Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Druid4Life on <11-07-11/0751:03>
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I am about to start a Shadowrun campaign with a few friends and am playing an Infiltration expert but wanted to know what people thought of my Shadowrun character and if they had some pointers on what I could improve on, I still have 25 Build Points to use and have 638¥ to spend. Here is a quick overview of what I have spent so far.
400 - Start
210 - Attributes
148 - Skills
16 - Gear (80000¥)
11 - Contacts
+ 10 - Qualities
25 - TOTAL
Name: Elisa Blythe
Alias: Kensi
Race: Human
Sex: Female
Nationality: Japenese
Lifestyle: Middle
Karma Spent: 0
Physical Description:
Attributes
B: 3 C: 3
A: 5 I: 4
R: 5 L: 3
S: 2 W: 3
Edge: 3
Essence: 3.6
Initiative: 9
Initiative Passes: 1
Physical Damage Track:
Stun Damage Track:
Positive Qualities
Blandness, Cat Like, Bilingual, Restricted Gear, Ambidextrous
Negative Qualities
Incompetent (First Aid), Bad Luck, Mild Allergy: Gold, Sensitive Sytem
Active Skills
Stealth Skill Group 4 (40 BP)
Athletics Skill Group 3 (30 BP)
Longarms (Sniper +2) 5 (22 BP)
Perception 3 (12 BP)
Dodge 3 (12 BP)
Blades 2 (8 BP)
Tracking 2 (8BP)
Locksmith 2 (8 BP)
Pistols 2 (8 BP)
Knowledge Skills ([Logic + Intuition] x 3 free points)
Corporate Politics: 3
Finances: 2
Safe Houses: 3
Security Systems: 2
Pole Dancing (Hobby): 3
Language Skills
Japanese: N
English: N
French: 3
German: 3
Spanish: 2
Manderin: 3
Gear (79262¥)
Armor Jacket [B8, I6]
Chameleon Suit [-4 to Perception tests to see the Wearer, B6, I4 w/ Thermal Damping Rating 4]
Area Jammer Rating 4
Gekko Tape Gloves
Gas Mask
Grapple Gun [w/Climbing Gear, 200m of Stealth Rope]
Cellular Glove Molder Rating 2
Magelock Passkey Rating 4
Lockpick Set
Wire Clippers
Maglock Sequencer Rating 4
Autopicker Rating 5
Keycard Copier Rating 5
2 Small Containers of Nanopaste Disguise
Fake SIN Rating 3 (Mary Parker)
Fake SIN Rating 1 (Kelly Sheen)
3 Months of Middle Lifestyle
Erika Elite Commlink [Novatech Navi Operating System; Response 3, Signal 4, Firewall 3, System 4 w/Smartlink] 0.3
Cybereyes 2 Capacity [Rating 3, w/Flare Compensation, Low Light, Smartlink, Thermographic, Vision Magnification] 0.9
2 M-98 Widow Maker Smart Pouches {1 Clip of Stick n Shock (M-98 Widow Maker); 5 Clips of Regular Ammo (M-98 Widow Maker)}
4 Colt America L36 Smart Pouches {12 Clips of Regular Ammo (Colt America L36)}
WEAPONS: Katana, 2x Colt America L36, 1 custom sniper (20,000¥)
Contacts
Fixer (Connection 4/Loyalty 2)
Mr. Johnson (Connection 3/Loyalty 2)
Build Point totals: 375/400
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Your skills are not karma efficient at 2 & 3. Leave them at 1 or raise them to 4.
Raise your Long arm skill to 6 - it will be expensive to learn in play. And remember that sniping is a useful skill but not very often used, so take care not to specialize in something you really wont use much.
A commlink doesn't need a smartlink. That are for weapons/sensory equipment.
I would drop the cybereyes. They really don't offer anything you can't get cheaper from glasses/lenses and they cost essence.
As a infiltration specialist you will from time to time get into combat. 1 IP isn't much for those situations.
Get some more armor. Form Fitting Body Armor and SecureTech PPP stuff can really help.
Ambidextrous and 2 pistols aren't especially great. I think you would be better served with automatic and a SMG.
You are not awakened so you should really get some cyberware and bioware (the later is more subtle and better for a type like your character). You need ware that can raise your attributes and give you bonuses to primary skills.
Look in the Archtype thread - Umaro has made som great character examples you can use for inspiration.
Any reason you are a human? You have kind of average attributes and not a high edge. Why not an ork or elf?
Rasmus
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Well the main reason why I'm a Human is because in my Shadowrun game we are about to start there will be 5 of us, each playing a different metatype and I am playing the Human in the group, although would be willing to experiment with an orc version of this as well.
Longarms will be changed to 6 and I am taking away my Specialization in Snipers.
What examples of Bioware would be useful for my character, I plan to get some Enhancements.
Why is it a bad idea for my skills to be at 2 or 3 compared to 1 or 4 like you said.
Is it really worth getting an Automatic/SMG over the pistols.
Thanks for the critique, It's helped alot.
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A human works they are just kind of average. Orks give you free attribute points ;)
Muscle Toner, Reflex Recorder, Suprathyroid Gland, some headware, wired reflexes & reaction enhancers. Generally speaking the ones that boosts your attributes and your skill levels. There are some nice genetech that give bonus to inituition and logic based skills you maybe could benefit from.
In BP skill levels cost the same. In karma they get more and more expensive. So it pays of to get your skills at the maximum posible rating (1 at 6 and the rest yuo really need at 4 and the one you just think is nice to have at 1).
With automatics you can burst fire and they can be as legal to carry as a pistol.
Pistols are fine too but splitting your dicepool isn't especially effecient and I think you could use the BP from Ambidextrous better on other things (money for ware).
You are velcome.
Rasmus
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Look here:
http://forums.shadowrun4.com/index.php?topic=4495.0
I think the spook has some of the qualities you want in a character.
And else just look at them. They give a good idea to different types of characters so you will learn and be inspired ;D
Rasmus
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On the note that you're not Awakened, the suggestion of getting some 'ware is a good one, but for the love of all that is holy, drop that Sensitive System first.
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You can get human to work for you. If you can get a 6 edge, then you're not automatically just better off as an ork. It sounds like you're trying to make a more snipery version of the Spook (https://docs.google.com/document/d/1846Tf_e6Fwbgy8U8R_YKHCJl0Z-NzahFsY0ty397UgI/edit?hl=en_US%22). I would lower the Spook's logic to 2, drop cerebral boosters and first aid. I'll use the points to get more skills.
I'll also change the Spook's choice of pistols 6 to automatics, longarms or heavy weapons. I like personally like going automatics and sniping with an assault rifle* and having a close in weapon option with a machine pistol or SMG. Heavy Weapons lets one eventually snipe with a gauss cannon which is amazing if you get the erratad version. Odd, you'll start off life using an LMG though.
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Sniping with an assault riffle is a good idea and then you combine your one shooting skill so you are great at it also in close quarter with an SMG. Save a few BP to.
And remember to by some basic programs for our commlink.
You would probably want to get an extra cheap commlink you can use in public mode for your fake ID and then use the real one for shadowrunning only. Just get the chepest one for that.
Rasmus
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I think the Longarms skill is kind of overlooked. Yes, it means you don't get the huge DV you can get with automatic fire without customizing weapons, but shotguns and sporting rifles can be quite good. Sniping with an assault rifle can work, but always runs into the problem that AR ranges are half of what you get out of a sporting rifle, much less a sniper rifle.
Unless Sensitive System is core to your character, you really shouldn't take it as a non-awakened human. As an infiltrator you may want to pick up the Hardware skill, as it's used to defeat many security systems and high tech locks.
I personally like cyber-senses, as you can get options unavailable in other areas and get all of the things together in a single package at creation. That said, they do cost more cash and have an essence cost, unlike getting earbuds, contacts and glasses.
I'd suggest picking up a sporting rifle or shotgun for close combat where your sniper rifle isn't a good choice. Your comlink shouldn't have a system higher then it's response and you should at least pick up the Basic + user package. A medkit is a great choice for pretty much all characters, remember it can operate in automatic mode or be teleoperated by a trained medical professional with a matrix link, even if you are unable to use First Aid. Pick up a handheld sensor with a Motion Tracker, Radio Signal Scanner and some other sensor you like. Use it in passive mode to detect other motion sensors and the signal scanner to pick up wireless connected devices like security cameras, locks, sensors, drones, ect.
While you are a stealthy type, you might want a mini-welder. It's not a stealthy way to get though a locked door, window, wall or small car, it can be useful when your choices are reduced to loud and alive or quietly dead.
More Initative Passes could be good for if you get into combat. You can do this with Cyberware (cheap, big essence cost), Bioware (expensive, small essence cost) or Drugs (cheap, no essence cost. May have serious negatives later). For now, I'd suggest a stash of cram for if things get tense on a run and you need 1 extra IP for the next several hours.
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I think the Longarms skill is kind of overlooked. Yes, it means you don't get the huge DV you can get with automatic fire without customizing weapons, but shotguns and sporting rifles can be quite good. Sniping with an assault rifle can work, but always runs into the problem that AR ranges are half of what you get out of a sporting rifle, much less a sniper rifle.
Unless Sensitive System is core to your character, you really shouldn't take it as a non-awakened human. As an infiltrator you may want to pick up the Hardware skill, as it's used to defeat many security systems and high tech locks.
I personally like cyber-senses, as you can get options unavailable in other areas and get all of the things together in a single package at creation. That said, they do cost more cash and have an essence cost, unlike getting earbuds, contacts and glasses.
I'd suggest picking up a sporting rifle or shotgun for close combat where your sniper rifle isn't a good choice. Your comlink shouldn't have a system higher then it's response and you should at least pick up the Basic + user package. A medkit is a great choice for pretty much all characters, remember it can operate in automatic mode or be teleoperated by a trained medical professional with a matrix link, even if you are unable to use First Aid. Pick up a handheld sensor with a Motion Tracker, Radio Signal Scanner and some other sensor you like. Use it in passive mode to detect other motion sensors and the signal scanner to pick up wireless connected devices like security cameras, locks, sensors, drones, ect.
While you are a stealthy type, you might want a mini-welder. It's not a stealthy way to get though a locked door, window, wall or small car, it can be useful when your choices are reduced to loud and alive or quietly dead.
More Initative Passes could be good for if you get into combat. You can do this with Cyberware (cheap, big essence cost), Bioware (expensive, small essence cost) or Drugs (cheap, no essence cost. May have serious negatives later). For now, I'd suggest a stash of cram for if things get tense on a run and you need 1 extra IP for the next several hours.
Longarms skill can actually get damage bonus from automatic fire. There is at least one burst fire shotgun after all. Modify it up to full auto with some extra ammo capacity and go on a fully automatic tear through the corp slinging buckshot like rice at a wedding. 8)
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Longarms skill can actually get damage bonus from automatic fire. There is at least one burst fire shotgun after all. Modify it up to full auto with some extra ammo capacity and go on a fully automatic tear through the corp slinging buckshot like rice at a wedding. 8)
The problem is more getting enough RC for your shotgun of doom to make it worthwhile without gyromount harasses (shotguns can't take gas vents). It also just loses to battle rifle if you use them.
Really longarm's issue is not being effective. It's problem is when it's compared to other skills and where you spend your BP. It's terrible at the light concealable pieces niche, and at the large illegal weapons niche heavy weapons has more and better options. At the mid-range niche, automatics does better with less effort and can also do the concealable pieces fairly well)
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Sniping with an assault rifle can work, but always runs into the problem that AR ranges are half of what you get out of a sporting rifle, much less a sniper rifle.
Use a Battle Rifle, from War! Same great taste, but with Sporting Rifle ranges. Just take an AVC-7.62 and slap a Full Auto mod on it, and you're ready to rock and roll.
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Sniping with an assault rifle can work, but always runs into the problem that AR ranges are half of what you get out of a sporting rifle, much less a sniper rifle.
Use a Battle Rifle, from War! Same great taste, but with Sporting Rifle ranges. Just take an AVC-7.62 and slap a Full Auto mod on it, and you're ready to rock and roll.
There's also the question of how often is 550m too close but 900m is alright. Really though battle rifles ought to be members of the longarms group. They badly need something like them.
On a related note, personally I would remove automatics. Have Pistols cover everything machine pistols and lighter. Longarms covers SMGs to sniper rifles. Heavy Weapons would cover the same stuff as before. The Firearms group would then have Pistols, Longarms, Heavy Weapons, and maybe Gunnery.
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Sniping with an assault rifle can work, but always runs into the problem that AR ranges are half of what you get out of a sporting rifle, much less a sniper rifle.
Use a Battle Rifle, from War! Same great taste, but with Sporting Rifle ranges. Just take an AVC-7.62 and slap a Full Auto mod on it, and you're ready to rock and roll.
There's also the question of how often is 550m too close but 900m is alright. Really though battle rifles ought to be members of the longarms group. They badly need something like them.
On a related note, personally I would remove automatics. Have Pistols cover everything machine pistols and lighter. Longarms covers SMGs to sniper rifles. Heavy Weapons would cover the same stuff as before. The Firearms group would then have Pistols, Longarms, Heavy Weapons, and maybe Gunnery.
Or you could do something harkening back to SR3 and make SMGs its own skill.
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I am about to start a Shadowrun campaign with a few friends and am playing an Infiltration expert but wanted to know what people thought of my Shadowrun character and if they had some pointers on what I could improve on, I still have 25 Build Points to use and have 638¥ to spend. Here is a quick overview of what I have spent so far.
400 - Start
210 - Attributes
148 - Skills
16 - Gear (80000¥)
11 - Contacts
+ 10 - Qualities
25 - TOTAL
Name: Elisa Blythe
Alias: Kensi
Race: Human
Sex: Female
Nationality: Japenese
Lifestyle: Middle
Karma Spent: 0
Physical Description:
Attributes
B: 3 C: 3
A: 5 I: 4
R: 5 L: 3
S: 2 W: 3
Edge: 3
Essence: 3.6
Initiative: 9
Initiative Passes: 1
Physical Damage Track:
Stun Damage Track:
Positive Qualities
Blandness, Cat Like, Bilingual, Restricted Gear, Ambidextrous.
Blandness is gold, Catlike is not worth it unless you're playing a hyper specialised charecter, Bi lingual is nice but is only really needed for a face, as your ranks in language limit your social skills, as is you can have japanese as your home language, and three ranks in english will make you a "Profesional" speaker, more than enough for everything but the most complex technical discusion, Ambidextrous is only really a usefull trait for dualweilding pistols and even then your dicepool isn't high enough to warent it unless they are suprised.
Given you're a stealth specialist, erased 10 points is amazing, especialy when combined with blandness, and then consider astral chamelion on top of that, makes you nigh untraceable.
Negative Qualities
Incompetent (First Aid), Bad Luck, Mild Allergy: Gold, Sensitive Sytem
DO NOT TAKE BAD LUCK, It will get you killed
Active Skills
Stealth Skill Group 4 (40 BP)
Athletics Skill Group 3 (30 BP)
Longarms (Sniper +2) 5 (22 BP)
Perception 3 (12 BP)
Dodge 3 (12 BP)
Blades 2 (8 BP)
Tracking 2 (8BP)
Locksmith 2 (8 BP)
Pistols 2 (8 BP)
Knowledge Skills ([Logic + Intuition] x 3 free points)
Corporate Politics: 3
Finances: 2
Safe Houses: 3
Security Systems: 2
Pole Dancing (Hobby): 3
Language Skills
Japanese: N
English: N
French: 3
German: 3
Spanish: 2
Manderin: 3
Gear (79262¥)
Armor Jacket [B8, I6]
Chameleon Suit [-4 to Perception tests to see the Wearer, B6, I4 w/ Thermal Damping Rating 4]
Area Jammer Rating 4
Gekko Tape Gloves
Gas Mask
Grapple Gun [w/Climbing Gear, 200m of Stealth Rope]
Cellular Glove Molder Rating 2
Magelock Passkey Rating 4
Lockpick Set
Wire Clippers
Maglock Sequencer Rating 4
Autopicker Rating 5
Keycard Copier Rating 5
2 Small Containers of Nanopaste Disguise
Fake SIN Rating 3 (Mary Parker)
Fake SIN Rating 1 (Kelly Sheen)
3 Months of Middle Lifestyle
Erika Elite Commlink [Novatech Navi Operating System; Response 3, Signal 4, Firewall 3, System 4 w/Smartlink] 0.3
Cybereyes 2 Capacity [Rating 3, w/Flare Compensation, Low Light, Smartlink, Thermographic, Vision Magnification] 0.9
2 M-98 Widow Maker Smart Pouches {1 Clip of Stick n Shock (M-98 Widow Maker); 5 Clips of Regular Ammo (M-98 Widow Maker)}
4 Colt America L36 Smart Pouches {12 Clips of Regular Ammo (Colt America L36)}
Given your items i'm asuming you're building a stealth specialist. Word of advice drop all the mag lock keys and other such high rating expensive stuff and get a good hardware skill, combine that with decent logic, maybe something to enhance it, cerebral boosters? and you'll be able to get through stuff of a higher rating than 4 and save money.
Drop the cyber eyes, and get some contact lenses instead.
WEAPONS: Katana, 2x Colt America L36, 1 custom sniper (20,000¥)
Contacts
Fixer (Connection 4/Loyalty 2)
Mr. Johnson (Connection 3/Loyalty 2)
don't waste bp on mister johnson, your fixer's job is to find you jobs, your dm will just get your fixer to phone you telling you he's found a job.
Build Point totals: 375/400
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Given my previous post this would be my version of a revised charecter sheet. The theme of your charecter based on items was someone who could get in and out of anywhere. and someone who could stealthily track anyone. Note i've built her so that she doesn't stand out on the cyber front,
other than wired reflexes that you can turn off. And i've dramaticly improved her combat ability. I got bored so you have a couple of k left over to spend get vision and audio enhancement on contacts and earbuds etc.
As for the genetics, genemasking is amazing for your type of charecter, i got it for "free" with the quality which saves on 9bp of nuyen and 5 bp restricted gear, and then gives 20% of further trans gen, I took advantage of this and got the other genetic qulity for a total of -40% at charecter gen on transgen and then went shoping, If you want to drop some stuff for more bio/cyber but if you ever were going to go for genetics this is how you would.
Also note how we use restricted gear to buy stats and thus can reduce our stats acordingly and spend the bp in other stats
Sugested purchases for later in game, atention coprocesor for +3 perception, muscle augmentation, cerebral booster
Katana 15(16)(can be used to dodge in melee), Ingram 20(21)
Ranged gymnastic dodge 15, perception 13
Climb 4 tracking 7, hardware 8,
400 - Start
210 - Attributes
134 - Skills
50 - Gear (265000¥)
6 - Contacts
2 - TOTAL
Name: Elisa Blythe
Alias: Kensi
Race: Human
Sex: Female
Nationality: Japenese
Lifestyle: Middle
Karma Spent: 0
Physical Description:
Attributes
B: 4(5) C: 2
A: 5(10) I: 5
R: 4(9) L: 3
S: 1(2) W: 3
Edge: 4
Essence: 1.9
Initiative: 14 (+1 dice)
Initiative Passes: 3
Physical Damage Track:
Stun Damage Track:
Positive Qualities
Blandness, restricted gear ,Restricted gear, genecrafted, genetic heritage
Negative Qualities
Incompetent (First Aid), Mild Allergy: Gold, Sensitive Neural Structure, weak immune system, in debt 15000
Active Skills
Stealth 4 (40 BP) (you have to ask yourself are you really going to use disguise and palming, i've always seen these as skills you need a high charisma to make the most use of)
Climbing 1 (4BP)
Gymnastics 4 (16BP) (if you need to run you're probably fucked anyway)
Longarms 6(8) (26 BP)
Perception 3 (12 BP)
Blades 4 (16 BP)
Tracking 1 (4BP)
Hardware 4 (16BP)
Knowledge Skills ([Logic + Intuition] x 3 free points)
Corporate Politics: 3
Finances: 2
Safe Houses: 3
Security Systems: 2
Pole Dancing (Hobby): 3
Language Skills
Japanese: N
English: 3
French: 2
German: 2
Spanish: 2
Manderin: 2
Gear 32000
Armor total encumbrance 10/10, actual armor 13/11
200 Shin guards 0/1
150 forarm guards 0/1
300 Balistic mask 1/2
200 Leg casing 0/1
1600 Form fitting body armor 6/2 coutns as 3/1
10000 Chameleon Suit [-4 to Perception tests to see the Wearer, B6, I4 w/ Thermal Damping Rating 4]
2000 Area Jammer Rating 4
250 Gekko Tape Gloves
150 respirator 6
670 Grapple Gun [w/Climbing Gear, 200m of Stealth Rope]
300 Lockpick Set
25 Wire Clippers
1200 Autopicker Rating 6
1000 2 Small Containers of Nanopaste Disguise
3000 Fake SIN Rating 3 (Mary Parker)
1000 Fake SIN Rating 1 (Kelly Sheen)
5000, 1 Month of Middle Lifestyle
5000, Comlink (remember you arn't a hacker you don't have to be scared of losing a comlink, if your comlink gets compromised you can just destroy it, or load it with a fake sin put a few hundred nuyen on it and give it to some begger and tell him to go wild. Disposable comlinks!)
WEAPONS: 10000
Katana 1000,
1 custom sniper 8p -3ap SA, Easy breakdown, chamelion coating silencer (8000¥),
Ingram smartgun customised for 5 recoil comp 1000
Cyberware 52000 2.6
Reaction enhancers 20000 0.6
wired reflexes 2 32000 2
Bioware 77000 (2.4)1.2
Superthyroid gland (45000) 0.7
Muscle toner (32000) 0.8
Geneware,93000
Normal -20%
Genetic optimisation Agility 36000 0.2
Free from quality - Genewipe leave no evidence for ritual sorcery or electronic records.
Transgen -40%
Neo epo (15,000) + 1 on athletics and fatigue tests 0.2
Pushed (9000) +1 logic linked skill tests 0.1
Qualia (15000) +1 intuition linked tests 0.4
Synch (18000) +1 on combat after enemies first action, + 1 perception 0.4
Nanoware
Contacts
Fixer (Connection 4/Loyalty 2)
Build Point totals: 394/400
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Or you could do something harkening back to SR3 and make SMGs its own skill.
That would be a terrible idea. You'll just have everyone not use SMGs since it'll cost the price of any other skill and thus extremely overpriced.
I will admit that where to put SMGs after removing Automatics was troublesome. I went with longarms since then longarms has a concealable option that isn't as concealable as the Pistols groups, but enough that if you went longarms alone you could survive. Otherwise, you'll really want to get Pistols as well. But if you've got Pistols, why not cut out the middle man and get Heavy Weapons for your heavy combat needs.
Edit- If you care about the German Errata, you can't take genecrafted and genetic heritage together. Then again I'm not sure how much it matters.
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Or you could do something harkening back to SR3 and make SMGs its own skill.
That would be a terrible idea. You'll just have everyone not use SMGs since it'll cost the price of any other skill and thus extremely overpriced.
I will admit that where to put SMGs after removing Automatics was troublesome. I went with longarms since then longarms has a concealable option that isn't as concealable as the Pistols groups, but enough that if you went longarms alone you could survive. Otherwise, you'll really want to get Pistols as well. But if you've got Pistols, why not could out the middle man and get Heavy Weapons for your heavy combat needs.
Edit- If you care about the German Errata, you can't take genecrafted and genetic heritage together. Then again I'm not sure how much it matters.
On the first note, okay, I can see where you're coming from on SMGs.
On the "Edit", I'll say what I honestly think. If you're not using the German books with the German Errata, that same German Errata does not apply to you because it hasn't been released anywhere else. Those of us here in the US should just use what we have either as written or with the errata that HAS been released here. Nothing else applies.