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Pistol Adept

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Merz

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« on: <02-05-16/0150:04> »
Please tear it apart, all suggestions welcome...


Pistol Adept
METATYPE: ELF
B 5, A 7, R 5/7, S 2, W 4, L 3, I 5, C 4, ESS 6, EDG 5, M 6
Condition Monitor (P/S): 11 / 10
Armor: 12
Limits: Physical 6, Mental 5, Social 6
Physical Initiative: 10/13+4D6
Active Skills: Assensing 2, First Aid 1, Gymnastics 2, Longarms (Sniper Rifles +2) 6, Perception 1, Pilot Ground Craft 1, Pistols (Semi-Automatics +2) 6 (9), Sneaking 3
Knowledge Skills: Area Knowledge -Seattle  4, Combat Manuvers 1, Corporate Politics 1, Drugs 2, Gangs 1, Safehouses 2, Security Tactics 1, Small Unit Tactics 2, Storage Locker Locations 1
Languages: English 1, Sperethiel N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Addiction (Moderate): Jazz, Adept, Gifted Healer: Stabilization, Lightning Reflexes, Quick Healer
Adept Powers: Astral Perception, Attribute Boost (4): Agility (10dicepool), Improved Ability (3): Pistols, Improved Reflexes (2)
Gear:
   Armor Clothing
   Armor Jacket
   Identity: Specify Name w/ (1 month) Squatter Lifestyle
   Jazz x6
   Medkit (6)
   Stim Patch (6) x2
Weapons:
   Savalette Guardian [Heavy Pistol, Acc 5, DV 8P, AP -5, SA/BF, RC 1, 12 (c)] w/ (30x) APDS, Smartgun System, Internal
   Savalette Guardian [Heavy Pistol, Acc 5, DV 8P, AP -5, SA/BF, RC 1, 12 (c)] w/ (30x) APDS, Smartgun System, Internal

ZeldaBravo

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« Reply #1 on: <02-05-16/0624:44> »
Lightning  Reflexes don't stack with Improved Reflexes. I'd drop 2 levels of attribute boost for combat sense and one pistol for a cheap rifle.

Damn mobile.
« Last Edit: <02-05-16/0714:26> by ZeldaBravo »
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Whiskeyjack

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« Reply #2 on: <02-05-16/0708:08> »
First Aid 1 heals at most 1 box on the first aid test. And your dice pool is 6. A rating 6 medkit will do about a million times better on its own.

Attribres Boost 4 is total overkill considering you're still limited by the augmented cap of +4.
Playability > verisimilitude.

FST_Gemstar

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« Reply #3 on: <02-05-16/1054:52> »
Jazz requires both a physiological and psychological addiction test. If you plan on using a lot to get super reflexes/initiative, be wary about your addiction level. I would suggest you use it only once in your two week window before your addiction test, as then your test threshold reduces to 1. You are likely to beat that with your addiction test dice pools just fine (or your GM will let you buy the hits).

Or - Why the drug use to begin with? You already have Improved Reflexes 2, that's pretty fast. If you are going to,  maybe switch to Kamikaze? That adds a lot of physical stat bonuses, has the same addiction rating/threshold has Jazz, but is only a physiological addiction test, one that you are more likely to beat.

Or if you are going to have some spare karma for positive qualities after your drop Lightning Reflexes, maybe pick up Drug Tolerant from Chrome Flesh.

Rift_0f_Bladz

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« Reply #4 on: <02-05-16/1059:06> »
Priority, Sum to 10, karma gen or lifestyles gen?

Attribute boost 4 is overkill. No combat sense makes me sad, best power in the game, take astral perception as a Qi focus. While you can see the astral, you can't hurt spirits without either mana spells, weapon foci, or killing hands while it is on the astral. With that extra 1.5 PP take combat sense (2), fast hands, and one other .25 PP, of which there are several.

Perception 1 is kinda sad, so is some of your other skills. First Aid 1 is generally a waste of a skill point.

Drop Lightning Reflexes, it doesn't stack with anything. Take agile defender instead it is much more useful.
« Last Edit: <02-05-16/1106:07> 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.

Merz

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« Reply #5 on: <02-05-16/1104:15> »
Thanks so far! Made changes based on suggestions.

Appreciate all the help and any further advice.

This is a priority build: Attributes Metatype Magic Skills Resources


Pistol Adept
METATYPE: ELF
B 5, A 7, R 5/7, S 2, W 4, L 3, I 5, C 4, ESS 6, EDG 5, M 6
Condition Monitor (P/S): 11 / 10
Armor: 12
Limits: Physical 6, Mental 5, Social 6
Physical Initiative: 10/12+3D6
Active Skills: Assensing 2, Gymnastics 2, Longarms (Sniper Rifles +2) 6, Palming 1, Perception 3, Pilot Ground Craft 1, Pistols (Semi-Automatics +2) 6 (9), Sneaking (Urban +2) 6
Knowledge Skills: Area Knowledge -Seattle  4, Combat Manuvers 1, Corporate Politics 1, Drugs 2, Gangs 1, Safehouses 2, Security Tactics 1, Small Unit Tactics 2, Storage Locker Locations 1
Languages: English 1, Sperethiel N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Addiction (Moderate): Jazz, Adept, Drug Tolerant, Gifted Healer: Stabilization, Quick Healer
Adept Powers: Astral Perception, Attribute Boost (2): Agility (8dicepool), Combat Sense (1), Improved Ability (3): Pistols, Improved Reflexes (2)
Gear:
   Armor Clothing
   Armor Jacket
   Goggles (3) w/ Smartlink
   Identity: Specify Name w/ (1 month) Squatter Lifestyle
   Jazz x6
   Medkit (6)
   Stim Patch (6) x2
   Transys Arthur
Weapons:
   Remington 950 [Sniper Rifle, Acc 9, DV 12P, AP -8, SS, 5 (m)] w/ (30x) APDS, Imaging Scope, Smartgun System, Internal
   Savalette Guardian [Heavy Pistol, Acc 7, DV 8P, AP -5, SA/BF, RC 1, 12 (c)] w/ (30x) APDS, Smartgun System, Internal

Merz

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« Reply #6 on: <02-05-16/1105:55> »
Jazz requires both a physiological and psychological addiction test. If you plan on using a lot to get super reflexes/initiative, be wary about your addiction level. I would suggest you use it only once in your two week window before your addiction test, as then your test threshold reduces to 1. You are likely to beat that with your addiction test dice pools just fine (or your GM will let you buy the hits).

Or - Why the drug use to begin with? You already have Improved Reflexes 2, that's pretty fast. If you are going to,  maybe switch to Kamikaze? That adds a lot of physical stat bonuses, has the same addiction rating/threshold has Jazz, but is only a physiological addiction test, one that you are more likely to beat.

Or if you are going to have some spare karma for positive qualities after your drop Lightning Reflexes, maybe pick up Drug Tolerant from Chrome Flesh.

The drug addiction was just as much a role playing decision as a strategy, I considered kamikaze, but that come down is rough... I may still switch it to kamikaze

FST_Gemstar

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« Reply #7 on: <02-05-16/1123:41> »
And my bad... I thought Jazz had an addiction rating of 9. It is only 8. This means if you don't use three weeks after your use then you don't have to take the addiction test. This means a few things though. That if you use jazz in combat, it really has to be a good occasion, and you don't expect to have to use it again in the near future. Also, if you have a moderate addiction, you have to use every two weeks or have withdrawal effects. This will give you at least week (until you use again) of crappy -4 modifier on all physical AND mental tests. I'd recommend taking the addiction as mild then, especially if for more roleplaying purposes. At mild, you can still use once a month, avoid withdrawal symptoms, and avoid addiction tests. At moderate, it becomes a big factor in your game decisions, perhaps more than you want it to be? (You can probably get away without Drug Tolerant then, as that is useful only if you plan on making addiction test rolls).
« Last Edit: <02-05-16/1201:09> by FST_Gemstar »

Whiskeyjack

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« Reply #8 on: <02-05-16/1154:33> »
Yeah I'll second that Astral Perception is much better as a qi focus, and currently not doing anything for you. You can't shoot a spirit on the astral. All looking over does with your current build is make you a potential target.

I wonder if you wouldn't do better lowering longarms for some Unarmed and shock gloves weapon focus. Just know that runners don't usually get to be archetypal snipers. Most fights are at close quarters or inside and usually the PCs are the ones being ambushed. The runs where you're able to set up a sniper nest will be few. That's not to say you can't use a sniper rifle within 5m but then you're just running into a lot of redundancy with pistols (which at this point IMO is the worst gun based ranged skill)

Gifted healer is not really worth it.
Playability > verisimilitude.

Merz

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« Reply #9 on: <02-05-16/1440:59> »
Really appreciate all of the help and feedback. Here is the latest version

Pistol Adept
METATYPE: ELF
B 5, A 7, R 5/7, S 2, W 4, L 3, I 5, C 4, ESS 6, EDG 5, M 6
Condition Monitor (P/S): 11 / 10
Armor: 12
Limits: Physical 6, Mental 5, Social 6
Physical Initiative: 10/12+3D6
Active Skills: Longarms (Sniper Rifles +2) 6, Palming 1, Perception 4, Pilot Ground Craft 1, Pistols (Semi-Automatics +2) 6 (9), Sneaking (Urban +2) 5
Knowledge Skills: Area Knowledge -Seattle  4, Combat Manuvers 1, Corporate Politics 1, Drugs 2, Gangs 1, Safehouses 2, Security Tactics 1, Small Unit Tactics 2, Storage Locker Locations 1
Languages: English 1, Sperethiel N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Addiction (Mild): Jazz, Adept, Agile Defender, Quick Healer, Strive For Perfection
Adept Powers: Attribute Boost (2): Agility (8dicepool), Combat Sense (1), Improved Ability (3): Pistols, Improved Reflexes (2)
Gear:
   Armor Clothing
   Armor Jacket
   Goggles (3) w/ Smartlink, Vision Enhancement (1)
   Identity: Specify Name w/ (1 month) Squatter Lifestyle
   Jazz x6
   Medkit (6)
   Stim Patch (6) x2
   Transys Arthur
Weapons:
   Remington 950 [Sniper Rifle, Acc 9, DV 12P, AP -8, SS, 5 (m)] w/ (30x) APDS, Imaging Scope, Smartgun System, Internal
   Savalette Guardian [Heavy Pistol, Acc 7, DV 8P, AP -5, SA/BF, RC 1, 12 (c)] w/ (30x) APDS, Smartgun System, Internal

Whiskeyjack

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« Reply #10 on: <02-05-16/1540:55> »
I think you shorted yourself some adept powers.

IR 2 = 2.5
Improved Ability 3 = 1.5
Combat Sense 1 = .5
Attribute Boost 2 = .5

Yeah you're short 1 PP. I might suggest Rapid Draw and Morion Sense to round things out.

You also really need tricked out glasses, contacts, earbuds, Fake SIN, and licenses.
« Last Edit: <02-05-16/1542:37> by Whiskeyjack »
Playability > verisimilitude.

Pap Renvela

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« Reply #11 on: <02-05-16/1752:16> »
May I suggest automatics in place of longarms and pistols... you start with 24 skill points and are spending 14 of them on overlapping firearm skills. While  assault rifles don't have the range of sniper rifles they are still pretty effective and machine pistols can be hidden under your clothing. And improved ability will help with the machine pistol, the SMG and the assault rifle. Right now you have an extra +3 DP to pistols over your sniper rifle.

As far as attribute boost- while statistically Attribute Boost 2 plus MR 6 is just about 2/3 chance of +3; as you initiate the value goes down as your MR goes up (+4  is the max no matter how many dice you throw at it)... so I say go with attribute boost 1 if it's a long term campaign...if it's a short run campaign then I'd stick with 2 levels.

I'd move that 4th point from CHA and add it to WIL....WIL and BOD give you an extra box on the odd numbers.

As far as that last PP, I'd go with ImpRef3 as you seem to just be a shooter.


 

Strange

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« Reply #12 on: <02-05-16/1754:43> »
I would probably go with either 2 more combat sense levels, or 1 more combat sense and a motion sense.
I like that you went with goggles for the smartlink, good stylist choice.
I agree with moving CHA to WIL, that will also help you resist your attribute boost a little better.

I like this character, however, quite simple and effective.  I have been wanting to play one, but I would go with no longarms skill, get clubs instead, harden the pistols for melee and get gun kata or ares firefight martial art.  Love me some Equilibrium!  I get that your concept is a pistol guy with sniper background though, so go with what you want to play for sure.

Pap Renvela

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« Reply #13 on: <02-05-16/1818:22> »
 If you go with the melee hardening, then 2 Guardians, alternating firing so as to not have to reload in a firefight most times.

Rift_0f_Bladz

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« Reply #14 on: <02-05-16/2002:12> »
Rapid draw if you want to use either longarms or automatics. Fast Hands gives you all the bonus of having your weapon on wireless without the threat of being either hacked or them spotted on the matrix (boni being firing mod selection, clip eject, and maybe one othering thing become free action verse simple). Keep agility boost at 2, but look through all the adept powers for other useful abilities that fit with your character idea. Unarmed with shock gloves (which can be made into weapon foci as well) is not a bad suggestion.
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.