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Some character concepts I'm uncertain how to execute

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The Big Peat

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« Reply #15 on: <05-12-12/0034:56> »
If I was going to make the first character, I would use a lot of Bioware and Combat Drugs. I would strongly consider going down the Bone Density Augmentation/CC route. I'd probably make her a bit of a hacker too. Utterly undetectable until she starts to go, more or less, very tough, reasonably versatile. I'd be tempted to take Demolitions with an Improvised speciality for lulz, and probably some reasonable Break-in/Infiltrate skills.

Could well add in to the backstory nicely - she got bone cancer, the drugs didn't work, so they had to go with heavy duty bone augmentation and that sent her mad...

Pinky is not the greatest idea. Social Adepts are awesome because they're awesome at every sort of social interaction. Sure, you can make an ok character, but the cost return ratio is not wonderful. If I was to go with this... the mystic adept/Magician using a Cha tradition isn't a bad one, as you won't be using a lot of your Adept powers. I'd also consider a trode-using rigger because lets be honest, you're almost definitley not going to get a character who wants to be dancing with bullets in meatspace as an UnAug Social Adept.

Just my thoughts, hope it helps.

BreederofPuppets

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« Reply #16 on: <05-12-12/0727:10> »
I'm not savvy on the rules, especially compared to everyone else here, but I hit upon an idea for Pinky.:

Talk to the GM, and see if you can play a possession summoner, but instead of the spirit adding to your physical stats, the spirit adds its force to your Agility, Reaction, and Charisma.  Call it a Lover spirit or something.  I wouldn't have the charisma boost help your drain (because you would resist the drain before the spirit inhabits you) but it would grant a huge bonus to social interactions, and grant some fun combat stuff, without a single drop of essence lost. 

Thrass

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« Reply #17 on: <05-12-12/0831:56> »
RAW that's not possible...
either it possesses you and uses it's charisma which could be fine... possess me.... and then use services to do the task at hand
or you use channeling which explicity says you use the lower of both stats so it dosn't matter if it augmented your charisma since then it is the spirits charisma + yours you'ld still jsut use the spirits charisma because it's lower
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TheNarrator

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« Reply #18 on: <05-12-12/0910:16> »
Ace's concept has one problem, which is that it's not very easy to hide that you are an adept from Astral Perception. 1 hit on Assensing will tell you "Awakened," 2 will tell you "Adept." You need Metamagic (masking) to do anything about this, and it lets you oppose Assensing+Intuition with Intuition+Magic+Grade. Whether this is a problem or not really depends on how confident you are of not running into high-force spirits that can see through your masking and/or people not really caring that you're an adept.

Masking is generally pretty effective. Intuition+Magic+Grade will usually outdo Assensing+Intuition. Very few people will have Assensing higher than 4, after all; only someone pretty dedicated to it (i.e. a psychic detective type or something) is likely to consider Assensing one of the their two most important skills. By contrast, Magic will usually be 5 or 6, if not better. Intuition will usually cancel out Intuition. The advantage of Intiation Grade to the one using Masking just puts the ball even further in their court.

To give an example of this, during the game I GMed last week, there was a shadow spirit using Masking. Despite it only having a Force comparable to their Magic and no Edge, they were only able to beat the Masking when three different players did a teamwork test on their Assensing.

So Ace is pretty viable, once you actually have the 8-13 karma needed to initiate and gain the Masking metamagic. Before that, enemy magicians will be able to tell that she's an adept... which is still way less noticable than someone with cyberware.


Crucial things for Ace? Masking metamagic, obviously. Disguise skill to appear as whatever is least noteworthy for the situation. (The whole Stealth group wouldn't be a bad idea.) Con skill to fake normalcy. (Influence group is just great in general.) A mask, such as the nanopaste disguise, or physical mask spell or face-sculpting adept power, to change her face as needed. Clothing for all occasions. Subtle armor, either as armored clothing that looks normal or the form-fitting body armor full suit to go under normal clothes. (I would lean towards the latter. Then you only need to buy one.) If an adept, a completely undetectable weapon that's immune to metal detectors, such as the Morrissey Elan with Hi-C plastic bullets (mod to add integral silencer) and/or the ceramic knife. (If a magician, then spells can serve the same purpose.) Many, many fake SINs to be thrown away after use.

Something else to keep in mind is that the same skills that let Ace be unremarkable could also let her impersonate an existing person, if combined with the right spells or adept powers. (I'd have to look up exactly which ones, since I'm away from my books, but I think the adept powers are mostly in Street Magic or Spy Games.) With the right metamagic, she could even impersonate their aura on the astral. Good way to get into places, even if it's just to bide her time until she's needed.



Regarding Pinky (does she throw lots of parties?), while others have said that you might as well buy the whole Influence skill group--and they do have a point--if you were going to only get two, and social skills are your main thing, why not take them both up to 5? You can do that for two skills at character creation, after all. Add Kinesics (always a boon to social skills) if you're an adept.

The big question with Pinky is, what's she going to bring to the table when talking isn't an option? Even a face needs to be prepared to throw down when the situation arises. Guess it depends on if she's an adept or a magician.

UmaroVI

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« Reply #19 on: <05-12-12/1926:00> »
Ace's concept has one problem, which is that it's not very easy to hide that you are an adept from Astral Perception. 1 hit on Assensing will tell you "Awakened," 2 will tell you "Adept." You need Metamagic (masking) to do anything about this, and it lets you oppose Assensing+Intuition with Intuition+Magic+Grade. Whether this is a problem or not really depends on how confident you are of not running into high-force spirits that can see through your masking and/or people not really caring that you're an adept.

Masking is generally pretty effective. Intuition+Magic+Grade will usually outdo Assensing+Intuition. Very few people will have Assensing higher than 4, after all; only someone pretty dedicated to it (i.e. a psychic detective type or something) is likely to consider Assensing one of the their two most important skills. By contrast, Magic will usually be 5 or 6, if not better. Intuition will usually cancel out Intuition. The advantage of Intiation Grade to the one using Masking just puts the ball even further in their court.

That's why I brought up spirits. Spirits roll Force x 2 for assensing (because they have skills=Force). If this is a problem depends largely on how much people care (SR has never been really consistent about things like public attitude towards Awakened), and how commonly high-force Spirits guard places. Some tables run with anything over force 3 being rare. SR Missions has pairs of Force 10 spirits guarding ski lodges. Most people's games fall somewhere inbetween.

TheNarrator

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« Reply #20 on: <05-15-12/0423:08> »
Regarding the "Pinky" character, there's the Enthralling Performance adept power for bard-type characters like this to use their social abilities to distract the opposition.

_Pax_

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« Reply #21 on: <05-16-12/1502:27> »
Ok, that's another change going into 4th edition.  But if FAB II is dual natured then it can be attacked astrally.  Which makes its usefulness pretty limited.
.... um.  A cloud of FAB II or FAB III is not a single entity.  Sur, you COULD attack those strains from astral space.

One.  Bacterium.  At.  A.  Time.

A single Esprit is going to disperse millions of individual bacteriums.  It would take a team of twenty mages working 24/7 weeks to kill off every last FAB II.  YEARS, if the stuff turns out to like the local environment well enough to replicate at normal bacterial rates.

:)

JustADude

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« Reply #22 on: <05-16-12/2007:50> »
Ok, that's another change going into 4th edition.  But if FAB II is dual natured then it can be attacked astrally.  Which makes its usefulness pretty limited.
.... um.  A cloud of FAB II or FAB III is not a single entity.  Sur, you COULD attack those strains from astral space.

One.  Bacterium.  At.  A.  Time.

A single Esprit is going to disperse millions of individual bacteriums.  It would take a team of twenty mages working 24/7 weeks to kill off every last FAB II.  YEARS, if the stuff turns out to like the local environment well enough to replicate at normal bacterial rates.

You're forgetting you can use LoS(A) spells. ;)
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