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Spiderbite - Melee Adept Elf Changling

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FST_Gemstar

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« Reply #15 on: <01-07-16/2144:33> »
Here's an Oni version, though I think I may use what we learned and go back to the elf (sorry in advance for the multiple post). Oni seemed doable because the Fangs were natural, physical limit is easier to raise, Onis are similarly agile to elves, and the skin pigmentation could just be a spider coloration to go with theme. I don't like that the character starts with Edge 1 and I gave up platelet factories, the character is more Agile, higher defense/initiative (13 defense dice, 23 with Agile Defender/ Initiative is 12+4D6), is more likely to get that damage value on a bite attack (more unarmed dice + higher strength), can still shoot a competent spidersilk dose, venom tracking is not going to be a big problem (Masque), and can pull out a Steyr when being spiderlike just isn't cutting it.  Went with Shark as a mentor spirit for the unarmed bonus, and perhaps the killing hands could come in handy for biting an enemy resistant to more normal weapons? Also took Improved Reflexes III, as it seemed like a better way to get to physical limit 6 than just the increase limit power.

Lots of Karma Needs post character generation. I'd like Edge at least to 2, a bunch of of 1 skills in the usual basics, and a climbing specialization.  Some B&E gear would be nice too. Karma at start: 0 (30 Surge III, 1 nuyen, 2 to buy off surge difference, 13 positive qualities, 4 on metatype, -25 negative qualities).

== Info ==
Street Name: Spiderbite - Oni
Name: Unnamed Character
Movement: 20/40
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork (Oni)
Composure: 6
Judge Intentions: 8
Lift/Carry: 6 (45 kg/30 kg)
Memory: 4
Nuyen: 600

== Priorities ==
Metatype: B(3) - Any metatype (Oni)
Attributes: C(2) - 16 Attributes
Special: D(1) - Adept
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: C(2) - 140,000¥

== Attributes ==
BOD: 3
AGI: 8 (10)
REA: 4 (7)
STR: 3
CHA: 3
INT: 5
LOG: 1
WIL: 3
EDG: 1
MAG: 5

== Derived Attributes ==
Essence:                   5.02
Initiative:                9 (12) + 4d6
Rigger Initiative:         12 + 4d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      12 + 4d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  6
Mental:                    4
Social:                    6
Astral:                    6

== Active Skills ==
Automatics                 : 4 [Machine Pistols]    Pool: 14 (16)
Exotic Ranged Weapon       : 4 [Spidersilk]         Pool: 14
Gymnastics                 : 2                      Pool: 12
Perception                 : 6                      Pool: 11
Running                    : 2                      Pool: 5
Sneaking                   : 6                      Pool: 16
Swimming                   : 2                      Pool: 5
Unarmed Combat             : 6 [Fangs]              Pool: 18 (20)

== Knowledge Skills ==
English
Security Design: 3
Underworld: 5
Gangs: 3 (Dissemblers)

== Qualities ==
Adept
Agile Defender
Changeling (Class III SURGE)
Consummate Professional
Fangs
Impaired Attribute (LOG)
Impaired Attribute (STR)
Impaired Attribute (CHA)
Impassive
Jack of All Trades Master of None
Low-Light Vision
Mentor Spirit (Shark)
Metagenetic Improvement (AGI)
Mood Hair
Natural Venom (Injected, Deadly)
Prejudiced (Common, Biased) (Elves)
Quick Healer
Striking Skin Pigmentation (Arachnid Pattern)
Weak Immune System

Contacts:
Street Doc (2/3)
Antiquities Dealer (2/2)

== Powers ==
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 1
Improved Reflexes 3
Killing Hands
Motion Sense

== Lifestyles ==
Squatter  1 months

== Cyberware/Bioware ==
Masque
Muscle Toner Rating 2 (Used)
Spidersilk Gland (Used)

== Armor ==
Armor Jacket                        12
Bike Racing Helmet                  2
   +Respirator Rating 6
Chameleon Suit                      11
   +Gel Packs
   +Thermal Damping 3

== Weapons ==
Fangs
   Pool: 18 (20)   Accuracy: 6   DV: 4P   AP: -   RC: 2
Steyr TMP
   +Concealable Holster
   +Laser Sight
   +Spare Clip
   Pool: 14 (16)   Accuracy: 5   DV: 7P   AP: -   RC: 2
Survival Knife
   Pool: 9   Accuracy: 5   DV: 5P   AP: -1   RC: 2
Unarmed Attack
   Pool: 18   Accuracy: 6   DV: 3P   AP: -   RC: 2

== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Fake SIN Rating 4 [Fake License 4 (Concealed Carry Permit), Fake License 4 (Automatic Weapons License), Fake License 4 (Driver's License)]
   +Micro-Transceiver
   +Sim Module
   +Earbuds Rating 1
   +Subvocal Mic

== Gear ==
Ammo: Regular Ammo (Machine Pistols) x60
Climbing Gear
Contacts Rating 1
   +Image Link
   +Polychromic Lens (to look menacing/spider-ish when needed)
Gecko Tape Gloves
Rapelling Gloves
Survival Kit

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Sensor Array Rating 2
« Last Edit: <01-07-16/2317:56> by FST_Gemstar »

FST_Gemstar

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« Reply #16 on: <01-09-16/1044:28> »
Ok... and now an updated elf iteration:

Background:
Spiderbite grew up SINless in the barrens. WIthout much supervision, school, support, or much interest in any of those, he found his way into the local Ancients branch. While not the brightest or biggest, he showed enough cunning and enough ruthlessness to be quickly accepted and ascendant. A gang war eventually left his branch tattered but not lost. it is in this war he picked up his handle, Spiderbite, as he took out a lot of rival gangers with his natural venom.  This reputation helped him be a better recruiter, and he played up his namesake to look more fearsome (spidersilk gland, spider eye tattoos, color changing contacts, dental work to make cosmetic spider fangs, etc.). After working to help reestablish its cred, Spiderbite decided he had enough of ganglife and could make a real living as a Shadowrunner.  He left the Ancients (though does anyone really leave?) and his hometown, working to build some cred out of the gang world and pick up some work along the way. Now, in a city with a new fake SIN, he was ready to make his name in the Shadows.

Updates:
Poison now is Spat-Serious (Contact vector and DV10 as opposed to Injected-Deadly: Requires Damage and DV 12). However, as a contact vector poison, I believe that it only will need a touch attack to poison someone.I also can hopefully roleplay that the character chooses when he poisons, and doesn't just have poison saliva all the time.  So now both melee options (physical: venom and stun: shockhand) are touch attacks that get +2 unarmed and win on a tie. Spidersilk dice pool with an Agility boost will hopefully be enough to get some reliable called shot benefits (disabling weapons, etc). Switched to a Remington Supressor - a little more stealthy for this character can still Burst Fire at least.  Had to lose some armor mods in order to keep the Suzuki Mirage (he was a former Ancients member after all), but they can be easily upgraded pretty quickly in play. Defends with 12 dice normally, but with Improved Reflexes 3, will usually have enough initiative to spare a  Blocking (18 dice) or Full Defense (22 dice) action. Edge starting at 3 (as opposed to the Oni with 1) might help in the not dying quickly department too.

Physical limit is a little rough. The Oni version with a base boost to strength could get his limit to 6 without Improved Potential, but this character could not, so I had to not only have Improved Reflexes 3 but also Improved Physical Potential to get to that limit. I was able to squeeze in an Agility Boost focus as to not lose other key powers. I went with Raven instead of Shark for mentor spirit again, as the benefits from more unarmed skill are limited by the characters limit, as he is already throwing 18-20 dice on touch attacks. As none of his melee weapons do actual damage, killing hands just doesn't seem worth it either as does the risk of berserking. Traceless Walk will help him in his stealthy progression as will having some con dice.

First karma will be used to get some social and B&E skills to round out his skill sets and enhance his stealthy MO. Starting Karma: 0 (13 PQs, 30 Surge III, 1 to buy off Surge Differences, 4 on nuyen, 2 on bonded foci, -25 on NQs).




== Info ==
Street Name: Spiderbite
Name: Unnamed Character
Movement: 20/40
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 6
Judge Intentions: 8
Lift/Carry: 5 (30 kg/20 kg)
Memory: 4
Nuyen: 212

== Priorities ==
Metatype: B(3) - Elf
Attributes: C(2) - 16 Attributes
Special: D(1) - Adept
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: C(2) - 140,000¥

== Attributes ==
BOD: 3
AGI: 8 (10)
REA: 3 (6)
STR: 2
CHA: 3
INT: 5
LOG: 1
WIL: 3
EDG: 3
MAG: 5

== Derived Attributes ==
Essence:                   5.02
Initiative:                8 (11) + 4d6
Rigger Initiative:         11 + 4d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      11 + 4d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  6
Mental:                    4
Social:                    6
Astral:                    6

== Active Skills ==
Automatics                 : 4 [Machine Pistols]    Pool: 14 (16)
Exotic Ranged Weapon       : 4 [Spidersilk]         Pool: 14
Gymnastics                 : 2                      Pool: 12
Perception                 : 6                      Pool: 11
Running                    : 2                      Pool: 4
Sneaking                   : 6                      Pool: 16
Swimming                   : 2                      Pool: 4
Unarmed Combat             : 6 [Venom]              Pool: 16 (18)

== Knowledge Skills ==
English                    : N                      Pool: 0
Gangs                      : 3 [Ancients]           Pool: 8 (10)
Security Design            : 3                      Pool: 8
Underworld                 : 3                      Pool: 8
Zoology                    : 1 [Spiders]            Pool: 6 (8)

== Contacts ==
; Street Doc (2, 2)
; Ancients Recruiter (2, 3)

== Qualities ==
Adept
Agile Defender
Changeling (Class III SURGE)
Consummate Professional
Critter Spook
Impaired Attribute (CHA)
Impaired Attribute (LOG)
Impaired Attribute (STR)
Impassive
Jack of All Trades Master of None
Low-Light Vision
Mentor Spirit (Raven)
Metagenetic Improvement (AGI)
Natural Venom (Spat, Serious)
Phobia (Uncommon, Mild) (Birds of Prey)
Quick Healer
Weak Immune System

== Powers ==
Attribute Boost (AGI) Rating: 1
Combat Sense Rating: 1
Improved Potential (Physical) 1
Improved Reflexes 3
Motion Sense
Traceless Walk
Voice Control Rating: 1

== Lifestyles ==
Low  1 months

== Cyberware/Bioware ==
Masque
Minor Biosculpting Modification (Spiderfangs)
Muscle Toner Rating 2
Spidersilk Gland

== Armor ==
Armor Jacket                        12
Bike Racing Armor                   8
   +Respirator Rating 6
Chameleon Suit                      9

== Weapons ==
Remington Suppressor
   +Concealed Quick-Draw Holster
   +Sound Suppressor
   Pool: 14 (16)   Accuracy: 6   DV: 7P   AP: -1   RC: 2
Shock Gloves
   Pool: 16   Accuracy: 6   DV: 8S(e)   AP: -5   RC: 2
Survival Knife
   Pool: 9   Accuracy: 5   DV: 4P   AP: -1   RC: 2
Unarmed Attack
   Pool: 16   Accuracy: 6   DV: 2S   AP: -   RC: 2

== Commlink ==
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Fake SIN Rating 4 [Fake License 4 (Automatic Weapons License), Fake License 4 (Restricted Bioware License), Fake License 4 (Concealed Carry Permit), Fake License 4 (Driver's License)]

== Gear ==
Ammo: Regular Ammo (Machine Pistols) x50
Climbing Gear
Contacts Rating 1
   +Image Link
   +Polychromic Lens
Gecko Tape Gloves
Qi Focus (Bonded Foci, Spider eyes tattoo on base of neck) (Attribute Boost) Rating 1
Rapelling Gloves
Survival Kit

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Sensor Array Rating 2


 
« Last Edit: <01-09-16/1812:44> by FST_Gemstar »

celondon

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« Reply #17 on: <01-09-16/1719:46> »
Looks much better than the Oni version.

One thing I would mention: Skill 4 for Running and Swimming is more likely to Glitch than skill 3 or 5. There's a post around here with the math behind that, you can look it up if you're curious. In any case, I'd drop it a rank or raise it a rank.
Skating away on the thin ice of a new day!

Darzil

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« Reply #18 on: <01-09-16/1811:44> »
One thing I would mention: Skill 4 for Running and Swimming is more likely to Glitch than skill 3 or 5. There's a post around here with the math behind that, you can look it up if you're curious. In any case, I'd drop it a rank or raise it a rank.
I don't think it is. I would be if the rule in SR5 was half the dice, but it's more than half the dice. Maybe half the dice was SR4 ?

FST_Gemstar

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« Reply #19 on: <01-09-16/1815:15> »
Celendon's math is right. Low dice pools are less likely to glitch with odd dice instead of even. I only really have the skill group there because I needed gymnastics and was out of skill points. I don't expect the character to do much sprinting/swimming so i'm not too worried though.

Darzil: I thought you did glitch if half of dice are 1s? If it is more than half, than having even pools would be better.
« Last Edit: <01-09-16/1824:42> by FST_Gemstar »

celondon

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« Reply #20 on: <01-09-16/1907:41> »
Hmm. Not sure what I said about glitches is true.

http://anydice.com/program/7636
Skating away on the thin ice of a new day!

Darzil

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« Reply #21 on: <01-10-16/0721:24> »
Darzil: I thought you did glitch if half of dice are 1s? If it is more than half, than having even pools would be better.
So did I, when I started, based on other games, but pg 45, Core, second sentence under Glitches, says "If more than half the dice you rolled show a one, then you’ve got problems."

FST_Gemstar

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« Reply #22 on: <01-10-16/1009:19> »
Interesting... I have just been going with Chummer's dice roller, which will glitch with exactly half ones... perhaps it is still programmed for fourth edition.