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Werewindlefr
Hello to all Dumpshocked.

I've been working on a Shadowrun character concept and I would like some feedback and improvement from the Dumpshock community. The character concept is "the parkour practitioner", and more accurately the "Yamakasi". The runner would use his talents, combined with a bit of adept masking, to escape chases after a run or to become a highly efficient courier, hard to track through magical means, difficult to chase with a vehicle because of a low signature and of an ability to travel quickly over difficult terrain (jumping from rooftop to rooftop, for instance).

The point is to reasonably "optimize" the character while still making it playable in standard Shadowrun sessions, and while staying true to the philosophy of the Yamakasi. In essence, to create a deep character but make it quite efficient at parkour and escaping pursuers, without resorting to munchkinism.


So, here's the prototype:


Metatype: Ork (Yamakasi is mostly practiced in lower-class neighborhoods)
Special: Adept

Attributes:

Body 5
Agility 5
Reaction 4
Strength 6
Charisma 3
Intuition 3
Logic 2
Willpower 2
Edge 3
Magic 6

Skills:

Outdoors (Group) 1
Stealth (Group) 3
Climbing 4
Swimming 1
Escape Artist 2

Unarmed Combat 3
Pistols 2
Running 5
Sp: Urban
Gymnastics 5
Sp: Parkour

Positive Qualities:

Astral Chameleon (to escape magical detection; the point is to lose pursuers.)
Natural Athlete
Sense of Direction

Negative Qualities:

Thrill Seeker
Distinctive Style (2)
Pacifist (Goes rather well with the Yamakasi philosophy)
Hunted Level 2
Liar

Adept Powers:

Wall Running
Traceless Walk
Gliding
Freefall 3
Great Leap 3
Attribute Boost [Bod]
Attribute Boost [Agi]
Attribute Boost [Rea]
Attribute Boost [Str]
Iron Lungs
Improved Sense [Direction]

15000 nuyens and 6 (free) points for contacts (2*charisma)


What would be appropriate gear and contacts for this character? I've though of giving him a Roomsweeper with Shock Locks (to avoid being slowed down by doors) along with a standard pistol, like a predator. What else should he consider getting?

As it stands, the character seems reasonably good at a variety of athletic feats, mostly running, climbing and gymnastics. The goal being to go as fast as possible over a large distance with obstacles, the whole trip involving climbing, jumping and other acrobatic feats, so as to make the path as short as possible or to lose pursuers. How can I improve this?
Trigger
I built a character a while back, along the same flavor as this one, except I highlighted his powers with about a Essence Point's worth of Bioware. Just giving you another thought on the build:

[ Spoiler ]
Critias
When does a "Parkour" specialization of Gymnastics come into effect, and when doesn't it? It seems to me that one could conceivable attempt to use it for four out of the five canon Gymnastics specializations (balance, breakfall, jumping and tumbling). That seems a little off.
Glyph
A satyr would have an advantage, since their legs give them both a higher movement rate and a bonus to gymnastics rolls. I mention that because it might still fit in with your general idea. SURGE with celerity, or bioware, would probably be outside of what you have in mind.

Astral chameleon doesn't do much for an adept - what you want to avoid astral detection is murky link. It's 5 points more, but you could get rid of natural athlete (which provides a pretty minuscule bonus for the price) and get double-jointed instead - that's the only gap in his parkour abilities, something to let him navigate tight places and small openings.

Attribute boosts take a simple action to use, and have a duration of rounds - four of them is a bit much, even if you don't plan on trying to use them all at once.

Great leap increases the distance that you can jump, but improved ability/gymnastics is more versatile.
Traul
I see a big problem with your concept: no matter how awesome you are, you will never be able to challenge an air spirit or a levitating mage boosted with a Movement power. When it's so easy to fly, running is not enough.
McCummhail
I also had a similar character.
I had fun chroming him out instead of going the adept route.

QUOTE (Traul @ Nov 29 2009, 08:58 PM) *
I see a big problem with your concept: no matter how awesome you are, you will never be able to challenge an air spirit or a levitating mage boosted with a Movement power. When it's so easy to fly, running is not enough.


I wasn't a pacifist, however, and longarms have pretty good synergy with the ability to get almost anywhere quickly.
Also, a mage floating in the air is not dissimilar from skeet to a guy with a shotgun.

Cover is interesting when you have the ability to find cover almost anywhere and the ability to pass cover with ease.
Critias
QUOTE (Traul @ Nov 29 2009, 08:58 PM) *
I see a big problem with your concept: no matter how awesome you are, you will never be able to challenge an air spirit or a levitating mage boosted with a Movement power. When it's so easy to fly, running is not enough.

Running is enough against the 99.99% of the population that can't fly.
bernardo
I also built a similar character once: a satyr parkour and savateur adept who uses his talents as a second story artist. Quite capable at field recon or even surveillance or shadowing someone from rooftops.

He was discussed here (may give you some ideas): http://forums.dumpshock.com/index.php?showtopic=24734

Character Profile
[ Spoiler ]


Character Stats
[ Spoiler ]
Manunancy
Some gadgets and equipment suggestions :
* a taser. If you're pacifist, it's a good way to neutralized troubles without killing them
* spray can/grenade of low friction gel - leave some of that in the right place behind you, and they'll have an even harder time than usual following you
* urban explorer armor suit seems a natural fit character. Though 'distinctive style' means it's probably about as customized and subtle as a pimpmobile.
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