Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: snowcrash on <06-03-11/1741:01>

Title: Ork firearms specialist
Post by: snowcrash on <06-03-11/1741:01>
Any thoughts? Bio is WIP, to summarise he is an ex-soldier who became disenfranchied with civilian life, fell in with Ork extremist groups and eventually started doing jobs for his old sgt.

Name: Carl Mayweather
Alias: Breakdown
Sex: Male
Age: 35
Race: Ork

STATS
Body: 6/9
Agility: 6/6
Reaction: 4/6
Strength: 4/8
Charisma: 2/5
Intuition: 3/6
Logic: 3/6
Willpower: 3/6
Edge: 4/6
Resources: 160,000NY

POSITIVE QUALITIES
Black Market Pipeline (weapons)
Toughness

NEGATIVE QUALITIES
Enemy (2)
Flashbacks- Uncommon

ACTIVE SKILLS
Automatics: 5/6 (spec. Exploit)
Longarms: 4/6
Heavy Weapons: 5/6
Dodge: 4/6
Throwing Weapons: 3/6
Perception: 3/6
Pilot Ground craft: 1/6
Etiquette: 1/6 (Spec Military)
Armourer: 1/6

LANGUAGES
English: N
Or'zet: 3/6

CONTACTS
Sgt. Cortez (fixer / Weapons supplier) 4-5
'Redshift' (ex-soldier, security operative) 3-1
Jools (Ork pride activist) 2-1

KNOWLEDGE SKILLS
Military protocol (professional): 5/6
Ork Pride movement (interests): 4/6
Military abbreviations (professional): 2/6
Ork Rock music (interests): 2/6
Seattle Dive bars: 2/6

IDENTITIES, CREDSTICKS & LICENSES
R4 Fake SIN- Karl Mason
R4 Fake SIN- Kenny Manstein
R4 Fake Driver's License- Karl Mason
R4 Fake Driver's License- Kenny Manstein
3x certified credsticks

LIFESTYLE
Apartment- 3 months purchased
Comforts- 2
Entertainment- 2
Necessities- 3
Neighbourhood- 1
Security- 2
+No FOrwarding address
Lockup- 3 months purchased
Comforts- 0
Entertainment- 0
Necessities- 0
Neighbourhood- 2
Security- 3
+No Neighbours
+Trigger-happy landlord

CYBERWEAR / BIOWEAR
Eyes:
R3 Cybereyes (std.)
+inc. Image link & Recorder
+low-light vision
+protective covers
+Smartlink
+Vision Magnification
+Flare comp.
Ears:
Ear Recording Unit (std)
Sound Link (alpha)
Headware:
R2 Radar Sensor
Datajack (alpha)
Bodywear
Wired Reflexes 2
R2 Muscle Toner
Dermal Plating 2
Internal Air Tank

COMMLINK (implanted)
Hardware
Transys Avalon
+Novatech Navi OS
+R6 firewall
+Analyze 3
+Browse 3
+Command 3
+Edit 3
+Reality Filter 3
+Scan 3
+R2 Blackout
+R1 Agent (Active IC loaded with Blackout)

Gear
Armour: Body armour breast plate (7,7)
+R4 Nonconductivity
+R4 Insulation
+Biomonitor
SecureTech Shin Guards
SecureTech Vitals Protector
Weapons
Stoner Ares M107 HMG
+inc. Gas vent 3
+inc. laser sight
+detachable tripod
+Shock Pad
+smartgun system (ext. top mount)
+Underbarrel auto-adjusting weight
+Sling
Ares HVAR Assault Rifle
+inc. shockpad
+inc. int. smartgun
+Recoil comp 3
AK98 Assualt Rifle
+Easy breakdown (manual)
+Shock Pad
+Gas vent 3 (barrel)
+inc. underbarrel grenade launcher
Franchi SPAS-22 shotgun
+inc. folding stock
+inc. int. smartgun system
Yamaha Pulsar
Ammo
1x spare clips for Stoner Ares
+27x regular rounds & 13x Tracer rounds (in supplied clip)
+27x Stick & shock rounds & 13x Tracer rounds (in spare

clip)
1x spare clip for AK98
+38x Regular rounds (in supplied clip)
+38x Gel rounds (in spare clip)
2x spare clips for HVAR
+50x regular rounds (in supplied clip)
+50x Flechette Rounds (in spare clip)
+50x Stick & Shock rounds (in spare clip)
+20x Regular rounds (SPAS-22)
+20x Explosive rounds (SPAS-22)
+20x Gel rounds (SPAS-22)
Grenades
10x flashbang grenades
5x frag grenades
5x smoke grenades
10x gas grenades
+5x Neuro-stun
+5x Pepper-Punch
1x Flash-pak

Other Gear
Combat load vest
+3x ammo pouches
R6 Respirator
R6 Medkit
1x Trauma patch
Biometric Reader (fitted to lockup)
3x Certified Credsticks
R6 Mapsofts
AR Gloves
Trodes
Sim Module
Subvocal microphone

Vehicle
Hyundai Shin-HYung
+4x Run flat tires
+Anti-theft system
+Ram Plate
+Upgraded Armour 7
Title: Re: Ork firearms specialist
Post by: baronspam on <06-04-11/0011:03>
Well, he is really good at shooting things. . .

There is nothing there that bothers me or jumps out as "I would do this different".

If I have a constructive criticism it would be that he may be a little too focused.  It really depends on the campaign.  You are very good at shooting holes in things, shooting bigger holes in things, and thowing grenades.  In some campagins thats all that is really called for.  In others, well, your character doesn't really have a secondary skill set to offer.  Certainly he would have learned something else in the military, like fiirst aid, or demolitons, maybe a little close combat skill for when the situation calls for a more subdued response.  Personally, i think you would want something to do when the situation didn't call for airing out the room with automatic weapon fire.
Title: Re: Ork firearms specialist
Post by: Sliver on <06-04-11/0039:22>
Well, he is really good at shooting things. . .

There is nothing there that bothers me or jumps out as "I would do this different".

If I have a constructive criticism it would be that he may be a little too focused.  It really depends on the campaign.  You are very good at shooting holes in things, shooting bigger holes in things, and thowing grenades.  In some campagins thats all that is really called for.  In others, well, your character doesn't really have a secondary skill set to offer.  Certainly he would have learned something else in the military, like fiirst aid, or demolitons, maybe a little close combat skill for when the situation calls for a more subdued response.  Personally, i think you would want something to do when the situation didn't call for airing out the room with automatic weapon fire.

I'd completely agree with the statement above. Do you even have anything to deal nonlethal damage? Simply leaving dead bodies everywhere you go can have some serious repercussions.

Personally, I've never been to keen on all-combat characters. They can get very boring to play, with you just sitting around waiting to shoot things. I'd suggest remaking the character to be more well-rounded, with guns being as important as some other skill. Maybe a good suggestion would be to add driving, gunnery, and build/repair? That would be neat.

Maybe add in some biotech and make all of your own weapons yourself.
Title: Re: Ork firearms specialist
Post by: snowcrash on <06-04-11/0545:22>
Quote
I'd completely agree with the statement above. Do you even have anything to deal nonlethal damage? Simply leaving dead bodies everywhere you go can have some serious repercussions.
Plenty of nonlethal stuff there, gel rounds, stick n shock rounds, flashbangs, chem grenades loaded with neurostun etc.

I already have two characters that can perform multiple roles, thought I'd build a specialist but I see what you mean, the first aid skill seems like a good idea and possibly infiltration, could probably drop one or two points here or there in heavy weapons & automatics and perhaps lod him up with the 'prejudiced' negative trait as well and only get two months of lifestyle to get some BP back
Title: Re: Ork firearms specialist
Post by: Xzylvador on <06-04-11/1939:42>
What's with "Automatics: 5/6 (spec. Exploit)"? Copy/paste error from a hacker?
Also, not a single melee skill is unfortunate; a soldier would have some training there.

And I may just be missing something, but do you have anything silenced?
Title: Re: Ork firearms specialist
Post by: Maelstrom on <06-05-11/1138:45>
There's a lot I'd do differently, but that playstyle preference.


Perhaps replace thrown weapons skill with unarmed combat, and buy mini-grenades instead for your grenade launchers/underbarrel grenade launchers.  A lot of the launchers are semi-automatic or can be modified so.
Title: Re: Ork firearms specialist
Post by: Glyph on <06-05-11/1613:09>
Nothing wrong with playing a combat specialist, although you want to be sure he will fit into the campaign, and not be bored a lot of the time.  He seems a bit too hyper-focused on big guns to me, though - my combat guys will usually have pistols and a melee skill.  The only small, concealable weapons he has are some grenades, and a taser that he will be defaulting for if he has to use it.  You might consider switching long arms and throwing weapons for pistols and unarmed combat.  If you don't want to get pistols, then you still might want to get something like a sawed-off Defiance T-250, for areas where you need to keep it concealed.
Title: Re: Ork firearms specialist
Post by: Denver Doc on <06-07-11/1625:13>
Without sounding like a broken record, some diversification would be good in the skills area.  I was thinking something completely off the cuff just to give him a piece of background thats not military only, maybe a computer skill so you can help with data searches.  Also 35 is pretty old for an ork.  Not saying there is anything wrong with that but considering life span is 35-45 years, maybe kick down his age a notch unless you want him to be that grizzled old ork vet type. I also see that you have a reality filter, not sure I would have spent the cred, I know its cheap (150) but its just not something you need, unless your character is really into sculpting his own backgrounds.  I also noticed that the amount of ammo you have might be a bit on the low side.  I admit my last couple runs make me a little paranoid considering they were both to feral cities, but I burned through a ton of rounds with my Ares.  Never know when you won't be able to get a resupply. If you are burning through 10 rounds a combat turn the gun food runs out pretty quick.  Though it isn't like you should carry a few hundred rounds around at all times, not very practical.   
Title: Re: Ork firearms specialist
Post by: JoeNapalm on <06-07-11/1656:19>

Sort of a very minor aside, but for some reason I notice that his apartment is pretty comfortable, but not terribly secure...by my standards, I mean.

Again, personal preference, but I think I'd rather have spotty power and sleep on a mattress on the floor, but have decent security.

Then again, I've been accused of being paranoid. Usually right before all Hell breaks loose.

-Jn-
Ifriti Sophist