Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: nerankori on <12-26-16/2145:11>

Title: [5e] Priorities for a marksman adept?
Post by: nerankori on <12-26-16/2145:11>
Let's say I want to make a physical adept whose powers and skills will emphasize stealthy infiltration and gun combat at mid-long range. (So,their combat role is a designated marksman.)

With that in mind,would it be appropriate to prioritize:

A: Attributes
B: Magic (adept)
C: Resources
D: Metatype (elf)
E: Skills
Title: Re: [5e] Priorities for a marksman adept?
Post by: Glyph on <12-27-16/0020:56>
Your main skills would be longarms and sneaking, with the addition of gymnastics if you envision this guy doing things like jumping or climbing places, and you also want a decent perception.  So maybe longarms/specialization: 6/+2, sneaking/specialization: 6/+2, perception: 4, and gymnastics: 4, with a lot of low-rated skills purchased with starting Karma?  So skills: E is just barely doable, if this is a sneaky sniper - it is not enough if you also want him to bypass maglocks, have decent disguise ability, etc.

A and B are golden, C resources I am assuming you are getting a cheap Essence point's worth of augmentations (such as used muscle toner: 3 and reflex recorders for longarms and infiltration), otherwise you probably don't need resources that high.  D to be an elf is a viable choice - natural low-light vision, Agility-based dice pools a point higher, and base Charisma at a level where it is adequate, with no need to waste Attribute points or Karma to improve it; compared to the human having a starting Edge of 5 rather than 1.  Both are good, so picking elf is fine.
Title: Re: [5e] Priorities for a marksman adept?
Post by: nerankori on <12-27-16/0030:38>
Your main skills would be longarms and sneaking, with the addition of gymnastics if you envision this guy doing things like jumping or climbing places, and you also want a decent perception.  So maybe longarms/specialization: 6/+2, sneaking/specialization: 6/+2, perception: 4, and gymnastics: 4, with a lot of low-rated skills purchased with starting Karma?  So skills: E is just barely doable, if this is a sneaky sniper - it is not enough if you also want him to bypass maglocks, have decent disguise ability, etc.

A and B are golden, C resources I am assuming you are getting a cheap Essence point's worth of augmentations (such as used muscle toner: 3 and reflex recorders for longarms and infiltration), otherwise you probably don't need resources that high.  D to be an elf is a viable choice - natural low-light vision, Agility-based dice pools a point higher, and base Charisma at a level where it is adequate, with no need to waste Attribute points or Karma to improve it; compared to the human having a starting Edge of 5 rather than 1.  Both are good, so picking elf is fine.
I see,I was thinking about getting into the crunch details of this concept I thought up.

Resources are C because D is taken by Metatype and E wouldn't even be enough for starting gun+gear.

I figured I'd mainly spend starting resources on things like B&E gear and sensors,to help on the stealth/recon front,and to support hackers and riggers.

But since you mention it,getting basic augs like smartlink cybereyes or reflex recorders might be a good use as well
Title: Re: [5e] Priorities for a marksman adept?
Post by: Glyph on <12-27-16/0314:54>
E Resources plus 10 starting Karma gives you 26,000 Nuyen, enough for the essentials, so don't completely discount it.  It frees up more points for Edge and/or skills, while you will probably get plenty of money for gear once you have gone on some runs. 

D resources gives you enough to get things beyond basic gear - a chameleon suit, a Maglock passkey, a flyspy drone, a Force: 4 qi focus, and so on.  Plus, getting elf at C will give you an Edge of 4.

C resources, I would only recommend if you are getting augmentations.  This choice costs you in Edge and/or skills, but it can be worth it, because some things are easier to improve with augmentations than with power points.  That example I gave, used muscle toner: 3 and 2 reflex recorders, costs you a point of Magic, but gives you +3 to Agility and +1 to two different skills, which you would normally have to spend four power points to do. 
Title: Re: [5e] Priorities for a marksman adept?
Post by: Medicineman on <12-27-16/0940:26>
Or you use Resources E and the Neg qual "in debt"  which gets you a C for Skills
 5-10 Points get you 25-50.000 ¥  and a reason for Your Char to go on Runs and a line for your  Chars motivation. But don't overdo it , I think 10 Points is more than enough.....this is how you turn something negative into smth. positive ;) 

HokaHey
Medicineman
Title: Re: [5e] Priorities for a marksman adept?
Post by: Thanael on <02-10-17/1050:23>
Also try both race and magic B/C or C/B. Both have pros and cons and you can shift a few points from special Attr. to magic.
Title: Re: [5e] Priorities for a marksman adept?
Post by: gilga on <02-14-17/1050:10>
I am having a blast recently with low magic priority and rasing the magic attribute with Karma.

E.g I have a mage with attributes A, skills A magic C  she started with 4 magic and during chargen I raised it to 5 with karma.  I got a very physically capable mage with very rounded abilities.

For adepts I would even go meta D (elf) magic D (adept) and raise to 4 with karma. 4 magic points is plenty and an elf with 24 attributes and plenty of skills is really fun to play. Though I am kind of biased as I like very flexible characters. 
Title: Re: [5e] Priorities for a marksman adept?
Post by: Jack_Spade on <02-14-17/1330:29>
For human adepts I generally use
A: Attributes
B: Skills
C: Magic
D: Human
E: Money

or with Sum-to-ten
A: Attributes
B: Skills
B: Magic
E: Human
E: Money

In general you only need enough Money for your main weapon and some armor + a cheap SIN
Don't dump skills or you waste a lot of Karma - and that's the one thing adepts generally don't have enough of.

If you are set on being an Elf I'd suggest:
A: Attributes
B: Skills
D: Magic
C: Elf
E: Money

You have only MAG 5, but that's still good enough for an adept