Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Lonewheels on <12-05-12/1121:37>
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Hello people,
I am new hear and not a native english speaker
I am building a new character.
He is new to seatle and looking for his sibling that dissappeared in seattle.
the shadowrunning he does is for finding his sibling or getting money.
for the character i use a modified NAM soldiier pack
body 4
agility 4
reaction 4
strength 3
charisms 3
intuition 3
logic 3
wiilpower 4
edge 4
long range NAM Soldier kit 3 bp
Camouflage suit 4700
Insulation rating 6
Thermal dampening 2
Fire resistance 6
Chemical protection 4
Weapons
Survival Knife
Tomahawk
Garrote
Ruger superhawk
5 speed loaders
Quik draw holster
Ak-97
Imaging scope
Low light vision
10 spare clips
30 regular ammo heavy pistol
380 regular ammo assault rifle
Gear
Backpack
Sleeping bag
Survival gear
Climbing gear
Rappeling gloves
200m standard rope
Medikit rating 6
3 smoke grenades
3 high explosive grenades
12 meter detonation cord
Grapple gun
28 rations (1 month
15 water purefying tablets (1 tube for me)
Mosltov
Respirator rating 6
5 trauma patches
5 antidote patches (choice) seven-7 is main
Wire clippers
Chisel
Tag eraser
for skills 160
3 athletics skill group 30
2 electronics skill group 20
2 outdoors skill group 20
1 armorer 4
3 automatics 12
3 blades 12
1 dodge 4
1 escape artist 4
2 ettiquette +2 (militairy) 6
1 exotic melee skill (garottte) +2 6
2 first aid 8
2 infilttraitom 8
2 perception 8
3 pistols 12
2 throwing weapoms 8
3 unarmed combat 12
Knowledges not yet 18 of 18
10 bp for gear including kit
no qualities thinking about it
10 bp remain
thinking about con and negation
currently no cyber and biowear at start
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I'm not sure what you want from us here, are you asking for a true character critique (i.e. how "good" is my character)?
Because you're going to get two very different sets of input depending on what you want from us. If you are asking us how to make your character better, the answer is going to be basically; start over, pick two maybe three things you want to be good at (2 or 3 things that are central to your concept) and then build your attributes and skill-set around those 2 or 3 purposes. If you are asking us... I don't know ... I don't know what else we could really offer you, because it seems like you're building a highly concept-driven, "average Joe", for a specialized campaign, focusing on someone who is poorly prepared for being thrust into the shadows, in which case I don't know that we are in any position to give you input - just do what your concept requires.
And I'm sorry if this sounds mean, I'm not trying to be mean, it's just true, none of your dice pools are more than what my runners would expect to see in the average beat-cop or ganger. So, we just need to know what you really want from us.
One bit of advice that will apply either way is, take the 35 BP you can get from Neg Qualities. Something that would seem to fit your concept would be "Big Regret", have it be related to why your brother is missing maybe, and/or "Vendetta", for the same reason. Neg Qualities are great for flavor as well as getting more BP. Just find things that you can see in your character.
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Speak to your GM find out what the general power level of their game is going to be.
If they expect characters (and the rest of the group fit in with this) with dice pools of 18 for the key areas of expertise, 10 for secondary, then your character is sadly worthless and I can't see you having any fun. If the level is 12-15 for specialism and 6-9 for secondary, then with a fair amount of tweaking you can probably be ok. If it's 7-10 primary and 3-6 secondary (although this seems very low to me and I'm not particularly into big dice pools) then you're away with a pretty solid all-rounder.
Personally, I'd go for a power leve of about 12-15 and 6-9 for dice pools. I'd try to keep my number of skills down to no more than about 6 or 7 (and I like to cover all my bases), or a few higher if you're using the some of the themed groups.
I don't think your attrubutes are that bad, although you might want to look at boosting at least Agility. Unless its specifically against concept I'd use some cyber / bioware to beef you up.
Not gone through it with a fine toothcomb as any advice people can give you completely depends on how your GM is going to be running the game.
As emsquared has said though, the basic advice is you are spread too thin.
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I will say this, I suggest dropping that Edge to 1 (if metahuman) or 2 (if human) and putting those points into Bod and Will. Going to a 5 in those will get you another condition box in both physical and stun. Alternatively, you could drop Edge and reduce Will to a 3 (same Stun boxes) to get a 5 Bod, 5 Agi and have points left to put into Intuition.
Edge is a very mixed bag, unless your GM refreshes it every session (not every Run) or even more often, then it is completely worthless.
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thanks for the advice :)
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Thanks for al the advice I have a rebuild including augmentation
have 460 NY left
Changes metatype elf to human
Backstory Martin Robertson
Born to two wagemages at Ares, He is the eldest of a pair of twins.
his younger twin dissapeared after the crash, (the family was fleeing the corp housing)
he is the dissapointment of the twins not being magical.
In a attempt for parental approval he joined ARES Security.
first station Africa warzone security.
here he met a fellow outcast a Troll by the name of John .
In one of the figthing zone they saved the life of a Johnson.
After this Martin and John got a job as bodyguards for the johnson,
After their tour in Africa both security men where downsized.
Martin is know back in Seattle and looking for work and his sister
he has a feeling she is not dead and hired a private investigator to find her.
== Attributes ==
BOD: 5
AGI: 5 (7)
REA: 3
STR: 3 (5)
CHA: 4
INT: 3
LOG: 3
WIL: 5
EDG: 1
== Derived Attributes ==
Essence: 4,95
Initiative: 6
IP: 1
Matrix Initiative: 6
Matrix IP: 2
Physical Damage Track: 11
Stun Damage Track: 11
== Active Skills ==
Animal Handling : 0 Pool: 2
Animal Training : 0 Pool: 2
Archery : 0 Pool: 6
Armorer : 2 Pool: 5
Artisan : 0 Pool: 2
Automatics : 4 [Assault Rifles] Pool: 11 (13)
Blades : 0 Pool: 6
Climbing : 1 Pool: 7
Clubs : 0 Pool: 6
Computer : 2 Pool: 5
Con : 2 Pool: 6
Cybercombat : 0 Pool: 2
Data Search : 2 Pool: 5
Demolitions : 0 Pool: 2
Disguise : 2 Pool: 5
Diving : 0 Pool: 4
Dodge : 0 Pool: 2
Electronic Warfare : 1 [Jamming] Pool: 4 (6)
Escape Artist : 0 Pool: 6
Etiquette : 2 Pool: 6
First Aid : 0 Pool: 2
Flight : 1 Pool: 7
Forgery : 0 Pool: 6
Gunnery : 0 Pool: 6
Gymnastics : 1 Pool: 9
Hacking : 0 Pool: 2
Hardware : 2 Pool: 5
Heavy Weapons : 0 Pool: 6
Infiltration : 2 Pool: 9
Instruction : 0 Pool: 3
Intimidation : 3 Pool: 7
Leadership : 2 Pool: 6
Locksmith : 0 Pool: 6
Longarms : 0 Pool: 6
Navigation : 0 Pool: 2
Negotiation : 2 Pool: 6
Palming : 2 Pool: 9
Parachuting : 0 Pool: 4
Perception : 3 [Visual] Pool: 6 (8)
Pilot Ground Craft : 2 Pool: 5
Pilot Watercraft : 0 Pool: 2
Pistols : 2 [Semi-Automatics] Pool: 9 (11)
Riding : 0 Pool: 2
Running : 1 Pool: 7
Shadowing : 2 Pool: 5
Software : 2 Pool: 5
Survival : 0 Pool: 4
Swimming : 1 Pool: 7
Throwing Weapons : 2 Pool: 9
Tracking : 0 Pool: 2
Unarmed Combat : 2 Pool: 9
== Knowledge Skills ==
Afrikaans : 1 Pool: 4
Area Knowledge: Seattle : 1 Pool: 4
Ares : 2 Pool: 5
Combat Tactics : 3 Pool: 6
English : N Pool: 0
Firearms : 2 Pool: 5
Gangs : 1 Pool: 4
Literature : 2 Pool: 5
Magical Theory : 1 Pool: 4
Security Tactics : 3 Pool: 6
Sports : 2 Pool: 5
== Contacts ==
Arms dealer (3, 1)
Fixer (2, 1)
Johnson (3, 5)
private investiigator (2, 1)
Troll Mercenary John (2, 5)
== Qualities ==
Addiction (Mild) (Alcohol)
Big Regret
Gremlins (Rating 1)
Low-Light Vision (elf)
Prejudiced (Specific, Biased) (Mages)
Records on File (ARES)
SINner (Standard) (ARES)
== Lifestyles ==
room above drinking hole 4 months
Comforts: Low
Entertainment: Squatter
Necessities: Low
Neighborhood: Squatter
Security: Low
Qualities: Commercial Zone [1LP]
Homegrown Farming [1LP]
Donut Shop (Rating 1) [-2LP]
Loud Neighborhood [-1LP]
Network Bottleneck [-1LP]
Trigger-Happy Landlord [-1LP]
== Cyberware/Bioware ==
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Sleep Regulator
Synthacardium Rating 1
== Armor ==
Form-Fitting Full-Body Suit6/2
+Fire Resistance 4
+Insulation 4
+Thermal Damping 2
Lined Coat 6/4
+Chemical Protection 4
+Fire Resistance 4
+Insulation 4
== Weapons ==
Ares HVAR
+Advanced Safety System
+Shock Pad
+Spare Clips
+Spare Clips
+Spare Clips
+Stock
+Personalized Grip
+Skinlink
+Smartgun System
Pool: 13 (15) DV: 5P AP: - RC: 4
Ares Predator IV
+Silencer
+Spare Clips
+Spare Clips
+Spare Clips
+Personalized Grip
+Skinlink
+Smartgun System
Pool: 11 (13) DV: 5P AP: -1 RC: 1
Shock Glove
Pool: 9 DV: 5S(e) AP: -half RC: 0
Unarmed Attack
Pool: 9 DV: 3S AP: - RC: 0
== Commlink ==
CMT Clip (1, 1, 1, 3)
+Vector Xim
Novatech Airware (3, 3, 3, 3)
+AR Gloves
+Simrig
+Subvocal Microphone
+Simrig
+Iris Orb
+Suite: Pro User [Analyze 4, Browse 4, Command 2, Datasoft 3 (seattle), Edit 4]
== Gear ==
Ammo: Regular Ammo (Assault Rifles) x400
Ammo: Subsonic Rounds (Heavy Pistols) x120
Backpack
+MOSLTOV
+Medkit Rating 6
+Autopicker Rating 6
+Wire Clippers
+Chisel
+Tag Eraser
+White Noise Generator Rating 6
+Jammer, Area Rating 4
+Plastic Restraints 50
+Professional Camera
+Laser Microphone Rating 6
+Rappelling Gloves
Contact Lenses Rating 3
+Flare Compensation
+Smartlink
+Thermographic
+Vision Enhancement Rating 3
+Vision Magnification
+Skinlink
Earbuds Rating 3
+Audio Enhancement Rating 3
+Spatial Recognizer
+Skinlink
Fake SIN (Martin Johnson) Rating 4
+Fake License (Bodyguard) Rating 4
+Fake License (bioware) Rating 4
+Fake License (Firearms permit) Rating 4
+Fake License (concealed carry) Rating 4
+Fake License (Drivers license) Rating 4
== Vehicles ==
Indian Pathfinder (Racing Bike)
+Vehicle Sensor
For know:
did i miss/make any gear mistake
stats skills are they balanced and not to spread
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Are you Prejudiced against Corp mages? If so, I guess he hates his parents? Also why have Sub-Sonic ammo with no silencer for your pistol? Lastly drop Low Light vision as a 5pt quality. There is a ridiculous amount of cheap gear that does that.
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Do you mean sound suppressor?
Ares Predator IV
+Silencer
+Spare Clips
+Spare Clips
+Spare Clips
+Personalized Grip
+Skinlink
+Smartgun System
low light is elf quality
changed to general dislike for mages
Mostly his parents but met also some other mages just a general dislike for mages
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So, are you playing a 1-player campaign? I ask, because it looks like you're trying to do everything. If you are playing in a 1-man campaign then ignore everything below. But if you are not, if you are playing in a group with other people, allow them to fill roles that deserve dedicated players and allow yourself to RP trusting them (or trying/pretending to).
What happens with a 400BP build when you're trying to do everything is that you're not actually good at anything. You're Automatics pool is now passable, but you have an abysmal REA and only 1 Initiative Pass. It appears that your main function is "combatant", as such you (in my humble opinion) you NEED at least 2 IPs and should have 3. You're still spread too thin on your skills, you're trying to be a Street Sam/Face/B&E Infiltrator/Computer-Guy and you're crappy at all of those roles.
Personal recommendations, in general, you're an Elf, so you're primed for the Combatant/Face/Infiltrator role. Therefore, cut back on non-AGI/CHA skills (i.e. LOG skills), and emphasize your AGI and CHA skills.
Specific Recommendations:
1.) drop the Electronics skill group, all you need from it for B&E is Hardware. So focus on that, this should be your only LOG skill, which you should have at 4.
2.) drop Armorer completely, you're not good at it and you can outsource this stuff (to contacts or stores) easily, or maybe you have someone with a dedicated LOG skill-set in your group who should have it anyway (like a Rigger)?
3.) drop Electronic Warfare (Jamming), you're not functional at it, and maybe your group has an actual Hacker?
4.) put your favorite skill at 6 (Automatics?). This is pretty much purely for BP efficiency (4 BP is a cheap skill 6) i.e. it's the smart thing to do, but also, you should probably be this good at something so your Johnson's have a reason to employ you.
5.) decide which is more important to you, the Stealth Group or the Influence Group, raise the more important one to 4 by dropping the other to 1 (or by picking the most important single skill out of the less important skill group, and raise it to 4).
6.) drop Pistols and use those BP to bump Intimidate and Perception both to 4. Pistols is just redundant for your combatant role.
7.) drop Pilot Ground Craft to 1, once you get some initiative boosting 'ware, you're REA should be good enough that 1 Rank will make you a Formula 1 talent.
8.) drop Throwing Weapons to 1, you're AGI will carry you there until you can spend Karma on it
9.) use the BP from Ground Craft and Throwing to bump Unarmed up to 4, this will make you capable of at least defending yourself competently if a razor-boy/girl comes at you.
10.) personally, I'd eliminate the Athletics group and drop those points into Gymnastics, because Gymnastics can be used for full-defense and there's 'ware and gear to make you a good Climber/Swimmer/Runner.
11.) in my humble opinion, it's better to have a few solid, diverse contacts then a bunch of poor, redundant contacts. Case in point, Fixer and Arms Dealer, combine those two contacts. Again, assuming you have other players in your group, let them get some contacts too. Drop ether the Troll Merc or P.I. and make 1 solid contact and maybe 4 BP for a skill or 5 BP for a martial art, maybe, or use the BP for Y for improving your initiative situation.
None of these recommendations will decrease your capacity to RP your character, you're only losing a skill-set that you were only good enough with to be dangerous to yourself and your group while using, and they will only make you a more functional member of a cohesive group - and probably therefore more fun to play.
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Just noticed your armor could use some work. I would go: (Encumbrance Values listed)
FFFBA 3/1
Bike Racing Armor 4/7 (it's discreet but good)
Ballistic Mask 2/1
PPP Vitals Protector 1/1
Although the Ballistic Mask is from WAR! so if you can't use that book:
FFFBA 3/1
Urban Explorer Jumpsuit 6/6
A "1/2" Helmet (there's several) 1/2
PPP Shin Guards 0/1
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Actually, not being a hacker, you don't really need any programs other than Analyze and Encrypt. With Encrypt the Electronic Warfare skill is pretty darn good, just switch the specialty in it to encryption. This way you can do your own 'strong encryption, 1 day interval' which should make it nigh impossible for you to be feasibly hacked.
If you go this route, make both programs rating 6 with the Ergonomic and Optimization (difference between your System and 6) program options. Maybe pick up a rating 5 Response module so that you can upgrade your System and Firewall to 5 (Firewall may not be limited by System, but it damn sure should be limited by Response like the other is).
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Not a one player campaign
main build should be former security with minor face , shadowing infiltration (good security is unseen)
falling in old habbits spreading to thin.
Gear is also a problem I might need that and that (always be prepared)
Armor is a good thing mentioned
Might switch automatics to machine pistols or submachine guns
E. Warfare might be an idea secure communications is always good
thanks for the imput again
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My bad. Didn't see silencer. It says changes metatype elf to human. No more low light vision for free.
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Might I suggest that if you post a third version you remove all the skills that are at rank 0 from the list? It makes it much easier to read.
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== Attributes ==
BOD: 5
AGI: 5 (7)
REA: 3
STR: 3 (5)
CHA: 4
INT: 3
LOG: 3
WIL: 5
EDG: 1
== Derived Attributes ==
Essence: 4,95
Initiative: 6
IP: 1
Matrix Initiative: 6
Matrix IP: 2
Physical Damage Track: 11
Stun Damage Track: 11
== Active Skills ==
Armorer : 2 Pool: 5
Automatics : 4 [Assault Rifles] Pool: 11 (13)
Climbing : 1 Pool: 7
Computer : 2 Pool: 5
Con : 2 Pool: 6
Data Search : 2 Pool: 5
Disguise : 2 Pool: 5
Electronic Warfare : 1 [Jamming] Pool: 4 (6)
Etiquette : 2 Pool: 6
Flight : 1 Pool: 7
Gymnastics : 1 Pool: 9
Hardware : 2 Pool: 5
Infiltration : 2 Pool: 9
Intimidation : 3 Pool: 7
Leadership : 2 Pool: 6
Negotiation : 2 Pool: 6
Palming : 2 Pool: 9
Perception : 3 [Visual] Pool: 6 (8)
Pilot Ground Craft : 2 Pool: 5
Pistols : 2 [Semi-Automatics] Pool: 9 (11)
Running : 1 Pool: 7
Shadowing : 2 Pool: 5
Software : 2 Pool: 5
Swimming : 1 Pool: 7
Throwing Weapons : 2 Pool: 9
Unarmed Combat : 2 Pool: 9
== Knowledge Skills ==
Afrikaans : 1 Pool: 4
Area Knowledge: Seattle : 1 Pool: 4
Ares : 2 Pool: 5
Combat Tactics : 3 Pool: 6
English : N Pool: 0
Firearms : 2 Pool: 5
Gangs : 1 Pool: 4
Literature : 2 Pool: 5
Magical Theory : 1 Pool: 4
Security Tactics : 3 Pool: 6
Sports : 2 Pool: 5
I think you have a problem I have and its that you're still trying to cover way too many bases with your skills and you're ending up mediocre at pretty much everything.
You look like you're going for some sort of security / bodyguard / merc combat focused character and I think it has plenty of promise. Going on the basis that your main pool is assault rifles at a DP of 13 and assuming that's of a reasonable power level for your campaign I'd make these recommendations.
If you want to be good in combat, you should also boost your Reaction (it's what stops you getting shot and helps you shoot first) and get at least one more initiative pass. You could probably afford to drop Will Power a little, but that's fine as it is. Good selection of contacts, knowledge skills etc. I'd probably say that you should take MegaCorps with a specialisation in Ares rather than just Ares if I was your GM.
I've underlined what I would consider to be the skills necessary for virtually everyone. I''ve bolded what I'd consider to be your primary skills. And I've italicised what I'd say were your secondary skills. I've put a strike through the skills that I think are dead weight because you aren't good enough at them to make a difference and they're dragging down your others.
Based on that, you'd want the Influence and Athletics skill groups, but can ditch the Stealth one and just take Infiltration. With the points you save you can boost what you've got left and also probably afford to do something about your Reaction with Wired Reflexes. I know it's an essence hog, you may be better off with Muscle Replacement than the two bioware equivalents. You've got plenty of essence still, even if you're like me and like your characters to be mostly human. I like to stay above 3.5 but even that gives you plenty of wiggle room.
I hope that this is helpful. What advice is best for you, will always depend on the character you want to play and the people you're playing with, so it's hard for anyone here to be sure that advising what they'd do is helpful.
Remember a standard threshold is 2 hits, so if you can't average that (plus a bit of redundancy) then you probably shouldn't be using that skill much if you can help it. And if you need to use it regularly, definitely increase the pool.
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Changed setup
Metatype back to elf my mistake
Lost shadowing: not something you learn at frontline security
E. Warfare: idea comlink encryption was good. not implanted
U. armed combat added martial arts.
house rule learn martial arts get specialization first. it takes time to learn
Krav maga added
Cleaned out backpack gear.
Change prejudiced to magical users.
Added cyberware to boost IP and reaction
Altered contacts ms. Johnson and fixer became old buddys P.I. Story hook
Lost concealed carry license
Knowledge Ares to megacorps and special Ares
Pathinder to Scorpion
== Info ==
Street Name:
Name: Michael Roberts
Movement: 10/25, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 2
Public Awareness: 0
Elf
Composure: 9
Judge Intentions: 7
Lift/Carry: 10 (75 kg/50 kg)
Memory: 8
Nuyen: 0
== Attributes ==
BOD: 5
AGI: 5 (7)
REA: 3 (7)
STR: 3 (5)
CHA: 4
INT: 3
LOG: 3
WIL: 5
EDG: 1
== Derived Attributes ==
Essence: 1,95
Initiative: 6 (10)
IP: 1 (3)
Matrix Initiative: 5
Matrix IP: 2
Physical Damage Track: 11
Stun Damage Track: 11
Automatics : 6 [Assault Rifles] Pool: 13 (15)
Con : 3 Pool: 7
Etiquette : 3 Pool: 7
Gymnastics : 2 Pool: 10
Infiltration : 4 Pool: 11
Intimidation : 3 [Physical] Pool: 7 (9)
Leadership : 3 Pool: 7
Negotiation : 3 Pool: 7
Perception : 3 [Visual] Pool: 6 (8)
Pistols : 4 [Semi-Automatics] Pool: 11 (13)
Throwing Weapons : 2 Pool: 9
Unarmed Combat : 4 [Martial Arts] Pool: 11 (13)
== Contacts ==
Fixer John the Troll (3, 4)
Miss Johnson (4, 4)
Private investigator (2, 1)
== Qualities ==
Addiction (Mild) (Alcohol)
Big Regret
Flashbacks (Uncommon) (African wars)
Low-Light Vision
Prejudiced (Specific, Biased) (Magic users)
Records on File (ARES)
SINner (Standard) (ARES)
== Lifestyles ==
Room above bar 7 months
Comforts: Low
Entertainment: Squatter
Necessities: Low
Neighborhood: Squatter
Security: Low
Qualities: Commercial Zone [1LP]
Homegrown Farming [1LP]
Donut Shop (Rating 1) [-2LP]
Loud Neighborhood [-1LP]
Network Bottleneck [-1LP]
Trigger-Happy Landlord [-1LP]
== Cyberware/Bioware ==
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Reaction Enhancers Rating 2
Synthacardium Rating 1
Wired Reflexes Rating 2
== Armor ==
Ballistic Mask 2/1
Bike Racing Armor 4/7
Form-Fitting Full-Body Suit6/2
SecureTech Vitals Protector1/1
== Weapons ==
Ares HVAR
+Shock Pad
+Spare Clips
+Spare Clips
+Spare Clips
+Stock
+Personalized Grip
+Skinlink
+Smartgun System
Pool: 15 (17) DV: 5P AP: - RC: 4
Ares Predator IV
+Silencer
+Spare Clips
+Spare Clips
+Spare Clips
+Personalized Grip
+Skinlink
+Smartgun System
Pool: 13 (15) DV: 5P AP: -1 RC: 1
Grenade: Flash-Bang
Pool: 9 DV: 6S (10m Radius) AP: -3 RC: 0
Shock Glove
Pool: 11 DV: 5S(e) AP: -half RC: 0
Unarmed Attack
Pool: 11 DV: 3S AP: - RC: 0
== Martial Arts ==
Krav Maga
== Commlink ==
CMT Clip (1, 1, 1, 3)
+Vector Xim
Novatech Airware (2, 3, 3, 3)
+Iris Orb
+AR Gloves
+Simrig
+Subvocal Microphone
+Skinlink
+Analyze Rating 3 [Copy Protection 3, Registration]
+Encrypt Rating 3 [Copy Protection 3, Registration]
+Mapsoft (Seattle) Rating 3
== Gear ==
Ammo: Regular Ammo (Assault Rifles) x400
Ammo: Subsonic Rounds (Heavy Pistols) x120
Backpack
+Plastic Restraints
+Tag Eraser
+Rappelling Gloves
+Wire Clippers
Contact Lenses Rating 3
+Flare Compensation
+Smartlink
+Thermographic
+Vision Magnification
+Vision Enhancement Rating 3
+Skinlink
+Plastic Restraints
Earbuds Rating 3
+Audio Enhancement Rating 3
+Spatial Recognizer
+Skinlink
Fake SIN (Martin Robertson) Rating 4
+Fake SIN (Bodyguard) Rating 1
+Fake License (Bioware) Rating 4
+Fake License (Cyberware) Rating 4
+Fake License (Driving license) Rating 4
+Fake License (Firearms permit) Rating 4
+Certified Credstick, Standard
Grenade: Flash-Bang
== Vehicles ==
Harley-Davidson Scorpion (Chopper)
+Armor, Concealed Rating 2
+Vehicle Sensor
took three dfferent build ideas my background ideas for contacts
thanks for the ideas and reply on the final build
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I take it you have your skills where you want them, and they are better than before, so I won't make anymore suggestions there (would just be reiterating what I said above - especially drop Throwing Weapons to 1 and bump something else ;)).
However, one thing you have to fix; if you check the availability and mod slots, I think you've over loaded your Contact Lenses (by a mile).
Here is what I'd recommend...
Contact Lenses (the mods I absolutely always want on me) R3 - Availability 12R
Image Link
Smartlink
Flare Compensation
Skinlink
Glasses (the more conditional mods) R3 - Availability 12
Vision Enhancement R3
Vision Magnification
Thermographic
Skinlink
Hardening 6
Of course, your ideal configuration for Visual Enhancements may vary.
Also, you only need R2 Earbuds to contain the 2 mods you have in them... Yeah, I know, it's only 10 nuyen difference, but hey... it's there :P
Have fun, Lonewheels! Solid character.
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I take it you have your skills where you want them, and they are better than before, so I won't make anymore suggestions there (would just be reiterating what I said above - especially drop Throwing Weapons to 1 and bump something else ;)).
However, one thing you have to fix; if you check the availability and mod slots, I think you've over loaded your Contact Lenses (by a mile).
Here is what I'd recommend...
Contact Lenses (the mods I absolutely always want on me) R3 - Availability 12R
Image Link
Smartlink
Flare Compensation
Skinlink
Glasses (the more conditional mods) R3 - Availability 12
Vision Enhancement R3
Vision Magnification
Thermographic
Skinlink
Hardening 6
Of course, your ideal configuration for Visual Enhancements may vary.
Also, you only need R2 Earbuds to contain the 2 mods you have in them... Yeah, I know, it's only 10 nuyen difference, but hey... it's there :P
Have fun, Lonewheels! Solid character.
This would be why I like cyber eyes and cyber ears. They don't have the 'growing availability' that the contacts/goggles/glasses and headphones/earbuds have.
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dully noted
and going for glasses :)
3 sheets to one is a effort
have fun at your games and sessions
thanks for the help await final post
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This would be why I like cyber eyes and cyber ears.
They also have higher costs and essence to boot.
Personally, I'd stick Flare Compensation and Vision Enhancement in R2 contacts, then go for R4 glasses with Image Link, Smartlink, Thermographic & Magnification.
If you aren't firing a weapon, you probably won't need the glasses, but you'll always want the flare comp and better vision.
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Never underestimate the need to see AROs through your image link at all times though.
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Personally, I'd stick Flare Compensation and Vision Enhancement in R2 contacts, then go for R4 glasses with Image Link, Smartlink, Thermographic & Magnification.
If you aren't firing a weapon, you probably won't need the glasses, but you'll always want the flare comp and better vision.
Sometimes (or rather often, for our runs anyway) you either don't know exactly when you're going to have to start firing or you don't want to clue-in everyone around you that you're about to start doing something by sliding on some shades, that extra action to take out and put on the glasses can cost a lot. Not to mention glasses can get blow off, taken away by cautious guards, etc. If you're a primary combatant, IMHO, smartlink is priority 1 on contacts.
Plus you've got more eggs in one basket... bad business, says I.
Never underestimate the need to see AROs through your image link at all times though.
Agreed; Smartlink, ImageLink and Flare-comp. The availability works out perfect, they're all three high-priority augs, don't know why a sammy would do it any other way really.
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Never underestimate the need to see AROs through your image link at all times though.
Sim modules, trodes, what-have-you. I'd rather not open my smartlink up to the wireless. :P
you don't want to clue-in everyone around you that you're about to start doing something by sliding on some shades
Your vision is augmented, why did you ever take them off?
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Sim modules, trodes, what-have-you. I'd rather not open my smartlink up to the wireless. :P
That's why you skinlink it.
Your vision is augmented, why did you ever take them off?
LOL! You're the one who started by saying "If you aren't firing a weapon, you probably won't need the glasses..." implying you're taking them off unless in combat or at least that it's not a big deal if they're not on until combat. Hence my response.
Anyway, the reason doesn't matter, fact is your glasses come off more than contacts, and I've given ample reason for why I do it my way, among the most important being why only keep 2 augs on you, guaranteed, instead of 3.
Your only argument is the dubious claim that +3 to vis perception is more important than a +2 ranged dp and an imagelink (which is probably how you'll be interacting with most electronics user interfaces). People can decide for themselves which is likely to be more critical to have at a moments notice, i.e. to have in contacts.
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Looks good to me.
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Sim modules, trodes, what-have-you. I'd rather not open my smartlink up to the wireless. :P
That's why you skinlink it.
Your vision is augmented, why did you ever take them off?
LOL! You're the one who started by saying "If you aren't firing a weapon, you probably won't need the glasses..." implying you're taking them off unless in combat or at least that it's not a big deal if they're not on until combat. Hence my response.
Anyway, the reason doesn't matter, fact is your glasses come off more than contacts, and I've given ample reason for why I do it my way, among the most important being why only keep 2 augs on you, guaranteed, instead of 3.
Your only argument is the dubious claim that +3 to vis perception is more important than a +2 ranged dp and an imagelink (which is probably how you'll be interacting with most electronics user interfaces). People can decide for themselves which is likely to be more critical to have at a moments notice, i.e. to have in contacts.
Depends a lot on your character to be honest, as a straight up combat focussed character, you want that smartlink/image link right where you need it most, when you need it most. I'd make a point of having it on my contacts in that case.
For a non-combat focused char, you've got a lot of freedom really. Just make sure you have access to everything you need, some character types need perception more than shooting, in which case i'd go with vision mag/enhance/low light on my contacts and load my glasses with image link and the rest of the goodies.
My hacker rolls with a radio signal scanner, image link, vision enhance and flare comp in his. He can scan an area for wireless traffic, inject the nodes into his image link and then decide which one to hack :-)
Have fun with it mate, looks a lot better for the tweaks
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Sim modules, trodes, what-have-you. I'd rather not open my smartlink up to the wireless. :P
That's why you skinlink it.
And that's why you're not getting AROs, or it's open to the wireless.
Your vision is augmented, why did you ever take them off?
LOL! You're the one who started by saying "If you aren't firing a weapon, you probably won't need the glasses..." implying you're taking them off unless in combat or at least that it's not a big deal if they're not on until combat. Hence my response.
You're the one that took implication from it. In the middle of a mission, apparently. Just because you don't need it doesn't mean you put it somewhere inconvenient for when you do. Should you ever want to hide your restricted, unlicensed glasses, though, you can take them off and put them back on with ease. Contacts? Not quite so much.
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...as a straight up combat focussed character, you want that smartlink/image link right where you need it most
I would like to point out that I did say, twice, my advice was oriented towards a primary combatant role.
And that's why you're not getting AROs, or it's open to the wireless.
Admittedly, I'm not a matrix runner, but I was under the impression that skinlinking your contacts/glasses/smartgun, etc. was to put your commlink/hacker between those tools and potential enemy hackers because you're still probably leaving your commlink open to wireless to communicate with group members/your hacker/rigger, etc. in which case, you're still getting AROs, but maybe I'm wrong?
You're the one that took implication from it. In the middle of a mission, apparently. Just because you don't need it doesn't mean you put it somewhere inconvenient for when you do. Should you ever want to hide your restricted, unlicensed glasses, though, you can take them off and put them back on with ease. Contacts? Not quite so much.
Sorry, I'll try to limit your ambiguity in the future... Thanks for admitting that glasses come off way more often than contacts, though. Proceeding from there - since that validates my initial stance (you will have to put the glasses on at some point and that takes either time, even if it's a simple action - but probably more if they're hidden - or people might notice and think something of it...), we know ImageLinks are so common, most security isn't going to bug you if you have just contacts or just glasses, but once you're detected as having augs on both, they can have a pretty good idea you're loading up for something. From there we reach my logical conclusion, if you're a sammy, better have that smartlink on the thing you know you're gonna keep at all times; contacts.
And maybe that's why I do it the way I do. My PC is a face adept, more specifically a social infiltrator, as well as being a 3 IP, 13 DP pistolero (15 w/ smartlink ;P, i.e. one of our main shooters). His whole thing is looking and acting like he belongs somewhere when he doesn't. He doesn't like putting out a bunch of flags that say "look at me, I'm a shadowrunner", he doesn't go around with everything all the time, usually it's his armored clothing, commlink, contacts, earbuds, shock-gloves and maybe his galsses, FFFBA and hold-out (or larger shooter), depending on where he's trying to blend.
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Why does every forum turn into a pissing contest?
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Admittedly, I'm not a matrix runner, but I was under the impression that skinlinking your contacts/glasses/smartgun, etc. was to put your commlink/hacker between those tools and potential enemy hackers because you're still probably leaving your commlink open to wireless to communicate with group members/your hacker/rigger, etc. in which case, you're still getting AROs, but maybe I'm wrong?
I use skinlink to segregate networks in use on one's person. Maybe you don't. Maybe it doesn't matter in your games. NSOMN. The rest of it; I'm done pissing higher, as we can't agree on points that would make it the same wall. ;)
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Why does every forum turn into a pissing contest?
Why do some people get so whiny when other people want to debate tactics?
I use skinlink to segregate networks in use on one's person. Maybe you don't. Maybe it doesn't matter in your games. NSOMN. The rest of it; I'm done pissing higher, as we can't agree on points that would make it the same wall. ;)
Like I said, I really don't know how nodes work on a PAN level, all I know is what I do stops a hacker from dropping my clip out of my gun or spamming my contacts/glasses with crap (in our game anyway) :P As for pissing, ultimately I'm sure we both do it the way we do for reasons specific to our PC, and as Lonewheels has demonstrated, others will do what they deem right for their PC. *ZZZZIP*