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#1
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,817 Joined: 29-July 07 From: Delft, the Netherlands Member No.: 12,403 ![]() |
I'm on a bit of a nostalgia-drive. As such I made a new sr3 Character Mercenary Concept using NSRCG as follows. Curious, to where on the spectrum of soft-maxed this would be considered. I feel a bit dirty deep inside of me because of the built, but it's not broken either. Yes, I took some leeway on availability, but nothing game-breaking (BattleTac Cyberlink, APDS at chargen). Yes, I use Heavy Weapons for manual gunnery (because otherwise is just silly) Priority [ Spoiler ] Attributes [ Spoiler ] Skills [ Spoiler ] Cyberware [ Spoiler ] Bioware [ Spoiler ] Weapons [ Spoiler ] Armor [ Spoiler ] Gear - not-carried [ Spoiler ] Gear - carried [ Spoiler ] Skillsofts [ Spoiler ] Vehicles [ Spoiler ]
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#2
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 581 Joined: 23-July 03 From: outside America Member No.: 5,015 ![]() |
because of the built, but it's not broken either. I haven't tried entering into NSRCG (f you wanted to you can open your NSRCG file in a text editor and paste that into a codeblock here) but I'm puzzled by the proposal that as long as only certain chargen limitations have been broken, it's not really broken. Where does one stop on a slippery slope? Why stop there?Granting concessions is fine. I just don't think it works to simultaneously get to say the limits haven't been broken. One or the other. Yes, I took some leeway on availability, but nothing game-breaking (BattleTac Cyberlink, APDS at chargen). Light military armour? Why stop there?Yes, I use Heavy Weapons for manual gunnery (because otherwise is just silly) What's silly? Using the Gunnery skill for weapons mounted on an emplacement?Why cap your attributes at 6? Granted, Str 6 is all you need to qualify for recoil compensation, but Bod 7 and Wil 7 are more resilient and it's cheaper to raise low attributes in play than it is to raise high ones. I might suggest a (additional burner) pocsec or phone that you carry and use for untrusted connections, then toss without having to open up. Upgrade the Basic Medkit (only rating 3) to a Saviour medkit (rating 6 and it uses nanites!) Add recoil compensation to the Ares Alpha's grenade launcher and buy some minigrenades for it. If the character is destined for longterm play, premature specialisation can turn out to be a bit of a waste since subsequently raising the base skill consumes that rank in the specialisations, and there's a limit to how much higher a specialisation can be than its base skill. I am a fan of Street Knowledge in Safe Houses and Interest in Urban Exploration. You can use Knowsofts up to rating 10 in your chipjack - Man & Machine makes a compelling case for Chemistry if you're going the drug route. Speaking of which, there are several Edges which help with drugs and which stack with your Dwarf resilience but if you're avoiding Bod 7 Will 7 maybe you're embracing addiction. If you fit a Mechanical Arm to your Gaz-Willys, it can accommodate cyberarm enhancements like the Signal Booster (M&M.40), a cybergun, or Orientation System for half price, or even less if second-hand, and it can lift a formidable amount. A Trauma Damper being able to just completely ignore Light Stun can make all manner of difference. |
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#3
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,817 Joined: 29-July 07 From: Delft, the Netherlands Member No.: 12,403 ![]() |
That codeblock is an excellent suggestion!
I capped attributes at 6 as tn for opposed attribute tests. 7=6 for those occasions. The Charisma 4 out of the box makes attacking spirits through force of will (Willpower = Skill, Charisma = moderate damage power) at least somewhat-ish viable in combination with the reach from the bayonet Bayonet-mechanics are easily over-looked. I'm actually not to big of a fan of the Ares Alpha. It's just so good it renders the rest a bit meh. That, and I really like the SA-mode on the MGL for popping smoke and gas grenades all over the place to cover a retreat. Light military armor was more added for flavor really, so yes, that's where I stopped. Could possibly trade it in for Trauma Damper (which sounds really nifty), nuyen-wise that works out. Note the .sr3 might give an error on the foot anchor and bayonet, because those are dikoted and I put them in my own .dat-editor. I admit I have given karma-development zero consideration. CODE [System]
Generator=Priority Finalize=False VirtSeat=False GenMode= 0 Version=3.69-19-3-2006 [Priorities] Priority1= 5 Priority2= 3 Priority3= 4 Priority4= 1 Priority5= 2 Magic= 5 Attributes= 28 Skills= 34 MaxMoney= 1000000 ShapeShift= 0 Otaku= 0 Shapesel=0 [Race] Rsel= 2 SelIndex=-1 chkAlbino=0 RaceName=Dwarf RaceDesc1=Thermographic_Vision RaceDesc2=Resist._to_Disease/Toxin_(+2) RaceDesc3=BIO:_BioIndex:Symbiotes_do_NOT_count_against_healing_periods. RaceDesc4=Bio:Bioware_MM-77 RaceDesc5=Bio:Longer_Heal_+1TN_Heal RaceDesc6=Bio:Bioware_Stress_Levels RaceDesc7=Bio:Lesser_Immunity_+1Power RunMult=2 [General] CharName=Dwarven Mercenary (Optimized) RealName= StreetName1=Quicky LifeStyle1=(1)_Mi:change_this~0~19~0~1~5000~01/50~change_this~~~~N LifeStyle2=(3)_Lo:change_this~0~13~0~3~3000~01/50~change_this~~~~N BirthDate= BirthPlace= BirthNotes= Sex=Male Height= Weight= Hair= Eyes= Notes= Archtype= CreationDate=28-11-2023 ModDate=13-12-2023 Creator= CurMoney= 999939 ProgramMode= 0 GifFile=sr3logo.gif [Edges] Edge0=Quick_Healer___________________~2~src.21~~TN_-2_for_healing_tests.~N Edge1=Technical_School_Education_____~1~src.25~~TN_for_background_knowledge_skil ls_+1_for_defaulting_to_skill,_+2_for_defaulting_to_specialization,_+3_for_defau l ting_to_attribute.~N Edge2=Pirate_Family__________________~3~src.30~~Character_has_a_big_family_with_ members_in_several_ports_all_around_the_world.~N Edge3=Braggart_______________________~-1~src.25~~Intelligence(6)_test_with_2_successes_to_not_show_off_when_telling_a_s tory.~N Edge4=Bad_Karma______________________~-5~src.29~+1BKF~Double_the_amount_of_karma_necessary_for_gaining_a_karma_pool_poi nt.~N [Attributes] MaxAttributes=28 BeCKScost= 0 IFM= 0 Body=5|+1|0|0|6 Quickness=6|0|0|0|6 Strength=4|+2|0|0|6 Charisma=4|0|0|0|4 Intelligence=4|0|0|0|4 Willpower=5|+1|0|0|6 Essence=6|0|0|-4,91|2,00 Magic=0|0|-0,9|0|0 Reaction=5|0|1|0|6 Initiative=1|0|1|1|2(3) BodyMax=6 QuicknessMax=6 StrengthMax=6 CharismaMax=6 IntelligenceMax=6 WillpowerMax=6 BodyRaceMaxMod=0 QuicknessRaceMaxMod=0 StrengthRaceMaxMod=0 CharismaRaceMaxMod=0 IntelligenceRaceMaxMod=0 WillpowerRaceMaxMod=0 e_armor_impactArmorMod=0 e_armor_ballisticArmorMod=0 [Pools] Combat=8 Control=0 Hacking=0 Spell=0 Task=0 CombatPoolMod=0 [Skills] SkillsBeCKScost=34 SkillsBeCKSKnowCost=29 SkillsBeCKSActCost=34 Skill0=Assault_Rifles(QCK)~[6]=6 Skill1=Cyber_Implant_Combat(STR)/Foot_Anchor~[4/6]=5 Skill2=Heavy_Weapons(STR)~[5]=5 Skill3=Athletics(BOD)~[3]=3 Skill4=Stealth(QCK)~[4]=4 Skill5=Etiquette(CHA)/Mercenary~[2/4]=3 Skill6=Leadership(CHA)/Military~[1/3]=2 Skill7=Small_Unit_Tactics(INT)/BattleTac_Systems~[3/5]=4 Skill8=Bike(REA)/HD-Scorpion~[1/3]=2 Skill9=ST:Arms_Dealers(KNO)~[4]=4 Skill10=ST:Security_Procedures(KNO)/Military~[3/5]=4 Skill11=SW:Magic(KNO)~[2]=2 Skill12=Mercenary_Groups(KNO)~[4]=4 Skill13=Mercenary_Hot_Spots(KNO)~[3]=3 Skill14=Russian(LAN)~[5]=6 Skill15=__Russian(LAN)__(RW)~[2]=0 Skill16=English(LAN)~[3]=3 Skill17=__English(LAN)__(RW)~[1]=0 MaxSkills= 34 Uneducated=0 [Cyberware] SensitiveSystem=0 AllCostsDouble=0 Cyber0=Boosted_Reflexes_[1]~0,50~15000~sr3.302~+1INI,~8P-Q~+1INI~~~3~N Cyber1=Autoinjector(A)~0,08~2000~mm.25~~6P-N~Triggered_release_of_substance~~~4~N Cyber2=Eyes,_Cyber_Replacement(A)~0,16~10000~sr3.300~~Legal~Holds_.5_Essence_of_ eye_mods_free_of_Essence_cost~0.5~E~2~N Cyber3=+_Eyes,_Flare_Comp(A)~0,08~4000~sr3.300~~Legal~Eliminate_glare_modifiers~ ~E~5~N Cyber4=+_Eyes,_Image_Link(A)~0,16~3200~sr3.300~~Legal~Display_text_and_images_in _field_of_vision~~E~4~N Cyber5=+_Eyes,_Microscopic_Vis.(A)~0,08~10000~mm.17~~Legal~-2_TNs_to_fine_manipulation_tests_(ex._elec_+_comp_b/r)~~E~5~N Cyber6=+_Eyes,_Thermographic(A)~0,16~6000~sr3.300~~Legal~Thermographic_vision~~E ~4~N Cyber7=+_Eye,_Rangefinder(A)~0,08~4000~mm.31~~5P-N~Shows_range_to_target.w/SM2_-1_TN_to_targets_at_Long_range_and_-2_TN_at_Extreme_range._Not_compatible_with_other_vision_magnifications.~~E~8~N Cyber8=+_Eyes,_Prot._Covers(A)~0,00~1000~sr3.300~~Legal~Protect_eyes~~E~4~N Cyber9=Ears_Cyber_Repl(A)~0,24~8000~sr3.299~~Legal~Holds_.5_Essence_of_ear_mods_ free_of_Essence_cost~0.5~R~2~N Cyber10=+_Ear_Dampener(A)~0,08~7000~sr3.299~~Legal~Protect_against_loud/damaging_sound~~R~4~N Cyber11=+_Ear_Hearing_Amp(A)~0,16~7000~sr3.299~~Legal~Similar_to_shotgun_microph one~~R~4~N Cyber12=+_Spatial_Recognizer(A)~0,16~2400~mm.18~~Legal~-2_TNs_on_sound_Perception_tests~~R~4~N Cyber13=Smartlink_Processor_II(A)~0,16~4000~mm.31~~5P-N~~~~6~N Cyber14=Induction_Pad(A)~0,08~400~mm.31~~5P-N~~~~4~N Cyber15=Lim._Simsense_Rig_(SmrtLnk)(A)~0,08~2000~mm.31~~5P-N~~~H~4~N Cyber16=Skillwires_[3]_MP_54(A)~0,48~162000~sr3.302~~Legal~~~~3~N Cyber17=Expert_Chipjack_Dvr_[3](A)~0,24~30000~mm.19~~Legal~+3_Pool_for_Skillsoft s~~H~4~N Cyber18=MultiSlot_Chipjack_3(A)~0,24~6000~mm.21~~Legal~Holds_3_chips,_access_to_ datasofts_and_knowsofts~~H~3~N Cyber19=Datajack(A)~0,16~2000~sr3.298~+1DJK~Legal~~~H~0~N Cyber20=Router(A)~0,08~2000~mm.22~~Legal~Connect_internal_cyberware,_10_ports_ma x~~H~0~N Cyber21=Obv._Cyber_ForeLeg~0,65~40000~mm.39~~Legal~~~~4~N Cyber22=Hydraulic_Jack_[4]~0,25~20000~mm.29~~Legal~+4_die_to_Athletics_(Running, _Jumping)_tests,_+80%_running_distance,_-4_Power_level_to_falls~~~5~N Cyber23=Obv._CyberLeg~1,00~75000~sr3.303~~Legal~~~~4~N Cyber24=Hydraulic_Jack_[4]~0,25~20000~mm.29~~Legal~+4_die_to_Athletics_(Running, _Jumping)_tests,_+80%_running_distance,_-4_Power_level_to_falls~~~5~N Cyber25=Foot,_Anchor+~0,00~15000~mm.29~~Legal~(STR+1)S_Damage,_1_point_of_Recoil _Reduction,_-1_Knockdown_TN__~~~6~N Cyber26=Direct_Neural_Interface~0,10~2500~sr3.303~~3-N~Control_devices_not_meant_to_be_controlled_cybernetically~~~4~N Cyber27=Optical_Memory_Chip_(500_mp)~0,00~3750~sr3.296~~Legal~Must_have_DNI_impl anted_in_the_limb_to_function.~~~0~N Cyber28=Pocket_Secretary_(Basic)~0,00~3000~sr3.287~~Legal~Must_have_DNI_implante d_in_the_limb_to_function.~~~0~N Cyber29=Personal_Comm_Unit_4~0,00~6000~cc.55~~Legal~number_of_channels_equal_to_ rating_*_2,_Flux_equal_to_Rating/2,_ECCM_equal_to_Rating,_and_Encryption_equal_to_Rating.~~~8~N Cyber30=Internal_GPS~0,00~2000~mm.17~~Legal~GPS_Positioning_system~~~5~N Cyber31=Orientation_System~0,00~15000~mm.17~~Legal~Mapping_unit,_display/use/record_map_data~~~5~N Cyber32=BattleTac_Cyberlink+~0,10~30000~mm.23~~2P-R~With_Orientation_System_and_Internal~~H~12~N CurrentEssence=1.09 [Bioware] Bio0=Enhanced_Articulation~0,60~40000~mm.066~s~+1NCT,~+1RCT,_1_addt'l_die_to_Combat,_Physical,_Technical,&_B/R_skill_tests~5~~~N Bio1=Synaptic_Accel.[1]~0,40~75000~mm.074~c~+1NNI,~+1INI~6~~~N Bio2=Synthacardium[2]~0,30~15000~mm.070~s~~+2_die_Athletics_and_heart_resistance _test~4~~~N Bio3=Sleep_Regulator~0,30~20000~mm.074~c~~Only_require_3_hours_of_sleep,_48_hour s_of_wakefulness_before_TN_modifiers_occur~4~~~N Bio4=Clean_Metabolism~0,20~10000~mm.076~x~~No_BO_or_unpleasant_gasses~4~~~N BioIndex=1.80 [Magic] MageType=Not Selected Adept=9 Magic=5 PhysAdMagic= 0 Max_Spells=0 Cur_Spells=0 BoughtSpellPts=0 AdeptSpellPts=0 TotemInfo= InitText= [Gear] Gear0=[3]Ordinary_Clothing_DwMod~8|-|-|-|3|Always|55|.8|sr3.284| Gear1=Fine_Clothing_DwMod~8|-|-|-|1|Always|550|1|sr3.284| Gear2=Armor_Clothing_~8|10|3|0|2|2/36hrs|500|1|sr3.284| Gear3=Real_Leather_Jacket_~8|-|0|2|1|Always|750|.75|sr3.284| Gear4=Armor_Vest_DwMod~8|12|2|1|1|2/36hrs|220|.8|sr3.284| Gear5=Armor_Vest_with_Plates_DwMod~8|10|4|3|2|3/36hrs|660|1|sr3.284| Gear6=Lined_Coat_DwMod~8|8|4|2|1|2/24hrs|770|.75|sr3.284| Gear7=Secure_Vest_DwMod~8|15|2|1|.75|3/36hrs|193|.9|sr3.284| Gear8=Secure_Long_Coat_DwMod~8|10|4|2|2|3/24hrs|715|.9|sr3.284| Gear9=Camo_Full_Suit_(Snow)_DwMod~8|-|5|3|2|5/36hrs|1320|1|sr3.284| Gear10=Thermal_Dampening_Rating_[4]_~21|-|4|-|x2/x4|6000|+2|cc.53| Gear11=Insulation_Rating_[2]_~21|-1|2|1|+1/+12hrs|300|+.25|cc.53| Gear12=Camo_Full_Suit_(Woods)_DwMod~8|-|5|3|2|5/36hrs|1320|1|sr3.284| Gear13=Thermal_Dampening_Rating_[4]_~21|-|4|-|x2/x4|6000|+2|cc.53| Gear14=X:Camo_Full_Suit_(Urban)_DwMod~8|-|5|3|2|5/36hrs|1320|1|sr3.284| Gear15=X:Thermal_Dampening_Rating_[4]_~21|-|4|-|x2/x4|6000|+2|cc.53| Gear16=X:Chemical_Seal_Rating_[2]_~21|-|2|-|+1/+12hrs|500|+.25|cc.53| Gear17=X:Nonconductive_Rating_[2]_~21|-|2|-|+2/+24hrs|400|+.25|cc.53| Gear18=X:Forearm_Guards_~8|12|0|1|.2|5/36hrs|250|.75|cc.51| Gear19=X:Security_Helmet_DwMod~8|-|+1|+2|0|12/14days|275|2|sr3.284| Gear20=X:+Ultrasound_Vision_(DNI)~8|-|0|0|0|-|1500|2|sr3.284| Gear21=X:+Elec._Vis._Mag_3_(DNI)~8|-|0|0|0|-|1350|2|sr3.284| Gear22=X:+Respirator_DwMod~8|-|0|0|0|-|550|2|sr3.284| Gear23=Light_Military_Armor_DwMod~8|-|7|6|(12+BODY)|18/1mth|27500|3|cc.51| Gear24=Thermal_Dampening_Rating_[4]_~21|-|4|-|x2/x4|6000|+2|cc.53| Gear25=+Chemseal_~8|-|0|0|0|-|12000|2|cc.51| Gear26=Military_Helmet_DwMod~8|-|+2|+3|3|18/1mth|2750|3|cc.51| Gear27=+Elec._Vis._Mag_3_(DNI)~8|-|0|0|0|-|1350|2|cc.51| Gear28=+Ultrasound_Vision_(DNI)~8|-|0|0|0|-|1500|2|cc.51| Gear29=+Respirator_DwMod~8|-|0|0|0|-|550|2|cc.51| Gear30=Master_Unit_Rating_[4]_~21|-|4|60|12/2wks|16000|2|cc.55| Gear31=Signal_Amp_[4]_~21|3|4|4|4/48hrs|1000|1.5|sr3.290| Gear32=[4]Personal_Comm_Unit_Rating_[4]_~21|9|4|.5|8/2wks|6000|2|cc.55| Gear33=X:Ultrasound_Emtr/Detcr_[4]_~21|8|4|.5|8/72hrs|1600|3|sr3.294| Gear34=X:Wire_Cutters_DwMod~10|12|1|Always|28|1|sr3.294| Gear35=X:Lockpick_Set_DwMod~10|10|1|6/1wk|55|2|sota.100| Gear36=X:Electronic_ToolKit_DwMod~10|3|5|5/48hrs|1650|2|sr3.288| Gear37=X:Glasscutter_Rating_[6]_DwMod~21|10|6|-|2/24hrs|20|.5|sota.97| Gear38=[2]Suction_Cup_DwMod~10|6|2|4/48hrs|11|1|sota.97| Gear39=X:Combat_Vest_DwMod~10|-|-|2/12hrs|209|1.5|sota.75| Gear40=X:[2]Rifle_Ammo_Pouch_~10|8|-|2/12hrs|11|1.5|sota.75| Gear41=X:[2]Small_Equipment_Pouch_~10|8|-|2/12hrs|12|1|sota.75| Gear42=X:Large_Equipment_Pouch_~10|6|-|2/12hrs|30|1|sota.75| Gear43=X:Small_Military_Rucksack_~10|-|.5|2/12hrs|110|1|sota.75| Gear44=X:Shotgun_Ammo_Pouch_~10|8|-|2/12hrs|8|1.5|sota.75| Gear45=Ascent/Descent_Kit_DwMod~10|3|2|always|275|1|sr3.295,fof.56| Gear46=Grapple_Gun_DwMod~10|7|2|4/36hrs|495|2|sr3.295| Gear47=Stealth_Grapple_Line_(100m)_~10|3|3|6/72hrs|85|3|sr3.295| Gear48=Stealth_Line_Catalyst_Stick_~10|9|0|6/72|120|2|sr3.295| Gear49=[5]Field_Rations_(Self_Heating)_~10|8|.1|4/48hrs|5|1|sota.75| Gear50=Sleeping_Bag_~10|4|1|Always|175|1|sota.75| Gear51=Survival_Kit_~10|-|2|2/48hrs|100|1|sr3.295| Gear52=[2]Ration_Bars_(10_Days)_~10|-|2|2/48hrs|30|1|sr3.295| Gear53=X:__[5]Micro_Flares_~5|10|6M|-|Always|75|1|sr3.295| Gear54=[10]Camoflauge_Netting_(per_10m^2)_~10|-|50|4/48hrs|150|1|sota.75| Gear55=X:Basic_Medkit_~13|3|2/24hrs|3|200|1.5|sr3.304| Gear56=X:[4]Stimulant_Patch_[6]_~13|6|2/24hrs|-|150|1|sr3.304| Gear57=X:[2]Tranq_Patch_[6]_~13|6|4/48hrs|-|120|2|sr3.304| Gear58=X:Trauma_Patch_~13|-|4/48hrs|-|500|4|sr3.304| Gear59=X:[6]Cram_~22|4M|2|5/50|4/12hrs|20|1|mm.121| Gear60=X:[6]Jazz_~22|4M/5P|2|2/8|8/4days|40|3|mm.119| Gear61=X:[2]Kamikaze_~22|4P|2|2/10|5/4days|50|5|mm.???| Gear62=X:BTL_Direct_Input_Chip_~20|BTL|1|?|3/12hrs|250|1|sr3.296| Gear63=[4]Plastic,_Compound_IV_B:-6/m_~7|6|6|4|8/48hrs|80|1|sr3.283| Gear64=[4]Plastic,_Compound_IV_B:-6/m_~7|6|6|4|8/48hrs|80|1|sr3.283| Gear65=[4]Plastic,_Compound_IV_B:-6/m_~7|6|6|4|8/48hrs|80|1|sr3.283| Gear66=[3]Timer_~7|6|-|.5|4/48hrs|100|2|sr3.283| Gear67=Radio_Detonator_~7|8|-|.25|4/48hrs|250|2|sr3.283| Gear68=AK-97___________________(AsRf)_~3|3|38©|SA/BF/FA|8M|4|3/36hrs|700|2|None|sr3.278||| Gear69=__Shock_Pads_(RC:1)_~6|-|-|1|.25|2/24hrs|200|.75|for_shotgun,_rifle_or_Hip_Brace|sr3.282| Gear70=__Smartlink_level_II,_External_~6|Top/Under|-2|-|.75|6/48hrs|800|2||mm.32| Gear71=__Fore_Grip_~6|Under|(-1)|1|.5|2/24hrs|100|1||cc.35| Gear72=__Bipod_~6|Under|-|2|2|6/12hrs|400|1||sr3.282| Gear73=Bayonet_on_Rifle,_Dikoted_~1|0|+2|(STR+3)S|0,75||1500||SR3-XXX|| Gear74=__Sling_~6|-|-|-|.1|2/12hrs|20|1||cc.33| Gear75=__[7]Spare_Clip_~5|-|-|-|.75|5|.75|sr3.282| Gear76=Ares_Alpha______________(AsRf)_~3|2|42©|SA/BF/FA|8M|5|8/48hrs|2000|4|Grenade_Launcher_8(m),_RC(2),_Smartlink-2|cc.22||| Gear77=__Shock_Pads_(RC:1)_~6|-|-|1|.25|2/24hrs|200|.75|for_shotgun,_rifle_or_Hip_Brace|sr3.282| Gear78=__Grenade_Link_~6|-|-|-|.1|8/48hrs|750|2||cc.33| Gear79=__Rangefinder_~6|Top/Under|-|-|.1|2/24hrs|150|.8||cc.33| Gear80=__Sound_Suppresser_~6|Barrel|(-2)|-|.5|6/48hrs|750|2||sr3.282| Gear81=__Sling_~6|-|-|-|.1|2/12hrs|20|1||cc.33| Gear82=__[7]42-Rnd_Clip_(APDS)_~5|8|-|7|14/14days|299|4|sr3.281| Gear83=__[10]42-Rnd_Clip_(APDS)_~5|8|-|10|14/14days|299|4|sr3.281| Gear84=__[5]42-Rnd_Clip_(Gel)_~5|8|-|5|4/48hrs|131|1|sr3.281| Gear85=X:Franchi_SPAS-22_________(ShtG)_DwMod~3|2(4)|10(m)|SA/BF|10S|4|8/8days|1100|2|Smartlink-2,_Fold_Stock(1RC,-2Conc)|cc.23||| Gear86=X:__Fore_Grip_~6|Under|(-1)|1|.5|2/24hrs|100|1||cc.35| Gear87=X:__Sling_~6|-|-|-|.1|2/12hrs|20|1||cc.33| Gear88=X:__[10]Shock_Lock_Rnds_(10)_~5|8|(See_Rules)|.75|5/48hrs|70|2|cc.39| Gear89=X:__[10]Stun_Rnds_(10)_~5|8|(As_Weapon)Stun|.5|3/12hrs|25|1|cc.39| Gear90=X:__[50]Flechette_Rnds_~5|8|(see_rules)|.05|3/36hrs|10|.8|sr3.281| Gear91=X:ArmTech_MGL-6__________Smart2_(GrLn)_DwMod~3|6|6©|SA|(Grenade)|2,25|6/36hrs|4400|3|None_Smart2|cc.26||| Gear92=X:__Grenade_Link_~6|-|-|-|.1|8/48hrs|750|2||cc.33| Gear93=__[5]IPE_Offensive_HE_Minigrenade_~5|8|15S|.1|10/9days|120|3|cc.41| Gear94=__[5]Off._HE_Minigrenade_B:-1/m_~5|8|10S|.1|6/6days|60|3|sr3.283,fof.48| Gear95=X:__[4]Smoke_Minigrenade_~5|8|-|.1|5/24hrs|60|3|sr3.283| Gear96=X:__[4]Smoke_(IR)_Minigrenade_~5|8|-|.1|6/48hrs|80|3|sr3.283| Gear97=X:__[6]Gas_Minigrenade_~5|8|NeuroStun|.1|10/6days|120|3|sr3.283,fof.48| Gear98=X:Ingram_Valiant___________(LMG)_DwMod~3|-|belt/50©|BF/FA|7S|9|6/5days|1650|2|Hip_Brace(1RC),_Gas_Vent_II(2RC)|sr3.279||| Gear99=__Smartlink_level_II,_External_~6|Top/Under|-2|-|.75|6/48hrs|800|2||mm.32| Gear100=__Fore_Grip_~6|Under|(-1)|1|.5|2/24hrs|100|1||cc.35| Gear101=__Bipod_~6|Under|-|2|2|6/12hrs|400|1||sr3.282| Gear102=__[450]Regular_Rnds_~5|8|-|.05|2/24hrs|2|.75|sr3.281| Gear103=__[450]Gel_Rnds_~5|8|(see_rules)|.025|4/48hrs|3|1|sr3.281| Gear104=Flame_Thrower__________(Flthr)_~3|-|10|SS|8M|21|10/1wk|1000|3|Accessory-Underbarrel_Rifle_Mod._+_200_nuyen_(see_rules)|cc.30||| Gear105=[2]M79B1_LAW______________(MisLn)_~3|4/-|1|SS|(As_M79B1_LAW_Rocket)|4|6/36hrs|700|2|One_use_ONLY|cc.28||| Gear106=__[6]Concussion_Grenade_B:-1/m_(N)_~5|6|12M_Stun|.25|5/4days|30|2|sr3.283| Gear107=__[2]IPE_Concussion_Grenade_(N)_~5|6|16M_Stun|.5|8/1wk|70|2|cc.41| Gear108=__[6]Gas_Grenade_(N)_~5|5|Neuro-Stun_VIII|.5|8/4days|60|2|sr3.283| Gear109=__[2]Flash_Grenade_(N)_~5|6|(Special)|.25|4/48hrs|40|1|cc.41| Gear110=__[6]Flare_Grenade_(N)_~5|6|(Special)|.25|2/24hrs|40|1|cc.41| Gear111=__[3]Smoke_Grenade_(N)_~5|6|-|.25|3/24hrs|30|2|sr3.283,fof.48| Gear112=__[3]Smoke_(IR)_Grenade_(N)_~5|6|-|.25|4/48hrs|40|2|sr3.283,fof.48| Gear113=X:ActiveSoft_Spec._[3]_Biotech/First_Aid_~20|Active|3|18|6/4days|1800|1.25|sr3.296| Gear114=X:ActiveSoft_Gen._[3]_Wilderness_Survival_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear115=X:ActiveSoft_Spec._[3]_Polearms/Bayonets_~20|Active|3|18|6/4days|1800|1.25|sr3.296| Gear116=X:ActiveSoft_Spec._[3]_Throwing_Weapons/Grenades_~20|Active|3|18|6/4days|1800|1.25|sr3.296| Gear117=X:ActiveSoft_Gen._[3]_Launch_Weapons_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear118=X:ActiveSoft_Gen._[3]_Gunnery_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear119=X:ActiveSoft_Gen._[3]_Demolitions_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear120=X:ActiveSoft_Gen._[3]_Lockpicking_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear121=X:ActiveSoft_Gen._[3]_Electronics_B/R_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear122=X:ActiveSoft_Gen._[3]_Electronics_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear123=X:ActiveSoft_Gen._[3]_Car_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear124=X:ActiveSoft_Gen._[3]_Boats_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear125=X:ActiveSoft_Gen._[3]_Rotorcraft_~20|Active|3|27|6/4days|2700|1.25|sr3.296| Gear126=X:KnowSoft_Gen.[3]_Paranimals_~20|Know|3|27|4/4days|2700|1.25|sr3.296| Gear127=Music:_Playback_Unit_~14|9|.5|Always|200|.75|sr3.285| Gear128=Music:_Quad_Speakers_~14|-|5|Always|100|.75|sr3.285| Gear129=[4]Music:_Disk/Chip_~14|12|-|Always|20|.75|sr3.285| TotalWeight=30,5 [Vech] Vech0=Harley-Davidson_Scorpion_______DwMod~24|4/5|120/6|2/1|2/2|-/0|4/60|2m|14850|2/24hrs|1||sr3.308,_r3.158||Choppers Vech1=__Datajack_Port(Motorcycles)_____~23|5000|3/72hrs|1.5|Vehicle_Facility|112_hrs/Vehicle_B/R(4)|1|15kg||sr3.306,r3.128||Datajack/Other Vech2=__Library_Transponder_Chip_[2]___~23|240|5/48hrs|2|Electronics_Kit|2_hrs/Electronics_B/R(4)||||r3.100||Library_Transponder_Chips Vech3=Gaz-Willys_Nomad_______________~24|3/3|100/9|4/0|2/2|-/0|18/850|2+1b|34500|2/48hrs|1|Roll_Bars|r3.166||Sport_Utility_Vehicles Vech4=__Concealed_Armor_[4]____________~23|8000|8/21days|3.5|Vehicle_Facility|32_hrs/Vehicle_B/R(2)|12|Body^2*5kg||r3.132||Concealed_Armor Vech5=__Datajack_Port__________________~23|2500|3/72hrs|1.5|Vehicle_Facility|56_hrs/Vehicle_B/R(4)|1|15kg||sr3.306,r3.128||Datajack/Other Vech6=__Electronics_Port_______________~23|1000|3/6days|1|Vehicle_Shop|8_hrs/Electronics_B/R(3)||||r3.145||Other Vech7=__Roll_Bars______________________~23|2000|3/72hrs|1|Vehicle_Shop|24_hrs/Vehicle_B/R(3)||||r3.133||Protective_System_Modifications Vech8=__Electric_Shock_System__________~23|2000||1.00|Vehicle_Facility|40_hrs/Vehicle_B/R(4)||||r3.150|Anti-Theft_Systems Vech9=__Ring_Mount_____________________~23|3000|8/14days|2|Vehicle_Shop|8_hrs/Vehicle_B/R(3)|1|25kg|-6_Recoil|r3.138||Non-Fixed_Mounts Vech10=Vehicle_Smoke_Projector(Small)_~26|700|5/14days|1|2.5|r3.101||Vehicle_smoke_generator Vech11=__Library_Transponder_Chip_[2]___~23|240|5/48hrs|2|Electronics_Kit|2_hrs/Electronics_B/R(4)||||r3.100||Library_Transponder_Chips Vech12=__Photovoltaic_Chameleon_Paint___~23|5000|6/14days|1.5|Vehicle_Shop|72_hrs/Electronics(6)||||r3.152||Other Vech13=__Morphing_License_Plate_________~23|5000|8/14days|2|Electronics_Kit|2_hrs/Electronics_B/R(4)||1kg||r3.100||Other Mod0=0 Mod1=0 ControlPoolMods=0 VCR=0 [Deck] Mod0=0 Mod1=0 HackingPoolMods= 0 DeckInfo0=0 DeckInfo1=0 DeckInfo2=0 DeckInfo3=0 DeckInfo4=0 DeckInfo5=0 MPCP= 1 Persona0=1 Persona1=1 Persona2=1 Persona3=1 DeckName= Otaku=0 [Contacts] Contact0=Bartender~~~~Bartender_____________________~1~~~0 Contact1=Street_Doc~~~~Street_Doc____________________~1~~~0 Contact2=Dwarven_Rocker~~~~Rocker~2~~~10000~X Contact3=Mercenary_Dealer~~~~Dwarven_Mercenary~2~~~10000~X Contact4=Decker~~~~Decker~1~~~5000~X [Karma] TotalKarma=0 SpentKarma=0 RemainKarma=0 PropKarmaSpent=0 LostKarmaPool= KarmaPool=1 AdvBeCKKarmaPoolMod=0 AdvBeckState=False BadKarmaFlaw=True KarmaChange=False [GMInfo] NoRulesMoney=0 GM0=Index:_Body_attribute_modified:_NoRules_11-28-2023 |
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#4
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Wordsmith ![]() ![]() Group: Dumpshocked Posts: 587 Joined: 21-June 10 From: Leeds, UK Member No.: 18,740 ![]() |
I'd generally be fine with that at my table, apart from starting with the light milspec - just because it's such a game changer once you start auto-spaning attacks. Otherwise, it's not too out there. You'd have higher starting stats than everyone else we normally play with, but that's because we use the build point system rather than priorities, and we capped the BP you can assign to attributes to 50 - so people have to choose what to specialise in, or throw cyber/bio at a problem to deal with it. I.e. you have to make hard choices and you can't just mary-sue to be good at pretty much everything. But that's very much a house-rule.
One thing I would note is that I don't see the point of the bayonet on the AK - as you'd be defaulting to strength on your melee attacks, and fishing for 8s to hit. Need to put some points into pole weapons, or just rely in the cyber-attacks that you do have a skill in. Certainly I wouldn't say it's broken - and I've seen some far more grim characters at char-gen than that! |
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#5
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,817 Joined: 29-July 07 From: Delft, the Netherlands Member No.: 12,403 ![]() |
One thing I would note is that I don't see the point of the bayonet on the AK - as you'd be defaulting to strength on your melee attacks, and fishing for 8s to hit. Need to put some points into pole weapons, or just rely in the cyber-attacks that you do have a skill in. For bayonets you can default to the assault rifles skill(if not mistaken), but I cheesed it with a specialization-skillsoft 3 + Enhanced Artwinkulation + Chipjack Expert Driver = 4d6 + combat/task pool (depending on how you rule the effect of an expert chipjack-driver...). The +2 Reach helps a lot of course, but might be especially useful when combating spirits in a contest of wills (using willpower and doing [charisma] moderate damage). I must say I really liked the previous suggestion of dropping the milspec and use that nuyen for a trauma damper. |
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Lo-Fi Version | Time is now: 10th May 2025 - 05:47 PM |
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