Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Ajax on <03-30-12/1633:33>

Title: Grey, a Shadowrunner who came in from the cold.
Post by: Ajax on <03-30-12/1633:33>
Street Name: Grey
Concept: "Retired" Shadowrunner

== Concept ==
Grey has become an old man in a profession where most don't live more than a few years. He's done a lot and seen a whole lot more. The secret to his success has been working with specialists while avoiding the tempation to specialize himself. Grey is based on UmaroIV's "Generalist" archetype, meaning that: Grey can hack (but not as well as a true hacker), Grey can fight (but not as well as a true samurai), he can sneak around (but not as well as a proper sneak-theif), and he can talk (but not quite as well as a fulltime Face). Thus, Grey works best supporting more focused `runners, but can also fill in missing roles in a shadowrunning team. He has the knowledge and the expereince needed to identify those missing roles as well.

Note: References to Seattle, UCAS, etc. are "place holders" and can be switched to appropriate locale based on actual setting of the GM's campaign.

[Spoiler="Attributes & Basic Info"]
== Info ==
Street Name: Grey
Name: Richard Drake, Jr.
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Metatype: Human Age: 47
Height: 6'2" (1.88 m) Weight: 180 lb. (82 kg)
Composure: 8
Judge Intentions: 10
Lift/Carry: 5 (15 kg/10 kg)
Memory: 9
Nuyen: 900¥

== Attributes ==
BOD: 3 (4)*
AGI: 2 (4)*
REA: 4 (5)
STR: 1*
CHA: 5
INT: 5
LOG: 5 (7)
WIL: 3
EDG: 5
* Right and Left Arm have effective BOD 6, AGI 8, STR 3, for tests only using arms.

== Derived Attributes ==
Essence:    1.30
Initiative:    9 (10)
Init Passes:    1 (2)
Matrix Initiative: 11
Matrix Passes: 2
Physical Damage Track: 12
Stun Damage Track: 10[/spoiler]

[spoiler="Skills & Qualities"]
== Active Skills ==* Right and Left Arm have effective AGI 8 for tests only using arms.

== Knowledge Skills ==== Qualities ==
+ Ambidextrous
+ Blandness
+ Common Sense
+ School of Hard Knocks
- Bad Luck
- Hung Out to Dry
- Vendetta[/spoiler]

[spoiler="Equipment & Other Purchases"]
== Lifestyles ==
Sea-Tac Coffin Motel (Low) (1 month prepaid)

== Cyberware/Bioware ==== Armor ==== Weapons ==
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: UmaroVI on <03-30-12/1749:56>
I think you're fine. You could squeeze out a few more dice here and there or be slightly more karma-efficient, but you're not Captain Rolls 6 Dice At Everything and I assume you made the slightly suboptimal choices like using the Ares Predators for RP reasons.

Minor notes:
That Exploit program is over the availability limit.

Your arms are actually 9 agility, 9 body, not 6/6. You have them customized to 6/6 and then have Enchancements.
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: Ajax on <03-31-12/1308:16>
I'm not certain I follow you on the cyberlimbs, Umaro. Far be it for me to doubt the greatest yeti in history of the Final Fantasy franchise... but if "All standard cyberlimbs come with Body, Strength, and Agility attributes of 3" (SR4A p.343) and I add to them Enhanced AGI 3 and Enhanced BOD 3... isn't that an effective BOD (3+3)=6, AGI (3+3)=6, and STR (3+0)=3?

I'm basing my math on having six "limbs" Head, Torso, two Legs, and two Arms. This matches the math behind the sample characters, best I can figure, and seems to be how the programs of Chummer work it. That gives me an overall:

Oh, and yeah, the 2050s vintage Predators are carried for pure roleplaying/style purposes. Apart from ammo capacity (and the necessary emulation software) the Predator I and IV are identical in all other stats. Normally, I gravitate to the Savalette Guardian as my "go to" heavy pistol... but I like the idea of an old-school `runner hitting the streets with his vintage irons. I very rarely find myself in situations where I need more than ten rounds, let alone twenty, if drek gets that hot it's time to switch to heavier weapons.

To that end, I've added a Remington 950 to Grey's loadout, again the ammo capacity is limited, but range and power should make up for that limitation. The Remington 950 is as much a generalist as Grey himself: not as long ranged as a true sniper rifle, not as rapid fire as a true assault rifle, and not as easily concealable as a pistol. But it has durability a sniper rifle lacks, range and power an assault ridle lacks, and can be stored in a breifcase.

The dedicated Hacker gets backup. The Rigger gets someone to ride herd on extra drones. The full-time Face gets a wingman. The close-combat Samurai and kung-fu Adepts gets a guy with a pair of pistols nearby for crowd control. The ranged support Mercenary with the light machine gun or the Adept Sniper gets a spotter. Everybody gets a guy who knows where all the best bars are located in Seattle. Win-win.
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: UmaroVI on <03-31-12/1323:38>
Oh, whoops, I was misreading you on the arms then. You should very strongly consider getting Customized cyberlimbs, then. At the very least, cough up 4500Y for Customzing your right arm to Agility 9.
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: Ajax on <03-31-12/1350:06>
Ah-ha! I get it now... So, let's go back to the store (I saved the receipt!) and go shopping for a few new items.

Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: rasmusnicolaj on <04-01-12/0616:28>
You can't get enhancement over rating 3 without having a cybertorso.
Get an extra point of armor instead.

Rasmus
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: UmaroVI on <04-01-12/0731:06>
I don't think he has enhancement over 3. He has Customization to 5, and then Enhancement 3, if I followed his changes right.
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: Ajax on <04-01-12/1253:03>
Yep, both arms have: Customized Agility Rating 5, Enhanced Agility Rating 3, Enhanced Body Rating 3... one has a Commlink, the other has Armor. Customized attributes don't use up Capacity and don't require a Cybertorso. Umaro has openned my eyes. ;)
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: Leticron on <04-01-12/2111:47>
For my (personal) taste his skills seem a tad too low for his age and experience.
But that might just be me, given your attributes aren't too bad he actually has decent dice pools.

Should you want to keep that i'd suggest lowering charisma by 1 and raising the influence skill group by 1. That way your dice pool on social skills "offense" doesn't drop, but your "defense" gets better, given your relatively low Willpower. That of course depends on how your group plays out social skills.
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: Ajax on <04-02-12/0911:59>
For my (personal) taste his skills seem a tad too low for his age and experience.
But that might just be me, given your attributes aren't too bad he actually has decent dice pools.

There really isn't much of a way around this, everybody gets the same 400 BP regardless of building a young gangbanger or a verteran black ops triggerpuller. C'est la guerre...

Should you want to keep that i'd suggest lowering charisma by 1 and raising the influence skill group by 1. That way your dice pool on social skills "offense" doesn't drop, but your "defense" gets better, given your relatively low Willpower. That of course depends on how your group plays out social skills.

That's not possible, as I've spent 200 BP on Attributes. I've met some GMs who will bend on the "no two Skills at 6" or "no more than 50BP on Resources" before for very good character concepts, but I've never met anyone who would allow a player to break the Attribute cap.  Willpower 3 isn't strong, but in my expereince it isn't much of a weakness either... at least not Socially. If I need to punch a Spirit, I've already done something worng.
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: UmaroVI on <04-02-12/1049:04>
Will 5 would be nice, it's just hard to afford. The main things are the extra stun box, and defense against spells (yeah, on its own, it won't save you, but with Counterspelling from a teammate and Edge it can mean the difference between getting punked or not because of how binary spells are).

The one thing you might consider cutting for that is Reaction. The reason is that, in the long run, it's reasonable to shoot for Move By Wire 2, Reaction Enhancers 3, and Genetic Optimization: Reaction. That's a +7 bonus, so if you start with 2(3) reaction you can eventually hit 2(9). That said, it's a pretty serious drawback right now, and in the short term 2 more reaction will help you more because Initiative is really important.
Title: Re: Grey, a Shadowrunner who came in from the cold.
Post by: Leticron on <04-02-12/1313:19>

Should you want to keep that i'd suggest lowering charisma by 1 and raising the influence skill group by 1. That way your dice pool on social skills "offense" doesn't drop, but your "defense" gets better, given your relatively low Willpower. That of course depends on how your group plays out social skills.

That's not possible, as I've spent 200 BP on Attributes. I've met some GMs who will bend on the "no two Skills at 6" or "no more than 50BP on Resources" before for very good character concepts, but I've never met anyone who would allow a player to break the Attribute cap.  Willpower 3 isn't strong, but in my expereince it isn't much of a weakness either... at least not Socially. If I need to punch a Spirit, I've already done something worng.

Wait... i spoke of LOWERING charisma from 5 to 4 and RAISING the influence skillgroup by 1 to 3.
This way your dice pool stays the same for opposing test, but you actually gain 1 dice when trying to "defend" yourself against leadership. I know it's not much but it's something. The same would be even more true had you chosen intimidation (which you should probably get anyway).