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> Character Critique: Troll Combat Monster / Tank, Improvements? Mistakes?
widdlyskwids
post Dec 5 2010, 12:21 AM
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Ex-boxer cybertroll that can soak and deal damage. I want him to be able to withstand non-magical and non-matrix attacks, although I'd like to slightly improve his ability to fight magic, if you have any ideas. He only has 2 Initiative Passes (Synaptic Boosters) because that's the way my GM wants it.

I want to get Chug to the point where he can just run up to people with his combat axe and cut 'em up, or where he can just full burst fools all day. (Can I do anything beyond getting him a Pain Editor and better armor?)

Recoil compensation improvements? When wielding his Ares Alpha two-handed, he has 13 points of recoil compensation. (3 points for each Cyberarm Gyromount [GM ruled that the bonuses are cumulative], 3 points from Strength, 2 points from the "special chamber design" of the Alpha, 1 point from Shock Pad, and 1 point from the Personalized Grip.)

Am I doing anything wrong in the way I calculated Armor Encumbrance or Recoil Compensation?

I'm sorry if this is the wrong place to ask. I'm new, but I saw that a couple of character critique posts have been made here.

Attributes:
[ Spoiler ]
Qualities:
[ Spoiler ]
Skills:
[ Spoiler ]
Cyber:
[ Spoiler ]
Weapons:
[ Spoiler ]
Armor: 22 / 20 or 27 / 21
[ Spoiler ]


This post has been edited by widdlyskwids: Dec 5 2010, 12:23 AM
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Sengir
post Dec 5 2010, 12:51 AM
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Just a couple of quick thoughts
- You have twin cyberarms, ambidextery, but no cyberarm slides?
- A commlink inside a cyberear sounds a bit cheesy...GM call, though
-- You will also want a sim module to go along with the link
- For a true combat monster, there are some interesting chemical options
- You already have 13 RC dice, how much more do you want? (IMG:style_emoticons/default/wink.gif)
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mmmkay
post Dec 5 2010, 12:55 AM
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None of the more experienced DSers have weighed on in this yet, so I'll give it a shot.

Your character is obviously good at what he does (soaking and gunning), but Shadowrun isn't just a combat game and your character is missing out on quite a few essentials. Any scenario where an enemy ends up on the wrong end of the barrel is obviously going to go poorly for them, but depending on the type of runs your team will be hired for your dude might be useless. Some skills you might consider adding to make your character more versatile: Infiltration, disguise (might be limited with a huge troll though), con, etiquette, etc. You could also consider getting a secondary specialty (matrix is pretty easy because it mostly requires a decent commlink and a couple skill groups), but of your missing skills I think infiltration (stealth group) is the most needed just because a huge heavily cybered troll is going to gather some attention. You can search for infiltration specialist threads to get an idea of what makes a good stealther, but basically if you get ruthenium polymer on your armor you should be good. I'm sure you'll find some specialist minutiae like scent masking cigarettes, jammers, b&e gear, etc. if you find an appropriate thread.

Secondly the common school of thought on melee combat is that you only need 1 skill, although I can see for flavor reasons having multiple options. Unarmed combat is good because you are never separated from your tool and subdual combat can increase your versatility as a runner and blades are decent if you get cyberspurs or any other cyber implant weapon because you will always be capable of using it and you could coat them in a toxin like laes or gamma-scopolamine for additional flexibility. Additionally I would consider clubs a decent melee skill because most improvised weapons are clubs, so in most cases you won't be unarmed. An added benefit to clubs is that you could be swinging chairs or other metahumans and you would be pretty good at it (also stun batons are ridiculous). Since your character is already good at melee there is little benefit to be skilled in both unarmed combat and blades, so I would recommend picking only one skill.

You might have not included the other gear section, but I thought I should point out that you'll definitely need a commlink(edit: apparently it's in your ear), fake SIN, ammo, etc.

I don't have that much experience with cyberlimbs, but it looks like recoil compensation was correctly calculated.

Usually your effectiveness against matrix and magical is largely dependent on the make up of your team, so if you know any of the other players are going to be a hacker/magician you should be fine. If your GM allows it you could switch your metatype to fomori to get the arcane arrester quality, but you'd have to give up some BP somewhere else and your character is already a one-trick pony.

I guess the short answer is that you should try to get better at a non-combat specialty.

Edit: With your RC you could get the hyper velocity gun mod for epic bullets.
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widdlyskwids
post Dec 5 2010, 01:45 AM
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QUOTE (Sengir @ Dec 4 2010, 07:51 PM) *
Just a couple of quick thoughts
- You have twin cyberarms, ambidextery, but no cyberarm slides?
- A commlink inside a cyberear sounds a bit cheesy...GM call, though
-- You will also want a sim module to go along with the link
- For a true combat monster, there are some interesting chemical options
- You already have 13 RC dice, how much more do you want? (IMG:style_emoticons/default/wink.gif)

Well, there isn't any room left in his arms. To put in Cyberarm Slides, I'd need to lose 8 Capacity's worth of enhancements. My GM ruled that he'd only be able to hide pistol-sized items with no FA capability, anyway. If he's somewhere were guns aren't allowed, he's almost as deadly just punching people. Stealthiness aside, he easily makes the threshold for quickdrawing both of his machine pistols, which I think is more this character's style.

I was trying to put the commlink in his eyes, for a while. (IMG:style_emoticons/default/spin.gif)

Oh, man. I forgot about getting a Simrig / Sim Module. Thanks!

Chemical options? Do you mean combat drugs?

@mmmkay:

Thanks for all the suggestions! I'm really liking the idea of maybe picking up some basic Matrix abilities, and the thought of a sneaky troll just makes me smile.

The split between Blades and Unarmed is kind of dumb, I agree. I'll probably pick one or the other, although you make clubs sound like a lot of fun.

I have a couple of SINs, ammo, a lifestyle, transportaton, etc. I just didn't list it.

There isn't going to be much hacking for a while, and I think my GM is just going to introduce an NPC Hacker to streamline gameplay.

I doubt my GM will let me use Runner's Companion for the Fomori metatype, but that's a cool idea for my next character.

Is hyper velocity different than high velocity? I already have the high-velocity mod on his main weapon.

This post has been edited by widdlyskwids: Dec 5 2010, 01:47 AM
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mmmkay
post Dec 5 2010, 01:56 AM
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Oh yea it's high velocity not hyper velocity. I didn't check my books... lol.
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Summerstorm
post Dec 5 2010, 02:09 AM
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Hm... how would he get 13 recoil compensation? I can't see that.

Hm, i just did a breakdown... and decided to actually read your post (yeah i skim alot) Why did your gm give you cumulative cybergyromount? he let a few grams on your arm replace a FULL articulated harness-gyromount?

So what if i wear TWO harnesses, with both arms crudely holding on/welded to a minigun? +12 recoil compensation? And what if i use a harness and two cybergyros?

Also: you do know that you are crippling your body attribute, yes?

three of your limbs have body 3... that is half your counted sections for averaging. You seem to have natural 9. That makes it (9(*3)+3*(3))/6=6 Welcome in (only) 14 hitboxes land. Also it limits your armor capabilities and such. Update your limbs.

Ah and also: you know that in some applications of some skills the gm can force you to use the averaged or even the lowest value of a cybered character. For example if you dodge something, or going unarmed.

Well, as somebody who also build a very similar character once i advise you to look into the "Redlining" optional rules (and get your gm to allow them). With a troll having a crapload of body dice (after you refit your cyberlimbs) you can absorb a lot of redlining damage and boost your limbs into oblivion for short time.

EDIT: Ah yes, and i wouldn't let you install a comlink in the ear too. Isn't possible, ears can only mods for ears, eyes only for eyes. Internal comlink runs either on cyberlimb capacity or essence.

EDIT2: "Redlining" is to be found on page 44 in Augmentation.
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