Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Leevizer on <02-08-12/1315:55>
-
So if I understood the rulebook correctly, you can only take 35 BP worth of positive and -35 worth of negative qualities to your character. I can understand that, but what if the negative qualities I think that fit my character are worth -40BP?
For instance, Uncouth, Combat Monster/Vindictive and Records on file. Should my GM allow me to take all of these but just give me 35 extra BP? Should the GM take this into consideration as a modifier into something on this, or should I not be allowed to do this?
-
I would, but then I feel that you should be able to take as many 'extras' as you want, and the limit should just go toward how many additional points you get (I've actually done it myself multiple times, especially on taking only partial points for the last quality I took).
-
I would allow you to take more negative qualities, but only give you 35 bp. I would, however, pick on you only as much as on anyone else with 35 bps (ie, if you have 70 bps of negatives, you're only getting 35 bps of points, so I would pick on you about half as often).
By "pick on you" I mean "manufacture situations where the negative qualities come up" like running into people you are Prejudiced against, having to do runs in areas where something you're allergic to is, etc.
-
My personal view is to more let it happen naturally as to them coming into play rather than custom tailoring just to hit the flaws, especially with some of the nastier effect ones, but then I don't feel that every flaw should bite you in the arse constantly. Just seems too contrived for my tastes. Prejudiced though...I'd advise against that one period. Not likely to be able to work with a lot of teams if you're a Humanis zealot.
-
No I wouldn't .It would be Unfair to the other Players.But I would tell You that you can Play your Char like a Combat Monster without having that as a Disadvantage, very simple ImO
with a simple Dance
Medicineman
-
Should you go to 40 because you want something that fits very good in the concept, I would say go for it, even if you only receive 35 points. And as GM I would say to not 'annoy' that character more than the others, especially if the background is very good. However, if someone wants to take 70 BP of negative qualities, I have to wonder about the playability of the character. With so many flaws it's going to be very difficult even if the GM only lets them come into play as much as the other characters.
As for playing out the flaws: I have a character with combat monster. To ignore it you have to do a composure (2) test. I have enough to buy the hits but still in certain situations I simply ignore the fact that I can buy the hits and play it out.
-
GM's either love me or hate me because I build my characters gritty. We live in an environment where everything is so PC. But then we switch our perception to a world where everything is pretty crappy and how well you do your job is more important than how you play with others (So long as you can play semi-nicely and have a moderate group dynamic that allows the job to be accomplished). I love taking more than the 35 allowance, and if they wanna pick on me more so be it. My favorite character is Razor.
Razor will:
-Punch an Elf in the face for being an elf
-Leave you with a broken jaw and a knife wound if you spill a beer on him
-Take combat drugs recreationally then intentionally pick a fight (ESPECIALLY when the team says "Okay, we need a distraction." and he takes a huff and goes to find a security guard to make loud noises with.
-Will turn off his commlink after paying for a good time with a joyboy who looks like a street fighter and be out of reach for some pieces of legwork if the team isn't careful
-Will vocally agitate cops (Usually without breaking any laws)
-Will use racist slurs. Even with his friends.
Makes for him to be very confrontational but not counter productive to a team during the actual job. Usually.
-
ImO a prime Candidate for a Darwin Award
but to Each his own
With his own Dance
Medicineman
-
As with anything, talk to your GM. I've let a few players go a bit over either way, but never so much they become a problem or it creates an imblance. If a player can give me a good reason and articulate that reason...reasonably (heh) then I make a judgement call. However, I will not allow this if the player just wants to be a powergamer. Some things you just have to earn.
-
you could fake being a paraplegic in order to avoid gunfights.
-
you could fake being a paraplegic in order to avoid gunfights.
And getting handicap parking spots. :P
-
you could fake being a paraplegic in order to avoid gunfights.
"guys don't shoot, I can't walk so it's unfair."
Also, about that inbalance thing... I can see that with the positive qualities, but with negatives? I don't see it happening.
-
The other poster said he would let it go a little bit either way. It's when you go further than that that you either need to allow it across the board, or be firm. A character with 70 points worth of negative qualities basically has 35 more points to spend than one who only has 35 points of negative qualities. Everything else being equal, points matter.
Not every negative quality has to be worth points. I actually shy away from taking some of them, even if they fit my character, for "personality" ones. Because you are giving up some player agency, and submitting to a dice test to determine your behavior. When I play someone vindictive, I like the freedom to decide when he won't be vindictive, just this once.
-
I generally allows negatives as far as the player wants to take them. Then again, I rarely plan for most flaws to come up unless they're something that has to be worked in like enemies, evil twins, etc. I always cap it at 35 points gained from them though to keep things fair.
There are some negatives that are arguable on how much of a detriment they are depending on how the GM runs the game/plays them (Day Job and In Debt come to mind). There are also some that I cannot figure out why they're negative (Astral Hazing for a mundane).
-
There are also some that I cannot figure out why they're negative (Astral Hazing for a mundane).
Because it's a royal pain for the Awakened members of the team. The tean Mage gets within 5 meters (I think) and suddenly they're crippled. Not to mention things like Improved Invisibility and Improve Agility will be reduced as well.
-
you could fake being a paraplegic in order to avoid gunfights.
I'm going to date myself here, but anyone else remember Guy Cabellero from SCTV, the guy who faked using a wheelchair "for respect"?
Off the top of my head, I could see In Debt being a little cheesy if it put you over the bp cap because even if you aren't getting the BP, you're still getting the cash. You have to pay it back plus 50% and the monthly vig, but the argument can be made that Tech money is more valuable than in play money.
Not every negative quality has to be worth points. I actually shy away from taking some of them, even if they fit my character, for "personality" ones. Because you are giving up some player agency, and submitting to a dice test to determine your behavior. When I play someone vindictive, I like the freedom to decide when he won't be vindictive, just this once.
I agree on this point. I don't like tests to determine character behavior, although without it things like Addiction wouldn't really be negatives at all. The character I'm currently working on has Lost Loved One which has a test but it's not one I'm going to roll-- if the GM introduces a plot point relevant to it I'll just assume I fail the test and follow it up. That's one of the things I like about LLO, it's a flaw that motivates plot development rather than a specific action.
-
There are also some that I cannot figure out why they're negative (Astral Hazing for a mundane).
Because it's a royal pain for the Awakened members of the team. The tean Mage gets within 5 meters (I think) and suddenly they're crippled. Not to mention things like Improved Invisibility and Improve Agility will be reduced as well.
The mage is going to tell you to go frag yourself when it comes time to cast that Heal spell.
-
you could fake being a paraplegic in order to avoid gunfights.
"guys don't shoot, I can't walk so it's unfair."
Also, about that inbalance thing... I can see that with the positive qualities, but with negatives? I don't see it happening.
had my best friend's middle boy say something like this in a game a while back, "hey! no fair!! stop shooting back at me! i'm out of ammo (in this magazine) and all i have left is that spendy stuff (APDS)!!" all during a "make sure no one notices you were even there" run. not much karma for following parameters of the run, and none for RPing the team badass.
-
Because it's a royal pain for the Awakened members of the team. The tean Mage gets within 5 meters (I think) and suddenly they're crippled. Not to mention things like Improved Invisibility and Improve Agility will be reduced as well.
I think its essence in meters (away from books right now), which means for most non-awakened its going to be like 9ft radius tops. If the mage can't stay back, well thats their problem. Then again, I rarely see mages bother with the buff spells in most games. Imp. Invisibility is about it, but in 2073 a chameleon suit is pretty damn close.
-
Because it's a royal pain for the Awakened members of the team. The tean Mage gets within 5 meters (I think) and suddenly they're crippled. Not to mention things like Improved Invisibility and Improve Agility will be reduced as well.
I think its essence in meters (away from books right now), which means for most non-awakened its going to be like 9ft radius tops. If the mage can't stay back, well thats their problem. Then again, I rarely see mages bother with the buff spells in most games. Imp. Invisibility is about it, but in 2073 a chameleon suit is pretty damn close.
Like I mentioned before, the Heal spell. The mage is gonna try and then tell you where to stick your wounds and he ain't bothering.