Sample Characters, Redux, Because a monkey could do better |
Sample Characters, Redux, Because a monkey could do better |
Sep 29 2006, 07:07 PM
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#1
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
I didn't find anything like this via searching, but I could have weak Search-fu.
A number of people seem to be looking at the Sample Characters in the book, and we know we don't want folks to do that. So I'm proposing the learned members of DS create the realistic versions of those characters. I'm going to start with our maligned favorite, the Covert Ops specialist. I'm going to keep the new version as close to the original as I can, for ease of use. Here's my version of the character, now with items she can use! Feel free to tack on your own, either modified versions, or completely new samples.... This one isn't entirely optimized either, but it's close to the original in feel, I think. If desired, you could turn the cyber eyes and ears in to gear easily enough. [ Spoiler ]
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Sep 29 2006, 07:59 PM
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#2
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Shooting Target Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 |
Great idea! I call dibs on doing the.....Toxic Ecoterror Shaman. Ok, so it's not quite core book. But it is core books. :oops:
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Sep 29 2006, 08:04 PM
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#3
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
Did you notice that you went over on attributes?
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Sep 29 2006, 08:08 PM
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#4
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Shooting Target Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 |
No he didn't. It is only 200BP excluding the 20 BP for Edge. Coming right up to the boundery limit on Attributes usually isn't optimal, but the character still looks fairly functional.
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Sep 29 2006, 08:18 PM
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#5
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Mr. Johnson Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 |
True dat. Sorry, wasn't thinking. |
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Sep 29 2006, 09:21 PM
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#6
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
Indeed - building from scratch, I would have adjusted stats a bit, but those are basically the stats from the book.
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Sep 30 2006, 01:18 AM
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#7
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Moving Target Group: Members Posts: 341 Joined: 3-October 05 Member No.: 7,802 |
I'm really sorry to do this but...
I could be wrong, but I thought max BP for cash was 25... and physical damage track should probably be 10 with body 3. |
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Sep 30 2006, 01:46 AM
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#8
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
50 is max for gear. 25 you actually can't even get Synaptic Boosters 2. ;)
And yeah, it should be 10 - good catch. Edited. |
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Sep 30 2006, 02:36 AM
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#9
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Target Group: Members Posts: 79 Joined: 18-September 05 Member No.: 7,758 |
well, they're not exactly remakes of the Archtypes from the book... but here are a few sample characters I made to use in some quick start-ups with friends. They should be legit, and I think most are fairly well put together...
http://www.smarmybastard.com/srun/ |
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Sep 30 2006, 02:42 AM
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#10
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
Excellent! I like the ork combat shaman. Specialization KISS covers indeed.
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Sep 30 2006, 05:31 AM
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#11
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Running Target Group: Members Posts: 1,000 Joined: 17-November 05 From: Halifax, Canada Member No.: 7,975 |
Just a note as I'm going through your sample characters: Cultured Bioware is not allowed at chargen....
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Sep 30 2006, 06:13 AM
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#12
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Great Dragon Group: Members Posts: 5,537 Joined: 27-August 06 From: Albuquerque NM Member No.: 9,234 |
Why? That isn't what the game rules say. . . |
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Sep 30 2006, 07:12 AM
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#13
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
The cultured bioware restriction was only in third edition, and only as a suggestion in the FAQ. In SR4, the only restrictions that I have come across are gear rating (6) and availability (12). Keep in mind that in the SR4 timeline, bioware has been around for longer.
On the flip side, the availability rules affect what ratings of cyberware and bioware can be acquired much more than in SR3 - muscle replacement or augmentation/toner can only be taken up to level: 2 at char-gen, for example. But this is part of the game balance, since Attributes are so much more important in SR4. |
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Sep 30 2006, 07:48 AM
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#14
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Moving Target Group: Members Posts: 750 Joined: 9-August 06 Member No.: 9,059 |
Taking the Hammerli with its minimal ammo capacity is slightly more crazy than having a rocket launcher with no rockets. At least you can keep clubbing people with a rocket launcher without having to reload every combat turn.
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Sep 30 2006, 09:06 AM
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#15
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Target Group: Members Posts: 22 Joined: 28-September 06 Member No.: 9,486 |
Why is hitting the Attribute boundary exactly usually not optimal? Stephen |
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Sep 30 2006, 10:15 AM
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#16
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Target Group: Members Posts: 4 Joined: 12-March 06 Member No.: 8,364 |
I like the silenced target pistol from a role-playing perspective. Think Splinter Cell. That's how (most) Shadowruns should go down. |
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Sep 30 2006, 10:27 AM
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#17
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Moving Target Group: Members Posts: 341 Joined: 3-October 05 Member No.: 7,802 |
Yeah, I realised I screwed up the gear BP limit. Sorry.
And now cultured bioware is just a category, like you get cyber categories "headware" and "bodyware". The only limits aside from available cash are rating limit 6, availibility 12 and no cyber or bio above Alpha grade if I recall. What was once "cultured bioware" has been split into the stuff that only came in cultured as a category, and the higher grade bioware which has been put into the same grade system as cyberware. |
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Sep 30 2006, 02:33 PM
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#18
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
Because you spend 25 pts for that last 1 point boost to the Attribute maximum. If your max is 6, then 1 to 5 is 10 ot each and 25 for that 6th point. |
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Sep 30 2006, 03:36 PM
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#19
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Moving Target Group: Members Posts: 750 Joined: 9-August 06 Member No.: 9,059 |
Actually, the consensus when I brought this up a couple of weeks ago was that all bio can be purchased in cyber grades for essence reduction. Cultured just can't be bought off the shelf and installed right away with some quick magical healing after for a fast boost before a run; you'll need some time to have the parts grown for your specific gene code. |
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Sep 30 2006, 03:40 PM
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#20
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Moving Target Group: Members Posts: 341 Joined: 3-October 05 Member No.: 7,802 |
Which is just fluff about how cultured bioware works rather than any integral mechanic in the rules.
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Sep 30 2006, 03:42 PM
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#21
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Moving Target Group: Members Posts: 315 Joined: 6-August 06 Member No.: 9,032 |
What is this to tell us? IMHO it's stupid to max out an attribute - better buy the exceptional attribute quality and rise it for standard costs. 5 BP more, but you are able to invest two more points into attributes. And attributes are important - So why should anyone spend less than 200BP into attributes?
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Sep 30 2006, 03:44 PM
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#22
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Hoppelhäschen 5000 Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Sure... but the important thing is that, if you are willig to pay the 2.4M¥, you get 4 IPs for 0,75 Essence... before splitting.
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Sep 30 2006, 04:38 PM
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#23
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Target Group: Members Posts: 22 Joined: 28-September 06 Member No.: 9,486 |
Since none of Lorechaser's build had the max in an attribute I intepreted the poster was refering to the 200pt max for the 8 physical/mental stats combined. So to recap - why would it be considered sub-optimal to spend the max possible on attributes. Stephen |
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Sep 30 2006, 04:40 PM
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#24
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Running Target Group: Members Posts: 1,333 Joined: 19-August 06 From: Austin Member No.: 9,168 |
Ha! Random sidenote: knel is my GM. See my character under the machine pistols thread to guess how many of our runs are likely to go down like that. |
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Sep 30 2006, 05:13 PM
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#25
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Moving Target Group: Members Posts: 341 Joined: 3-October 05 Member No.: 7,802 |
On the whole attributes are a better investment if you have a lot os skills that use that attribute. For example if you have both firearms and close combat groups you could improve either one for 10 bp, or add the same 1 dice to both with 10bp. Even if you don't have both groups let's assume you have say clubs, pistols and longarms. To improve all of them by 1 dice would cost either 12bp to improve the skills, or 10bp to increase the attribute.
Also increasing body and willpower to 5 might cost 40bp from a baseline human, but would add one box to each damage monitor if this is your primary concern. On the other hand I like the idea of making the stats fit the character, justifying every point in each skill and attribute by their background. Thus you might not be able to justify putting your stats up to the 200bp cap. In terms of optimising though I don't see why hitting 200bp would be a negative thing. |
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