Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Ex-Street Samurai on <06-09-11/1525:34>
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I was thinking about making an adept bounty hunter instead of the total human spec ops, any ideas?
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same restrictions of no magic, matrix, or cyberware?
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no this one is totally normal its a new character idea...
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My opinion on a bounty hunter's skill set is the following:
Some sort of ranged combat skill pistols are probably the most practical but when your prey is heavily armed you might want an SMG or better.
Some sort of close combat, either unarmed or clubs or both, never know when you get in trouble without a weapon and the clubs are good for shock batons
Running will probably be very useful
Pilot Ground Vehicle
A few Charisma skills Etiquette (very important), negotiation, either Con or Intimidate (or influence group)
Data search and maybe some computer skills
Maybe Tracking depending on what kind of bounty hunter you are and of course survival and navigation (Outdoors skill group)
Perception also a key skill
Stealth skills probably shadowing and infiltration, possibly disguise
maybe assensing if you take astral perception
Lots of contacts is a great way to go for tracking people down
As far as Adept powers, Astral Perception can help you penetrate disguises, enhanced perception, some combat stuff like improved reflexes, some of the social adept powers might really help out.
In the end it just depends on what role you want on the team. Is your guy going to be a hitter with some support skills? Or is he mostly focused on information gathering with enough combat to contribute?
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He is mostly focused on information gathering with enough combat to contribute.
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Then I suggest he be more of a social creature... still you want to be worth something in a fight and avoid that annoying dying bit. Increased reflexes is a must, maybe spend another power point on building your combat abilities then the rest should go for social abilities, or other neat adept powers that you just think are fun. Keep the combat skills limited to reflect that you are more of a blood hound then the actual hunter but still have a higher value close and ranged combat skill to contribute to the party during combats. I can't tell you how valuable and over looked the highly social guy is with all the contacts. Just remember that having a lot of contacts is very handy but, depending on you GM, it can be very favor and resource intensive.
I look forward to seeing what you come up with. I hope that helps.
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To add to what Denver Dock said:
- I'd go with SMG's, an SMG under a long coat with a concealable holster is way better than a Heavy Pistol.
- Definitely get a high Assensing and astral perception
- Be a hyper-perceptive adept. The first part of information gathering is what you see on the job
- Get AR glasses/contacts with Ar gloves. You can install a camera and a recorder in them for evidence. Don't forget to add thermal for that extra bonus
- Get a shit load of contacts. If one fails, try the other
- Get the Influence and Stealth skill groups
- Intimidation is a must for information
- Don't forget nonlethal options: a blunt weapon/unarmed, or dart-gun/sticknshock
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If you have the power points for it, go for nerve strike, take unarmed combat with specialisation in nerve strike. You simply put people down, give them a shot of slab and they're out cold for the coming hours.
Another option is the sports rifle with the tranquilizer darts in case you have to bring in your mark alive. Modify it so it can fire SA instead of only SS and it's a nice option.
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Another option is the sports rifle with the tranquilizer darts in case you have to bring in your mark alive.
Where do you find that one? Did you mean the Parashield Dart Rifle (already SA but Exotic) or are you talking about Capsule Rounds?
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Another option is the sports rifle with the tranquilizer darts in case you have to bring in your mark alive.
Where do you find that one? Did you mean the Parashield Dart Rifle (already SA but Exotic) or are you talking about Capsule Rounds?
sports rifles are in the base book and arsenal (the remington 950 for instance). The darts don't exist officially in the books, but I would suggest to you GM to take capsule rounds, consider them darts and load them with an injection drug/poison. Or you just take capsule rounds loaded with neurostun. That would work as well.
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ok guys this is what i have so far, tell me what you think...
Name: Thuranni
Alias: Thuranni
Race: Human
Sex: Male
Nationality: U.C.A.S.
Lifestyle:
Karma Spent:
Physical Description: 6’ 3”, slim, muscular, broad shoulders, tan skin with red eyes.
Personality/background:
Attributes
Body: 3 (20)
Agility: 5 (40)
Reaction: 3 (20)
Strength: 3 (20)
Charisma: 3 (20)
Intuition: 3 (20)
Logic: 3 (20)
Willpower: 2 (10)
Edge: 3 (10)
Magic: 3 (1) (20)
Essence: 6
Initiative: 6
Qualities
Positive Qualities
Photographic Memory (10), Adept (5)
Negative Qualities
Uncouth (+20)
Active Skills
Athletics Skill Group 2 (20)
(Climbing, Gymnastics, Running, Swimming)
Automatics 3 (submachine guns +2) (14)
Clubs 3 (12)
Dodge 3 (12)
Etiquette 3 (12)
First Aid 2 ( 8 )
Longarms 3 (12)
Perception 3 (12)
Survival 3 (12)
Tracking 4 (16)
Knowledge Skills (18)
Crook Hangouts 3
Combat Biking 3
Cop Trids 2
Lone Star Procedures 2
Poison Antidotes 2
Language Skills
Japanese 3
English N
German 3
Gear XXXXX¥ Notes
Ammunition XXXXX¥
Adept Powers
Astral Perception (1)
Improved Reflexes 1 (1.5)
Attribute Boost 1 (0.5)
Vehicles
XXXXX
Handling
Acceleration
Speed
Pilot
Body
Armor
Sensor
Availability
Cost
Contacts
Contact C/L
Adrian - Talismonger 3/5
Delphi - Seattle Fixer 5/2
Smith - Arms Specialist 2/2
Instant Neo – Hacker 2/4
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I would go a different way. One thing I did want to mention is to look at the attributes. I know the book is a little unclear on this but I don't believe magic or edge or resonance count against your half BP limit. So I would invest a little more in those attributes. Also I noticed your character has a good number of R3 skills, maybe kick one or two ratings a little higher just so your really good at a few things. With a few more power points you might get a few combat oriented abilities, also loose Astral Perception if you aren't going to take assensing, unless its a role play element you are exploring. Again just my opinion and style of play.
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yea, this isnt a finished product, i got astral perception so i can find magic users easier if one of them has a bounty on their head, im still doing some tweaks ill give you guys the finished product by the end of the day
p.s. with this build i have 30 points left and i need gear, so nothing to large scale
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What you need is the adept power Improved Sense (Smell) and the Tracking skill
I took Improved Sense (Smell)—how exactly does that work?
Improved Sense works like the Enhanced Sense Critter Power (p. 205, Running Wild), and the relevant rules are reproduced below:
Many enhanced senses provide additional senses that the adept did not have before. These senses are treated as natural, unaugmented senses when determining modifiers for Perception Tests. When an adept has enhanced senses for a sense that it would normally possess, such as Enhanced Hearing, it receives a +2 dice pool modifier to Perception Tests. An enhanced sense may also provide the adept with new uses for skills. Enhanced Scent, for example, allows an adept to track a person or prey by scent alone. Scent tracking uses Tracking + Intuition. Thresholds and dice pool modifiers are provided.
Enhanced senses include a wide spectrum of abilities beyond normal metahuman limits, such as Direction Sense. If the sense has not been described by an existing power, they can also be used to mimic cyberware implants or natural abilities of critters not covered. In these cases, gamemasters should determine the exact abilities and limitations of a specific sense when introducing it to the game.
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ok guys here it is, the finished product, tell me what you think, I might use this for play by post. I haven't thought up a background yet, so I'll make one later.
Name: Thuranni
Alias: Thuranni
Race: Human
Sex: Male
Nationality: U.C.A.S
Lifestyle: 2 Months of Low
Karma Spent:
Physical Description: 6’ 3”, slim, muscular, broad shoulders, tan skin with red eyes.
Personality/background:
Attributes
Body: 3 (20)
Agility: 5 (40)
Reaction: 3 (20)
Strength: 3 (20)
Charisma: 3 (20)
Intuition: 3 (20)
Logic: 3 (20)
Willpower: 2 (10)
Edge: 3 (10)
Magic: 3 (1) (20)
Essence: 6
Initiative: 6
Qualities
Positive Qualities
Photographic Memory (10), Adept (5)
Negative Qualities
Uncouth (+20)
Active Skills
Athletics Skill Group 2 (20)
(Climbing, Gymnastics, Running, Swimming)
Automatics 3 (submachine guns +2) (14)
Clubs 3 (12)
Dodge 3 (12)
Etiquette 3 (12)
First Aid 2 (8 )
Gunnery 2 (8 )
Longarms 3 (12)
Perception 3 (12)
Pilot Ground Craft 3 (12)
Survival 3 (12)
Tracking 4 (16)
Knowledge Skills (18)
Crook Hangouts 3
Combat Biking 3
Cop Trids 2
Lone Star Procedures 2
Poison Antidotes 2
Language Skills
Japanese 3
English N
German 3
Gear XXXXX¥ Notes
Hermes Ikon Commlink 4000 Comes with Iris Orb OS
Common Matrix Use (6) 600
Glasses (Rating 3) 575 Therographic vision, Smartlink and Imagelink
3 Containment Manacles 600
10 Doses of Neuro-stun 600
HK 227-X 1250 Comes with Retractable Stock, Smartgun Link, Sound Suppressor, Gas Vent 3 System, and Shock Pad
Ruger 100 1800 Comes with Shock Pad, and Internal Smartgun Link
Parashield Dart Pistol 600
Camouflage Suit (Urban) 1200
8 Stealth Tags 40
2 Medkits(Rating 3) 600
2 Concealable Holsters 150
Ammunition XXXXX¥ Notes
10 Injection Darts 750 2 clips for Parashield dart pistol
250 Regular Rounds 5000 5 Clips for Ingram White Knight
280 Regular Rounds 5600 10 Clips for HK227-X
50 Regular Rounds 1000 10 Clips for Ruger 100
27 Additional Clips 135
Adept Powers
Astral Perception (1)
Improved Reflexes 1 (1.5)
Attribute Boost 1 (0.5)
Vehicles
Harley Davidson Scorpion
Handling: +2
Acceleration: 15/30
Speed: 120
Pilot: 2
Body:8
Armor:4
Sensor: 1
Availability: -
Cost:16500
Comes with mounted Ingram White Knight
Fake SIN’s Rating XXXXX¥
Jake Scalus 2 2000
Blake Egil 3 3000
Contact C/L
Adrian - Talismonger 3/5
Delphi - Seattle Fixer 5/2
Smith - Arms Specialist 2/2
Instant Neo – Hacker 2/4
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I second having tracking skill. Also be sure to invest in a good browse program. My suggestion is very BP intensive but can be use to tie up a target really fast. Buy the martial artist quality out of Arsenal. Take wrestling. With that you get bonus dice to knockdown and subduing attacks. Get the sweep and finishing move maneuvers. Then if ask your GM to see if the iaijutsu maneuver to work with restraints. That way you are really good at wrestling people down and get them in restraints in one action phase using the finishing move as an interrupt.
Also, stick-n-shock rounds rule. I would try and grab some. Also, capsule rounds are quite fun. If you want to go a different route... think about bows and the hand crossbow in particular. SMGs provide a "better" combat option but bows have tons of flavor.
If you are going the face route. I highly recommend kinesics out of SR4. Also, adept sensory boosts are really cheap. I would recommend finding a way to increase your magic attribute to grab some more power points. The previous poster is correct. The "half your total BP" rule only applies to physical and mental attributes. It does not include your magic rating.
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im doing this all with the base book, don't suggest things i can't have, plus, i do have the tracking skill if you take the time to look
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i believe that the 200bp limit on attributes excludes the edge and magic attributes. you could get magic 5 and raise your stats a bit there.
you NEED a helmet when you ride a motorcycle. do not give K-E an excuse to pull you over, keep your head protected. you also have 3 body and your listed armor is 8/6. either get more body, or wear lighter armor to avoid penalties. from the basic book i would recommend the auctioneer business clothes and a helmet.
i would suggest reconsidering uncouth. its a real liability for your character. you could better represent being rude with a lower charisma (allowing you to raise other stats instead).
machine gun on a motorbike... its availability has an F, which means problems anywhere you are seen driving the thing. however nice the gun is, a gun with an R rating would be more practical.
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ok, ill redo my money a little, but I'm absolutely keeping uncouth and my charisma the way they are, its how my characters personality is supposed to be but ill get back to you on that
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im doing this all with the base book, don't suggest things i can't have, plus, i do have the tracking skill if you take the time to look
I apologize for making suggestions that you cannot use. But in my defense... Did you mention that you only had the base book to design from?
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I did it publicly on the play by post forum, I am sincerely if i forgot to mention that here as well. Sorry for being so harsh.
p.s. everyone, I have done the math, and I now have a FN Har on my motorcycle, and I've got 690 left, so what do I do with it?
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How about a fake motorcycle license? a rating 4 only costs 400 nuyen. Or some kind of fake firearms license to cut down on the Lone Star harassment.
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Two things leapt out at me.
First, you have the Uncouth disadvantage, but haven't spent the required double points for your etiquette skill. Personally, I would ditch the quality. You can still play an uncouth, roughneck type of character without the flaw! As written, Uncouth is crippling (calling it Uncouth is a misnomer. "Socially Crippled" would be more accurate). You can't even default to social skills you don't have. Do you really see this guy as someone who caves in to intimidation, falls for every con, etc.?
Second, you spent a third of your adept powers to get astral perception, but don't have any astral combat or assensing skills? That will make the power of marginal use - you will be able to see things that are blatantly obvious astrally, but that is it.
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on the second thought, i would be able to see mages on the run, but haven't taken the time to mask themselves, it basically just gives me an ace in the hole if i can't track someone normally. on the first bit, yea, but i need to come up with 20 points from somewhere, where do you suggest, more negative qualities?
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for an adept with no ware, sensitive system is an easy 15BP, which brings you to the 35 bp cap on negative qualities (unless you get rid of uncouth).
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Yeah, sensitive system is almost a gimme for awakened characters, which would leave 5 BP left to take in negative flaws. And there are lots of possibilities - mild/uncommon allergy (silver, etc. - which would fit an awakened character), sensitive neural structure, nano-intolerance, etc.
Be sure your GM is okay with sensitive system, though. To me, it is a viable flaw - it makes getting cyberware (but not bioware) costlier, Essence-wise, thus laterally limiting your character. Some GMs really don't like this quality for some reason, though (even though one of the archetypes has it).