Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: rahf on <04-28-12/2001:46>
-
I'm new to SR and after playing Deus Ex Human Revolution I thought to try and make a character like Jensen. Well a female version anyhow. My concept has her a former high end operator of Ares Macrotech. A mix of weapon specialist, covert operations, and B&E oriented hacking.
I don't know where to begin at but I have the 4A manual and the manuals it references as well as WAR! and attitude.
Oh and the character will be an fem elf.
The problem I have is that using the SR system I can't give my character the full range of augments Adam had in the game. There isn't enough essence even with the highest grade ware and the discount for compatibility. By the time I replace the legs and arms this is only 2 or 3 points left and it isn't enough for the comlink, lung enhancement, dermal plating, etc. Idk what to do.
-
You can really can't get augmented to the most optimal level with a starting character's limitations. You are better off making a tough ex-corporate expediter, and seeing "female Jensen" as a goal to eventually reach.
-
Having never played the game you mention, I'm afraid I can't be of much help here. Would someone mind explaining the character to me?
-
Having never played the game you mention, I'm afraid I can't be of much help here. Would someone mind explaining the character to me?
The character is a chief of security for a corporation who is badly injured in an attack on the corporate HQ. HIs employer has him enhanced with a large range of cybernetics to save his life. Adam ends up with an implanted comlink, obvious cyber limbs (all 4), enhanced lungs, dermal plating, enhanced optics (targeting, flash suppression, smartlink and a couple others), spurs, internal cyberweapons, and cloak. I know that most of those are impossible with SR rules though so I'm mainly trying to figure how to get as much as possible.
As for the character himself he is a skilled marksman with just about every type of fire arm and heavy weaon. He has some unarmed skill but no formal style. My play style as him is a stealth character who can shoot his way out if trouble starts. He doesn't have much in the way of social skill and relies on artifical pheremone generators as well as intimidation in important social situations. In the game I mainly used pistols, smgs, and a sniper rifle on occasion.
I don't really know how else to describe him.
-
Having never played the game you mention, I'm afraid I can't be of much help here. Would someone mind explaining the character to me?
The character is a chief of security for a corporation who is badly injured in an attack on the corporate HQ. HIs employer has him enhanced with a large range of cybernetics to save his life. Adam ends up with an implanted comlink, obvious cyber limbs (all 4), enhanced lungs, dermal plating, enhanced optics (targeting, flash suppression, smartlink and a couple others), spurs, internal cyberweapons, and cloak. I know that most of those are impossible with SR rules though so I'm mainly trying to figure how to get as much as possible.
As for the character himself he is a skilled marksman with just about every type of fire arm and heavy weaon. He has some unarmed skill but no formal style. My play style as him is a stealth character who can shoot his way out if trouble starts. He doesn't have much in the way of social skill and relies on artifical pheremone generators as well as intimidation in important social situations. In the game I mainly used pistols, smgs, and a sniper rifle on occasion.
I don't really know how else to describe him.
Well, from the sound of it, you would definitely need more than the base 400 BP for character creation as well as significantly increased resource, rating and availability limits.
-
The GM who is running our games has said that we could go up to 600BP. We are currently playing an set of intro sessions for me and another n00b to get used to the games mechanics.
The GM said that the next storyline will be more challenging so he is allowing the higher starting BP.
-
The GM who is running our games has said that we could go up to 600BP. We are currently playing an set of intro sessions for me and another n00b to get used to the games mechanics.
The GM said that the next storyline will be more challenging so he is allowing the higher starting BP.
That could help, but without higher resource limits (BP spent on nuyen in creation) and higher availability caps, you'd still be limited to 12 (or 20 with Restricted Gear) availability and 50 BP (250k) resources. You might wanna talk to him about that. My suggestion to your GM would be availability increase to 20 (28 with Restricted Gear) and 100 BP resources. Charisma x 2 free points for contacts is always a good house rule to incorporate no matter the point total.
-
Those sound like good ideas. I will try to build my char with that and then post it.
In the mean time if anyone has any ideas about how to build a character like my concept I would appreciate the help.
-
Those sound like good ideas. I will try to build my char with that and then post it.
In the mean time if anyone has any ideas about how to build a character like my concept I would appreciate the help.
Just be sure to check with your GM first to see if the other stuff I mentioned is fine with him. It might not be, and if not and the character is made, then that's a lot of work wasted.
-
well. When starting the game, Jensen, although he has all the stuff implanted, can't use it anyways. Why don't you do the same?
Start with one or two implants and get a 5/5 cyberdoc connection and the Black Market Pipeline quality. So you can upgrade youself as the campaign goes on. That's what you do in Deus Ex, too, without the going to the doctor.
-
well. When starting the game, Jensen, although he has all the stuff implanted, can't use it anyways. Why don't you do the same?
Start with one or two implants and get a 5/5 cyberdoc connection and the Black Market Pipeline quality. So you can upgrade youself as the campaign goes on. That's what you do in Deus Ex, too, without the going to the doctor.
Thats a pretty good idea, but my problem isn't getting the augs. The problem is there isn't enough essence to emulate the full spectrum of Jensen's abilities. I have a good idea of how to build the character in all the other ways, I just can't figure out how to get the abilties I want from his augs with the SR system.
-
Trying to precisely recreate a character in SR never works because SR has very, very particular rules about what works well and what gets shafted. That said I don't think the general idea of this character is out of line with what a street samurai can do. What you're going to want is:
Quality: Biocompatibility (Cyberware)
The geneware "Adapsin." It is availability 16 and has some "don't let your players start with it!" fluff. You can either try to talk your GM into it, get it later (but this is much less good as you have to replace all your 'ware later to get the benefit), Restricted Gear it, or Genetic Heritage it (both of these are iffy and you should ask your GM about).
That will greatly discount your Cyberware which is going to be much of the expense.
Remember that the lower of Cyberware or Bioware has half essence. Example: 3 points of Cyber, 2 points of Bio = 3+2/1=4 essence used, not 5. So you want to mix-n-match and take the good stuff from each.
Cyberlimbs: cyberlimbs are really good. Get a cybertorso and four cyberlimbs, but not a cyberskull because they blow for unknown reasons. Slap Customize and Enhancements in them, especially Armor. This is like dermal plating but not awful. You can also implant a commlink into them, same with Spurs, instead of the lung thing get an Air Tank in a cyberlimb which covers largely the same type of stuff and is way more efficient.
Cyberguns exist. But they suck. You can put them in your cyberlimbs, but I don't recommend it. Instead, put something like a large smuggling compartment or cyberholster into a limb and stash a weapon in that. It's not exactly the same thing but it fills much the same purpose and isn't crap.
You can do enhanced optics with cybereyes/cyberears, but they aren't very good and you can just wear goggles and earbuds instead. If you really and truly want them, though, you should be able to fit them in. If you just gotta have cybereyes, make sure you get the Eye Light System which is the one selling point they have since you just can't get that in goggles. Also, consider "mix-n-match," that is, low-rating (thus less essence) cybereyes with some stuff, and goggles with other stuff.
So far as I know, there's no "cloak" type 'ware that isn't terrible, sorry. Just wear Ruthenium gear like the other cool kids.
Synaptic boosters.
-
I'd more say a 6/6 cyberdoc contact personally. From the sounds of it, the character would be spending enough at that doc for the guy to really like him and be able to afford to network his arse off.
So far as I know, there's no "cloak" type 'ware that isn't terrible, sorry. Just wear Ruthenium gear like the other cool kids.
"Cloak" ware would be Rating 3 Dermal Sheath with Chameleon Modification.
-
Having to strip naked to get the benefit of a Chameleon Suit and +3/+3 armor for 1.8 essence, 46500Y, and availability 22R doesn't impress me.
-
Having to strip naked to get the benefit of a Chameleon Suit and +3/+3 armor for 1.8 essence, 46500Y, and availability 22R doesn't impress me.
It'd only be 18R availability, but you could chameleon coat FFBA and a Lined coat as well to be pretty decently armored with it.
-
Chameleon Modification is +4R, and if you're wearing clothing or other armor on top of a chameleon-system Dermal Sheath is stops working, regardless of whether they are chameleoned or not, per Augmentation 40. Even if your GM allows it anyways...why not just skip the absurdly expensive middleman and just Ruthenium Coat something?
-
Chameleon Modification is +4R, and if you're wearing clothing or other armor on top of a chameleon-system Dermal Sheath is stops working, regardless of whether they are chameleoned or not, per Augmentation 40. Even if your GM allows it anyways...why not just skip the absurdly expensive middleman and just Ruthenium Coat something?
I noticed the part of without clothes or armor, but it didn't say even if the stuff is also chameleoned. Makes the most sense that if the armor worn is as well, then it should still function unless it explicitly stated otherwise.
Granted, I was looking at the newer version of Augmentation.
-
So far I'm seeing lots of good ideas. Thanks for all the help so far. After reading Umaro's post I took another look through Augmentation and noticed the Type-O quality. In the game Jensen had a rare genetic condition that made it so that his body wouldn't reject his augs. Now the Type-O benefit seems to do the same thing so would that be the way to go for me to get better essence cost, or would it create new hassles to deal with.
Given who I am basing the character on, Type-O seems to be the perfect quality from a Role Play standpoint. But if it will open the character to all kinds of GM based hassling I will skip it.
-
Oh it will. It definitely will.
Plus, it only works for Bioware. You'd get no discounts on Cyberware for it unless your GM house-rules it in for you. Given how obscenely over-priced it is, though, such a rule wouldn't be at all unreasonable.
-
It's just absurdly expensive. Biocompatability (cyberware) is just much much more efficient and not crazy expensive.
-
After working with my GM I finally worked out how to get most of what I wanted. My GM allowed me to have an increase amount of BP spent on gear so that I could afford my cyber package. With the Biocompatabilty (Cybernetics) and Genetic Heritage (Adapsin) qualities I ended up with 1.72 Essence left over. When I can upgrade to beter quality ware as the game progresses it will allow me to get the rest of the abilities I am after.
Thanks for all the help and if anyone has any more idea about building this character I would welcome them.