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Adept Dryad Face

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Tecumseh

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« Reply #15 on: <03-12-12/1419:47> »
Quote
I reduced pistols to four and raised artisan and influence to five.

Shane, can we see an updated sheet? You mentioned upgrading Influence to 5 but skill groups have a cap of 4 at character creation (p. 68, SR4A).

It sounds like most of the changes you made were good ones but remember that whether a skill or power is fluff depends on the style of game you are playing. I've played in games where the fluff powers were very useful because the GM made them relevant and important. It all depends on what's happening at your game table.

Tsuzua

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« Reply #16 on: <03-12-12/1424:58> »
The OP's dryad isn't that bad as dryad faces go.  She's hasn't even soft capped her charisma!  She's got 13 dice base between Charisma 5, influence 4, glamour, and kinesics 1.  That isn't that bad.  Even a moderately optimizated face should be in the same range with tailored pheromones. 

The problem with social skills typically comes in when the user's social skill roll is good enough that you can fool all the people all the time.  It can rapidly devolve into situations like this or sillier.  Typically the GM has to pull out extreme measures to preserve any sort of structure to the game everything can be overwritten so easily.  Generally those measures are to nerf social skills into uselessness.

To be fair, glamour does have comes with a downside, a "free" distinctive features.  Thus, a dryad does have two levels of distinctive features.  Now how bad that is varies wildly to barely or a death sentence depending on GM's whim.  If the dude is prejudiced because dryads beat him up at school, that's a -2 to the roll which does help take the wind out of the glamour sails.

Stry

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« Reply #17 on: <03-12-12/1611:33> »
You can probably cut all the crap and just a little bit of the fluff and still come out fine.

You know that can be said about most things in life.

Glyph

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« Reply #18 on: <03-13-12/0137:26> »
The game has conditional modifiers, which can range from the Johnson being bigoted against dwarves to wearing the wrong team's jersey in a sports bar.  Glamour might inspire fear in some people, but that reaction would still be battling it out with the gut feeling of angelic grace that someone with glamour inspires in people.  Kinesics and tailored pheromones are much more subtle in their effects, and (important for a shadowrunner) less distinctive and memorable.

Shane Granger

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« Reply #19 on: <03-13-12/0417:55> »
Updated my original post with my new character sheet.

UmaroVI

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« Reply #20 on: <03-13-12/0727:11> »
You can't have 3 skills at 5, only 2. It's actually a better idea to have one at 6, because of how the karma costs for raising them work.

Tecumseh

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« Reply #21 on: <03-13-12/1158:28> »
Currently your only armor is a full suit of form-fitting body armor. That leaves your Impact armor at rating 2, which leaves you very vulnerable to fists, knives, shock attacks.

(Our team's samurai made this mistake a couple weeks ago and got punched out as a result. I got to drag him to safety while being shot at.)

You'd be better off with an Armored Vest or Lined Coat (both 6/4) plus a couple pieces of SecureTech - forearm guards and shin guards, for example - to bring you up to 6/6. If you have any cash left over, consider adding Nonconductivity and/or Chemical Protection to your armor. That will give you additional dice against electrical and chemical attacks, respectively.

UmaroVI

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« Reply #22 on: <03-13-12/1615:28> »
Oops, I missed that. Yes, that's a bad idea, but you actually want something else on top of the FFBA because it has the unique "counts as only half for encumbrance" thing. Look at my sig and the Technoshaman for an example of good 3 body armor.

Shane Granger

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« Reply #23 on: <03-13-12/2122:43> »
Are the fore arm guards and shin guards concealable? and I thought I could have a third skill at 5 if it was raised by an adept power and not direct BP. I'll look into the extra armor, especially considering the half encumbrance (bad ass!).

Tecumseh

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« Reply #24 on: <03-13-12/2128:17> »
It's fine for Artisan to be 5 if the adept power is increasing it, but the standard notation for this on your skill sheet would be "4 (5)" to show your base skill rating first and then the augmented/modified value in parentheses after it. It's the same as what you did for Reaction.

UmaroVI

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« Reply #25 on: <03-13-12/2130:04> »
You can get discrete versions of PPP that go under clothing/armor, so yes.

Shane Granger

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« Reply #26 on: <03-13-12/2235:05> »
Added some new armor, bringing my rating up to 10/8 also got rid of artisan all together after I realized enthralling performance works with gymnastics, I got palming at rating 4 with the extra BP.

UmaroVI

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« Reply #27 on: <03-14-12/0619:16> »
You have Body 3, so you want 6/6 for encumbrance and 9/7 total. That means you want 3/5 of armor of some sort on top of the FFBA. 10/8 will encumber you.

Shane Granger

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« Reply #28 on: <03-16-12/0930:16> »
I just added it up wrong, I picked the same set up as the archetype you suggest, just switched out the leather jacket for an over coat.