Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Aria on <10-18-19/1221:48>
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It’s no secret I love adepts and I too am concerned about the lack of clarity over adept points etc ahead of any official errata. That said I thought I’d have a go at creating a couple by RAW, tweaking the priorities with each to see the effect that has (although that proved to be harder than I thought), and make characters that can hold their own. Could they be more powerful with access to more adept points, undoubtedly, but given that we may end up with current RAW how can we make the best of it?? ::)
Aim: make a ‘fighter’ and an ‘infiltrator’ adept, use RAW, make a workable character with decent D pools for their primary focus (and reasonable pools for secondary), get some constructive feedback :D
So here goes:
Fluff/pic <here> (https://stormy-waters-2075.obsidianportal.com/wikis/flicker)
Race C Attributes A Magic D Skills B Resources E
Attributes
Body: 3 ( 3 )
Agility: 8 ( 8 )
Reaction: 5 ( 6 )
Strength: 3 ( 3 )
Willpower: 5 ( 5 )
Logic: 3 ( 3 )
Intuition: 5 ( 5 )
Charisma: 7 ( 7 )
Edge: 5
Magic/Resonance: 1
Essence: 6.00
Initiative: 11+2D6
Matrix VR Initiative: 6+2D6 +1D6 HotSIM
Astral Initiative: N/A
Phys CM: 10
Stun CM: 11
Positive Qualities / Racial Bonuses
Mentor Spirit [Thunderbird] 10
Exceptional Agility 12
Negative Qualities / Racial Penalties
Astral Beacon 10
Distinctive Style [Changeling] 6
SINer [UK] 8
Caffeine Addiction [4] 8
Skills
Astral 0 ( / )
Athletics 5 ( 13 )
Biotech 0 ( / )
Close Combat 6 ( 14 ) S: Blades
Con 1 ( 8 )
Conjuring 0 ( / )
Cracking 0 ( / )
Electronics 0 ( 2 )
Enchanting 0 ( / )
Engineering 0 ( 2 )
Exotic Weapons 0 ( / )
Firearms 5 ( 13 ) S: Pistols
Influence 4 ( 11 )
Outdoors 1 ( 6 )
Perception 4 ( 9 )
Piloting 0 ( 5 )
Sorcery 0 ( / )
Stealth 1 ( 9 ) S: Sneaking
Tasking 0 ( / )
Knowledge / Language Skills
English
European Shadows
VR Simulations
Orc Underground
Adept Powers
Critical Strike [1] Mentor 0
Improved Reflexes [1] 1
Gear
18000 nuyen to spend
Karma Expenditure
Starting Karma 50
Racial Costs 0
Qualities 22
Negative Qualities 32
Attributes 25
Skills 30
Foci Binding 0
Resources 5
Remaining 0
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how exactly did you use the Karma for skill?
you could raise magic with adjustment points and get it down to 1 again with ware. Bone density for example super cheap and good.
would help with rather low body attribute too (for a combat specialist)
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Stealth, con and outdoors all raised by 1. Will certainly mull over the ‘ware option... although is that RAW or just an interpretation of what is allowed?
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Then you paid double Karma cost.
And yes what i described above should be RAW
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I forgot the 3 specialisations paid with karma ::)
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Stealth, con and outdoors all raised by 1. Will certainly mull over the ‘ware option... although is that RAW or just an interpretation of what is allowed?
No the ware option is not RAW but rather an interpretation based on that it doesn't says it's not allowed either. This is actually just a clearing hole that needs filled in.
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In that case she’d better stay ware free for now until further clarity is offered. I take the point about Bod being low for a fighter, especially with the revised soak rules... but I just can’t bring myself to dump stat something else :P
So glass cannon she’ll have to stay for now... some karma under her belt and easy magic boosting will help!
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A minor tweak, but reducing the Firearms (Pistols) skill by a pip will leave you with a 12 (14) pool with that skill, which is still pretty respectable for a secondary attack skill.
Transfer that pip over to Stealth, Con, or Influence seems like it would offer more bang for your buck.
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I'm not sure what the problem is with raising Magic with Adjustment Points before taking essence loss. Karma after is what the chargen order wouldn't allow. Of course the biggest problem is that we don't know if in the end, losing Magic will lose you PP just like gaining Magic will give you PP. But I don't understand what the problem is with 'Take Magic 1 for 1 PP, gain 5 Magic with Adjustment Points, lose 5 Magic with Essence loss, end result 1 Magic, 1 PP'. Or is it that the assumption is that in chargen you cannot gain PP from Magic increases, but can still lose PP from Magic losses?
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Or is it that the assumption is that in chargen you cannot gain PP from Magic increases, but can still lose PP from Magic losses?
I think that's the concern, yes.
So say I take Magic A and get 4 Magic, then raise it to 6 using adjustment points; by RAW I should leave charge with 4PP.
But if I take two points Essence worth of Cyberware, and end up Magic 4 again, do I loose 2 PP and end up with just 2? If I do, then that's a little skewed in my opinion. But if I don't, it could seem as if you're incentivized to make Adepts with 'ware because of the charge rules.
Either way, it's a little tricky, hence why I believe Aria is sticking to the method here.
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And this is exactly why I blargh at creating Adepts until we get errata... :'(
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I just couldn’t wait ::)
Anyone got any thoughts on adept 2 btw?? :)
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What do you think of picking up a Stun Baton on this char?
CRB p.42 says Minor Action Trip (I) [...] Can only be done with a melee weapon and must be combined with an Attack Major Action. Decrease the base damage of the attack by 2P; if it hits, target rolls Athletics + Agility with a threshold of the adjusted DV of the attack.
Stun Baton, DV=5(S) -> DV should not change.
So the enemy has a threshhold of 5 to stay on his feet?!
Or can you raise the damage of your attacks so far that you basically always land a "knock down" on your enemies?
CRB p.110 Whenever a character is damaged, if the amount of damage left after their Damage Resistance test is greater than their Body rank then they are knocked down and gain the Prone status.
I feel like one should really make use of these mechanics..