IPB

Welcome Guest ( Log In | Register )

3 Pages V  < 1 2 3 >  
Reply to this topicStart new topic
> New Character, New to Shadowrun, Help me design a character!
Sand
post Apr 7 2004, 05:29 PM
Post #26


Target
*

Group: Members
Posts: 13
Joined: 6-April 04
Member No.: 6,224



Looking at the two alternatives, it seems like the adept has the benefit of a couple ludicrously high skills (Stealth seems to be favored), while the street sam has a lot more stuff but no spectacular skill rolls. How much of a difference does that make? I'd hate to find that "only" having a 6-7 in all my combat skills makes the character a third-string combat participant. (Although, that skillwire thing does look pretty tempting...)


Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 7 2004, 06:01 PM
Post #27


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



True, I missed the part about pools. There are a lot of descent skills you can get on chip which would prove helpful. In fact, it's probably one of the better things you can do with the same amount of cash. It's only when you try to add in all the bells and whistles from M&M that they get truely expensive (or you try to use more than one at a time).

I'd stopped looking at them because of previous bad experiences *coughCEDcough*. They appear to be worth a second look.

In combat, you use your combat pool with most things you really want to get to work, so the difference between skills isn't too terribly great. Though through a base of 12 dice at something generally means it'll get done right the first time.
Go to the top of the page
 
+Quote Post
Lilt
post Apr 7 2004, 06:36 PM
Post #28


Shooting Target
****

Group: Members
Posts: 1,965
Joined: 26-February 02
From: Edinburgh, Scotland
Member No.: 2,032



If you want to be the drek at melee then the key is to roll more dice than your opponent and avoid TN penalties. Initiative bonuses don't matter as much for melee fighters as whenever someone attacks you you can kick their ass in a counterattack. As long as you roll more dice than them then you can kick their asses on their own turns. This gives adepts a slight advantage as improved ability lets them roll extra dice. They also have the option of bonding weapon foci in the future making them even more powerful.

In ranged combat, Initiative is often king. Very few adepts can challenge a sammie's Wired Reflexes 2, Smartlink, and Cyber Vision Mods. It is possible though, and if you sacrifice a point of essence (and so magic) for a bit of cyber (Smartlink, Datajack, and CyberEyes + Thermo + Low-L + Flare-Comp + Vis-Mag-3 are popular choices) then they can contest reasonably well with sammies.
Go to the top of the page
 
+Quote Post
Austere Emancipa...
post Apr 7 2004, 06:51 PM
Post #29


Great Dragon
*********

Group: Members
Posts: 5,889
Joined: 3-August 03
From: A CPI rank 1 country
Member No.: 5,222



I believe, with the current M&M Errata (p. 78), you could also opt for a combination such as Smartlink-2 + Enhanced Artwinkulation + Muscle Toner-1. I'm not a good min/maxer, but I think it's worth noting that Bioware is currently "half price" when considering Magic loss from 'Ware.
Go to the top of the page
 
+Quote Post
Sphynx
post Apr 7 2004, 07:11 PM
Post #30


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



QUOTE (Sand)
Looking at the two alternatives, it seems like the adept has the benefit of a couple ludicrously high skills (Stealth seems to be favored), while the street sam has a lot more stuff but no spectacular skill rolls. How much of a difference does that make? I'd hate to find that "only" having a 6-7 in all my combat skills makes the character a third-string combat participant. (Although, that skillwire thing does look pretty tempting...)

The only real advantage to an Adept is melee combat. Unless you're up against another adept, even that's overkill. Athletics and Stealth can be just as good with a Cyber character. Even though the adept may get more dice for Stealth, stealth is based on your highest-roll. More than 6 dice to a stealth roll isn't nearly as beneficial as with a skill where the number of successes you get is more important.

Going cyber though has alot of potential that you can't get with Adept powers (though you could get by mixxing the 2 worlds, the "twink" way to do things). ;)

Sphynx
Go to the top of the page
 
+Quote Post
gknoy
post Apr 7 2004, 09:08 PM
Post #31


Moving Target
**

Group: Members
Posts: 413
Joined: 20-November 03
Member No.: 5,835



QUOTE (FlakJacket)
Excuse me? Shotguns are some of the best weapons IMO. But then I am biased since I do like shotguns. Lets take the Franchi SPAS-22. First off, just ignore the burst fire option since it's practically unworkable- stick to SA mode. Carries ten rounds and has a concealability equal to nearly all heavy pistols and SMG's.

I knew I was going to draw fire for that, lol! I've never actually USED a shotgun in-game, so I can't really comment on their actual effectiveness.

Is the SPAS-22 in the SR3 core book? (I recall the original poster saying that they were limited to gear/etc in that book.)

Recoil: good point. But, a burst fire weapon where you don't care about silence can have a gas vent IV or III tacked on, and you're in the same ballpark as most shotguns.

From the BBB, the only shotgun that fits your description is the Defiance T-250: 10S, SA, only holds 5 rounds.

This is (damage-wise) equivalent to any SMG with a gas vent III firing bursts, for a single burst vs double ... however the second shot means that the SMG has +3 recoil again while the SG only has +2 ... however, it DOES carry only 5 shots whereas the SMGs carry 9-20 bursts-worth. But that's kindof a secondary concern when I notice that shotguns using flechette ammo have a 10D(f) code ... that's actually REALLY nice. :) Plus, when using buckshot, you get minuses to TN based on range and choke setting, I believe.

So, I stand corrected -- shotguns DON'T suck. But, they don't really seem to fit my image of a covert-ish Face type character. Shotguns don't convey a desire of the wielder to negotiate ;)

Can you load shotguns with EX-EX rounds?
Go to the top of the page
 
+Quote Post
gknoy
post Apr 7 2004, 09:11 PM
Post #32


Moving Target
**

Group: Members
Posts: 413
Joined: 20-November 03
Member No.: 5,835



QUOTE (Lilt)
In ranged combat, Initiative is often king. Very few adepts can challenge a sammie's Wired Reflexes 2, Smartlink, and Cyber Vision Mods. It is possible though, and if you sacrifice a point of essence (and so magic) for a bit of cyber (Smartlink, Datajack, and CyberEyes + Thermo + Low-L + Flare-Comp + Vis-Mag-3 are popular choices) then they can contest reasonably well with sammies.

Throw in 2-4 Improved Ability [gnu of choice] dice, and "reasonably well" becomes "frighteningly well". ;)

though, the magic loss means that you're that much weaker. =/ And, if you don't take a Geas (as it was explained to me, at least) to counteract magic loss, once you staert using iniatiation rules in MITS, you can't initiate (and are considered "burned out"). This was of course confusing to me , though. :)
Go to the top of the page
 
+Quote Post
Sphynx
post Apr 7 2004, 09:20 PM
Post #33


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



Don't forget. Unlike Mages, Adepts don't get to choose if they get a Geasa for Magic Loss. Only the GM can decide if the player gets a Geasa. In non-high-powered games, most GMs will enforce heavily that rule and not give Geasa's for Cyberware to Adepts.

Sphynx
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Apr 7 2004, 09:29 PM
Post #34


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



Why do so many people misread the effects of geasa?

If you don't take a geas, you just lose that magic point.
If you do take a geas, but don't fullfil it, you don't have any geased magic points and you suffer a +1/geased magic point penalty until you do fullfil them all.
If you discard a geas, by consciously deciding to never fullfil it, you no longer have the TN penalty for not fullfilling it, but you can never initiate (and you must drop all geasa you have when using this method).

Adepts do have some different rules as Sphynx mentioned. Additionally adepts only need to worry about the geasa linked to the powers they are using or the last level of powers that are as high as possible.
Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 7 2004, 10:06 PM
Post #35


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



There is a magic group stricture which says you have to take a geasa to offset magic loss. Maybe that's part of the confusion, too.
Go to the top of the page
 
+Quote Post
FlakJacket
post Apr 7 2004, 10:26 PM
Post #36


King of the Hobos
*****

Group: Dumpshocked
Posts: 2,117
Joined: 26-February 02
Member No.: 127



QUOTE (Sphynx)
Don't forget.  Unlike Mages, Adepts don't get to choose if they get a Geasa for Magic Loss.  Only the GM can decide if the player gets a Geasa.  In non-high-powered games, most GMs will enforce heavily that rule and not give Geasa's for Cyberware to Adepts.

Really? Um, okay. Guess I must have must have missed that part for quite a bit. Oops. :) You got a page reference so I can read up on it?
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Apr 7 2004, 10:31 PM
Post #37


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



All the geas related info is in MitS near page 31. That line is in the first paragraph or two of the section about special geas rules for adepts (after the regular rules).
Go to the top of the page
 
+Quote Post
Lilt
post Apr 7 2004, 10:33 PM
Post #38


Shooting Target
****

Group: Members
Posts: 1,965
Joined: 26-February 02
From: Edinburgh, Scotland
Member No.: 2,032



I'll remind you all that Geasa aren't an issue here what-so-ever as, IIRC, only the core rulebook is fair game.
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Apr 7 2004, 10:41 PM
Post #39


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



It's topic drift, irrelevant in this instance but informative to others. Does Sand still have issues that need clarification/input or is this thread fair game for wild topic drift?
Go to the top of the page
 
+Quote Post
Sand
post Apr 8 2004, 01:18 AM
Post #40


Target
*

Group: Members
Posts: 13
Joined: 6-April 04
Member No.: 6,224



Wild topic drift is fine. :) I am going to have more questions, but I think I need to absorb all the advice and come up with some character concepts (and stats). Right now I'm exploring a skillwire-based character to see how it looks.
Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 8 2004, 02:07 AM
Post #41


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



I think a critical question at this point is whether your GM intends to allow you guys to aquire stuff from other books later on or not. If he does, then this becomes relevant since we can go on and on about "get x so later you can get y". I'm finding it helpful because I need to make a Shadowrun: Missions character ;)
Go to the top of the page
 
+Quote Post
Sand
post Apr 8 2004, 01:39 PM
Post #42


Target
*

Group: Members
Posts: 13
Joined: 6-April 04
Member No.: 6,224



If the campaign really takes off, then other books will get added in; otherwise, no. (The main issue is that nearly all the players are new to Shadowrun, and buying/using that many books at once just seemed like a recipe for confusion.)

I'm currently working on a skillwire-based character. My conception of her is that she was the daughter of a corp exec (no one tremendously important, just someone with money) who was disgusted by the corporate exploitation she saw. She joined the military (or Lone Star, or whatever), found that that was no better, and then boosted a load of cash from her family and hit the streets. Due to the skillwire system, she often seems a bit schizo, as each chip alters her reactions somewhat: the smiling, pleasant negotiator; the gung-ho, hard core combatant; the cool and competent expert. Most people know her as somewhat ditzy, but that's just an act -- her real self is very intense and focused.

Stats at present:
Resources A, Attributes B, Skills C, Magic D, Race E (human)

Body 4
Quickness 6
Strength 2
Charisma 4
Intelligence 6
Willpower 5

Skills:
Assault Rifles / AK97 5/7
Pistols 6
Rifles 6 (possible specialization in sniper rifle)
SMGs 6
Etiquette 4
Stealth / Alertness 5/7
Knowledge / Language TBD (to include military and corp knowledge)
[note; the idea here was to get everything else on chip, this may change!]

Cyberstuff:
Skillwires (rating 6, 216 MP; enough for 2 Activesofts at once)
Smartlink (Alpha)
3x chipjack (Alpha)
Datajack (Alpha)
Knowsoft link (Alpha)
Memory 250 MP (Alpha)

Stuff:
Fichetti Security 500a, smartlinked, concealable holster
Permit for the above
AK-97, smartlinked, gas vent III, shock pads, combo scope, ultrasound
15-17 skill chips
Full camo suit (urban and forest)
Micro-transceiver thingie with encryption
Bug scanner
etc.

Lifestyles:
1 medium, 2 low, maybe more

Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 8 2004, 01:52 PM
Post #43


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



QUOTE (Sand @ Apr 8 2004, 09:39 AM)
If the campaign really takes off, then other books will get added in; otherwise, no. (The main issue is that nearly all the players are new to Shadowrun, and buying/using that many books at once just seemed like a recipe for confusion.)

That's pretty accurate ;)

Because other books are going to get added, that does change recommendations a little. For instance, there will come a time when you can add bioware to your character (Man & Machine), get improved skill chips (the expert driver from M&M and programing options from, I think, Cannon Companion), and the like.

If possible, you might want to try to squeeze in an alpha grade boosted reflexes III. (180k :nuyen: 2.24 essence) to give you an initiative boost. As a minimum, I'd invest in boosted I since that will net you an extra die of initiative (taking you from an average of reaction + 3.5 to reaction + 7... generally the difference between averaging one action or two actions) and you can upgrade later.

Also, take a look at the skillsoft jukebox item (it's in the core book). You might find it handy and it could cut down the number of chipjacks you have to have (you can read chips through datajacks as well).

[edit]Oh, and to take back I something I said earlier, the "sweet spot"s for broadcast encryption are rating 2 and rating 6. I recommended rating 4 earlier, but when you read the broadcast decryption rules, the difference between a single die being successful on the decryption test is only 2.78% whereas between 2 and 6 it is an 8.33% -- probabilities are non-linear because of the 6=7 trait of the Shadowrun rules). None of this is foolproof... a skilled user with rating 6 decryption has about a 50-50 change against a piece of rating 6 encryption... it it takes time to do, which is the whole point.[/edit]
Go to the top of the page
 
+Quote Post
kevyn668
post Apr 8 2004, 02:02 PM
Post #44


Runner
******

Group: Members
Posts: 2,751
Joined: 8-August 03
From: Neighbor of the Beast
Member No.: 5,375



Ditch two of the firearm skills. You won't need such a high level in SMG and Rifle if your primary weapons are an AK an a pistol. If you really wanna snipe, just slap a Mag 3 scope on your AK and use the "Aiming" and "Called Shot" rules.

Also, get yourself a real pistol. the Browning Max-Power is often my heavy pistol of choice. You can use the Fichetti as a back up or lose it all together. All you gonna do w/ that thig is piss some one off.

About the Firearms: I know you took a bunch to be more versitle or in case you are relieved of your weapons but you got Pistols at 6. That'll do. Trust me.

By losing those two skills you can nab 12 points! Thats more than enough to get a secondary SOS (Shadowrunner Ocupational Specialty). I'd grab a vehicle skill at four and then burn the other 8 points on either social skills (Interro, nego, or intimidation) or tech skils (electronics or electronics B/R). Then you can use your skillwires for Demo and Biotech exclusively.

I just read TG post, definitely get boosted reflexes. I perfer those to Wired most of the time. They're always on and pretty much undectable. And depending on your GM, may not cause the "knee0jerk" reaction thats caused by Wired w/o a Reflex Trigger.
Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 8 2004, 02:18 PM
Post #45


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



I personally like wired better than boosted, but if you're going with high MP rating 6 skillwires, you're not exactly rich anymore.
Go to the top of the page
 
+Quote Post
gknoy
post Apr 9 2004, 12:15 AM
Post #46


Moving Target
**

Group: Members
Posts: 413
Joined: 20-November 03
Member No.: 5,835



QUOTE (TinkerGnome @ Apr 8 2004, 09:18 AM)
I personally like wired better than boosted, but if you're going with high MP rating 6 skillwires, you're not exactly rich anymore.

I gotta agree on the getting of Boosted, if your main role is NOT combat.

If you have to be The Fastest, then Boosted's not the way to go - Wired II is faster than Boosted III. But, I think Boosted III is cheaper . . . :)

If your goal is to be medium-speed man, and have decent skills to back it up, I have to admit that Boosted is Just Fine. I'd go with Boosted 2 or 3 tho, and skip 1 entirely (1 reaction is almost useless by itself).

I USED to be a Wired-Only kind of guy (tho I admit that I like Adept improved reflexes ;)), but when the player I am GMing for took Boosted 3, I realized that it was actually a darn good idea. I think it saved him essence AND money, too. I think. Could be wrong. :)

[edit]
And Kevyn's dead-on right about the pistol. =) A light pistol will fail to do any damage to almost anyone wearing armor (6L - 4-6 power means 2's to resist damage). You're better off getting a heavy pistol. or a shotgun. Or a Roomsweeper, which is the best of both worlds. ;)
[/edit]
Go to the top of the page
 
+Quote Post
TinkerGnome
post Apr 9 2004, 12:25 AM
Post #47


Dragon
********

Group: Members
Posts: 4,138
Joined: 10-June 03
From: Tennessee
Member No.: 4,706



QUOTE (gknoy)
I gotta agree on the getting of Boosted, if your main role is NOT combat.

Or if you intend to stack in a synaptic accelerator later on, as someone pointed out earlier. As tough as it is to find a beta clinic, it's generally tougher to aford wired III (essence and cash).
Go to the top of the page
 
+Quote Post
Herald of Verjig...
post Apr 9 2004, 12:27 AM
Post #48


Runner
******

Group: Members
Posts: 3,066
Joined: 5-February 03
Member No.: 4,017



About speed:
Boosted 3 + a later purchase of Synaptic 2 surpasses wired 3.
If he wants to become fast, this is a very nice option that can be dealt with later in the game.
Go to the top of the page
 
+Quote Post
tjn
post Apr 9 2004, 04:23 AM
Post #49


Moving Target
**

Group: Members
Posts: 476
Joined: 30-December 03
From: Fresno, CFS: taking out one durned furriner at a time.
Member No.: 5,940



QUOTE (gknoy)
I'd go with Boosted 2 or 3 tho, and skip 1 entirely (1 reaction is almost useless by itself).

Slightly mixed up there. One gives an inititive die, two is the one that only gives 1 reaction. Boosted 1 + Synaptic Accelerator 2 is by far the most effecient Essence/Bio Index speed in the game.
Go to the top of the page
 
+Quote Post
Sand
post Apr 9 2004, 02:29 PM
Post #50


Target
*

Group: Members
Posts: 13
Joined: 6-April 04
Member No.: 6,224



Don't know what Synaptic Accelerators are (guessing a supplement thing), so I can't rely on them. In terms of new books coming in...I'd be surprised if we saw any in the first 6 months, and not surprised if we never saw any at all. If we did, I suspect character redesigns would follow anyway.

Had forgotten all the earlier advice about initiative. Made a few changes for pass 2:
  • Drop SMG and Rifle skills, replace with Biotech and Electronics (6 each)
  • Switched pistol to Ares Predator to do real damage. Will probably get a permit for this but not the AR-97 (when she's using the assault rifle, she'd rather be able to leave it behind).
  • Dropped skillwires to 108 MP (one active skill at a time), one chipjack, and the headware memory.
  • Added 3x108 MP jukebox (total of 5 skillsofts available at a time)
  • Added Alphaware Wired Reflexes II with reflex trigger. This gives Initiative of 10 +3d6, so 2 actions are guaranteed and 3 actions 50% of the time.
  • Enough cash left for ~15 skill chips, which looks to cover most of the active skills I need and a few knowledges as well.

Questions:
1) Once you are loaded up with Essence-lowering items, how can you upgrade? Can you rip stuff out and replace it, or is there some mechanism for raising Essence later on?

2) Are there any non-obvious active skills that I should take? (For example, I noticed that breaking into keypads requires Electronics B/R.)

3) As indicated above, this character has a corporate and military background, so she's taking Knowledge skills like Corporate Security, Corporate Policies, Military Tactics, etc. Any good suggestions there?



Go to the top of the page
 
+Quote Post

3 Pages V  < 1 2 3 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 9th November 2025 - 08:27 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.