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One of many Elven 'Ware-Gunslingers.

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Bigslam

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« on: <11-02-15/1608:11> »
So, this is the third Shadowrun-Character i will play and my first combat-oriented character in any Tabletop-game. I decided for an Gunslinger dual-wielding revolvers (seems inefficient but I can still decide to just shoot one of them at any moment) because Rule of cool. I know that Shadowrun is not exactly about the combat, only if fan and brown stuff meet at high velocities, but hey... I gotta try this.

I know this is not the best, one could come up with, but I didn't want to do crazy SURGE-stuff or use a Meta-Variant. I wanted to go the full Cyber/Bio-Way.

Build with Prime-Runner Rules. My first concern is that I overlooked something in the rules, or Chummer let me do fragin' stupid things that are invalid. Like Reflex Recorders for Perception, a few chummer-versions earlier.
My second concern is that I might be stupid. But thats totally ok.


== Priorities ==
Metatyp: D
Attributes: B
Magic: E
Skills: C
Ressources: A (500
== Info ==
Name: Joachim                     Alias: Rev
Elf, male                         Movement: 22/44
2,1m, dontknow                    Composure: 6
Street Cred: 0                    Judge Intentions: 8
Notoriety: 0                      Lift/Carry: 8 (45 kg/30 kg)
Public Awareness: 0               Memory: 5
Karma: 0                          Nuyen: 5
Age: 33                           Skin: whatever
Eyes: evil                        Hair: black

== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: A - 500,000¥

== Attributes ==
BOD: 5                            CHA: 3
AGI: 8 (11)                       INT: 5
REA: 5 (7)                        LOG: 2
STR: 2 (3)                        WIL: 3
EDG: 2                           

== Derived Attributes ==
Essence: 1,80                     Initiative:           10 (12) + 3d6
Physical Damage Track: 11         Rigger Init:          12 + 3d6
Stun Damage Track: 10             Astral Init:         
Physical: 6                       Matrix AR Init:       12 + 3d6
Mental: 4                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 4                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 4

== Active Skills ==
Blades                            Base: 2  + Karma: 0  = 2   Pool: 14
Clubs                             Base: 2  + Karma: 0  = 2   Pool: 14
Con                               Base: 0  + Karma: 1  = 1   Pool: 4
Disguise                          Base: 1  + Karma: 0  = 1   Pool: 6
Gymnastics                        Base: 0  + Karma: 1  = 1   Pool: 12
Intimidation (Physical)           Base: 5  + Karma: 0  = 5   Pool: 8 (10)
Longarms                          Base: 1  + Karma: 0  = 1   Pool: 12
Palming                           Base: 1  + Karma: 0  = 1   Pool: 12
Perception (Visual)               Base: 5  + Karma: 0  = 5   Pool: 10 (12)
Pilot Ground Craft (Bike)         Base: 1  + Karma: 0  = 1   Pool: 8 (10)
Pistols (Revolvers)               Base: 6  + Karma: 0  = 6   Pool: 18 (20)
Running (Sprinting)               Base: 1  + Karma: 0  = 1   Pool: 4 (6)
Sneaking                          Base: 1  + Karma: 0  = 1   Pool: 12
Survival (Urban)                  Base: 3  + Karma: 0  = 3   Pool: 6 (8 )
Throwing Weapons                  Base: 0  + Karma: 1  = 1   Pool: 12
Unarmed Combat                    Base: 2  + Karma: 0  = 2   Pool: 14

== Knowledge Skills == (It seems that Chummer doesn't care for the SoHK-Quality. Will edit this by hand once we start playing)
Area Knowledge: CampaignCity      Base: 1  + Karma: 0  = 1   Pool: 6
Bars and Clubs                    Base: 0  + Karma: 1  = 1   Pool: 6
Gangs (Ancients)                  Base: 3  + Karma: 0  = 3   Pool: 8 (10)
Sperethiel                        Base: 3  + Karma: 0  = 3   Pool: 8
Sports (Urban Brawl)              Base: 1  + Karma: 0  = 1   Pool: 6 (8 )
Underworld (Drugs)                Base: 3  + Karma: 0  = 3   Pool: 8 (10)

== Contacts == (Chummer did not care to change the free contact points from Cha*3 to Cha*6 because of Prime-Runner-Rules. Did Contacts manually)
Joachim (Fixer), CampaignCity (CON: 5, LOY: 2)
Mac Wurzel (Bartender), CampaignCity (CON: 2, LOY: 2)
Slinger (Ancient-Ganger), Berlin (CON: 2, LOY: 5)

== Qualities ==  (Positive)
Agile Defender
Ambidextrous
Exceptional Attribute (AGI)
Low-Light Vision
School of Hard Knocks

== Qualities ==  (Negative)
Tough and Targeted
Superhuman Psychosis
Poor Self Control (Combat Monster)
Poor Self Control (Sadist)
Prejudiced (Specific, Outspoken) (Elf Poser)

== Lifestyles ==
Low  1 months

== Cyberware/Bioware ==
Bone Density Augmentation Rating 3 (Alphaware)
Cyberears Rating 2 (Alphaware)
   +Sound Link
   +Audio Enhancement Rating 3
   +Select Sound Filter Rating 2
   +Increased Hearing Spectrum
   +Damper
   +Ear protector
Cybereyes Basic System Rating 3 (Alphaware)
   +Image Link
   +Low-Light Vision
   +Smartlink
   +Thermographic Vision
   +Vision Magnification
   +Vision Enhancement Rating 3
Datajack  (Alphaware)
Muscle Toner Rating 3
Myostatin Inhibitor (Alphaware)
Orthoskin Rating 3 (Alphaware)
Platelet Factories (Alphaware)
Reflex Recorder (Skill) (Pistols) (Alphaware)
Reflex Recorder Optimization (Alphaware)
Synaptic Booster Rating 2

== Armor ==
Forearm Guards                      1
Full Body Armor                     15
Full Body Armor: Helmet             3
Lined Coat                          9

== Weapons ==
Cavalier Deputy
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Smartgun System, Internal
   Pool: 18 (20)  Accuracy: 9     DV: 7P       AP: -1    RC: 2
Mossberg AM-CMDT
   +Smartgun System, Internal
   Pool: 12       Accuracy: 7     DV: 12P      AP: -1    RC: 2
Ruger Super Warhawk
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Smartgun System, Internal
   +Weapon Personality
   Pool: 18 (20)  Accuracy: 8     DV: 9P       AP: -2    RC: 2
Unarmed Attack
   Pool: 14       Accuracy: 6     DV: 5P       AP: -     RC: 2

== Commlink ==
Transys Arthur (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   +Subvocal Mic

== Gear ==
Ammo: APDS (Heavy Pistols) x30
Ammo: Explosive Rounds (Heavy Pistols) x30
Ammo: Flechette Rounds (Shotguns) x20
Ammo: Gel Rounds (Heavy Pistols) x60
Ammo: Hollow Points (Heavy Pistols) x30
Ammo: Regular Ammo (Heavy Pistols) x60
Ammo: Regular Ammo (Shotguns) x50
Ammo: Stick-n-Shock (Heavy Pistols) x30
Cram
Fake SIN (I_am_too_lazy_to_come_up_with_a_fake_SIN_Name) Rating 5
   + 10 Fake Licensees Rating 5 (10 of them, for 2 Firearms, 2 Concealed Carry, 3 Restricted Bioware, Restricted Armor, Drivers- and Bodyguard-License.)
Jazz
Kamikaze
Medkit Rating 6
Slap Patch, Trauma Patch


Took the more or less redundant Shotgun for the style... and Full Auto. A Motorbike will be bought a few sessions in. The Close Combat Group I have mainly because I want to have the options... not that they are needed.
Is any of the gear or Augments a fallacy? Anything blatantly missing, or big no-goes?

Now that I think about it... "Reflex Recorder Optimization" is not rly necessary if the only skill benefiting from it is Automatics - which I have no weapon for. Maybe I should take Damage-Compensators... maybe Granades or Flashbangs... Aaarg, choices!

Anyway - its your turn.

Hobbes

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« Reply #1 on: <11-02-15/1747:32> »
I prefer Wired 2 and Reaction Enhancers 3 to Synaptic Acceleration 2.  YMMV.  Bone Augmentation always seemed a little costly if you're not punching things.  Again YMMV.

Positive Qualities Biocompatibility from Chrome Flesh for whatever you've got the most of?

Vanilla Skills C for Combat characters, one melee skill, one Firearm skill, Sneak, Perception @6, Specializations to taste.  2 Group skill points into Athletics normally. but Outdoors or whatever fits the character really.  Buy everything else with Karma.  Preferably post-char gen with Jack of All Trades.

You've got low str so Monowhip or shock weapons for melee.  Shock gloves with around 19 dice seems kinda lulzy. 

Jazz/Cram and initiative augmentations don't stack at every table, clear with your GM.  And always get Pharmasuitical grade from Chrome Flesh.

Whiskeyjack

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« Reply #2 on: <11-02-15/1908:26> »
I know that Shadowrun is not exactly about the combat, only if fan and brown stuff meet at high velocities
God damn this meme needs to die if people are actually taking it straight constantly.
Playability > verisimilitude.

Bigslam

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« Reply #3 on: <11-02-15/1919:26> »
Well, I had shock gloves in, but I like the thought of oldfashioned punching for minor stuff - like barfights. Also, this Genemod lets me raise str a little easier if I wanted to do so. I addition to that, the boneaug should prove to be ok with that too. Well, I have Superhuman Psychosis. Even if I dont wanna make puching people a fulltimejob, it could prove to be a good skill to have. Well, Its a flavorthing. Any decker Id make would have a monowhip.

And about the Drugs. Good to remind me. I'll ask my GM about it once we get to it.

Quote
Sneak, Perception @6

Well, I like to get even dicepools out, in the end...

Also, I considered Biocompabitility, but since I am now at about 1.9 Essence at the verstion in my chummerfile I figured it would be ok. Its not like I want to add a great ammount of 'ware ingame, sincr I mostly have what I need.

Hobbes

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« Reply #4 on: <11-02-15/2217:16> »
Unarmed works for punching and shock gloves just fine.  Take your shock gloves off when you feel like doing 1/2 damage.