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[5e] Bison the Ork

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Hobbes

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« Reply #15 on: <04-10-16/1830:42> »
Computer is a Technical Skill, the GM can ask the character to make a Logic + Computer test to place a Com call. 

Armorer is a Technical Skill, the GM can ask the character to make an Armorer check for anything involving a firearm that isn't shooting it.

Electronic Warfare is a Technical Skill, the GM can ask the Character for a Logic + EW check to use a Camera or drone feed.

Hilariously, Navigation is a Technical Skill, I don't want to know what an evil GM could do with that.

The list goes on.  Don't ever take Uneducated.  It's one of the many reasons Shifters get Shafted.

chryx

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« Reply #16 on: <04-10-16/2120:48> »
Taking into account some of the suggestions here, I redid the character somewhat. Put in some more effective Shadowrunning skills - making use of my maxed out Agility to take basically all of the Agility linked skills, plus some Intimidate.

I like the idea of this washed up fighter being a trainer at a mobbed up dojo.

If the person running the game feels Incompetent (Engineering) isn't restrictive enough, it might be fun to do Incompetent (Firearms)

== Info ==
Street Name: Bison
Name: Unnamed Character
Movement: 22/44
Karma: 0
Street Cred: 0
Notoriety: 3
Public Awareness: 0
Ork (Oni)
Composure: 9
Judge Intentions: 9
Lift/Carry: 14 (135 kg/90 kg)
Memory: 6
Nuyen: 0

== Priorities ==
Metatype: C(2) - Human, Dwarf, Elf, or Ork
Attributes: A(4) - 24 Attributes
Special: E(0) - Mundane
Skills: D(1) - 22 Skills/0 Skill Groups
Resources: B(3) - 275,000¥

== Attributes ==
BOD: 5
AGI: 7 (11)
REA: 5 (6)
STR: 5 (9)
CHA: 4
INT: 5
LOG: 1
WIL: 5
EDG: 1
MAG: 0

== Derived Attributes ==
Essence:                   0.21
Initiative:                10 (11) + 2d6
Rigger Initiative:         11 + 2d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      11 + 2d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         11

== Limits ==
Physical:                  10
Mental:                    4
Social:                    5
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Securetech PPP: Arms Kit [-1] (Must be visible)
   Securetech PPP: Legs Kit [-1] (Must be visible)
Astral:                    5

== Active Skills ==
Animal Handling            : 0                      Pool: 3
Archery                    : 0                      Pool: 10
Automatics                 : 0                      Pool: 10
Blades                     : 0                      Pool: 10
Clubs                      : 0                      Pool: 10
Con                        : 0                      Pool: 3
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 4
Escape Artist              : 1                      Pool: 12
Etiquette                  : 0                      Pool: 3
Free-Fall                  : 0                      Pool: 4
Gunnery                    : 0                      Pool: 10
Gymnastics                 : 1                      Pool: 12
Heavy Weapons              : 0                      Pool: 10
Impersonation              : 0                      Pool: 3
Instruction                : 1                      Pool: 5
Intimidation               : 4 [Physical]           Pool: 8 (10)
Leadership                 : 0                      Pool: 3
Locksmith                  : 1                      Pool: 12
Longarms                   : 0                      Pool: 10
Navigation                 : 0                      Pool: 4
Negotiation                : 0                      Pool: 3
Palming                    : 1                      Pool: 12
Perception                 : 0                      Pool: 4
Performance                : 0                      Pool: 3
Pilot Ground Craft         : 1                      Pool: 7
Pilot Watercraft           : 0                      Pool: 5
Pistols                    : 0                      Pool: 10
Running                    : 1                      Pool: 10
Sneaking                   : 3 [Urban]              Pool: 14 (16)
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 8
Throwing Weapons           : 5 [Blades]             Pool: 16 (18)
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 6 [[Martial Art]]      Pool: 17 (19)

== Knowledge Skills ==
Alcohol                    : 4                      Pool: 9
English                    : N                      Pool: 0
Sioux                      : 4                      Pool: 9
Sports                     : 4                      Pool: 9

== Contacts ==
; Fixer (4, 4)
Hopkins; The Big Easy; Bartender (4, 3)

== Qualities ==
Agile Defender
Bad Rep
Biocompatability (Cyberware)
Day Job (10 hrs)
Dependent (Nuisance)
Fangs
Incompetent (Engineering)
Low-Light Vision
Restricted Gear
Striking Skin Pigmentation

== Lifestyles ==
Above a dojo  1 months

== Cyberware/Bioware ==
Bone Lacing (Titanium)
Muscle Replacement Rating 4
Orthoskin Rating 2
Sharkskin
Striking Callus Rating 4
Synaptic Booster Rating 1

== Armor ==
Ares Victory: Big Game Hunter       14
   +Custom Fit
   +Gear Access
   +Liner - Chemical Protection (6)
   +Shock Weave
   +Holster
Ballistic Mask                      2
   +Flare Compensation
   +Gas Mask
Securetech PPP: Arms Kit            1
Securetech PPP: Legs Kit            1

== Weapons ==
Fangs
   Pool: 17   Accuracy: 10   DV: 10P   AP: -   RC: 4
Grapple Gun
   Pool: 0   Accuracy: 3   DV: 7S   AP: -2   RC: 4
Shock Gloves
   Pool: 17   Accuracy: 10   DV: 8S(e)   AP: -5   RC: 4
Throwing Knife
   Pool: 16   Accuracy: 10   DV: 10P   AP: -1   RC: 4
Unarmed Attack
   Pool: 17   Accuracy: 10   DV: 14P   AP: -   RC: 4
Urban Tribe Tomahawk
   Pool: 16   Accuracy: 11   DV: 11P   AP: -1   RC: 4

== Martial Arts ==
Okichitaw
   +Called Shot (Pin)
   +Counterstrike

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
Fake License (Restricted Bioware License) Rating 2
Fake License (Restricted Cyberware License) Rating 2
Fake SIN (Balrog) Rating 2
Grapple Gun
Lockpick Set
Throwing Knife x6
Urban Tribe Tomahawk x2

== Karma Expenses ==

== Nuyen Expenses == 
« Last Edit: <04-10-16/2128:00> by chryx »

chryx

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« Reply #17 on: <04-10-16/2210:07> »
Also, if people think it's silly to go with okichitaw for an Oni, Ninjitsu with Counterstrike and Kick Attack would be a solid choice. I originally wanted to deal with a lot of clinches, sweeps, and throws, but I'm just not convinced it's worth the points investment. Certainly not as a starting character. 19 dice to hit is pretty competitive with a lot of starting unarmed Adepts, though i guess they are fully capable of murdering spirits and other invisible shit.

As far as how I want to spend my money, and Karma, money would go towards buying Nephritic Screen 4, and then later, replacing the Titanium Bone Lacing with a more SOTA version to reduce its huge essence cost, and then buying better Synaptic Accelerators. Karma would go towards more Martial Arts maneuvers, and then buying up all of my cheap 1 rated skills. Jack of All Trades might be worthwhile.

jim1701

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« Reply #18 on: <04-11-16/1300:30> »
Computer is a Technical Skill, the GM can ask the character to make a Logic + Computer test to place a Com call. 

Today I can place a call by voice.  I can't imagine it would be harder in 60 years.

Armorer is a Technical Skill, the GM can ask the character to make an Armorer check for anything involving a firearm that isn't shooting it.

When I was in the Army I knew guys that barely add 2 and 2 that could field strip and reassemble a M-16 in less than 60 seconds.

Electronic Warfare is a Technical Skill, the GM can ask the Character for a Logic + EW check to use a Camera or drone feed.

That's easy.  I wouldn't be doing either of those things as an uneducated character. 

Hilariously, Navigation is a Technical Skill, I don't want to know what an evil GM could do with that.

Three words:  Local.  Area.  Knowledge.  If I already know where I'm going I don't have to navigate.  And if I don't then someone else in the party does the navigating.

The list goes on.  Don't ever take Uneducated.  It's one of the many reasons Shifters get Shafted.

There is a lot of reasons shifters get shafted in 5th edition but uneducated isn't one of them.

Wheaton's Law.  Don't be a dick.  Uneducated is an 8 point negative quality that makes certain things a challenge for the character but only the GM can make that character unplayable.  If a GM pulled that on me and that would be my last visit to his table, period. 

Hobbes

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« Reply #19 on: <04-11-16/1447:27> »
The examples I listed are RAW how the Negative Quality works.  Uncouth and Uneducated are potentially crippling to a character if the GM enforces them regularly.  Thus my (an others)  advise to never take those qualities. 

The RL Anecdotes you list are rational for allowing a default check or not requiring a roll at all for characters without a negative quality.  In game terms they are "Aware" of the skill.  Uncouth, Uneducated, and similar qualities specifically make a character Unaware so even everyday actions can potentially be problematic.  That is literally the disadvantage of those particular Negative Qualities. 

There are some qualities, Positive and Negative, that are mechanically poor value for the Karma.  Uncouth and Uneducated are at the top of that list IMO and several others.  Clearly YMMV.   

For comparison, Incompetent is a 5 point disad and makes a character Unaware in 3 skills.  Uneducated is an 8 point disad that makes a character Unaware of about ?15? Active Skills and countless Knowledge skills.  Uncouth isn't much better "Value".

Hobbes

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« Reply #20 on: <04-11-16/1502:24> »
Also, if people think it's silly to go with okichitaw for an Oni, Ninjitsu with Counterstrike and Kick Attack would be a solid choice. I originally wanted to deal with a lot of clinches, sweeps, and throws, but I'm just not convinced it's worth the points investment.

IMO unarmed has two Niches.  One is as a back up for a character.  You've got the muscle and bone and what not, why take a Blade skill when you can punch for as much damage?  Normally you shoot things, but if you need to punch someones kidneys out you can.  Two is for the subtle character, usually an Adept, that is a "go anywhere/silent takedown" kind of character.  The massive cyber'd up Orc is not, IMO, subtle or "go anywhere".  Might be at some tables though. 

Is the Investment worth it?  Could be for you and your table, depends heavily on the game.  Sorry, not an objective answer for that question. 

chryx

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« Reply #21 on: <04-11-16/1835:05> »
I think my character's Throwing is actually his main combat skill. With his Strength, his throwing daggers and hatchets easily out range and out damage most pistols. The ridiculous physical limit is also a big help. Also, being able to pinpoint deliver grenades with a big throwing pool is a huge help, The main thing he can't do is spray areas with bullets to suppress, but he can make called shot (pin) attacks.

The idea behind the Unarmed is to rush and close with better armed but less skilled combatants so they can't shoot effectively. I've got tons of soak - enough to rush in and take a few hits. Also, crazy defense with the Agile Defender quality.