Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Danny Montanny on <11-24-15/1626:59>

Title: Kilgrave, a voice to be reckoned with.
Post by: Danny Montanny on <11-24-15/1626:59>
So I watched all of Jessica Jones this weekend and though this guy isn't the most optimized runner, but is a powerhouse in what they do. Making others do what they want.

B: Attributes
B: Magic: Adept
C: Skills
C: Resources
E: Metatype: Human

 -ATTRIBUTES-
BOD: 3/6
AGI: 3/6
REA: 4/6
STR: 2/6
WIL: 5/6
LOG: 2/6
INT: 5/6
CHA: 6/6
EDG: 3/7
MAG: 6/6

Essence: 6.00
Physical Limit: 4
Mental Limit: 5
Social Limit: 8 (11) [12 vocal]

Initiative: 9 + 1d6

 -QUALITIES-
Allergy (Moderate): Anesthesia
Compulsive (2): Commanding Others
Creature of Comfort: High
First Impression
Ptototype Transhuman

 -ADEPT POWERS-
Authoritative Tone: 3
Commanding Voice
Cool Resolve: 2
Improved Ability (Leadership): 3

 -SKILLS-
Acting Skill Group: 2

Etiquette: 2
Gymnastics: 1
Intimidation: 4
Leadership: 6 (9) (+2 Command)
Negotiation: 6 (+2 Bargaining)
Perception: 6 (+2 Hearing)
Sneaking: 6 (+2 Urban)

 -KNOWLEDGE-
14 left over

 -CONTACTS-
18 left over

 -AUGMENTATIONS-
Used Hearing Enhancement
Used Tailored Pheromones: 3
Used Vocal Range Enhancer

 -GEAR-
High Lifestyle: 1 month
49,750¥ left over

 -KARMA-
+8 Compulsive
+17 Creature of Comfort
-11 First Impression
-10 Prototype Transhuman
-10 Logic to 2
-10 Strength to 2
-6 Etiquette to 2
-2 Gymnastics to 1

1 left over

I altered the Prototype Transhuman Allergy to fit the character, but it's still the same 10 Karma value.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: falar on <11-24-15/1713:04>
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Whiskeyjack on <11-24-15/1728:23>
Buy the R&G gear that gives +s to social dice pools and social limit.

Thought your initiative is painful.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Danny Montanny on <11-24-15/1748:00>
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.


In the show he produces a microbial virus that makes you follow his commands. Hence the pheromones. You're completely aware that you're being controlled, but are powerless to do anything about it. So Control Thoughts isn't really what I was looking for. Granted, his character in the show has a far greater power (his commands last up to 12 hours) than this guy would.


Buy the R&G gear that gives +s to social dice pools and social limit.

Thought your initiative is painful.

Definitely would. I just like to leave those open for anyone to customize how they wish. Initiative is indeed painful, but Edge is always an option. Seize the Initiative could end a fight before it even happens. "All you guys, shoot each other."
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Chaos Monkey on <11-24-15/2221:45>
Ha!  I had a similar urge to try to see what kind of nasty I could do with a MysAd based on the same character from the show.
The thought of such a character turning up as the opposition in a run does put a sadistic smile on my face.  Haven't had the time yet though.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Tai-Pan on <11-25-15/0429:22>
Game gets really dull with this this concept ran it for a couple games at gencon was rolling 30+ dice on leadership tests.

Step one spend and edge to go first.
Step two commanding voice
Step three apply tranq patch.
Step four watch gun bunny cry when the face replaced them
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Reaver on <11-25-15/0454:32>
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.

Control actions is more like Kilgrave then control thoughts....

People where horrified and knew exactly what they were doing was self harming.... they just couldn't stop themselves....
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Facemage on <11-25-15/0808:55>
In our table we cannot use control actions or something similar strategies. Because, if we use them, GM use them also. So your enemy is similar (but more powerful), and uses control actions such that you kill yourself. End of story.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Reaver on <11-25-15/0814:36>
In our table we cannot use control actions or something similar strategies. Because, if we use them, GM use them also. So your enemy is similar (but more powerful), and uses control actions such that you kill yourself. End of story.


Good for the Goose.....
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: gradivus on <11-25-15/0938:06>
In a combat situation this character isn't getting 30+ dice

NPC is enemy -4 dice
Result disarous to NPC -4 dice
Not in same social stratus -1 to -3 dice

I'm at dialysis so I don't have the whole Influence modifiers at my fingertip but those above I remembered off the top of my head.

And getting to kill your co-worker should be very hard to extreme based on how you feel about them unless you're a homicidal killer So your net successes should be somewhere between 6 to 10 to get them to do it. If you roll less net hits then this I'd rule they just stand confused for net hit passes (unless of course they glitch in which case they shoot their coworker)

Title: Re: Kilgrave, a voice to be reckoned with.
Post by: bdyer on <11-25-15/1021:20>
I don't know about your gm but ours would say the tailored pheromones won't apply in combat ( too far away plus gunpowder overriding everything else). Also most of our johnsons and corp execs arnt affected by it as they have been trained to ignore it.

So for commanding voice your down a total of
-4 enemy
-4 result is suicidal
-3 tailored pheromones

Or -11, it is still very useful but don't always expect it to work

I would also note that if something comes after you that you can't use commanding voice on ( such as a drone) you have no other combat skill with which to defend yourself with
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: gradivus on <11-25-15/1112:30>
In combat pornomancy is great for improving your teammates and sometimes works the way you want... where it really shines is non-combat situations
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Danny Montanny on <11-25-15/1430:55>
In combat pornomancy is great for improving your teammates and sometimes works the way you want... where it really shines is non-combat situations

Exactly. 18 dice to Rally or Direct is pretty legit. Plus, it's this guy's job to make sure combat doesn't happen anyways.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: bdyer on <11-25-15/1504:30>
I personally would drop resources to E, increase metatype to c (elf) for +1 edge, +1 any stat, and +2 charisma ( at the loss of prototype transhuman and tailored pheromones.). ( I value a +2 that works in every test more than a +3 that might or might not work)

I would also highly recommend finding some skill points for pistols or automatics to be able to defense oneself
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Danny Montanny on <11-25-15/1528:33>
I personally would drop resources to E, increase metatype to c (elf) for +1 edge, +1 any stat, and +2 charisma ( at the loss of prototype transhuman and tailored pheromones.). ( I value a +2 that works in every test more than a +3 that might or might not work)

I would also highly recommend finding some skill points for pistols or automatics to be able to defense oneself

This is a concept based off a fictional character from a TV show. It's not meant to represent your average runner.

For a more functional runner that would fit into a game (as opposed to a character concept fitting into the world), your suggestion would definitely be sound.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Crimsondude on <11-25-15/2142:11>
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.


In the show he produces a microbial virus that makes you follow his commands. Hence the pheromones. You're completely aware that you're being controlled, but are powerless to do anything about it. So Control Thoughts isn't really what I was looking for. Granted, his character in the show has a far greater power (his commands last up to 12 hours) than this guy would.

Control Emotions

There are some social adept NPCs that need to be converted to 5E who were already nightmares in 4E.

Social Adepts aren't nearly as dangerous as they could be.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Whiskeyjack on <11-28-15/1648:26>
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.

Control actions is more like Kilgrave then control thoughts....

People where horrified and knew exactly what they were doing was self harming.... they just couldn't stop themselves....
They were using their own skills in executing the tasks though.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Reaver on <11-28-15/1814:15>
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.

Control actions is more like Kilgrave then control thoughts....

People where horrified and knew exactly what they were doing was self harming.... they just couldn't stop themselves....
They were using their own skills in executing the tasks though.

True. But none of SR abilities exactly match Marvel's powers. (I own and played many versions of marvel superhero systems - TSR's FASERIP system was by far the best...)

Control thoughts basically makes the implanted action YOUR idea.... which its clear by the responses of the people, it wasn't. (Don't want to spoil things for people that haven't finished yet. But if you have near the end of the series there is an interaction between Kilgrave and his dad, the look of Dad's face tells you that what he was about to do was definately NOT his idea!)

While with control actions, your mind remains your own, but your body moves to the wishes of the caster - making self harming actions much more likely - which is basically what kilgrave did to just about everyone....
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: adzling on <11-30-15/1633:47>
FYI you may be lumping a few things in that should NOT confer bonuses to Commanding Voice.

examples: first impression, leadership specialization (command), tailored pheromones jumped out at me.

This is because Commanding Voice is a magical effect, not a regular social test.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Halinn on <11-30-15/1748:43>
Source for why a Leadership + Charisma test isn't a social test? The power certainly doesn't say it isn't. And if it isn't a social test, which limit do you use?

Tailored pheromones explicitly calls it out doesn't work with magic, and arguably first impression might not (what exactly are "relevant Social Tests", and which social tests aren't relevant?), but why wouldn't the specialization work?
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: adzling on <11-30-15/1808:25>
The Original description which the errata reverted it to is as follows:
With this power, an adept can give a target a  ve-word command. With magical energies empowering their words, an adept with this ability can compel a target to do almost anything, including dropping a weapon, walking out of a building, getting into a car, or remain- ing silent while another team member renders the target unconscious. Adepts have said that this ability can only be used on a single target a limited number of times within a twenty-four hour period or else they grow resistant to it, but all it takes is one action the ad- ept stops or alters to make a difference in a run. This power, if used properly, can minimize opportunities for things to go wrong and minimize any violence that may be required to grab the target.

This is a magical test that uses leadership.
As such it cannot take advantage of mundane effects to leadership (pheromones, clothing, mundane qualities such as first impression etc).
At least that's how we play it.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Marcus on <11-30-15/1947:00>
Why no Adept Spell: Control Thoughts? I figure that would practically be a requirement.
This is defiantly how I would execute this concept, as it will fit how this works far better then any kind of social cheese the system of SR has.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: All4BigGuns on <11-30-15/2252:24>
I wonder if this guy might be better suited to the karma generation (likely, IMO, as most characters that aren't Trolls good at what Trolls are supposed to be good at tend to be).
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: Glyph on <11-30-15/2321:19>
Karma:
Metatype: 0
Adept: 20
Core Attributes: 355
Special Attributes: 115
Active Skills: 239
Knowledge Skills: N/A yet
Contacts: 18
Resources: 70
Positive Qualities: 21
Negative Qualities: <25>
TOTAL: 819

Nope, although if the GM gave "free" contacts and knowledge skills with it, he would come close (801 points).  He would definitely come out ahead if the GM used 1,000 Karma.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: All4BigGuns on <12-01-15/0252:43>
Drop the implants and he could still function quite well and not need so much in resources.
Title: Re: Kilgrave, a voice to be reckoned with.
Post by: adzling on <12-01-15/1051:55>
Yeah the best bet for pumping CV is to take Speaker's Way and the Silver Tongued Devil enhancement.