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Troll - Vat Job

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MachineGunBallet

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« on: <07-15-12/1335:02> »
I'm sure these kinds of characters are a dime a dozen...  Troll... Heavy Weapons.  Hmmm...   Any critique is welcome.

Probably the only thing might appear odd is that I gave him a logic boost. I intend him to grow in other directions than just combat as he gains experience.



Jeret Hobson (Troll)
B 9, A 4/6, R 5/7, S 8/10, C 1, I 2, L 4/6, W 2, E 4, Ess 0.65, Init 7/9, IP 1/3
Condition Monitor boxes (Physical/Stun): 13/9
CMT Clip Commlink - Johnny Ready Condition Monitor: 9
Fairlight Caliban Commlink (Cyber) Condition Monitor: 10
Armor (Ballistic/Impact): 22/20
Skills: Athletics Group 1, Automatics 5, Dodge 4, First Aid 1, Infiltration 3, Perception 4, Shadowing 3, Unarmed Combat 5
Knowledge Skills: English N, Military Guns 3, Paramilitary Combat Techniques 4, Seatle Bus Routes 4, Seattle Gang Politics 4, Spanish 3
Metatype Abilities: Armor (+1/+1), Enhanced Senses: Thermographic Vision
Qualities: Big Regret, Restricted Gear: Pain Editor, SINner (Criminal SIN), Uncouth
Cyberware:
   Biomonitor with Skinlink
   Cyberears (1) with Ear Recording Unit, Skinlink, Sound Link
   Cybereyes (2) with Eye Recording Unit, Flare Compensation, Image Link, Low-Light Vision, Skinlink, Smartlink, Thermographic Vision
   Fairlight Caliban Commlink (Cyber) with Analyze (4), Browse (4), Command (2), Edit (4), Novatech Navi Operating System, Pro User Suite, Sim Module, Skinlink
   Wired Reflexes (2) with Skinlink
Bioware:
   Bone Density Augmentation (4)
   Cerebral Booster (2)
   Muscle Augmentation (2)
   Muscle Toner (2)
   Pain Editor
Gear:
   Armor Jacket
   Clothing
   CMT Clip Commlink - Johnny Ready with Skinlink, Vector Xim Operating System
   Concealable Holster
   Indian Pathfinder
   Jeret Hobson with License: Driver's License, Low Lifestyle
   Johnny Ready - Body Guard with Fake License: Driver's, Fake License: Ingram Smartgun, Fake SIN
Weapons:
   Ingram Smartgun X [Submachine Guns, DV 5P vs. B, BF/BF-L/FA, RC 5, 32 (c)] with Explosive Rounds x320, Folding Stock, Gas-Vent 2 System, Gel Rounds x320, Regular Ammo x320, Skinlink, Smartgun System, Internal, Sound Suppressor, Spare Clips
   Attack of Will (vs. Spirits) [DV 1P vs. I]
   Unarmed Strike [Unarmed, DV 8P vs. I, Reach 1]
   Flash-Bang Grenade x10 [Grenades, DV 6S, 10m R vs. I-3, RC 2]
   Flash-Pak Grenade [Grenades, DV Flash, RC 2]
   Fragmentation Grenade x10 [Grenades, DV 12P(f), -1/m vs. I+5, RC 2]
Ammunition & Resources:
   Flash-Bang Grenade - x10
   Flash-Pak Grenade - x1
   Fragmentation Grenade - x10
   Ingram Smartgun X - Regular Ammo x32
   - Independent - - 0/0
   Armor (+1/+1) - 0/0
   Big Regret - 0/0
   Concealable Holster - 0/0
   Dropped to Ground - 0/0
   Edge Pool - 0/4
   Enhanced Senses: Thermographic Vision - 0/0
   Mundane - 0/0
   Restricted Gear: Pain Editor - 0/0
   SINner (Criminal SIN) - 0/0
   Uncouth - 0/0

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Glyph

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« Reply #1 on: <07-15-12/1552:16> »
Looks mostly good, although I would raise his Willpower first thing (which will also give you an extra box on your Stun condition monitor).  Two things:

One, get a biomonitor (relatively cheap), so you will be able to check on your condition while your pain monitor is active.

Two, I would reconsider the Uncouth negative quality.  It is one of those "trap" options that is extremely debilitating in play.  By the description of the quality, you would picture either a borderline sociopath or an aspergerin' techno-nerd, both of which are pretty cool.  But the way the actual mechanics of the quality work, you are a gullible sap who cowers when anyone so much as glares at you.  You don't even get a resistance roll against social skills, which can be crippling.  The only condition in which I would consider keeping the quality is if the GM runs it so that social skills don't work on PCs - that would take away the worst aspects of the flaw.

All4BigGuns

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« Reply #2 on: <07-15-12/1555:55> »
Two, I would reconsider the Uncouth negative quality.  It is one of those "trap" options that is extremely debilitating in play.  By the description of the quality, you would picture either a borderline sociopath or an aspergerin' techno-nerd, both of which are pretty cool.  But the way the actual mechanics of the quality work, you are a gullible sap who cowers when anyone so much as glares at you.  You don't even get a resistance roll against social skills, which can be crippling.  The only condition in which I would consider keeping the quality is if the GM runs it so that social skills don't work on PCs - that would take away the worst aspects of the flaw.

Agreed. As described, it'd be decent and worth its points, but as the mechanics work, it should really be worth like 75 BP with a tagline that specifies it as a specific exemption to the normal 35 point limit in negatives.
(SR5) Homebrew Archetypes

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

Mythik

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« Reply #3 on: <07-15-12/1625:31> »

One, get a biomonitor (relatively cheap), so you will be able to check on your condition while your pain monitor is active.



Not sure if you missed this or if the OP editted already, but he does have a biometer:

Quote
...Cyberware:
   Biomonitor with Skinlink
...

 Agree with the other point though...uncouth is unnecessarily debilitating.

MachineGunBallet

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« Reply #4 on: <07-17-12/2152:00> »
Thanks...  Switched negatives to;
Moderate Addiction BTL,
Day Job 40 hours a week.
Criminal SIN.


Hey... if the character can make enough money running, he can get out of the day job right?

Glyph

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« Reply #5 on: <07-17-12/2156:59> »
Usually losing negative qualities involves paying karma to get rid of them, but some GMs house rule otherwise.  Keep in mind that if you go that route, you will want to get rid of the criminal SIN at the same time - otherwise, you will be trying to explain to your parole officer how you quit your job, but somehow are still making the payments on your apartment, car, etc.  That could be a good campaign goal for him - to erase himself from the grid and move completely into the shadows.

MachineGunBallet

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« Reply #6 on: <07-17-12/2250:22> »
Usually losing negative qualities involves paying karma to get rid of them, but some GMs house rule otherwise.  Keep in mind that if you go that route, you will want to get rid of the criminal SIN at the same time - otherwise, you will be trying to explain to your parole officer how you quit your job, but somehow are still making the payments on your apartment, car, etc.  That could be a good campaign goal for him - to erase himself from the grid and move completely into the shadows.

Cool... Good point.  Karma...  And yes I had that kind of story line in mind.  (And I like my players to labor under such limitations.)