Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Hoplophobia on <01-30-13/0656:05>

Title: Shadowrun Parkour
Post by: Hoplophobia on <01-30-13/0656:05>
Just curious. How would you guys go about building a sort of smuggler/parkour expert in Shadowrun?

Any particular tips or tricks that are not quite so obvious?

Looking long and hard at making the tough decision between being an Adept, or using 'Ware, or trying to balance between the two.

It's real hard to pass up things like a Synthcardium 3. Do you think I could skate by with burning one point for 'ware, and then trying to grab things like Wall Running and Great Leap?

Thanks in advance for any advice or pointers.
Title: Re: Shadowrun Parkour
Post by: Shadowjack on <01-30-13/0703:59>
You could definitely benefit from Synthacardium, Reflex Recorder and Enhanced Articulation. I wouldn't say they're mandatory but if you want a really bloated dice pool then that's a way to get +5 Dice.
Title: Re: Shadowrun Parkour
Post by: Csjarrat on <01-30-13/0748:00>
adepts are pretty cool for that kind of thing. athletes way, wallrunning/great leap, free fall, attribute boost (strength/agility) improved ability (gymnastics), high agility, high strength + specialization of gymnastics into parkour should do you pretty well for dice pools.
it would also work well with a little splash of unarmed combat as adepts have some nice abilites (critical strike/penetrating strike/killing hands/elemental strike etc) for close quarters combat.
Title: Re: Shadowrun Parkour
Post by: emsquared on <01-30-13/0826:58>
Do be mindful of what your role will be in your party. "Parkour Master" is not a role, and smuggler isn't particularly either (not a primary role anyway), unless you're doing a pretty specialized campaign...
Title: Re: Shadowrun Parkour
Post by: Shadowjack on <01-30-13/0855:46>
Parkour Master is definitely an important role, emsquared. Specialists in this role beat others by leaps and bounds. Kidding, although it may not be a traditional role, I find characters like this can still find their niche once the game gets rolling. Smugglers can often be good at deliveries, providing the right vehicle for the job, fast getaways, or even smuggling if the GM decides to work that into a session here and there. I kind of like playing characters like this because I will often spot a hole in my teams arsenal and start to specialize to fix it. It can be a fun kind of progression.
Title: Re: Shadowrun Parkour
Post by: emsquared on <01-30-13/0951:04>
I'm not saying they're not usefull skill sets to have, but even in your example you're talking about them as a much larger skill set, I'm just saying you should also be incorporating stealth/b&e, facing, combat, piloting, etc. and probably not just trying to pump those athletics skills as high as the sky.
Title: Re: Shadowrun Parkour
Post by: nullnostalgia on <01-30-13/1003:21>
If you're going to master parkour, street samurai is a way to go. A lot of Shadowrun combat benefits from being able to  have high mobility is a great thing. Combine with good strength and sufficient climb, you can do what I do.

Which is the dynamic entry, and the rope-a-dope. Get yourself a cyberarm with a gyromount, and NEVER. STOP. RUNNING. Run all the time. Into cover, out of cover, over cover, under cover- always be moving. Always be shooting.
Title: Re: Shadowrun Parkour
Post by: Shadowjack on <01-30-13/1120:35>
I was certainly just teasing, emsquared, but I *think* you realize that :) I agree with your post as well. But I think he can get the athletics stuff fairly cheaply. Synthacardium is really affordable for what it provides.
Title: Re: Shadowrun Parkour
Post by: Xzylvador on <01-30-13/1521:28>
I'll agree on streetsam being great parkour athletes.
I play a character (http://forums.shadowrun4.com/index.php?topic=5942.msg103889#msg103889) like this. Great athletic skill really works wonders with:
- Infiltration: Crawl over walls & ceilings (gecko gear/augs) to avoid sensors and stay out of sight.
- Melee Combat: Attacking from surprise rocks (see above), but even in combat to close the distance, get to cover, advantageous position or, when needed, gtfo more quickly.
- Shooting: Easily climb to a good vantage point.
Title: Re: Shadowrun Parkour
Post by: Hoplophobia on <01-30-13/1600:36>
Thanks for the pointers guys. I'm definitely investing a bit in infiltration and B&E as well as some shooty stuff. Our group is pretty low-optimization, so optimizing a parkour expert and then just sprinkling in the other stuff would make me pretty balanced with the rest of the party.

One of the problems with my previous character was that it was too optimized, way out infront of the party. My Hacker was a better street sam than our street sam, and was mowing people down, etc. So this is a bit of a tooling down, where optimizing around parkour really won't outshine the rest of the party.
Title: Re: Shadowrun Parkour
Post by: Aryeonos on <01-30-13/1611:12>
You don't need ware or magic to be good at parkour, and you definitely can get away with being good at parkour while still having a good chunk of BP to work with. Just take Running (Urban), Gymanstics (Parkour), Climbing (Freehand). and have at least 4's in agility and strength. If you took those skills at 4's with specialization that's 54 BP. Take unarmed and buy up a Martial art and invest in some maneuvers for extra action, I'd recommend ROSS and Capoera, for the bonus to knock down and called shots to disarm. Then the maneuvers kick attack and sweep, as well as riposte, watchfull guard and evasion. The rest of your BP you can spend on roll specialization and be highly maneuverable as well.
Title: Re: Shadowrun Parkour
Post by: emsquared on <01-30-13/1739:11>
... he can get the athletics stuff fairly cheaply. Synthacardium is really affordable for what it provides.
Absolutely, and I guess my thoughts were mainly aligning along an Augmented Adept route, where what you're doing with your ESS and MAG is pretty dang precious if you're trying to wring out the crunch.  So Synthcard sure, but say no to the Reflex Recorder (Athletics), Articulated Joints and NEO-Epo, and the same for some of the obvious "parkour" based Powers - like Wall Running - which can sometimes/usually be replicated by other actions and/or tools ...

Having the Influence Skill Group I think is very important for a smuggler, and stealth too, if not B&E (i.e. Hardware), then combat goes pretty easily in there, but to do all this - which is quite a lot really - you have to hold back in the non-critical places, and I guess that's why I wasn't indulging the joking - it was a serious critique.
Title: Re: Shadowrun Parkour
Post by: Shadowjack on <01-30-13/1801:10>
Fair enough :) It's true you don't need to go down the 'ware' route. But you also don't need to be an adept. Any of the 3 options are very viable imo. Not really debating anything, just stating my thoughts! It would be interesting to see you play a metavariant for this kind of character. There are quite a few interesting qualities and races you could choose from. Nartaki could make for some nice scenes. Climbing a wall at full speed while dual wielding pistols and things like that.
Title: Re: Shadowrun Parkour
Post by: Hoplophobia on <01-30-13/1845:30>
@Emsquared:

How would you suggest replacing things like Wall Running and such with other powers? Something like leg hydraulic jacks?
Title: Re: Shadowrun Parkour
Post by: emsquared on <01-30-13/2044:39>
How would you suggest replacing things like Wall Running and such with other powers? Something like leg hydraulic jacks?
It doesn't replicate the cool factor of course and it's probably not as fast or possibly stealthy to use, but if you think of the applications of Wall Running, it's pretty much going to come down to scaling (relatively short) surfaces - 6-7m or so, on average if you're 2m tall? - and obstacle/foe evasion (running up a wall and jumping off, say over heads or a fence or to another surface). First off, you can get a grapple gun and do the exact same climb but better (i.e. safer) and to a much higher height with a cheap Y purchase. Second, IRL I could "wall run" up a 4 meter wall myself (granted that's just getting my fingers around a 3-4 m high ledge, but still I could get up there with a simple-to-complex action after to hoist myself up, and I'm not magic or even a parkour person), throw in gecko gloves here and all bets are off as to the Power being 1 smidge better. i.e. Say you have a 5 STR, 4 Running and +3 Synthcard, that's 12 dice (average of 4 hits) for that same 4 meters on average (+2 for your height for ledge grab), that you'd be paying MAG for that you should/could probably talk your GM in to letting you do without the Power. Granted being able to run straight up in one action is faster, but the times you're actually going to need that speed (immediate foe evasion) are going to be few and far between, and therefore not worth the considerable 1 (1!!) PP investment. If you can talk your GM into knocking back it's base cost, then put it under Geas and a Way, maybe then go for it. But otherwise, it's just very low bang for very high buck IMO.

Same goes Freefall and Gliding, you can get fall arrest systems and jump greater distances than you'll ever Glide - which both should generally be perfectly valid and fine replacements in 90% of circumstances.

Since you're not a highly optimized table, the rule of cool may be worth it, but really, these Powers are just straight-up overpriced IMHO.
Title: Re: Shadowrun Parkour
Post by: Shadowjack on <01-30-13/2115:30>
I agree that they're over priced in the sense that they don't stack up to mathematical value of other powers. But it is a true testament to your role playing ability to be able to sacrifice character power to take the things your character should actually have. These powers may be weak in a sense of power, but for role playing purposes I would argue that they hold a higher value. I agree though that it probably won't come up much, but the few times it does will feel very rewarding. A good GM will balance his campaign according to the power of the group. So if you make a more powerful character, the campaign will most likely just have more threats. By taking more optimized powers that don't support your theme as well, what are you actually gaining? That is under the assumption that Wall Walking is something you think would be very thematic and cool for your character. That said, I think your post was excellent and holds lots of useful information as usual :)
Title: Re: Shadowrun Parkour
Post by: Glyph on <01-30-13/2205:44>
A street samurai has a lot more than just synthcardium when it comes to useful 'ware.  You can have cybergills, retractable fins, and an internal air tank for swimming; climbing claws or gecko hands, along with balance augmentation, for those walls and rooftops; and then there is all of the senseware available, and things like the orientation system, which can integrate with mapsofts so that you can navigate a strange city as if you were a native.  And that's just scratching the surface.
Title: Re: Shadowrun Parkour
Post by: Lonewheels on <02-01-13/1440:52>
Thanks for the build idea it has started to make my own projects dissapear leaving my building muse gnawing on this. :)

two things,

Maybe SURGE  is a option.
take a look at the metavariants to.

Observation
SURGE while minor can balance a Adept to  starting without ware in my opinion.
Metavariant can if you want give some adittional strength in a area where you are low in

Example:
Harumen, kobokuru (dwarf).
Wakyambi (elf)

Harumen: Better climber, low light vision, better agility   Invest in a grooming kit.
Kobokuru: Celerity, Better resistance to Pathogen and toxics
Wakyambi Celerityn elongated limbs

For all three examples i advocate SURGE 3 as a alternative. But if you want a no surge character they might be
a option.

Surge way: Balance receptor, Celerity, Monkey paws, functional tail, elongated limbs Probosics, Satyr legs, Setea and metagenetic improvement.
Gills and webbed foot and hands for aquatics version.

Note
Setea can be replaced by Gecko gloves.

It's a built that makes me curious, and i have run various variants through Chummer.
and my notebooks.
this character idea wil keep me ocupied for a whle
Title: Re: Shadowrun Parkour
Post by: Aryeonos on <02-04-13/1848:18>
What would he use a proboscis for, getting shot? I've always made my cat themed characters good at parkour, and Satyr Legs, Celerity, and Balance tail are great for that. Metegenetic improvement is pretty costly, and body 4, agility 4 strength 4 is, in my opinion, fine enough and reasonably expensive.
Title: Re: Shadowrun Parkour
Post by: Lonewheels on <02-05-13/1331:06>
Proboscis,

I misread R.C. on this one in the part that it's even better as a Prehensile tail.
My thought that it could carry the bodtweight  same way as the tail.  after rereading this part i admit i was wrong.

Metagenetic is expensive,
But it comes down to personal choices and i found some use for it in some surge builds.
(Off topic: Not only for parkours builds.)
Title: Re: Shadowrun Parkour
Post by: Novocrane on <02-05-13/1950:15>
This is a body replacement I put together for an orc climber; just about the only thing it's really missing is extra IPs, and you could add auto-injectors with Jazz / Cram / Kamikaze / whatever for that. Unless I'm mistaken, you need never use the natural Agility / Strength ... which is pretty much just the neck muscles by this point.
Obvious Full Arm (BOD 5, AGI 9, STR 10) (Left)
   +Customized Agility Rating 6
   +Customized Body Rating 5
   +Customized Strength Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Strength Rating 4
   +Optimized: Body+Tech Verticalist Rating 4
   +Retractable Climbing Claws
   +Magnetic System
   +Armor Rating 1
Obvious Full Arm (BOD 5, AGI 9, STR 10) (Right)
   +Customized Agility Rating 6
   +Customized Body Rating 5
   +Customized Strength Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Strength Rating 4
   +Optimized: Body+Tech Verticalist Rating 4
   +Retractable Climbing Claws
   +Magnetic System
   +Armor Rating 1
Obvious Full Leg (BOD 5, AGI 9, STR 10) (Left)
   +Customized Agility Rating 6
   +Customized Body Rating 5
   +Customized Strength Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Strength Rating 4
   +Optimized: Ferrari Sprinter Rating 4
   +Grip Feet
   +Retractable Climbing Claws
   +Magnetic System
   +Armor Rating 2
Obvious Full Leg (BOD 5, AGI 9, STR 10) (Right)
   +Customized Agility Rating 6
   +Customized Body Rating 5
   +Customized Strength Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Strength Rating 4
   +Optimized: Ferrari Sprinter Rating 4
   +Grip Feet
   +Retractable Climbing Claws
   +Magnetic System
   +Armor Rating 2
Obvious Torso (BOD 5, AGI 9, STR 10)
   +Customized Agility Rating 6
   +Customized Body Rating 5
   +Customized Strength Rating 6
   +Enhanced Agility Rating 3
   +Enhanced Strength Rating 4
   +Balance Tail
Synthacardium Rating 3

Title: Re: Shadowrun Parkour
Post by: JoeNapalm on <02-06-13/1622:36>
If you're going to master parkour, street samurai is a way to go. A lot of Shadowrun combat benefits from being able to  have high mobility is a great thing. Combine with good strength and sufficient climb, you can do what I do.

Which is the dynamic entry, and the rope-a-dope. Get yourself a cyberarm with a gyromount, and NEVER. STOP. RUNNING. Run all the time. Into cover, out of cover, over cover, under cover- always be moving. Always be shooting.

This was intended to be read in Alec Baldwin's voice, right?

-Jn-
Ifriti Sophist
Title: Re: Shadowrun Parkour
Post by: Hoplophobia on <02-11-13/1626:44>
After taking some things into consideration, here is my first swing at a build for my Parkour Street Courier


== Info ==
Street Name: Tara
Name: Tarama Faerondalan
Movement: 15/37, Swim: 6
Karma: 12
Street Cred: 1
Notoriety: 1
Public Awareness: 0
Elf Female
Composure: 7
Judge Intentions: 8
Lift/Carry: 7 (60 kg/40 kg)
Memory: 6
Nuyen: 2430

== Attributes ==
BOD: 3
AGI: 5 (7)
REA: 5 (7)
STR: 2 (4)
CHA: 4
INT: 4
LOG: 3
WIL: 3
EDG: 4

== Derived Attributes ==
Essence:                   0.81
Initiative:                9 (11)
IP:                        1 (3)
Matrix Initiative:         5
Matrix IP:                 1
Physical Damage Track:     14
Stun Damage Track:         10

== Active Skills ==
Aeronautics Mechanic       : 1                      Pool: 7
Animal Handling            : 0                      Pool: 3
Animal Training            : 0                      Pool: 3
Archery                    : 0                      Pool: 6
Armorer                    : 0                      Pool: 2
Artisan                    : 0                      Pool: 3
Automatics                 : 4 [Submachine Guns]    Pool: 11 (13)
Automotive Mechanic        : 1                      Pool: 7
Blades                     : 1 [Knives]             Pool: 8 (10)
Climbing                   : 4 [Freehand]           Pool: 17 (19)
Clubs                      : 0                      Pool: 6
Computer                   : 0                      Pool: 2
Con                        : 3 [Fast Talk]          Pool: 10 (12)
Cybercombat                : 0                      Pool: 2
Data Search                : 0                      Pool: 2
Demolitions                : 2 [Defusing]           Pool: 8 (10)
Disguise                   : 4                      Pool: 10
Diving                     : 1 [SCUBA]              Pool: 4 (6)
Dodge                      : 0                      Pool: 6
Escape Artist              : 1                      Pool: 8
Etiquette                  : 3                      Pool: 10
First Aid                  : 0                      Pool: 2
Flight                     : 4                      Pool: 11
Forgery                    : 0                      Pool: 6
Gunnery                    : 0                      Pool: 6
Gymnastics                 : 4 [Parkour]            Pool: 14 (16)
Hacking                    : 0                      Pool: 2
Hardware                   : 4 [Maglocks]           Pool: 10 (12)
Heavy Weapons              : 0                      Pool: 6
Industrial Mechanic        : 1                      Pool: 7
Infiltration               : 4 [Urban]              Pool: 11 (13)
Instruction                : 0                      Pool: 3
Intimidation               : 1 [Physical]           Pool: 8 (10)
Leadership                 : 3                      Pool: 10
Locksmith                  : 4 [Pin Tumbler]        Pool: 11 (13)
Longarms                   : 0                      Pool: 6
Nautical Mechanic          : 1                      Pool: 7
Navigation                 : 1                      Pool: 7
Negotiation                : 3                      Pool: 10
Palming                    : 4                      Pool: 11
Parachuting                : 0                      Pool: 2
Perception                 : 4 [Visual]             Pool: 10 (12)
Pilot Ground Craft         : 3 [Wheeled]            Pool: 10 (12)
Pilot Watercraft           : 0                      Pool: 6
Pistols                    : 2 [Holdouts]           Pool: 9 (11)
Riding                     : 0                      Pool: 6
Running                    : 4 [Urban]              Pool: 13 (15)
Shadowing                  : 4 [Tailing]            Pool: 10 (12)
Survival                   : 1                      Pool: 4
Swimming                   : 4                      Pool: 11
Throwing Weapons           : 0                      Pool: 6
Tracking                   : 1                      Pool: 7
Unarmed Combat             : 1 [Martial Arts]       Pool: 8 (10)

== Knowledge Skills ==

== Contacts ==
(1, 1)

== Qualities ==
Addiction (Mild) (Betel)
Biocompatability (Cyberware)
Born Rich
Low-Light Vision
Mania/Phobia (Uncommon, Moderate) (Fire)
Media Junkie (Mild)
Poor Self Control (Compulsive - Moderate Danger) (Parkour)

== Lifestyles ==
Squatter  1 months

== Cyberware/Bioware ==
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Obvious Lower Arm (Left)
   +Retractable Climbing Claws
   +Optimized: Body+Tech Verticalist Rating 4
   +Nanohive Rating 1
   +Magnetic System
Obvious Lower Arm (Right)
   +Retractable Climbing Claws
   +Optimized: Body+Tech Verticalist Rating 4
   +Nanohive Rating 1
   +Magnetic System
Obvious Lower Leg (Left)
   +Cyberskates
   +Hydraulic Jacks Rating 5
   +Grip Feet
   +Optimized: Ferrari Sprinter Rating 4
Obvious Lower Leg (Right)
   +Cyberskates
   +Hydraulic Jacks Rating 5
   +Grip Feet
   +Optimized: Ferrari Sprinter Rating 4
Synthacardium Rating 3
Tailored Pheromones Rating 3
Wired Reflexes Rating 2

== Armor ==
Form-Fitting Full-Body Suit6/2
SecureTech Arm Casings    0/1
SecureTech Forearm Guards 0/1
SecureTech Leg Casings    0/1
SecureTech Shin Guards    0/1
SecureTech Vitals Protector1/1
Victory: Globetrotter Fatigues3/0

== Weapons ==
Ceramic Knife
   Pool: 8 (10)   DV: 3P   AP: -   RC: 0
FN P93 Praetor w/ Electronic Firing
   +Gas-Vent 3 System
   +Smartgun System, External
   +Stock
   +Electronic Firing
   +Flashlight, Standard
   +Personalized Grip
   +Silencer
   +Thermal Suppressor
   +Underbarrel Weight
   Pool: 13 (15)   DV: 6S(e)   AP: -half   RC: 7
Morrissey Élan
   +Smartgun System, Internal
   +Chameleon Coating
   +Extended Clip
   +Silencer
   +Skinlink
   Pool: 11 (13)   DV: 6S(e)   AP: -half   RC: 0
Retractable Climbing Claws
   +Personalized Grip, Melee
   Pool: 9   DV: 2P   AP: -   RC: 0
Retractable Climbing Claws
   +Personalized Grip, Melee
   Pool: 9   DV: 2P   AP: -   RC: 0
Shock Glove
   Pool: 8   DV: 5S(e)   AP: -half   RC: 0
Unarmed Attack
   Pool: 8   DV: 2S   AP: -   RC: 0

== Commlink ==
Meta Link (1, 1, 1, 2)
   +Vector Xim

== Gear ==
Ammo: EX-Explosive Rounds (Submachine Guns) x110
Ammo: EX-Explosive Rounds (Holdouts) x20
Ammo: Hi-C Plastic Rounds (Holdouts) x30
Ammo: Stick-n-Shock (Submachine Guns) x150
Ammo: Stick-n-Shock (Holdouts) x43
Auto-Rappel
Betel x50
Cellular Glove Molder Rating 3
Climbing Gear
Contact Lenses Rating 3
   +Skinlink
   +Image Link
   +Smartlink
   +Vision Magnification
Earbuds Rating 3
   +Audio Enhancement Rating 3
   +Select Sound Filter Rating 3
Fake License (Weapons) Rating 4
Fake License (Cyberwear) Rating 4
Fake SIN (UCAS) Rating 4
Gecko Tape Gloves
Glasscutter
Glasses Rating 4
   +Vision Enhancement Rating 3
   +Thermographic
   +Skinlink
   +Image Link
Keycard Copier Rating 6
Lockpick Set
Medkit Rating 6
Medkit Supplies x2
Miniwelder
Monofilament Chainsaw
Neural Amplifiers, Limbic Rating 2
Neural Amplifiers, Neocortical Rating 3
Rappelling Gloves
Satellite Link
Stealth Tags x40
Wingsuit
Wire Clippers

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Vehicle Sensor