yup, it's also a pity that you can't take move by wire at alpha grade during chargen because even with restricted gear quality you can only take up avail 24 and alpha grade mbw 3 is avail 26.
sigh ;-)
-
So, when you turn Move-By-Wire off, do you not suffer the Social Limit issues from it? Is it something that you can actually turn off?
-
I think that's a question for Wakshanni.
I'm not sure if you can turn it off or not.
If you could I guess the twitching would go away.
Or you could get the chrome flesh anti tremor implant I think and not worry about the twitching at all.....maybe.
-
Did you consider dropping to MBW 2 and going with a Rating 4 Skillsoft Subscription? Lets you grab Alphaware MBW 2 with Restricted Gear. Frees up a lot of Essence, would likely let you drop Prototype Transhuman to free up 10 Karma of PQs if you wanted to.
Depending on what table rules are on stacking initiative drugs you can still likely get 4 passes with Cram or Jazz running.
But overall very cute. Lots of down the road potential with the Skillwires, although Edge 1 is brutal out of the gate for a twitchy combat monster.
-
Does he need so many skills? If you go sum to ten and drop skill priority, you can pick up more body/willpower and edge. Use your skillpoints to max out your favorites and pick up some skillsofts or a cheap subscription. Most of your skills are at 2ish anyway, so a subscription that gets rating 2 skills will cover them . My two cents: stats and edge might get a character with a rating 6 skillwire further.
-
Edge doesn't work with Skillwires so isn't a huge priority on a Skillwires character. Just enough to stay alive is really all you're looking for.
-
Wait, why doesn't Edge work with tests involving Skillwires? Please reference.
-
Wait, why doesn't Edge work with tests involving Skillwires? Please reference.
p. 452 "You can’t use Edge with skills you have through a skilljack."
-
Wait, why doesn't Edge work with tests involving Skillwires? Please reference.
p. 452 "You can’t use Edge with skills you have through a skilljack."
Dang. I only looked at the Skillwires entry.
-
All interesting ideas.
This was mostly just a thought exercise on how fast a character can get.
-
Whoops... good call on edge.