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Trying to find a character fit for this group

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shinobix5

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« on: <05-17-12/1205:20> »
I just recently joined a new Shadowrun campaign. The problem I am having is comping up with a character concept that is a good fit for the group in question. The group is an established group. The groups characters are as follows: a human Gunslinger Adept/Face, A dwarf Shaman (combat/support mage), a human Street Samurai very similiar to UmaroIV's Spook, and a recently goblinized Troll Combat Hacker. The group members arent sure what they need outside of the characters present. Any ideas would be helpful as I am drawing a blank as to what to bring to the group.

On a side note, the campaign in question takes place in the early 2050's so I am unable to become a technomancer
« Last Edit: <05-17-12/1208:52> by shinobix5 »

Netzgeist

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« Reply #1 on: <05-17-12/1226:15> »
What about a rigger, or a field medic, or even a generalist that's not an essential guy to a mission, but a nice help on most of them?

JoeNapalm

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« Reply #2 on: <05-17-12/1228:47> »

Needs more guns.

*Grin*

-Jn-
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Lysanderz

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« Reply #3 on: <05-17-12/1232:08> »
Being an EMT during the day myself, let me say that a combat field medic is the most underrated support position ever. Especially if they are big, burly, and able to take a shot or two while patching up mates in the trenches. I'd definitely look into something of the sort were I you.

UmaroVI

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« Reply #4 on: <05-17-12/1306:14> »
I'd suggest either a rigger, another combat character (more dakka is always more better), or a differently-focused magician.

SeriousOne338

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« Reply #5 on: <05-17-12/1313:02> »
mattering on what you want to play I'd do:

Easiest to play: Street Sam/Heavy-weapon person.

Medium: Rigger(single vehicle)

Hard: Drone Rigger/Mage
Colors: Speech, Thought, Matrix
Character:
Dos.Boot http://forums.shadowrun4.com/index.php?topic=7368.15

Tsuzua

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« Reply #6 on: <05-17-12/1324:24> »
Looking at your group, I see 1 face, 1 mage, 1 low-key B&E expert, and 1 hacker.  Everyone has at some focus on combat as well.  That's a fairly well-rounded party.

Assuming everyone is competent at their job, I'll stay away from hacking.  Hackers don't combo well* and is fairly expensive to be "good enough" as a backup hacker.  You could go face.  Faces can often easily teamwork checks and there are some neat cons you can play with two faces.  If the shaman is alright at social checks, you get less out of it since he's likely maxing out the teamwork bonus.  You can never have enough magic on a team especially since the diversity in spells and powers is so huge.  Having a buddy for B&E work is nice since then you have someone to watch your back, but they better be as good as you are or they're a large liability.  Being good at combat is always good.

My advice depends on the party's secondary skill set and your desires.  How good is the "Spook" and Combat Hacker at logic skills like hardware and first aid?  If they're both good at those skills, I'll stay away from logic builds.  If they're not, something like the Transhuman Mystic would be a natural fit.  If you just want to be a generic "fifth man" jack of all trades style character, the Generalist is nice though you can cut back on the hacking parts.  The other option is be super-specialized such as the combat monster Bad Enough Trog.  If all else fails, being some favor of mage like the Magical Rocker is always good.

*-There are exceptions.  One AR hacker playing distraction can buy a stealthier hacker a lot of time.  The GM can also make systems that "require" two hackers as well.

TheNarrator

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« Reply #7 on: <05-17-12/2242:21> »
While they have a fair number of characters with some combat ability, it doesn't seem like they have anyone who packs serious firepower. A Heavy Weapons (or at least Assault Rifle w/ Grenade Launcher) street sam designed to take and dish out serious damage might be just the thing. A little First Aid makes a good icing on the cake.

Alternately, as others have said, it seems like they don't have a real rigger. A getaway driver and some drone support (which can also add some firepower) might come in handy. And while the hacker can probably do Hardware, he probably doesn't have Mechanics skills in case the car breaks down.

And of course, you can never have enough mages with access to enough different spells for different occassions.

Geekcommando

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« Reply #8 on: <05-22-12/2139:45> »
Keeping in theme with the rigger thing. You could make a spider. I've always thought those were cool.

Crash_00

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« Reply #9 on: <05-23-12/0952:05> »
Most of the suggestions so far have been very good for you, and it really boils down to what you want to play.

In order of easiest to build/play to hardest, here are my suggestions:
Mr. Overwatch - Scout/Sniper with high Perception/Infiltration. Lets you provide detailed surveillance while at the same time offering a very very unique combat advantage in certain situations. Can be done effectively with just about any firearm skill if you play your cards right. A slight modification. Good for getting to know the system.

Mr. Bland - Really a slight twist on Mr. Overwatch, Mr. Bland is very skilled at perception and infiltration but further specializes in palming, disguise, and shadowing as well (seriously consider an invisible way adept if your GM allows Way of the Adept to be used going this route). His main expertise is going to be legwork, and being on scene without appearing to be on scene. Works best if specializing in small weapons like pistols, smgs, and or blades.

Mr. Utility - Two ways to play this. One is a generalist that is adequate, but not great, in a lot of skills but can provide teamwork bonuses for most skills. The other is the utility mage. Take spells that add new options or just flat out buffs for you team mates and work on helping them out. Takes a certain mindset to help others always shine in the spotlight rather than doing it yourself though.

Mr. Arm Y. Ofone - The rigger. With the right selection of skills and a good command program you can provide extremely good support and/or teamwork for a range of skills from the comfort of your van while also being able to call upon a literal army of drones to protect you. With the right setup you can actually issue orders to multiple drones that are as capable as spec ops members complete with the firepower.

JustADude

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« Reply #10 on: <05-24-12/0536:07> »
Mr. Overwatch - Scout/Sniper with high Perception/Infiltration. Lets you provide detailed surveillance while at the same time offering a very very unique combat advantage in certain situations. Can be done effectively with just about any firearm skill if you play your cards right. A slight modification. Good for getting to know the system.

I would just like to testify that this concept is ridiculously lethal any time a set of targets is out in the open or (with heavier guns) behind thin walls. Just be sure to get something to see through walls for maximum usefulness.

The big advantage here is that, since you'll have high Agility anyway, you can easily out-Infiltrate the opposition since they'll be taking all sorts of penalties to spot you several hundred yards off. That means you're always catching them flat-footed. With a standard Elf, you can easily end up slinging something like 16 dice after a +4/-4 and before Take Aim. That's 5-6 hits, 100% going to Net Hits.

Once you get a couple mods and a Barret M-121, loaded with APDS / AV / AT Ammo (in ascending order of awesomeness), you're doing 13P AP -8 or -10. 18P on average, after adding hits. Twice a pass, every pass.
« Last Edit: <05-24-12/0540:07> by JustADude »
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rasmusnicolaj

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« Reply #11 on: <05-24-12/0850:18> »
[Once you get a couple mods and a Barret M-121, loaded with APDS / AV / AT Ammo (in ascending order of awesomeness), you're doing 13P AP -8 or -10. 18P on average, after adding hits. Twice a pass, every pass.
Or Heavy Weapons with a Gauss Rifle or an Assault Canon  ;)

Rasmus
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golan2072

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« Reply #12 on: <05-24-12/1108:31> »
What about a Tech Wiz/Drone Rigger with much more technical skills than the Troll Combat Hacker your group has? Someone who could break through any lock or security measure, repair every vehicle, give lots of support with an army of drones...

JustADude

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« Reply #13 on: <05-24-12/2110:38> »
[Once you get a couple mods and a Barret M-121, loaded with APDS / AV / AT Ammo (in ascending order of awesomeness), you're doing 13P AP -8 or -10. 18P on average, after adding hits. Twice a pass, every pass.
Or Heavy Weapons with a Gauss Rifle or an Assault Canon  ;)

Yeah, a Gauss Rifle has better AP on things like Citymasters, Tanks, and Heavy Armor Trolls but it's a lot bigger, heavier, and would need a Silence spell to not get noticed rather easily after the first shot. The Assault Cannon's AV ammo is insanely expensive, which means it's +1 DV is offset by the lesser AP... plus it has the same noise issues as the Gauss Rifle.

Also, a Barrett just gets the cops after you. A Gauss Rifle or Assault Cannon gets the army. ;)
« Last Edit: <05-24-12/2300:59> by JustADude »
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rasmusnicolaj

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« Reply #14 on: <05-25-12/0031:09> »
I I was a cop and somebody shoot in my general vicinity with a barrett I would scream for attack helicopters while I ran for heavy cover  ;)

Heavy weapons has other nice options that longarms can't give (I'm not much of a shotgun fan).

Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?