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> Skill Advice Need, Question about Skill Maximums
S7Michelle
post Jan 21 2004, 02:05 AM
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I’m making my first Shadow Run character ever for a very high powered Shadow Run III game (180 build points, 90 of which can be in skills). My character will be the group gun bunny. The GM has told me that I can raise one or two of my gun skills as high as I want. I currently have rifles and pistols at 8s but have gotten the impression from her that she thinks they might be too low.

I’ve checked the book, and it appears that Shadow Run doesn’t have an actual maximum on skills. Which leads to my primary question, what is the effective maximum on a skill? Is a skill of 10 higher than I’d ever need, 12, 15? I don’t want to end up overpowering the group and forcing the GM to throw opposition at me that me that everyone else can’t handle. Most of the group has about 60 points in skills, with one or two that fit their roles at 8. But each of them has something special, such as being an otaku or an initiated physical adept, etc.

Additionally, I would be grateful for a little bit of feedback on how I should spend the nine active skill points I have left. The premise of the game is that each of us is a member of an elite corporate trained squad of pre-teens. The other team members include a physical adept that specializes in stealth and melee combat, an otaku decker, a rigger, and a mage. The GM has strongly requested that each of us be highly specialized in our area of expertise and due to my characters age (11), I don’t feel that vehicle skills would be logical. The GM has made a house rule that raising skills above the associated attribute only costs 1.5 per level.

------------------------------------------------------------------------------------------------

Active Skills (90)--9 points left to spend

Rifles 8 (1.5 cost for each level above 6)
Rifle B/R 5
Pistols 8 (1.5 cost for each level above 6)
Pistol B/R 5
Submachine Guns 6
Assault Rifles 6
Shotguns 6
Demolitions 4
Unarmed Combat 4
Heavy Weapons 3
Launch Weapons 3
Gunnery 2
Athletics 4
Stealth 4
Etiquette 4
Biotech 2/4 First Aid
Negotiation 2
Computers 2

------------------------------------------------------------------------------------------------


I would appreciate any help and suggestions. Though I would ask that I not be flamed for being a “munchkin.” Remember, its not munchkin to play a powerful character if all of your teammates and opposition are equally powerful.

Thanks,
Michelle
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mfb
post Jan 21 2004, 02:15 AM
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Small Unit Tactics. improves the init and/or combat pool of your entire team.
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Fortune
post Jan 21 2004, 02:23 AM
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QUOTE (mfb)
Small Unit Tactics.

That'd be my suggestion as well. :)
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Jason Farlander
post Jan 21 2004, 02:25 AM
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Your GM thinks a skill of 8 might be to low? Be afraid. Be very afraid.

Is there any particular impediment to you getting together with the other players and deciding on a general power level for the group?
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toturi
post Jan 21 2004, 02:26 AM
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Smart people use Small Unit Tactics. A lot of Small Unit Tactics. As high as possible. And a Tac Comp. :)
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Rev
post Jan 21 2004, 02:31 AM
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I'd also say maybe you should cut a small weapons skill (shotgun, probably) or two (smg, assault rifles?) and up your heavy/launch/gunnery skills. When it comes time to kill something really big (car, helicopter, etc) it will be your job (and if you really have to use a shotgun for some reason you will be able to default pretty well).

Might want to ask if you can just merge all the light firarms b/r into one, and heavy into another, and launch into a third.
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mfb
post Jan 21 2004, 02:34 AM
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or, since B/R skills don't generally have phenomenally high TNs, pick one or two and default from there.
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Zazen
post Jan 21 2004, 04:27 AM
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I'd like to echo the endorsement of Small Unit Tactics. :)

If you've still got extra points after that, I suggest a Clubs skill so you can hit people with the butt of your shotgun or rifle or whatever when someone gets close.
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Fortune
post Jan 21 2004, 04:38 AM
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Or throwing, so you don't have to default when chucking grenades.
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Siege
post Jan 21 2004, 04:42 AM
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Just for the record, dropping a live grenade tends to upset your buddies. :grinbig:

-Siege
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Teulisch
post Jan 21 2004, 04:56 AM
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Id say only one of each group of combat skills that default to eachother.

gunnery and launch weapons default to eachother. and underbarrel gernade launchers can use the skill of the gun they are attached to.

The only real limit on high skills tend to be the cost of increasing them, relative to your attributes.

I notice you dont have vehicle skills. Will you be taking the bus or a cab?
what if the rigger gets shot? (or gets dumpshocked, or ECM)

raise your stealth some. not being seen is the greatest advantage.
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Siege
post Jan 21 2004, 04:57 AM
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Um...can you cite a reference for the underbarrel grenade launcher bit?

I'm pretty sure you still need launch weapons to properly use a launcher strapped to your assault rifle.

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John Campbell
post Jan 21 2004, 05:06 AM
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Per the Launch Weapons description on SR3 p.86, you can default underbarrel grenade launchers to the skill of the weapon they're attached to. It gives the normal +2 TN, 1/2 Combat Pool penalties for defaulting, but it does allow the default where it wouldn't otherwise be allowed.
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RedmondLarry
post Jan 21 2004, 07:10 AM
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Here's another possibility for your above-average 11-year old. This proposal seriously increases your ability in the things that are important to you, while dropping low-leveled skills that duplicate things others on the team will be great at.

If you don't have enough attribute points, consider dropping the Charisma-linked or Strength-linked skills and taking things that are Quickness or Intelligence-linked instead.

Presumably your Decker will take Electronics B/R and Computer, so Electronics might be a good choice for you.

Quickness-linked
Assault Rifles 14 (cost 18)
Pistols 14 (cost 18)
Stealth 6

Strength-linked
Clubs 6
Heavy Weapons 6 or Launch Weapons 6 (int linked). For anti-vehicle work.

Charisma-linked
Negotiation 4
Etiquette 4

Intelligence-linked
Assault Rifle B/R 5
Pistol B/R 5
Demolitions 6. 4 just invites yourself to be killed
Biotech 6
Computers 6 or Electronics 6. Default across when you need to.


DROPPED Rifles 8. Use your Assault Rifle (AR) for sniper work.
DROPPED Submachine Guns 6. Carry concealed pistol, use AR otherwise
DROPPED Shotguns 6. Don't carry one by choice. Default to AR if you grab one.
DROPPED Unarmed Combat 4. Improvise a club instead.
DROPPED Gunnery 2. Too low to be useful. Never fire a vehicle-mounted weapon.
DROPPED Athletics 4. Was only body-linked skill.
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Shanshu Freeman
post Jan 21 2004, 07:27 AM
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QUOTE (S7Michelle)
due to my characters age (11), I don’t feel that vehicle skills would be logical

but pistols, rifles and submachine guns, demolitions, heavy weapons, launch weapons, etc, etc, etc, are logical??? :rotate:
To each their own, I guess.




As the gunbunny, and being 11, I wonder how usefull the etiquette will be. Play to your strengths and specializations. Besides, at 11, no one you'd need etiquette against will take you seriously anyway.
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Zazen
post Jan 21 2004, 07:37 AM
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He'll need it when he wants to play "doctor" ;)
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BewilderedGM
post Jan 21 2004, 02:05 PM
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QUOTE (Zazen)
He'll need it when he wants to play "doctor" ;)

ROFLMAO :rotfl:
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S7Michelle
post Jan 21 2004, 02:46 PM
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Thank you everyone for your suggestions. You’ve given me quite a bit to think about. I definitely will look into getting the small group tactics and increasing at least some of my heavy weapons/launch weapons/gunnery skills. I’d had keep those lower since I’d assumed that her trainers would probably focus on the more readily carried items first and then just recently started moving into training her with the more exotic and heavier weapons. Considering that strength is one of her lower stats (something I don’t really want to change since per the rules of the game, she is staying 11) and that those types of weapons both are bulky and loud, they didn’t seem useful for the average mission. So, I’d thought it might not hurt to increase them later with karma. But apparently I need to rethink that choice.

And yes, I know, an 11 year old with combat skills isn’t exactly logical in general but fits within the premise of the game as the GM has laid it out. None of our characters is to be over 14 (she’s making an exception for the rigger) and we’ve all been highly trained in our roles by some of the best trainers this company has to offer. We are this company’s “special project.” As for the vehicle skills, I think I’ll probably be riding a regular bike or skates (athletics skill?), there is no way I could convince anyone I’m old enough for a drivers license. Though just for the fun of it, I’m going to try to convince my “big brother” trainer/handler to teach me to drive or to at least let me try driving once.

As I’d read the etiquette skill, it seems to imply that it is what you use to look like you fit in an area. This seems like it could come in very handy to me at times. Since it is frankly to my advantage to try to convince cops or other people in the area that I’m just a normal little girl and not the person who just did whatever. Ah and also, since there will be a fair amount of corporate politics in this game, I do think it will be a useful skill to have.

As for discussing power levels with my group, we sort of have. The problem is that none of us is exactly experienced with this system. Most of us topped out with one or two core skills at 8.

Sorry, I had planned to write a bit more and to respond to a few more questions, but I’ve got to run. Work calls.

Thanks,
Michelle
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Spookymonster
post Jan 21 2004, 04:02 PM
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Small Units Tactics... is that an Active or Knowledge skill? I don't have CC handy at work here :)...
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Tziluthi
post Jan 21 2004, 04:10 PM
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It's an active skill if you want to use it for combat pool and the like, but a knowledge skill if you just want an excuse to have your team reasonably well co-ordinated.
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Bearclaw
post Jan 21 2004, 04:17 PM
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Has anyone else added the "Infantry tactics" specialization to small unit tactics, or is it just me?
Really, there's matrix tactics, vehicle and battle-tac, but no plain "the team that makes contact immediately seeks cover and puts fire on the enemy, and the other fire-team will flank their position"? Not in my world there's not :D
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nezumi
post Jan 21 2004, 04:39 PM
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I'd definitely go with what OurTeam suggested, except perhaps a bit more drastic. After all, BP don't penalize you for getting stats to tremendously high levels, while karma expenditures do. Any skill you have above 6, you will almost certainly never boost again ever, whereas any skill of 4 or below will be a breeze to put up another level or two.

That said, I'd put an obscene number in something like pistols. Something like 30. The problem with pistols is they have less stopping power than most other weapons, however when you have that many dice on any sort of weapon skill, the power of the weapon sort of ceases to matter. With AV ammo, you can blow up tanks with 30 skill in pistols, plus they're concealable blah blah blah. Since most combat is at 10m or less, range doesn't matter a whole lot. Get something like 10 or 15 in either gunnery, rifles or assault rifles (something with range so you can snipe).

Personally, I wouldn't care a whole lot about anything else. Get enough that you can survive the first run so you can get the 5 karma you need to get 2 in the less essential skills (etiquette, negotiation, etc.) This means it'll be a lot tougher to get started, but in the long run you'll be better. It's just that tough initial investment.
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Moon-Hawk
post Jan 21 2004, 04:49 PM
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I've never had skill maximums be an issue, really, once players realize that for the same cost of raising such-and-such one point, they could get a whole other skill at rating 6 and be much more effective overall.
If it did come up, I would say 10 as a maximum for a general skill, 12 max for a specialization, and +1 to both of these numbers for every 100 total karma that character had earned.
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BitBasher
post Jan 21 2004, 04:53 PM
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Just out of curiousity, what ELSE are you going to spend Build Points on since at that age none of you can have cyberware, because your bodies are still growing quite a bit and cyberware does not. It will cause catastrophic problems for a whole lot of ware.
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S7Michelle
post Jan 21 2004, 06:22 PM
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QUOTE (BitBasher)
Just out of curiousity, what ELSE are you going to spend Build Points on since at that age none of you can have cyberware, because your bodies are still growing quite a bit and cyberware does not. It will cause catastrophic problems for a whole lot of ware.

Apparently the growth/cyberware issue will not come into play in this game since the GM is requiring the purchase of large amounts of cyberware. Explanation: Each of us underwent a very traumatic (physically and mentally) event in our past and the corporation put us back together and did something to cause us to forget that event. Of course, when they did all that, they included in certain loyalty enhancing features. ::shakes head:: No, not bombs, much more subtle than that. certain ideas will just never even enter our minds. I guess that if the question is raised the GM will just go with a "the corporation upgrades the cyberware as necessary."

Remember, its not always smart to tell a GM that there are tons of problems with her campaign idea. She just might say, "Ok, then you run one instead." :eek:

The cyberware I have includes: a required cyberarm with +1 strength (I added a cyber holster and a finger compartment to that), a required wired reflexes 1, a reflex trigger, required bone lacing (kevlar), strongly recommended dermal sheath level 1, cybereyes with low light, image link, flare compensation and electronic vision magnification 3, smart-link 2 with range finder, a data jack (I know I don't need it, I just want it), hearing amplification, hearing dampening, and a spatial recognizer. All of those were taken as betaware. We get discounts on the required items.

30 points went into resources and the other 30 went into stats.

Body 6 (9)
Quickness 6
Strength 4
Charisma 4
Intelligence 5
Willpower 5


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