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Vanity Evolved
So. If you hadn't guessed from the title, I'm looking for some hints and tips; I'm not new to pen and paper myself, but I'm now currently in a solo game over Messenger, ran by a friend who frequents these boards. I'm pretty well-known by her for my less-than-optimal, Jack-of-all-Trade builds. =P To the point where I'm making a decently bio/cybered Adept gunslinger with bits and pieces all over the place; bit of rigging, combat, hacking... what have you.

Just wondering if anyone has any tips for anything which might particularly help my character (I've got the bioware and cyber in mind; datajack and commlink/cybereyes/ears, with the usual other bioware stuff; Strength, Agility boosts, bone density, suprathyroid, etc.)

Also, anyway in particular I should be conducting my runs? Trying to get over my usual kill it and take it's stuff, including half the ganger's stuff which isn't nailed down... and in group games, I tend to be the guy who sits around and follows the others in the group, rather than makes the decisions.

Hope that doesn't sound too convoluted... thanks!

The character in question
Summerstorm
Not to be too negative... but i can already see this character swimming face down in the river *g*. I am too a fan of Jack-of-all-trades characters, but this is a bit much.

In my opinion you can lose some skills. (Also i think you can save a bit by taking some groups. Athletics for example include running, climbing, swimming and gymnastics; You bought them all seperately? Or you just noted them as such?? haven't checked your BP's)

Also you have noted an enemy (a complete faction?) with 11 points Ressources and 4 incidence... but in my opinion you can't survive that for long (or at all).

Since you start with hoping that you get some Ki-powers really soon. You have no equipment, no cyberware, no training, no special gifts, no access to magic - No group will want to hire you. If this is a low starting campaign, with very young not-really-professional character it might be ok, of course. So to make you valuable... maybe go the con/negotiation/leader route. Pretend to be better than you are and use your group to your advantage.

Hm well... can't say anything else than: lose a few skills and buy some stuff... Or try to survive. (If you do i am sure you can expand greatly in short time)

P.S. Logic is missing
Vanity Evolved
QUOTE
Since you start with hoping that you get some Ki-powers really soon. You have no equipment, no cyberware, no training, no special gifts, no access to magic - No group will want to hire you. If this is a low starting campaign, with very young not-really-professional character it might be ok, of course. So to make you valuable... maybe go the con/negotiation/leader route. Pretend to be better than you are and use your group to your advantage.


Yep, it's basically bottom of the rung - I wanted some time to get my head around all the stuff in Shadowrun and build up as I went along. I hate playing established characters. ;D -Is currently doing low paying, small-time runs, obviously. Was playing up the Amnesia aspect-

And yush, a group. That one was a recommendation from the GM. And yeah, I got the skills seperately, so I could specialize in them seperately. Not to mention, the skill groups are TERRIBLE and actually cost more in the long run (as even with my love of spreading out, I -really- don't see myself wanting Clubs, Unarmed AND Blades at the same level.)
Summerstorm
The groups are no problem. You can ingame raise a skill alone. (This destroys the group). You can get a group to 1 for 10 points. and ingame raise one skill up and take specialisations for the skills seperately no problem, for your first karma. So they only cost more if you don't use all the skills and keep them together forever. (Which you don't have to... hell nobody does that, i think)
Vanity Evolved
QUOTE
P.S. Logic is missing


Ah, yes! Thanks for pointing that out.

QUOTE
The groups are no problem. You can ingame raise a skill alone. (This destroys the group). You can get a group to 1 for 10 points. and ingame raise one skill up and take specialisations for the skills seperately no problem, for your first karma. So they only cost more if you don't use all the skills and keep them together forever. (Which you don't have to... hell nobody does that, i think)


Seems overly convoluted way to do something when it's already groups which are broken up and can be specialized in... =P -Quickly points out that, he's not in chargen still, as he's in the middle of his second run and has Karma-
twilite
One of the biggest boons for a flexible character, especially a non-Awakened one, is Skillwires. The ability to switch around skills and buy them for nuyen, rather than Karma, is enormously powerful in that it lets you be most effective in a chosen area, but then fill in gaps in other areas. True, you can't spend Edge effectively on them, but you only have 2 edge anyway, and low skill levels, so it's not much of a loss.

You have no extra initiative passes, and act slowly. If you get into combat, your effectiveness will be LOW. After effective tactics, speed is life. Or death.

Fortunately, there is a solution that helps both of these problems: Spend 5 of your quality points on Restricted Gear: Move-By-Wire 2 (quality is in Runner's Companion, and I'd drop Latent Awakening for it- not a very effective buy, even though it can be flavorful). Then reduce surplus skills (those outside your main combat or social focus) until you have enough points to spend on Move-by-Wire 2 from Augmentation (takes 85k). If you want to reduce the Essence cost from 3, you can either spend double cash to make the MbW2 Alpha grade, or switch your Biocompatability to Cyberware, or both. Buy the (now more expensive) Skillsofts for additional skills (cracked software from Unwired p.94 is cheaper but takes maintenance). Voila- you have a much more efficient character that is more flexible, and can handle actual combat.

I'd also look into fake licenses to attach to your SIN for restricted gear you are carrying. It's pretty cheap, and can save hassles with the STAR.
Vanity Evolved
I didn't give him cyberware to begin for a reason... =P Let alone ultra-invasive, highly illegal combat-ware.

-Is looking to Awaken as an Adept, and mix Adept powers with Bioware; is going for Muscle Toner/the other one and... the Reaction/IP boosting Bioware when he has the 'yen-
twilite
Actually, MbW2 is only restricted, not illegal, and gives not only reaction, initiative passes, and skillwires, but also added dodge dice. It is one of the best buys in the game, if you can afford the the Essence.

You will take a long time to get far as an adept with latent awakening, especially if you plan to lose any Essence due to bioware/cyber. The karma costs are huge to increase your magic stat after character creation, especially now that they have changed the cost for improving new attributes to 5x the new cost (although this can be somewhat improved by the added karma gains they recommend). Magic 5 takes 70 karma to get to from Magic 1, as opposed to 40 BP in creation, and longer if you drop it due to bio/cyber. That's karma that you could be spending on skills, or other attributes. You could buy Adept and the actual magic and start with it instead of taking the Latent Awakening much quicker and more easily.

In addition, the really good bioware, like Synaptic Boosters, cost a whole lot of Nuyen. Depending on how long the campaign goes, and how much each run pays (which isn't much if you are talking about a street level game) you will not be able to buy them after character creation for a very long time, during which you are much less effective.

In the end, it's going to depend on the flavor that you want for the character, and the type of game you will be playing in. The way you are designed, however, be prepared to sit through a lot of sessions where you are not contributing a lot to the team.
Vanity Evolved
QUOTE
Actually, MbW2 is only restricted, not illegal, and gives not only reaction, initiative passes, and skillwires, but also added dodge dice. It is one of the best buys in the game, if you can afford the the Essence.

You will take a long time to get far as an adept with latent awakening, especially if you plan to lose any Essence due to bioware/cyber. The karma costs are huge to increase your magic stat after character creation, especially now that they have changed the cost for improving new attributes to 5x the new cost (although this can be somewhat improved by the added karma gains they recommend). Magic 5 takes 70 karma to get to from Magic 1, as opposed to 40 BP in creation, and longer if you drop it due to bio/cyber. That's karma that you could be spending on skills, or other attributes. You could buy Adept and the actual magic and start with it instead of taking the Latent Awakening much quicker and more easily.

In addition, the really good bioware, like Synaptic Boosters, cost a whole lot of Nuyen. Depending on how long the campaign goes, and how much each run pays (which isn't much if you are talking about a street level game) you will not be able to buy them after character creation for a very long time, during which you are much less effective.

In the end, it's going to depend on the flavor that you want for the character, and the type of game you will be playing in. The way you are designed, however, be prepared to sit through a lot of sessions where you are not contributing a lot to the team.


-Points out the solo part- =P Not got a team, other than the GM mentioning I may have an NPC hand helping me on the odd 'run or two... not to mention, way out of char-gen, so nothing I can really do about that. 'Starting with tons of Magic and awesome abilities from char-gen' doesn't exactly do 'low-rung runner who doesn't even know his own name, let alone runs three times faster than anyone else with Ki-Gun-Power... because it was more efficient at the beginning'-
StealthSigma
QUOTE (twilite @ Jul 21 2009, 11:17 AM) *
Actually, MbW2 is only restricted, not illegal, and gives not only reaction, initiative passes, and skillwires, but also added dodge dice. It is one of the best buys in the game, if you can afford the the Essence.


I don't have augmentation with me, but wasn't there some negative side effects with that bodyware?
Waco Kid
Sorry I have to be so negative but...

Your current character doesn't even qualify as a "low-rung runner etc...". As someone said. Who would ever hire this guy? He has no noteworthy skills or abilities.

If there was a competition for inefficient builds he would have a good shot at winning it without trying...

Just because you want to start out low on tech and magic doesn't mean you have to make a bad character. As already mentioned, you have way to many skills.

At least the attributes look good. Would lose a point of strength as even numbers doesn't do much for strength.

One way to compensate for a lack of ware or magic is with a good edge stat. That could be a sign of his future potential/talent/guts

Take a look at the many character builds on the forum for inspiration. There are so many, I'm sure you'll even find some good mundane/jack of all trade builds.
Stahlseele
Well, back in SR3 you accumulated Streess-Points per Month.
And after 6 Months the stress reaches deadly limits. You die.
In SR4? Nope, all good. No bad Side-Effects.
Aside from YOUR BODY basically deciding when to move how.
But that's only fluff.
Vanity Evolved
QUOTE
Sorry I have to be so negative but...

Your current character doesn't even qualify as a "low-rung runner etc...". As someone said. Who would ever hire this guy? He has no noteworthy skills or abilities.

If there was a competition for inefficient builds he would have a good shot at winning it without trying...

Just because you want to start out low on tech and magic doesn't mean you have to make a bad character. As already mentioned, you have way to many skills.

At least the attributes look good. Would lose a point of strength as even numbers doesn't do much for strength.

One way to compensate for a lack of ware or magic is with a good edge stat. That could be a sign of his future potential/talent/guts

Take a look at the many character builds on the forum for inspiration. There are so many, I'm sure you'll even find some good mundane/jack of all trade builds.


Very unoptimized, but I'd hardly say ridiculuosly unefficient. :/ Storyline-wise, people apparently know him as a 'runner, he has ultra-damaged abilities... and he's doing minor jobs at the moment. He's done well so far, so I wouldn't say he's -that- bad...
BullZeye
QUOTE (Vanity Evolved @ Jul 21 2009, 07:58 PM) *
Very unoptimized, but I'd hardly say ridiculuosly unefficient. :/ Storyline-wise, people apparently know him as a 'runner, he has ultra-damaged abilities... and he's doing minor jobs at the moment. He's done well so far, so I wouldn't say he's -that- bad...

No, not ridiculously inefficient but just a street punk. On average, you get 1 hit for any skill roll you make which does make things succeed but only if you have time for it. That's the guy who the bomb squad sends out if the bomb is not going to do any collateral damage even if it blows up wink.gif But if you like to play a char that isn't good at anything, go for it. I know it's also a style to play: making such Joe Average that can't do jack but who just tags along and is issued mostly to go get pizza for the rest. But for shadowrun, why would a group actually give that guy a share for just tagging along? One has to have some skill for a group to take a guy along or then be just really good friends and for pity sake allow the guy along.

Probably an interesting and well thought up character, but not a shadowrunner, methinks wink.gif Try to come up some focus for the guy, then we can help you out smile.gif
Vanity Evolved
^^' Once again, it's a solo game... he doesn't have a group... the run's he's done have been on his own. And he's succeeded. And earnt the money himself...

-Mentioned the responses to his GM, who replied simply:

This is what it takes to be a Runner...

Do you have a SIN? No? Good, that helps.

Do you need money? Probably, as you can't get a real job without a SIN.

Are you willing to perform illegal acts for a lot of people named Johnson? Yes? Then you're a Runner.

Take a look at the Sprawl Ganger archetype. Commando she ain't.-
deek
Damn...a lot of bashing going on...

You definitely have a ton of skills, but seeing this is a solo character, its not a deal breaker. You don't have group competition and I think your thought process is to try and cover all your bases up front and as you need to use some skills more frequently, you can spend karma where its needed. Now, if this character was part of a 4-5 man team, I'd agree with some of the bashing, that you would be looked at as a weak-link on a team of highly specialized runners.

The 1 IP thing could be rough, but its not a deal breaker. Depending on what the GM is throwing at you, you may not notice it at all. But the first time you come up against someone with 3 IPs and is shooting a gun at your face...you may be in for a lot of trouble. For that, I'd suggest some combat drugs and good use of your Edge to give you extra IPs.

Since you are already past chargen, my advice would be to be wary of increasing your combat IPs. If not with cyberware, then at least drugs and Edge. Secondly, your biggest increase to skills, for the lowest cost will be to get some specializations. That will give you +2 dice right there. So, if you only ever use semi-auto pistols or some other class of weapon, you might as well get your specialization to improve your dice pool.

I'd say that most people giving you negative comments are comparing your character to a highly optimized runner that works with a team of 4-5 other runners that are also highly optimized. So, don't put to much weight in that. Plus, each GM has their own style and power level that they will run...so if you are doing fine already, don't sweat the negativity. Just realize that most chargen runners focus on a handful of skills and try to build to a single, highly specialized concept...
Vanity Evolved
QUOTE
Damn...a lot of bashing going on...

You definitely have a ton of skills, but seeing this is a solo character, its not a deal breaker. You don't have group competition and I think your thought process is to try and cover all your bases up front and as you need to use some skills more frequently, you can spend karma where its needed. Now, if this character was part of a 4-5 man team, I'd agree with some of the bashing, that you would be looked at as a weak-link on a team of highly specialized runners.

The 1 IP thing could be rough, but its not a deal breaker. Depending on what the GM is throwing at you, you may not notice it at all. But the first time you come up against someone with 3 IPs and is shooting a gun at your face...you may be in for a lot of trouble. For that, I'd suggest some combat drugs and good use of your Edge to give you extra IPs.

Since you are already past chargen, my advice would be to be wary of increasing your combat IPs. If not with cyberware, then at least drugs and Edge. Secondly, your biggest increase to skills, for the lowest cost will be to get some specializations. That will give you +2 dice right there. So, if you only ever use semi-auto pistols or some other class of weapon, you might as well get your specialization to improve your dice pool.

I'd say that most people giving you negative comments are comparing your character to a highly optimized runner that works with a team of 4-5 other runners that are also highly optimized. So, don't put to much weight in that. Plus, each GM has their own style and power level that they will run...so if you are doing fine already, don't sweat the negativity. Just realize that most chargen runners focus on a handful of skills and try to build to a single, highly specialized concept...


Thanks. =3 And yeah, I do plan on upping my IP's when possible - I was going to go somewhat straight edge with the character, considering I'm not too keen on the drug aspect. ;D But as soon as 'yen is available, one of my top purchases in mind is a set of Cybereyes with a Smartlink and a 'linked gun, a Pistols (Semiautomatic) specialization (when I get some downtime to spend all this yummy Karma =3) and Synaptic Enhancer (I think the Bioware speed boost was?)
Maelstrome
it seems to me that you are playing a campaign focused more on story than anything else. your character is good for it because he may be the only main character. if your character was apart of a full team he wouldnt fare so well. no offense but i know you wouldnt last in our game, and probably not in the majority of the others here. plenty of good suggestions here. but the main idea in them is more focus less spread.
PRODIGY
well i just signed up and well i guess this is the place to ask...

well first off where and how do i make a character? how and where do i get my missions? and is this based on stats correct?

perhaps theres a FAQs i can be directed too.
Maelstrome
ummm? my guess is you think this is an online game? go out buy the books, become or find a gm, find other players. everything you need to know is in the books, which can be bought at almost any game retailer.
MKX
QUOTE (Vanity Evolved @ Jul 21 2009, 11:36 PM) *
So. If you hadn't guessed from the title, I'm looking for some hints and tips; I'm not new to pen and paper myself, but I'm now currently in a solo game over Messenger, ran by a friend who frequents these boards. I'm pretty well-known by her for my less-than-optimal, Jack-of-all-Trade builds. =P To the point where I'm making a decently bio/cybered Adept gunslinger with bits and pieces all over the place; bit of rigging, combat, hacking... what have you.


Thinking outside the normal box of what 'you' can do, have you considered the option of playing something along the lines of an investigator/face type of character with lots of friends?
Rather than you doing the magic, matrix, transport and combat support you could have 3 x contacts at about Loyalty 4-5, Connection 2-3 you know that could fill the roles while you fill in the blanks in terms of legwork, negotiation and finding jobs. Just add in a couple of others in terms of a fixer, doc, talis/arms dealer to round it out.
Far as self defence and combat goes, you can do that either magically or mundane as a build.

Just an alternative idea
Tanegar
My ork knife adept would murder "Ravyn Darkthorne" just for having such a laughably stereotypical Gothique name.
Cadmus
Jack of all trades is fun, but what you need is skill wires! oh and an expert system, you can fit a lot in for 1 essence point, now gettting the skills will take time becouse of the massive cost changes so buy what you can at char gen and then devote your cash from runs to getting new programs, smile.gif

DoomFrog
Nobody has mentioned this and I don't know if you are aware, but:

First you keep talking about getting bioware... Truth is if you are going to be an adapt with bioware you are still going to lose essence. Your best bet is to get BOTH bioware and cyberware, because the essence lose of having both is the larger of the two plus of the other. Meaning if you have 2 essence worth of cyber and 1.5 essence of bio, you only lose 2.75 essence.

Next if you are going to awaken you are going to need to cram in all the 'ware you want before you do. When you awaken your magic goes to 1 as long as you have at least 1 essence. Since you are going to need to spend a lot of karma on skills since your highest is 2, you don't want to waste it on magic.

I would suggest getting 3.5 points of cyber/bio and 3 points of the other, leaving you with 1 essence. But talk to your GM about using the alternate rules for Adapt initiation where you get a point of magic instead of a meta magic. Then you can spend the karma to initate, raising your max Magic from 1 to 2 and raise your magic to 2 at the same time.

Maybe also spend karma to get some of the quality Biocompatability. The fact is as the only player you are going to need to grow in every way, combat, magic, hacking, social.... Hacking is easy to get better at using just money. Combat is too, but requires mostly gear and 'ware. Since you are going to become an Adapt, you need to maximize the amount of 'ware you can get. Magic only gets better with karma..... and lots of karma.

Those are my thoughts..... of course if your game is mostly story based then asking what is the best game mechanics-wise for your character is kinda silly. Which is way everyone is telling you stuff you don't want to hear.
Glyph
I won't comment on his power, since it's a solo game, and you explicitly said that you were trying to make a newbie (keep in mind that this is only your personal preference - actually, 400 BP is enough to make an established pro, not in the uppermost echelons yet but with the potential to get there. Unlike D&D, there really isn't a "first level" for runners).

The only potential problem I see, advancement-wise, is that such a wide spread of skills is going to be murder to try and improve. Increasing your Attributes or getting some 'ware will both result in much more noticeable increases. I'm not sure how successful he'll be at getting 'ware, though, if he's stuck doing really small-time stuff. That's the trouble with low power level characters - unless the GM is really generous with the Karma/money, they're really stuck there for a long time.
BullZeye
QUOTE (DoomFrog @ Jul 22 2009, 10:17 AM) *
But talk to your GM about using the alternate rules for Adapt initiation where you get a point of magic instead of a meta magic. Then you can spend the karma to initate, raising your max Magic from 1 to 2 and raise your magic to 2 at the same time.

I thought it was to get a power point, not magic, on initiation on adepts?
Vanity Evolved
QUOTE
My ork knife adept would murder "Ravyn Darkthorne" just for having such a laughably stereotypical Gothique name.


Haha. Yeah. ;D My GM mentioned the name in a joke when discussing stupid names... saw that, LOL'd and thought 'Yes, I'm nabbing that for his fake SIN'. ;D Still no idea what his real name is.

QUOTE
Maybe also spend karma to get some of the quality Biocompatability.


Already on the sheet, omae. ;D Did plan on mixing both cyber and bio. But definately thanks for pointing out that Essence loses wouldn't have an effect if you lose it before Awakening! (If that's how the rules work?)


QUOTE
Thinking outside the normal box of what 'you' can do, have you considered the option of playing something along the lines of an investigator/face type of character with lots of friends?


I'm going for a mix of face and John Woo, mostly; from the backstory, he only knows one person who's the one who stopped him from bleeding out on the table. He doesn't know his own name, let alone his contacts yet... but I'm working on that with some runs. ;D Needs to get me a Fence/Arms dealer, now I think of it...

QUOTE
The only potential problem I see, advancement-wise, is that such a wide spread of skills is going to be murder to try and improve. Increasing your Attributes or getting some 'ware will both result in much more noticeable increases.


Yeah; seeing the costs, my first thought jumped to a bunch of Karma into attributes; hoping to eventually get some Muscle Toner/Augmentation 2 ontop of a Suprathyroid, Physical Attribute Adept Power Body to 9, and Synaptic Enhancer for Reflexes 9 and the IPs.
DoomFrog
QUOTE (Vanity Evolved @ Jul 22 2009, 07:30 AM) *
Already on the sheet, omae. ;D Did plan on mixing both cyber and bio. But definately thanks for pointing out that Essence loses wouldn't have an effect if you lose it before Awakening! (If that's how the rules work?)


You are actually allowed to buy qualities after chargen for twice the BP cost in karma. Though it is usually suppose to be more of a roleplaying thing. But in your case you could have forgotten you were Biocompatable (what with the amnesia and all) and only found out when your street doc friend did some preliminary testing for some planned implant surgery.

And yes that is how awakening mid game works.

QUOTE (Street Magic pg. 25)
If the character has an Essence lower than 6 (due to implants or other causes), he still starts with a Madic of 1, but his maximum Magic attribute is adjusted according to the Essence loss.


BullZeye -
Yes it is 1 power point not 1 magic. Though unless you are using the few skills that make use of the magic attribute, it is just as good.
Glyph
QUOTE (DoomFrog @ Jul 22 2009, 08:35 AM) *
BullZeye -
Yes it is 1 power point not 1 magic. Though unless you are using the few skills that make use of the magic attribute, it is just as good.

The only difference, which may or may not come up depending on what powers you pick, is that Magic rating still caps the maximum levels you can have in a power. Say you have a Magic of 3, with combat sense: 3, and initiate twice for two more power points. You can get two points' worth of powers, but you can't increase combat sense any further until you raise your actual Magic Attribute.
DoomFrog
QUOTE (Glyph @ Jul 22 2009, 06:18 PM) *
The only difference, which may or may not come up depending on what powers you pick, is that Magic rating still caps the maximum levels you can have in a power. Say you have a Magic of 3, with combat sense: 3, and initiate twice for two more power points. You can get two points' worth of powers, but you can't increase combat sense any further until you raise your actual Magic Attribute.


I wasn't aware of that rule, but you are right. You wouldn't be able to have more than 1 rank of any adapt power. But given the direction of the OP's character, that might be just what he is looking for.
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