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> Help Wanted, I am apparently FAIL at character creation... tips plz!
Heath Robinson
post Feb 12 2010, 03:49 AM
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QUOTE (Tymeaus Jalynsfein @ Feb 12 2010, 03:11 AM) *
it functions as a limiter for game balance purposes only...

Actually, every 2 points of Essence loss subtracts a dice from Healing skill tests being used on you.

QUOTE (Page 253 @ Anniversary BBB Printing)
healing modifiers table
situation/dice pool modifier
...
Patient has implants/–1 per 2 points of lost Essence
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overcannon
post Feb 12 2010, 03:52 AM
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The healing penalty isn't the real problem, the threat comes from things that cause essence drain, such as any of the HMVV strains, or anything that has the essence drain capability. Those cause you to essentially instantly die if you are hit. Otherwise, it really isn't much of a problem, just run if you see ghouls.
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wind_in_the_ston...
post Feb 12 2010, 03:57 AM
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Oops, I meant EDGE. Fixed. Sorry, and thanks!
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overcannon
post Feb 12 2010, 03:59 AM
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Well, there you have it sports fans.

More importantly, I am curious as to how he has one edge considering that he appears to be human.
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wind_in_the_ston...
post Feb 12 2010, 04:10 AM
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Actually, the stats seem to be ork.

Oh, was the lowlight vision listed in the qualities section, just because it came with the ork package?
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overcannon
post Feb 12 2010, 05:20 AM
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QUOTE (wind_in_the_stones @ Feb 11 2010, 10:10 PM) *
Actually, the stats seem to be ork.

Oh, was the lowlight vision listed in the qualities section, just because it came with the ork package?


I thought lowlight was just for elves.

Edit: My mistake, orks too. Still, at least one stat is wrong.
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Deadpool
post Feb 12 2010, 05:27 AM
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yea the race was using ork
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Deadpool
post Feb 12 2010, 05:40 AM
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Ok, based on suggestions you all have made here is where im at now... if im heading in the wrong direction please let me know

ORK
Body: 6 Charisma: 6 EDGE: 1
Agility: 7 Intuition: 4 INITIATIVE: 11
Reaction: 7 Logic: 3 PASSES: 3
Strength: 5 Willpower: 3 Essence: 1

these are stats after modifiers

KNOWLEDGE SKILLS
"Corp (Ares Macrotechnology) 2
Corp (Security Companies) 2
Hangouts (Safehouses) 2
Design (Firearms)
Comic Books 2
Corp (Renraku) 2
Corp (Shiawise) 2
Corp (Novatech) 1

LANGUAGE SKILLS
"Or'zet N
French N
English 2
Japanese 2
German 2


ACTIVE SKILLS
"Influence (Group) 4
Gymnastics 2
Armorer 2
Pistols (Heavy Pistols) 5 (+2 SPEC)
Unarmed Combat (Muy Thai) 5 (+2 SPEC)
Dodge 3
Perception (visual) 2 (+2)
Pilot Ground Craft 2

QUALITIES
Bilingual
Martial Arts (2) [Maneuvers: Kick Attack.Finishing Move]
Ambidextrous
Records on File

SINner (Standard)
Thrill Seeker
Signature
Low-Light Vision (RACIAL)

CONTACTS
"Ares Fixer (Connection 4, Loyalty 3)
Mr. Johnson (Connection 2, Loyalty 2)

CYBERWARE/BIOWARE
"Cyber/Bioware:
Wired Reflexes II
Bone Density Augmentation (4)
Muscle Augmentation (1-4) 2
Muscle Toner (1-4) 2
Enhanced Phermone Receptors (3)
Tailored Pheromones (1-3) 2
Reflex Recorder- Skill
Reflex Recorder- Skill
Cybereye Rating 2 (Std.)
Flare Compensation
Smartlink
Thermographic Vision
Vision Enhancement (1-3) 2

GEAR/Vehicle
Form-Fitting Body Armor Full-Body Suit
Mortimer Greatcoat Suit
120 Ammunition per 10 Regular Ammo
40 Ammunition per 10 Explosive Rounds
2 Firearm Accessories Quick-Draw Holser
2 Firearm Accessories Silencer
DocWagon Contract Basic
Suzuki Mirage
X2 Ares Predator IV
Custom Look (2)
Ammo Skip System
Barrel Extension
Extended Clip
Gecko Grip
Voice Activation/Response
1 month med lifestyle...


OK... so I think this is a little better? If im doing this wrong let me know what i should change
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Glyph
post Feb 12 2010, 06:12 AM
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Not bad. Tailored pheromones don't actually modify Charisma, though - they only add bonus dice. One thing - I would take fewer languages, at higher ratings. Your language rating caps your effective social skills.
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Deadpool
post Feb 12 2010, 06:21 AM
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Thanks! ill work on that
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Stingray
post Feb 12 2010, 07:44 AM
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.. couple things i noticed was missing:
Actioneer Business Clothes (for better class meetings)/Synergist Business Line (Arsenal p.46, more expensive,better armor,longcoat give -4
concealibilty.)
Armor w/modifications (Chemical Protection,Fire Resistance,Non-conductivity,Insulation)
Helmet
Gas mask/Respirator
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Deadpool
post Feb 12 2010, 07:47 AM
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ill get on that too =) thank you guys for all your help, this has been very enlightening for me!
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FriendoftheDork
post Feb 12 2010, 10:59 AM
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Charisma 6 is included Tailored Pheromones? So it's really only 3? Then it's ok I suppose, except I'd have gone for a 4 maybe.

Edge is really good. I'd try to get in to 3 at least or you will be sorry when the glitches comes calling.. or when you roll 16 dice and fails to get a single hit... yeah it happens.

I might consider lowering unarmed combat- especially with the specialization. How often are you going to goe toe-to-toe with a goon? With agility 7 you will be able to kick ass even with a fairly low skill . 12 dice should be enough against most opponents. And if you meet a tricked up physical adept or a huge troll you don't want to go toe-to-toe with them anyway - just do the Indiana Jones trick (IMG:style_emoticons/default/wink.gif)

SnS and/or tasers will be very good for you. Keep ambidexterity, use 2 defiance ex-shockets for 2 shots a round with BASE damage value 10 and -half armor - it's the equivalent of a panther assault cannon only
1. Better penetration against high armor targets
2. Stun damage which is better against high body targets like trolls
3. 2 shots per round instead of one (IMG:style_emoticons/default/wink.gif)

You might even wanna carry 2 additional tasers so you can quickdraw them when you're out of ammo.

As long as you fire only one weapon per simple action, dual pistols etc. are nice. Dual ruger warhawks have nice damage and penetration. If you have 2 SMGs or machine pistols capable of being fired in one hand, you could maybe fire one long burst each. By RAW you can only fire one long burst per action phase though. Still, by firing 1 burst from each weapon (1 long and 1 short) you could concievably get recoil compensation for both weapons (as that's what the dual gun rules indicate.)

Even if I'm wrong about the autofire thing, dual tasing and SS pistol shooting isn't a bad call.
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Heath Robinson
post Feb 12 2010, 01:18 PM
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Drop Dodge and sink 8 of the BP into Gymnastics 4. You already have Unarmed Combat for Melee Defense, and building for the Gymnastic Dodge option is just plain superior to baseline Dodge except in rare circumstances (things like having MBW). You can use it for things that aren't defense tests, for a start.

I'd like to second akimboing Ruger Superwarhawks. The extra DV and AP over heavy pistols is cool, and their extra AP over assault rifles is useful. Load them with EX Explosive and you have a reasonably effective spirit killer. It seems that you're a secondary combatant, so it's viable to choose weapons that are more specialist in use. Sure, two rounds at 7P/-3 is not a ten round burst from an automatic weapon, but it does pack a punch.
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Glyph
post Feb 12 2010, 10:14 PM
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QUOTE (overcannon @ Feb 11 2010, 07:52 PM) *
The healing penalty isn't the real problem, the threat comes from things that cause essence drain, such as any of the HMVV strains, or anything that has the essence drain capability. Those cause you to essentially instantly die if you are hit. Otherwise, it really isn't much of a problem, just run if you see ghouls.

Essence drain doesn't work that way. You need to be incapacitated (or participating willingly) for them to use it on you - and if you're incapacitated, they can just kill you anyways. Plus, ghouls don't have essence drain.
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Rystefn
post Feb 12 2010, 10:44 PM
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Linguasofts, yo. I can't tell you the number of times it's saved someone's bacon in games I've played.
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wind_in_the_ston...
post Feb 13 2010, 02:48 AM
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QUOTE (Heath Robinson @ Feb 12 2010, 09:18 AM) *
Drop Dodge and sink 8 of the BP into Gymnastics 4. You already have Unarmed Combat for Melee Defense, and building for the Gymnastic Dodge option is just plain superior to baseline Dodge except in rare circumstances (things like having MBW). You can use it for things that aren't defense tests, for a start.


I agree with this for the most part, mainly because Deadpool already has listed a Gymnastics skill. But I'd do it differently. Drop both Dodge and Gymnastics, regaining 20BP, and spend it on Athletics group. Same Gymnastics score, but you also have run, climb and swim.
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The Jake
post Feb 13 2010, 02:54 AM
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QUOTE (Patrick the Gnome @ Feb 11 2010, 04:29 AM) *
It might be a little tough to build a character who's both good at duel wielding pistols and unarmed combat. Not impossible, just difficult. I'm assuming you're going the cybered direction with this? I would definetly suggest cyberarms to any duel wielder. Cyberarm slide, cyberarm gyromount, cheap agility bonuses, these are all your friends. Plus cyberarms automatically make your melee attacks deal physical damage.

I'd also suggest using automatic pistols rather than heavy, you can get pretty significant damage from them by modifying them up to Full Auto weapons and can generally compensate for the recoil of long bursts pretty easily (again, cyberarm gyromount is your friend, although not your only option if you'd prefer to save those arm slots for some other toys or stats). It is, unfortunately, impossible to Full Auto Burst with 2 weapons at the same time, but 2 short bursts and 2 long bursts on a target in one IP will make your enemies hurt. I also like stick n' shock rounds in my automatic pistols, most autos can't get up to 6 damage on their own, and stunning your enemies with electric damage is always useful, especially if you don't always one shot them.

On the topic of martial arts, I know there's plenty of room for abuse there for a creative player. Hardliner gloves, boxing/muay thati bonuses, martial arts specialization, maybe take something from one of the Gun Fu practices to decrease your firing from melee penalties and you should be fine.

Your skills are a little spread out, but if you want social skills, I wouldn't suggest bothering with anything except negotiation, intimidation, and con, and 1 point with a specialization is probably good enough so long as you aren't the party's main face and your charisma isn't god awful.


Use a search on Grammaton Cleric. There's been a few builds posted which readily fit this description.

That said, the build posted is quite solid.

- J.
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Patrick the Gnom...
post Feb 13 2010, 06:10 AM
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I think Dodge is fine for this character. He certainly doesn't sound like he has any Gymnastics training and for a secondary combatant he's likely to be using a few of his IPs for full defense, at least often enough to justify the cost of the Dodge skill. Athletics group is pretty lousy IMHO, unless you're running from things and swimming a lot it's not worth it to get the group.
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wind_in_the_ston...
post Feb 14 2010, 05:53 AM
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QUOTE (Patrick the Gnome @ Feb 13 2010, 02:10 AM) *
I think Dodge is fine for this character. He certainly doesn't sound like he has any Gymnastics training and for a secondary combatant he's likely to be using a few of his IPs for full defense, at least often enough to justify the cost of the Dodge skill. Athletics group is pretty lousy IMHO, unless you're running from things and swimming a lot it's not worth it to get the group.


Yes but Gymnastics and Dodge are functionally identical for this character.

You may not need to run from things, but don't forget that this is a melee guy, and will often be running to things. I'm sure my group is different from yours, but everyone has to make climbing and swimming checks at some point. I wonder which group Deadpool's is more like - mine or yours? For my team, Athletics group at 1 is highly recommended.
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Tachi
post Feb 14 2010, 06:30 AM
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Looks good, but unless you really want him to be a gun geek I'd drop Armorer and weapons design and use the points elsewhere. If it doesn't play a very big role in the characters life, they're not really important. But, If you need it for character fluff or think you'll need it then keep it, you can built it up quick and become the team's armorer, otherwise, lose it.

But, that's just my opinion, and nobody listens to me anyway...
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Tymeaus Jalynsfe...
post Feb 16 2010, 03:36 AM
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QUOTE (wind_in_the_stones @ Feb 13 2010, 10:53 PM) *
Yes but Gymnastics and Dodge are functionally identical for this character.

You may not need to run from things, but don't forget that this is a melee guy, and will often be running to things. I'm sure my group is different from yours, but everyone has to make climbing and swimming checks at some point. I wonder which group Deadpool's is more like - mine or yours? For my team, Athletics group at 1 is highly recommended.


Odd... I have never had to make a swimming check in all the years that I have played Shadowrun... even though I routinely buy the skill... I have, however, used Climbing a lot...

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wind_in_the_ston...
post Feb 16 2010, 06:14 AM
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Last time i was in the water, I died. that's what happens when you're last in line, and you have spirit bane (water)... and there's a hidden water spirit... that beat your initiative...

Making my swim check only helped me get to where the spirit was. (IMG:style_emoticons/default/frown.gif)
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Tymeaus Jalynsfe...
post Feb 16 2010, 06:29 PM
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QUOTE (wind_in_the_stones @ Feb 15 2010, 11:14 PM) *
Last time i was in the water, I died. that's what happens when you're last in line, and you have spirit bane (water)... and there's a hidden water spirit... that beat your initiative...

Making my swim check only helped me get to where the spirit was. (IMG:style_emoticons/default/frown.gif)



WOW... that is just brutal...

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