Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: mistrornge on <11-12-11/1323:43>
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My basic concept was Freak from the SR4A core book page 114.
Black Recluse, ork
Body 4, Agility 6 (9), Reaction 5 (7), Strength 6 (9), Charisma 1, Intuition 3, Logic 3, Willpower 3, Edge 1
Essence 2.25, Initiative 10, IP 3
Athletics group 4, Stealth group 4, Dodge 3, Throwing Weapons 3, Unarmed Combat (cyber implants) 2(4), Escape Artist 2, Perception 3, Computer 2, First Aid 2
Knight Errant procedures 2, Pharmaceuticals 3, Ork Rights Movement 4, Seattle Underworld 3, Portuguese N, English 3, Or,Set 3
Surge Class III 15, Monkey Paws 5, Cat like 10, Double Jointed 5, Setae 10, High Pain Tolerance 5
Striking Skin Pigment 5, Extravagent Eyes 5, Total Amnesia 25, Enemy II 10
Chameleon Suit, Autopicker 6, Goggles, Lockpick Set, Climbing Gear, Respirator 6, Graple Gun, Shuriken 25
Street Doc 2/4
Muscle Replacement 3, Handblade Retractable, Synaptic Booster 2
Street lifestyle
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Starting comments:
Muscle replacement 3 is 15R. It needs to drop to 2.
Your metagenics are right for SURGE II, not III.
You don't have anything for maglocks (see SR4a 263).
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Total amnesia means you have no idea what your character can do (in fact, the GM typically makes the character sheet for total amnesia). You only qualify for the 10-point version - no memories, still, but you know what your skills and stats are. Muscle augmentation and toner (bioware) are only marginally cheaper, and a lot more Essence friendly. On the other hand, wired reflexes: 2 is a lot cheaper than synaptic booster: 2. If your GM is using standard Availability, rating: 3 is over. If he isn't, you should get rating: 4 so you don't have to hard-cap your Agility. Also look at synthcardium: 3 - a very cheap dice pool boost for the entire athletics skill group. Kirk is right about maglocks - either get the hardware skill (most versatile), or get a rating: 4 maglock passkey (which will at least be able to get you past card-reader maglocks). Consider getting thermal dampening for your chameleon suit.
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(snip) If your GM is using standard Availability, rating: 3 is over. If he isn't, you should get rating: 4 so you don't have to hard-cap your Agility. Also look at synthcardium: 3 - a very cheap dice pool boost for the entire athletics skill group. (snip)
I'm his GM, he's posting here to get ideas at my recommendation, and yes it's standard availability rules. (well, for the numbers anyway. Some R's aren't restricted.)
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Went with:
Synthcardium 3
Wired Reflexes 2 (alpha)
Handblade
Muscle Toned 3
Muscle Augmentation 3
Reakt
Took Restricted Gear to get some of these.
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Wow, our chars are very much alike and.... Oh man, my char's so constantly going to want to be better than yours... Problem is, he isn't!... he's so not gonna like that ;)
With that in mind, not sure I should be helping you! :p
But I will:
Lose dodge and buy other cool stuff (like, Artisan (Pottery))*. You've got melee skills to block/parry instead of dodge and on full defense you've got gymnastics instead of dodge, so you'll probably never use it.
The total amnesia thing: I've seen it used and I've seen it cause a LOT of pain. Even normal amnesia can be a b*tch. Keep in mind that "behind" those BP's, there's usually an equal amount of negative BP's (enemies, debts, regrets & other worries) to take its place once you remember enough to no longer really have lost that much of your memory. And with total amnesia, you're not even sure you can sneak, or throw well and may or may not be aware of all those implants. I really would never -ever- consider taking it as a character. But it's your call. I -am- somewhat curious what kind of mess you'll end in.
(Previous group I was in, we were just sitting in a bar before even starting the run when KE rushed in and arrested us all because the group's memory-less member had committed a double a homicide. Don't need to tell you how fast the rest of the 'runners never wanted anything to do with that guy ever again.)
* actual recommendation: increase skill in one of either combat skill. The more dice the merrier. You'll already be only making half the attacks a 'runner with a gun will, so you want those attacks to count.