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Smooth Criminal (AKA FIxer/Crazy Monowire Whip Killer)

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PMC Scholar

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« on: <09-12-11/2011:27> »
Ok, Here is another character I helped one of my player's put together.  The idea is he is a faceman who can handle himself in a fight.  The party has three members so everyone has to multitask a bit, at least as far as the killing things department is concerned.  I'd appreciate any feedback on this guy, especailly if anyone notices any glaring weaknesses that will get him killed in a cheap fashion as that wouldn't be cool.

Race: Elf (30bp)

Attributes: (240bp)
B:3  A:5  R:4(5)  S:2  C:6  I:3  L:2  W:3  M:5(4)  E:4

Essence: 5.05
Initiative: 7(8}
Initiative Passes: 1(2)
Physical Damage Track: 10
Stun Damage Track: 10

Active Skills: (114bp)
Influence Skill Group: 3
Stealth Skill Group: 2
Automatics (Machine Pistols): 3(+2)
Heavy Weapons (Grenade Launchers): 3(+2)
Exotic Melee (Monowire Whip): 4
Dodge: 3
Drive (Ground Car): 1(+2)
Perception: 1

Knowledge Skills: (15 free)
Security Procedures: 3
Underworld Politics: 3
Gang Turf: 3
Local Mystics: 3

Language Skills:
English: N
Japanese: 1
Spanish: 1
Cantonese: 1

Qualities: (+20bp)
Adept (5bp)
First Impression (5bp)
Addiction (Novacoke, Severe; +20bp)
Spirit Bane (Spirits of Man; +10bp)

Adept Powers: (4 from magic)
Kinesics: 3
Improved Reflexes: 1
Combat Sense: 1
Voice Control

Gear and Lifestyle: (26bp)
Mercury Comet Sedan w/Spoof Chip and Morphing License Plate, Glasses (Rating 4 w/ smartlink, Flare Compensation, Vision Enhancement 3 and Imagelink), 3 small nanopaste disguises, Large Nanopaste Disguise, Actioneer Business Clothes, Fake SIN (Rating 4), Fake Driver's License (Rating 4), fake weapons Permit (Rating 2), 2 Stimm Patches (Rating 6), 2 doses of Novacoke

Augmentations:
Tailored Pheromones (Rating 3), Enhanced Articulation, Fingertip Compartment

Matrix Gear:
Hermes Icon w/ Iris Orb OS and Pro Software Package, Subvocal Mike

Weapons:
Monowire Whip in fingertip compartment, MGL-6 Grenade Launcher w/Integral Smartlink and Airburst Link, 6 Flash Bang grenades, 6 white phosphorus grenades, 18 HE Grenades all in 5 clips, Ares Crusader w/top Mounted Smartlink, Steyr TMP w/ Rating 3 gas vents and top mounted smartlink, 300 regular bullets, 160 EX Explosive bullets, 15 extra clips.

Contacts: (10bp)
Drug Dealer (Connection 1/Loyalty1)
Pimp(Connection 1/Loyalty 1)
Mob Enforcer (Connection 2/Loyalty 1)
Talismonger (Connection 2/Loyalty 1)

Notes:
Natural Low Light Vision
3d6x50 starting money
« Last Edit: <09-12-11/2014:02> by PMC Scholar »

UmaroVI

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« Reply #1 on: <09-13-11/0654:35> »
You have a few things that are very karma inefficient; having 6 rather than 7 charisma, and Influence 3 rather than 4, because those both cost much more to raise with karma than bp. I would do some shuffling to get them.

This character would benefit a huge amount from the Commanding Voice adept power, and it's quite cheap.

Glyph

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« Reply #2 on: <09-13-11/2330:34> »
Enhanced articulation is often misunderstood by players.  The description sounds cool, when it says it gives a +1 dice pool bonus to all Physical skills linked to Physical attributes, but "Physical skills" is a category of skills.  A separate one from combat and vehicle skills, I'm afraid.  So it really doesn't do much for your character - a slight boost to infiltration and palming, nothing too great.  Other 'ware would be much better - for example, you could get a vocal range enhancer (and you could then get commanding voice and something like linguistics or sustenance, instead of voice control), a rating: 3 olfactory booster (mainly for the "off" switch for your smell, so that you won't be affected by the Johnson's tailored pheromones), and a reflex recorder for a skill group.

Low language skills are another possible problem - language skills cap your effective social skill rating, so you are better off with one or two good ones, than a lot of low ones.  Also, you could take the linguistics power and get plenty of "free" rating: 1 language skills, so no need to waste your starting points on that.

Mason

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« Reply #3 on: <09-18-11/0424:30> »
I am confused by magic 5 (4). That doesn't makes sense. Magic can't be augmented. You say you have 4 Adept points and your Essence say 5.05, so i assume you mean Magic maximum 5, current 4, but i am not sure. To clarify, you don't pay for Magic 5 and then buy implants to reduce your magic, if that's what you did. You pay for the final magic you end up at after modifying your Essence. I dunno if I am saving you ten BP or not, but i want to be sure you are cognizant of that.

 

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