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Is this character OP?

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BTGbullseye

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« on: <05-19-12/0054:39> »
Ok, so I made this character using 700 Karma, but have been running it for about 2 months, and I need to know just how OP it is. (running with all English language books)

He started as a Techno-Hacker, a part of a contact group for my previous character that was totally OP. (26 guys in a room, all died before anyone else could get a shot off, only used dual heavy pistols) He has a custom assault rifle, but that's only because the rifle actually exists today, and I (as GM) am allowing anything that actually exists in the real world. (I try to make them as accurate to real life as possible)

== Info ==
Street Name: Quark
Name: Quark
Movement: 10/25, Swim: 5
Karma: 5
Street Cred: 1
Notoriety: 0
Public Awareness: 0
Human Male Age 21
Height 5'11" Weight 175
Composure: 6
Judge Intentions: 8
Lift/Carry: 11 (135 kg/90 kg)
Memory: 8
Nuyen: 11880

== Attributes ==
BOD: 2
AGI: 5 (9)
REA: 5 (9)
STR: 3 (9)
CHA: 3
INT: 5
LOG: 5
WIL: 3
EDG: 5
RES: 3

== Derived Attributes ==
Essence:                   1.06
Initiative:                10 (14)
IP:                        1 (4)
Matrix Initiative:         11
Matrix IP:                 4
Physical Damage Track:     9
Stun Damage Track:         10

== Active Skills ==
Aeronautics Mechanic       : 1 [Rotary Wing]        Pool: 6 (8)
Animal Handling            : 0                      Pool: 4
Animal Training            : 0                      Pool: 4
Archery                    : 0                      Pool: 8
Armorer                    : 2 [Explosives]         Pool: 7 (9)
Artisan                    : 0                      Pool: 4
Automatics                 : 6 [Assault Rifles]     Pool: 17 (19)
Automotive Mechanic        : 1 [Wheeled]            Pool: 6 (8)
Blades                     : 2 [Cyber-Implant Blades] Pool: 11 (13)
Climbing                   : 1 [Freehand]           Pool: 10 (12)
Clubs                      : 0                      Pool: 8
Computer                   : 2                      Pool: 7
Con                        : 2 [Seduction]          Pool: 5 (7)
Cybercombat                : 1                      Pool: 6
Cybertechnology            : 1 [Bodyware]           Pool: 6 (8)
Data Search                : 1                      Pool: 6
Demolitions                : 3 [Improvised Explosives] Pool: 8 (10)
Disguise                   : 1 [Camouflage]         Pool: 6 (8)
Diving                     : 1 [Oxygen Extraction] Pool: 3 (5)
Dodge                      : 1 [Ranged Combat]      Pool: 10 (12)
Electronic Warfare         : 2 [Communications]     Pool: 7 (9)
Escape Artist              : 1                      Pool: 10
Etiquette                  : 1                      Pool: 4
First Aid                  : 1                      Pool: 6
Flight                     : 0                      Pool: 8
Forgery                    : 1 [False ID]           Pool: 10 (12)
Gunnery                    : 1 [Ballistic]          Pool: 10 (12)
Gymnastics                 : 2 [Parkour]            Pool: 11 (13)
Hacking                    : 3                      Pool: 8
Hardware                   : 1                      Pool: 6
Heavy Weapons              : 1                      Pool: 12
Industrial Mechanic        : 1                      Pool: 6
Infiltration               : 4 [Urban]              Pool: 13 (15)
Instruction                : 0                      Pool: 2
Intimidation               : 0                      Pool: 2
Leadership                 : 0                      Pool: 2
Leadership, Command        : 0                      Pool: 4
Leadership, Direct Fire    : 0                      Pool: 4
Locksmith                  : 0                      Pool: 8
Longarms                   : 0                      Pool: 10
Navigation                 : 1 [Urban]              Pool: 8 (10)
Negotiation                : 0                      Pool: 2
Palming                    : 1 [Shoplifting]        Pool: 10 (12)
Parachuting                : 0                      Pool: 1
Perception                 : 3 [Hearing]            Pool: 8 (10)
Pilot Aircraft             : 1 [Vectored Thrust]    Pool: 10 (12)
Pilot Ground Craft         : 3 [Wheeled]            Pool: 12 (14)
Pilot Watercraft           : 0                      Pool: 8
Pistols                    : 0                      Pool: 10
Riding                     : 0                      Pool: 8
Running                    : 2 [Urban]              Pool: 14 (16)
Shadowing                  : 2 [Tailing]            Pool: 7 (9)
Software                   : 2 [Offensive Utilities] Pool: 7 (9)
Survival                   : 1 [Urban]              Pool: 4 (6)
Swimming                   : 1 [Sprinting]          Pool: 10 (12)
Throwing Weapons           : 4 [Lobbed]             Pool: 13 (15)
Tracking                   : 1 [Urban]              Pool: 6 (8)
Unarmed Combat             : 0                      Pool: 8

== Knowledge Skills ==
Alcohol                    : 2 [Hard Liquor]        Pool: 7 (9)
Architecture               : 2 [Commercial]         Pool: 7 (9)
Area Knowledge: Seattle    : 6 [Downtown]           Pool: 11 (13)
Bars and Clubs             : 1 [Seattle]            Pool: 6 (8)
Data Havens                : 4 [Hacking]            Pool: 9 (11)
Engineering                : 2 [Mechanical]         Pool: 7 (9)
English                    : N                      Pool: 0
Gaming                     : 3 [SC IV: Protoss Gate] Pool: 8 (10)
Japanese                   : N                      Pool: 0
Military                   : 4 [Special Forces]     Pool: 9 (11)
Security Design            : 2 [Corporate]          Pool: 7 (9)
Security Tactics           : 2 [Corporate]          Pool: 7 (9)
Shadow Community           : 2 [Organizations]      Pool: 7 (9)

== Contacts ==
Cortana (Rusty's AI girlfriend) (4 (10), 6)
Fixer (2, 3)
Rusty (4, 6)
The Rest of the Hacker Group (6 (12), 6)

== Qualities ==
Allergy (Common, Mild) (Pollen)
Ambidextrous
Bilingual
Biocompatability (Cyberware)
Juryrigger
Mania/Phobia (Uncommon, Severe) (death by solar irradiation)
Media Junkie (Mild)
Obsessive-Compulsive Disorder (OCD)
Poor Self Control (Vindictive)
Prejudiced (Specific, Radical) (Horizon Corp.)
Synthetic Sympathy
Technomancer
Wild Card Nano Prototype

== Complex Forms ==
(Tradition: Info Savants, Resist Fading with INT + RES (8))
Analyze Rating: 3
Attack Rating: 3
Black Hammer Rating: 3
Body Shop Rating: 1
Browse Rating: 3
CarnivoreGold Rating: 3
Command Rating: 3
Decrypt Rating: 3
Edit Rating: 3
Encrypt Rating: 3
Exploit Rating: 3
Lie Detection Software Rating: 3
Noise Analysis Software Rating: 3
Scan Rating: 3
Simrig Rating: 1
Sniffer Rating: 3
Spoof Rating: 3
Stealth Rating: 3
Track Rating: 3
Trojan Rating: 3
Virtual Surround Music Rating: 1
Virus Rating: 3
Worm Rating: 3

== Lifestyles ==
No Name  2 months
   Comforts:      Low
   Entertainment: Low
   Necessities:   Middle
   Neighborhood:  Low
   Security:      Low
   Qualities:     Easy-Going Landlord [1LP]
                  Escape Tunnel [3LP]
                  Inaccessible [3LP]
                  Privacy Screen, Physical (Rating 2) [2LP]
                  Crash Pad [-1LP]
                  Defective CHN [-1LP]
                  Green Plan [-1LP]
                  Lax Security [-2LP]
                  Loud Neighborhood [-1LP]
                  Network Bottleneck [-1LP]
                  No Forwarding Address [-1LP]
                  Pest Magnet (Rating 1) [-1LP]
                  Poor Condition [-1LP]
                  Rough Neighborhood [-1LP]
                  The Building that Time Forgot [-1LP]
                  This Isn't Big Bob's Autos [-1LP]

== Cyberware/Bioware ==
Cyberears Rating 4
   +Ear Recording Unit
   +Sound Link
   +Audio Enhancement Rating 3
   +Balance Augmenter
   +Damper
   +Spatial Recognizer
   +Increased Sensitivity
   +Select Sound Filter Rating 5
Dermal Sheath Rating 3
   +Dermal Sheath, Chameleon Modification
Hand Blade
Move-by-Wire System Rating 2
Muscle Replacement Rating 4
Nanohive Rating 5
   +Dynamic Handprints Rating 10
   +Flashback System
   +Nano-Biomonitor
   +Retinal Adjusters Rating 10
   +Voice Mimic Rating 10
Orientation System
OXSYS Cybergill
Radar Sensor Rating 4
Simrig

== Armor ==
Clothing                  15/5
   +Delta-Amyloid
   +Delta-Amyloid
   +Delta-Amyloid
   +Delta-Amyloid
   +Delta-Amyloid
   +YNT SoftWeave
Leather Jacket            2/2
   +Fire Resistance 5
   +YNT SoftWeave
Light Military Armor      12/10
   +Biomonitor
   +Fire Resistance 3
   +Mobility Upgrade 3
   +Ruthenium Polymer Coating
   +Strength Upgrade 3
   +YNT SoftWeave
Military Helmet           2/2
   +Fire Resistance 3
   +Pulse Weave
   +Ruthenium Polymer Coating
   +Thermal Damping 3
   +YNT SoftWeave
   +Camera Rating 1
   +Flare Compensation
   +Image Link
   +Smartlink
SecureTech PPP Armor (Ensemble)2/6
   +Feywear (Magic Resistance, Rating 4)
   +Ruthenium Polymer Coating
   +Thermal Damping 6
   +YNT SoftWeave

== Weapons ==
Grenade: High Explosive
   DV: 10P (-2/m)   AP: -2   RC: 0
Grenade: Monofilament
   DV: 8P (-3/m)   AP: -4   RC: 0
Grenade: White Phosphorus
   DV: 8P/4P (-1/m)   AP: -half   RC: 0
Hand Blade
   DV: 7P   AP: -   RC: 0
Minigrenade: Fragmentation
   DV: 12P(f) (-1/m)   AP: +5   RC: 0
Minigrenade: High Explosive
   DV: 10P (-2/m)   AP: -2   RC: 0
Minigrenade: White Phosphorus
   DV: 8P/4P (-1/m)   AP: -half   RC: 0
Steyr ACR
   +Imaging Scope
   +Bullpup Redesign
   +Camera Upgrade, Flare Compensation
   +Camera Upgrade, Image Link
   +Camera Upgrade, Low Light
   +Camera Upgrade, Smarlink
   +Camera Upgrade, Thermographic
   +Camera Upgrade, Ultrasound
   +Camera Upgrade, Vision Enhancement Rating 3
   +Camera Upgrade, Vision Magnification
   +Chameleon Coating
   +Custom Look Rating 2
   +Electronic Firing
   +Extreme Environment Mod Rating 2
   +Gecko Grip
   +Internal Bipod
   +Melee Hardening
   +Plasteel Components Rating 1
   +Redundant Process Manufacturing
   +Silencer
   +Smartgun System
   +Vintage
   DV: 8P(f)   AP: -11   RC: 9
Unarmed Attack
   DV: 5S   AP: -   RC: 0

== Martial Arts ==
Krav Maga
   +Ready Weapon as Free Action
   +Take Aim as Free Action
Multi-Strike

== Commlink ==
Living Persona (3 (4), 3, 3, 2)
   +Living Persona
   +Biofeedback Filter Rating 3

== Gear ==
Airfoil Suit
Ammo: Anti-Tank Rounds (Assault Rifles) x192
Barrier Foam x10
Catalyst Stick
Dynamic Polorization Lenses
   +MSOS Mk I
   +Microdrone Sensor [Camera 6 [Facial Recognition Software 6; Flare Compensation; Gait Analysis Software 6; Low Light; Scatter X-Ray; Smartlink; Thermographic; T-Ray; Vehicle Identification Software 6; Visual Spotter Software 6; Weapon Watcher Software 6; Wildlife Spotter Software 6] ]
Foam Explosive Rating 15 x20
   +Radio Detonator
Gentleman's Cane w/ Anchor and Sword Options
Glasscutter
Grapple Gun
Grenade: High Explosive x20
   +Grenade Plugin: Gecko
Grenade: Monofilament x10
   +Grenade Plugin: Gecko
Grenade: White Phosphorus x20
   +Grenade Plugin: Gecko
Minigrenade: Fragmentation x54
Minigrenade: High Explosive x60
Minigrenade: White Phosphorus x60
MOSLTOV
Stealth Rope (100 m) x10
Timex Classic Watch
Tool Kit (Duct Tape & Super Glue)

== Vehicles ==
Ares TR-55 (Transport Plane)
   +Anti-Theft
   +Armor, Concealed Rating 10
   +Chameleon Coating
   +Ejection Seats
   +Extra Entry/Exit Points
   +Extreme Environment Mod
   +Gun Port
   +Gyro Link
   +Improved Economy
   +Improved Takeoff and Landing Level 2
   +Lock-On Countermeasures
   +Metahuman Adjustment, Troll
   +Satellite Communication
   +Signature Masking Rating 6
   +Weapon Mount (Normal, External, Fixed, Remote)
   +Weapon Mount (Reinforced, Concealed, Turret, Remote)
   +Ammo: Anti-Tank Rounds (Vehicle Weapons)
   +Missile: Anti-Aircraft Rating 6 x10
      +Warhead, Seeker
   +Vehicle Sensor
      +Radar Rating 6
      +Ultrawideband Radar Rating 4
      +Thermometric
      +Radio Signal Scanner Rating 6
      +Atmosphere Sensor Rating 3
      +Barometric
      +Camera Rating 6 [Cryptochromic, Facial Recognition Software 6, Flare Compensation, Gait Analysis Software 6, Smartlink, Thermographic, Vehicle Identification Software 6, Vision Enhancement 3, Vision Magnification, Visual Spotter Software 6, Weapon Watcher Software 6]
Lone Star Strato-9 (Medium)
   +Chameleon Coating
   +ECM Rating 2
   +Extreme Environment Mod
   +Improved Takeoff and Landing Level 2
   +Obsolescent
   +Pilot Program Rating 6
   +Satellite Communication
   +SunCell
   +Weapon Mount (Normal, External, Flexible, Remote)
   +Ammo: Subsonic Rounds (Light Machine Guns) x180
   +Medium Drone Sensor
Yamaha Growler (Off-Road Bike)
   +Anti-Theft
   +Chameleon Coating
   +Morphing License Plate
   +Motorcycle Gyro Stabilization
   +Off-Road Suspension
   +Smart Tires Rating 1
   +Smuggling Compartment, Shielded
   +SunCell
   +Vehicle Sensor

All4BigGuns

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« Reply #1 on: <05-19-12/0124:10> »
Not overpowered in the least, however, there is some rule-breaking there in the piece of armor you have with five iterations of delta amyloid--of which you can only put one on something to my knowledge, despite what any generator will let you pull off.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Glyph

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« Reply #2 on: <05-19-12/0138:10> »
How does a technomancer with no submersions have a Resonance of 3 and an Essence a smidge above 1?  Cyberware lowers Resonance the same way that it lowers Magic.  His qualities are way over the limit of 35/35, unless a lot of them were bought during play.  The AP and recoil compensation for that gun are definitely overpowered, in the sense that no other gun in the rules comes even close to that.  I am assuming one of the optional encumbrance rules, to let him wear that armor with a Body of 2.

OP-wise, he is essentially an optimized street samurai with a technomancer abilities on top, as well as high-Availability gear such as milspec armor, and a gun that is massively better than any of the guns in the rules.  His low Body would normally be a glaring weakness, but with high Edge, lots of armor, and lots of passive dodging ability, it won't usually be a factor.  So compared to bog-standard PCs, even optimized ones, he is fairly OP.  If your campaign has those same relaxed limits and high-powered custom gear for every PC, then he is not OP.  OP is kind of a relative thing, so I couldn't tell you without a good idea of what the other PCs are like.

Lethe

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« Reply #3 on: <05-19-12/0351:56> »
It seems you have a very generous GM who showers you with lots of Nuyen and high availability items. If everyone else in the group is getting the same benefits, he is probably around average.
Trying to perceive a character theme, it looks like someone randomly picked stuff out of chummer together without really knowing any shadowrun rules.

TheNarrator

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« Reply #4 on: <05-19-12/0403:03> »
You've got the Strength listed as 3(9), but since you have Muscle Replacement Rating 4 it should be 3(7). This is particularly important, since that presumed Strength of 9 is the only thing letting you abuse the Soft-Weave rules to wear that absurdly tough armor with a Body of 2. (And even with that, you exceeded your encumberance limit on some of the armors you bought. Remember, only custom-fitted armor like the Military lets you have Body x 3.)

(Never mind the logical absurdity of getting the Soft-Weave mod for hardened military armor.)

As someone else mentioned, you added the Delta-Amyloid multiple times, which I don't think is even possible.

You can't add SecureTech PPP to the Military Armor. Military Armor specifically states that it can't be combined with other armors besides its own helmet, so the usual exceptions to the "no stacking" rule like Form-Fitting and SecureTech don't apply.

Now we come to the rifle... and that's where the problems really start. I'm not even going to get into how you exceeded the usual max on mod slots for a weapon; I'm flexible on that point.

It's great to want to recreate a real world weapon, but that doesn't mean that you get to give it whatever stats you want. The guns in the game, by and large, have real-world weapons that they have equivalent performance to, which should provide the benchmark for how to stat up other real world weapons.

You've got your Steyr ACR having an AP -11, which is more than could be achieved in the game by loading a weapon chambered in .50 BMG (the HMG or the Barrett rifle) with Anti-Tank ammunition. In other words, you're claiming that the 5.56x45mm carbon steel flechettes that the Steyr ACR fires have more penetration power than Raufoss Mark 211 Armor-Piercing High Explosive Incendiary. That's not backed up by common sense or by the game rules, not even with all the mods you've got on that gun.

The Steyr ACR is chambered in 5.56x45mm NATO. That's handy for us, since many weapons in the game are chambered in that same caliber: most of the assault rifles and light machine guns. Their stats are almost universally DV 6P, AP -1. Now, I absolutely understand why that AP value sounds absurd: giving a combat rifle the same armor penetration power as a heavy pistol is ludicrous! A Level IIIA soft vest that would stop a .44 Magnum cold would be useless against a rifle round. But that is how the rules are written. If a GM wants to houserule that all the rifle-caliber weapons should get a flat boost to AP (say, another -4, so that normal rifle ammo is equivalent to AP pistol ammo) for the sake of realism, then I have no real objection, but that's not really germane to this situation. Under the usual rules, Assault Rifles have DV 6P, AP -1.

Then comes the modfiers for the unusual ammo. In this case, we're in luck, since the describtion of the ammunition that the ACR uses seems to be an almost picture perfect match for what the Shadowrun rules call APDS: Armor Piercing Discarding Sabot. There's a needle of hardened material (carbon steel in the ACR instead of tungsten, but we'll let that slide) packaged in a spindle sabot so that it can be fired down a barrel much wider than its in-flight diameter. So we have a 5.56x45mm NATO weapon firing APDS. That makes for DV 6, AP -5. That fits, because the intent of the ACR's round is clearly to be an armor-penetrating round with a lighter weight and higher velocity than the usual M855A1 (steel penetrator tip on tin core with copper jacket) or M995 (tungsten penetrator tip on steel core) rounds that the military uses now. And while I'm deeply skeptical of their claims that it will "defeat all known body armor" (the velocity that they're crowing about is only 4% more than existing AP ammo that is stopped by Level IV plates), I'll grant that it's probably a good penetrator. (Although the damage after penetration might actually take a dive: it's a narrower projectile with a shape that might not cause the tumble and yaw effects that give normal rifle rounds much of their destructive capability. But we can overlook that for game purposes.) But that just backs up the game's claims that APDS are the future of AP ammunition (and in fact improve on the ACR's round by replacing the steel with tungsten).

But, you may ask, what about the game rules that give flechettes a +2 damage bonus? Well, putting aside that the game designers of the early editions of SR weren't quite on the ball about what flechettes actually do (the damage and AP characteristics they have would probably be better suited to represent hollow points, and actually are used to represent buckshot in shotguns), there's also the issue of the +5 AP that flechettes had that you definitely aren't including. Even if we say that these are special Armor Piercing "flechettes" that completely replace the +5 AP with a -4 AP while somehow retaining the +2 damage, you're still about 6 points of AP short of what you've got written there. So seriously, where did that come from?

And again, I must point out that while the word "flechette" is used in both places, the actual mechanics of the round is a dead on match for APDS. So really, what you've got here is an assault rifle loaded with APDS. With, I believe, the very first APDS rounds to exist for a weapon this small, at that. So, I feel that DV 6P, AP -5 is the appropriate stat. If you need more damage than that, then shoot bursts. That's what recoil comp is for, after all. (And by the way, I'd also like to know where that RC 9 is coming from when you haven't mounted a GasVent, Stock Pad, Foregrip, Personalized Grip, Heavy Barrel or any other recoil-reducing add-on except for the bullpup configuration and the internal bipod which will only apply if you actually use said bipod by resting the weapon on something. Even the Ares Alpha only has a built in RC of 2. No way does the ACR exceed the cutting edge of the 2050s.)
« Last Edit: <05-19-12/0427:08> by TheNarrator »

Lethe

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« Reply #5 on: <05-19-12/0422:06> »
Nice read TN. And this doesn't even scratch the surface, i suppose. I just didn't think its worth my time to give an extensive answer to this.

TheNarrator

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« Reply #6 on: <05-19-12/0431:37> »
Thanks. I didn't mean to go on so long, but the more I read up on it, the more I felt compelled to comment on.

Still, this new round for the ACR, even if it doesn't wind up going anywhere, is the first indication of the small-caliber APDS rounds from Shadowrun becoming a real world thing, so that's kinda cool.

_Pax_

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« Reply #7 on: <05-19-12/0447:07> »
Steyr ACR
 [...]

Major, serious red flag.  I sense a Monty Haul campaign, if the GM is letting the players have ridiculous toys like that monstrousity.  I mean, you've put at least SIXTEEN slots worth ofmodifications into it ... guns are only supposed to take SIX.  And there's no way in the nine hells that the Steyr ACR of 2012, is somehow better than the Steyr AUG-CSL model being sold in 2050.  Let alone, rifles beign marketed in SR4's 2070 ...!

Liam oConnor

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« Reply #8 on: <05-19-12/0646:31> »
About the Technomancer-abilities: Malware (like Trojan, Virus and Worm) is not available to normal technomancers - and it is only rumored (p.121 Unwired) that dissonant technomancers may be able to create such forms.
But this kind of stands down to the over-all picture of rules-violations.

Yogi

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« Reply #9 on: <05-21-12/0801:09> »
I find it funny how he never came back to defend his character.
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VuuduuHedd

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« Reply #10 on: <05-21-12/1508:16> »
People often don't like the criticism they get even when they ask for it. All we can hope for is that he used everything that everybody said constructively and built a more enjoyable game with it.  8)

BTGbullseye

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« Reply #11 on: <05-21-12/1856:08> »
I find it funny how he never came back to defend his character.
Actually, I've just been busy... You know, life and stuff...

Thanks for all the info. As far as I can tell, the replies seem focused mostly on the custom ACR assault rifle, and a small amount on the armor.

First, the gun got that AP rating because of adding anti-tank rounds, and a glitch occurring in Chummer. (I forgot to fix these little glitches)
Second, the multiple Delta-Amyloid addons to the armor... Another glitch. It doesn't actually have any mods at all on that piece.
Third, the armor was saved up for and earned, and only certain pieces get worn at a time, not intended to be put all together. (PPP with the clothing and jacket, Military armor solo, etc.)
Fourth, the essence drain on Resonance... We're using a house rule, and ignoring that. (same for magic)
Fifth, the strength rating of 9 was because Chummer thought I was wearing the military armor, which has a strength enhancement. (yet another glitch in Chummer)
Sixth, some of the enhancements on the custom gun are things that are part of the actual gun in real life that correlated to in-game mods, so I used the mods as a reminder as to what the gun was built with, (eg. integrated scope, mostly synthetic construction, rugged construction designed for all weather/terrain military use, etc.) the rest of the enhancements total 7 mod slots. (I had an interesting run that added a mod slot to every runner's weapon as a reward)

Lastly, thank you for the information concerning damage values for the gun. I am adjusting them for future runs.


Is there anything that I missed?

[EDIT] Oh yeah, forgot about the malware stuff... It'd never be used in any of the runs we're doing, and I forgot to remove them. (I was just playing with Chummer, and accidentally saved with them still there)

[EDIT2] Forgot another thing... *facepalm*

We have the house rule that allows extra qualities. Those are balanced to the characters we're running against, and the other runners.
« Last Edit: <05-21-12/1906:32> by BTGbullseye »

Critias

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« Reply #12 on: <05-21-12/2226:16> »
Really, the only people who can tell you if a character is overpowered -- especially if you're running them in a campaign this heavy with house rules -- is your GM and the other players at your table.

_Pax_

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« Reply #13 on: <05-21-12/2332:43> »
Sixth, some of the enhancements on the custom gun are things that are part of the actual gun in real life that correlated to in-game mods, so I used the mods as a reminder as to what the gun was built with, (eg. integrated scope, mostly synthetic construction, rugged construction designed for all weather/terrain military use, etc.) the rest of the enhancements total 7 mod slots. (I had an interesting run that added a mod slot to every runner's weapon as a reward)
  7 is still more than 6.

  And that would still imply that the Steyr ACR, available in 2010 to 2015, is a century more advanced than anything available in 2073 (aside form laser weapons).  Seriously, you're claiming there's 9 or more mod slots of  "standard features", when no other weapon in the entire game does that.  And it's a SIXTY year old gun, but still more advanced than guns designed half a century later.

  Which is fine if it fits your campaign - but compared to baseline, RAW?  Very, very OP.

All4BigGuns

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« Reply #14 on: <05-21-12/2334:34> »
Sixth, some of the enhancements on the custom gun are things that are part of the actual gun in real life that correlated to in-game mods, so I used the mods as a reminder as to what the gun was built with, (eg. integrated scope, mostly synthetic construction, rugged construction designed for all weather/terrain military use, etc.) the rest of the enhancements total 7 mod slots. (I had an interesting run that added a mod slot to every runner's weapon as a reward)
  7 is still more than 6.

  And that would still imply that the Steyr ACR, available in 2010 to 2015, is a century more advanced than anything available in 2073 (aside form laser weapons).  Seriously, you're claiming there's 9 or more mod slots of  "standard features", when no other weapon in the entire game does that.  And it's a SIXTY year old gun, but still more advanced than guns designed half a century later.

  Which is fine if it fits your campaign - but compared to baseline, RAW?  Very, very OP.

I know you can overmod vehicles, and I thought you could do it with weapons too. Granted, it would make it bulkier...
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