Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: nep0muck on <02-10-16/0248:36>

Title: Idea for new Teammember needed
Post by: nep0muck on <02-10-16/0248:36>
First of all, our group consists of the following characters:

Troll Adept
* focussing on agile movement and melee
** ex. light-body, high agility, sneaking
* fights with fists only

Elf Rigger
* some 'ware
* walker drones fitted with shields
* the idea behind this char is a combat-medic/doc who uses his drones as support (shielding and suppressing fire)
* he has an Ares Roadmaster, decked out as the group transport
** actually we're waiting for the rigger book releasing in germany, to be more precise here

Elf Face Shaman
* mind-magic
* some support-magic (which is changeable, if need to)
* high charisma
* following raven-spiritmentor

Human Bounty Hunter (Weapon specialist)
* specialised on many different kinds of weapons
* texan-theme
** riding a pickup
** wearing a cowboy hat
** using 2 colts
* some 'ware

NPC Human Decker
* played by me (GM)
* ex-player-character
* we decided to use a npc for the hacking stuff, because it helps our game flow better
* mostly, when hacking is needed, the players have to get some device in place for him to hack, or - if not - the players role for him


Now we will get another player, for which I have to think about a role/character for him to play. But to be honest - I have no good idea. We're using mostly the Core Rulebook with some Items from the Run&Gun (? - Kreuzfeuer in german). All other books are there, but not used at the moment, to learn the core rules first and foremost. Actually I'm thinking about using more books by now, but all characters above are created with the before mentioned books.


Some concepts I have thought about:

Combat-Mage
* decked out with combat spells to burn his enemies

Cybered Combat-Mage (Front Line Fighter)
* cyberware, combatspells
* think about a mage, able to tank most of the damage for the group

Full Support-Mage/Mastermind
* using nothing but support spells
* using leadership/buffs to help the group
* we maybe have to change some spells for our shaman face then (to diverse roles a little bit more)

StreetSam (Tanky)
* decked out to be a TANK

Do you have any more/better ideas for a fitting character?
Title: Re: Idea for new Teammember needed
Post by: Whiskeyjack on <02-10-16/0713:13>
How much experience with the system and the setting does the new person have?

If not very much then street sam is the easiest way to ease in to the game.

I am really down on combat mages this edition (constant incidences of drain from blasting <<<< sustained debuffs) but it's not hard to optimize to minimize the threat of killing yourself with drain.

A hybrid Sam/Mage is probably more trouble than it's worth, as is asking another player to tweak their character solely to accommodate a new person.
Title: Re: Idea for new Teammember needed
Post by: falar on <02-10-16/1003:44>
What does he want to play? Let him play that.
Title: Re: Idea for new Teammember needed
Post by: Whiskeyjack on <02-10-16/1325:52>
What does he want to play? Let him play that.
If the person is totally new it can be overwhelming. And it's worthwhile to talk to the group to see if people think a role could be filled versus doubling up on something else.
Title: Re: Idea for new Teammember needed
Post by: Beta on <02-10-16/1415:43>
In SR I’ve never found it to be bad to have double coverage of areas.  For the most part it opens up tactical and strategic options, and provides some insurance against the unexpected (the decker fumbles her soak roll against a taser and can barely walk in a straight line, but you’re counting on her to take out some high end security, etc.)

That said, if you want to fill in niches, here is a few to think of:
-   Intrusions expert (high lock picking and hardware to take out locks, high sneaking, probably high gymnastics and all the gear to pull off Mission: Impossible style moves, possibly also with a good commlink with a stealth dongle and some hacking skills, to be able to hopefully defeat cameras).  Could possibly push the NPC decker deeper into the background.
-   A con artist type.  Can teamwork with the face in some areas, but besides maxed out con skill also has impersonation and disguise, combined with the gear and either ware or adept powers to be able to very effectively disguise themselves.
-   Battlefield mage.  Yes high dice in combat magic, but also efficient sustaining of buff spells, and have manipulation spells like invisibility, barrier, levitate …. He can bring the burn, or he can simply give the group important tactical advantages (and buy the time and space for the other mage’s mind magic to be really devastating).  Also a second source of magical healing.
-   A detective or bounty hunter background character.  Good computer and perception skills, a load of knowledges and contacts useful to runners, probably good with a pistol.  Means the decker is not needed for matrix searches or matrix perception, your group as a whole gets much better at legwork, and can still be of some use in a fight.
Title: Re: Idea for new Teammember needed
Post by: falar on <02-10-16/1504:34>
What does he want to play? Let him play that.
If the person is totally new it can be overwhelming. And it's worthwhile to talk to the group to see if people think a role could be filled versus doubling up on something else.

True, but we don't have that information. The group has all roles except decker covered and double coverage is usually not a problem. Therefore, player preference should rule.

If we did know he was new to the system, I'd probably say Social Infiltrator with a solid secondary Sam role. But this is only if you're a GM that doesn't penalize social characters for not having fairly deep knowledge of the lore. Otherwise, ranged, high firepower sam that's tough as nails.
Title: Re: Idea for new Teammember needed
Post by: nep0muck on <02-11-16/0129:12>
How much experience with the system and the setting does the new person have?

If not very much then street sam is the easiest way to ease in to the game.

I am really down on combat mages this edition (constant incidences of drain from blasting <<<< sustained debuffs) but it's not hard to optimize to minimize the threat of killing yourself with drain.

A hybrid Sam/Mage is probably more trouble than it's worth, as is asking another player to tweak their character solely to accommodate a new person.

The "new" player isn't really new to shadowrun. He played in 4th Edition before and even GM'd there. For 5th, he already has all books available.

Actually she doesn't have any problems with it, for the most part, her character gets easier to play for her. So she isn't really accommodating for him, but rather for herself. She said I should try to change her character to an adept and see if this could work.


What does he want to play? Let him play that.


He asked me, to create him a character, which integrates well into our existing team. He didn't give me any preferences, actually he said he'll play anything.


In SR I’ve never found it to be bad to have double coverage of areas.  For the most part it opens up tactical and strategic options, and provides some insurance against the unexpected (the decker fumbles her soak roll against a taser and can barely walk in a straight line, but you’re counting on her to take out some high end security, etc.)

That said, if you want to fill in niches, here is a few to think of:
-   Intrusions expert (high lock picking and hardware to take out locks, high sneaking, probably high gymnastics and all the gear to pull off Mission: Impossible style moves, possibly also with a good commlink with a stealth dongle and some hacking skills, to be able to hopefully defeat cameras).  Could possibly push the NPC decker deeper into the background.
-   A con artist type.  Can teamwork with the face in some areas, but besides maxed out con skill also has impersonation and disguise, combined with the gear and either ware or adept powers to be able to very effectively disguise themselves.
-   Battlefield mage.  Yes high dice in combat magic, but also efficient sustaining of buff spells, and have manipulation spells like invisibility, barrier, levitate …. He can bring the burn, or he can simply give the group important tactical advantages (and buy the time and space for the other mage’s mind magic to be really devastating).  Also a second source of magical healing.
-   A detective or bounty hunter background character.  Good computer and perception skills, a load of knowledges and contacts useful to runners, probably good with a pistol.  Means the decker is not needed for matrix searches or matrix perception, your group as a whole gets much better at legwork, and can still be of some use in a fight.


- A bounty hunter is already part of the team.
- Intrusion expert ist a nice idea, but our troll adept is already reaching out to abilities doing exactly the mentioned things (without the hacking part), but definetly something I'll consider
- Con Artist, how can he work together with our face? In which way could this be useful?
- Battlefield mage is something i tried to avoid, because I didn't want him to collide with the face shaman. Actually I talked to the face shaman, and she said I should try to make her an adept. Maybe there would be room for this type of character then


What does he want to play? Let him play that.
If the person is totally new it can be overwhelming. And it's worthwhile to talk to the group to see if people think a role could be filled versus doubling up on something else.

I tried that, but nobody has an idea. That's one reason, I'm asking here. :D

Btw. thanks for your input so far!
Title: Re: Idea for new Teammember needed
Post by: Rooks on <02-11-16/0309:04>
make him the decker
Title: Re: Idea for new Teammember needed
Post by: Lorebane24 on <02-11-16/0319:24>
If you don't want a PC decker, I'd say the most obvious absence in your party is a ninja.  You could make him someone who excels at breaking and entering and generally not being seen.

A more dedicated face might also be in the cards, if your shaman doesn't mind having their toes stepped on a little.  They can double as your stealth expert by picking up a couple of tertiary B&E skills and specializing in social stealth and social engineering.  I've seen faces work well as generalists too.
Title: Re: Idea for new Teammember needed
Post by: ZeldaBravo on <02-11-16/0626:22>
An aspected summoner can be a nice addition to the team too. I can post a sample when I get home if anyone is interested.
Title: Re: Idea for new Teammember needed
Post by: nep0muck on <02-11-16/0651:47>
An aspected summoner can be a nice addition to the team too. I can post a sample when I get home if anyone is interested.

Sure, why not?
Title: Re: Idea for new Teammember needed
Post by: Whiskeyjack on <02-11-16/0711:08>
make him the decker
I would never drop hat on someone from surprise  :P

If your new player is experienced at SR but still has never played 5e I absolutely would not make him a decker. The magic mechanical process didn't change much 4th to 5th. Hacking changed majorly.
Title: Re: Idea for new Teammember needed
Post by: ZeldaBravo on <02-11-16/1010:34>
Sure, why not?

There you go.

== Info ==
Movement: 10/20
Karma: 7
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 8
Judge Intentions: 9
Lift/Carry: 5 (30 kg/20 kg)
Memory: 8
Nuyen: 700

== Priorities ==
Metatype: E - Human
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 3
AGI: 5
REA: 5
STR: 2
CHA: 3
INT: 6
LOG: 3
WIL: 5
EDG: 2
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                11 + 1d6
Rigger Initiative:         11 + 1d6
Astral Initiative:         12 + 2d6
Matrix AR Initiative:      11 + 1d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    6
Social:                    6
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral:                    6

== Active Skills ==
Assensing                  : 4                      Pool: 10
Automatics                 : 6 [Submachine Guns]    Pool: 11 (13)
Banishing                  : 6                      Pool: 12
Binding                    : 6                      Pool: 12
Etiquette                  : 1 [Corporate]          Pool: 4 (6)
Intimidation               : 4 [Interrogation]      Pool: 9 (11)
Perception                 : 4 [Searching]          Pool: 10 (12)
Sneaking                   : 4 [Urban]              Pool: 9 (11)
Summoning                  : 6                      Pool: 12

== Knowledge Skills ==
Bars and Clubs             : 1                      Pool: 7
Business                   : 2                      Pool: 5
Cantonese                  : 3                      Pool: 9
English                    : N                      Pool: 0
Law (Academic)             : 3                      Pool: 6
Police Procedures (Professional) : 2                      Pool: 5
Security Tactics (Professional) : 6                      Pool: 9
Shadow Community           : 1 [Safe Houses]        Pool: 7 (9)
Spirits                    : 4                      Pool: 7
Sprawl Life                : 1                      Pool: 7
Yoga (Interest)            : 1                      Pool: 7

== Contacts ==
'Doktor'; Sprawl; Street Doc (2, 1)
Newman; Supply Base; Supply Sergeant (3, 3)

== Qualities ==
Aspected Magician
Code of Honor: Avenging Angel
Impassive
Mentor Spirit (Thunderbird)
Perfect Time
Poor Self Control (Vindictive)
Prejudiced (Common, Biased) (Magicians)
Quick Healer
Spirit Whisperer
Technical School Education

== Lifestyles ==
Dreamweaver's Lo-Cost Housing  1 months  (Low)

== Armor ==
Armor Jacket                        12
   +Attachable Gear Access
   +Concealed Pocket
   +Nonconductivity 6
   +Flashlight
Ballistic Mask                      2
   +Chemical Protection 4
   +Gas Mask
   +Trodes
Forearm Guards                      1
   +Auto-Injector
   +Biomonitor
Lined Coat                          9
   +Biofiber Pocket
   +Chemical Protection 3
   +Concealed Pocket
   +Electrochromic Clothing
   +Insulation 3

== Weapons ==
Colt Cobra TZ-120
   +Folding Stock
   +Gas-Vent 3 System
   +Imaging Scope
   +Laser Sight
   +Personalized Grip
   +Sling
   +Spare Clip
   +Spare Clip
   +Spare Clip
   Pool: 11 (13)   Accuracy: 6   DV: 7P   AP: -   RC: 8
Survival Knife
   Pool: 4   Accuracy: 5   DV: 4P   AP: -1   RC: 2
Unarmed Attack
   Pool: 4   Accuracy: 4   DV: 2S   AP: -   RC: 2
Uzi IV
   +Extended Clip
   +Folding Stock
   +Laser Sight
   Pool: 11 (13)   Accuracy: 5   DV: 7P   AP: -   RC: 3

== Commlink ==
Sony Angel (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
   +Fake SIN (Norman Lee) Rating 1
   +Fake License (Bounty Hunter's License) Rating 1
   +Fake License (Firearms License) Rating 1
   +Subvocal Mic
   +Mapsoft (Local Area)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   +Subvocal Mic
   +Trid Projector
   +Mapsoft (Local Area)
   +Fake SIN (Charles J. Wong) Rating 4
   +Fake License (Automatic Weapons License) Rating 4
   +Fake License (Summoner License) Rating 4
   +Fake License (Bodyguard License) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4

== Gear ==
Ammo: APDS (Submachine Guns) x50
Ammo: Gel Rounds (Submachine Guns) x100
Ammo: Regular Ammo (Submachine Guns) x200
Backpack (Cheap)
Binding Focus (Bonded Foci) (Air) Rating 4
Binoculars, Optical
   +Vision Magnification
Bug Scanner Rating 6
Contacts Rating 2
   +Image Link
   +Flare Compensation
Cram x5
Duffel Bag (Cheap)
Earbuds Rating 2
   +Sound Link
   +Select Sound Filter Rating 1
Glasses Rating 4
   +Vision Enhancement Rating 3
   +Thermographic Vision
Long Haul x3
Medkit Rating 3
Micro-Transceiver
Respirator Rating 6
Restraint, Plasteel
Restraint, Plastic x20
Slap Patch, Stim Patch Rating 4 x5
Survival Kit
Tag Eraser

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Sensor Array Rating 2
Title: Re: Idea for new Teammember needed
Post by: falar on <02-11-16/1134:23>
If he's fine playing the Decker, let him play the Decker. But give him an out if he doesn't love it after a while.

Other than that, I gotta say it looks like you need a Social Infiltrator. Mainly a Face, but with high disguise and impersonation skills as well. It's a fun role and Leadership can keep him pretty useful in a fight without a deep, deep investment. The +Initiative option alone can make the difference between 2 and 3 or 3 and 4 actions for the higher attack types. Give him some a skilljack so that he can fake knowledge in any skill that would be needed for fairly cheap.
Title: Re: Idea for new Teammember needed
Post by: Beta on <02-11-16/1415:54>
Other than that, I gotta say it looks like you need a Social Infiltrator. Mainly a Face, but with high disguise and impersonation skills as well. It's a fun role and Leadership can keep him pretty useful in a fight without a deep, deep investment. The +Initiative option alone can make the difference between 2 and 3 or 3 and 4 actions for the higher attack types. Give him some a skilljack so that he can fake knowledge in any skill that would be needed for fairly cheap.

Falar gave a more detailed description of roughly what I was thinking of when I said a con artist.  Neo0muck asked

Quote
- Con Artist, how can he work together with our face? In which way could this be useful?

Falar answered some of that, but remember too the option for teamwork tests.  This can work very well with social skills, as it is easy to justify (and easy to role-play) teamwork in social situations.  They are experts in different areas, but most likely could still roll 9+ dice in the other's bailiwick, meaning usually 3 or so extra dice.  That may average out to 10% more pay, to being able to talk your way past quite highly professional security, to being able to schmooze important contacts effectively enough to get confidential information out of them, etc.  Basically because social rolls are opposed, with usually a strong benefit to getting even one net success, adding three or so dice to your side is quite powerful.

The disguise and impersonation adds a ton of options for the group, too.  Let's say the negotiations and legwork are done (all the better for the extra dice), and the group has figured out that the medical clinic where the courier died has been selling unclaimed bodies to a pack of ghouls, so the ghouls probably still have the headware with the schematics for the new Ares McGuffin.  They could go negotiate with the ghouls (existing face/mind-mage has that under control), they could see if the ghouls have somehow activated the headware so that it is online (decker has that), they could move to take out the ghoul pack and loot their lair after (the group as a whole looks good for that).  But for almost any of those they could go in looking like a delivery team from the medical clinic, coming to drop off a new body.  It would let them get closer, have less initial suspicion, perhaps get past the ghouls outer layers of security, etc.

Also, because disguise relies on intuition, such characters tend to have high intuition, which lends itself to a secondary role with high perception (which is anyways important when preparing disguises).

But it dpends on the group.  If they would have fun thinking of ways to fool the opposition, then the character is great.  If they really are not interested in that sort of thing, then it is boring.
Title: Re: Idea for new Teammember needed
Post by: ZeldaBravo on <02-11-16/1728:34>
Ugh, I should've specified that this character's tradition is Buddhist. Air combat spirits, 14 dice to summon, 16 dice to bind. Willpower+Intuition drain resist.
Title: Re: Idea for new Teammember needed
Post by: nep0muck on <02-12-16/0259:27>
Sure, why not?

There you go.

== Info ==
Movement: 10/20
Karma: 7
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 8
Judge Intentions: 9
Lift/Carry: 5 (30 kg/20 kg)
Memory: 8
Nuyen: 700

== Priorities ==
Metatype: E - Human
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 3
AGI: 5
REA: 5
STR: 2
CHA: 3
INT: 6
LOG: 3
WIL: 5
EDG: 2
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                11 + 1d6
Rigger Initiative:         11 + 1d6
Astral Initiative:         12 + 2d6
Matrix AR Initiative:      11 + 1d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    6
Social:                    6
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral:                    6

== Active Skills ==
Assensing                  : 4                      Pool: 10
Automatics                 : 6 [Submachine Guns]    Pool: 11 (13)
Banishing                  : 6                      Pool: 12
Binding                    : 6                      Pool: 12
Etiquette                  : 1 [Corporate]          Pool: 4 (6)
Intimidation               : 4 [Interrogation]      Pool: 9 (11)
Perception                 : 4 [Searching]          Pool: 10 (12)
Sneaking                   : 4 [Urban]              Pool: 9 (11)
Summoning                  : 6                      Pool: 12

== Knowledge Skills ==
Bars and Clubs             : 1                      Pool: 7
Business                   : 2                      Pool: 5
Cantonese                  : 3                      Pool: 9
English                    : N                      Pool: 0
Law (Academic)             : 3                      Pool: 6
Police Procedures (Professional) : 2                      Pool: 5
Security Tactics (Professional) : 6                      Pool: 9
Shadow Community           : 1 [Safe Houses]        Pool: 7 (9)
Spirits                    : 4                      Pool: 7
Sprawl Life                : 1                      Pool: 7
Yoga (Interest)            : 1                      Pool: 7

== Contacts ==
'Doktor'; Sprawl; Street Doc (2, 1)
Newman; Supply Base; Supply Sergeant (3, 3)

== Qualities ==
Aspected Magician
Code of Honor: Avenging Angel
Impassive
Mentor Spirit (Thunderbird)
Perfect Time
Poor Self Control (Vindictive)
Prejudiced (Common, Biased) (Magicians)
Quick Healer
Spirit Whisperer
Technical School Education

== Lifestyles ==
Dreamweaver's Lo-Cost Housing  1 months  (Low)

== Armor ==
Armor Jacket                        12
   +Attachable Gear Access
   +Concealed Pocket
   +Nonconductivity 6
   +Flashlight
Ballistic Mask                      2
   +Chemical Protection 4
   +Gas Mask
   +Trodes
Forearm Guards                      1
   +Auto-Injector
   +Biomonitor
Lined Coat                          9
   +Biofiber Pocket
   +Chemical Protection 3
   +Concealed Pocket
   +Electrochromic Clothing
   +Insulation 3

== Weapons ==
Colt Cobra TZ-120
   +Folding Stock
   +Gas-Vent 3 System
   +Imaging Scope
   +Laser Sight
   +Personalized Grip
   +Sling
   +Spare Clip
   +Spare Clip
   +Spare Clip
   Pool: 11 (13)   Accuracy: 6   DV: 7P   AP: -   RC: 8
Survival Knife
   Pool: 4   Accuracy: 5   DV: 4P   AP: -1   RC: 2
Unarmed Attack
   Pool: 4   Accuracy: 4   DV: 2S   AP: -   RC: 2
Uzi IV
   +Extended Clip
   +Folding Stock
   +Laser Sight
   Pool: 11 (13)   Accuracy: 5   DV: 7P   AP: -   RC: 3

== Commlink ==
Sony Angel (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
   +Fake SIN (Norman Lee) Rating 1
   +Fake License (Bounty Hunter's License) Rating 1
   +Fake License (Firearms License) Rating 1
   +Subvocal Mic
   +Mapsoft (Local Area)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   +Subvocal Mic
   +Trid Projector
   +Mapsoft (Local Area)
   +Fake SIN (Charles J. Wong) Rating 4
   +Fake License (Automatic Weapons License) Rating 4
   +Fake License (Summoner License) Rating 4
   +Fake License (Bodyguard License) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4

== Gear ==
Ammo: APDS (Submachine Guns) x50
Ammo: Gel Rounds (Submachine Guns) x100
Ammo: Regular Ammo (Submachine Guns) x200
Backpack (Cheap)
Binding Focus (Bonded Foci) (Air) Rating 4
Binoculars, Optical
   +Vision Magnification
Bug Scanner Rating 6
Contacts Rating 2
   +Image Link
   +Flare Compensation
Cram x5
Duffel Bag (Cheap)
Earbuds Rating 2
   +Sound Link
   +Select Sound Filter Rating 1
Glasses Rating 4
   +Vision Enhancement Rating 3
   +Thermographic Vision
Long Haul x3
Medkit Rating 3
Micro-Transceiver
Respirator Rating 6
Restraint, Plasteel
Restraint, Plastic x20
Slap Patch, Stim Patch Rating 4 x5
Survival Kit
Tag Eraser

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Sensor Array Rating 2


Looks nice. Which books where used, while creating this character? He is actually not using any spells, just using his magic for the summoning, right?


If he's fine playing the Decker, let him play the Decker. But give him an out if he doesn't love it after a while.

Other than that, I gotta say it looks like you need a Social Infiltrator. Mainly a Face, but with high disguise and impersonation skills as well. It's a fun role and Leadership can keep him pretty useful in a fight without a deep, deep investment. The +Initiative option alone can make the difference between 2 and 3 or 3 and 4 actions for the higher attack types. Give him some a skilljack so that he can fake knowledge in any skill that would be needed for fairly cheap.

Could you do a sample character for this?


Quote
- Con Artist, how can he work together with our face? In which way could this be useful?

Falar answered some of that, but remember too the option for teamwork tests.  This can work very well with social skills, as it is easy to justify (and easy to role-play) teamwork in social situations.  They are experts in different areas, but most likely could still roll 9+ dice in the other's bailiwick, meaning usually 3 or so extra dice.  That may average out to 10% more pay, to being able to talk your way past quite highly professional security, to being able to schmooze important contacts effectively enough to get confidential information out of them, etc.  Basically because social rolls are opposed, with usually a strong benefit to getting even one net success, adding three or so dice to your side is quite powerful.

The disguise and impersonation adds a ton of options for the group, too.  Let's say the negotiations and legwork are done (all the better for the extra dice), and the group has figured out that the medical clinic where the courier died has been selling unclaimed bodies to a pack of ghouls, so the ghouls probably still have the headware with the schematics for the new Ares McGuffin.  They could go negotiate with the ghouls (existing face/mind-mage has that under control), they could see if the ghouls have somehow activated the headware so that it is online (decker has that), they could move to take out the ghoul pack and loot their lair after (the group as a whole looks good for that).  But for almost any of those they could go in looking like a delivery team from the medical clinic, coming to drop off a new body.  It would let them get closer, have less initial suspicion, perhaps get past the ghouls outer layers of security, etc.

Also, because disguise relies on intuition, such characters tend to have high intuition, which lends itself to a secondary role with high perception (which is anyways important when preparing disguises).

But it dpends on the group.  If they would have fun thinking of ways to fool the opposition, then the character is great.  If they really are not interested in that sort of thing, then it is boring.

I think, they could use some kind of "Mastermind", who plans runs like this. Most runs where easy for them, with not so much planning ahead, because we were starting with SR5 and had to learn the rules and setting. But now, we're starting to do some more serious running, so this could actually be useful. I asked the player, in which direction he thinks his character should go, but he answered, that I should decide.

The Face-Shaman and I decided to not rebuild her character(so no Adeptface). Maybe we're tweaking 1-3 Spells, should the new player be a magician.

I'm still not sure, which concept to use. Most of your recommendations are pretty good. Thanks for that!

Title: Re: Idea for new Teammember needed
Post by: ZeldaBravo on <02-12-16/0310:09>
Books, let's see... Street Grimoire, Run Faster, Hard Targets.
And yeah, magic is for summoning only. He'saspected an aspectedan summoner so it is impossible to learn anything but conjuring.
Title: Re: Idea for new Teammember needed
Post by: falar on <02-12-16/1011:16>
My go to social infiltrator is Amp (https://sites.google.com/site/shadowsoffalar/the-team/amp) with whatever tweaks make sense for them.

The core is dead easy - human or elf, hard-cap Charisma, soft-cap Intuition, pick up Tailored Pheromones and a SkillJack 6, every social skill you can and shore up other stuff. I also generally recommend some agility/strength implants. If you can make it work, the SkillWires can be pretty worth it so you can 'jack skills to fit who you are.

For the diguising implants, you want a voice modulator with a high grade so it's not easy to detect. Start with an Alpha-grade Voice Modulator III (18,000), then upgrade to Deltaware as available. You probably want Retinal Duplication at some point, but it's so expensive that it will take a while to get good 'grade for it. When you get access to Chrome Flesh, you'll want False Face and Skin Toner. When you get access to Hard Targets, you want a Smart Wig and, if you don't have Retinal Duplication already, you want some contacts with Polychromic Lenses.
Title: Re: Idea for new Teammember needed
Post by: Marcus on <02-12-16/1030:20>

With a New player I would generally not suggest a summoner. It's both more complicated and it's dis-associative to  some degree. I'd agree with sticking to street sams or adepts. Ether option is fairly straight forward to play, and doesn't require a very complete level of system understanding.
Title: Re: Idea for new Teammember needed
Post by: nep0muck on <03-03-16/0138:04>
Thanks guys. Your ideas were really helpful and there are many good ones!

I decided to create a hermetic mage for him, so our shaman could specialize more on his face skills und spells. But we managed just to play once, since creating his character. So we'll see how this works out. I'll post his character, when I get home again and remember to do so! :D

So thanks all again!
Title: Re: Idea for new Teammember needed
Post by: Tarislar on <03-05-16/2353:45>
StreetSam (Tanky)
* decked out to be a TANK

This is where I'd go given the group makeup & it being a new player.



EDIT:  Just saw you went another route.
Title: Re: Idea for new Teammember needed
Post by: Pap Renvela on <03-07-16/0252:59>
Very late to the party but the only awakened I'd suggest to a new player that I though might have problems with the concepts would be a pure Adept. Just make sure that his power's are all static and don't require choices.. so combat sense[6], always give +6 to defense (the few instances that it wouldn't apply are instances that the GM would be telling the player anyway so no thinking there) and the perception roll before ambushes is also the Gms responsibiliy to tell the payer to make that roll. Or unproved ability- just adds to DP or improved Reflexes- just changes the Init stat line on his character sheet.