So a while back my GM commented on how hard it is to balance fights for the party, due to my characters being optimized for their jobs. When I make a character, I do it with the philosophy that it's like the A-Team (only with the ability to actually hit people you shoot at!): I focus on getting what I feel is solid skills in my character's profession, try to have at least one decent combat skill, and then pick one or two things that can assist the party that the character will be good at (stealth/perception for recon, lock picking for getting past areas, etc.). The problem seems to be that the others spread themselves out a lot thinner (ooh, shiny!). If he sets the encounter for my characters, the other members start dropping. If he sets the encounter for the others, we end up walking over the opposition with little problem. No one's really doing anything wrong, it's just classing character build philosophies.
After discussing it, I proposed I try building some characters using the Life Module generation method; the hope being that it will help me spread things out a bit more. I am imposing a couple of caveats on myself, since I have read it's easy to make strong characters:
- Any combinations of modules that give me an unaugmented ability or skill above 6 will have the extra point(s) discarded
- The characters I am making using this method will have two jobs (i.e. decker/rigger, caster/face, etc.)
Also, I'm trying to come up with a general background before I start each character, and will try to select modules that fit that where possible; some archetypes don't have a good selection of modules to help fill them out, or at least it appears that way at first glance. As I haven't played around with this life module system before, I am going to need any help/advice I can get: Please let me know if you see something I did wrong.
The first character I'll try is a combination of a decker/rigger; kind of an homage to a SRM 4 character I had (and the only one who actually survived); she was originally a TM Dronomancer, but I'll be playing before the TM supplement comes out. The basic story is she's from Chicago, having grown up around the CZ area. She didn't have much of a standard education, with the only thing formal being some Community College (yay for hacking an acceptance!). Looking for a change of pace after college, she did a tour with a Merc company, starting out as a combat decker, but branching out into rigging after get a taste for it working with the mercs. After her contract was up, she hit the shadows, doing rigger jobs for a start.
I chose human for the race, and the first module I picked was UCAS (General). No Chicago module? I would have thought there would have been one, what with SRM 5 being set there. Oh well, it fits for what I want to do. That cost 15 karma from my starting 750, for a remaining total of 735.
Next, for the Formative Years module, I selected Part of the Machine. I figure her parents made their income scavenging tech from around the CZ, and selling the fixed second-hand items. As such, she really didn't have a lot of time traditional schooling, and it starts her down the path to being a techie. That's another 40 Karma, for 695 left.
In the Teen Years category I was tempted to have some gang activities, but I can see how quickly you can weaken your character by take too many different types of modules. I chose Hacker Club, to focus her misspent youth on techie shenanigans. That's 50 Karma, for a remaining 645.
For Further Education, I picked up the Community College (Computer Science) module to help out her matrix skills, as well as buff up electronic warfare for her rigging later on. That's 55 karma, leaving 590.
Now we get to Real Life. Looking them over, what I wanted isn't quite represented there; only the Tir actually has a decker corps (Netwatch). Additionally, while this is the only part of the Life Modules where you can select more than one module, you can't take the same choice twice. As I am unsure whether Tour of Duty: Decker and Tour of Duty: Rigger Corps are two different choices, or would count as taking the same choice (Tour of Duty) twice. Besides, I can't take the Merc's Tour of Duty for decking anyway, they don't have it. Instead I will take IT Ace instead; it's generally what a Tour of Duty: Decker job would be. That costs 100 Karma, leaving 490.
I'll pick up Tour of Duty (Mercenary): Rigger Corps for another 100, leaving 390. Finally I'll have her return to Chicago, starting her career in the shadows, by selecting Shadow Work: Smuggler for another 100 karma, leaving 290 before qualities are finished. For negative qualities, I'll leave the National SIN (UCAS) there, and pick up Distinctive Style, Allergy Mild (Air Pollution), and Code Block (I'm thinking Brute Force). For positive qualities, I'll drop one that the modules gave, and just stick with Codeslinger (Hack on the Fly) and Overclocker. There's more I'd like, especially for rigging, but I just don't have the karma to spare; I've paired the two most expensive archetypes together. That gives me a net gain on karma from qualities of 10 points (yay), leaving me with 300 karma for other things.
== Info ==
Street Name:
Name: Unnamed Character
Movement: 8/16
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 6
Judge Intentions: 6
Lift/Carry: 5 (30 kg/20 kg)
Memory: 9
Nuyen: 5
== Attributes ==
BOD: 3
AGI: 2 (4)
REA: 2 (6)
STR: 2
CHA: 3
INT: 3
LOG: 6
WIL: 3
EDG: 3
== Derived Attributes ==
Essence: 0.24
Initiative: 5 (9) + 2d6
Rigger Initiative: 9 + 2d6
Astral Initiative:
Matrix AR Initiative: 9 + 2d6
Matrix Cold Initiative: 3 + DP + 3d6
Matrix Hot Initiative: 3 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 10
== Limits ==
Physical: 5
Mental: 6
Social: 4
Vashon Island: Steampunk [+1] (Must be visible)
Astral: 6
== Active Skills ==
Aeronautics Mechanic : 1 Pool: 7
Animal Handling : 0 Pool: 2
Archery : 0 Pool: 3
Armorer : 0 Pool: 5
Automatics : 1 Pool: 5
Automotive Mechanic : 1 Pool: 7
Blades : 0 Pool: 3
Clubs : 0 Pool: 3
Computer : 2 Pool: 8
Con : 0 Pool: 2
Cybercombat : 6 Pool: 12
Demolitions : 0 Pool: 5
Disguise : 0 Pool: 2
Diving : 0 Pool: 2
Electronic Warfare : 6 Pool: 12
Escape Artist : 0 Pool: 3
Etiquette : 6 Pool: 9
First Aid : 3 Pool: 9
Forgery : 0 Pool: 5
Free-Fall : 0 Pool: 2
Gunnery : 6 Pool: 10
Gymnastics : 0 Pool: 3
Hacking : 6 Pool: 12
Hardware : 2 Pool: 8
Heavy Weapons : 0 Pool: 3
Impersonation : 0 Pool: 2
Instruction : 0 Pool: 2
Intimidation : 0 Pool: 2
Leadership : 0 Pool: 2
Longarms : 1 Pool: 5
Navigation : 6 Pool: 9
Negotiation : 3 Pool: 6
Perception : 6 Pool: 9
Performance : 0 Pool: 2
Pilot Aircraft : 6 Pool: 12
Pilot Ground Craft : 6 Pool: 12
Pilot Watercraft : 6 Pool: 12
Pistols : 1 Pool: 5
Running : 0 Pool: 1
Sneaking : 3 Pool: 7
Software : 2 Pool: 8
Survival : 0 Pool: 2
Swimming : 0 Pool: 1
Throwing Weapons : 0 Pool: 3
Tracking : 0 Pool: 2
Unarmed Combat : 0 Pool: 3
== Knowledge Skills ==
Area Knowledge: Chicago : 2 Pool: 5
Border Patrol Tactics : 6 Pool: 9
Combat Tactics : 1 Pool: 4
Data Havens : 4 Pool: 7
English : N Pool: 0
Foreign Military : 3 Pool: 9
History : 1 Pool: 7
Mandarin : 3 Pool: 6
Matrix Design : 6 Pool: 12
Security Companies : 3 Pool: 9
Small Unit Tactics : 4 Pool: 7
Smuggler Routes : 6 Pool: 9
Smuggler Safe Houses : 6 Pool: 9
UCAS : 1 Pool: 7
== Qualities ==
Allergy (Common, Mild) (Air Pollution)
Codeblock (Brute Force)
Codeslinger (Hack on the Fly)
Computer Science
Data Anomaly
Distinctive Style
General UCAS
Hacker Club
IT Ace
Overclocker
Part of the Machine
Quick Config
Rigger Corps
Smuggler
Steely Eyed Wheelman
== Lifestyles ==
Home 1 months
== Cyberware/Bioware ==
Active Hardwires Rating 1
Antennae
Control Rig Rating 1
Datajack
Datajack
Datajack
Muscle Toner Rating 2
Reaction Enhancers Rating 3
Wired Reflexes Rating 1
== Armor ==
Vashon Island: Steampunk 10
+Chemical Protection 6
+Custom Fit
+Nonconductivity 6
+Radiation Shielding 2
== Weapons ==
Remington Suppressor
+Concealed Quick-Draw Holster
+Laser Sight
+Personalized Grip
+Sound Suppressor
+Spare Clip
+Spare Clip
Pool: 5 Accuracy: 8 DV: 7P AP: -1 RC: 2
Unarmed Attack
Pool: 3 Accuracy: 5 DV: 2S AP: - RC: 2
== Commlink ==
Little Hornet (ATT: 5, SLZ: 4, DP: 1, FWL: 1)
+Program Carrier [Encryption]
+Program Carrier [Stealth]
+Bootstrap
+Browse
+Configurator
+Edit
+Search
+Shredder
+Signal Scrub
+Toolbox
+Virtual Machine
+Armor
+Baby Monitor
+Biofeedback
+Biofeedback Filter
+Blackout
+Cat's Paw
+Cloudless
+Crash'
+Decrypt
+Defuse
+Demolition
+Detonator
+Evaluate
+Exploit
+Fly on a Wall
+Fork
+Guard
+Hammer
+Hitchhiker
+Lockdown
+Mugger
+Nuke-from-Orbit
+Paintjob
+Shell
+Smoke and Mirrors
+Sneak
+Swerve
+Tantrum
+Tarball
+Track
+Wrapper
Maersk Spider (ATT: 0, SLZ: 0, DP: 4, FWL: 5)
+Autosoft (Clearsight) Rating 5
+Autosoft (Stealth) Rating 5
+Stealth
+Sneak
+Add Sleaze Modification
+Increase Sleaze Modification
+Virtual Machine
+Toolbox
+Encryption
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
== Gear ==
Ammo: APDS (Machine Pistols) x100
Ammo: Regular Ammo (Machine Pistols) x100
Ammo: Stick-n-Shock (Machine Pistols) x100
Certified Credstick, Gold
Certified Credstick, Silver
Contacts Rating 3
+Image Link
+Flare Compensation
+Low Light
Fake License (Cyberdeck License) Rating 4
Fake License (Firearms License) Rating 4
Fake License (Concealed Carry Permit) Rating 4
Fake License (Drone License) Rating 4
Fake SIN (Jane Smith) Rating 4
Respirator Rating 6
Subvocal Mic
== Vehicles ==
F-B Bumblebee
+Heavy Weapon Mount
+Ammo: APDS (Light Machine Guns) x100
+Ammo: Stick-n-Shock (Light Machine Guns) x100
+Autosoft (Stoner-Ares M202 Targeting Autosoft) Rating 3
+Minigrenade: Flash-Bang x12
+Sensor Array Rating 3
+Smartlink
+Low Light
+Flare Compensation
GMC Bulldog Step-Van (Van)
+Morphing License Plate
+Rigger Interface
+Smuggling Compartment (Troll)
+Spoof Chips
+Sensor Array Rating 2
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
+Laser Microphone Rating 1
+Radio Signal Scanner Rating 1
+Camera Rating 1
Shiawase Kanmushi (Microdrone)
+Sensor Array Rating 3
+Camera Rating 1
+Directional Microphone Rating 1
+Radio Signal Scanner Rating 1