Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Aria on <10-18-19/1222:18>
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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/linnet)
Race D Attributes A Magic B Skills C Resources E
Attributes
Body: 3 ( 3 )
Agility: 6 ( 7 )
Reaction: 5 ( 6 )
Strength: 3 ( 3 )
Willpower: 3 ( 3 )
Logic: 5 ( 5 )
Intuition: 5 ( 5 )
Charisma: 2 ( 2 )
Edge: 5
Magic/Resonance: 3
Essence: 6.00
Initiative: 11+2D6
Matrix VR Initiative: 6+2D6 +1D6 HotSIM
Astral Initiative: N/A
Phys CM: 12
Stun CM: 10
Positive Qualities / Racial Bonuses
Exceptional Agility 12
Mentor Spirit [Cat] 10
Ambidextrous 4
Negative Qualities / Racial Penalties
Impared Body 8
Impared Strength 8
Criminal SIN [UCAS] 8
Skills
Astral 0 ( / )
Athletics 1 ( 8 ) S: Gymnastics
Biotech 0 ( / )
Close Combat 1 ( 8 )
Con 0 ( 1 )
Conjuring 0 ( / )
Cracking 0 ( / )
Electronics 1 ( 6 )
Enchanting 0 ( / )
Engineering 5 ( 10 ) S: Lockpicking
Exotic Weapons 0 ( / )
Firearms 5 ( 12 ) S: Pistols
Influence 0 ( 1 )
Outdoors 0 ( 4 )
Perception 4 ( 9 )
Piloting 1 ( 7 )
Sorcery 0 ( / )
Stealth 8 ( 15 ) S: Sneaking
Tasking 0 ( / )
Knowledge / Language Skills
English [N]
Or'Zet [3]
Redmond Shadows
Ares Firewatch
Adept Powers
Traceless Walk [Mentor] 0
Improved Stealth [2] 1
Improved Reflexes [1] 1
Improved Agility [1] 1
Gear
24000 nuyen to spend
Karma Expenditure
Starting Karma 50
Racial Costs 0
Qualities 26
Negative Qualities 24
Attributes 0
Skills 40
Foci Binding 0
Resources 8
Remaining 0
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Looks pretty solid, but since you specifically asked for it in the other thread i give a bit of feedback:
-you could drop Close Combat (can default that with -1 anyway) and drop Piloting (same as Close Combat).
Reduce Charisma by 1 and increase Willpower or Body to 4 (depending where the char should be better)
Increase Charisma back to 2 for 10 Karma.
- you could drop firearms entirely and get Athletics 5 instead. Throwing Knives, Crossbow with Injection Bolts, Smoke Grenades all would be fitting weapons for this char and the damage would be probably better than with pistols. The leftover Point can be put in Perception.