Jhaiisiin
Jan 2 2008, 03:24 AM
LOL I'd almost take "Allergy: Death" myself, but then I just know I'd have zero chance of making it through a resuscitation.
As to the surgical steel, it was the steel they use for pins and screws and stuff they use to put bones together. At least that's as much as I was able to garner. Hmm... Maybe I should start being more curious about my friends' allergies? LOL
Whipstitch
Jan 2 2008, 03:31 AM
Plus, imagine if you're fighting multiple opponents.
PC: "Whoa! Critical success! I NAILED that rent-a-cop! Hell, I almost feel sorry for the guy."
GM: "Yeah, and with a full narrow from an Ingram I'm not even going to roll his Body. Two more guards just came running around the corner, so roll initiative again. And subtract 2; I think your allergies are flaring up."
QUOTE (kzt) |
Nickel is a common component of steels. Not to mention being used at much larger percentages in keys, cutlery (knives/forks), zippers, etc. I think it would be extremely inconvenient. http://en.wikipedia.org/wiki/Nickel_silver |
To elaborate: Nickel is used to improve the corrosion resistance of iron alloys. It is one of three common alloy components (chromium and molybdenum being the others). Let those munchkin allergy takers feel the pain, they brought it upon themselves! You should never fail to educate your players
Yes, surgical steel is a nearly-guranteed candidate since that one needs to be stainless.
Cthulhudreams
Jan 2 2008, 10:22 PM
Yeah, but if someone took allergy: uncommon (gold) and then you tried to make it apply to nickel alloys you're probably being a bastard, being in that nickel alloys are hardly uncommon and are in fact present in just about everything within 5 feet of me except my intray and the paper therein.
JBlades
Jan 3 2008, 12:09 AM
...oops, didn't mean to post.
Sponge
Jan 3 2008, 02:57 AM
QUOTE (Cain) |
QUOTE (DireRadiant @ Dec 18 2007, 11:46 AM) | Am I correct in thinking there is no Mystic Adept in the Sample Characters? |
Not in the original ones, no. If you see an archetype that'd be well-suited for a physmage, though, feel free to write one up. Since we're maintianing the KISS principle, though it may be a tad complicated.
|
Here's one, a variant on the Covert Ops specialist. I only used the basic rulebook (no Street Magic stuff). Apologies in advance if it's not min/maxed enough for some of you.
[ Spoiler ]
Covert Ops Mystic AdeptSTATS (180BP, 10BP Edge, 40BP Magic)BOD: 3
AGL: 4
REA: 3
STR: 2
CHA: 3
INT: 4
LOG: 4
WIL: 3
EDGE: 3
MAGIC: 5 (Spells 3, Powers 2)
Essence: 6
Initiative: 7
Initiative Passes: 1
Physical Track: 10
Stun Track: 10
Active Skills (136 BP)Athletics Group 2
Close Combat Group 2
Electronics Group 2
Stealth Group 2
Pistols (Semi-Automatics) 1 (+2)
Etiquette 1
Perception 1
Negotiation 1
Throwing 1
Spellcasting (Health spells) 3 (+2)
Counterspelling 2
Banishing 2
Summoning 1
Knowledge Skills (21 BP free)(I took the list from the existing CovOps specialist in the book and tweaked it.)Corporate Politics 3
Security Systems 3
Magical Security 2
Safe Houses 2
Finances 2
Japanese N
English 3
French 2
German 2
Spanish 2
Qualities (-15 BP)+10 Mystic Adept (Hermetic tradition)
+5 Mentor Spirit (Cat: +2 Illusion Spells, +2 Infiltration, WP+Ch (3) to incapacitate an enemy unless wounded)
-10 Simsense Vertigo
-20 Combat Paralysis
Spells (15 BP)(This list is very limited, but the point is to focus on supporting the Covert Ops area, not on being a full-blown mage. Obviously, a number of further spells would be useful.Increase Reflexes
Increase Logic
Improved Invisibility
Stealth
Stun Bolt
Adept Powers (2 points' worth)Attribute Boost: Agility 1
Attribute Boost: Strength 1
Attribute Boost: Reflexes 1
Enhanced Perception 1
Improved Ability: Infiltration 1
Great Leap 1
Mystic Armor 1
Contacts (7 BP)Talismonger L2/C2
Socialite L1/C2
Foci (6 BP)(Since the reason for having spells is to support the character's skills, I took some sustaining foci so that spells can be cast as support for other actions.)Sustaining Focus (Health) 3
Sustaining Focus (Illusion) 3
Gear (21 BP, 105K )Most of this is for the 2 Sustaining Foci - 60k right there. Also needed is a Hermetic Magical Lodge. Add in a Chameleon Suit with nonconductivity + thermal damping, a few different weapons, a fake SIN, a big pile of B&E gear, fancy eye/earwear, a standard (decent) commlink + OS and basic programs (no hacking programs), and 1 month of Medium Lifestyle. I have a whole list written out but I didn't feel like copying it all here, unless someone specifically wants it.
Not fantastic in combat (especially given the negative qualities), but using a smartlinked pistol gives 9 dice, more with Attribute Boost: Agility; not too shabby. Infiltration is 9 dice off the bat, not counting the Attribute Boost and spells, while other Stealth skills are at 6 dice. Health and Illusion spells are both at 8 dice, Drain pool is 7 dice, Perception is at 6 (+3 for visual/aural with the right gear). Hardware and other Electronics skills are only at 6 dice, but can be boosted with an Improved Logic spell.
A mystic adept involves a lot of compromises, especially if you want to give them skills in other areas besides magic. This character is not fantastic in their area, but he/she is competent, can meaningfully help out in a combat situation, and has a fair amount of breadth. Finally, perhaps more than any other type of character, there's so many places to spend your hard-earned karma
DS
EDIT: I forgot the negative qualities!
Whipstitch
Jan 3 2008, 03:43 AM
What really pisses me off is the inability to erase your signature as a mystic adept without spending a full power point on Astral Perception. It's a potentially fatal flaw, and it's one of the many reasons why I consider counterspelling and perhaps minor binding and summoning to be the only truly practical reasons to dip your toes into being a Mystic Adept.
Sponge, thank you! With some modifications for background, and fortunately with 450 BP to spend, I will play a character based on that Mystic Adept.
Sponge
Jan 3 2008, 11:03 PM
QUOTE (Ryu) |
Sponge, thank you! With some modifications for background, and fortunately with 450 BP to spend, I will play a character based on that Mystic Adept. |
Glad you like it. By the way, I forgot to list the negative qualities! I edited the previous post.
DS
The same problem as always. The more I think about it, the more I´m building a mage with bioware. The point spend on astral perception is really annoying, I´d rather spend it installing some ware. Still, thanks for the inspiration Sponge!
FrankTrollman
Jan 4 2008, 01:45 PM
Is someone going to bite the bullet and make a halfway decent Technomancer?
Or are we going to write off the implementation in SR4 as dumb?
-Frank
toturi
Jan 4 2008, 01:50 PM
Or we could bite the bullet and go whole hog min-max the Technomancer and we could hold it up as an example on how technomancers should be played.
Kyoto Kid
Jan 4 2008, 03:50 PM
QUOTE (FrankTrollman) |
Is someone going to bite the bullet and make a halfway decent Technomancer?
Or are we going to write off the implementation in SR4 as dumb?
-Frank |
...I say write off. Like Otaku, TMs make better NPCs than PCs
Cthulhudreams
Jan 4 2008, 03:52 PM
I double dare you to do that with a technomancer that isn't really a 'drone herder' not because thats bad per say, but then why have a drone rigger
Maybe the drone rigger should be a technomancer.
Whipstitch
Jan 4 2008, 04:02 PM
QUOTE (FrankTrollman @ Jan 4 2008, 08:45 AM) |
Is someone going to bite the bullet and make a halfway decent Technomancer?
Or are we going to write off the implementation in SR4 as dumb?
-Frank |
Yeah, I'm afraid I wrote them off ages ago.
Also, the reason you should have a drone rigger who isn't a technomancer is because it's generally a lot more versatile to make a one man army Drone Rigger/Samurai, Rigger/Hacker/Adept or even a one many army Drone Rigger/Hermetic Summoner who provides Astral, Matrix AND meat overwatch via watchers and other low spirits and drones from the comfort of his van. After all, both disciplines benefit from decent logic scores for drain and repairing/customizing your toys and you can easily fit in a Control Rig and Skillwire 3 (for your repair skills) for under an essence point.
Sponge
Jan 4 2008, 04:23 PM
QUOTE (FrankTrollman) |
Is someone going to bite the bullet and make a halfway decent Technomancer?
Or are we going to write off the implementation in SR4 as dumb?
-Frank |
Well I did a mystic adept, I may as well take a crack at a technomancer
Whipstitch
Jan 4 2008, 04:29 PM
I personally don't feel that mystic adepts have half the problems technomancers do. It's not even close, even if they can't erase their own sigs.
Kyoto Kid
Jan 4 2008, 04:44 PM
...had a player who made a pretty effective one that was part Social Adept part influence Mage with the Possession tradition.
Since many of the "influence" based spells need only a single net success for the effect to take place, the lower force is not as much an issue, (3 hits sufficient for Mind Probe purposes) particularly when dealing with mundanes.
X-Kalibur
Jan 4 2008, 08:14 PM
QUOTE (FrankTrollman) |
Is someone going to bite the bullet and make a halfway decent Technomancer?
Or are we going to write off the implementation in SR4 as dumb?
-Frank |
I think the problem comes from only being able to make 1 or 2 effective versions of it and both are so munchy and underperform something awful in other areas.
Whipstitch
Jan 4 2008, 09:15 PM
Yeah, you either feel like you're pooping all over what little balance and sanity there is in the rigging rules or that you are utterly worthless to the team with little else in between.
TMs should not be consumed RAW. I already detest software costs for hackers because everyone else is just copying the hackers programs, paying 4 BP for rating four instead of 0.8 does not improve things. Not something a newbie should try to handle anyway.
Cain
Jan 5 2008, 07:19 PM
That is a valid perspective. Who else here thinks that an otaku is too complex for a new player? That's the most valid reason for excluding them from a list of sample archetypes.
Jaid
Jan 5 2008, 07:59 PM
considering we're doing the work of character generation, i can't really say they're much more complicated than a regular hacker actually.
once they have to actually try and advance their TM, that gets tricky, but by then they should at least have a basic concept of a fair amount of the game, and they will likely need to upgrade the non-TM parts of the concept first anyways.
heck, if you want, i can see what i come up with, but it's likely to be a little min/maxed.
still, i'll give it a shot...
Sponge
Jan 5 2008, 11:32 PM
QUOTE (Sponge) |
QUOTE (FrankTrollman @ Jan 4 2008, 08:45 AM) | Is someone going to bite the bullet and make a halfway decent Technomancer?
Or are we going to write off the implementation in SR4 as dumb?
-Frank |
Well I did a mystic adept, I may as well take a crack at a technomancer |
Well here goes. A limitation I found particularly annoying was the maximum number of Complex Forms equal to Logic x2 at chargen. This character is also very highly focused (more than I prefer), both in attributes (Technomancers need good mental stats for their personas) and the complex forms eat up a lot of the BP, so there's less for skills. On the plus side, I think it can give a regular hacker a definite run for the money, and they don't need much gear to do it - and they can get Sprites on top of that, too.
(As an aside, I don't buy the bit about Fault Sprites, and others, being useless - IMHO because of the nature of computers, if the Technomancer can perceive something in the Matrix, he can pass that information on to his sprites so they don't need their own perception checks. It does mean they can't go off on their own attacking stuff, though, the Technomancer - or another persona/agent that the Sprite is listening to - has to be in the same node.)
[ Spoiler ]
TechnomancerHuman
STATS (200BP, 10BP Edge, 40BP Resonance)BOD: 2
AGL: 2
REA: 3
STR: 2
CHA: 4
INT: 5
LOG: 5
WIL: 5
EDGE: 3
RESONANCE: 5
Essence: 6
Initiative: 7 (11 in VR)
Initiative Passes: 1 (3 in VR)
Physical Track: 9
Stun Track: 11
Active Skills (122 BP)Cracking Skill Group 3
Electronics Skill Group 3
Tasking Skill Group 4
Pistols (Semi-Automatics) 1 (+2)
Etiquette (Matrix) 1(+2)
Perception 1
Dodge (Ranged) 1(+2)
Knowledge Skills (30 BP free)Matrix History 3
Matrix Security 4
Shadowrunner Boards 3
Accounting 3
Matrix Games 4
Matrix Corporations 4
Mitsuhama 2
Renraku 2
NeoNET 2
English N
Japanese 3
Qualities (-30 BP)+5 Technomancer
-20 Infirm
-15 Sensitive System
Complex Forms (44 BP)(I could choose a maximum of 10 complex forms with a Logic of 5. This might not be the optimal list.)Armor 5
Stealth 5
Analyze 5
ECCM 5
Attack 4
Spoof 4
Command 4
Decrypt 4
Defuse 4
Exploit 4
Contacts (8 BP)Fixer L3/C2
Spider L2/C1
Gear (6 BP, 30K )Not much here - a basic weapon and armor, a fake SIN or three, a stock commlink & OS, maybe some fancy eyewear. It occurs to me to wonder whether a Technomancer needs some hardware with an image link to use a smartgun system, or if they can just receive the data wirelessly from the gun and interpret it correctly?
9-10 dice base on most Matrix tests while in VR (Technomancers get a +2 on Matrix tests in VR), which can be bumped up with Threading if the need arises (with 8 dice for Threading). 9 dice on Tasking tests. His effective persona has a Firewall, System, and Response of 5 (Response 6 in VR), a Signal of 3, and an inherent Biofeedback filter of 4. He also isn't limited in the number of Complex Forms that he can run at once, unlike a Hacker.
Cybercombat is at 9 dice, with 13 for defense (16 with a Full Defense action), and 10 dice to resist damage (12 if the +2 bonus applies - it's not very clear whether this counts as a "full-VR Matrix test"), 9 (11?) against Black attacks.
I didn't really dip into the whole drone aspect, though he does have the Command Form. And outside of the Matrix, he definitely needs help from friends. 7 dice with a smartlinked pistol in combat isn't going to get very far, but at least he's got 7. On the other hand, he can deal with electronics pretty well, especially with the help of a Sprite or two. High mental stats also make it relatively easy to branch out, as well, if he wants to learn some Biotech or Social skills, for example.
All in all, he came out better than I expected, given all the flak on the forums against TMs - so maybe I goofed up somewhere
Kyoto Kid
Jan 6 2008, 12:03 AM
...Id switch the ratings between Spoof and ECCM. Spoof is just way too important when dealing with IC. As with my former Otaku in 3rd ed. I found that stealth is not only valuable, but also a lifesaver.
It would be helpful to list the attributes for the character's Living Persona as well.
The real costly part of a TM is needing the three skill groups. All the subset skills (save for maybe hardware) are important for the character's DPs. It is a tough call whether you want the character to be better at compiling/decompiling than Hacking/EW If more matrix hacking based, I would switch the ratings between the Cracking and Tasking groups.
While I realise that this character needs the BPs, Infirm is one of the worst to take as it compromises perception skill (which is also important in the matrix) and you cannot default on any physical skill. (it will also save 4BPs that could give her a rating 2 in the skill). I would look more at maybe something like a 10 pt Allergy and Low Pain Tolerance or other combination of NQs to total 20. SINner is also a good one as well and as much as I feel it can get too "munchy", an Incompetence maybe in some physical based skill instead.
I would definitely make sure her pistol is loaded with S&S as with her DP, she does not need to be concerned about staging up the DV with net hits. Smartlink on eyeware and skinlink would be a good purchase. I'd go with a Hammerli even though it has only a 6 round clip as it is already internally Smartlinked, has a GV 1 and uses Heavy Pistol ranges. If you want to fly cheap, take a smartlinked Colt America (300:nuyen:) though she will suffer recoil on her second shot.
..another helpful hint, Make sure the character has a Troll Sammy on the team to hide behind when drek goes down in the meat world.
Jaid
Jan 6 2008, 12:14 AM
well, first off, any hacker this guy is giving a run for their money is pretty sad.
secondly, infirm may as well have written beside it "if you chose this quality you fail at shadowrun. put down your character sheet and back away from the rulebook, and ask someone else to design your character for you". (note that you cannot default on swimming, climbing, jumping, running (faster than base speed, that is) disguise, palming, infiltration, and escape artist (and a few others). this is deadly. the only way to not be dead from this NQ is to spend more BP taking 1 point in all those skills than you got from the quality in the first place.)
Jaid
Jan 6 2008, 03:58 AM
ok, here's my TM. min/maxed like crazy, but i assume that honestly, that's the intention. if your TM isn't min/maxed like crazy, then you are seriously paying a ton more to suck more than the hacker at being a hacker, and that just doesn't make sense. extensive use of threading and sprites will be needed.
[ Spoiler ]
Human Technomancer
Stats: (160 BP, +10 edge, +65 resonance = 235)
Bod: 3
Agi: 2
Rea: 2
Str: 1
Cha: 4
Int: 4
Log: 4
Wil: 4
Edg: 3
Res: 6
Essence: 6.00
Initiative: 6 (VR 9)
IPs: 1 (VR 3)
Physical Track: 10
Stun Track: 11
Active Skills: 130 BP
Pistols 1(semiauto +2)
Dodge 1(ranged +2)
Cracking: 4
Electronics: 4
Compiling: 5(Machine Sprites +2)
Registering: 4
Etiquette: 1
Con: 1
Perception: 1
Knowledge Skills: (24 BP free)
Corporate Matrix Security 3
Technomancer Groups 4
Former Otaku 2
Ghosts in the Machine 3
Data Havens 3
Matrix Hangouts 2
Matrix Games 2
Simsense Technology 5
English N
Qualities: -30 BP
Technomancer (5 BP)
Addiction(cram, moderate?) (-10 BP)
Allergy, Sunlight (common, mild) (-10 BP)
Sensitive System (-15 BP)
Complex Forms: 42 BP
Armor 6
Analyze 6
Spoof 6
Attack 6
Stealth 6
Exploit 6
Edit 6
Biofeedback Filter: 4
Contacts: 9 BP
TM Tribe leader L3 C 2
Fixer L1 C3
Resources: 8 BP (40,000)
(pick up a couple of drones at least, basic weapons/armor (now that you can wear 6 points without suffering penalties to everything), some perception enhancers, etc. your living persona is pretty terrible, so be careful until you've got some karma under your belt to boost it up, and use sprites and threading to cover the complex forms you don't have. if at all possible, keep a machine sprite friend in a drone nearby at all times)
for your reference, a list of CFs by sprite that you don't have.
Courier Sprites: come with Encrypt and Track, can learn Decrypt, Browse, Command, and Scan
Crack Sprites: come with nothing, can learn Defuse and Scan
Data Sprites: come with Browse, can learn Defuse, Encrypt, Sniffer, and any Linguasoft
Fault Sprites: come with nothing, can learn Black Hammer, Blackout, Medic
Machine Sprites: come with command, can learn Decrypt, Medic, and any Autosoft
you cannot get: Data Bomb, Reality Filter, ECCM.
not particularly rounded out at all as you can see, but that's how i figure it's intended. TMs are pretty clearly pure matrix specialists imo.
[edit] hmmm... appears to take up quite a bit of room, so i spoiler'd it =P [/edit
Sponge
Jan 6 2008, 04:41 AM
QUOTE (Jaid) |
infirm may as well have written beside it "if you chose this quality you fail at shadowrun. put down your character sheet and back away from the rulebook, and ask someone else to design your character for you". (note that you cannot default on swimming, climbing, jumping, running (faster than base speed, that is) disguise, palming, infiltration, and escape artist (and a few others). this is deadly. the only way to not be dead from this NQ is to spend more BP taking 1 point in all those skills than you got from the quality in the first place.) |
Well I don't have a lot of playing experience, so I'll take your word for it about the Infirm.
toturi
Jan 6 2008, 04:49 AM
QUOTE (Jaid) |
secondly, infirm may as well have written beside it "if you chose this quality you fail at shadowrun. put down your character sheet and back away from the rulebook, and ask someone else to design your character for you". (note that you cannot default on swimming, climbing, jumping, running (faster than base speed, that is) disguise, palming, infiltration, and escape artist (and a few others). this is deadly. the only way to not be dead from this NQ is to spend more BP taking 1 point in all those skills than you got from the quality in the first place.) |
Or simply do not go out in the first place. Play the spider in the center of the web, unfortunately that role is often reserved for GM PCs.
Cain
Jan 6 2008, 05:08 AM
QUOTE (Sponge) |
QUOTE (Jaid @ Jan 5 2008, 07:14 PM) | infirm may as well have written beside it "if you chose this quality you fail at shadowrun. put down your character sheet and back away from the rulebook, and ask someone else to design your character for you". (note that you cannot default on swimming, climbing, jumping, running (faster than base speed, that is) disguise, palming, infiltration, and escape artist (and a few others). this is deadly. the only way to not be dead from this NQ is to spend more BP taking 1 point in all those skills than you got from the quality in the first place.) |
Well I don't have a lot of playing experience, so I'll take your word for it about the Infirm.
|
Basically, all the group incompetences are worthless. Take individual Incompetences instead for greater flexibility and point return.
Cthulhudreams
Jan 6 2008, 06:04 AM
Or just cheese out and take Allergy, moderate, Gold/Nickel Alloys, and Allergy, Moderate, Silver or garlic, or something. A pair of them is vastly less crippling for the character and gives the same points.
Fortune
Jan 6 2008, 08:00 AM
QUOTE (toturi) |
Or simply do not go out in the first place. Play the spider in the center of the web, unfortunately that role is often reserved for GM PCs. |
Even a Spider benefits from Perception, which is also a Physical skill.
Off-Topic, but you could add up the karma+BP(*2) invested into the double-cost part, automatically removing the disadvantage once 40 karma are reached. You get firm by training and smart by learning.
Now what is left to do? Do we get (or want to make) chars using street magic and augmentation?
crash2029
Jan 9 2008, 09:07 PM
Do y'all think that an assassin would be a good starting archetype? I recently created one.
Stahlseele
Jan 9 2008, 09:10 PM
as a player character sure . . not so much in the archetype kind of way, ture, but hell, most players end up doing his job at least once most of the time *g*
Kyoto Kid
Jan 9 2008, 09:44 PM
QUOTE (crash2029) |
Do y'all think that an assassin would be a good starting archetype? I recently created one. |
...my Salish character Jill (#87) from 2nd ed. was basically that. Her weapon of choice back then was the Walther 2100 with APDS. She had a high Firearms (specialised in the Walther), stealth (with Concentration in hiding) skills, and Quickness. Usually needed only one shot to do the job. Was also pretty dangerous with blades as well. Basically she was designed as a swift and silent death dealing machine (my first character to have the then "new" Synaptic Accelerator and reflex Recorder bioware).
X-Kalibur
Jan 9 2008, 10:34 PM
Makes me want to take a nice big stab at a Sharpshooter character. But I'd be tempted to do weird things like give them a Math SPU so that they could more easily calculate bullet drop and the like. And thus, realism bleeds in, heh.
Stahlseele
Jan 9 2008, 10:36 PM
heh, i know what you mean . . every time i build an archer that is NOT an adept i put into his eye range-finder and a math SPU into his head for simple ballistics *g*
btw, why is there no sample character street thief/trick-thief or Breaking and Entering Specialist(Catburgler)
Kyoto Kid
Jan 9 2008, 10:43 PM
..give me a bit of time on the Street Kid/Trick Thief. I have the perfect example in "Da Brat" (#88). At work right now and don't have my character files available.
Yeah, she's an adept (low MA) but with a few tricks up her sleeves.
Stahlseele
Jan 9 2008, 10:45 PM
*snaps fingers*
i remember you mentioning something like that now . . good, in your hands it will probably be a decent choice for beginners . .
crash2029
Jan 9 2008, 11:04 PM
okay here goes
[ Spoiler ]
point breakdown
attributes: 220
skills: 150
qualities: -15
gear: 37
contacts: 8
Attributes
Bod: 3 Cha: 3 Edge: 4
Agi: 4 (6) Int: 4 Essence: 3.35
Rea: 4 (5) Log: 3
Str: 3 (4) Wil: 4
Skills
firearms SG 4
athletics SG 2
influence SG 2
infiltration 4
disguise 3
perception 3
unarmed combat (subdual combat) 2
blades (knives) 1
first aid 1
hardware (maglocks) 2
Knowledge Skills 21 free BP
security procedures 2
security systems 4
black markets 2
current events 2
gambling card games 2
japanese 3
arabic 3
german 3
english N
Contacts
fixer (L1/C3)
street doc (L2/C2)
Qualities
sensitive system
Implants
commlink (4/4)
datajack muscle aug 1
sim module muscle toner 2
cybereyes 2 synaptic booster 1
-flare comp
-low light
-smartlink
-vis mag
internal air tank
Commlink
response 4 system 4
signal 4 firewall 6
stealth 4
Weapons
survival knife, ares predator IV (w/conc holster, silencer, 2 spare clips, 50 rounds regular), hk227x (w/gas vent 3, 2 spare clips, 100 rounds regular), ruger 100 (w/int smartlink, silent, 20 regular rounds), streetline special (w/conc holster, 20 rounds stick n shock), flash pak
Armor
armor vest, camouflage suit (w/thermal dampening 4), helmet
Gear
fake license [concealed carry/4], handcuffs, flexcuffs [x10], autopicker [6], handheld sensor [radio scanner 6, olfactory 6, cyberware scanner 6], keycard copier [6], maglock passkey [4], miniwelder, sequencer [4], wire clippers, flashlight, gecko tape gloves, GPS, rappelling gloves, grapple gun, microwire [200m], glue sprayer, syringe w/narcojet, medkit [6], stimpatch [4/x2], trauma patch, latex face mask [x4], fake SIN [4], clothing [regular/chic], skinlink, electronic paper, tag eraser, stealth rfid tags [x60], white noise gen [4], sony emperor commlink w/renraku ichi OS, middle lifestyle 1 month
Vehicles & Drones
mercury comet
mitsubishi fly spy
Starting Nuyen: (4d6+12)100
In a stand up fight the assassin is better at range. However a stand up fight is not what the assassin prefers. In ranged combat he uses 10 dice plus addons. In melee he only uses 7 or 8 dice. A preferred strategy to subdue guards is to use infiltration or influence skills to get near the guard then use subdual combat to silence the guard and follow that up with a narcojet syringe. For other ways around or through targets and obstacles be creative. Athletic skills, influence skills, gun skills, use your imagination and you'll have your GM cowed in no time.
Kyoto Kid
Jan 10 2008, 03:36 PM
...I'll try to post the Street Kid tonight. Couldn't get to a hotspot last night (don't care to sell my soul for the next couple years to the likes of BomBast or Horiz- er- Verizon).
Whipstitch
Jan 10 2008, 03:40 PM
Eh, don't you guys think that an Assassin would rather overlap with the Covert Ops archetype (which has been tweaked, thanks KK) I already posted in the community projects thread?I mean, no offense but I already made a character with essentially the same skillset, although yours has more initiative passes and points spent on firearms while mine has more points spent on athletics, social and infiltration skills.
X-Kalibur
Jan 10 2008, 05:33 PM
I honestly thought it felt very generalized for an assassin, but then, I'm a weirdo.
Ryu
Jan 13 2008, 09:43 PM
Ork Street Ganger picI got my gf to colour a short sketch for me
Glyph
Jan 13 2008, 09:55 PM
One of the contacts I always liked was the elven hitman, the "quintessential gentleman-assassin". I tried to do this guy less as a B&E type, and more as someone focused on sneaking and killing people.
This is the archetypical action movie hitman.
[ Spoiler ]
Elven Hitman
BREAKDOWN (400 Points)
Core Attributes: 190
Special Attributes: 20
Race: 30 (Elf)
Active Skills: 140
Qualities: +10
Contacts: 5
Resources: 25
=Attributes=
Body: 4
Agility: 6 [8]
Reaction: 5 [7]
Strength: 3
Charisma: 3
Intuition: 3
Logic: 3
Willpower: 3
Edge: 3
Essence: 2.00
Initiative: 10
Initiative Passes: 3
Physical Damage Track: 10
Stun Track: 10
Current Karma: 0
Total Karma: 0
Street Cred: 0
Noteriety: 0
Public Awareness: 0
=Qualities=
Allergy: Silver, Mild
Ambidexterity
Sensitive Neural Structure
Weak Immune System
=Active Skills=
Gymnastics: 3
Intimidation: 3
Longarms/Sniper Rifles: 4/+2
Monofilament Whip: 6
Negotiation: 2
Perception: 3
Pilot Ground Craft: 2
Pistols: 4
Stealth Skill Group: 3
=Knowledge Skills=
Languages>
English: N
Sperethiel: 3
Other>
Classical Music: 2
Corporate Politics: 3
Elven Wines: 2
Philosophy: 3
Poetry: 2
Safe Houses: 3
=Cyberware=
Cybereyes II with:
>Flare Compensation
>Low-Light Vision
>Protective Covers (Mirrorshades)
>Smartlink
>Vision Magnification
Fingertip Compartment
-with Monofilament Whip
Ultrasound Sensor
Wired Reflexes: 2
=Bioware=
Muscle Toner: 2
=Contacts=
Fixer (Connection: 3/Loyalty: 2)
=Lifestyle=
High (1 Month prepaid)
Starting Money: (4d6 x 500) + 6,000 Nuyen
=Equipment=
ID/Credsticks:
Fake SIN (Rating: 4), Fake Gun Registration (Rating: 4), Fake Concealed Carry Permit (Rating: 4), 2 Fake Cyberware and 1 Fake Bioware Permits (Rating: 4 each), Fake Drivers License (Rating: 4), 4 Certified Credsticks.
DocWagon Contract: Basic (1 Year).
Vehicle: Suzuki Mirage racing bike.
Weapons:
>Hamerli 620S with skinlink modification, hidden gun arm slide, silencer, and 20 clips of regular ammo.
>Walther MA2100 with skinlink modification, Silencer, and 100 rounds of regular ammo.
Armor/Clothing:
Chameleon suit with thermal dampening: 6; Lined Coat, Armor Vest, 2,500 Nuyen worth of assorted clothing.
Commlink/Software/Simsense:
Novatech Airware Commlink with ISIS Orb OS, skinlink, sim module, trodes, and subvocal mic; programs - browse: 3, edit: 3, and encrypt: 3; 1-Rating: 6 mapsoft (Seattle metroplex); 1 - Rating: 6 datasoft (Sun Tzu's 'The Art of War' with commentaries); 4-Rating: 3 linguasofts (Chinese, French, Japanese, and Korean), Virtual Surround Music.
Other:
Duffel bag (100 Nuyen cost), Medkit (Rating: 6) with 3 refills, 3 small nanopaste disuise containers.
Kyoto Kid
Jan 14 2008, 01:20 AM
...OK here she is...better late than never I guess
The Street Kid Trickster (Adept)
"nothin' up mah sleeve home, cept maybe this big ol' nasty Predator."[ Spoiler ]
Street Kid/Trickster Thief Adept [400 BP]
Metatype: Human [0bp]
Standard Attributes [190 BP]
Body 4
Agility 5
Reaction 3 (4)
Strength 3
Charisma 3
Intuition 4
Logic 2
Willpower 3
Figured Attributes
Initiative 8
Stun Track 10
Physical Track 10
Special Attributes [50 BP]
Magic 5
Edge 3
Positive Qualities [-15 BP]
Adept 5
First Impression 5
Double Jointed 5
Negative Qualities [+35 BP]
Uneducated 20
Mild Allergy to Rats 10
Mild Kleptomania 5
Active Skills [162 BP]
Stealth Group 4
(Palming Improved Ability) 4 (5)
Pistols 3 (Semi Automatic +2)
Unarmed Combat 3 (Dirty Fighting +2)
Con 4 (Fast Talk +2)
Etiquette 4 (Street +2)
Escape Artist 3 (Grappling +2)
Gymnastics 3 (Tumbling +2)
Running 2 (Urban +2)
Perception 3
Survival 2 (Urban +4)
Knowledge [18 free points]
(St) Gang ID 4
(St) Gang Turf 4
(St) Local Area Knowledge 3
(St) Safehouses 3
(In) Con Games 4
Languages
English N
Adept Powers (5 PP)
Critical Strike 2
Combat Sense 2
Enhanced Perception 2
Improved Ability +1 (Palming)
Nimble Fingers
Improved Reflexes 1
Voice Control
Contacts (12BP)
Fixer C3/L3
Gang Leader C2/L4
Resources 20,000 (4 BP)
Lifestyle: Squatter 2 mo. Prepaid
Weapons:
Ares Predator IV
Fichetti Security (SV)
Shock Glove
Accessories:
Quick Draw Holster
Hidden Arm Gun Slide
Ammo:
EX Explosive Rounds 30 (for Predator)
Stick & Shock Rounds 60 (For Fichetti)
Regular Rounds 60 (for Predator)
Armour:
Armoured Jacket 8/6 with Chem Protection 3
Shock Frills
Gear:
Fake SIN 4
Fake SIN 3 (2)
Sport Goggles
+Smartlink
+Image Link
+Skinlink
Contacts
+Low Light
+Flare Comp
Earbuds
+Audio Enhancement III
Rollerblades
Skateboard
Disguise Kit
Gas Mask
Fake License 4
Assorted Music Chips
Autopicker 4
Commlink
Sony Emperor Res 2/Sig 3
OS
Renraku Ichi (Upgraded Firewall) Sys2/FW 3
For The Street Kid Trickster, the streets and shadows are all she really knows having been orphaned at a young age. Her schooling didn't come from a TutorSoft, but instead from the hard cold realities of the streets. It has made her tough, scrappy and above all, resourceful. She can tell you who's who in the 'hood, where to go and where not to go, and where you can jam out for a while to shake the heat. The kid is a competent fighter who is not above dealing a low blow or two if it is to her advantage. She is also a slick talker and one smooth little operator who takes great pleasure in pulling one over on a mark whenever possible. One warning, keep an eye on your gear when she's around.
The Street Kid does have make use of two sourcebooks
Augmented (for the Kleptomania) and
Street Magic (for the nimble fingers power) because they fit her concept all too well.
Fortune
Jan 14 2008, 01:52 AM
I'd never allow people (except maybe trolls) to use a Predator (or any other heavy pistol) in a hidden arm slide up their sleeve in my games.
Kyoto Kid
Jan 14 2008, 03:37 AM
QUOTE (SR4 p. 311) |
Hidden Arm Slide: Attached to the forearm and worn under clothing, this slide can accommodate a pistol-sized weapon. With a wireless signal or correct sequence of arm movements, the slide releases the weapon/object right into the wearer’s hand. This takes only a Free Action. |
...there is nothing in the errata or FAQ saying otherwise. Now I will give you that a Super Warhawk may not work unless the character is a Troll as that 10.5" barrel is nearly the length of the average human forearm. In any event, this is a GM call and sample characters are not subject to houserules.
Fortune
Jan 14 2008, 03:45 AM
Shrug. A heavy pistol is a heavy pistol as far as I am concerned, and in my opinion they are all way too big (and heavy) to utilize the arm slide. Keep in mind that the Predator is roughly the size of a Desert Eagle.
Besides, I wasn't commenting on canon, but on my opinion as to what I would allow (through my own warped common sense) in my own games. Canon has numerous examples where it seems common sense is thrown out the window when sweeping statements are made, such as fitting a pistol-sized weapon, which to some people's minds means a machine pistol.
But strictly by canon, it does not state that it fits all pistols, but merely that pistol-sized weapons will fit. Pistols do vary widely in size, and I believe that I am still following canon if I rule that heavy pistols cannot be used in arm slides (except maybe by trolls).
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