NEWS

Cowboy for 5E- help a newbie

  • 10 Replies
  • 4244 Views

leonhart

  • *
  • Newb
  • *
  • Posts: 3
« on: <06-01-16/1504:48> »
My party is going to start a new campaign in a few weaks, i never played shadowrun, and im heaving a hard time creating my character. My idea was to create a cowboy like character, focused on tracking and using revolvers/shotguns.

Attributes- A (B-5/7 A-6/8 R-5 S-3 W-3 L-3 I-5 C-2)
Skills-B-Outdoors-5/Pistols-6(+2 revolvers)/Longarms-4(+2 Shotguns)/Perception-6(+2 Visual)/Gymnastics-4/Pilot ground craft-4/Running-3/exotic weapon(mono-whip)-5/Armorer-2(+2 firearms)
Resources-C -140,000¥
Metatype-D-Human
Magic-E
Karma left: 27
-Positive Qualities-Ambidextrous/Agile defender/Toughness
-Negative Qualities-Addiction(mild)-Drinking/Code of Honor-Warrior’s Code
-Knowledge-Aztlaner Spanish-4/Bars-3/Corporate Security-2/Alcohol-3/Local Bounties-4
-Cybereyes(rating 3, Flare compensation,Low-light vision,Smartlink,Thermographic vision,Vision enhancement,Vision magnification)32000¥
-Earware(Rating 2,Audio Enhancement,Balance Augmenter,Damper)22750¥
-Muscle Replacement(Rating 2)
-Monofilament whip,Ruger Super Warhawk(2x)(Quick-draw holster,Smartgun system, external),Taurus Omni-6(Concealable holster),PJSS Model 55(Laser sight),
-45075¥ remaining
I have no ideas of what kind o cyber implants i should buy, also im not sure how does the skills and knowledge  thing work.
I appreciate any tips and advises.

PS:Sorry for all of the typos and grammar mistakes, english is not my first language  :D
« Last Edit: <06-02-16/1906:57> by leonhart »

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #1 on: <06-01-16/1636:42> »
Welcome to the boards!

Looks like a reasonable outline overall. You're on the right track.

Many people would probably do Resources B and Skills C, but that's up to you depending on whether you want to have more skills or more gear.

For the Attributes, you can't have both Agility and Reaction at 6, which is the racial maximum for humans. You can only have one at 6, so you'll need to move the other one down to 5. I would put that spare point into Intuition. I would probably take another point from Logic or Charisma and put it into Intuition as well. Intuition will help you with Perception checks, initiative, and dodging attacks, so it's worth having at 5.

Things you need to buy with nuyen:
1) Initiative boosts. This can be drugs (Cram, Jazz), cyberware (wired reflexes, reaction enhancers, move-by-wire), or bioware (synaptic boosters).
2) Agility enhancements, either from Muscle Replacement (cyberware) or Muscle Toner (bioware).
3) A smartlink, either on its own or in cybereyes. That will get you an extra die for shooting. I would probably get a nice pair of cybereyes with lots of eyeware that will allow you to see/shoot in all conditions.

As a GM, I wouldn't allow a player to take smoking addiction as a negative quality. There are not enough downsides to smoking to have it be worth karma as a negative quality. Maybe consider a drug addiction, since if you use drugs for initiative boosts (rather than cyber/bioware) it will save you a lot of nuyen.

That should be a good start toward a cowboy-like character.

fseperent

  • *
  • Omae
  • ***
  • Posts: 369
« Reply #2 on: <06-01-16/1646:45> »
It looks good for a starting point.
One thing that catches my eye immediately is that you have two of your Attributes at maximum.
You can only have one at maximum during character generation.
You have a good skills selection picked out.
First, normal skills are applied knowledge while knowledge skills are more academic.
Based on your description, I would add the Shotgun and Revolver specializations.
Use all 5 skill group points on Outdoors to get Navigation 5, Survival 5, and Tracking 5.
That will leave you with 14 skill points to play with.
Would advise a pilot skill unless you want your character to walk or run everywhere.
If you want to go with cyber, with your character, you can't go wrong with tricked out cyber eyes and ears.
Maybe a cyberarm with an implanted gun.
By at least 2 fake SINs, at more than rating 1.
That's all I can think of right now, I might add more later on.

leonhart

  • *
  • Newb
  • *
  • Posts: 3
« Reply #3 on: <06-01-16/2100:08> »
Thank you guys so much, i have edited the original post, taking the advices you guys gave me. i haven't made up my mind yet on the implants but i have a much better idea of what i should do. Again thanks for the help :D

fseperent

  • *
  • Omae
  • ***
  • Posts: 369
« Reply #4 on: <06-01-16/2225:08> »
Now for your knowledge skills.
You currently have 16 knowledge skill points.
You get a native language for free.
Would suggest looking at the following for ideas on giving your character some character.
Remember, the smaller in scope the knowledge skill is, the better for spefic details.
Alcohol
Area or City Knowledge
Safehouses
Bolt Holes
Bars
Criminology
Local Bounties
Local Gangs
Law
Police Enforcement Procedures
Crook Hangouts
« Last Edit: <06-01-16/2244:26> by fseperent »

adzling

  • *
  • Guest
« Reply #5 on: <06-02-16/0103:33> »
consider cowboy way martial art and swap out one of your weapon skills (longarms or unarmed?) for exotic weapon: mono-whip
the cowboy way focusses on whip and pistol use in close combat

make sure to add an Ammo Skip system to that revolver so you can load different ammo types and select on the fly ;-)

usually it's better take enhanced glasses or contacts over cybereyes but ymmv.

a good buy for a sammy type is Muscle Toner and Wired Reflexes.
Some people like to put a mono-whip in a finger tip compartment so it's always *cough* to hand.

you're gonna want an armored duster of course...

« Last Edit: <06-02-16/0112:11> by adzling »

Hobbes

  • *
  • Catalyst Demo Team
  • Prime Runner
  • ***
  • Posts: 3078
« Reply #6 on: <06-02-16/1007:37> »
consider cowboy way martial art and swap out one of your weapon skills (longarms or unarmed?) for exotic weapon: mono-whip
the cowboy way focusses on whip and pistol use in close combat



... and call yourself Nisha, take Brand Loyalty Jacobs....  oh, sorry wrong game.    :P

leonhart

  • *
  • Newb
  • *
  • Posts: 3
« Reply #7 on: <06-02-16/1526:38> »
Thx again guys, i applied most of the tips you guys gave me. Im still not sure how to spend the leftover karma, any suggestion?

adzling

  • *
  • Guest
« Reply #8 on: <06-02-16/1753:07> »
If you post your complete build here i'm sure we'll be happy to give you pointers on how to make use of that karma ;-)

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3944
« Reply #9 on: <06-02-16/1755:39> »
How much karma do you have left?

You might have a few skill points left, since I count 32 out of 36. Some options:
1) at least one point of Etiquette is common
2) a point in Con or Negotiation are options; you'll never be too good with your Charisma 2 but it prevents you from rolling 1 die (due to defaulting) if those rolls ever come up
3) more points in Exotic Melee Weapon, especially since you really want to avoid glitches and critical glitches when wielding a monowhip
4) a point of Armorer so that you can perform basic maintenance on your guns
5) specializations for your skills that don't have them, like Perception or Armorer

Depending on how much karma you have left to spend, you could buy a rank of the Influence skill group for 5 karma that would address #1 and #2 at the same time. Alternatively or additionally, you could drop Logic to 2 and raise Charisma to 3 since you don't have many Logic-linked skills (except potentially Armorer).

You listed "Muscle Replacement(Rating 2-agility)". Muscle Replacement is cyberware that affects both Strength and Agility simultaneously. Muscle Toner is bioware that only affects Agility. It's unclear which one you have.

Get smartlinks for your weapons instead of laser sights, otherwise the smartlink implants in your cybereyes is going to waste.

adzling

  • *
  • Guest
« Reply #10 on: <06-02-16/1857:44> »
I'd drop perception to 3, take visual spec for +2
That will give you two points to add to monwhip.

I'd drop long arms altogether and take the cowboy way martial art: herding

I'd take jack of all trades quality letting you pick up all the one point skills post chargen super cheap.

Take Ammo Skip System for your revolvers.

I'd drop the cybears and replace with earbuds and pump the muscle toner to 3 (have to go used grade for availability reasons)
« Last Edit: <06-02-16/1906:57> by adzling »