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Quicksilver, fastest thing in the fight?

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adzling

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« on: <11-19-15/1110:17> »
Here's a take on a sam built for max initiative and dodge pool.
Guy's insanely fast, getting 4 passes almost all the time.
Dodge pool is 15 dice.
He sees everything (16 perception pool, eek!)
Hits 20 dice with his rifle and 15 with his grenade launcher
17 with his mono-whip.
Has rating 6 skillwires to slot any rating 6 skill!

He's a total combat monster, and that's about it.

Quicksilver
METATYPE: NOCTURNA
B 3, A 7/10, R 6/9, S 3, W 3, L 2, I 5/6, C 2, ESS 0.39, EDG 1
Condition Monitor (P/S): 10 / 10
Armor: 14
Limits: Physical 6, Mental 5, Social 0
Physical Initiative: 11/24+2D6
Active Skills: Athletics Group 2, Automatics (Assault Rifles +2) 6, Exotic Melee Weapon: Monofilament Whip 6 (7), First Aid 1, Free Fall 1, Heavy Weapons (Grenade Launchers +2) 1, Perception (Visual +2) 4, Pilot Ground Craft 1, Sneaking (Urban +2) 6, Throwing Weapons 1
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Allergy, Common (Mild): Sunlight, Biocompatibility (Cyberware), Keen-Eared, Nocturnal, Prototype Transhuman: Wanted, Restricted Gear: Move-by-Wire System, SINner (Corporate SIN): renraku, Unusual Hair: Colored Fur, Wanted
Augmentations:
   Cerebellum Booster (Prototype) (Alphaware) (1) w/ Prototype Transhuman
   Fingertip Compartment (Alphaware)
   Move-by-Wire System (3)
   Muscle Toner (Prototype) (Used) (3) w/ Prototype Transhuman
   Reflex Recorder (Prototype) (Alphaware): Exotic Melee Weapon w/ Prototype Transhuman
   Skilljack (Used) (6)
   Smartlink
   Synch
   Tetrachromatic Vision
Gear:
   Armor Jacket
   Ballistic Mask (Customized)
Weapons:
   Ares Alpha [Assault Rifle, Acc 7, DV 11P, AP -2, SA/BF/FA, RC 5, 42 (c)] w/ Gas-Vent System (3), Grenade Launcher, Smartgun System, Internal
      Ares Alpha Grenade Launcher [Grenade Launcher, Acc 6, DV By Ammo, AP –, SS, 6 (c)] w/ Smartgun System, Internal
   Monofilament Whip [Exotic Melee Weapon, Reach 2, Acc 7, DV 12P, AP -8]
Starting ¥: 1D6 × 20¥

falar

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  • The Fourth Jesse
« Reply #1 on: <11-19-15/1134:09> »
Drop First Aid 1. It's better to keep a Medkit 6 and let the autodoc tell you what to do with your logic pool.

Just FYI - if this is for Missions, it wouldn't fly because Prototype Transhuman is a 20-point Positive Quality in that case.

I do totally approve of the Move by Wire as a Skillwire System 6. Even if you can't do anything else, you could do anything on any job where you have the legwork time to buy an Active Skillsoft.

gradivus

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« Reply #2 on: <11-19-15/1149:07> »
I'd make agi 8 and drop reaction to 5/8... yes it drops your initiative to a lowly 23+2d6 but reaction 5 to 6 is cheaper than agi 7 to 8.
too bad there isn't money to make M-B-W Alpha so you can fit in a chipjack...
Unless your planning on building up the skill, I agree with falar, drop first aid.

I'd play this character
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adzling

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« Reply #3 on: <11-19-15/1203:18> »
Good call on the agility vs. extra point of initiative.

He has enough essence to add the Chipjack at rating 6 later.
For now his Skilljack by itself will suffice (considering he starts with no money for activesofts!).
First Aid of 1 is useful to not have to default but yes you could easily swap it out for something else.

falar

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« Reply #4 on: <11-19-15/1230:03> »
First Aid of 1 is useful to not have to default but yes you could easily swap it out for something else.
I'd move it to Perception. It's way more useful there.

Whiskeyjack

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« Reply #5 on: <11-19-15/1237:46> »
LOG 2 FA1 should simply not be attempting that test.

A lot of skills are ok to take at 1 just to avoid a default. FA is not one of them.
Playability > verisimilitude.

adzling

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« Reply #6 on: <11-19-15/1244:24> »
all good points

falar

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« Reply #7 on: <11-19-15/1437:44> »
Oh, yeah, considering the threshold to actually heal someone with First Aid is 2 and then net hits reduce damage on the track, a First Aid pool of 3 is laughably useless.

Danny Montanny

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« Reply #8 on: <11-19-15/1733:46> »
I was thinking about a Burnout's Way Adept with Biocompatibility to get that terrible Essence cost down. I just don't know if 3.5 vs the 4.5 would be worth it to sacrifice the Edge, though.

Compare
A: Attributes
A: Resources
C: Human

with
A: Attributes
A: Resources
C: Adept

That 7 Edge vs 2 is quite a lot. The only up factor would be it'd only cost 10 Karma to bump Magic to 2 (assuming you stay under 4 Essence in 'ware).

adzling

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« Reply #9 on: <11-19-15/1735:51> »
problem is you cant fit in burnouts way and the cost for restricted gear needed for the move by wire system.
That was my first port of call, but alas could not make it work.

Danny Montanny

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« Reply #10 on: <11-19-15/1858:02> »
Having a quality that never calls out as being a Positive Quality count toward that limit doesn't make sense. Especially when the consensus is that it doesn't cost double the Karma after character generation like every other Positive Quality.

adzling

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« Reply #11 on: <11-19-15/1939:34> »
I understand what you're saying, the rules are terribly written and edited.

However it has been pointed by the author of same section of S.G. that they are pseudo qualities that do count towards your maximum limit in chargen but do not count double afterwards.

gradivus

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« Reply #12 on: <11-19-15/2330:27> »
Burnout Way is 15 unlike the other Ways. So Resticted Gear plus Burnout's Way equals 25.
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adzling

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« Reply #13 on: <11-20-15/0025:17> »
He also has prototype human :-;)

gradivus

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« Reply #14 on: <11-20-15/0254:47> »
He also has prototype human :-;)

I was responding to just post  which mentioned only the two PQ I mentioned.
Thought you were considering some changes on the original concept.

The whole creating a character sometimes gives me a headache as  I tend to get it 90% done and think of a different way and go thru a dozen incarnations before I say, okay I can play this one.
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