Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: jonathanc on <10-30-11/0422:13>
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Now, to start with, this isn't going to be the cheesiest build you've seen. I wanted a character who'd be fun to play, and relatively simple, so I didn't go all out with cyberlimbs or anything like that. Just your friendly neighborhood Hong Kong cyborg. Stuff I'd like advice on includes how to get another 2 points of recoil comp. on the paired machine pistols, and whether I should drop the computer stuff for Heavy Weapons....with such a low strength, I thought Heavy Weapons would be silly, and I pictured the character as someone who isn't a drek-hot hacker, but who has a love of computers and who does some recreational hacking in her spare time.
== Info ==
Street Name: Xinzhi the Resolver
Name: Xinzhi
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Female Age 23
Height 1.65m Weight 61kg
Composure: 7
Judge Intentions: 6
Lift/Carry: 7 (45 kg/30 kg)
Memory: 7
Nuyen: 0
== Attributes ==
BOD: 4
AGI: 5 (7)
REA: 5 (7)
STR: 1 (3)
CHA: 3
INT: 3
LOG: 3
WIL: 4
EDG: 4
== Derived Attributes ==
Essence: 2.5
Initiative: 8 (10)
IP: 1 (3)
Matrix Initiative: 7
Matrix IP: 2
Physical Damage Track: 10
Stun Damage Track: 10
== Active Skills ==
Automatics : 6 [Machine Pistols] Pool: 13 (15)
Computer : 2 Pool: 5
Data Search : 2 Pool: 5
Dodge : 4 [Ranged Combat] Pool: 11 (13)
Etiquette : 1 [Los Angeles] Pool: 4 (6)
Hacking : 3 [Exploit] Pool: 6 (8)
Infiltration : 3 [Urban] Pool: 10 (12)
Perception : 4 Pool: 7
Pilot Ground Craft : 4 [Bike] Pool: 11 (13)
Shadowing : 3 Pool: 6
Survival : 1 Pool: 5
Swimming : 1 Pool: 4
Unarmed Combat : 4 [Martial Arts] Pool: 11 (13)
== Knowledge Skills ==
Area Knowledge: LA : 3 Pool: 6
Cantonese : N Pool: 0
English : 4 Pool: 7
Firearms : 2 Pool: 5
Gaming : 2 Pool: 5
Gangs : 2 Pool: 5
News : 3 Pool: 6
Triads : 2 Pool: 5
== Contacts ==
Gossip Blogger (2, 2)
Triad Soldier (1, 3)
== Qualities ==
Albinism
Allergy (Common, Mild) (Cats)
Ambidextrous
Dependent (Nuisance)
Media Junkie (Mild)
Scorched
== Cyberware/Bioware ==
Cyberears Rating 1
+Ear Recording Unit
+Sound Link
+Audio Enhancement Rating 3
+Damper
Cybereyes Basic System Rating 3
+Eye Recording Unit
+Image Link
+Smartlink
+Vision Enhancement Rating 3
+Flare Compensation
+Thermographic Vision
+Low-Light Vision
Datajack
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Wired Reflexes Rating 2
== Armor ==
Armor Jacket 8/6
== Weapons ==
Ares Alpha
+Gas-Vent 3 System
+Smartgun System
DV: 6P AP: -1 RC: 5
Ares Crusader
+Quick-Draw Holster
+Gas Vent 2
+Personalized Grip
DV: 4P AP: - RC: 3
Ares Crusader
+Quick-Draw Holster
+Gas Vent 2
+Personalized Grip
DV: 4P AP: - RC: 3
Survival Knife
DV: 3P AP: -1 RC: 0
Unarmed Attack
DV: 2S AP: - RC: 0
== Martial Arts ==
Firefight
++1 die on melee dodge Defense Test
Blind Fighting
== Commlink ==
Transys Avalon (4, 4, 3, 4)
+Novatech Navi
+Browse Rating 4 [Copy Protection 4, Registration]
+Stealth Rating 4 [Copy Protection 4, Registration]
+Analyze Rating 4 [Copy Protection 4, Registration]
+Edit Rating 4 [Copy Protection 4, Registration]
+Exploit Rating 3 [Copy Protection 4, Registration]
+Sim Module (Cold)
== Gear ==
Ammo: Regular Ammo (Machine Pistols) x100
Ammo: Regular Ammo (Assault Rifles) x100
Fake License (Gun License) Rating 4
Fake License (PCC Driver's License) Rating 4
Fake SIN (Natalie Cheng) Rating 4
Fake SIN (Erika Li) Rating 4
Gecko Tape Gloves
Spare Clip x10
Tag Eraser
White Noise Generator Rating 6
== Vehicles ==
Thundercloud Contrail (Racing Bike)
+Armor, Normal (Rating 2) Rating 2
+Vehicle Sensor
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Off the top of my head for recoil comp:
Heavy Barrel
Folding Stop
Higher Strength
Remember Heavy Weapons is used for firing a grenade launcher (like the one on the Ares Alpha)
You can also pick up the little pistol grenade launchers if you want a more concealable use of the skill.
As for the Alpha:
Accessories: Sling, Shock Pad, Gas Vent 3
Mods: Heavy Barrel, Personalized Grip
Leaves you with RC of 9, 2 slots, and an underbarrel accessory.
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In a lot of ways this character is kinda similar to the Combat Hacker archetype I made, you might want to take a look - in particular, for some weapon ideas, since the Combat Hacker is also an automatics/unarmed/hacking character with some B&E skills.
One note is that dual-wielding is a niche move that you have to focus on pretty heavily (ie, a lot more than you did) for it to be ever worth it - and even then, it's a sometimes thing, not something you do all the time.
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Off the top of my head for recoil comp:
Heavy Barrel
Folding Stop
Higher Strength
Remember Heavy Weapons is used for firing a grenade launcher (like the one on the Ares Alpha)
You can also pick up the little pistol grenade launchers if you want a more concealable use of the skill.
As for the Alpha:
Accessories: Sling, Shock Pad, Gas Vent 3
Mods: Heavy Barrel, Personalized Grip
Leaves you with RC of 9, 2 slots, and an underbarrel accessory.
The thing is, Heavy Barrel only works with Full bursts, which I'll never have enough RC to do with machine pistols. Likewise, folding stocks, while not "illegal" on a machine pistol, do sound a little silly if you're planning to dual-wield them. But you reminded me of the underbarrel weight, which would be a good solution for the pistols.
LIkewise, I don't think you can use a sling with an Alpha, as slings say that they're only usable with longarms and heavy weapons (the Alpha is an assault rifle, which falls under Automatics). I could put a Lanyard on it, but there's no RC there. Also, according to Arsenal p148, Sling and shock pad aren't cumulative with each other anyway. :(
Oddly enough, Heavy barrel will stack with anything, so you could combine it with an underbarrel weight. So if we swap out the Sling for an Underbarrel weight we get a full 9 points of RC for a full burst, but it looks like I'd be one short of the necessary slots, according to Chummer. :(
Btw, I figured all of this out while the forums were down for me....I also found a better way to do the machine pistols by dropping the Crusaders and going for the FN 5-7C (which has RC 1 without gas vents) instead:
FN 5-7C
+ Gas Vent 2
+ Underbarrel Weight
+ Personalized Grip
Total RC of 5, which is enough to support two burst fire shots.
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In a lot of ways this character is kinda similar to the Combat Hacker archetype I made, you might want to take a look - in particular, for some weapon ideas, since the Combat Hacker is also an automatics/unarmed/hacking character with some B&E skills.
One note is that dual-wielding is a niche move that you have to focus on pretty heavily (ie, a lot more than you did) for it to be ever worth it - and even then, it's a sometimes thing, not something you do all the time.
There's not nearly enough hacking skill on this character to be a combat hacker, IMO. I don't think there's much more you can do for two-gun fighting than taking ambidexterity and ensuring that your dice pool is huge. Dual-gun attacks aren't something you do when you want to hurt someone directly (that's what narrow bursts are for), they're for depleting an enemy's dodge pool as rapidly as possible. To that end, I could possibly see smartlinking at least one of the machine pistols so it could see more regular use, but then again, that's kind of what the Alpha is for. Assuming that I'm someplace you can't take an assault rifle, this build isn't really designed to smuggle small weapons with her anyway.
My main "regret" is not having found a way to squeeze out some more strength (maybe around 5) so that taking the Throw manuever would have been worthwhile. I guess you could argue that with the dice pool on her unarmed combat, it might still be worthwhile, as most gangers/law enforcement aren't slinging 13 dice + strength to oppose it.
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You're probably best off using a Shock Glove for melee, since it's not strength-based.
It costs you so little to have your Crusader smartlinked for when you do need the smartlink, it's really silly not to do it. TWF is so rarely a helpful move that most of the time when you can't bring your Ares Alpha, you'd want to be firing one pistol rather than two.
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You're probably best off using a Shock Glove for melee, since it's not strength-based.
It costs you so little to have your Crusader smartlinked for when you do need the smartlink, it's really silly not to do it. TWF is so rarely a helpful move that most of the time when you can't bring your Ares Alpha, you'd want to be firing one pistol rather than two.
Thanks for pointing out the shock glove; I'd meant to get rid of the knife when I switched from blades to unarmed.
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There's not nearly enough hacking skill on this character to be a combat hacker, IMO. I don't think there's much more you can do for two-gun fighting than taking ambidexterity and ensuring that your dice pool is huge. Dual-gun attacks aren't something you do when you want to hurt someone directly (that's what narrow bursts are for), they're for depleting an enemy's dodge pool as rapidly as possible. To that end, I could possibly see smartlinking at least one of the machine pistols so it could see more regular use, but then again, that's kind of what the Alpha is for. Assuming that I'm someplace you can't take an assault rifle, this build isn't really designed to smuggle small weapons with her anyway.
My main "regret" is not having found a way to squeeze out some more strength (maybe around 5) so that taking the Throw manuever would have been worthwhile. I guess you could argue that with the dice pool on her unarmed combat, it might still be worthwhile, as most gangers/law enforcement aren't slinging 13 dice + strength to oppose it.
Making a dude's pools smaller is good and all, but really should you should have a large enough pool to 2 shot anyone you care about. It's quite hard to get a passive defense check of 12+ and it's not hard to hit that. If they're active dodging they've just CCed themselves and you still have a decent chance of a hit. Or just wide burst in those niche conditions.
As for hacking, you'll spending a lot (30 BP) on just being a very blah hacker. If you bought a rating 3 unrestricted agent for 3600Y and he wouldn't be that much worse than you but you'll have a ton on skills. Once you can buy rating 6 unrestricted agent for 18000Y and a commlink that can run him, he'll be better than you. I would either commit more to the hacking cause (at which point Umaro's Combat Hacker is a good reference) or leave it to my agent / hacker friend. I'll use the point savings to buy up my skills or attributes or more money. Umaro's gunslinger (https://docs.google.com/document/d/1FtD-p3YhRoczHXMV0Dgqy19KeweeTvDrwVdzDtsngWQ/edit?authkey=CK2incEP&hl=en_US&authkey=CK2incEP) is another good base if you want to go hackingless (and use automatics instead of pistols).
I'll also drop the cybereyes and ears. They're just pricier versions of stuff you could just wear.
Let me see if I can help you with the machine pistol. We're aiming for a 8 RC (enough for a long and short burst option of FA). I'm going to use the MP9 from Gun Heaven as a base (spoiler for stats):
B&P MP9 Mod: Foregrip
DAMAGE AP MODE RC AMMO AVAIL COST
4P — SA/BF/FA 1 (2) 25(C) 6F 800¥
First step is remove the foregrip. It gets us no slots back, but we get the conceal back. That gives us 1 RC and 6 slots. Put a Gas Vent 3 on the barrel. That's 4 RC. Personalized Grip is 1 slot and 1 RC. With an autoadjusting underbarrel weight, that's effectively 2 RC for 4 slots. We're at 7 RC at 1 slots free. With a stock that's 8 RC (simple action to deploy and maybe two handed). Otherwise, you should see if your GM is using the STR adds extra RC. If you can hit 6 str, that's the last point of RC you need.
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You can't put an auto-adjusting underbarrel weight on a machine pistol, according to Arsenal.
I'm weighing the computer skills; they're more of a flavor thing than anything else.
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You can't put an auto-adjusting underbarrel weight on a machine pistol, according to Arsenal.
Then I'll use a praetor instead. It's one-handable without penalty. Get the Electronic Firing option. With the two free slots, either get chameleon coating or shortened barrel. That'll help replace the difference in conceal.
Now you might say that you can't put an auto-adjusting weight on the Praetor. But it says no underbarrel accessories. Mods are okay. It's also not that just didn't know mods existed since they're in the same book and also point out how mods and accessories interact.
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First off I'll mention im playing a very similar charecter at 360 points (even in the same setting LA) so here's some advice based of experiance
Put the will to three and body to five. That means nets you 3 damage reistance and one more health pool.
I'd also drop your logic one and up your intuition by one.
Get rid of the cyber ears and eyes, and get platelet factories.
Since you have unarmed combat you might as well swap out dodge for gymnastics which you choose to dodge ranged with. And that means you can do the jumping a balance stuff too.
With your five body get Form fitting armor and a chamelion suit, and fill up the remaining armor points with PPPS armoor armor is 13/12 counts as 10/10 for encumbrance. Then stick nonconductivity 6 and Chemical protection 6 on it.
I agree with the others get rid of hacking and buy a good comlink and agent instead.
And you should probably put up your infiltrate.
Otherthan that ambidextrous is fine but remember. You want to do it when you get the suprise round and they dont have a dodge pool (hence infiltrate and chamelon suit). With called shot. Which will net you like 44 damage in a round before damage resistance. Or you are using it to deplete your oponents dodge pool. Otherwise switch to single shot will be better as you will actualy hit, and then those wound modifyers are going to make you life much easier.
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I like the name, more specifically the title.
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I was strongly tempted to swap dodge for gymnastics, but dodge lets you specialize in avoiding bullets, which you can't do with gymnastics. It's a tough decision, as I'd be losing two dice on ranged defense.
Roleplaying-wise, I'm averse to lowering Logic below 3, though I'll probably tone down the computer skills and see how much wiggle room I'll have to pick up some additional tricks. I do love platelet factories, but I can live without them. Had I gone with a Troll (which I almost did) I'd have probably gone cheap on dodge and loaded up on body, and definitely would have grabbed platelet factories.
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I was strongly tempted to swap dodge for gymnastics, but dodge lets you specialize in avoiding bullets, which you can't do with gymnastics. It's a tough decision, as I'd be losing two dice on ranged defense.
Roleplaying-wise, I'm averse to lowering Logic below 3, though I'll probably tone down the computer skills and see how much wiggle room I'll have to pick up some additional tricks. I do love platelet factories, but I can live without them. Had I gone with a Troll (which I almost did) I'd have probably gone cheap on dodge and loaded up on body, and definitely would have grabbed platelet factories.
You should check with your GM on if Synthacardium works with gymnastic dodge. I can make an argument either way so I can see GMs vary in opinion. If it does work, then you can get gymnastic and buy a synthacardium 3 and get a net bonus of 1 die and 2 karma/BP saved for 30,000Y and .3 essence. That's a fairly decent deal especially if you buy the synthacardium during play.
The logic 3 is a fine choice.
I would also change up your armor. With a 4 body, I'll go with Full FFBA 6/2 (3/1 for encumbrance), synergist suit jacket and slacks 4/3, secure tech PPP forearm & shin guards & leg castings (don't wear the arm casings) & vitals protector 1/4. That gives you 11/9 armor. You also get an additional -2 to hiding stuff in the suit which is cool.
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Be sure you check with your GM before you buy a full suit of FFBA. A lot of GMs won't give you the full value of it unless you are wearing the hood, gloves, and little booties, which makes it less useful to wear concealed under other armor. I usually get the half suit, myself.
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Thanks for pointing that out, Glyph. I'm thinking of having two basic armor outfits: casual "street" clothes so I'm not heading into El Infierno looking like some kind of suit, and a steampunk outfit for more proper occasions (take off the goggles and you're basically wearing an old-timey suit).
The casual outfit (10/5):
Armor Clothing 4/0
Form Fitting half body suit 4/1
Secure PPP (forearm guards, leg/arm casings, shin guards, vital protector) 2/4
Obviously this would suck if I got stabbed or something, but I like the idea of being this well-armored against bullets while looking like a normal person.
The Steampunk Outfit (10/9)
Corset 2/2
Slacks 1/1
Blouse 1/1
Secure PPP (forearm guards, leg/arm casings, shin guards, vital protector) 2/4
Form Fitting half body suit 4/1
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Okay, final round of changes. I ended up not going with Gymnastics, because Dodge has the benefit of going off of Reaction, and I added Reaction enhancers (so my standard ranged defense is 9 dice now).
== Info ==
Street Name: Xinzhi the Resolver
Name: Xinzhi
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Female Age 23
Height 1.65m Weight 61kg
Composure: 7
Judge Intentions: 6
Lift/Carry: 7 (45 kg/30 kg)
Memory: 7
Nuyen: 0
== Attributes ==
BOD: 4
AGI: 5 (7)
REA: 5 (9)
STR: 1 (3)
CHA: 3
INT: 3
LOG: 3
WIL: 4
EDG: 5
== Derived Attributes ==
Essence: 2.1
Initiative: 8 (12)
IP: 1 (3)
Matrix Initiative: 7
Matrix IP: 2
Physical Damage Track: 10
Stun Damage Track: 10
== Active Skills ==
Animal Handling : 0 Pool: 2
Animal Training : 0 Pool: 2
Archery : 0 Pool: 6
Armorer : 0 Pool: 2
Artisan : 0 Pool: 2
Automatics : 6 [Machine Pistols] Pool: 13 (15)
Blades : 0 Pool: 6
Climbing : 0 Pool: 2
Clubs : 0 Pool: 6
Computer : 1 Pool: 4
Con : 0 Pool: 2
Cybercombat : 0 Pool: 2
Data Search : 0 Pool: 2
Demolitions : 0 Pool: 2
Disguise : 0 Pool: 2
Diving : 0 Pool: 3
Dodge : 4 [Ranged Combat] Pool: 13 (15)
Escape Artist : 0 Pool: 6
Etiquette : 1 [Los Angeles] Pool: 4 (6)
First Aid : 0 Pool: 2
Flight : 0 Pool: 2
Forgery : 0 Pool: 6
Gunnery : 0 Pool: 6
Gymnastics : 1 Pool: 8
Hacking : 1 [Exploit] Pool: 4 (6)
Heavy Weapons : 1 Pool: 8
Infiltration : 3 Pool: 10
Instruction : 0 Pool: 2
Intimidation : 0 Pool: 2
Leadership : 0 Pool: 2
Locksmith : 0 Pool: 6
Longarms : 0 Pool: 6
Navigation : 0 Pool: 2
Negotiation : 0 Pool: 2
Palming : 0 Pool: 6
Parachuting : 0 Pool: 3
Perception : 4 Pool: 7
Pilot Ground Craft : 4 [Bike] Pool: 13 (15)
Pilot Watercraft : 0 Pool: 8
Pistols : 0 Pool: 6
Riding : 0 Pool: 8
Running : 0 Pool: 2
Shadowing : 3 Pool: 6
Survival : 1 Pool: 5
Swimming : 0 Pool: 2
Throwing Weapons : 0 Pool: 6
Tracking : 0 Pool: 2
Unarmed Combat : 4 [Martial Arts] Pool: 11 (13)
== Knowledge Skills ==
Area Knowledge: LA : 3 Pool: 6
Cantonese : N Pool: 0
English : 4 Pool: 7
Firearms : 2 Pool: 5
Gaming : 2 Pool: 5
Gangs : 2 Pool: 5
News : 3 Pool: 6
Triads : 2 Pool: 5
== Contacts ==
Gossip Blogger (2, 2)
Triad Soldier (1, 2)
== Qualities ==
Albinism
Allergy (Common, Mild) (Cats)
Ambidextrous
Dependent (Nuisance)
Media Junkie (Mild)
Scorched
== Cyberware/Bioware ==
Cybereyes Basic System Rating 3
+Eye Recording Unit
+Image Link
+Smartlink
+Vision Enhancement Rating 3
+Flare Compensation
+Thermographic Vision
+Low-Light Vision
Datajack
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Reaction Enhancers Rating 2
Wired Reflexes Rating 2
== Armor ==
Armor Clothing 4/0
Chameleon Suit 6/4
Form-Fitting Half-Body Suit4/1
+Fire Resistance 6
+Insulation 6
+Nonconductivity 6
SecureTech Forearm Guards 0/1
SecureTech Leg and Arm Casings1/1
SecureTech Shin Guards 0/1
SecureTech Vitals Protector1/1
Vashon Island: Steampunk Blouse/Shirt1/1
Vashon Island: Steampunk Corset/Vest2/2
Vashon Island: Steampunk Slacks or Knickers/Petticoat and Skirt1/1
== Weapons ==
Ares Alpha
+Gas-Vent 3 System
+Shock Pad
+Heavy Barrel
+Personalized Grip
+Smartgun System
+Underbarrel Weight
DV: 6P AP: -1 RC: 9
FN 5-7C
+Concealable Holster
+Gas Vent 2
+Personalized Grip
+Smartgun System
+Underbarrel Weight
DV: 4P AP: - RC: 5
FN 5-7C
+Concealable Holster
+Gas Vent 2
+Personalized Grip
+Smartgun System
+Underbarrel Weight
DV: 4P AP: - RC: 5
Minigrenade: Flash-Bang
DV: 6S (10m Radius) AP: -3 RC: 0
Minigrenade: High Explosive
DV: 10P (-2/m) AP: -2 RC: 0
Minigrenade: Smoke
DV: (10m Radius) AP: - RC: 0
Minigrenade: White Phosphorus
DV: 8P/4P (-1/m) AP: -half RC: 0
Shock Glove
DV: 5S(e) AP: -half RC: 0
Unarmed Attack
DV: 2S AP: - RC: 0
== Martial Arts ==
Firefight
++1 die on melee dodge Defense Test
Blind Fighting
Throw
== Commlink ==
Transys Avalon (4, 4, 3, 4)
+Novatech Navi
+Browse Rating 4 [Copy Protection 4, Registration]
+Stealth Rating 3 [Copy Protection 3, Registration]
+Analyze Rating 4 [Copy Protection 4, Registration]
+Edit Rating 4 [Copy Protection 4, Registration]
+Exploit Rating 3 [Copy Protection 3, Registration]
+Sim Module (Cold)
+Agent Rating 3 [Copy Protection 3, Registration]
+Command Rating 4 [Copy Protection 4, Registration]
== Gear ==
Ammo: EX-Explosive Rounds (Assault Rifles) x40
Ammo: Regular Ammo (Machine Pistols) x100
Ammo: Regular Ammo (Assault Rifles) x100
Earbuds Rating 3
+Audio Enhancement Rating 3
+Select Sound Filter Rating 3
+Spatial Recognizer
Fake License (Gun License) Rating 4
Fake License (PCC Driver's License) Rating 4
Fake License (Wired Reflexes) Rating 4
Fake License (Reaction Enhancers) Rating 4
Fake SIN (Natalie Cheng) Rating 4
Fake SIN (Erika Li) Rating 4
Flashlight
Gecko Tape Gloves
Minigrenade: Flash-Bang x5
Minigrenade: High Explosive x7
Minigrenade: Smoke x5
Minigrenade: White Phosphorus x5
Spare Clip x11
Tag Eraser
White Noise Generator Rating 6
== Vehicles ==
Thundercloud Contrail (Racing Bike)
I kept the cybereyes to avoid the extra light sensitivity from Albinism (which specifically says that it only applies to your natural eyes; in fact, you don't even get the points for the additional disadvantage, if you compare the cost of Albinism to a simple sun allergy)
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Be sure you check with your GM before you buy a full suit of FFBA. A lot of GMs won't give you the full value of it unless you are wearing the hood, gloves, and little booties, which makes it less useful to wear concealed under other armor. I usually get the half suit, myself.
I wasn't even thinking about not wearing the hood, gloves, and booties. The gloves and booties aren't that bad. Gloves aren't uncommon nor something to worked up over ("He's got gloves! He's a shadowrunner!"). Booties can double as socks (I'm assuming Form Fitting body armor isn't much thicker than cold weather wool socks). And as for the hood, headgear should be quite common in the current SR universe. Due to the ubiquity of trodes and simrigs, a lot of people would want to cover up what's basically a fancy hairnet as well as preventing it from getting loose. That's also why I think helmets will be common as well.
But you still want to keep the half suit, I would suggest as a following potential street outfit that gives you 10/9 armor:
Urban Explorer Jumpsuit 6/6
Half-Suit FFBA 4/1 (2/0)
Securetech PPP Forearm Guards & Shin Guards 0/2
If you want something "generic", replace the Urban Explorer Jumpsuit with an armor vest and wear half of the Securetech PPP leg and armor casings for 10/8 armor. You lose 1 point of impact, but now you can just wear normal clothing as appropriate. If you're cool with helmets, drop the casings and get a helmet instead for 10/9 armor.
Are you okay with stuff from War! or Attitude? War! has softweave which is extra armor at a modest price and Attitude just has some cool clothing / armor options.
As for weapons, what did you think of the Praetor? If you're going only BF with your smaller guns, another thing you could do is go pistols/heavy weapons. Use Fubukis or Thunderbolts (depending on how much you worry about police aggro) for your pistols. Then for heavy combat, pull out an Ingram White Knight until you can afford an errata'd gauss rifle and/or RPK HMG.
I'll make one skill a 6 and the other a 4. Which depends on how often you find yourself being able to carry an LMG. This is assuming you aren't using the Carrying Heavy Weapons optional rule (which I suggest you shouldn't but that's a debate for another time).
I would just remove Computer and Hacking skills if they're at one. That means you'll get to roll at most 8 dice to hack and that's really not worth trying. If you want something computer related, I'll put the points instead to Data Search and buy Optimized 2 Browse 6 program for 800Y. With a Data Search of 2 and hot sim, you can roll 10 dice for googling stuff. Then teamwork with your group's hacker when he googles and give them 3 or so extra dice (capped by their skill).
I'll lower pilot ground vehicle and loose Survival. With a Mirage instead of a contrail and AR, you have 12 dice defaulting. With Pilot Ground Vehicles 1, that's 14 dice which is enough to do all sorts of hard stunts.
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I'm not too broken up about losing 10 points to a character background trait. The group has a proper hacker, I never wanted to try to step on his role. I did like the Agent idea though. Thanks to everyone for all of the suggestions.
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Gotta inform yuou when you use any skill to dodge an attack its based off reactions, Gymnastics, unarmed dodge, even if the skill doesnt ususualy use it.
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This is correct; I think I was over-tired when I wrote that. Regardless, I decided that I'd rather have a specialty in dodging bullets for when it really counts.
Plus, she's using Firefight, which I always pictured looking a lot like Gunkata from Equilibrium; it'd be unseemly to start backflipping all over the place when the shooting starts.
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I think its the specialty in tumbling that aplies to gymnastic dodge, I sort of see it and jumping rolling etc between cover. Besides I just love being able to jump from one rooftop to another.
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I think its the specialty in tumbling that aplies to gymnastic dodge, I sort of see it and jumping rolling etc between cover. Besides I just love being able to jump from one rooftop to another.
I don't think I'd allow the Tumbling specialty to apply to Gymnastic dodge rolls, since it would allow you to get bonuses to both types of dodge (melee and ranged) with only one specialization - Gymnastics would basically be a better dodge skill than the dodge skill.
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I think its the specialty in tumbling that aplies to gymnastic dodge, I sort of see it and jumping rolling etc between cover. Besides I just love being able to jump from one rooftop to another.
I don't think I'd allow the Tumbling specialty to apply to Gymnastic dodge rolls, since it would allow you to get bonuses to both types of dodge (melee and ranged) with only one specialization - Gymnastics would basically be a better dodge skill than the dodge skill.
Um... ANY specialty to Gymnastics works that way. Since Gymnastics is only accessible to Dodge in Combat while using Full Defense, the idea is that you're spending all your time dodging the attacks using your gymnastics ability.
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I think you missunderstand how gymnastic dodge works. It speecificaly says Ranged OR melee, while normal dodge is ranged AND melee. You have to pick. Thats why I said Since you have unarmed... which you can use to dodge in melee you might as well take gynastic dodge to dodge from ranged attacks.
Theres no way in hell the game developers intended for gymnastics to be strictly better than dodge in all shapes and forms.
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Full Defense
Characters who are expecting to be attacked can spend a Complex Action and go on full defense until their next Action Phase. Characters who choose this option focus all of their energy on dodging, weaving, ducking, and blocking incoming attacks. Characters on full defense may still walk or run, and in fact may be better off moving towards cover.
Full defense can be taken as a full dodge, full parry, or gymnastics dodge.
Gymnastics Dodge: Characters skilled in Gymnastics can spend their action flipping, rolling, cartwheeling, etc. out of danger, and may add Gymnastics skill to their dice pool against either ranged or melee attacks.
I believe that the "or" means that you choose WHEN you're doing Gymnastics Dodge as to what you're defending against.
i.e. If you're doing Gymnastics Dodge, you determine at that time whether it's against Ranged or Melee attacks. If you're being attacked by both, you're only defending against one or the other.
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FastJack is right. The way it breaks down:
Dodge works actively versus range and melee at the same time and ALSO provides "passive" melee dodge.
Melee combat skills work actively only versus melee and also provide passive melee defense.
Gymnastics works actively versus range or melee, but only one at a time, and does NOT provide passive melee defense.
So if you already have Unarmed, you should have Gymnastics rather than dodge. If you don't have a melee skill, Dodge makes more sense.
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Why would Dodge be useful? ;D (http://youtu.be/6npO-NoOPOg)
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Oh well, too late now. I already submitted the character.