Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: gradivus on <11-22-15/1922:20>
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Based on the rules in an earlier contest:
First, you'll be using the SR5 Core Book (with errata to make life easier), and only it.
2nd, only the 16 Archtypes from SR5 Core Book.
3rd, they gotta match the art!
4th Skill Cap: a single skill at 6, or two at 5. EVerything else, including skill groups, has to be at a 4 or less. (egads!)
Metatype Elf(3)
Attributes 20
Magic Mundane
Skills 24
Resources 450000
B 3 A 4(7) R 1(5) S 2 W 3 L 5(7) I 5 C 9 ess 0.99 edg 4
Limits: Physical 5 Mental 5 Social 6(9)
Physical Init 6(10) +1d6(2d6)
Active Skills
Con\Fast Talk 4\+2 DP 13(16)\145(18)
Exotic Weapon:Monofilament Whip 6 DP 13
Leadership 4 DP 13(16)
Negotiations\Bargaining 4\+2 DP 13(16)\15(18)
Perception 2 DP 7
Sneaking 4 DP 11
Knowledge Skills
Interests: Gambling\Card Games 3\+2 DP 8\10
Interests:Clubs 4 DP 9
Professional: Buisness 3 DP 10
Street: Seattle\Tacoma 4\+2 DP 9\11
Street:Black Market\Triads 4 DP 9\11
Languages
English N
Cantonese N
Qualities
Blingual
Exceptional Attribut:CHA
Prejudiced: Outspoken, Technomancers
Limited Corporate SIN: EVO
Augmentations
Alpha Fingertip Compartment w/Monowhip
Alpha Wired Relexes [1]
Skilljack [3]
Skillwires [3]
Tailored pheromones [3]
Used Cerebral Booster [2]
Used Muscle Toner [3]
Used Reactin Enhancers [3]
Gear
Activesoft {3] Automatics
Activesoft {3] Hardware
Activesoft {3] First Aid
AK-97 w/Lasesight, Tripod, Gas-Vent 3, 40 rounds regular ammo
Auctioneer Buisness Clothes w/electrochromatic modification,non-conductivity[6]
Contac [1] w/image link
Electronics Kit
Fake ID[4]
Fake License[4] Augmentations
Fake License[4] Conceal\Carry
Fake License[4] Firearms
High Lifestyle 1mo
Medkit [6]
Metalink burner commlink
Silver Credstick
Steyr TMP, w/30 rounds Stick-n-Shock ammo
Contacts
Cybertechnician C4 L1
EVO Mr Johnson C5 L1
Fixer C 3 L 3
ID Manufacturer C5 L1
Knight Errant Dispatche C2 L2
Popular MeFeed Personality C 1 L4
Starting ¥ 660 + 5d6*500
25 KARMA
-5 Bilingual
-10 STR 1 to 2
-14 Exceptional Attribut:CHA
-10 20000 Nuyen
-6 Perception 2
15 Limited Corporate SIN: EVO
5 Prejudiced: Outspoken, Technomancers
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Character modified based on comments below shown in red.
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I don't think you can get cultured bioware in used grade, as it has to be specifically tailored for an individual. A lot of GMs, including me, would allow it because of house-ruling the "used" category to also include older or cheap knockoff augmentations. Purely by RAW, though, I don't think it is allowed.
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I don't think you can get cultured bioware in used grade, as it has to be specifically tailored for an individual. A lot of GMs, including me, would allow it because of house-ruling the "used" category to also include older or cheap knockoff augmentations. Purely by RAW, though, I don't think it is allowed.
I am pretty sure one of the books actually says that "used" doesn't have to literally mean "pulled out of some other metahuman body."
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First thing I noticed is that you have Exceptional Attribute, but didn't even cap your Charisma. So spend 14 Karma to get it and do nothing with it? So I checked your Attributes and only count 18 out of 20 used. Get that CHA to 9 and spend the other point on AGI or REA. Also, dude in the pic has a pistol holstered and you have zero pistols or skill. To be true to the challenge, I think you'll have to swap oh that Automatics Activesoft for Pistols.
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Automatics covers machine pistols as well, which most MP looks like regular pistols.
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First thing I noticed is that you have Exceptional Attribute, but didn't even cap your Charisma. So spend 14 Karma to get it and do nothing with it? So I checked your Attributes and only count 18 out of 20 used. Get that CHA to 9 and spend the other point on AGI or REA. Also, dude in the pic has a pistol holstered and you have zero pistols or skill. To be true to the challenge, I think you'll have to swap oh that Automatics Activesoft for Pistols.
19 actually and yes, I was suppose to cap off the CHA and somehow came up with 3+6=8... must be using common core math.
Forgot the pistol in the pic so I should buy a machine pistol.
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19 actually and yes, I was suppose to cap off the CHA and somehow came up with 3+6=8... must be using common core math.
Forgot the pistol in the pic so I should buy a machine pistol.
19 if you forget that Elves start at AGI 2 and not 1, that is. Otherwise, it's 18. ;)
I concede on the machine pistol issue.
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Exceptional Attribute is a lot of karma for +1 die. Also frees up a point to further boost AGI. Not sure why STR isn't 1. ;)
What is such high LOG doing for you? Is it so high just for knowledges? :-\
For a face archetype, I think it's a little odd that the weapon skill is a 6, I'd probably put Con and Negotiations as 5s.
Your dice pool calculation for Leadership is off.
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19 actually and yes, I was suppose to cap off the CHA and somehow came up with 3+6=8... must be using common core math.
Forgot the pistol in the pic so I should buy a machine pistol.
19 if you forget that Elves start at AGI 2 and not 1, that is. Otherwise, it's 18. ;)
I concede on the machine pistol issue.
again with the common cor math on my part... I didn't forget the AGI I just added wrong again.... I need to get more sleep I think.
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Exceptional Attribute is a lot of karma for +1 die. Also frees up a point to further boost AGI. Not sure why STR isn't 1. ;)
What is such high LOG doing for you? Is it so high just for knowledges? :-\
For a face archetype, I think it's a little odd that the weapon skill is a 6, I'd probably put Con and Negotiations as 5s.
Your dice pool calculation for Leadership is off.
14 Karma for 1 die in every use of every social skill... not just the 2 skills I have at the moment.... compare it to the cost of 7Karma for +2 specialization in one type of use of one skill , which no one seems to bat a lash at. Also increases social limit.
Leadership fixed.
LOG> First Aid 3 plus LOG 7 plus wireless medkit 6 equals 16 dice which is better than the 12 dice of the kit alone. I also have Hardware.
Plan on, in the future, on getting more LOG based activesofts to be able to either do stuff other people can't or to be able to provide teamwork
help to those who are better at whatever skill it is.
Future Karma expenditures would concentrate on attributes and social skills almost exclusively so I figured my main weapon should be maxed but for the book archetype you are probably right that 5 in Con and Negotiations is probably more appropriate.
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LOG> First Aid 3 plus LOG 7 plus wireless medkit 6 equals 16 dice which is better than the 12 dice of the kit alone.
Consider the following:
First Aid can only be used if you have a medkit
The maximum damage healable with the First Aid skill is equal to the skill’s rating.
You are going to need a Medkit anyway and it can potentially heal more than 3 boxes. So why bother with that skill?
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You are going to need a Medkit anyway and it can potentially heal more than 3 boxes. So why bother with that skill?
You need 5 hits to heal 3 boxes. Medkit is unlikely to get that, 16 dice will heal those 3 boxes pretty reliably, or 2 boxes guaranteed
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14 Karma for 1 die in every use of every social skill... not just the 2 skills I have at the moment.... compare it to the cost of 7Karma for +2 specialization in one type of use of one skill , which no one seems to bat a lash at. Also increases social limit.
Still not sold. Get the gear that adds to social dice pools and limit. A much better investment imo.
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Besides the phermones (which I have), what equipment in the 5th Core Rulebook would you suggest I buy that improves social DP and limit?
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Ah, limited to core, my bad. I remembered that in my first post by not in my second.