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Little Johnson
Ive been looking at makeing a jack of all trades 400 BP

I wanted to build it around implanting the best skill wires and rock solid atributes so that he would be close to but probably not exceed what a dedicated team member would have.

IE in a normaly powered game I concider 12 dice to be what a compatent team member would throw. id like to see if this guy could meet or exceed 10 dices in any skillsoft/ know soft he loads.


I know i could get the upgraded wires that let you use edge and have a high edge to toss in the dp for the must make rolls.

This seems like the kind of guy id like to play for a long haul campane

Any sugestions ? and really how high can i get my average dice rolls useing good atributes and high end emplants and skill softs? While still keeping to 400 bp. I have all the core books except street magic but im asumeing magic is out with the level of implanting this will take.
Tarantula
Well, elf/orc/dwarf probably would be nice, give you good baseline stats (agi with the elf, most skills base off that, or body/str for the ork/dwarf letting you dump points into other stats). Raise up the main ones (agi, reac, int, log) to 4-5, and get some skillwires. If thats your concept, thats it.
Little Johnson
yah thats what im looking at. I did some bace numbers on a human and 4s streight across is in the reasonable BP range.

This is sort of a new take on the twinked out 1 trick poney. Insted of geting 25 dice to shoot a gun i want to see how many dice i can get to do effectively anything.
BullZeye
Depends on what the Jack of all trades should be able to do. Skillwires can get you that 4 points, but it's the linked attribute that counts. You can easily boost physical attributes with bioware but on mental side, only thing that really helps is cerebral booster and mnemonic enhancer for those knowledge skills. If you want to be good at everything, then take a race that gives you the highest bonuses and take full 200 to raise all attributes as high as you can and then bioware the rest. Easiest would be on technical MacGyver with the two bioware mentioned and maybe even some points just on the skillgroups and buy the "rest" on wires. That's 2-3 bonus on logic and 2-3 extra on knowledge skills (depending on the availability/restricted gear) giving you a nice 7-8 logic with 7-8 on knowledge skills based on logic. We had such a rigger last time on our group that worked really well. She had tech boosts like that and skillwires packed with combat abilities.
Medicineman
what about a Lucky Norm with Edge 7 or 8,
the Restricted Gear Quality and Move-By-Wire 2
( what about using used Alpha Ware ? )
Bioware: Muscletoner 2 and Cerebral Booster 2 or 3
You'd be needing 125-150KĄ (85K for the MBW2, 26 or 36K in Bioware + other Gear,SINs,Lifestyle,Etc.)
This would be a Boost in AGI,REA and LOG ,the most used Attributes

with Base Attr of 4 +2 for the 'ware +4 for the Wires your Pool would be 10 + Edge if you take the thingy from Unwired

JahtaHey
Medicineman
Ryu
My "restricted gear" would go to the suprathyroid gland. Biocompatibility (Bioware) would be the way to go, with Muscle Aug/Toner 2 and cerebral boosters 2 on the must-buy list. Jack is an Ork with Body 6(7), Agility 4(7), Reaction 4(5+x, min7), Strength 5(7)... combined with chargen-legal skillwire-3 you have dicepools of 10+ on everything linked to a physical attribute, and should not fare badly on the rest (100 BP to spend on mental attributes).
Little Johnson
and be able to wear a lot of armor and 7 body is not bad. looks good ill shift my thinking to ork. With that reaction i could drop in some nanites and a rig implant and be looking at some serious jumped in driveing ability as well

Tarantula
Reaction does not affect VR driving. Only manual driving. Errata changed it to use response instead of reaction.
Little Johnson
good to know.. then I can upgrade responce on my come pretty easy .

Does the quality for restricted gear only count for 1 piece or is it you pay once for acces to restricted gear at char gen and get what you need?.... my runers companion isnt here yet so im not sure.
Tarantula
1 piece. You can get it during chargen or you can save it for during play.
ElFenrir
Here is one quick little build I just made up. Traditional 400 BP build. But I can say, RC's Karmagen system is MUCH nicer for Jacks.


''Jack''
Ork

400 BP
-35 Neg Qualities
+15 Positive Qualities
-20 Race

Attributes(230 BP)

B: 6 [20]-+1 dmg
A: 5(7) [40]
R: 4(5) [30]
S: 3(5) [0]
C: 4(5) [30]
I: 4 [30]
L: 4(5) [30]
W: 3 [20]
E: 3 [20]
I: 8/1[9/2]
Essence: 2.18

Implants:

Muscle Toner 2-16k, .4
Muscle Augmentation 2-14k, .4
Synthacardium 2-20k, .2
Cerebral Booster 1-10k, .2
Tailored Pheremones 1-15k, .2
Lone Star SWAT Cyberware Suite: 16,875-2.52[w/Wired Reflexes 1, Plastic Bone Lacing, Thermographic Vision/Smartlink/Flare Compensation]
Skillwires 3: 6k, .6 ess.

Active Skills:

Firearms Skill Group: 4-40
Influence Skill Group: 3-30
Close Combat Skill Group: 3-30
Athletics Skill Group: 1-10
Electronics Skill Group: 3-30
Perception: 2-8
Heavy Weapons: 2-8
Mechanic Skill Group: 3-20


You could take him further than this; he's not loaded so you could expand him in many ways, but this is what I came up with for first. The Synthacardium boosts his lower Athletics Group; he rolls 8 dice for Str-related and 10 dice for Agility-related. He rolls 13 dice with all firearms, and 11 dice with Heavy Weapons. He throws 10 dice in all Close Combat(plus Reach.) You could easily get him vision/audio enhancements to help his Perception. There is some headware which could help with all of his Electronics stuff.

Oh yeah, the Skillwires. You can load them on up and boom. There's his Biotech skills and anything else you want. He has 44 BPs left for Resources and Contacts, even after all of those skills.
simplexio
How about
Restricted Gear Quality (x2) for Move-By-Wire 2 and suprathyroid gland (for total 10bp)
Juryrigger 10bp
common sense 5bp
analytical mind 5bp

Actually that would pretty much be MacGyver
Fortune
QUOTE (Little Johnson @ Oct 18 2008, 04:51 AM) *
I know i could get the upgraded wires that let you use edge and have a high edge to toss in the dp for the must make rolls.


Keep in mind that the Skillwire Expert System only allows the use of Edge to re-roll a failed test. No other use of Edge is allowed, even with the Expert System.
Stahlseele
i'd use an elf for this, even if i hate elves . . they only get bonuses and no negatives.
and those bonuses they DO get are in important areas, as agility and charisma are the linked attributes to about 3/4ths of the skills i'd say . . they are certainly linked for the important ones.
and if you have charisma high and agility high, that means you can spend your ressources on the other attributes to get bigger pools too.exceptional attribute in logic or intuition, genetic enhancement to the other and something for willpower too, and you'll be able to have big pools in about anything you'll ever come across . . strength is really more or less a dump stat, especially now, that you can up your close combat damage by use of martial arts. only thing str is really good for is athletic stuff, throwing something and lifting/carrying something. nd for the athletics stuff, there's other ways to boost those dice-pools, so it will be used mainly for lift/carry/throw as expected . . and for that, there should be some power-house around anyway . . or you just use a grenade launcher and tech to do those hard things for you . . military armor comes with external attribute modifiers that stack, so if you need strength, just buy a power-suit or something like that . . you have to know one thing though: even if you have all those good dicepools, it means you're not gonna be upgrading your character as much/as fast as others are gonna do . . cause you start out close to high numbers and need more karma/money to get better in something than you would for starting to do something . . cheaper AND easier to upgrade agility by two points and get the firearms skillgroup at 2 so you get to 4 dice for things going bang bang than it is to go from agility 2 skillgroup 2 to agility 4 and skillgroup 4
ElFenrir
I think I'd still use an Ork from a pure mechanical standpoint.

1: Cheaper. 20 BP vs. 30.

2: Even though elves don't get any minuses....in SR4, no one really gets minuses, they just get a stat capped one lower. Since this guy isn't looking for enormous die pools(he wanted around a solid 10-12 or so), the Ork will do just fine with his 4 Logic and Charisma; his only capped stats(capped at 5.) A Cerebral Booster/Pheremones can boost those up if need be, and they aren't that bad. Even having a 4 isn't bad at all for those size die pools.

3: Their benefits of the high Body and Strength means you can *actually* dump them without too much problem-but as I did, putting 20 points into a stat isn't bad, and your Ork gets a 6 Body right there, to a human or elf's 3.

All in all, I feel the Ork is a better choice here. His minuses simply aren't too terrible, his bonuses are better and yeah, Charisma and Logic link quite a few skills, but modified 4(5)'s aren't bad at all.

Actually, I'd probably take a dwarf second for this, rather than the elf(Dwarves are 25 BP, 5 cheaper than the elf, and only have a lower running mod and a Reaction cap of 5 rather than 6, with again Body/Strength bonuses and the Willpower bonus is nice, too.)

I love elves, myself, but I tend to play them in more specialist roles for some reason, and then, I usually drag them more toward a combat role a lot of times(i think it's my inherent trying to rip them away from the sit in the back roles people stick them as a lot.) Not ALL the time, but oftentimes, I do.
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