Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Leevizer on <04-09-12/0757:07>
-
I finally finished making R-01, Alias Shade Wither, the former ARES cyborg wetworker, a deniable asset who'se deniability became a problem when she killed the scientific staff and other personnel who knew her, and due to Ares having deleted every bit of her existence or proof of her actions due to not wanting bad publicity if/when she fails, she went running free and thus went to the shadows...
...Or something like that. It sounds good in my head, will maybe write something better about it later. Anyway, this is my first, finished character, I posted the work in progress version earlier but this is the finished one. Please tell me what you think of her!
Created with 400 BP system.
Personal data
Name: Shade Wither/R-01
Metatype: Human
Age: 17
Sex: Female
height: 1,78 m
Weight: 67 kg (or a few tons. I don't know how much cyberware weighs?)
Notoriety: 3
Street Cred: 0
Karma: 0
Attributes (the average value from all limbs in parentheses)
Body 3 (5)
Agility 5 (6)
Reaction 5 (7)
Strength 2 (4)
Charisma 1
Intuition 5
Logic 3
Willpower 4
Edge: 2
Essence: 0,18
Magic: 0
Initiative: 12
IP: 2
Matrix initiative: 9
Astral initiative: 10
P track: 13
S track: 10
Skillz:
Automatics 6, Machine pistol speciality
Blades 4, Cyber-Implant blade speciality
Infiltration 4, Urban speciality
Perception 4, Sight speciality
Cybertechnology skill group 3 (She acts as the emergency medic of the group. Story-wise, she needed to spend long times alone in combat, so it was only natural to teach her basic cyberware maintenance, first aid and wound treatment.)
Running 4, Urban speciality
Gymnastics 4, Parkour speciality
Pilot groundcraft 3, Bike speciality
Intimidate 4, Physical speciality
Survival 1, urban speciality
Knowledge skills:
Most of her knowledge skills are on the basis of what she was taught/what they thought she needed to know for doing jobs and such. I think. Also, I suck at coming up stuff that she could possibly like as a hobby or such.
English N
Military lingo (just for background.)
UCAS military 4
Corporate security 4
Cybertech manufacturing 4
Knights Errant procedures 4
Lone star Procedures 4
Mercenary hangouts 3
Qualities:
Incompetent Etiquette
Incompetent Negotiation
Incompetent Teaching
Erased -10
Combat Monster
Flashbacks (fire being the trigger. Not muzzle flashes or lighters, but larger, burning houses/furniture/whatnot. A weakness that is propably going to kill her later...)
Ranged weapons:
Ceska Black Scorpion w/ internal smartgun, gas-vent 3.
10 clips w/ regular ammo
Ares Alpha w/ internal smartgun, Grenade launcher, recoil compensation 2
10 clips w/ regular ammo (Should I get some grenades too?)
Augmentations:
Wired Reflexes 1, Alphaware
Air tank
Sleep Regulator
Reaction enchancer 1
Internal commlink
Custom arm w/ cyberspur, hidden armslide, AG6, BD 6, S 6, Enchanced AG +3, BD+1
Custom legs w/ Hydraulic jack 3, AG 3, BD 4, S 3, enchanced Armor +1, S +3, AG +3, BD +3
Armor
Armor vest
Armor Jacket
Helmet w/ headphones and Microphone
Contacts:
Fixer L1/C4
Street Doc L1,C4
Commlink
Meta Link w/ Vector Xim to broadcast publicly
Hermes Ikon w/ Custom OS (System 5, Firewall 6)
IC 3
Analyze 5
Armor 5
Airtank 5
Databomb 3
Other gear:
Suzuki Mirage
medkit 6
RFID eraser
Micro Radio Sensor 6
Duffel Bag
Clothes
Lifesyle things
Lifestyle: Squatter, coffin motel
Nuyen: 120
Licenses: Bodyguard 4, Driver's license 4
Fake SIN 4
-
You should probably note your maximum attributes with a given limb as you are using your high cyberlimb agility for shooting people in the face :)
Biotechnology group (not cybertechnology) is kind of expensive as you are not that good a doctor with your 3 in Logic (I would drop it and get by with the medkit or just get First Aid 1 or 4).
You have 9 skill specializations. They are really cheap to get with karma and you could probably spend those BP better at chargen.
I’m not your gamemaster but 3 incompetence’s seem way to munchkin for my taste.
You need to grab Arsenal and mod your weapons for better recoil and maybe chameleon coating etc. You need heavy weapons for grenades but maybe get some smoke grenades or some of the other less explosive variants.
Wired Reflexes 1 as alphaware is not really worth it from the start. You want to upgrade it later and it is too expensive now. If you want an implanted commlink you could use capacity in one of your limbs to save essence. And get armor on your limbs – it stacks with all other armor and you like armor. Why no bioware? Bioware essence loss is halved with all that cyberware and therefore very essence friendly.
You need form fitting body armor and some SecureTech stuf. You can hit total armor 13/11 (plus armor from cyberlimbs) and that is way more than you have now.
I’m not sure why you want the programs you have selected. You are not a hacker and could get by with one of the basic packages plus maybe scan and encryption.
Rasmus
-
Like I said, the biotechnology is there for reasons of character building.
What's wrong with specializations? What else should I use my BP for?
I don't think that having 3 incompetence and thus 3 notoriety is munchkin?
I wasn't really planning on actually using the grenade launcher... Like I said, backstory behind the gun.
I can't get it without it being alphaware at the moment, unless I get rid of my cybereyes/internal air tank/commlink. I would implant my commlink, but my arm has no capacity left and having it in her leg just doesn't fit my idea of a commlink's position.
I don't have arsenal and thus can't get that armour stuff. Also, Wouldn't that encumber her since her body approximated is 5?
Those programs there are a good way of saying "go frag yourselves" to any technofreaks who might want to hack into her wares or gun.
-
you could easy get 4 in gynmastics and use it for full defense against ranged attacks.
-
What's wrong with specializations? What else should I use my BP for?
Basically, it breaks down like this: Specializations are 2 BP at CGen or 2 Karma in play. 1 BP = 2 Karma. So you're paying twice as much if you pick them up at the start vs doing them in-play.
-
Freeing up 18 BP could give you 1 more Willpower - an uneven Willpower is better because it gives you +1 condition track.
Willpower cost 25 karma so already there you have saved points. You could use 4 more points to raise your driving to 4 saving more points and use the last points on contacts og more gear.
You can combine contacts and glasses having stuff in both. But yes they can be lost (just carry an extra set if you are nerveous about that).
It really doesn't matter where your commlink is hidden in your body and saving essence is for the win. And of you have free capacity in your leg a foot anchor is good for recoil.
Form fitting armor can be worn with other armors and only count half against ecumberance and cyberlimb armor doesn't stack.
A hidden arm slide is really capacity costly. I Think you would be better off with cyberarm gyromount, and 2 points of armor.
If you don't want to use the grenade launcher then don't ;) It is still a good weapon.
Rasmus
-
I think he's already at his attribute cap though (200 BP).
He already said he doesn't have arsenal, so suggesting armor from there probably isn't that helpful to him.
cyberlimb armor doesn't stack.
Where did you find that?
To the OP, I'd suggest dropping your specializations and using 16 of those points to pick up Heavy Weapons for that grenade launcher. Also pick up an airburst link to cut down on scatter. The extra 2 points can be dropped into your contacts (I'd personally go with the street doc's loyalty to a 3 in case anyone comes to him looking for you).
I second the opinion about Wired Reflexes, I don't think you need the alphaware there. My math is sitting at:
Wired Reflexes 2
Reaction Enh. .3
Internal Airtank .25
Internal Com .2
Cyberlimbs 3
Sleep Reg .075 (gets halved due to being bioware which is lower than cyberware)
The total cost here is 5.825 which would leave you with .175 essence to play with. You could alphaware the internal airtank (since it's so cheap and probably won't be upgraded for a long while) and get yourself back up to .225.
As for armor, I'd recommend a Camo suit with a helmet (9/8) and putting some thermal dampening/Nonconductivity on it.
-
The airtank can also go in a cyberlimb.
Thirding "it doesn't matter where the commlink is." The point is that you use DNI to run an implanted commlink...it's not like you have a computer embedded in your leg that you tap buttons on, it's that you have a computer whose hardware is spread out inside your leg that you control with your brain.
-
The airtank can also go in a cyberlimb.
Thirding "it doesn't matter where the commlink is." The point is that you use DNI to run an implanted commlink...it's not like you have a computer embedded in your leg that you tap buttons on, it's that you have a computer whose hardware is spread out inside your leg that you control with your brain.
First-off, I know it works by RAW, but I'm having trouble imagining how air-supply routing would work... or at least how it would wort without costing some essence for the tubes and other bits needed to hook it to your lungs... unless it contains 1 hour worth of O2 and synthetic capillaries to do the reoxygenation.
Secondly, I can just see someone with a cyberleg and an implanted 'link doing handstands to try and get a better signal. ;D
-
I'm assuming it's a tank in your leg and very small, not-intrusive-and-not-essence-eating tubes running up to your lungs from the top of your cyberleg.
If your commlink goes on the fritz, do you kick your own leg to get it working again?
-
@Crash: On the heavy weapons note, while I kind of agree, he did say he didn't plan on ever using the grenade launcher and only has that particular gun due to background. Why he'd have that gun without knowledge of how to use both parts, I have no idea, but it's his vision. ;)
-
The Alpha is one of the best AR's in the game, probably the best, even without the often-unused grenade launcher, because it has Ares Patented Magical Recoil Compensation (TM).
-
He said he wasn't really planning on using them, but there still useful even if you don't want to use "grenades" (meaning big boom kind). There are all kinds of tactical style grenades that can be...uhm...deployed at range with the grenade launcher. SlipSpray, Freeze Foam, flashbang, sensor packages, smoke, IR smoke, astral smoke (I always forget the name), etc.
-
I think my point with a commlink being body/headware here is because of.. Well, like I said, character build reasons. Secondly, if there's an explosion and she loses her leg... Then she's in trouble without a commlink. Whereas if she loses her head, she's screwed anyway. Letting her legs have augmentations just gives her one more vulnerable limb in my opinion.
The Ares rifle is because she is mostly familiar with Ares weaponry.
Crash, your math is propably right, I think I'll drop the alphaware there. Also, why the camo suit? And the add-ons? Is it just generally a good idea to use those?
Originally in this character concept I had most of those skills at 2, and had the specializations to up them to 4, but then modified it some, so the specializations are there to make pretty much every skill she is skilled at a 6 in the situations she will propably be in. But since specializations are that cheap, I agree that it might be a good idea to op the specializations.
I've been told that the biotech isn't that good, but I would really want her to have the first aid and cybertech skills. Should I drop the group and buy them separately?
-
Well loosing a leg is bad no matter what and getting a new leg with a commlink isn't much more expensive. But if you think it belongs in your head, then install it there ;)
If you only want 2 skills from a group it is cheaper to get then individualy (cost 8 BP versus 10 BP).
Rasmus
-
Well loosing a leg is bad no matter what and getting a new leg with a commlink isn't much more expensive. But if you think it belongs in your head, then install it there ;)
If you only want 2 skills from a group it is cheaper to get then individualy (cost 8 BP versus 10 BP).
Rasmus
Losing a leg is bad, how about losing your leg AND your commlink, through which you have slaved, say, everything on your body? Or just a stray bullet might end up hitting the link...
My question about that skillgroup thing was that is that medicine skill not worth the 2BP it will cost?
-
Hobefully you won't end up loosing your leg but yes in a worse case scenario it could happen.
I don't think medicine is that important. It is for your character. It is for operations and long time care in a hospital.
Rasmus
-
Also, why the camo suit? And the add-ons? Is it just generally a good idea to use those?
The camo suit gives you an edge when you're in the designed environment by making you harder to spot. For someone skilled as an infiltrator, it comes in very handy.
Thermal Dampening makes it harder for thermal imaging (which is fairly common among drones and sensors) to spot you, so it kind of helps complete a covering of all the visual senses. Nonconductivity increases you ability to resist electrical damage which is very common with Stick and Shock being so powerful. Basically you halve your impact armor (3) then add six (9) when resisting electrical damage.
I recommend always modifying your armor. The camo suit is really a preference thing, and it could look out of place, but it makes a good professional choice for wear to run on the job. An armored vest should suffice for non-run activities.
-
Ok, so I did the following changes:
-Removed all specializations
-Gave heavy weapons 4
-Removed cyberscience group, added First aid 4 and Cybertech 3
-Survival 2
- bought 10 Cs grenades, 10 HE grenades, 5 Thermal smoke grenades and 10 smoke grenades.
I did NOT tamper with my wares yet, and I see no need to, since I still have 8 BP left. I was thinking of...
-Machine pistol speciality, just because.
- Groundcraft 4, Cybertech 4 or Survival 3
- Street Doc loyalty to 2, would go for 3 but will not for roleplaying reasons.
After which I would have 1 BP left, which could be used for armor customizing or stuff? Any comments on if this sounds good at all?
EDIT: Also thinking about buying her a skill level or two in Armorer, and a armorer kit and a cyberware kit, to further demonstrate the fact that she is supposedly skilled at handing her own body and equipment?
EDIT2: And no comment on the antihacking set she has? Is it good or over the top? Should I spend the nuyen on BP instead?
-
Armorer would definitely be a good choice RP wise, and you'd have enough dice to buy hits when you aren't rushed for the simple stuff.
Anti-Hacking looks good to me (I don't bother hacking my players stuff too awfully much, but I run missions and the badguys rarely remember to bring a hacker along). Typically I physically fiber optic my gun to my glasses or use a skinlink with no wireless on, but a good Firewall and Analyze should at least let you know when someone is hacking in.
That said, a good hacker will get in if they want to. The hacker in my missions group is averaging 9 hits (she's a lucky roller) and can usually get about 15 hits on an edged roll. She's hacked into Ares R&D on the fly. If the GM wants to hack into your system, he'll get there no matter what, so it really depends on whether your GM plays normally or is actively out to get you.
-
Armorer would definitely be a good choice RP wise, and you'd have enough dice to buy hits when you aren't rushed for the simple stuff.
Anti-Hacking looks good to me (I don't bother hacking my players stuff too awfully much, but I run missions and the badguys rarely remember to bring a hacker along). Typically I physically fiber optic my gun to my glasses or use a skinlink with no wireless on, but a good Firewall and Analyze should at least let you know when someone is hacking in.
That said, a good hacker will get in if they want to. The hacker in my missions group is averaging 9 hits (she's a lucky roller) and can usually get about 15 hits on an edged roll. She's hacked into Ares R&D on the fly. If the GM wants to hack into your system, he'll get there no matter what, so it really depends on whether your GM plays normally or is actively out to get you.
Point is that I don't need to keep the hacker out of the system forever alone. This is to make sure that 1) I can turn my commlink off if a hacker is trying to get me or 2) Tell me a hacker is coming to get me and 3) Get those pesky normal hackers out from my commlink with Attack 5 IC 3.
1 and 2 apply to the omfglolhaxxorz, number 3 applies to general enemy bad guy hackers.