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Kyoto Kid
...see updated post above.

Though I will admit, with the abandonment of the old concealability rules, a criteria for what would work or not was lost. If it said "Pistols of Concealability X or lower" then that would make sense.

In any event, the character is now posted to the Archive.
ElFenrir
Hmm..i might try my hand at posting the 'up close' assassin idea, since most of the assassins are the long-distance more hitman type. This assassin relies on short range attacks(melee, silenced pistols), alot of stealth, and disguise to work on breaking and entering. It's not a terribly far cry, but the skillset from the other guys is different enough. Also has a 'cover identity' all set up. Class is tonight but ill post it at some point.
Cain
You're right that we're missing a melee specialist. How's your attempt going?
Whipstitch
I dunno, I consider melee to be a relatively poor way of killing people, which is why I stuck with unarmed combat; I consider it a defense skill more than anything for assassins. If we're going to go so far as to include characters with Augmentation 'ware and Street Magic powers I could post an Ork wrestler/samurai with about 16 dice to throw in subdual combat and can threaten 7 stun a pass as well as having a cyberarm gyromount, 7 agility and a maxed out Firearms group. Could be easily modified to using blades or clubs too. Honestly though, I think as it currently stands Samurai can come close enough to matching Adept martial artists that the point cost isn't really worth it for an Awakened PC.
Cthulhudreams
Monowhips are a very potent and concealable weapon for a biosammie - no reason why it would show up on a MAD scanner so you can smuggle it and your biological arse into places without much of a problem.

A potential idea.
Cain
Yeah, but isn't the cyberhand one of the most popular ways to smuggle it in?
Cthulhudreams
could work.

Though as I see no reason why you cannot have one made out of ceramics and carbon fiber (does the description even mention metal? It's a spool with a weight on the end? Making an auto spooler out of something other than metal might be hard), you could just put it in your jacket pocket, and unless you get patted down you're sweet.

As i look at the spooling device on my security pass here, it's really just a spring, and you can certainly make non metallic springs.
Whipstitch
Yeah, I thought of the monowhip; I almost always take the monowhip or unarmed with shock gloves/frills. Can't really go wrong either way; the monowhip is more potent and the range bonus makes it just as good of a defensive tool as an unarmed guy with the parry specialization provided you already have it drawn when you're attacked. No weapon is always available to defend yourself with, however, unlike dodge and unarmed, although I suppose you could make an argument that you can't use unarmed if both your hands are full.
Glyph
QUOTE (Cain)
You're right that we're missing a melee specialist.  How's your attempt going?

So you don't consider the enforcer or the elven hitman to be melee specialists? The enforcer beats people up as one of his basic functions, and the elven hitman is pretty effective with his monowhip (since I figured he would go for quick and lethal in close quarters).
Cain
I was referring more to ElFenrir's melee assassin. Sorry. wink.gif
ElFenrir
QUOTE (Cain)
You're right that we're missing a melee specialist. How's your attempt going?

Hello! Sorry, was a little busy the past few days, but i DID work something out.

I agree the enforcer is a melee fellow; but i don't see kneebreakers as assassins, really. They can kill, sure, if you give em a nice blade, but they definately aren't quiet about it. My idea combines alot of stealth options with close-in killing in general. He could pretend to be someone else, he could do the classic sneak and neutralize, all the while keeping a cover life.

The hardest part was actually deciding wether to go adept or cyber, believe it or not. And yeah, i admit, i was looking at advantageous things here. Melee isn't the hottest thing in the world in SR; while i think it's good, this guy is working against a bit more than someone wielding an EX loaded sniper rifle. He needs an edge(bad um ching).


I opted for the Cyber option. Basically, i wanted skills. I used a pretty high amount of skills on this character, and enough cyber to make him a pretty tough melee machine. I stuck within availability limits since he's a sample character, but if i were to make him for our home game, he'd have a few differences. He is mainly unarmed and blades for the killing, but he does have a good Pistols score(silenced, of course). Alot of Stealth and Influence skills of course are there; his point is either disguise or plain out sneaking around. And the topped off Artisan skill is what secures his cover...no one would expect THAT guy. And it makes for a great alibi. Out of pistol range he's not all that, though, and he's also not exactly the electronic expert, either. I wanted to give him some for the sneaking...but that's what teamwork is for, isn't it? He does have some gear to help with that, but the Covert Ops/B&E specalist will probably be getting this guy inside to any electronic-protected areas.

I optimized his Strength more than usual; if he's going to be killing people with a blow, he needs all the power behind it he can get, as well as the element of surprise. However, none of his attributes are really bad; you need to be somewhat sharp all around. His dice pools are higher than the Adept(in the combat area...as well as even the Infiltration area, since the Agility boost replaces the Improved Ability...and the Adept didnt have alot of points to spend in the big dice pools), but he lacks the adept's well...adaptability and ability to deal with magical threats. It's purely a trade.

That, and part of me wanted to give the ''meat guy'' a whirl, since Adepts are used so much in these kinds of roles.

He does have alot of room to grow: his Edge, for one, his Intuition and Reaction i would increase, as well, as well as go around his skills.

[ Spoiler ]


Ok, so what do we have. He throws 14 dice for using Knives and Unarmed Combat, which is good given Melee's issues. He does Physical damage with his unarmed blows and his substantial Strength ups this; going for a Called Shot isn't a bad call here to increase the damage. He has a silenced pistol as well, which he throws 15 dice for smartlinked.

He's got good Stealth skills, the whole group at 4, and isn't bad on the Social department either. Of course, someone picking this could replace ''heavy metal drummer'' cover life(or real life, if you prefer), as ''violinist'', ''polka accordion player'' or ''blues harmonica guy''. He's got room to grow; i'd probably increase his Social skills and Mental attributes with Karma, as well as Edge. His weaknesses are his slightly below average Willpower and Edge, and he's just not good at the electronics side of things, so again, teamwork is the key. But when it comes to killing up close and personal, as well as sneaking around and even pretending to be someone else, this guy pretty much has it made. The range of low knowledge skills helps with disguise.

Ahh well, he was fun to make, and a bit of a challenge at that. Hope he turned out ok. Ill do a little write up of him later on. Wanted to take a bit of the different route than ''gentleman assassin''...and make him with my usual little heavy metal twist. After all, everyone expects the James Bond guy in the suit nowadays. grinbig.gif















Feshy
QUOTE
Monowhips are a very potent and concealable weapon for a biosammie - no reason why it would show up on a MAD scanner so you can smuggle it and your biological arse into places without much of a problem.


Man, that is one sentence not to skim over quickly. It just isn't designed as a smuggling compartment, no matter what prisoners may believe.
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