![]() |
![]() ![]() |
![]() |
![]()
Post
#26
|
|
Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
Actually, the reason for these restrictions is much simpler: We're playing as military very early in the timeline, relatively speaking. (We're talking pre-2050 here.) So when I mean "no gear," I mean none--I'm not sure exactly when the year is, but when we start there might not even *be* cyberware. While this isn't what I expect to be the case, it does mean that I'm assuming 1) we won't have any for a while and 2) neither will the opposition, so it shouldn't be a problem.
We're going to get assigned gear, but I think the GM is waiting to see what people build before he determines exactly what it is. I think, for example, that a specialist is therefore an acceptable path here; I'm just not sure how to do it without traditional augs. Some of the ideas here are pretty good; Jury-Rigger in particular is something I might not have previously looked at. I'm still not sure about some of it, though... thanks for the ideas, folks, and if you've got any more I'd love to hear 'em. (IMG:style_emoticons/default/smile.gif) |
|
|
![]()
Post
#27
|
|
Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
A-ha! So you were keeping info from us. Just knowing 'military' is a huge difference.
|
|
|
![]()
Post
#28
|
|
Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
Mostly I just didn't want a bunch of people telling me to demand knowing what we'd be given--that wouldn't help me too much personally and might just create bad blood.
|
|
|
![]()
Post
#29
|
|
The back-up plan ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 8,423 Joined: 15-January 03 From: San Diego Member No.: 3,910 ![]() |
With that setup, I'd look at SR2050 for a better attitude and setting. Beyond that, shifting down the dice pool expectations will probably be necessary.
The extra points from gear can go to more Kn skills and round out. A marine corps expert marksman would be skill 5 with high Agi, but likely have athletics, the outdoor skill group, some driving skills. If your group is making a squad, they'll all have basic combat skills and a specialty--EOD, Recon, etc. Goodluck, sounds like a fun premise. |
|
|
![]()
Post
#30
|
|
Moving Target ![]() ![]() Group: Members Posts: 664 Joined: 26-September 11 Member No.: 39,030 ![]() |
You should play a character I like to call- The Hidden Mountain
A Troll that has maxed out his stealth skills and specializes in Urban Infiltration. Give him some melee skills or archery and some demolitions skills. You've got a kick-ass infiltration expert/assassin, who can take a bullet or five and out-run anyone after them in case they screw up and can do more with silent weapons than a lot of guns. Round him out with some socials skills and some other necessary skills. People always expect infiltration experts to be humans or elves and the decreased agility is a draw back, but the image of an eight foot tall troll hiding in the shadows is awesome. |
|
|
![]()
Post
#31
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,782 Joined: 28-August 09 Member No.: 17,566 ![]() |
With those restrictions I'd say either go for something that's an outlandish or hilarious concept that will be fun to play no matter the numbers, or make a generalist with high edge. ~Umi Another dose of Totally Not Helping. I've always wanted to make a character with as many outlandish Incompetent perks as possible. Not as any attempt to dodge the system and get free BP, but as a sort of.... GM Creativity Test. Just to see if they have what it takes to introduce all these concepts into the game. I mean outlandish stuff like Incompetent: Pilot Space Shuttle and Pilot: Hot Air Balloon. Exotic Weapons, too. if I was feeling mean, I might throw Amnesia into the mix. |
|
|
![]()
Post
#32
|
|
Former Member ![]() ![]() Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 ![]() |
Actually, the reason for these restrictions is much simpler: We're playing as military very early in the timeline, relatively speaking. (We're talking pre-2050 here.) So when I mean "no gear," I mean none--I'm not sure exactly when the year is, but when we start there might not even *be* cyberware. While this isn't what I expect to be the case, it does mean that I'm assuming 1) we won't have any for a while and 2) neither will the opposition, so it shouldn't be a problem. We're going to get assigned gear, but I think the GM is waiting to see what people build before he determines exactly what it is. I think, for example, that a specialist is therefore an acceptable path here; I'm just not sure how to do it without traditional augs. Some of the ideas here are pretty good; Jury-Rigger in particular is something I might not have previously looked at. I'm still not sure about some of it, though... thanks for the ideas, folks, and if you've got any more I'd love to hear 'em. (IMG:style_emoticons/default/smile.gif) I still advise sitting out of this. Too much chance that the 'assigned gear' will be the most worthless things in the book picked pretty much 'because noone ever takes it'. When game ideas like this come up, the old adage 'Trust No One' is a good piece of advice. |
|
|
![]()
Post
#33
|
|
Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
Well, then, I suppose a gear-independent character might be in order. (IMG:style_emoticons/default/smile.gif)
|
|
|
![]()
Post
#34
|
|
Moving Target ![]() ![]() Group: Members Posts: 497 Joined: 16-April 08 From: Alexandria, VA Member No.: 15,900 ![]() |
Unlike All4, I see now what the point is and feel like the gear restrictions are more reasonable, wish you would have said as much to begin with (IMG:style_emoticons/default/nyahnyah.gif) . Going true to the timeline would mean you'd be playing more or less in the present day plus 15-20 years, say 2030s. Some cyber is available, bioware, not so much. Magic is still fresh and seriously rare. I'd bet your GM is going to flag one of you to awaken (in this scenario, that's what I'd do).
There is no excuse not to blow half your points on attributes, but that's what I think regardless of the circumstances. Assuming the normal restrictions on qualities is in place, that leaves you tons of points to use on skills. Since you'll have so many points for skills, I imagine your group will end up meta-heavy. After all, 40 pts for a troll isn't so scary when you're left with 150 or more for skills. Heck, Edge doesn't count for that attribute cap, pump lots of points into it. |
|
|
![]()
Post
#35
|
|
Moving Target ![]() ![]() Group: Dumpshocked Posts: 681 Joined: 23-March 10 From: Japan Member No.: 18,343 ![]() |
I'd actually suggest getting with the other players (I'm assuming this isn't a one-on-one game) and see what everyone is thinking for characters. It sounds like you may be building a small military unit/group. You should try to balance abilities around the group and be sure everyone has at least basic combat training. You as players decide what type of group you are and build around the group concept rather than just individuals that are thrown together which is typical in a "normal" SR game.
Just my 2 Ą -D |
|
|
![]()
Post
#36
|
|
Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
It also has an impact on potential Qualities. Don't know if you can take Buggy Ware, for example, and is it worth it to consider a Black Market Pipeline? What about Restricted Gear? Although it would be wise to check with the GM on his thinking, I think Buggy Ware and Restricted Gear could be quite useful in the low-cyber military campaign we now know this to be. If Restricted Gear gets you a piece of experimental cyber in a low-cyber campaign it could be pretty powerful. And balanced out with Buggy Ware could play up on the "experimental" side of things ... |
|
|
![]()
Post
#37
|
|
Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
I still advise sitting out of this. Too much chance that the 'assigned gear' will be the most worthless things in the book picked pretty much 'because noone ever takes it'. When game ideas like this come up, the old adage 'Trust No One' is a good piece of advice. Not sure why you keep posting in this thread. You obviously have GM trust issues yourself, and have posted (not once but twice) that you would not take part in such a game. The OP implicitly trusts his GM to make it a fun game, and has asked for build advice given the restrictions his GM has given (no magic, gear and perhaps very limited cyber to be assigned by the GM). Given this, it is clear you have nothing more constructive to add to this thread. |
|
|
![]()
Post
#38
|
|
Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
Actually, the reason for these restrictions is much simpler: We're playing as military very early in the timeline, relatively speaking. (We're talking pre-2050 here.) So when I mean "no gear," I mean none--I'm not sure exactly when the year is, but when we start there might not even *be* cyberware. While this isn't what I expect to be the case, it does mean that I'm assuming 1) we won't have any for a while and 2) neither will the opposition, so it shouldn't be a problem. We're going to get assigned gear, but I think the GM is waiting to see what people build before he determines exactly what it is. I think, for example, that a specialist is therefore an acceptable path here; I'm just not sure how to do it without traditional augs. Some of the ideas here are pretty good; Jury-Rigger in particular is something I might not have previously looked at. I'm still not sure about some of it, though... thanks for the ideas, folks, and if you've got any more I'd love to hear 'em. (IMG:style_emoticons/default/smile.gif) Thanks for the clarification. Military campaign makes certain archetypes (Detective, my hacker/face suggestion [unless he is Psych Ops]) redundant, and you should probably spend some of your BP on Athletics and/or Outdoors skill groups and other military-themed skills. Given the military theme, I would be tempted to either go rigger or infiltrator. Even if the GM doesn't give you nice drone toys out the box, I am sure a rigger will soon be able to procure some, and as Umarov said, as long as you have suitable mechanic skills (+ poss jury-rigger), it won't be long before you can build your drone army with bolted-on automatic weapons ... |
|
|
![]()
Post
#39
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 ![]() |
If you're part of a small military unit, the standard SR tropes (street sam, etc) don't really apply as much.
This sounds more like everyone in the unit should have good general skills (athletics, firearms, close combat, survival, etc), then everyone can branch off to be something special. Heavy weapons guy, mechanic/drone guy, infiltrator guy, leader guy, science/brainiac guy, communications/hacker guy. Mix and match as desired. You should be able to cover all of your skills, as you won't be spending BP on resources or magic. I'm seeing the team from Aliens in my mind here. Dibs on Hudson! (comm/hacker guy) |
|
|
![]()
Post
#40
|
|
Moving Target ![]() ![]() Group: Members Posts: 558 Joined: 21-May 08 Member No.: 15,997 ![]() |
Okay, so a generalist spread with a specialty. Think it's worth gambling on the kind of gun I get if I want to go weapons specialist? And can you guys be more specific about generalist skills I might want in this sort of game?
|
|
|
![]()
Post
#41
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 ![]() |
I wouldn't bet on the type of weapon - maybe get a 3 or 4 in the Firearms group, then get Heavy Weapons (with a spec if you really want one)
As far as general skills for a military-type char, everyone's opinion will probably vary. Mine is the Outdoors skill group (2?), Athletics skill group (2?), Disguise (Camo), Infiltration, Unarmed Combat, First Aid, and the above-mentioned Firearms group. It also depends if you guys are supposed to be spec.ops, just out of basic training grunts, exp. veterans, etc. |
|
|
![]()
Post
#42
|
|
Moving Target ![]() ![]() Group: Members Posts: 497 Joined: 16-April 08 From: Alexandria, VA Member No.: 15,900 ![]() |
As for skills, what phlapjack77 said, except you'll probably have larger numbers since you have so many skill points. Also, I'd consider taking a martial arts quality. Find out who is going to do demolitions, who will do B&E, and who is your face, among your players.
I'm not sure about gambling on the gun. I'm assuming your GM will be reviewing your characters and assigning what is appropriate, so I think if one of you pulled out a sniper and another showed a CQB and a third had a high Heavy Weapon skill, then those characters would be provided with appropriate weapons. I'd probably avoid specialties though. |
|
|
![]()
Post
#43
|
|
Moving Target ![]() ![]() Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 ![]() |
Though Assault rifles would still be a decent bet for any rifleman. They are still the primary weapon in 6th world armies.
|
|
|
![]()
Post
#44
|
|
Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Well, as always, 'Automatics' should have you totally covered, which of course includes ARs. Might be nice to have the whole group though… you never know.
|
|
|
![]()
Post
#45
|
|
Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Well, as always, 'Automatics' should have you totally covered, which of course includes ARs. Might be nice to have the whole group though… you never know. Yeah, My Minimal Gear (47,000 Nuyen Worth, man that goes quick), No Magic, No Ware character took the whole group precisely because you never know. (IMG:style_emoticons/default/smile.gif) Though I am a bit partial to the AK-147 SMG. |
|
|
![]()
Post
#46
|
|
Moving Target ![]() ![]() Group: Members Posts: 662 Joined: 25-May 11 Member No.: 30,406 ![]() |
Well, as always, 'Automatics' should have you totally covered, which of course includes ARs. Might be nice to have the whole group though… you never know. I would go group, you may have to scavenge for some weapons, and it would be a shame to pass up on that tricked out sniper rifle of the enemy you just took out just to save a few BP (it's not like you need to either). (IMG:style_emoticons/default/wobble.gif) As for other skills, as already suggested Athletics and Outdoors group. I'm quite a fan of skill groups, so I would also recommend the Stealth group - you are already going to need Infiltration (natch) and Disguise (for creating a sniping hide), and Palming could also prove useful (smuggling guns past checkpoints, hiding one on you if you're captured etc). Hell, you could consider Shadowing a freebie ... Then, as suggested, you could choose a unit niche such as communications (hacker), rigger, scout, heavy weapons/demolitions specialist, sniper, leader (face) ... and as several posters have said, see what functions the other people in your group intend to cover as well so as a team you have all the bases covered. Please let us know what you come up with, will be interesting to see what you decide to do ... |
|
|
![]()
Post
#47
|
|
Running Target ![]() ![]() ![]() Group: Banned Posts: 1,105 Joined: 23-August 10 Member No.: 18,961 ![]() |
I'm thinking about getting into a game with the standard BP spread, but with SR4A metas only, no magic, and gear provided but unknown. (So, in other words, we don't get any gear at creation, but still get standard BP.) One simple question: What the hell do I build? My usual suspects (street sam and face) are out, so's rigger, and I hate playing hackers. Thoughts? Tell your GM that he's awesome. Magic *should* be rare, but every idiot gamer feels entitled to it. The game states that less then 1% of the population is awakened, and only a small subset of that can wield it effectively. Imagine how cool King Arthur would have been if had the powers of Merlin? Imagine how cool Lord of the Rings would be if everyone had the powers of Gandalf? Gamer idiocy aside, I say go with a Yak. You'll have the pipeline for upgrades, and a fun story no matter how it plays out. |
|
|
![]()
Post
#48
|
|
Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Tell your GM that he's awesome. Magic *should* be rare, but every idiot gamer feels entitled to it. The game states that less then 1% of the population is awakened, and only a small subset of that can wield it effectively. Imagine how cool King Arthur would have been if had the powers of Merlin? Imagine how cool Lord of the Rings would be if everyone had the powers of Gandalf? Gamer idiocy aside, I say go with a Yak. You'll have the pipeline for upgrades, and a fun story no matter how it plays out. That being Said, Magicians are MUCH more prevelant than Lawyers are in America. We have the highest density of Lawyers (1 in 265, with Brazil 2nd at 1 in 326) in the world. Doctors top in at 1 in 200 in Cambodia, who leads the world in Doctor Ratio. So... Magicians are not as rare as you are making them out to be. Just saying... (IMG:style_emoticons/default/smile.gif) I can name a few of each profession that I know personally. Means I will likely know 2-3 times more Magicians in the 6th WOrld. |
|
|
![]()
Post
#49
|
|
Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Gandalf… *what* powers? Worthless Maiar, no lightning bolts, hmf.
Anyway, the issue isn't 'no magic'. It's 'no gear, no info, no nothing'. (IMG:style_emoticons/default/smile.gif) Revealing that it's a military game goes a long way toward alleviating that problem, though. |
|
|
![]()
Post
#50
|
|
Moving Target ![]() ![]() Group: Members Posts: 497 Joined: 16-April 08 From: Alexandria, VA Member No.: 15,900 ![]() |
Gandalf… *what* powers? Worthless Maiar, no lightning bolts, hmf. Anyway, the issue isn't 'no magic'. It's 'no gear, no info, no nothing'. (IMG:style_emoticons/default/smile.gif) Revealing that it's a military game goes a long way toward alleviating that problem, though. Seriously, lamest wizard ever. Mickey Mouse used more magic in ten minutes than he did in four books. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 15th August 2025 - 07:14 AM |
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.