Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: gradivus on <11-27-15/1814:42>
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Race Nocturna (3)
Attributes 24
Magic Adept 2
Skills 35\5
Resources 6000
B 3 A 8 R 2(5) S 5 W 3 L 3 I 5 C 6 MR 5 ess 6 edg 1
Pysical Initiative:7(10)+1d6(4d6)
Limits: Physical 6, Mental 5, Social 7 { w'mask for Intimidation}
Armor: 10, 12 w/mask on
Qualities
Agile Defender
Driven: Protect innocents from magical threats
Martila Arts w/2 Maneuvers
Mentor Spirit
Signature Leaves Shark teth behind at the job.
Adept Powers
Improved Reflexes [3]
Danger Sense
Spirit Claw
Rapid Draw
Attribute Booste: STR {1]
Killing Hands (free from Shark Mentor Spirit)
Active Skills
Con\Fasttalk 6\+2 DP 11\13
Gymnastics 4 DP 12 {9 for STR based}
Influence SG 5 DP 11
Pereception 6 DP 11
Throwing\Aerodynamic 6\+2 DP14\16
Tracking 5 DP 10
Unarmed|Ninjitsu 6\+2 DP 14(16)\16(18){Ninjitsu Maneuvers only}
Ninjitsu-Maneuvers: Kick, Counterstrike
Knowledge Skills
Professional: Magical Threats\HMHVV Infected 5\+2 DP 8\10
Academic:Parazoology 4 DP 7
Interets: Zen 3 DP 8
Street: (whatever sprawl he comes from) 3 DP 8
Language: English N
Gear
Low Life Style 1mo
20 Shark teeth (5 nuyen a piece)
1 1in Meglaon Tooth (value; 30 nuyen)
8 Shuriken
Fake ID [4] Vladamir Jones
License-Magic [4]
License- Bladed Throwing Weapons [4]
Plasteel Toe Boots {STR+1 P}
Lined Coat
Custom Balistic Mask
Forearm Guards
Normal Ceredstick w\265 Nuyen
Metalink
Contact
Fixer C 5 L 1
Talismonger C 4 L1
Orthodox Catholic Priest C 2 L 3
Street Kid C1 L1
Karma Expenditure
13 Karma
-5 10000Nuyen
-5 Mentor Spirit
-3 Agile Defender
-12 Martila Arts w/2 Maneuvers
2 Driven: Protect innocents from magical threats
10 Signature Leaves Shark teth behind at the job.
0 Total
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FYI: Attribute Boost: STR does not improve damage.
IR 3 < IR 2 and Combat Sense 2.
While ordinarily I would say a weapon focus is much better than Killing Hands, between street level and Shark, you're probably better off with the latter.
Ninjutsu isn't a very good martial art, frankly.
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lets see:
Improved Refexes: 3.5 pp
Danger sense: 0.25
Spirit Claw: 0.25
Rapid draw: 0.5
Attribute boost: 0.25
Killing hands: Free
total: 4.75
you seem to have 0.25 of a power point left over....
Attribute Boost
(Attribute)
Cost: 0.25 PP per level
Activation: Simple Action
You call upon inner strength to perform amazing physical
feats beyond their normal abilities. Attribute Boost must
be purchased for a specific Physical Attribute (Agility, Body,
Reaction, or Strength); separate Attribute Boost powers
may be bought for different attributes. This power cannot
be purchased for a Mental or Special Attribute.
When you activate this power, make a Magic + Attribute
Boost Rating Test. Each hit on this test boosts
your attribute rating by 1, up to your augmented Attribute
maximum. This only affects your dice pools[/u]; your
Physical limit and Initiative ratings don’t change with
Attribute Boost. The boost lasts for a number of Combat
Turns equal to twice the number of hits you get.
When the boost runs out, you take Drain equal to the
level of this power.
not seeing where this is going to help you... none of your dice pools run off STR... except for a very select few times for gymnastics...