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farlanghn
I stole Some(A lot) of this from cowboy bebop....

Profile: Spike Spiegel
Age: 27
As a member old the red dragons, Chinese Mafia group, spike was impetuous and volatile and now had a sense of what was right. Now, However, he is cool and self possessed, and has taken steps to hide this past so that he can live a free life. Together with his partner Jet Black Spike the Bounty Hunter flits from place to place in the airship Bebop. Relishing new encounters and loving danger, he never forgets ti crack a joke no matter how dire his predicament. A practitioner of "Jeet Kune Do" Spike is never defeated in unarmed melee combat. He attaches little value to money or the concept of justice, but will always fulfill obligations. He believes in accomplishing everything in his own way and has utter faith in his own values. As a result of this, He is always embroiled in some kind of trouble.

In appearance, Spike is a tall and thin young man, but with muscular shoulders. Inspiration for the character of Spike is found in martial artist Bruce Lee who uses the martial arts style of Jeet Kune Do. He is attractive, with dark, fluffy dark green hair and red/brown eyes, one of which is artificial and lighter than the other. His right eye which was surgically replaced by the cybernetic one. He is usually dressed in a blue leisure suit, with a yellow shirt and boots. Spike often has a bent cigarette between his lips, sometimes despite rain or "No Smoking" signs.

Metatype : Human
Attributes
Body: 3
Agility: 5
Reaction: 5
Strength: 2
Charisma: 5
Intuition: 3
Logic: 3
Willpower: 2

Edge: 6
Initiative: 8
Essence: 5.68

Knowledge Skills
Chinese : N
English: 2
Japanese: 3
Security procedures: 3
Security Design: 3
Gun smithing: 1
Music: 1
Underworld politics: 3
Swat Team Tactics: 2

Skill groups
Athletics Group: 2
Stealth Group: 2
Influence Group: 2
Mechanic Group: 1

Active Skills
Tracking: 1
Pilot Aircraft (fixed Wing): 3
Pilot Ground (wheeled): 1

Combat Skills:
Pistols (Semi auto): 5
Unarmed Combat (Jeet Kune Do) : 4
Gunnery: 2
Dodge(ranged): 3

Positive Qualities
First Impression
Toughness
High Pain Tolerance 1

Negative Qualities
Smoking (But it is in no way a negative quality)
SINner (criminal)

Commlink
Renraku Sensei: R2, S4, OS Vector Xim
Software:
-Command: 1
-Armor: 1
-Attack: 1
-Defense: 3

Cyberware:
One cybereye rating 4 (Alpha)
vision enhancement +3 (Alpha)
Low-Light vision (Alpha)

Weapons
Ares Predator IV
internal smartgun
space clips x3
regular rounds: 50

Armors:
Blue leisure suit
Armor Vest

Equipments
Key Lock (rating 6)
Fake Sin (Rating 2)
Fake License (rating 3)

Contact
Jet: L4, C2

Tell me what you think...
Glyph
Generally, trying to duplicate an anime character in SR4 is a bad idea, since you will have the image of the anime character in your mind, and the SR4 version simply won't be effective. In Cowboy Bebop, Spike was probably pretty badass, but this version will be running into people who are more than human on a regular basis.

This guy has a well-rounded skill set, but his primary focus is on combat, where he is not anywhere near the level of a combat-oriented adept or heavily-augmented street samurai (or even a well-tweaked uncybered mundane). In other areas, he is the same way, competent but not shadowrunner level - he is not quite a face, rigger, or break-in specialist. He might do well in a lower-powered campaign, but in a typical SR4 game his lack of focus will hurt him. His high Edge will help keep him alive, but his lack of extra initiative passes and other common combat boosters will still hobble him.

One note - I don't know how only one cybereye would work, but you should definitely get the smartlink mod for it, since you already have a smartlinked gun.
yoippari
I would say he has too little in every pot. You have a couple of programs, but no hacking skills to use them. You can change the oil in any vehicle you see, but you can't do much else with them. Unless you really want to use very little essence, you could do with some more cyber.

Before equipment I count 400 bp used. Are you using any house rules?


Also, the blue leisure suit...
http://www.harleyrace.com/images/kersten7.jpg
Are you kidding me?
farlanghn
Thanks to both of those. I was trying to go for one of those smooth talking combat guys that always seem awesome on tv. But That also have some experience under their belt as well. So I'll probably have to focus on one thing and work my way up to being good at multiple things. Also We are just starting up again after a year break so that might be one of the main reasons why I forgot a bunch of things. Final will be fixed though.
And about the gear my GM is letting me have a minor cyber implant for free. Have I had a good back story like mafia or military. And the blue leisure suit... that will be my new player picture! That is so awesome!
Though I was thinking
http://www.hyjoo.com/sun/Cowboy%20bebop/Pe...rsos/spike2.jpg
Sir_Psycho
for some-one who never gets defeated in melee combat, a unarmed of 4 and a strength of 2 is pretty laughable.
farlanghn
QUOTE (Sir_Psycho)
for some-one who never gets defeated in melee combat, a unarmed of 4 and a strength of 2 is pretty laughable.

He usually fights children! rotfl.gif
ElFenrir
I was going to say, at least bump the Strength to 3, the 'odd number' strength is a common thing these days, with the rounding up. If you can get 10 BPs from somewhere, id do this....

Which you can probably get from the skills. It is a basically strong skillset with a LITTLE too much spreading. I would keep Stealth and Athletics, and maybe lower Mechanics. If you have a mechanic in your party, you might not need this til later. A 3 Logic gives 4 dice to roll, which will be perhaps helpful in a pinch but definately not primary.

Yeah, drop the Mechanic group, there is your 3 Strength.

Now, Influence Group...unless you want the total Face thing, you might consider choosing two of the most used skills in the group and picking them up, to get a few more BPs for resources/implants or another skill(s). It is a good group that can come in handy, but typically, before picking up a skill group, i ask myself, 'am i REALLY going to use all of these?'

If not, choose perhaps 2 of the skills...at 2 each, youll save a few BPs.
However, if you see the character with all four, then by all means, go for it. smile.gif

I personally like the Stealth Group. Some people have said that Palming and Disguise have their limitations in the game, but i like how the stealth group works as a whole.

Also, the Dodge(Ranged) of 3(+2) is quite good. However, the Athletics Group of 2 includes Gymnastics...which would give him the means to dodge as well from ranged. Since you have to use a Full Action to do so for either one, it might be an option. Tho the Dodge gives him a hella lot of dice to use(which could help indeed), he still does decent with the Athletics. That's your call, my personal use for Dodge is for characters who have little in the way of combat, typically. But then again, a guy with a high Dodge and Edge could give an opposing team headaches all night. biggrin.gif

And yeah, i would also consider an initative booster of sorts. I wouldnt say its 100% necessary, but its one of those nice things to have. Ive passed it up, though, and still done just fine.

Might have seen like i had a lot to say, but actually i basically like the whole concept, just had a few suggestions to go over. smile.gif

Grinder
QUOTE (Sir_Psycho)
for some-one who never gets defeated in melee combat, a unarmed of 4 and a strength of 2 is pretty laughable.

According to RAW, a skill rating of 4 is pretty good.
farlanghn
Okay, I took what people said and I figured After awhile the first character wouldn't really go anywhere in the game the way he was. So here is a improved and hopefully better character.

Metatype : Human
Attributes 200bp
Body: 3
Agility: 5(6)
Reaction: 5(7)
Strength: 3
Charisma: 4
Intuition: 2
Logic: 2
Willpower: 3

60bp
Edge: 4
Magic: 5
Initiative: 7(9)
Essence: 6

Positive Qualities 20bp
First Impression
Adept
High Pain Tolerance 2

Negative Qualities +5bp
Smoking (But it is in no way a negative quality)
Addiction/ Mild (Alcohol)

Adept powers:
Improved reflexes 2 -3pp
Critical Strike 2 -0.5pp
Mystic Armor 1 -0.5pp
Improved Physical
Attribute, Agility -1pp

Knowledge Skills 24freebp
Chinese : N
English: 2
Security procedures: 3
Security Design: 2
Gun smithing: 1
Music: 1
Underworld politics: 3

skill points total used 118
Skill groups
Athletics Group: 2
Stealth Group: 2

Active Skills
Pilot Aircraft (fixed Wing): 3
Con: 3
Aeronautics Mech: 2

Combat Skills:
Pistols (Semi auto): 5
Unarmed Combat (Jeet Kune Do) : 3
Gunnery: 2

Total bp for resources 7 bp
Life style: squatter 1 month

Commlink
Metalink: R1, S2, OS Vector Xim

Weapons
Colt Manhunter
space clips x3
regular rounds: 50

Armors:
Blue leisure suit
Armor Vest
Leather Jacket

Equipments
Survival Knife
Key Lock (rating 6)
Fake Sin (Rating 2)
Fake License (rating 4)

Magical Item
Weapon Focus: 2
ShadowDragon
Your new character is incomplete. You have extra reaction and agility, but no powers or cyber to explain it. You don't have a magic attribute. It would also help us if you would include BP costs in subtotals.
Glyph
Yeah, no list of adept powers either. And I'm wondering what someone who only has an unarmed melee skill is doing with a weapon focus, unless your GM is letting you get some magic brass knucks or something. I'll say more when I see the complete version.
Kyoto Kid
...making him an adept would be a good move. However I too do not see any Magic Attribute rating.

Since no cyber is listed, I take it he has:

Improved Reflexes II (3 PP)
Increased Attribute: Agility (1 PP)

If his MA is 5 (recommended over 6) he would have one more PP left.

I would place part of it into Critical Strike 2 (.5 PP) and either Killing Hands or 1 level of Mystic Armour (.5 PP) since he tends to wear lighter (more concealable) armour.

A better route to go would be to dump the Increased Attribute (KK4.3 does perfectly fine with a 5 Agility) and apply the remaining Power Point to Improved Ability - Shadowing (since he is after all a bounty hunter) or Infiltration 2 and Gymnastics 2. You can have Improved Ability on a specific skill in a skill group (check out the Gunslinger Adept sample character) but not the entire group.

Note: If you start with an MA of 5 you do not need to Initiate to raise it to 6 with Karma so it is more cost effective than spending the 25BPs to start with it at 6.

I also agree, it is difficult to make an exact duplicate of an existing character from film or the telly. The route I take when wanting to approximate an existing character in fiction is to give my character an interest in the fictional work or genre and assume the basic identity and personality of said character. My best example is Hermoine, my mage who is based off the character of the same name from the Harry Potter series (albeit a bit more 'grown up'). She dresses, talks, and acts like the character, but her attributes, skillset and spellset are designed to work more within the SR framework. The one cool thing is she makes use of all three geasa qualities from Street Magic - Incantation, Gesture, and Talisman to follow the concept.

lorechaser
Indeed. Take the character as inspiration, but don't try to make them. Characters in shows are the heroes. Shadowrunners are not. Don't have an expectation like "He never loses a fight." You can't acheive that at chargen. Modify it in to "He holds his own in a fight, and someday, he'll be the guy that never loses."
farlanghn
Oops My bad, Sorry But now it is fixed! I forgot to type everything that was on the paper. Check it out.
Glyph
He still has the same problem - he is spread too thin. And honestly, that wouldn't be quite as much of a problem if you were creating a genuine generalist. However, this guy's focus is clearly on combat.

The Good -
> Decent Reaction.
> Multiple IPs.
> Acceptable Agility.
> Acceptable Edge.

Problems -
> Body is too low. He should at least have 4 (enough to wear an armor jacket without penalty).
> Combat skills are too low, especially unarmed combat. They should be 6 and 4, or 5 and 5, for your primary ranged and melee skills. You did take specializations, which is good.
> Improved Attribute is one of the least cost-effective adept powers. You would be better off losing a point of magic, and getting muscle toner: 2 along with some other bioware.
> Mystic Armor is good, but one point isn't that much. You would be better off getting Killing Hands, which will let you do lethal damage, as well as hurt spirits, in hand to hand combat.
> You should have a smartlink (which doesn't have to be cybernetic - it can be contacts or glasses and be just as effective).


And I am still wondering about the weapon focus.
farlanghn
QUOTE (Glyph)
He still has the same problem - he is spread too thin.  And honestly, that wouldn't be quite as much of a problem if you were creating a genuine generalist.  However, this guy's focus is clearly on combat.

The Good -
> Decent Reaction.
> Multiple IPs.
> Acceptable Agility.
> Acceptable Edge.

Problems -
> Body is too low.  He should at least have 4 (enough to wear an armor jacket without penalty).
> Combat skills are too low, especially unarmed combat.  They should be 6 and 4, or 5 and 5, for your primary ranged and melee skills.  You did take specializations, which is good.
> Improved Attribute is one of the least cost-effective adept powers.  You would be better off losing a point of magic, and getting muscle toner: 2 along with some other bioware.
> Mystic Armor is good, but one point isn't that much.  You would be better off getting Killing Hands, which will let you do lethal damage, as well as hurt spirits, in hand to hand combat.
> You should have a smartlink (which doesn't have to be cybernetic - it can be contacts or glasses and be just as effective).


And I am still wondering about the weapon focus.

I hear you on the body but with the high reaction and multiple Int passes. I don't plan on getting hit all that much. Sure it will happen but when it does I hope it wont hurt that bad and I will be able to absorb it.

I thought having a 15 dice pool would be good for unarmed. Which brings up the weapon focus. In the book under weapon focus it says nothing about having to attack with a weapon (like a sword or a club) At least from what I read.

And I really don't want killing hands for the fact that most grunts I have come up against don't have a high will. Easier to stun. I mean I want it but I can wait until I increase my magic ability.

Thanks for the feed back!
mfb
QUOTE (Grinder)
QUOTE (Sir_Psycho @ Jan 14 2007, 10:06 AM)
for some-one who never gets defeated in melee combat, a unarmed of 4 and a strength of 2 is pretty laughable.

According to RAW, a skill rating of 4 is pretty good.

Spike isn't "pretty good". he's one of the best in the solar system. he took out a guy that was juiced up enough to dodge bullets.
Glyph
The description of the weapon focus describes it as a weapon, describes attacking with it, and so on, and the bonding cost is partly based on reach, which is only used as a characteristic of weapons. Your GM might let you take it as a pair of magical brass knucks or something similar, though.

BTW, your total dice for unarmed combat seem to be 6 (Agility) + 3 (skill) + 2 (specialization) + 2 (weapon focus) = 13, not 15. Which is still good, but for a combat specialist, you should get as many dice as you can without hitting the point of diminishing returns.
farlanghn
QUOTE (Glyph)
The description of the weapon focus describes it as a weapon, describes attacking with it, and so on, and the bonding cost is partly based on reach, which is only used as a characteristic of weapons.  Your GM might let you take it as a pair of magical brass knucks or something similar, though.

This is what the book says, on page 191 of SR4 and it also travels over to p.192
"Weapon Foci add magical power to an awakened character's Melee attacks.
In physical combat, weapon foci add their force in dice to the characters dice pool for Melee attacks. The character still relies on her physical attributes and skills in combat: the weapon focus merely makes him more effective."

You did get me on the dice pool though. I was reading critical strike wrong.
Mistwalker
You haven't said what kind of weapon focus it is.
As my read is that you can add the weapon foci rating dice to your melee attacks, as long as it is the appropriate skill for that kind of weapon.

I.E. knife or sword focus used with the blade skill. Blackjack or billy stick focus used with the clubs skill.
Catharz Godfoot
As far as I can tell it's perfectly legal to have your weapon focus be a tongue stud, and as long as it's bound and active it improves your melee attacks.

Also:
One of spikes big things is that he's almost impossible to kill. He keeps getting his ass handed to him, and he keeps getting back up. And then he pulls out some amazing Aikijutsu or Gun-fu and the enemies stay down.

First of all, I'd give him a very high Gymnastics ability. He is going to be doing a lot of full-defenses, and he is quite athletic.

Base skills to make a Spike-like combatant (ignoring other attributes for now) would probably be Unarmed 6, Athletics 4, & Pistols (or firearms) 4.

He has a cybernetic eye, but we don't know for sure how much else he's been enhanced. I'd give him Synthacardium 3 just to be on the safe side wink.gif
If you want to go a little farther than is probably strictly needed, you could get him some Reflex recorders as well.

For adept powers, Improved reflexes 2 is decent, but enhanced agility is a waste.
You're really better off getting synaptic boosters instead of Improved Reflexes (it will save you 2-3 power points), but that could be viewed as munchkinly.
Glyph
A weapon focus is obviously a weapon. The binding cost is (3 + weapon reach) x Force, the book describes attacking with a weapon focus, and describes the damage of the weapon being the same on the astral plane as it is on the physical world. An astral copy of a tongue stud wouldn't do you much good on the astral plane, at least not in combat.
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