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A Dryad Face and Combat Leader Adept, just the base.

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Danny Montanny

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« on: <10-31-15/1919:03> »
B: Attributes
B: Metatype: Dryad
B: Skills
D: Magic: Adept
E: Resources

 -ATTRIBUTES-
B: 3/6
A: 6/7
R: 4/6 (6)
S: 2/5
W: 3/6
L: 2/6
I: 5/6
C: 8/8
E: 3/6
M: 6/6

Essence: 6.00
Physical Limit: 5
Mental Limit: 4
Social Limit: 9 (11)

Initiative: 11 + 3d6

 -RACIAL TRAITS-
Glamour
Low-Light Vision
Symbiosis

 -QUALITIES-
Code of Honor: Warrior's Code
Creature of Comfort: Middle
Distinctive Style
First Impression
Mentor Spirit: Wise Warrior
Too Pretty to Hit

 -ADEPT POWERS-
Attribute Boost (Agility): 2
Authoritative Tone: 3
Combat Sense: 1
Commanding Voice
Improved Ability (Pistols): 1
Improved Reflexes: 2

 -SKILLS-
Acting Skill Group: 5

Etiquette: 2
Gymnastics: 2
Leadership: 6
Negotiation: 6 (+2 Bargaining)
Perception: 6
Pistols: 6 (7) (+2 Semi-Automatics)
Sneaking:  5 (+2 Urban)

 -KNOWLEDGE-
Small Unit Tactics: 6 (+2 Urban)

7 left over

 -CONTACTS-
24 left over

 -GEAR-
26,000¥ left over

 -KARMA-
+15 Code of Honor
-10 Creature of Comfort
-11 First Impression
-5 Mentor Spirit
-3 Too Pretty to Hit
-10 Strength to 2
-10 Logic to 2
-10 Nuyen

1 left over

I really wanted to go with Attributes at A, but I couldn't fit it in with the Metatype, Skills at B, and Magic at 6.

For Symbiosis, I don't see any mechanical or roll playing disadvantages for being outside your bonded area at all. If not attuned to an area, then they'll "feel incomplete or lost" but there's nothing about negatives when you're outside your small (600 meters) area. Just make sure that you can maintain a Middle lifestyle (maybe throw on Extra Secure) and they should be fine. Sure, you might not get the benefits because you won't work in your area too often, but you won't have the Mild Alergy from being bonded to the slums. It doesn't really seem like there's a big negative side. However, 18 dice for seducing anyone from their neighborhood might give them a bit of a reputation.

I did look into a SURGE III normal Elf with Glamour and Metagenic Charisma Improvement without the Symbiosis, but the Karma suck was just too much. I'd have to drop AGI to 4 to pick up STR and LOG at 2, which isn't too big of a deal, but only having 20 Karma for PQs and Nuyen is a bit rough. Though really all that will be going down would be 1 dice for Leadership and Pistols and 2k Nuyen. Or swapping out money for In Debt and still being able to pick up the Mentor Spirit and Too Pretty to Hit. Maybe I'll post this alternate below.
« Last Edit: <11-20-15/0945:22> by Danny Montanny »

FST_Gemstar

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« Reply #1 on: <10-31-15/2205:48> »
Negotiating may still be tough with this character when dealing with professional fixers. Perhaps shift some gymnastics and etiquette to negotiation?

Dryads also have the symbiosis issue. Does this character plan on staying in their home area for their career? This would take advantage of symbiosis, and it might be worthwhile to invest in qualities like Home Ground that build on that perk. If they are traveling a lot, they may lose some potency. Does the character have a way to mitigate that?

Whiskeyjack

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« Reply #2 on: <11-01-15/0823:53> »
You want Negotiation 6 and a Bargaining specialty. I'd pull from Gymnastics and Etiquette.

I would drop Sneaking to 5 and take a specialty of Urban. Net one more die.

Get some of that gear from R&G that adds to both your social dice pool and social limit.
Playability > verisimilitude.

Danny Montanny

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« Reply #3 on: <11-20-15/1105:29> »
B: Attributes
B: Metatype: Elf
B: Skills
D: Magic: Adept
E: Resources

 -ATTRIBUTES-
B: 3/4
A: 4/7
R: 4/6 (6)
S: 2/4
W: 3/6
L: 2/4
I: 5/6
C: 9/9
E: 3/6
M: 6/6

Essence: 6.00
Physical Limit: 5
Mental Limit: 4
Social Limit: 9 (11)

Initiative: 11 + 3d6

 -METAGENIC QUALITIES-
Critter Spook
Glamour
Impaired Body
Impaired Logic
Impaired Strength
Metagenic Charisma Improvement
Vermonasal Organ

 -QUALITIES-
Class III SURGE
Code of Honor: Warrior's Code
Day Job: 10 hours/week
Distinctive Style
In Debt: 5
First Impression
Mentor Spirit: Wise Warrior
Too Pretty to Hit

 -ADEPT POWERS-
Attribute Boost (Agility): 2
Authoritative Tone: 3
Combat Sense: 1
Commanding Voice
Improved Ability (Pistols): 1
Improved Reflexes: 2

 -SKILLS-
Acting Skill Group: 5

Etiquette: 2
Gymnastics: 2
Leadership: 6
Negotiation: 6 (+2 Bargaining)
Perception: 6
Pistols: 6 (7) (+2 Semi-Automatics)
Sneaking:  5 (+2 Urban)

 -KNOWLEDGE-
Small Unit Tactics: 6 (+2 Urban)

7 left over

 -CONTACTS-
24 left over

 -GEAR-
31,000¥ left over

 -KARMA-
-30 Class III SURGE
+15 Code of Honor
+5 Day Job
-11 First Impression
+5 In Debt
-5 Mentor Spirit
-3 Too Pretty to Hit
-1 Balancing Metagenic Qualities