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Maelstrome
can i get some clarity here? im the gm this is my players.

somebody with good reverse engineering of characters in bp, could you tell me if this is legal? we discused the qualities which werent. anything else?

Name: Navar Bp Spent
Metatype:Changeling(Human) 398
Karma:
Lifestyle: Squatter
Tradition: Black Magic
Cash spent:84930=17BP
Attributes:A 9 S 2 R 3 B 2 L 2 I 4 W 5 C 5 M 6 ED 2 ES 6 Initiative 7


Bioware: R. Essence Effect Cost
Muscle Toner 4 0.8 +4 Agility 32000Y
Vocal Range Enhancer O.1 +1 speaking social tests and Mimicry 12000Y


Qualities: BP
Positive- Magician 15
Mentor Spirit(Seductress +2 manip magic and con) 5
Surge Class III (Celerity, Glamour, Keen Eared, Thermo Vision) 15
Movement rate increased by 1/2, +3 to social tests, +1 die to hearing



Negative-

Mentor spirit (Must make W+C (3) test to avoid vices)
Aspected (Man/Manip +2) 10
Sensitive System 15
Nano-Intolerance 5
Vindictive(composure(2) test) 10
Prejudice(Lonestar) 10
Big Regret(Former Aztechnology employed set against other magic users in corp) 10
Surge Class III (Impaired Attribute,Unusual Hair , Extravagant Eyes)
Strength max decreased by 1, Dark Violet Coloration , Star shaped pupils and Red Irises

Contacts Connection/Loyalty
Arms Dealer 4/3
Talismonger 2/1

Spells Type Range Dmg Dur DV(F/2)
Control Actions M LOS S
Control Thoughts M LOS S +2
Mob Control M LOS(A) S +2
Influence M LOS P +1
Magic Fingers P LOS S +1
Physical Barrier P LOS S +3
Levitate P LOS S +1
Mana Bind M LOS S
Net P LOS(A) S +3
Sterilize P LOS I +2


1=4
2=8
3=12
4=16
5=20
Skills: Rating BP 116
Active-
Pistols 1
Longarms 5 (Sniper Rifle+2)
Exotic Weapon Bola Launcher 1
Bikes 1
Dodge 3 (Melee Combat+2)
Spellcasting 5 (Manipulation +2)
Perception 2
Con 2
Infiltration 2
Summoning 2
Escape Artist 1


Knowledge- 18 point total
Philosophy 2
Magical Anomalies 4
Fine Cuisine 3
Corporate Security Tactics 4
Safehouses 2
Underworld Politics 3

Language-
English Cityspeak (N)

Gear: Cost(rounds per 10)
Smart Firing Platform 2000Y
AV Rounds (-4AP/-6AP Vehic.) 120Y
Gel Rounds (-1Stun DV +2 Impact AP) 30Y
Stick-n-Shock (6S(e) -half impact AP) 80Y
Tracker Rounds 75Y
Silver Bullets (+2 B AP) 250Y
Flashpak (-4)x3 600Y
Ammunition Pouch 25Y
Radio Detonator x2 80Y
DocWagon Contract 5000Y
Autopicker R.6 1200Y
Sequencer R.6 1200Y
Wire Clippers 25Y
Glasses w/Flare Comp,Smartlink,
and Vision Enhancements R.3 875Y
Earbuds 10Y
Subvocal microphone 50Y
Lightstick x10 50Y
Bola x3 150Y
Fetish Manipulation(mana bind +2 to drain dice) 300Y
F.6 Magical Lodge 3000Y


Armor B/I Cost Mods
Light Armor Clothing 3/0 825 Fire Resistance R.4/ Flashlight
Form Fitting Shirt B.A. 3/0 500
Forearm,arm, and shin guards 0/3 725 Commlink/GPS in Forearm

Weapons Damage AP MODE RC Ammo Attachments Cost
Barret 121 9P -4 SA 2(0 if bipod) 14 Smartgun, Underbarrel Bola Launcher, Silencer,Sling, Bipod 9360Y
Eichiro Hatamoto II 7P -1 SA -- 1(m) Smartgun, Hidden-arm Slide, Silencer, Advanced Safety System 2450Y

Commlink Response Signal OS Firewall System Cost
Novatech Airware 3 3 Iris Orb 3 3 2250Y

Vehicle Handling Accel Speed Pilot Body Armor Sensor Cost Mods
Thundercloud Contrail +1 20/40 180 1 6 4 1 9200Y Morphing plate, Run Flat Tires, Anti-Theft, Smuggling compartment
Glyph
Just from a quick look - the bioware should lower Magic to 5, you can't have more than 35 points of negative qualities, and at least two things (the muscle toner: 4 and the Barrett sniper rifle) are over starting Availability.
Draco18s
QUOTE (Glyph @ Jan 17 2010, 07:08 PM) *
you can't have more than 35 points of negative qualities


Yeah, I see 60+ BP gained back from negatives (not counting the SURGE ones).
Glyph
The AV rounds are over starting Availability, too.

And the total costs are 200 Attributes, 65 special Attributes, 17 Resources, 106 skills (not 116, at least from adding up what is listed), 10 contacts, 30 spells. That's 428 build points. Subtracting the 25 net negative quality amount still only gets it to 403, not 398. But you don't get to take a net amount of points in negative qualities - it is an absolute cap of 35 points.

Also, while it is technically legal, you should let your player know that taking a lot of expensive gear, and a squatter lifestyle, is NOT a very optimal choice. You don't want to go off on a run and leave your gear sitting in an abandoned basement in the Barrens.
Karoline
I think Glyph has the major points quite well covered.
Maelstrome
well he has sent me a revised character.

Name: Navar Bp Spent
Metatype:Changeling(Human) 400
Karma:
Lifestyle: Squatter
Tradition: Black Magic
Cash spent:38630=8BP
Attributes:A 4 S 2 R 3 B 2 L 3 I 4 W 5 C 5 M 6 ED 2 ES 6 Initiative 7


Qualities: BP
Positive- Magician 15
Mentor Spirit(Seductress +2 manip magic and con) 5
Surge Class III (Celerity, Glamour, Keen Eared, Thermo Vision) 15
Movement rate increased by 1/2, +3 to social tests, +1 die to hearing



Negative-
Mentor spirit (Must make W+C (3) test to avoid vices)
Aspected (Man/Manip +2) 10
Sensitive System 15
Big Regret(Former Aztechnology employed set against other magic users in corp) 10
Surge Class III (Impaired Attribute,Unusual Hair , Extravagant Eyes)
Strength max decreased by 1, Dark Violet Coloration , Star shaped pupils and Red Irises


Contacts Connection/Loyalty
Arms Dealer 2/1
Talismonger 2/1

Spells Type Range Dmg Dur DV(F/2)
Control Actions M LOS S
Control Thoughts M LOS S +2
Mob Control M LOS(A) S +2
Magic Fingers P LOS S +1
Physical Barrier P LOS S +3
Levitate P LOS S +1
Mana Bind M LOS S
Net P LOS(A) S +3
Sterilize P LOS I +2


1=4
2=8
3=12
4=16
5=20
Skills: Rating BP 100
Active-
Pistols 1
Longarms 4 (Sniper Rifle+2)
Exotic Weapon Bola Launcher 1
Bikes 1
Dodge 2 (Melee Combat+2)
Spellcasting 5 (Manipulation +2)
Perception 2
Con 1
Infiltration 2
Summoning 3
Escape Artist 1


Knowledge- 18 point total
Philosophy 2
Magical Anomalies 4
Fine Cuisine 3
Corporate Security Tactics 4
Safehouses 2
Underworld Politics 3

Language-
English Cityspeak (N)

Gear: Cost(rounds per 10)
Smart Firing Platform 2000Y
APDS Rounds (-4AP) 70Y
Gel Rounds (-1Stun DV +2 Impact AP) 30Y
Stick-n-Shock (6S(e) -half impact AP) 80Y
Tracker Rounds 75Y
Silver Bullets (+2 B AP) 250Y
Flashpak (-4)x3 600Y
Ammunition Pouch 25Y
Radio Detonator x2 80Y
DocWagon Contract 5000Y
Autopicker R.6 1200Y
Sequencer R.6 1200Y
Wire Clippers 25Y
Glasses w/Image Link,Smartlink,
and Vision Enhancements R.3 875Y
Earbuds 10Y
Subvocal microphone 50Y
Lightstick x10 50Y
Bola x3 150Y
Fetish Manipulation(mana bind +2 to drain dice) 300Y
F.6 Magical Lodge 3000Y


Armor B/I Cost Mods
Light Armor Clothing 3/0 825 Fire Resistance R.4/ Flashlight
Form Fitting Shirt B.A. 3/0 500
Forearm,arm, and shin guards 0/3 725 Commlink/GPS in Forearm

Weapons Damage AP MODE RC Ammo Attachments Cost
HK PSG Enforcer 7P -4 SA 2(0 if bipod) 2x12© Smartgun, Underbarrel Bola Launcher, Silencer,Sling, Imaging scope with Vis. Mag. 7060Y
Eichiro Hatamoto II 7P -1 SA -- 1(m) Smartgun, Hidden-arm Slide, Silencer, Advanced Safety System 2450Y

Commlink Response Signal OS Firewall System Cost
Novatech Airware 3 3 Iris Orb 3 3 2250Y

Vehicle Handling Accel Speed Pilot Body Armor Sensor Cost Mods
Thundercloud Contrail +1 20/40 180 1 6 4 1 9200Y Morphing plate, Run Flat Tires, Anti-Theft, Smuggling compartment
Karoline
Looks like everything is alright. You might want to point out that a sequencer is useless without the hardware skill (And if you have the hardware skill then the sequencer is kinda useless, so it is a fairly cruddy item all around really).
Glyph
Mostly all right. I still get 200 Attributes, 65 special Attributes, 8 Resources, 98 skills (not 100, at least from adding up what is listed), 6 contacts, and 27 spells. That's 404 build points. Also, APDS ammo is still over the starting Availability.

Karoline already hit the problem with the sequencer (namely, that you need the hardware skill to get the casing off, and if you have the hardware skill, you don't really need a sequencer).

And I would reiterate the wisdom of starting out with higher than squatter resources - squatter resources means anytime you go to a meet, or a run, or anywhere, you are leaving all of your stuff that isn't on your person just sitting there in some abandoned basement, or jury-rigged shelter. Generally, if all of your important gear doesn't all fit in a duffel bag that you carry with you, squatter lifestyle is a bad idea.
Navar
I appreciate the input from all of you guys, Maels hasn't run an SR4 campaign yet. We're both still a bit new to the bp system. (with the exception of the Campaign I ran, which failed miserably due to MIA players and the freshness of the GM) Probably doesn't help that I made this character about 3am on less than 12 hours of sleep over a period of 3 days. I actually do intend on carrying most of my equipment with me. Either on person or in the smuggling compartment of my vehicle. I figure I'll be able to afford an upgrade in the lifestyle after a run or two. I'll get right on disposing of the sequencer and rounds.
Saint Sithney
Actually, bikes isn't a skill, it's a specialization within the Pilot Groundcraft skill. And taking 1 level of Pilot Groundcraft with a Reaction of 3 only gives you 4 dice. 4 dice on a handling test is a quick road to glitches and red smeary death. You'd probably be better off just buying a lvl 3 Maneuver Autosoft and letting the bike drive itself.

edt: I also notice you've got no skills for dealing with the astral. If you're not interested in all that astral wackyness, you might want to consider switching the build over to a Mystic Adept and taking one point in Adept powers for the kenesics. Then you can combine con and the Influence spell (Which you should use to replace control actions. You don't need actions and thoughts.) to keep someone on your chain for a long long time. Also, counterspelling is wicked important. You're going to want to invest in that biz.
Navar
The reason for the horrible bike skill, is that in our old group we had one player who would chauffeur us around in his van. Worse comes to worse there is always public trans. I don't have astral skills due to my aspected nature, I receive -4 to astral combat, assensing, and even counterspelling anything that isn't manipulation. Or so I thought, could I be wrong?

The idea behind this character was the use spirits of man to hold or impose modifiers on my target then pick them off one by one from a distance with my sniper. Or to use bind, or what have you to impede their movements and control their numbers as to impose more penalties on them noticing myself and Delilah. *pats sniper rifle*
MatrixJargon
QUOTE (Navar @ Jan 18 2010, 05:50 PM) *
The reason for the horrible bike skill, is that in our old group we had one player who would chauffeur us around in his van.


I miss you guys too. Those were the days. (We named the van "Lightwalk" in one campaign for the irony)
Malachi
I know it's just my experience, but I always roll my eyes and think "here we go..." when I see a Sniper Rifle build, especially Sniper Rifle combined with Magic (Adept or Magician). In every case that I have had one of these characters, the underlying mentality of the player was that they would be able to deal out massive damage to their opponents, while remaining completely impervious to harm themselves. In every case where I put the character in some sort of danger, an argument ensued because the player thought that the enemy should not be able to attack them for some reason based on the "defenses" or "precautions" they had (or through unspoken implication, thought they had) in place.

I don't mind your build, but please don't be "that guy."
Glyph
I wouldn't worry too much about the low vehicle skill (he is right, though, that the actual skill is Pilot Ground Craft). You don't need to roll for normal driving, just for stuff like making a hairpin turn or outrunning Knight Errant. So you are fine if you only use it for basic transportation.

Public transit and sniper rifles, sadly, don't usually mix very well, although turnstile fights are always fun. wink.gif
Navar
In response to you, Malachi, I generally played the Wall type character in my old group. What with every niche being covered by other players The only thing I could do and do it well was demolitions and catching bullets...in my flesh. I'm used to playing a heavily armored and high body character. So I'm actually not too worried about taking damage. Spend enough time taking damage and you learn how to avoid it. Taking cover and smartlink makes everything okay.
Malachi
QUOTE (Navar @ Jan 18 2010, 01:37 PM) *
In response to you, Malachi, I generally played the Wall type character in my old group. What with every niche being covered by other players The only thing I could do and do it well was demolitions and catching bullets...in my flesh. I'm used to playing a heavily armored and high body character. So I'm actually not too worried about taking damage. Spend enough time taking damage and you learn how to avoid it. Taking cover and smartlink makes everything okay.

That's good. As long as you're not planning on starting a lot of sentences with, "He shouldn't be able to shoot/see me because..." Usually arguments like that are ultimately born from a feeling of playing in opposition to the GM (which I call the Root of All Gaming Evil).
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