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Kyoto Kid (the character)

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ZeldaBravo

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« Reply #15 on: <11-03-15/1053:49> »
Swimming is generally not needed.
Until you need to swim  ::)
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Rift_0f_Bladz

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« Reply #16 on: <11-03-15/1055:49> »
Then go with 3/3/1 or buy it with some karma. Also depends on where your campaign is set in. Honestly, anyone swimming in body armor with gear is boned.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

kyoto kid

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« Reply #17 on: <11-03-15/1647:06> »
Try a rebuild with A attributes, B Skills, C Adept, D Meta (human), E resources. Using karma to money and negatives to help buy back needed karma. It should help fill out your active skills better.

Generally having 3 maxed out attack options is bad. Have a primary and one back up. Dropping long arms can get you running(sprinting) 3(5) and acrobatics 3. Swimming is generally not needed.

Strength adds to base damage before net hits. Higher base damage help when dealing with high armor. While high body and will are good, actual boxes only show up at every odd number.
 
Sadly, you can't stack SecurityTec PPP Vitals with an armored jacket. You might get away with the forearm guards. If nothing else, they have higher capacity for mods.

Danger sense is generally crap, bonus to surprise test equal to rank. 1 rank of combat sense adds rank to defense pool and first lvl also grants free perception test before surprise test, pass that get +3 dice to surprise tests.

Enhanced Accuracy when using most blades is not need yet, even with pool of 17, especially with already using custum grip. Acc 9 is only going to be reliably hit around dice pool of 27ish.

 Critical Strike adds +1 to DV to what ever close skill group you pick, your case blades.

Improve ability is how you raise your perception skill by max rank equal to skill x .5. There is no enhanced perception ability for adepts.

Why did you also max out longarms, but not acrobatics? Use your group for something somewhat useful and possibly flavorful with a cowgirl, like outdoors group.

Vision mag is also needed.
...interesting suggestions, let me take them point by point.

1.  Taking resources at E would give her next to nothing in starting gear, (no Weapon Focus, no Qi Focus and a Street Lifestyle, the latter which would put her at a disadvantage right form the outset as she'd have to roll a fatigue test (3) at the start of every day)  As is I had to juggle things around a bit even with 50,000 in resources (adding 5 Karma to that as well).  I also have to look at the fact she'd be coming into play with others who have earned a lot of Karma and nuyen over the months and would be woefully outclassed with basically only a normal Katana, Armoured Jacket and a Pistol (kind of like a level 1 character in D&D joining a group  of level 6s so I need to pump her up as much as possible under the chargen limits).

Priority C for an Adept would only give her only a 4 Magic attribute (as well as only a rating 2 in one skill as opposed to 4 - which I used for her Blades skill) which means she would have to spend two special or regular attribute or points to get it back to 6.

2.  Not having a decent long range attack at all, as is the case with my current Face character, has been a more of a liability for the rest of the team she ends up with. Bows are just too unwieldy (and the DV best she can get is 7P with  5 strength compared to 10 - 12 P with a rifle which fits her "Cowgirl/Annie Oakley" side better). Longarms also lets her pick up a combat shotgun which can be pretty bad a**. As her gymnastics and running are part of a skill group, she can only use starting Karma to increase it, not skill points (requiring spending 19 Karma for the suggestions above 6 to raise each to 3 and 7 for the specialisation of sprinting)  So taking them from Longarms and/or Pistols would not help. The best skills for the point swap would be her Sneaking and/or Perception.

3. [face palm] OK that was a ""Doh!"  moment on my part. I'll have to see what I can do there, maybe shifting one point from REA to STR..

4. Again, unfamiliarity with 5E (even though it does stack in the Chummer generator).  That drops the armour by only 1 (all the more to keep the Mystic Armour power).

5. Danger Sense is a bonus from her Mentor Spirit as is one level of improved accuracy. The mentor spirit (Dragon Slayer) I chose also fits her concept the best since in Missions, the Code of Honour quality is not permitted (don't understand why).  Also, as per my previous post, I found a way to give her 2 ranks of Combat Sense taking out the using a Qi focus and adding another rating in exchange for her Improved Perception power (she has gear based vision perception enhancement that adds to her pool with the wireless bonus to compensate). With both, that would give her 5 bonus dice to surprise tests if she succeeds at her Perception test, or 2 if she doesn't.

6.  Believe  it or not, I have exceeded limits in successes on more than just a few occasions.  For example My Face has a base limit of 11 and I've rolled more than that in successes for Negotiation and Con tests many times.  Like having a bigger power supply in a computer, it's nice to have that "overhead"

7.  My bad again, I thought critical strike was like penetrating strike but for weapons. So with a Strength of 5 that would give her +2  DV with Blades (9 DV with her Katana). that is pretty tough.

8.  That was a typo, I meant "Improved Perception".

9.  Again Acrobatics was from the skill group chosen and would have taken a lot of starting Karma to increase to 6. other than straight dodging it really doesn't come into play in most combat. Part of her concept is also an old west  "sharpshooter" so a high longarms skill does make sense.  As most of the Missions occur in an urban setting, outdoors skills would be pretty useless. She may love playing the part but she's still pretty much an "Urban Cowgirl".

10.  She has Vision Mag as an added visual enhancement to her Ballistic mask  Did I forget to note it?

Finally, one of the rules in the group is that we are allowed to make changes and tweaks to the starting character during the first three weeks/sessions they are actively played. So this is not set in stone yet.
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kyoto kid

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« Reply #18 on: <11-03-15/1728:13> »
...OK the short list with the changes I made  (including gear that was changed)

Priorities: unchanged

Attributes: BOD: 4, AGI: 6 REA: 4 STR: 5 INT: 5 CHA: 2 LOG: 2 WIL: 5 EDG: 3 MAG: 6 ESS: 6

Figured Stats INI: 11 + 3d6 (12 +4d6 using Cram)
Limits: Physical: 7, Mental: 5, Social: 5, Astral: 5
Physical Boxes: 10 Stun Boxes: 11

Qualities/Karma Expenditures (3 Karma unspent)
5: Mentor Spirit
7:  Natural Athlete
10: Perceptive II
10: Logic 1 > 2
4: Qi Focus Power 2
6: Weapon Focus Power 2
5: Resources (+10,000)
-8: Albinism II
-5: Prejudice (Common, Biased - Elves)
-12: Sensitive System

Skills:

Blades (Swords) 13 Pool: 13 (15), [Weapon Focus 2: 15 (17)]
Etiquette: (Street) 1 Pool: 5 (7) (2 from Mentor Spirit)
Longarms (Long Range): 5 Pool: 11 (13)
Perception: 6  Pool: 13 (2 from Perception II quality)
Pistols (Revolvers) 5 Pool: 11 (13) [Smartlink 12 (14)]
Sneaking: (Urban) 4 Pool 10 (12)

Skill Group Athletics 2 (all +2 from Natural Athlete Quality)
-pools-
Gymnastics: 10
Running:  9
Swimming: 7

Adept Powers (6PP):

Attribute Boost 2
Combat Sense 2 (1 from Qi Focus 2)
Critical Strike - Blades
Danger Sense 2 (1 from Mentor Spirit)
Enhanced Accuracy - Pistols (from Mentor Spirit)
Improved Ability - Blades 1
Improved Reflexes 2
Improved Sense - Low Light Vision
Mystic Armour: 2

Gear Notes :

Weapon Focus 2 (Katana)
Qi Focus 2 - Combat Sense (Tattoo)

Ballistic Mask:
-Trodes,
-Smartlink
-Imagelink
-Respirator 6
-Vision Mag

Contacts
-Flare Comp
-Vision Enhancement 2
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Halinn

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« Reply #19 on: <11-03-15/1804:43> »
Instead of having both pistols and longarms, consider just getting automatics. Machine pistols are the same size as heavy pistols, and assault rifles have good range, even if it's not quite as extreme as sniper rifles can go.

Rift_0f_Bladz

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« Reply #20 on: <11-03-15/2154:10> »
Helin hit my point about redundant skills better. Actually, no you can get the skills I mentioned by dropping long arms completely and use those 7 points for running 3, gymnastics 3, swimming 1 at no karma cost, then use the group skills for outdoors.

 As to using E resources, I have done it and still had enough for a force 4 Qi foci ( improved attribute: str). You just don't get to start with everything, but you should earn enough back relatively easily. Getting karma for the skills you need is not as easy, plus you will want to initiate, rase stats, etc.


I can for understand fitting with a character concept, but sometimes thsy dont survive edition chages. If you can stomach automatics, they are machanically speaking it is generally considered better than long arms and equal to pistols. Plus only group to cover close to mid range in one skills, as well as relatively easily concealable weapons (heavy pistols) to automatic rifles. Plus, having automatics frees (if you drop both long arms and pistols) 14 skill points. Letting you pick up some extra skills to expand you're options outside of combat. Currently you are looking a lot like D&D's fighter class. You can hit stuff, but not much else outside of combat.

Also, smartlink only adds +2 dice if you have it installed in either your eye or in you cybereye. You have no 'ware, so it only adds +1 die.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

kyoto kid

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« Reply #21 on: <11-04-15/0426:02> »
....just took KK through a play test of a Mission that was designed for 150 karma Prime Runner characters (didn't count towards the standard missions Karma/nuyen awards), and she not only held her own but was quite effective (especially when the big bad spirit showed up). Considering what we were up against, I think she would do very well in the standard missions that are run.

I might change out the type of rifle she uses for one that has SA mode and better ammo capacity, but I still am looking to stay as close to the original concept as possible.

I'm aware that gear based Smartlinks only add 1 die to the pool (that's the way it's been since 1st ed), however, they also now increase the accuracy by 2 if the gun is internally modified.

True, playing a total "concept character" is more challenging, but it also can be a lot of fun as well and that is what I'm in this for.  She's done pretty good so far through the last four editions, after tonight,  I feel she'll handle 5th just as well. Yes she is more tightly focused, but that occurs in the real world as well, I don't see an issue with that in a fictional one.
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Rift_0f_Bladz

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« Reply #22 on: <11-04-15/0746:53> »
Nevermind I understand how you wrote that now. Yeah, there are some better sporting rifles and EBR Crockett is one of the best sniper rifles, outside of stuff in R&G. Glad she works for you.

Edited for clarity.
« Last Edit: <11-04-15/0749:28> by Rift_0f_Bladz »
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Whiskeyjack

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« Reply #23 on: <11-04-15/0835:26> »
Re mystic armor - soak is cheap as hell in this game. Don't pay with PP if you can buy it with nuyen. Mystic Armor 2 is a waste of PP and you can easily find stuff granting 2 soak elsewhere.
Playability > verisimilitude.

Jack_Spade

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« Reply #24 on: <11-04-15/0851:32> »
Jupp. Attribute Boost Body is usually a better investment (although you have to activate it)
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Rift_0f_Bladz

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« Reply #25 on: <11-04-15/1141:08> »
Actually even that is not that great, use a simple action and take drain to raise soak pool by about 1-2 point on average. Nah, would rather either waste PP for permanent armor or just get armor mods like WhiskeyJack said, such as PPP line of gear and forearm guards.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Whiskeyjack

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« Reply #26 on: <11-04-15/1400:01> »
Avoiding getting hit >>>> soak.

Combat Sense and/or stuff like Too Pretty to Hit, Agile Defender, and taking advantage of cover, or hit debuffs (Chaotic World, Hot Potato) are much better investments.

My MysAd face has Combat Sense 6 and Too Pretty to Hit and I have never ever regretted having those.
Playability > verisimilitude.

Rift_0f_Bladz

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« Reply #27 on: <11-04-15/1509:24> »
But neglecting soak is not a smart idea either. But agile defender has saved my melee adept's crazy a$$ multiple times. My high armor at first, saved me, but as our runs are getting harder, AP is becoming higher and leaning on armor is less and less wise.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

kyoto kid

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« Reply #28 on: <11-04-15/1753:31> »
..I actually have a face character with To Pretty To Hit, Saved her bacon a number of times. It really is only good though if you have a high Charisma (that character has an 8 while KK' is only 2). Agile Defender only gives her one additional die for 3 Karma in full defence.  Not sure if Attribute Boost - Agility would affect that pool as well.  She  was able to clean dodge even burst fire with just the WIL bonus (again a good reason for being fast as you only lose 10 from your total initiative and the results of the test the rest of the combat turn so if you still have an action after that you can return the favour). 

Yeah really saw the usefulness of both Attribute Boost and Combat Sense last night. Danger sense also did come into play as well, adding another 2 dice to her surprise roll (for a total of 5).

Another big help was Cram: +1d6/+1 REA for several hours. That extra die of initiative was so nice. and the risk of addiction not all that bad. We had another character with Synaptic Boosting 3 who used it as well giving her 5 dice to roll.  I don't think she ever rolled under a 30 initiative.

I agree that not getting hit (and/or taking your opponent down before he gets a chance shoot/hit you) is the best way to survive, but again it isn't a gimmie so armour is always a good thing. There really isn't a better way for her to increase her armour though gear at this time as it is just too expensive.  The best setup (which I am considering when she gets a job or two under her belt) is Sleeping Tiger with a Vashon Synergist overcoat (16 total as they both stack). The only other way is through 'ware (Orthoskin or Smartskin) but then she sacrifices a full point of MA and powers which also reduces her pool for Attribute Boosting and begins her on a journey down "Burnout Road".  I also really can't see her clunking around in Sec or SWAT armour (which would also easily attract the attention of the Star or KE).

As to that spirit, in one blow she put a major world of hurt on it taking it down 8 boxes (out of 12).  Weapon foci are very nice in this respect.  This makes it worth bumping the resources to "D". 

I tried building her using the priorities Rift_0f_Bladz suggested and even dumping 10 Karma into resources, did not have enough to get her weapon focus after armour, guns, commlink Decent ID & licences (both important for avoiding issues with the authorities), and Lifestyle (just don't see her living in a back alley or squat).  The other issue was I actually couldn't think of skills that fit the character with that many skill and skill group points.  For something like a Social Adept/Face, then yes, it would work as you need a diverse number of skills. and could take the Acting Group at 5 (as a matter of fact going to play around with that concept).
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Rift_0f_Bladz

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« Reply #29 on: <11-04-15/2014:35> »
Thing is, at least for me, is lifestyles, comlinks, and even license are second fiddle compared to attributes, skills, PP. Since play has started I have managed lifestyle upgrade, multiple foci, better armor (Bladz has no issue with Full-body armor, sleeping tiger is his new light armor, and fashionable too!), a weapon foci (didn't start with one) and a nadochi  for breaking armor, custom grips for all his gear. But Blade is been being played, none missions home game, for almost 2 years. But with wacky schedules and what not we are not super high, but well above starting runners. I am just about to complete second initiation.

I think agility boost should work with agile defender, but for Bladz it is a bigger jump, Agility 6 vrs Will 4. If attribute boost does stack, then at this more dice to defense.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.