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> Recruitment - First Run (4th Edition), Open to one and all! Always recruiting.
marcgarc
post Jan 31 2011, 02:22 PM
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Here I have, ready at last, my character for the campaign. Sorry I took so long to get it ready, but have not provided too much free time in the last week.
I'm writing a little story about the character, to serve as background, explaining all the details and characteristics. I'll edit this post to include it as soon as ready, which I hope being today.
Greetings to everyone!

[ Spoiler ]


This post has been edited by marcgarc: Feb 6 2011, 10:58 AM
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Seth
post Jan 31 2011, 04:20 PM
Post #102


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I can see we are going to get confused: Lama and Lamia (IMG:style_emoticons/default/smile.gif)
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WearzManySkins
post Jan 31 2011, 04:39 PM
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QUOTE (Seth @ Jan 31 2011, 10:20 AM) *
I can see we are going to get confused: Lama and Lamia (IMG:style_emoticons/default/smile.gif)

Confused how? Lamia is the one with Scales...Lama with the Skin.

Besides they are both in the same world of spirituality. Buddhist and a Hindu.

Lama is a Vajrayana Buddhist
https://secure.wikimedia.org/wikipedia/en/wiki/Vajrayana

Lamia is a Hindus Sanātana Dharma/Shaktism
http://hinduism.iskcon.com/concepts/108.htm
https://secure.wikimedia.org/wikipedia/en/wiki/Shaktism
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Deffmobile
post Jan 31 2011, 04:47 PM
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This is my first time playing SR hopefully the Char is good enough.

[ Spoiler ]


Lemme know what I should change.
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Seth
post Jan 31 2011, 07:17 PM
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Hi Deffmobile.

Most of your character seems good: loads of stealth and melee with the ability to resort to guns if needed.

I hope you don't mind some advice on your character (if you do just yell, and I will go away)



You will only have 1 combat action each combat round. Other people will be 2, 3 or 4. This makes you a weak combatant...which I think is not your objective. The standard solution for an adept is to get improved reflexes. Level 2 for a cost of 2.5 power gives you really good combat prowess. Your other option is to rely on drugs. Making magic 5 would make a big difference, as that alone would nearly give you the improved reflexes

I think that combat sense gives you more value than mystic armour: both of them directly subtract from damage, but if you get more defence than the other guy attacks with you take no damage. Again if you are going for the slow lumbering tank approach (which can be fun) armour is better. But for a classical sword fighter combat sense is the defensive power of choice

The firearms group probably isn't needed, and you can use the points you get for trading it for a single skill elsewhere. "pistol" or "automatics" on their own are almost as useful. (In practice I find to my surprise that pistol is the most useful because in many places its all you can carry. Other people like automatics more)

I think the martial arts "setup" is broken in a "its not very good" sort of way. In every case when I have used it, I would have been better just hitting them twice. I think finishing move is much better. YMMV

Don't forget to get a personalised grip for your katana (100 nuyen IIRC) which adds 1 to your melee skill with that weapon

Don't forget to get visual enhancement 3 on your contacts. Costs almost nothing adds 3 to your visual perception rolls

Etiquette is the most important social skill. One point of that turns 2 die(Charisma 3 - 1) into 4 die. 4 die can be an automatic success so you don't end up insulting the Oyabun when under stress.

You have astral perception but no assensing skill, so can I recommend dropping it (and use it to help pay for improved reflexes)?

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WearzManySkins
post Jan 31 2011, 08:23 PM
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QUOTE (Seth @ Jan 31 2011, 01:17 PM) *
Hi Deffmobile.

Most of your character seems good: loads of stealth and melee with the ability to resort to guns if needed.

I hope you don't mind some advice on your character (if you do just yell, and I will go away)

You will only have 1 combat action each combat round. Other people will be 2, 3 or 4. This makes you a weak combatant...which I think is not your objective. The standard solution for an adept is to get improved reflexes. Level 2 for a cost of 2.5 power gives you really good combat prowess. Your other option is to rely on drugs. Making magic 5 would make a big difference, as that alone would nearly give you the improved reflexes

I think that combat sense gives you more value than mystic armour: both of them directly subtract from damage, but if you get more defence than the other guy attacks with you take no damage. Again if you are going for the slow lumbering tank approach (which can be fun) armour is better. But for a classical sword fighter combat sense is the defensive power of choice

The firearms group probably isn't needed, and you can use the points you get for trading it for a single skill elsewhere. "pistol" or "automatics" on their own are almost as useful. (In practice I find to my surprise that pistol is the most useful because in many places its all you can carry. Other people like automatics more)

I think the martial arts "setup" is broken in a "its not very good" sort of way. In every case when I have used it, I would have been better just hitting them twice. I think finishing move is much better. YMMV

Don't forget to get a personalised grip for your katana (100 nuyen IIRC) which adds 1 to your melee skill with that weapon

Don't forget to get visual enhancement 3 on your contacts. Costs almost nothing adds 3 to your visual perception rolls

Etiquette is the most important social skill. One point of that turns 2 die(Charisma 3 - 1) into 4 die. 4 die can be an automatic success so you don't end up insulting the Oyabun when under stress.

You have astral perception but no assensing skill, so can I recommend dropping it (and use it to help pay for improved reflexes)?


@Seth
Having only one action per IP does not always make you a weak combatant. Have to introduce you to Sluggo the Troll..pretty much hard to take down in 2-4 actions but when he hits the lightening boys go down.
Or from the forums here Cain's Mr Lucky does not have many actions but is usually hurting you when he hits.

If everyone in the party only has 1-2 actions having only one action does not make you weak. If everyone in the team has 4+ actions then yes you will be the last one to do anything.
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Seth
post Jan 31 2011, 08:29 PM
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QUOTE
Have to introduce you to Sluggo the Troll

I'm with you. Loads of fun to play...slow but steady! (look at my icon to see what I think about this idea) But to be slow and effective you have to have a shtick. Either you are hard to hit, tough to damage, have pets that fight for you, or just dead.

Deffmobile said that he was new to shadowrun. First game I played, I had 1 IP, everyone else had 3. You can guess how it felt. So as I didn't see a human martial artist sword fighter without crazy dodge or soak die, as being slow and steady, I made those recommendations. YMMV
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marcgarc
post Jan 31 2011, 08:55 PM
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I'm a totally new player at SR4, too, just like Deffmobile. Some previous experience playing SR1 and other RPG many years ago, but just that.
Some opinions about my character Tenzin Dharghey are always welcome
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Seth
post Jan 31 2011, 09:25 PM
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Hi Marcgarc.

Thanks for the invite.

One of the interesting things about shadowrun is that not much of it is spent in combat. Each character needs to work out what they will do when not in combat. Options include hacking / data gathering, social / talking / getting info from contacts, stealthing around and scouting out premises. You have nice infiltration skills, and getting in and scouting skills, you could get a couple of adept power to buff those skills: facial sculpture, melanin control are awesome, enhanced skill infiltration would be good too.

Same as deffmobile with the astral perception/assensing skill.
Same as deffmobile with the Initiative Passes (and if you go for improved reflexes you cannot use lightning reflexes)

If you have blades 5, and unarmed 4, you might as well have improved combat ability on the better one!

I really like the attribute boost powers: Agility and Reactions (If you have 2 of them at level 1, you can activate both of them in one complex action and usually get +2 to both of them).

I don't think buffing your strength 2 points is worth the cost, about the only thing it gives you is +1 damage. For unarmed combat you could get that with 0.25 points of critical strike. You could also get nearly the same benefit from attribute boost strength (again 0.25 points)

I've never tried an animal adept, so I'm interested in seeing how it works. Have you any plan for how your dog doesn't just die when some punk points a little gun at it? Maybe you can buy barding.

You have the pistols skill, so you might want to think about a taser. They don't need a license, you can carry them just about anywhere and you don't leave a trail of bodies behind you.

You might want a couple of ceramic blades in concealed holsters

The Docwagon contract requires you have a location tracer active at all times. If the signal vanishes they come and get you. If you take the bracelet off they come and get you. Its hard to have one and be a shadowrunner (I once had one, then got a job to break into their premises...and I forgot that I had the bracelet on. You can guess the rest).
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Deffmobile
post Jan 31 2011, 09:31 PM
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Okay I made some changes I should be good now

[ Spoiler ]



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Seth
post Jan 31 2011, 09:47 PM
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Very nice. Much more slice n dice!
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marcgarc
post Jan 31 2011, 11:34 PM
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Thanks by your analysis, Seth!
I've been busy writing my character background history, which I'm going to post now. Tomorrow will check my character sheet, and try to improve some of the key points that you have targeted.
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WearzManySkins
post Feb 1 2011, 01:47 AM
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QUOTE (Seth @ Jan 31 2011, 03:25 PM) *
<snippage>

I've never tried an animal adept, so I'm interested in seeing how it works. Have you any plan for how your dog doesn't just die when some punk points a little gun at it? Maybe you can buy barding.


I have a Adept who is basically a animal trainer, but he uses cats, 1 being a Blackberry cat, trained to carry out commands. They carry electronics/deck to use a TacNet 2 Sensor net. So basically they stay hidden and give sensor feeds on what is around them. Uses Trodenets to pull the sensor data from the cats and to use communicate instructions/commands.

They are basically scouts...use is most combat situations is not advisable.
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marcgarc
post Feb 1 2011, 11:24 PM
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QUOTE (Seth @ Jan 31 2011, 10:25 PM) *
Same as deffmobile with the astral perception/assensing skill.

You're right here, not too much sense having astral perception and no assensing skill. I've removed this Adept Power, regaining 1 Power Point

QUOTE (Seth @ Jan 31 2011, 10:25 PM) *
I don't think buffing your strength 2 points is worth the cost, about the only thing it gives you is +1 damage. For unarmed combat you could get that with 0.25 points of critical strike. You could also get nearly the same benefit from attribute boost strength (again 0.25 points)
...
Same as deffmobile with the Initiative Passes (and if you go for improved reflexes you cannot use lightning reflexes)

I've removed the Strength rise at Level 2, recovering 1,5 Adept PowerPoints. With these, and the Point regained from Astral Perception, I've gone for Improved Reflexes Level 2

QUOTE (Seth @ Jan 31 2011, 10:25 PM) *
If you have blades 5, and unarmed 4, you might as well have improved combat ability on the better one!

Right again, I've switched to Improved Combar Ability [Blades]

QUOTE (Seth @ Jan 31 2011, 10:25 PM) *
I've never tried an animal adept, so I'm interested in seeing how it works. Have you any plan for how your dog doesn't just die when some punk points a little gun at it? Maybe you can buy barding.

The pet didn't fit well at all in my history, and I've picked it just for fun. Besides, I know no rules about controlling pets in game, and have no Handling Animals or Training Animals Skill, so I've put it aside.

QUOTE (Seth @ Jan 31 2011, 10:25 PM) *
You have the pistols skill, so you might want to think about a taser. They don't need a license, you can carry them just about anywhere and you don't leave a trail of bodies behind you.

Taser acquired! A Ceramic Cavalier SafeGuard with Smartgun System, Personalized Grip and Extended Clip

QUOTE (Seth @ Jan 31 2011, 10:25 PM) *
You might want a couple of ceramic blades in concealed holsters

Bought!

QUOTE (Seth @ Jan 31 2011, 10:25 PM) *
The Docwagon contract requires you have a location tracer active at all times. If the signal vanishes they come and get you. If you take the bracelet off they come and get you. Its hard to have one and be a shadowrunner (I once had one, then got a job to break into their premises...and I forgot that I had the bracelet on. You can guess the rest).

You're right once again; I used to contract this when I played SR1 many years ago, but neither players nor GM took account this thing you've appointed. I've removed my DocWagon contract


Thanks for every advice!
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Xahn Borealis
post Feb 5 2011, 02:19 PM
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Deffmobile, little hint about background. Most Awakened discover their abilities during puberty or earlier for some metatypes. It's unlikely for someone to be older than 15 before they discover their abilities, but there's always exceptions. You may want to revise your character's history a little.
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marcgarc
post Feb 6 2011, 11:00 AM
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Made some definitive tweaking, here's the final edition of Tenzin Dhargey
I'm going to post into the IC Thread just now, to join the plot.
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Deffmobile
post Feb 8 2011, 04:05 AM
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QUOTE (Xahn Borealis @ Feb 5 2011, 07:19 AM) *
Deffmobile, little hint about background. Most Awakened discover their abilities during puberty or earlier for some metatypes. It's unlikely for someone to be older than 15 before they discover their abilities, but there's always exceptions. You may want to revise your character's history a little.


That would make sense, but isn't it possible to become Awakened through a high amount of stress? If so, the military stint would explain this.
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Drace
post Feb 8 2011, 05:05 AM
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The stress wouldn't make them become awakened so much as be the prime factor for their awakened powers to express themselves. You could theoretically live your whole life, and if you were never tested, die of old age without the powers manifesting.
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