Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: drych on <05-07-12/0328:35>
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Name: Lysander Frost
Race: Ork
Magic Status: Adept
Attributes
Body: 5
Agility: 5 (9)
Reaction: 5 (7)
Strength: 4
Charisma: 2
Intuition: 4
Logic: 3
Willpower: 3
Edge: 4
Magic: 4
Initiative: 3/4
Essence: 5.1
Skills:
Athletics 2
Dodge 3
Pistols 5 (7)
Etiquette 2
Perception 3
Pilot ground craft 1
Automatics 3
armorer 2
Stealth 1
Knowledge Skills
Seattle Street gangs 3
Firearm History 3
Firearm Design 3
Security companies 3
Club Music 3 (Rockabilly)
Languages
English N
Japanese 3
Or'zet 3
Qualities
Class 2 SURGE
Thermographic vision
Biocompatibility
Ogre's Stomach
Extravagant Eyes
Mood Hair
Ambidextrous
Criminal SIN
Mild Common Allergy (Soy)
Scorched
Astral Beacon
Resources 85000
Augmentaions
Muscle Toner 4
Platelet factory
Adept Powers
Improved Reflexes 2
Improved Ability Pistols 2
Contacts
Louis, Arms Dealer 2/2
Doc Ratchet, Street Doc 1/4
AR Gloves
Harley Davidson Scorpion
Concealable Holster
Contact Lenses (2) with Image Link, Smartlink
Hermes Ikon Commlink with Analyze (2), Basic User Suite, Browse (2), Command (1), Edit (2), Mangadyne Deva Operating System
Identity: Specify Name with Low Lifestyle
Fake License: Driver’s License (3), Fake License: Gun (Colt Manhunter) (3), Fake SIN (3)
Mortimer Greatcoat
Medkit (6)
Quick-Draw Holster
Weapons:
Colt Manhunter Explosive Rounds x 32, regular ammo 6 clips worth, and 2 clips worth stick and shock Laser Sight, Smartgun System, Internal
Ok, I transferred a point of logic to intuition, added the Bioware, added SURGE qualities, upped my resources, upgraded my armor, diversified my ammo, and altered my skill list. Is there anything else I could do for him?
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Lysander, wasn't that the magic items guy in Diablo 2?
If you care about karma efficiency I'd restat your attributes. Logic 4 is quiete high for that build and it doesn't give you much benefit other than increasing your armorer skill dice pool. You could lower logic by 2 points and use them in one or two other ways:
-) increase body / strength. Your metatype gives you quiete high attribute maximums and you'll never again have the chance to raise them as cheap as at charGen. Strength 6 might be interesting for you for that one point of Recoil Compensation so you don't have to equip your pistols with gas vents and can go for silencers instead. Body is always nice for resisting damage. Also if you care more about roleplaying than numbers and efficiency, this is one of the weakest and most fragile orc on the streets. Do you want to play that?
-) increase intuition. You don't lose konwledgeskills when you put points from logic to intuition but you gain initiative.
-) increase willpower to better resist "social attacks" and spells.
Among your skills I miss the stealth skill group. Shadowrunner should be able to hide and sneak.
Allergy pollutants is a bad idea. In my game it would get triggerted in most urban areas.
What's the deal with your SURGE II?
Upgrade your glasses with flare comepnsation and vision enhancement, also get erabuds with some extras.
You can have better armor than just a lined coat, have a look at Form Fitting Armor and Securetech PPP Armor. Especially if you decided on raising your body attribute.
Get a non-lethal attack. The easiest way would be to pack some gel and/or stick and shock ammo. Or get a taser they are even legal and you use them with your pisotls skill.
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And pick either automatics or pistols at 6 and them specialize. Being good at one and mediocre at another is a waste of points BP.
Drop the Iron Will and Combat Sense and pick up 1 essence worth of Bioware. Get Restricted gear (5bp), Muscle Toner 4 and Platelet Factories.
The boost to your combat skills, infiltration ( if you pick it up) will alone make up for the loss of the two adept powers.
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Herr Novak and Yogi both gave you good advice. Also take a look at the Gunslinger in my sig.
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Ok made some changes
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I understand that the cybered/biowared adepts are better then the strictly pure adept but I see that as more of a reason to buff the adept powers by decreasing the cost of the power that increases attributes since cyber/bioware doesnt cost extra when you go over the racial max.
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I understand that the cybered/biowared adepts are better then the strictly pure adept but I see that as more of a reason to buff the adept powers by decreasing the cost of the power that increases attributes since cyber/bioware doesnt cost extra when you go over the racial max.
Uh, Henz, think you can run that by us again? I lost you.
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I understand that the cybered/biowared adepts are better then the strictly pure adept but I see that as more of a reason to buff the adept powers by decreasing the cost of the power that increases attributes since cyber/bioware doesnt cost extra when you go over the racial max.
Uh, Henz, think you can run that by us again? I lost you.
Here's a quick breakdown of the math:
Essence Lost = Magic Lost
1 Magic = 1 Power Point
Improved Physical Attribute = +1 to a stat for .75PP
IPA Cost = 2x when over the "natural" maximum, up to the "augmented" maximum of 1.5x "natural".
Assuming a human, that means we get this:
Agility 9 at CGen with IPA = Agility 6 (65BP) + IPA 3 (4.5PP / 5 Magic / 40BP) = 105BP
Agility 9 at CGen with Bioware = Agility 5 (40BP) + Muscle Toner 4 (0.8 Essence / 1 Magic / 10BP) + 32,000¥ (7BP) + Restricted Gear (5BP) = 62BP
Net difference 43BP in favor of Bioware.
Oh, yes, and IPA counts against the XP cost of future stat purchases... so if you decide not to hard-cap at CGen, it's gonna cost you like you're buying Agility 9 (45XP) to cap it out.
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Thanks JustADude I was tired so I am sure that didnt help the post