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> Ahh, that time again..., another char critique
ElFenrir
post Dec 4 2006, 12:20 AM
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Yeah, i actually like the discussions i have in the boards, and you all have some good opinions, so i figure, i'd like to run this fellow by you guys, let me know how its looking...

I wanted to do a weapons specialist type, who could basically have some skill in all kinds of things, the guy that will have something on him if you need it, and sometimes, even if you don't. I also wanted to pepper him in other skills he's picked up...he's got a professional type of attitude, im still fumbling with his skills a bit but i think i have him the way i want him. I'll eventually do the ol 20 questions on him, but for now ill include some basics.

For the record, I know one piece of his ware goes beyond normal availibility...but since i started playing shadowrun over 12 years ago, weve never played with that rule and its always worked fine. :) If I had to adjust him for a different campaign it would be pretty easily fixed up.

[ Spoiler ]


Ok, thats what i have so far. Id like to do the 20 qs to further flesh him out, but a few paragraphs seem to give you guys an idea at the moment.

So, blast away. :grinbig:
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Fortune
post Dec 4 2006, 12:37 AM
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I'd go for the 'Wheeled' Specialization as opposed to 'Car' when it comes to the Pilot Ground Vehicle Skill. Wheeled covers cars and bikes and trucks and ... :)
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Jack Kain
post Dec 4 2006, 12:53 AM
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Oh come on specialization wheeled? I no not concider that a valid specialization for pilot ground craft. I don't know why they put that under the skill.
Maybe they ment stuff like 4 wheel drive, open wheel.
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ElFenrir
post Dec 4 2006, 12:56 AM
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I almost feel guilty taking the wheeled specialization. I dont quite know what it means, but if its means 'wheeled', then its worse than the ol SR3 Deckers taking Computers(Decking)5(7). Or, as bad as SR2 Hermetic Mages taking the old concentration Conjuring(Elementals).

I might stick with car to keep a clean concience. :grinbig:
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Jack Kain
post Dec 4 2006, 01:03 AM
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Man all these things almost make me want to put up Lightning Jack for this kind of thing. But It wouldn't do any good he's well into the campaign now.
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Clyde
post Dec 4 2006, 01:04 AM
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Dodge. Take at least one point and specialize in Ranged. A Reaction of 6 (by itself) won't keep a serious gunslinger from pasting you one, and even as an augmented human you'll find it hard to shrug off.
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Jack Kain
post Dec 4 2006, 01:07 AM
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QUOTE (Clyde)
Dodge. Take at least one point and specialize in Ranged. A Reaction of 6 (by itself) won't keep a serious gunslinger from pasting you one, and even as an augmented human you'll find it hard to shrug off.

He already has gymnastics from the athletics group.
Besides Dodge can only be used vs ranged on full defense.
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Fortune
post Dec 4 2006, 01:19 AM
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QUOTE (Jack Kain)
Oh come on specialization wheeled? I no not concider that a valid specialization for pilot ground craft. I don't know why they put that under the skill.

Yeah well, there's always hovercraft. ;)
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Ben
post Dec 4 2006, 01:32 AM
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QUOTE (Fortune)
QUOTE (Jack Kain @ Dec 4 2006, 11:53 AM)
Oh come on specialization wheeled? I no not concider that a valid specialization for pilot ground craft. I don't know why they put that under the skill.

Yeah well, there's always hovercraft. ;)

and tanks!
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ElFenrir
post Dec 4 2006, 02:15 AM
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QUOTE
He already has gymnastics from the athletics group.
Besides Dodge can only be used vs ranged on full defense.



Yep...in the first skill list i made, i had Dodge. But after rereading the rules, I realized you could do the same thing with Gymnastics....which he has already, so i figure that should get by.

Dodge definately isnt a bad skill that has a couple of advantages over gymnastics(Full Defense in Melee, for example), but perhaps it can come later.

And yeah, i like these kinds of characters...spread around, they lack the massive dice pools of the gunslinger adept or a specialized uberhacker, or whatever, but the strength is in variety. And besides, with variety, he can grow any different way during the game, depending on what happens.

Arg, that Armorer 4 is tempting. It fits him well, and while Enhanced Articulation is pretty damned good still, i think those 8 BPs worth of nuyen might be able to work a bit harder elsewhere on him. But who knows, i usually end up getting random ideas about characters til i play them.

Influence Skill group is also tempting. He does have a good enough head on his shoulders to take charge of a situation if need be...tho its not his first choice. and having good enough social graces(most of the time), being able to pull the wool over someone's eyes with Con could be a useful skill for one who could end up doing 'backup negotations' duty.


but thanks for some feedback. :) it helps sometimes getting an outside perspective, i like to at least have characters that are somewhat believable.

QUOTE
and tanks!


There are always tanks. :grinbig:
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ElFenrir
post Dec 4 2006, 03:48 PM
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Ok, did some adjustments. I decided after all to snap out the Enhanced Articulation, while useful, it really wasn't doing much on its own, what the extra stuff could do. I took four points and upped Armorer by one, to 4 like i wanted...the guy is quite good at it after all. The other four i put into Resources so I could pick up a vehicle, which i was lacking. (Would have liked the GMC Bulldog Stepvan, with room for his shop, but the Comet is enough to transport necessities. I just couldn't find anything else to shave down for the 3 necessary BP needed for the stepvan, his attributes are just where i like them for him, and his skills i think are about perfect.)

Decided against Influence Group...he's not a face...he's just a backup negotiator if you will, and has good knowledge on how various types behave, having worked some military, corp, and street level(general, non specialized etiquette skill.) I didnt want to sacrifice that knowledge down to pick up other skills that he wouldn't quite be as good at. Perhaps, if it works well for him, i can pick up Con in game, if it works out that way.

Sheet Updated Above. :D

I have a question(Sorry for double post/gentle nudge :grinbig: ) about Armorer and other general BR skills:

What EXACTLY do you need the Kit, Shop, Facility for.

I know Kits do basic repairs, Shops do more, and Facilitys do it all.

Im wondering whats needed for what, tho. Can a Kit install an external smartlink? Id say at least a Shop is needed for an Internal one. I bought a Kit and Shop for him, hopefully its enough. I dont think a Shop even can design a firearm...but could repair one well. Could a Shop allow him to say, make a knife or sword from a blade and components?

Thinking about it, i think i should, given his background, give him a Knowledge Skill pertaining to this...perhaps adjust Gunsmithing. Hmm..yeah...ok, updated! :D (For background record...this skill was picked up over time...studied a bit in the military, thru VR, private training, his friend, his own discoveries, etc. )


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