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Unaugmented Fighter

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Crash_00

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« Reply #15 on: <11-18-11/0221:42> »
Don't forget that you can use drugs to get those extra IPs you'll need in combat. With a good Bod/Wil and some good old Zero, you may even keep from becoming addicted for a while (or you can just bite the bullet and pick up the addicted quality at CC).

Joush

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« Reply #16 on: <11-18-11/0235:29> »
I kind of like the idea of a scarred up, unaugmented shadowrunner struggling to keep from becoming addicted to the combat drugs she uses to stay alive, kept by morality or physiology from taking advantage of normal augmentation, reliant on cleverness, fighting dirty and tactics to survive.

Katrex

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« Reply #17 on: <11-18-11/0643:46> »
As he said NO combat drugs. First off in a lot of combats IF you have a good group, one initiative pass is all you're going to get, and going first is the most important thing.

So I'll give this a go
I know you said core rulebook only, but that's really not possible you need runner's companion. Its where almost all your qualiteis come from

Human
Stats.
Body 5 Agi 5, Rea 1, Str 1, Charisma 5 Intuition 5 Logic 2 Willpower 4
Edge 6


Qualities
Positive:
Adrenaline surge (You always go first basicly)
Erased (No digital traces exist of you if you don't want them to)
Bland (No one can give a good description of you)

And since you're not magical people cant identify you from your aura. Congratulations you are basicly invisible.

Negative:
Alergy mild gold, Sinner, records on file (make it your group contact, a corp at that), Sensitive system.
Skills

Skills:
24bp Automatics 6
16bp Perception 4
40bp Stealth 4
40bp Influence 4
10bp Outdoors 1

Plenty of knowge skills 21 I'd stick with street knowlege and have a lot of them at rank 1
Group contact: Conection 20 (6: Memebers 1000+, 6: area of influence Global, 2: Some mebers have magical abilities ,2: broad reacing resources) Loyalty 4

Items 10bp
14400-Chamelion suit, Thermal dampening 6, Insulation 6 fire resistance 6 nonconductivity 6, chemical protection 6, shock frills
1600-Form fitting armor
650-ppps, Shin guards, forarm guards helmet, Vitals protector
Total encumbrance 10, Total armor 13/11
2200- Synergist buisness line, 13/11
Longcoat shirt and slacks + ppps arm casings.

31000 left
The breifcase smg
a mad scanner undetectable gun
Comlinks
Fake sin's
Some nanopaste disguise

Anyway you get the picture. So what you do is you put some nanopaste disguise on and meet the johnson, spend edge on the negotiate test for pay. giveing you 15 dice, you should get 6 hits Thats the equivelent of and 18 dice pool.
Then you're going to use you contact and your vast street knowleges to find out whatyour johnson is really up to and to research your target.
Then you're going to use your real sin to take a look around and gather information.
Then you're going to infiltrate later with your team and use edge on your first attack against the big bad evil guy, making sure you get a hit giving him some nasty wound modifyiers and letting your team finish him off. Or you're going to keep a look out while your team does the important thing, staying hidden and rolling edge on that perception test.
And so on and so forth. Stick to your strengths and make the diference in the key moments.

Also if you want to be a monster you can always get equipment in play, Superthyroid, synaptic booster and muscle toner, would make your as nasty as anyone else
,


Alpha Blue

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« Reply #18 on: <11-19-11/1743:36> »
As he said NO combat drugs. First off in a lot of combats IF you have a good group, one initiative pass is all you're going to get, and going first is the most important thing.

So I'll give this a go
I know you said core rulebook only, but that's really not possible you need runner's companion. Its where almost all your qualiteis come from

Human
Stats.
Body 5 Agi 5, Rea 1, Str 1, Charisma 5 Intuition 5 Logic 2 Willpower 4
Edge 6


Qualities
Positive:
Adrenaline surge (You always go first basicly)
Erased (No digital traces exist of you if you don't want them to)
Bland (No one can give a good description of you)

And since you're not magical people cant identify you from your aura. Congratulations you are basicly invisible.

Negative:
Alergy mild gold, Sinner, records on file (make it your group contact, a corp at that), Sensitive system.
Skills

Skills:
24bp Automatics 6
16bp Perception 4
40bp Stealth 4
40bp Influence 4
10bp Outdoors 1

Plenty of knowge skills 21 I'd stick with street knowlege and have a lot of them at rank 1
Group contact: Conection 20 (6: Memebers 1000+, 6: area of influence Global, 2: Some mebers have magical abilities ,2: broad reacing resources) Loyalty 4

Items 10bp
14400-Chamelion suit, Thermal dampening 6, Insulation 6 fire resistance 6 nonconductivity 6, chemical protection 6, shock frills
1600-Form fitting armor
650-ppps, Shin guards, forarm guards helmet, Vitals protector
Total encumbrance 10, Total armor 13/11
2200- Synergist buisness line, 13/11
Longcoat shirt and slacks + ppps arm casings.

31000 left
The breifcase smg
a mad scanner undetectable gun
Comlinks
Fake sin's
Some nanopaste disguise

Anyway you get the picture. So what you do is you put some nanopaste disguise on and meet the johnson, spend edge on the negotiate test for pay. giveing you 15 dice, you should get 6 hits Thats the equivelent of and 18 dice pool.
Then you're going to use you contact and your vast street knowleges to find out whatyour johnson is really up to and to research your target.
Then you're going to use your real sin to take a look around and gather information.
Then you're going to infiltrate later with your team and use edge on your first attack against the big bad evil guy, making sure you get a hit giving him some nasty wound modifyiers and letting your team finish him off. Or you're going to keep a look out while your team does the important thing, staying hidden and rolling edge on that perception test.
And so on and so forth. Stick to your strengths and make the diference in the key moments.

Also if you want to be a monster you can always get equipment in play, Superthyroid, synaptic booster and muscle toner, would make your as nasty as anyone else
,

How do you explain str 1 and rea 1 ?? Birth defects??

Glyph

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« Reply #19 on: <11-19-11/2032:14> »
An Attribute of 1 is "underdeveloped", not a cancer ward patient, developmentally disabled person, psychotic, or whatever else (you need additional negative qualities to reach that level of impairment).  I don't like lopsided builds like that, but that is personal preference - there really isn't anything dodgy about it, rules-wise.  From a purely metagaming point of view, I would avoid combos like that, since they usually draw negative attention from the GM.

Crash_00

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« Reply #20 on: <11-19-11/2041:06> »
Yeah, anything that draws the "GM Smash" syndrome toward you from the get go usually gets avoided pretty heavily in my book too.

Unless I know the GM in question and have a good reason to believe I can keep a step or two ahead of them, because hey, sometimes one upping god is a fun challenge (until that one session where you can't make it and your character gets the Mark treatment of being ripped apart by The Shadow).

wylie

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« Reply #21 on: <11-19-11/2245:05> »
you need a good/ high reaction. A 1 will get you killed. I have made unaugmented and he survived several missions, used by various players, as he was a pregen for peopl looking into playing/ learning to play. true, he was picked on by other players for having archic weapon skills, but 12 dice for martial arts is nothing to sneeze at either with no magic or cyberware

Katrex

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« Reply #22 on: <11-20-11/0249:17> »
Yes I know low reaction and no dodge is a bit insane, you're fucked if you're hit by a grenade but you get a lot out of those other stats. If you want drop the other stats put up reaction. This is a jack of all trades. Drop your charisma and social skills put rea up to 5 take gymnastics a couple of specialisations, and you're a much better fighter but you lose a lot of versatility. Your choice

wylie

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« Reply #23 on: <11-20-11/1044:48> »
its all in the concept
mine was based off of AMrk Dragon, of DC comics. a martial artist with no superpowers, just skill
yes, one could say he was an adept, but you can say batman was too.

both were highly trained

Joush

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« Reply #24 on: <11-20-11/1924:29> »
Yes I know low reaction and no dodge is a bit insane, you're fucked if you're hit by a grenade but you get a lot out of those other stats. If you want drop the other stats put up reaction. This is a jack of all trades. Drop your charisma and social skills put rea up to 5 take gymnastics a couple of specialisations, and you're a much better fighter but you lose a lot of versatility. Your choice

Every defense pool is based on reaction, it's a very important stat for anyone that gets involved in combat. Going with 1 means that you have no business in a fight, full stop.

baronspam

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« Reply #25 on: <11-22-11/1852:36> »
The purposed character is basically an assault rifle sniper.  You have a reaction of one, no defense skills, and one ip.  If your group gets the drop on the bad guys you might be able to shut them down in one pass, but it doesn't always happen.  You roll one, count it, one dice to defend.  Basically you always get hit.  Your only reasonable strategy is to keep your distance and attack from ambush whenever possible.  The first time you are in a bar and get jumped by a cyber-ware melee guy you will die while he shows you your spleen and laughs at you.  If I was running the game I would hand the sheet back to you on the grounds it was not a survivable character.

Which is not to say there isn't a playable character here, but you are skill heavy and stat light.  You have a huge amount of points invested into skill groups, I think you have to cut that down some and get some reaction and some dodge.

Also, I would ask for an RP justification of the 5 body and the soldier-like skills, but only one str.  Someone who can shoot, survive in the wilderness, track, sneak, but is weak is hard to image. I know that there isn't a mechanical advantage to buying it up, but I would think just hiking around in the woods carrying a pack and a gun would have trained your str up to at least 2.

My advice would be to decrease or drop the influence group and perhaps back off charisma a bit.  Being a secondary face is nice, but I think you need to be more solid at your primary role, which seems to be combat/sneaking.  Doing those things without any meaningful ability to defend is just asking to get your nuts kicked in.

Glyph

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« Reply #26 on: <11-25-11/2127:09> »
Here's a quick, rough combat-oriented unaugmented mundane from me:


BREAKDOWN (400 Points)
Core Attributes: 200
Special Attributes: 40
Race: 0 (Human)
Active Skills: 160
Qualities: <15>
Contacts: 5
Resources: 10

=Attributes=
Body: 5
Agility: 5
Reaction: 5(7)
Strength: 2
Charisma: 2
Intuition: 3
Logic: 3
Willpower: 3
Edge: 6

Essence: 6.00
Initiative: 10
Initiative Passes: 1
Physical Damage Track: 11
Stun Track: 10

Current Karma: 0
Total Karma: 0
Street Cred: 0
Noteriety: 0
Public Awareness: 0

=Qualities=
Allergy: Seawater, Mild
Ambidexterity
Lightning Reflexes
Nano-Intolerance
Sensitive Neural Structure
Sensitive System

=Active Skills=
Dodge/Ranged: 4/+2
First Aid: 3
Infiltration: 3
Influence Skill Group: 2
Intimidation: 2
Long Arms: 4
Monofilament Whip: 4
Perception/visual: 4/+2
Pilot Ground Vehicle/Wheeled: 3/+2
Pistols/Semi-Automatic: 6/+2

=Knowledge Skills=
Languages>
English: N
Japanese: 4

Other>
Corporate Security: 3
Gang Identification: 3
Guerilla Tactics: 3
Safe Houses: 2
Underworld Politics: 3

=Contacts=
Fixer (Connection: 3/Loyalty: 2)

=Lifestyle and Gear=
50,000.00 Nuyen to spend.