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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 ![]() |
I know I'm not a Shadowrun noob, but I do like to get other opinions on things, and characters are always fun to discuss. Being built with 750 karma, he's pretty intense.
I'm still figuring out what to do with the A. last 4 karma, B. last .5 points worth of Adept powers(what would fit an ex pit-fighter?) and that last Martial Arts maneuver(same.)Also, if anything could be tinkered with/changed/improved, I'm all ears. I was thinking about a Perception specialization, as I do see him as rather perceptive(I was thinking hearing or smell, in particular.) I also might take him the ''Blades Used in Odd Areas'' bonus to Sangre y Acero, but I dunno which would work better. I was thinking of Body Boost to let him pump up to take damage better. (Honestly, I had an original version of this build that used all cyber and bioware, but for some reason I felt making him an Adept could add to the story and the like.) Im also not sure which I see him with more-the 6/+2 Unarmed/Martial Arts, and the 4/+2 Blades/Leg Mounted Blades, or 5/+2 in each. It's more of a style thing, really. I need a good uncommon stimuli for his flashbacks, as well. I dunno why I like this idea, but I do. I feel like it could go anywhere, depending on the group he's in. Really, if you stratch underneath everything, he's not that terrible of a guy. There was ONE other option I thought of for him; and that was to ditch the Synaptic Boosters(1.4 essence spent), and pick up as his powers Critical Strike 2, Elemental Strike: Blast, and Improved Reflex 1(3 points spent), and take Bone Density 3(.9, so he'd be down to a 3 magic). He'd lose some of the cool utility stuff I could buy, but this version would be a ''tankier'' version, if you will. But then I thought again and realized if that was the case, maxing out Magic and then taking half of it away(1-2 points is cool, but when you start going further down)....I might as well have just kepted him as cyber. So I MIGHT try to run with this version here. (Im not as concerned with power as I am with just...cool factor and what fits the dude at the end of the day.) Also trying to figure out a quote or three. Nothing helps me get into a character's head more than figuring out quotes. (IMG:style_emoticons/default/biggrin.gif) Ex-Prisoner/Pit-Fighter, trying to find a place System: Runner's Companion Karmagen System(750 Karma to start) House Rules Used: No Availability limit at chargen, full compliment of all +/- qualities between SR3 and SR4 books [ Spoiler ] Undecided on his lifestyle, I'm going to fiddle with the Lifestyle points a bit. Gear is not finished yet, and I still need to add in the rest and all the nuyen(I have a rough addup.) Quick Background/Fluff: [ Spoiler ] So yeah, questions, comments? Anyone? Bueler? (IMG:style_emoticons/default/biggrin.gif) |
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,168 Joined: 15-April 05 From: Helsinki, Finland Member No.: 7,337 ![]() |
I can kinda see what you mean. Looking over the combat section here, I'm looking at what you can do in a turn. A melee attack is a complex action, so he really only gets a free one beforehand. Now, granted, if worst came to worst, he wouldn't be against popping a shot or two with his revolver; he's not dumb. Also, when he DOES get into melee range...a 12P damage code that halves armor(Elemental Strike: Blast), BEFORE he throws his 17 dice, means that whatever he hits is not going to live unless they are a Body-twinked troll in full military armor. This guy's hits hurt, and that's what I was going for.
Now, with a 10 Initative, he's likely to be going before most typical opponents-even improved guards are running initatives of what, 7-8(with a Jazz popper or wired 1.), but bad rolls can always happen on my side/good rolls on theirs; he does have a 3 edge which I could spend for an extra pass during the more hairy fights. Now, the thing is, you never want to be shot at, but naturally...well, people get shot at. With a 5 reaction and Combat Sense, he gets to throw 6 dice for dodging(not full defense), which isn't bad; his 15(!) Ballistic armor(after Mystic Armor is added in), almost guarentees stun damage unless it's a powerful gun and the guy is good(but stun damage isn't harmless, naturally. His Stun track is one less than his physical and Ive lost track how many times people went down to Stun, not to mention it gives him penalties. So harmless it isnt.) But with a 5 body and 15 armor, he's got things stacked for him(but again, I don't know how many times ive seen players with a ton of armor and good Body end up still taking a couple boxes of Stun. 6 Stun is a lot harder to stage down to nothing than it looks.) This part here kinda threw me off a minute: QUOTE If you move before your target in an IP, your character is likely to get shot twice if he tries running towards a hostile character. You mention I could get shot twice if I go first...I thought that if your initiative is lower than the other person, you can't go until they do...isn't that kind of the point of Initiative(unless the shooter can borrow an action?) I admit, as much as we have played, there have been a few things that we glossed over(and a lot of our games end up as data-searching or combat in small areas where a lot of this never comes up. I have no idea. (IMG:style_emoticons/default/biggrin.gif) ) If I roll a 12, and Pistol Guard A rolls a 9, and we are, say 25 meters apart...he can still shoot me when I run at him to attack(since the run is a Free action, and the attack is my Complex, thus using up my turn)? What is the point of his Initiative, then? Now, I can understand if HE rolled the 12 and I rolled and 11, he could hold his action until I chose to go, THEN try to pop a cap in me. Alright, so Running is a Free Action, so he can indeed cover ground before his attack(and do it in the same turn.) Each hit on a Running test(Str, right now he's got 13 dice to roll-if I broke the group up, his Sprint specialization would count if I took it and add more, adds 2 meters to his distance he can cover; as a human, he can cover a base 25/M in a turn. Rolling Sprinting, and say nailing 4 hits(not hard with 13 dice, especially 14-15 if I specialized/took the adept power), extends that 8 meters to 33, which is Long range with a heavy pistol, Extreme with light and holdout, and Medium with an SMG(all the most likely to run-against firearms.) Now, he'll take a -2(unless it's treated as a charge), to take the hit at the guy. I might be missing a factor or factors here; if anything this is a learning experience. Basically, unless the gun users are more than 25m away, I would not have to make a Running/Sprinting test to reach them in my free action; I can then use my complex to attack. Further than that, and yeah. Now, there's the shots. If they go first and blow their turn making a shot...they can't take one at me if I rush them, can they? Now, if they HOLD their action, yeah, that's when the stuff will come in and I'll have to worry about the dodge/soak before I get to them. I agree, though, the tough part of a melee fighter isn't the fact they are bad at all(in fact, in melee range they can be amazing), but it's finding the top ways to close the distance to get at your advantage(and put them at a disadvantage, unless they have Firefight/Krav Maga.) So I'm guessing the Fast Talk comes into play to basically try to taunt and confuse the bastard into not shooting before me as I slowly close the distance without him realizing it? |
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Lo-Fi Version | Time is now: 12th June 2025 - 12:18 PM |
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