Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: celondon on <10-26-16/1748:04>
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Since my summoner is now retired (something about getting on Ghostwalker's Radar while in Denver...) I need Yet Another Replacement Character.
This time, I'm going with a Melee Adept. Quick background is he's in DC. His family is local. His sister is a political Intern. He wanted to make a living teaching martial arts, but even in a sprawl, that's not practical. So, now, he's running the shadows.
Suggestions for Knowledge Skills are particularly welcome.
== Info ==
Name: David Sorensen Alias: Kreiger
Human, Male Movement: 14/28, 2m/ hit, Swim: 11, 1m/ hit
6'1", 225lbs Composure: 7
Street Cred: 0 Judge Intentions: 7
Notoriety: 0 Lift/Carry: 11 (120 kg/80 kg)
Public Awareness: 0 Memory: 6
Karma: 0 Nuyen: 15
Age: 27 Skin:
Eyes: Brown Hair: Black
== Priorities ==
Metatype: E,0
Attributes: A,4
Special: B,3
Skills: D,1
Resources: C,2
Bonus Skill: Blades
Bonus Skill: Alchemy
== Attributes ==
BOD: 3 CHA: 4
AGI: 5 (7) INT: 3
REA: 5 (7) LOG: 3
STR: 6 (8 ) WIL: 3
EDG: 3 MAG: 5
== Derived Attributes ==
Essence: 5.00 Initiative: 8 (10) + 3d6
Physical Damage Track: 10 Rigger Init: 10 + 3d6
Stun Damage Track: 10 Astral Init: 6 + 2d6
Physical: 9 Matrix AR Init: 10 + 3d6
Mental: 4 Matrix VR Cold Init: 3 + DP + 3d6
Medkit [+3] (Only for First Aid and Medicine)
Social: 6 Matrix VR Hot Init: 3 + DP + 4d6
Mortimer of London: Argentum Coat [+1] (Must be visible)
Mortimer of London: Berwick Suit [+1] (Must be visible)
Astral: 6
== Active Skills ==
Arcana Base: 0 + Karma: 1 = 1 Pool: 6
Assensing Base: 1 + Karma: 0 = 1 Pool: 4
Blades (Swords) Base: 6 + Karma: 0 = 7 Pool: 14 (16)
Etiquette Base: 0 + Karma: 1 = 1 Pool: 5
Gymnastics Base: 0 + Karma: 1 = 1 Pool: 8
Leadership Base: 0 + Karma: 1 = 1 Pool: 5
Negotiation Base: 0 + Karma: 1 = 1 Pool: 5
Palming Base: 3 + Karma: 0 = 3 Pool: 10
Perception (Visual) Base: 2 + Karma: 0 = 2 Pool: 5 (7)
Pilot Ground Craft (Wheeled) Base: 1 + Karma: 0 = 1 Pool: 8 (10)
Running Base: 0 + Karma: 1 = 1 Pool: 9
Sneaking (Urban) Base: 3 + Karma: 0 = 3 Pool: 12 (14)
Swimming Base: 0 + Karma: 1 = 1 Pool: 9
Throwing Weapons (Blades) Base: 2 + Karma: 0 = 2 Pool: 9 (11)
Unarmed Combat Base: 3 + Karma: 0 = 3 Pool: 10
== Knowledge Skills ==
== Contacts ==
(Fixer) (CON: 5, LOY: 2)
Robin Sorensen (Political Intern), The Hill (CON: 2, LOY: 3)
== Qualities ==
Adept
Catlike
Day Job (20 hrs)
Did You Just Call Me Dumb?
Faraday Himself
Mentor Spirit (Oracle)
SINner (National) (David Sorenson)
== Powers ==
Astral Perception
Attribute Boost (AGI) Rating: 1
Combat Sense Rating: 1
Critical Strike (Blades)
Elemental Weapon (Cold)
Enhanced Accuracy (skill) (Blades)
Improved Ability (skill) (Blades) Rating: 1
Improved Reflexes 2
== Lifestyles ==
Low (Low) 1 months
== Cyberware/Bioware ==
Muscle Augmentation Rating 2
Muscle Toner Rating 2
== Armor ==
Forearm Guards 1
Mortimer of London: Argentum Coat 4
+Concealability
+Custom Fit (Stack)
Mortimer of London: Berwick Suit 9
+Concealability
+Custom Fit
Urban Explorer Jumpsuit 9
+Electrochromic Clothing
+Nonconductivity 2
+Biomonitor
Urban Explorer Jumpsuit: Helmet 2
== Weapons ==
Highland Forge Claymore
+Custom Look
+Easy Breakdown (Unpowered)
+Personalized Grip
Pool: 14 (16) Accuracy: 7 DV: 14P AP: -5 RC: 4
Nitama Sporter
+Laser Sight
+Personalized Grip
+Silencer
+Spare Clip
Pool: 6 Accuracy: 8 DV: 6P AP: - RC: 4
Sapphire Knife
+Concealable Holster
+Personalized Grip
Pool: 14 Accuracy: 7 DV: 11P AP: -3 RC: 4
Throwing Knife
Pool: 9 Accuracy: 9 DV: 9P AP: -1 RC: 4
Unarmed Attack
Pool: 10 Accuracy: 9 DV: 8S AP: - RC: 4
== Martial Arts ==
Kunst Des Fechtens
+Opposing Force (Parry)+1 die to Parry TestsRG139
+RiposteR&G pg. 125 Interrupt Action (–7 Initiative Score) Riposte allows shadowrunners to leverage an opponent’s force to their advantage, giving a character the chance to make a quick strike back at an attacker with their readied weapon. In place of the standard Defense Test, the character makes a (Melee Weapon Skill) + Reaction [Accuracy] Test against the opponent’s standard Attack Test. If the defender achieves more net hits than the attacker, the defender successfully avoided the attacker’s strike and managed to return a strike of their own. The defender’s riposte attack has a Damage Value equal to the normal DV of the weapon + net hits and is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike, with the damage increased by 2 due to the defender being off balance after their failed riposte. Note that use of this action requires Martial Art trainingRG140
+Yielding Force (Riposte)+1 die for RiposteRG141
== Commlink ==
Pulse Wave (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
Sony Angel (ATT: 0, SLZ: 0, DP: 1, FWL: 1) x3
== Gear ==
Ammo: Subsonic (Light Pistols) x36
Backpack (Cheap)
Camera Rating 1
+Vision Magnification
Certified Credstick, Gold Rating 1
Climbing Gear
Contacts Rating 3
+Flare Compensation
+Image Link
+Low Light
Earbuds Rating 2
+Select Sound Filter Rating 2
Fake SIN (Gerald Schmidt) Rating 4
+Fake License (Restricted Bioware) Rating 4
+Fake License (Firearms) Rating 4
+Fake License (Restricted Blades) Rating 4
+Fake License (Registered Adept) Rating 4
Flare Compensation
Flashlight
Flashlight, Low-light
Gecko Tape Gloves
Medkit Rating 3
Micro-Transceiver
Respirator Rating 6
Standard Rope (100m)
Subvocal Mic
Survival Kit
Tag Eraser
Throwing Knife x10
Trodes
Weapon Focus (Bonded Foci) (Highland Forge Claymore) Rating 1
== Vehicles ==
Renault-Fiat Funone
+Metahuman Adjustment Rating 1
+Sensor Array Rating 1
== Karma Expenses ==
== Nuyen Expenses ==
== Concept ==
Melee Adept
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The rules for fighting astral critters while dual-natured (core rules pg. 315) are a bit wonky. You use your meat body stats + skills against things with a physical body, but need the astral combat skill to fight purely astral entities. So you might want to re-think the astral perception power, unless you got it mainly for assensing things. Just keep in mind that every time you use astral perception, you potentially open yourself up to a vector of attack that you currently have no defenses against.
You should still have 5.20 Essence - unless the muscle augmentation and toner are both used 'ware.
Weapon foci are good, but Force: 1 might not be very useful - depends on whether/how often your GM uses background count.
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The rules for fighting astral critters while dual-natured (core rules pg. 315) are a bit wonky. You use your meat body stats + skills against things with a physical body, but need the astral combat skill to fight purely astral entities. So you might want to re-think the astral perception power, unless you got it mainly for assensing things. Just keep in mind that every time you use astral perception, you potentially open yourself up to a vector of attack that you currently have no defenses against.
Yeah, I'm very aware of how that works and don't plan on using it except as an emergency measure or to assense things. He's not set up to be effective vs. Astral things...yet.
You should still have 5.20 Essence - unless the muscle augmentation and toner are both used 'ware.
They are used. Not sure why that notation got lost.
Weapon foci are good, but Force: 1 might not be very useful - depends on whether/how often your GM uses background count.
It's all I could afford Karma/Nuyen-wise. It's required for the Elemental Weapon power which was the starting point of the build. Building this up is my first goal post-gen.Hmm. That means I need a Talismonger with Enchanting as a contact. That's gonna be painful.
I could optimize and drop Unarmed and use those 3 skill points elsewhere, but it simply makes no sense that someone would learn that level of martial arts and not pick up some unarmed combat skill as well, so that's a verisimilitude tax.
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The SINner quality could be a double edged sword for you...
Other Runners don't like you (if they find out about it)
And your DNA is on file (which makes tracking you after a job easier.).
Just food for thought. Other then that, looks good.