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Please help games in a few days and I have no clue how to create a character.

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raven.warsong

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« on: <07-01-11/1635:08> »
I kind of of know the basics 500 points total 200 stats. I was thinking of a adopt\healer with a ranged build. or a ranged\ support.  I kind of need to see the game mechanical in action before I can figure this all out.  is there any per gen charter's that fit this build? I have tried a few times to spent the point but I know I'm not doing it right.   Thanks for taking the time to read my post.
« Last Edit: <07-01-11/1637:21> by raven.warsong »

Onion Man

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« Reply #1 on: <07-01-11/1640:07> »
Normally its 400 points, 200 max on physical + mental attributes (not special attributes like magic, edge, and resonance).

Can you be a little more specific about your build?  I may not be an expert, but if you've read my other caharacter creation posts, I'm a little OCD about getting a character "right", and I don't think I have much to do for the next couple of hours so I can help as well as I am able.
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raven.warsong

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« Reply #2 on: <07-01-11/1644:59> »
well so far there is a mage and a melee adopt they are both face what ever that means. so i was thinking of just staying ranged and only melee if I have to. May be some kind of support class I see there few adopt powers that have to do with healing. I was going to go troll but not much point in that if Im a range build I guess. I hope that helps thanks so much

raven.warsong

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« Reply #3 on: <07-01-11/1650:54> »
As I understand it you cant have very many implants if your a adopt\caster some  basic ones like a com link or some thing would be nice. I was thinking about a rifle of some kind but that would be hide would it not? So do most people go with pistols?
« Last Edit: <07-01-11/1656:09> by raven.warsong »

Onion Man

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« Reply #4 on: <07-01-11/1708:16> »
Well, if you're going to go ranged and only use melee as a last resort, make sure to get the 'melee hardening' mod for whatever weapon you use and to take at least 1 rank in clubs, that will let you use your rifle butt in melee and reduce the chances of damaging the weapon.

The local group I'm in has 3 awoken characters, a mage and two adepts, and that can cause problems... anyone with a detect magic up and a reason to be worried (like a runner we had to chase down last session) will see you coming from a mile away.  I'd talk to your GM before going adept and see if it's going to make your group stand out.

About the troll, there are upsides and downsides to it.  You already have two faces in your group (guys with high charisma and social skills, like Face from the A-team), so having a low charisma isn't going to be a big deal.  Trolls also have naturally huge strength and body scores, which will let you wear some very heavy armor, make you harder to hurt physically, and do more damage if you ever do need to be in melee, all without devoting many points to the attributes.  You would also have reach, which most likely won't come up as a major advantage, but a medic that can reach down into a trench or sewer and lift a wounded target out of the danger zone has plenty of potential.  'Heavy Weapons' is a good way to go for a ranged utility character, you can use the biggest guns out there (gauss and battle cannons) and can start with a grenade launcher (personal preference for flashbang mini-grenades, you don't have to be all that accurate and don't have to worry too much about innocent bystanders).

About first aid: with a mage in the group, one of the first things you should do with karma is specialize in drain damage or stun damage, whatever your GM will allow (stun damage if you also have a Technomancer).

Personally, I would look at the cyberware and bioware options for increasing logic, and build it into a slightly cyber-troll.  You can get a modular lower arm and hand that has a medkit built into it and get a full arm replacement on the other side, that should give you lots of room for things like a built in commlink and the nanite colony that increases logic without turning you into a walking tank.  Medics and utility characters seem to be in high demand, your group will probably really appreciate having someone around to keep them stitched up and conscious.

Meta-game, I'd avoid pistols unless you're a gun adept... when our group sees a combat encounter coming up, the guy with the pistol is the first target because he's probably a hacker or a mage and we want them down first.
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raven.warsong

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« Reply #5 on: <07-01-11/1732:48> »
Sounds like a great  build to me a troll medic that specs in heavy weapons and armor. No magic that makes things simple.
Now were to I start. I know this much the mage uses drain attacks  and stun weapons.

raven.warsong

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« Reply #6 on: <07-01-11/1758:38> »
This is what I have so far


Metatype : Troll
Mundane

Attributes
Body: 5
Agility: 3
Reaction: 3
Strength: 5
Charisma: 2
Intuition: 3
Logic: 3
Willpower: 3

Edge: 3
Initiative: 6
Essence: 6
 
Knowledge Skills
    
Active Skills
 

Onion Man

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« Reply #7 on: <07-01-11/1800:15> »
I'd start with the gear list.  It's backward from the instructions in SR4A, but you can only get the restricted gear quality 3 times, so anything with an availability of 13-20 is going to need to be accounted for.  Just get the big items on the first look through, a weapon or two, some armor (get extra clothes too), and your cyber/bioware.  Once you know how many 'Restricted Gear' items you'll need, go pick out your qualities and attributes, you'll want at least 2 edge.  Make sure you have a good 60-100 points left to buy skills with, you might not spend them all, but that's what contacts and a second pass through the gear list is for.

Don't forget to buy a lifestyle (I like high lifestyle or squatter, depending on if you need spending money to start), a fake ID, and fake licenses for each fake ID you have for anything that has an R availability... don't get caught by Knight Errant with anything with an F availability (unless you think one of your faces can convince them that you're a corporate clean team or something like that).  I like to be the guy that makes sure the group has some wheels, so if you have the money (points) left over at the end it'd be a good idea to get a van and a cybersurgery or bioware shop (at least get them as kits if you can't afford a van, money comes pretty easily once you start rolling).

Some must have gear items: All of the common use programs for your commlink, the IDs and licenses, a surgery kit or shop, either cybereyes or contacts/glasses/etc. with flare compensation and smartlink (and image link if it isn't cybereyes), a gas mask or respirator, a tag eraser, stimpatches, trauma patches, and at least one non-lethal weapon option.  If you have access to Arsenal, make sure your gun(s) is(are) melee hardened and grab the Colt M22A3, it's an assault rifle so you would need the Automatics skill to fire bullets from it well, but it's the only weapon with a grenade launcher that I'm aware of that isn't F availability, so you'll be able to get it past most passive checkpoints without too much hassle, otherwise get a shock glove or stun baton and the ArmTech MGL-12 and a mix of flashbang and high explosive minigrenades for it (CS can be fun too if your combats aren't over in one round).

Hope I've been helpful.  8)

Edit: My bad, assault rifles use Automatics, not Long Arms.  I tend to go straight from the SMG to Heavy weapons on my characters.  I love having an ArmTech MGL-6 in a cyberholster on a rainy day.
« Last Edit: <07-01-11/1822:03> by Onion Man »
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Glyph

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« Reply #8 on: <07-01-11/2019:36> »
Some general advice: Attributes are very important.  The dice tests that you make in the game are usually going to be skill plus Attribute.  You are playing a 500 point game, where you can spend 200 points on Attributes.  You should do so - there is no reason you should spend less than that, especially in a 500 point game, where you will have 300 points left for skills, resources, and contacts.

raven.warsong

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« Reply #9 on: <07-01-11/2032:51> »
No i think its 400 points
I have a few R rated items how do I get around this with the auto cannon and the armor

Onion Man

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« Reply #10 on: <07-01-11/2241:30> »
I don't actually have WAR, so I can't help there... unless you mean the availability 20F Assault Cannon in SR4A, in which case don't get caught with it and try really hard not to get caught.  Either that or make a goal out of getting your hands on a VERY special fake ID and license and fake your way into a permit for military grade weapons.

For your armor, most likely it's got a#R avalability, so just buy a license (Armor) for a couple hundred nuyen.
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raven.warsong

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« Reply #11 on: <07-02-11/1005:31> »
this is what I have so far

Radclif


Metatype : Troll
Mundane

Attributes
Body: 8
Agility: 4
Reaction: 4
Strength: 6
Charisma: 2
Intuition: 3
Logic: 3
Willpower: 3

Edge: 3
Initiative: 7 (13)
Essence: 4.1
 
Knowledge Skills
English : N
Spanish : 1
Japanese : 1
Russian : 1
Arabic : 1
    
Active Skills
Climbing : 2
Perception : 3
Navigation : 2
First Aid : 6
Medicine : 5
Computer : 3
Data Search : 3
Pilot Ground Craft : 3
Heavy Weapons : 3
Clubs : 3
Dodge : 3
Automatics : 6
 
 
Positive Qualities
Restricted Gear
Restricted Gear
    
Negative Qualities
Prejudiced
 
Cyberwares
Commlink (1/2)
Datajack
Built-in Medkit
External Mount
Scanner System (Rating 1)
Grapple Gun
Smartlink
Obvious Full Arm
    
Biowares
 
Weapons
Colt M22A3
Stun Baton
Flash-Bang
Flash-Bang
Flash-Bang
Flash-Bang
Flash-Bang
Incendiary Grenade
Incendiary Grenade
Smartgun System, internal
Regular Ammo (10 shots)
Regular Ammo (10 shots)
Regular Ammo (10 shots)
Regular Ammo (10 shots)
Regular Ammo (10 shots)
Regular Ammo (10 shots)
Regular Ammo (10 shots)
Regular Ammo (10 shots)
    
Armors
SWAT Armor
SWAT Helmet
 
Vehicles
Dodge Scoot (Scooter)
 
Commlinks
Datachip
Mapsoft (Rating 1)
    
Equipments
Fake License (Rating 1)
Backpack
Rations
Sleeping Bag
Rations (10 pack)
Water Purification Tablets (10 pack)
 
Contacts
Street Doc (L:2 C:2)
    
Contacts
Beat Cop (L:2 C:2)

Onion Man

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« Reply #12 on: <07-02-11/1514:22> »
Okay, a couple of things.

If you're going to have a datajack, you should have at least a meter or two of fiber-optic cable (10 nuyen/meter).  You have 1 more free point in Knowledge skills, so you should spend it, and you probably are going to want fewer languages at rank 1, and some knowledge fields (Security Procedures for LoneStar, DocWagon, or Knight Errant are good, simple, and useful, or gang identification for your area).  You can get LinguaSofts at rank 4+ for pretty cheap in most languages, so it's not necessary to be barely literate in a bunch of languages (I suppose the same is true for DataSofts).

You can't have two skills at 6.  If you have an active skill at 6, no other skill can be higher than a 4.  If you don't have an active skill at 6, you can have two at 5 and then the rest at 4 or less.  I'd decide if you're going to be more street-sam or more street-doc and either take a 6 in one weapon skill and a 4 in your medical skills (I see you're going with no cybertech skill, that could make for a fun and not terribly game breaking quirk, otherwise get it at 2+ or real early with karma).  If you decide you're going more street-doc, I'd get your medical skills at 5 and your combat skills at 2 or 3, you can always specialize them early on in assault rifles, grenade launchers, and stun batons to increase your dice pool).

Prejudiced is a pretty ambiguous quality, you need to decide what you're prejudiced against and how bad of a bias it is.

You'll need to add a modular cyber hand or lower arm to use the built in medkit (It would look really7 weird having it attached at the shoulder), and you'll want to make your obvious cyberarm a custom obvious arm and buy the strength, agility, and body up to the troll max for it (do the same with the modular cyberhand, max agility and max body... strength you don't need on that one).  This will change the dice pool you use for attacks and potentially for damage, but attacks is the big one.

You're also going to need a medicine kit, common use programs for your commlink (FTL Matrix NetWizard software bundle is good enough), and licenses for your armor and weapons).  Rank 1 is really too low for a main fake ID or license, get rank 4, and you need a month of a lifestyle (lots of little things to keep track of at character creation).

I didn't audit all your points use, just double checked to make sure you didn't go over on attributes.  If you could post the points totals and nuyen totals in categories that makes it easier to double check.

Hope I've helped.
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