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An adept bounty hunter?

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Ex-Street Samurai

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« on: <06-09-11/1525:34> »
I was thinking about making an adept bounty hunter instead of the total human spec ops, any ideas?

eshoup1

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« Reply #1 on: <06-09-11/1607:00> »
same restrictions of no magic, matrix, or cyberware?

Ex-Street Samurai

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« Reply #2 on: <06-09-11/1611:08> »
no this one is totally normal its a new character idea...

Denver Doc

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« Reply #3 on: <06-09-11/1623:13> »
My opinion on a bounty hunter's skill set is the following:

Some sort of ranged combat skill pistols are probably the most practical but when your prey is heavily armed you might want an SMG or better.
Some sort of close combat, either unarmed or clubs or both, never know when you get in trouble without a weapon and the clubs are good for shock batons
Running will probably be very useful
Pilot Ground Vehicle
A few Charisma skills Etiquette (very important), negotiation, either Con or Intimidate (or influence group)
Data search and maybe some computer skills
Maybe Tracking depending on what kind of bounty hunter you are and of course survival and navigation (Outdoors skill group)
Perception also a key skill
Stealth skills probably shadowing and infiltration, possibly disguise
maybe assensing if you take astral perception

Lots of contacts is a great way to go for tracking people down

As far as Adept powers, Astral Perception can help you penetrate disguises, enhanced perception, some combat stuff like improved reflexes, some of the social adept powers might really help out. 

In the end it just depends on what role you want on the team.  Is your guy going to be a hitter with some support skills?  Or is he mostly focused on information gathering with enough combat to contribute?
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Ex-Street Samurai

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« Reply #4 on: <06-09-11/1627:11> »
He is mostly focused on information gathering with enough combat to contribute.

Denver Doc

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« Reply #5 on: <06-09-11/1728:00> »
Then I suggest he be more of a social creature... still you want to be worth something in a fight and avoid that annoying dying bit.  Increased reflexes is a must, maybe spend another power point on building your combat abilities then the rest should go for social abilities, or other neat adept powers that you just think are fun.  Keep the combat skills limited to reflect that you are more of a blood hound then the actual hunter but still have a higher value close and ranged combat skill to contribute to the party during combats.  I can't tell you how valuable and over looked the highly social guy is with all the contacts.  Just remember that having a lot of contacts is very handy but, depending on you GM, it can be very favor and resource intensive. 

I look forward to seeing what you come up with.  I hope that helps.
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Sliver

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« Reply #6 on: <06-09-11/1732:53> »
To add to what Denver Dock said:

- I'd go with SMG's, an SMG under a long coat with a concealable holster is way better than a Heavy Pistol.
- Definitely get a high Assensing and astral perception
- Be a hyper-perceptive adept. The first part of information gathering is what you see on the job
- Get AR glasses/contacts with Ar gloves. You can install a camera and a recorder in them for evidence. Don't forget to add thermal for that extra bonus
- Get a shit load of contacts. If one fails, try the other
- Get the Influence and Stealth skill groups
- Intimidation is a must for information
- Don't forget nonlethal options: a blunt weapon/unarmed, or dart-gun/sticknshock
"Those who restrain their desires do so because theirs is weak enough to be restrained."

farothel

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« Reply #7 on: <06-10-11/0212:43> »
If you have the power points for it, go for nerve strike, take unarmed combat with specialisation in nerve strike.  You simply put people down, give them a shot of slab and they're out cold for the coming hours.

Another option is the sports rifle with the tranquilizer darts in case you have to bring in your mark alive.  Modify it so it can fire SA instead of only SS and it's a nice option.
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute"

Zephraim

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« Reply #8 on: <06-10-11/0807:58> »
Another option is the sports rifle with the tranquilizer darts in case you have to bring in your mark alive.

Where do you find that one? Did you mean the Parashield Dart Rifle (already SA but Exotic) or are you talking about Capsule Rounds?

farothel

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« Reply #9 on: <06-10-11/0915:46> »
Another option is the sports rifle with the tranquilizer darts in case you have to bring in your mark alive.

Where do you find that one? Did you mean the Parashield Dart Rifle (already SA but Exotic) or are you talking about Capsule Rounds?

sports rifles are in the base book and arsenal (the remington 950 for instance).  The darts don't exist officially in the books, but I would suggest to you GM to take capsule rounds, consider them darts and load them with an injection drug/poison.  Or you just take capsule rounds loaded with neurostun.  That would work as well.
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute"

Ex-Street Samurai

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« Reply #10 on: <06-10-11/1334:53> »
ok guys this is what i have so far, tell me what you think...

Name: Thuranni
Alias: Thuranni
Race: Human
Sex: Male
Nationality: U.C.A.S. 
Lifestyle:
Karma Spent:
Physical Description: 6’ 3”, slim, muscular, broad shoulders, tan skin with red eyes.
Personality/background:

Attributes
Body: 3 (20)
Agility: 5 (40)
Reaction: 3 (20)
Strength: 3 (20)
Charisma: 3 (20)
Intuition: 3 (20)
Logic: 3 (20)
Willpower: 2 (10)
Edge: 3 (10)
Magic: 3 (1) (20)
Essence: 6
Initiative: 6

Qualities

Positive Qualities
Photographic Memory (10), Adept (5)
Negative Qualities
Uncouth (+20)

Active Skills
Athletics Skill Group 2 (20)
(Climbing, Gymnastics, Running, Swimming)
Automatics 3 (submachine guns +2) (14)
Clubs 3 (12)
Dodge 3 (12)
Etiquette 3 (12)
First Aid 2 ( 8 )
Longarms 3 (12)
Perception 3 (12)
Survival 3 (12)
Tracking 4 (16)


Knowledge Skills (18)
Crook Hangouts 3
Combat Biking 3
Cop Trids 2
Lone Star Procedures 2
Poison Antidotes 2

Language Skills
Japanese 3
English N
German 3

Gear         XXXXX¥    Notes

Ammunition         XXXXX¥

Adept Powers
Astral Perception (1)
Improved Reflexes 1 (1.5)
Attribute Boost 1 (0.5)

Vehicles
XXXXX
Handling
Acceleration
 Speed
 Pilot
Body
Armor
Sensor
Availability
Cost

Contacts
Contact               C/L
Adrian -    Talismonger         3/5
Delphi - Seattle Fixer         5/2
Smith - Arms Specialist         2/2
Instant Neo – Hacker         2/4
« Last Edit: <06-10-11/1339:41> by Ex-Street Samurai »

Denver Doc

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« Reply #11 on: <06-10-11/1423:00> »
I would go a different way.  One thing I did want to mention is to look at the attributes.  I know the book is a little unclear on this but I don't believe magic or edge or resonance count against your half BP limit.  So I would invest a little more in those attributes.  Also I noticed your character has a good number of R3 skills, maybe kick one or two ratings a little higher just so your really good at a few things. With a few more power points you might get a few combat oriented abilities, also loose Astral Perception if you aren't going to take assensing, unless its a role play element you are exploring. Again just my opinion and style of play.
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Ex-Street Samurai

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« Reply #12 on: <06-10-11/1426:20> »
yea, this isnt a finished product, i got astral perception so i can find magic users easier if one of them has a bounty on their head, im still doing some tweaks ill give you guys the finished product by the end of the day

p.s. with this build i have 30 points left and i need gear, so nothing to large scale

Makki

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« Reply #13 on: <06-10-11/1435:10> »
What you need is the adept power Improved Sense (Smell) and the Tracking skill

Quote from: SR4 FAQ
I took Improved Sense (Smell)—how exactly does that work?

Improved Sense works like the Enhanced Sense Critter Power (p. 205, Running Wild), and the relevant rules are reproduced below:
Many enhanced senses provide additional senses that the adept did not have before. These senses are treated as natural, unaugmented senses when determining modifiers for Perception Tests. When an adept has enhanced senses for a sense that it would normally possess, such as Enhanced Hearing, it receives a +2 dice pool modifier to Perception Tests. An enhanced sense may also provide the adept with new uses for skills. Enhanced Scent, for example, allows an adept to track a person or prey by scent alone. Scent tracking uses Tracking + Intuition. Thresholds and dice pool modifiers are provided.
Enhanced senses include a wide spectrum of abilities beyond normal metahuman limits, such as Direction Sense. If the sense has not been described by an existing power, they can also be used to mimic cyberware implants or natural abilities of critters not covered. In these cases, gamemasters should determine the exact abilities and limitations of a specific sense when introducing it to the game.

Ex-Street Samurai

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« Reply #14 on: <06-10-11/1633:42> »
ok guys here it is, the finished product, tell me what you think, I might use this for play by post. I haven't thought up a background yet, so I'll make one later.

Name: Thuranni
Alias: Thuranni
Race: Human
Sex: Male
Nationality:  U.C.A.S
Lifestyle: 2 Months of Low
Karma Spent:
Physical Description: 6’ 3”, slim, muscular, broad shoulders, tan skin with red eyes.
Personality/background:

Attributes
Body: 3 (20)
Agility: 5 (40)
Reaction: 3 (20)
Strength: 3 (20)
Charisma: 3 (20)
Intuition: 3 (20)
Logic: 3 (20)
Willpower: 2 (10)
Edge: 3 (10)
Magic: 3 (1) (20)
Essence: 6
Initiative: 6

Qualities

Positive Qualities
Photographic Memory (10), Adept (5)
Negative Qualities
Uncouth (+20)

Active Skills
Athletics Skill Group 2 (20)
(Climbing, Gymnastics, Running, Swimming)
Automatics 3 (submachine guns +2) (14)
Clubs 3 (12)
Dodge 3 (12)
Etiquette 3 (12)
First Aid 2 (8 )
Gunnery 2 (8 )
Longarms 3 (12)
Perception 3 (12)
Pilot Ground Craft 3 (12)
Survival 3 (12)
Tracking 4 (16)


Knowledge Skills (18)
Crook Hangouts 3
Combat Biking 3
Cop Trids 2
Lone Star Procedures 2
Poison Antidotes 2

Language Skills
Japanese 3
English N
German 3

Gear            XXXXX¥    Notes
Hermes Ikon Commlink      4000      Comes with Iris Orb OS
Common Matrix Use (6)      600
Glasses    (Rating 3)      575      Therographic vision, Smartlink and Imagelink
3 Containment Manacles   600
10 Doses of Neuro-stun      600   
HK 227-X         1250      Comes with Retractable Stock, Smartgun Link, Sound Suppressor, Gas Vent 3 System, and Shock Pad
Ruger 100         1800      Comes with Shock Pad, and Internal Smartgun Link
Parashield Dart Pistol      600
Camouflage Suit (Urban)   1200
8 Stealth Tags         40
2 Medkits(Rating 3)      600
2 Concealable Holsters      150

Ammunition         XXXXX¥      Notes
10 Injection Darts      750      2 clips for Parashield dart pistol
250 Regular Rounds      5000      5 Clips for Ingram White Knight
280 Regular Rounds      5600      10 Clips for HK227-X
50 Regular Rounds      1000      10 Clips for  Ruger 100
27 Additional Clips      135

Adept Powers
Astral Perception (1)
Improved Reflexes 1 (1.5)
Attribute Boost 1 (0.5)

Vehicles
Harley Davidson Scorpion
Handling: +2
Acceleration: 15/30
 Speed: 120
 Pilot: 2
Body:8
Armor:4
Sensor: 1
Availability: -
Cost:16500
Comes with mounted Ingram White Knight

Fake SIN’s      Rating      XXXXX¥
Jake Scalus       2      2000
Blake Egil      3      3000


Contact               C/L
Adrian -    Talismonger         3/5
Delphi - Seattle Fixer         5/2
Smith - Arms Specialist         2/2
Instant Neo – Hacker         2/4


 

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