Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Pyromaster13 on <09-01-11/0505:02>

Title: Super Archer?
Post by: Pyromaster13 on <09-01-11/0505:02>
I've been having this idea running around that was inspired by the picture in SR4 20th anniversary edition on page 121.  Where you have a super archer, who's shadowy and awesome, but is actually a well off person in real life.  Kind of like a bow-and-arrow-using batman that doesn't mind killing people.

Since it's essentially based on those concepts I was looking at the qualities of:
Trust Fund RatinPrivilegeddged Family Name
and Fame (city)

along with negative qualities like
SINer (to go with trust fund)
Bad Rep (Since he's known but it may not be good fame)

But obviously I'd like any suggestions on how to build the character otherwise,  at first I was thinking of going the regular Street Sam build, with muscle toner and augment to give him a nasty punch and deadly archery, but I was also wondering about possible options if I were to go an adept route (or maybe a little of both?). Of course I know he'd need high agility to land the hits, but since the damage of the bow also scales based on strength that also a bonus.

I was also considering giving him a decent chemistry skill (which I know people will tell me to drop for one reason or another).  But I was planning on actually ordering just nightshade (literally JUST the plant, which is perfectly legal for several chemfacs and a lower availiability than the drugs it makes and only has an R) then using chemistry to extract and create both the Drug "Atropine" and "Gamma-Scopolamine" since they both use different chemicals from the same plant.  Which can add a cheap and effective punch to my arrows and help keep up that (bad?) reputation I already have.

I've always wondered on a side note why bows aren't used alot in game however, the damage can actually scale up pretty high, and with enough strength (usually only feasible on a troll) that arrow can hit harder than a panzer, and if you have high archery and agility those net hits score you even more damage.  Is it the lack of armor penetration?  Going back to the damage, I just don't think any armor can easily stop 15P.  Any the cherry on top, they're completely legal to own, buy and carry without a license.
Title: Re: Super Archer?
Post by: Phylos Fett on <09-01-11/0547:14>
I think the Rating 6 limit on starting gear is the first thing to sour the deal on bows, coupled with the RoF.
Title: Re: Super Archer?
Post by: UmaroVI on <09-01-11/0620:07>
The things that really tank the archer:

1) Bow ratings got stealth errata'd to cap at 8. So the maximum DV base is 10 and bows can never do more than 12 DV, ever, because of the "maximum DV = 1.5 x rating" rule.

2) Bows are a simple to ready and then a simple to fire - and unlike throwing weapons, there's no Quick Draw type ability that lets you fix this.

The combination of these two makes bow-and-arrow a comedy option only.
Title: Re: Super Archer?
Post by: Phylos Fett on <09-01-11/0654:56>
The things that really tank the archer:

1) Bow ratings got stealth errata'd to cap at 8. So the maximum DV base is 10 and bows can never do more than 12 DV, ever, because of the "maximum DV = 1.5 x rating" rule.

That was sneaky, and not exactly easy to find.
Title: Re: Super Archer?
Post by: UmaroVI on <09-01-11/0727:56>
So as not to just post to crush your dreams - you can make a similar sort of character who uses Throwing Weapons quite effectively. This does have the appeal of "using primitive weapons to asplode tanks" going for it, although it means that you are Captain Boomerang rather than Green Arrow. Check "Former Neoprimitive" in my sig for an example of how this type of character works.
Title: Re: Super Archer?
Post by: Thermo on <09-01-11/0910:20>
I don't think it's as bad as maybe it sounds.. if you can get up to 3 IP's, that still nothing to laugh at, in that you can effectively get out an arrow every second. If you put out 11P per shot, that's 33 damage per round. Just to put it in perspective, an Ares Predator pistol with EX ammo will put out 36 damage per round with 3 IP's, but will be easier to resist since your opponent would get twice as many damage resistance rolls, and it won't have nearly the same range. The whole point is that a bow and arrow is stealthy and legal, so while someone toting around a Panzer will be more damaging, they won't have a lot of the same advantages that a stealth character has. If your character is stealth-oriented, you'll likely be getting in the first shot, which may be enough to end the fight immediately. If there's a group, they probably won't even realize what's going on until you're already nocking your third arrow!

The other part of the character build that you've mentioned is that since you'll want to have strength 8 and as much agility as you can muster, you'll be a natural candidate for both athletics and melee skills. So you can truly be a batman character if you wanted. If you take the adept or bioware route, you'll be able to go pretty much anywhere you want and bring you weapon with you, since a bow is legal all of the time.
Title: Re: Super Archer?
Post by: Cantor on <09-01-11/0949:13>
I'd make an Adept archer. You can have absurd attack dice with Improved Ability. Be an Ork. Use SnS rounds. Unconcious enemies are as good as dead ones most of the time. Or use injection rounds. Have a good infiltration skill (or be a mystic adept with Improved Invisibility) and they'll never see you coming.
Title: Re: Super Archer?
Post by: Cantor on <09-01-11/0949:39>
Also, people who tell you NOT to make the character you want aren't helpful.
Title: Re: Super Archer?
Post by: Dr. Meatgrinder on <09-01-11/1002:49>
2) Bows are a simple to ready and then a simple to fire - and unlike throwing weapons, there's no Quick Draw type ability that lets you fix this.

The Quick Draw adept power (SM, 179) includes missile weapons (in fact, "draw any weapon, not just pistols"), and I'd have a harder time denying this to drawing an arrow than to drawing a bow.
Title: Re: Super Archer?
Post by: baronspam on <09-01-11/1013:58>
I don't think it's as bad as maybe it sounds.. if you can get up to 3 IP's, that still nothing to laugh at, in that you can effectively get out an arrow every second. If you put out 11P per shot, that's 33 damage per round. Just to put it in perspective, an Ares Predator pistol with EX ammo will put out 36 damage per round with 3 IP's, but will be easier to resist since your opponent would get twice as many damage resistance rolls, and it won't have nearly the same range. The whole point is that a bow and arrow is stealthy and legal, so while someone toting around a Panzer will be more damaging, they won't have a lot of the same advantages that a stealth character has. If your character is stealth-oriented, you'll likely be getting in the first shot, which may be enough to end the fight immediately. If there's a group, they probably won't even realize what's going on until you're already nocking your third arrow!

The other part of the character build that you've mentioned is that since you'll want to have strength 8 and as much agility as you can muster, you'll be a natural candidate for both athletics and melee skills. So you can truly be a batman character if you wanted. If you take the adept or bioware route, you'll be able to go pretty much anywhere you want and bring you weapon with you, since a bow is legal all of the time.

Bows are legal, but they are also conspicuous and threatening.  You won't get arrested for taking one through customs, but walking into a high security zone with a bow and a quiver of arrows will certainly get some attention.  They might not be able to call Knight Errant, but you can end up with security team in your back pocket or a rotodrone five feet over your head until you clear the zone.

For the mechanical reasons Umaro outlined above bows are suboptimal.  That doesn't mean they are terrible, just suboptimal.  If you are playing in a more casual or lower power game they are probably fine.  In a higher power game you probably don't want to make them your main focus if you care about being "competitive" with the other characters.

On the other hand, much like sniper rifles, bows might be something you know how to do without being your primary focus.  You may have a niche situation where you need more range than thrown weapons and if you have a neoprimitive/luddite/ninja theme going with a bow isn't a terrible choice.  But a character who can use a bow well can probably use thrown weapons/melee better at close and medium ranges.  If the bad guys are in range, you will likely do better with your katana, cyberspurs, and belt of throwing weapons.
Title: Re: Super Archer?
Post by: The Big Peat on <09-01-11/1138:08>
What baronspam said. I'd like to thank him for ninja'ing me before I even started to type.

Except to add that while the bow might be completely legal without licence, most arrow types aren't. Only normal and screamer heads don't require a licence at least. So, you're still going to need a licence, and the police of whichever description still have an excuse for stopping you and shaking you down - checking whether you carry restricted arrows, and whether you have a licence.

Umaro, could point me to the page for "maximum DV = 1.5 x rating" rule please?
Title: Re: Super Archer?
Post by: UmaroVI on <09-01-11/1242:08>
2) Bows are a simple to ready and then a simple to fire - and unlike throwing weapons, there's no Quick Draw type ability that lets you fix this.

The Quick Draw adept power (SM, 179) includes missile weapons (in fact, "draw any weapon, not just pistols"), and I'd have a harder time denying this to drawing an arrow than to drawing a bow.

I disagree - I don't think it, as written, lets you get around the limitation of needing to spend an action readying. Granted, some GMs might rule it does, so I guess check with whoever's running. If they let you use Quickdraw to fire 2 arrows a pass, it's much more feasible to be an archer and it's just moderately suboptimal instead of really bad.

The 1.5xRating rule is right under arrows on SR4A 315.
Title: Re: Super Archer?
Post by: Critias on <09-01-11/1258:59>
You can still dish out some pretty sick damage with a bow, and if your whole character idea is to be a guy that looks like that picture, who cares what's "optimal?"  All that matters if that you like your character. 

With augmented strength you'll still have a very reasonable range and damage, there are some gadget-y arrows that I dislike on principle but that can be quite handy in-game, and if you and your local gaming crew think it's a cool character, it's a cool character.  Guys using phrases like "really bad" or whatever are grossly overstating it.  Archery can still be quite nasty, and it's certainly no worse than someone using any other single-shot weapon.

You can also more than make up for any low damage concerns with the software in War! that lets you combine damage from arrows and other arcing projectile weapons, on the off chance your GM is worried your damage output is low and thinks it really needs the boost.

I'd consider Distinctive Style, personally, if I were out to make a high-tech archer in a Shadowrun game, but that's gonna come down to a conversation between you and your GM.
Title: Re: Super Archer?
Post by: Jaffer on <09-01-11/1514:07>
2) Bows are a simple to ready and then a simple to fire - and unlike throwing weapons, there's no Quick Draw type ability that lets you fix this.

The Quick Draw adept power (SM, 179) includes missile weapons (in fact, "draw any weapon, not just pistols"), and I'd have a harder time denying this to drawing an arrow than to drawing a bow.

I disagree - I don't think it, as written, lets you get around the limitation of needing to spend an action readying. Granted, some GMs might rule it does, so I guess check with whoever's running. If they let you use Quickdraw to fire 2 arrows a pass, it's much more feasible to be an archer and it's just moderately suboptimal instead of really bad.

Take the 'Martial Arts' quality, Krav Maga has an option to ready a weapon as a free action.  not quite 2 arrows an IP, but it increases your outbound arrows by 50%.
Title: Re: Super Archer?
Post by: Pyromaster13 on <09-01-11/2043:44>
2) Bows are a simple to ready and then a simple to fire - and unlike throwing weapons, there's no Quick Draw type ability that lets you fix this.

The Quick Draw adept power (SM, 179) includes missile weapons (in fact, "draw any weapon, not just pistols"), and I'd have a harder time denying this to drawing an arrow than to drawing a bow.

I disagree - I don't think it, as written, lets you get around the limitation of needing to spend an action readying. Granted, some GMs might rule it does, so I guess check with whoever's running. If they let you use Quickdraw to fire 2 arrows a pass, it's much more feasible to be an archer and it's just moderately suboptimal instead of really bad.

Take the 'Martial Arts' quality, Krav Maga has an option to ready a weapon as a free action.  not quite 2 arrows an IP, but it increases your outbound arrows by 50%.

I've wondering about that actually, but I'm not sure that martial arts bonus applies to arrows persay.  And if it does apply to all weapons it's additional bonus of "Take aim" is now a free action can be a nasty bonus.

But going on Umaro's case, say I took both quick draw and nimble fingers adept powers, so you're implying that I can load with accuracy and no error several magnum rounds into a revolver in less than a second, and can draw and ready a complicated assault rifle both as free actions... but I can't draw and nock a single arrow in a single action simply because none of those powers mention arrows?

But continuing on to my second question from my first post.  Is it perfectly feasible to have a high chemistry skill then create your own nightshade based drugs from the plant.  The book itself states that both the toxins mentioned use different receptor molecules and binders from the same plant, so theoretically a single plant can give a single dose of both drugs.  Or is that section at the mercy of whatever GM says in his game?
Title: Re: Super Archer?
Post by: Dr. Meatgrinder on <09-01-11/2058:50>
2) Bows are a simple to ready and then a simple to fire - and unlike throwing weapons, there's no Quick Draw type ability that lets you fix this.

The Quick Draw adept power (SM, 179) includes missile weapons (in fact, "draw any weapon, not just pistols"), and I'd have a harder time denying this to drawing an arrow than to drawing a bow.

I disagree - I don't think it, as written, lets you get around the limitation of needing to spend an action readying. Granted, some GMs might rule it does, so I guess check with whoever's running. If they let you use Quickdraw to fire 2 arrows a pass, it's much more feasible to be an archer and it's just moderately suboptimal instead of really bad.

Take the 'Martial Arts' quality, Krav Maga has an option to ready a weapon as a free action.  not quite 2 arrows an IP, but it increases your outbound arrows by 50%.

Except if his GM doesn't allow the Quick Draw adept power to work, neither will the Krav Maga ability, since both say "weapon."

That being said, the bow specifically uses the "Ready Weapon" action (SR4A, 147 and 315).  Also, the Quick Draw adept power does indicate that "drawing and readying occur in the action used for the Attack Test" (SM, 179).

Or carry two bows, fire the first, drop it as a Free Action, then Quick Draw and fire the second, since (as written) you only have to worry about "Reloading" because Quick Draw allows you to draw, ready, and fire in the same action.

Or, really, such an adept could Quick Draw and throw two javelins (Arsenal, 19) per IP.
Title: Re: Super Archer?
Post by: Dr. Meatgrinder on <09-01-11/2103:50>
I've wondering about that actually, but I'm not sure that martial arts bonus applies to arrows persay.  And if it does apply to all weapons it's additional bonus of "Take aim" is now a free action can be a nasty bonus.

Yes, it is.  But neither the crunch of Krav Maga nor the Take Aim action forbid its use with bow (or thrown weapons or rifles, for that matter).  Given the fluff, though, it would make sense if the Krav Maga rules were limited to pistols.
Title: Re: Super Archer?
Post by: UmaroVI on <09-01-11/2110:40>
Really, I think that while the way its written doesn't say you can use bows, as Fringe pointed out you can chain-quickdraw bows. Were I GMing, I would allow Quick Draw roll to fire arrows as a simple action. Were I making a character, I'd ask the GM first.
Title: Re: Super Archer?
Post by: Seraph on <09-01-11/2154:58>
a troll archer would be a cool one, but the elf could be more playable i think. I discussed this type of char with my GM and we both agreed that an elf would suffice just fine. The elf i would go for high charisma too, and dual as face. Go for high agility(8-10) and strength around 5-6, this with your bow and a sword will be very deadly. The bow is a fun weapon and easy to deal good damage with as long as the GM don´t put up tank trolls all the time.
Personally i think a char with ware will be more fun then the adept, but the adept will be tough after some karma gain.

All the crap talk about not being good enough is like i said, just crap. Like some said, go for the char you wanna play! The stealthy Face/archer can be totally awesome, if you create it, please let us(me) know how it goes.

Good luck!
Title: Re: Super Archer?
Post by: Pyromaster13 on <09-02-11/0233:44>
I was mainly thinking of going a bio-adept taking an early muscle augment and toner, along with starting attributes of 5 agility and 4 strength that will top off at 9 agility (maximum augment rating for humans) and 8 strength (which umaro kindly pointed out is the new cap for bow dmg).  Then keep Magic low, maybe around 3 so I can get quick draw and whatever may help in secondary situatations.

But the way he's built toward combat also makes him reaction and intuit heavy for initiative and defense, but his chemistry skill also makes him logic heavy, which can potentially make him a hacker secondary.

The way I see the attributes going is like this:
Body:4
Agility:5(9)
Reaction:5
Strength:4(8)
Charisma:1
Intuition:3
Logic:5
Willpower:1

Since I'm thinking of going the "Bad Rep" route, I probably won't intend on negotiating often, and probably opt to have a decent intimidation skill (which coupled with noteriety and potential modifiers isn't a bad dice pool).

As for the low willpower, I'm considering getting an early pain editor, which allows him to ignore stun damage modifiers and prevents passing out, which will essentially just make his stun track as a damage buffer for his physical track and give me one less thing to micromanage.

Any thoughts on these specific details?
Title: Re: Super Archer?
Post by: UmaroVI on <09-02-11/0615:50>
The maximum bonus street cred+notoriety can give you is capped by your Charisma. So with 1 charisma, that's at most +1.
Title: Re: Super Archer?
Post by: The Big Peat on <09-02-11/0656:01>

As for the low willpower, I'm considering getting an early pain editor, which allows him to ignore stun damage modifiers and prevents passing out, which will essentially just make his stun track as a damage buffer for his physical track and give me one less thing to micromanage.

I hope you either plan on standing next to a Mage with Counterspell - Off the Charts, or enjoy murdering your team mates when the Control Actions come out. Also, if the various Fear powers get used, your character will spend a large amount of his life washing his underwear. And so on. Willpower 1 is basically bending over in front of your GM, dropping your trousers, and handing them a bottle of lube but assuring them its optional. If you enjoy that style of play, then by all means. Elsewise, for the love of god, get Willpower 3.
Title: Re: Super Archer?
Post by: baronspam on <09-02-11/1439:46>

As for the low willpower, I'm considering getting an early pain editor, which allows him to ignore stun damage modifiers and prevents passing out, which will essentially just make his stun track as a damage buffer for his physical track and give me one less thing to micromanage.

I hope you either plan on standing next to a Mage with Counterspell - Off the Charts, or enjoy murdering your team mates when the Control Actions come out. Also, if the various Fear powers get used, your character will spend a large amount of his life washing his underwear. And so on. Willpower 1 is basically bending over in front of your GM, dropping your trousers, and handing them a bottle of lube but assuring them its optional. If you enjoy that style of play, then by all means. Elsewise, for the love of god, get Willpower 3.

While TBP managed to make the point with a bit more poetry that I might have, his point is valid.  Willpower shows up in all kinds of resistance and defense tests.  You really want more than a 1.
Title: Re: Super Archer?
Post by: Critias on <09-02-11/1444:56>
That's...a lot of 1's, and both of 'em in some of my favorite stats.  I can't stand to have any, much less two of the danged things.  I don't know how some of you guys do this.

On a personality level, how do you role play someone with a Cha and Will of 1 apiece?  What personality traits do you give them?  Speech patterns?  What sort of connection with the other players? 

For those more concerned with mechanics, do you know just how totally railroaded you're going to get in any conversation where anyone, ever, busts out social dice against you?  Do you know what Composure Tests -- aka "keeping your shit together" -- are based on?

You're really, really, hamstringing your character with a statline like that, in my opinion.  Not just in terms of dice pools and mechanics, but in terms of character.
Title: Re: Super Archer?
Post by: Tsuzua on <09-02-11/1605:12>
Really the big problem with Willpower 1 is that it's GM aggro bait.  .66 of a success isn't really going to save you from a competent mage with control thoughts or the fear power. 

A hellhound rolls 6 dice for its fear power.  A willpower 3 guy will get feared 63% of the time.  The willpower 1 guy will be feared 82% of the time.  You can say the 2 points of willpower halves your chance of being feared or you can say it only matters about 1/5 of the time (i.e. much of the time 2 extra dice won't really help). 

Against a control thoughts cast by the Sample Combat Mage (who seems to show up all the time in published adventures), you are rolling 3 or 1 dice against 9 dice.  You will fail 93% of the time with 1 willpower and 81% of the time with 3 willpower.  Either way, you're controlled. 

Now let's give you counterspelling 4 (the value many starting mages will give).  Now it's 5 dice or 7 dice against 9.  The odds are now you'll fail 63% of the time with 1 willpower and  53% of the time with 3 willpower. 

Now what will really happen is that the GM will target you more with willpower attacks.  If mages target you twice as much as anyone else because the GM wants you to "pay" for having a 1 willpower, that's a big deal and a huge disadvantage.  Therefore, willpower >1 is more of an anti-GM aggro thing.

Composure tests are important though.  Though getting a combined willpower + charisma high enough to matter for most tests is hard unless you're a mage and/or a face.
Title: Re: Super Archer?
Post by: Weldûn on <09-02-11/1627:32>
2) Bows are a simple to ready and then a simple to fire - and unlike throwing weapons, there's no Quick Draw type ability that lets you fix this.

The Quick Draw adept power (SM, 179) includes missile weapons (in fact, "draw any weapon, not just pistols"), and I'd have a harder time denying this to drawing an arrow than to drawing a bow.

I disagree - I don't think it, as written, lets you get around the limitation of needing to spend an action readying. Granted, some GMs might rule it does, so I guess check with whoever's running. If they let you use Quickdraw to fire 2 arrows a pass, it's much more feasible to be an archer and it's just moderately suboptimal instead of really bad.

Take the 'Martial Arts' quality, Krav Maga has an option to ready a weapon as a free action.  not quite 2 arrows an IP, but it increases your outbound arrows by 50%.

It is two arrows each initiative pass. Why? Because the Iaijustu maneuver and the Quick Draw power both allow you to draw/ready and use a single weapon with a simple action. Rules as Written are as follows, with underlines for my own emphasis.

Quote from: p. 160, Arsenal
Iaijustu
A character with this maneuver may use the Quick Draw rules (p.137, SR4) to draw any weapon. not just pistols. The character may draw and use a single melee weapon, missile weapon, throwing weapon or firearm of Reach 1 or less with a Simple Action. If attacking with the weapon requires a Complex Action, he may still draw and attack with a Complex Action. He must succeed in an appropriate Weapon Skill + Reaction (3) Test to Quick Draw.
Quote from: p.179, Street Magic
Quick Draw
Cost:.5
The adept may may use the Quick Draw rules (p.137, SR4) to draw any weapon. not just pistols. The adept may draw and use a single melee weapon, missile weapon, throwing weapon or firearm in one action, and need not spend two actions to draw and ready the weapon and then attack: drawing and readying the occur in the action used for the Attack Test. If attacking with a weapon that requires a Complex Action, the adept may still draw and attack in a single Action Phase. If attacking with a weapon that requires only a Simple Action to use, the adept may draw and make two attacks in a single Action Phase. The adept must succeed in an appropriate Weapon Skill + Reaction (2) Test to Quick Draw.
Quote from: p.137, SR4
Ready Weapon
A character may ready a weapon by spending a Simple Action. The weapon may be a firearm, melee weapon, throwing weapon, ranged weapon, or mounted or vehicular weapon. Readying entails drawing a firearm from a holster, drawing or throwing or melee weapon from a sheath, picking up any kind of weapon, knocking an arrow in a bow, or generally preparing any kind of weapon for use. A weapon must be ready before it can be used.
A character can ready a number of small throwing weapons, such as throwing knives or shuriken, equal to one half his Agility (round down) per Ready Weapon action.
Due to the game's schitzo use of the term "draw" when it clearly means "ready", I find the adept route to be more reliable against thick-headed GMs. That, and it's got a lower threshold to succeed.

So what you end up with is a weapon that hits harder than a heavy pistol (although some people need to remember that it applies against ballistic armor, not impact) with superior ranges, that's a little fiddly when compared to the simplicity of a silenced pistol.
Title: Re: Super Archer?
Post by: Pyromaster13 on <09-02-11/2030:43>
Well the inherent problem I ran into with the stats is the heavy requirements to get what I needed.

He needs high str for dmg
He needs high agility to hit properly
Decent reaction for defense
Decent Intuition for Initiative
At least a logic around 3 for chemistry

And I don't know why they have that cap on noteriety bonus, since if you've been slaughtering hundreds of people mercilessly and (at a charisma of 1) you're not very socially adept, and obviously off your rocker, somehow you're less intimidating than a regular person (or even elf at charisma 3) with an intimidate skill of 1.  I think thats something I'd negotiate with the GM if he brought that up with me. But I'm not going to say anything beyond this in a character creation post.

Logilistically, the simple solution is probably to bump up willpower to 2, then bump it in-game to 3 first thing just for stablity.  Probably taking that BP from Logic or something. 

I get your points on how important willpower is, but once one person tells me why it's a good idea to bump it up, I don't need to be told 2 more times from different people stating the same reasons, then be given statistics from a 3rd person.  I'd rather get the reasons not to once then some actually advice on how to fix the numbers instead.
Title: Re: Super Archer?
Post by: UmaroVI on <09-02-11/2040:01>
OK, let me see if I can help you on that front.

First, how sold are you on being a human? Is that a core part of your character concept, or are you metatype-indifferent?

Second, do you care about logic in general, or just being able to be good at Chemistry in particular?
Title: Re: Super Archer?
Post by: UmaroVI on <09-02-11/2041:53>
Incidentally, on the intimidation front: using a Custom Look bow can help you a little there, it's +2 to your Intimidate when you show it off (ie, threaten people with it).
Title: Re: Super Archer?
Post by: CanRay on <09-02-11/2049:18>
"Your pistol shoots through schools.  This bow shoots through bunkers.  And still kills the snowmoose on the other side.  I like snowmoose, good meat and hide."
Title: Re: Super Archer?
Post by: wylie on <09-02-11/2113:14>
yeap, bump up the willpower

read Aftershocks. one of the characters is a troll archer with some similiar qualties you are looking to have, though he preaches no geeking

he had several trick arrows

not sure if personal grip would help you here, as I don't have my books with me. but melee hardening should

in Arsenal, there is a collispabol bow, but you lose out on damage. seems if you take easy break down & mod a regualr bow, you should lose the damage

really badass? think it is in war, there is software that helps with bows
Title: Re: Super Archer?
Post by: UmaroVI on <09-02-11/2124:25>
MRSI is the thing from WAR! If your GM is crazy enough to allow it, you can shoot 22P explosive arrows as two simple actions.
Title: Re: Super Archer?
Post by: Pyromaster13 on <09-02-11/2142:51>
Not really set on high logic, just high Chem really.  I would prefer a human over everything for this concept, I feel it fits the image I had for the character the best.
Title: Re: Super Archer?
Post by: UmaroVI on <09-03-11/0646:57>
Then you probably want lowish logic and to get skill boosters instead: you probably want a 'ware setup along the lines of:

Cyberware: Cyberfoot w/ Nanohive and Neocortical Nanites (45000 nuyen, .25 cyber essence)
Bioware: Muscle Toner 4 (32000 nuyen, .8 bioware essence)
Muscle Augmentation 4 (28000 nuyen, .8 bioware essence)
PuSHeD (15000 nuyen, .1 bioware essence)
Reflex Recorder (Archery) (10000 nuyen, .1 bioware essence)

This leaves you with 1.925 essence used; you can make some of it (particularly the Muscle Augmentation and Muscle Toner) Alphaware in order to jam in more ware; other "nice to have" things would be making the cyberfoot a cyber lower leg and putting Armor Enhancement into it too.

You may not want to blow restricted gears on the Muscle Toner and Muscle Augmentation, and instead opt to start with 2/2 and buy them after gameplay starts. Your call depending on how much you care about power now vs. power later; they aren't particularly expensive.

Stat-wise, go with something like
B 4 (30)
A 5[9] (40)
R 5[7] (40)
S 4[8] (30)
C 1 (0)
I 5 (40)
L 1 (0)
W 3 (20)
Magic 5[3] (40)
Edge 2 (0)*
*If you're a human with Body 4, Strength 4, Logic 1, and Edge less than 6, it will make me sad inside that you are basically paying 20 points to be human after adjusting for stats. I would really like Edge 6 for this reason, but you may just not have the points.

Even with Logic 1, you can be OK at chemistry - you'll have Chemistry 4 + Logic 1 + PuSHeD 1 + Neocortical 3 + AR Plans 2 which is 11 dice, enough to get stuff done. The 1 logic and charisma blows chunks but it is easier to fix than any of the other stuff you could sacrifice; such is the price of being human - either shaft yourself long-term or have some dumpstats.

PP-wise, there's not a whole lot of adept powers that help you; Quick Draw (assuming your GM rules it to work with arrows) is .5, then either take Improved Reflexes 2, then raise magic to 4 with karma and take Improved Ability (Archery) (2) then, or take only Improved Reflexes 1 now, and Improved Ability (Archery) 2, then get Improved Reflexes 2 when you get Magic 4. You could also get Improved Ability (Chemistry) 2 which you may decide is worth it for .5 pp. If you initiate and get more power points you can then start grabbing stuff like Improved Reflexes 3, Combat Sense, Mystic Armor, etc.

Skills, you should probably at least have Archery, Chemistry, Athletics, Stealth, and Intimidate. That will probably suck up most if not all of your points.


Title: Re: Super Archer?
Post by: Pyromaster13 on <09-03-11/1906:16>
I think I can work from that. Thanks to everyone who contributed.  No futher questions from me.
Title: Re: Super Archer?
Post by: Jaffer on <09-04-11/0132:20>
I really like this idea.

I tried to make an archer character of my own, with a more feral and wile theme.
I'll post it here to keep threads together.

Race:  Shifter (Leopard) (65)
Body   (20)   5/8(12)
Agility   (35)   8/8(12)
Reaction   (20)   4/7(10)
Strength   (40)   6/7(10)
Charisma   (20)   3/5(7)
Intuition   (20)   3/5(7)
Logic   (20)   3/5(7)
Willpower   (20)   3/5(7)

Magic   (55)   6
Edge   (30)   4

Improved Physical Attribute (1) on Str from Adept
Improved Reflexes (2) from Adept
Not too sure about the remaining points...

Now the problem is I'm running very short on points at this point.
I have enough to get some basic skills, but not many.
I have had to take less positive qualities to give me extra points.

I only need 2 or 3 points for equipment, as knives and bows are dirt cheap.

I know it's flawed in a number of ways, but as a first draft I'm rather happy with the idea.