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Tyro
[Edit:] Changed just about everything in some way. Best just to look through it again.

Disclaimer: This guy was built with a whole bunch of houserules, so if something seems off, ask. Among other things:

* Hits are limited to 2 * Skill (or 1 when defaulting), like Spellcasting Hits are limited to spell Force, and it's Hits, not Net Hits. This ensuers that overly talented people cannot achieve wildly powerful results without the use of Edge. So Mr. 7 Stat with 1 Skill is capped at 2 hits, while the 3 Stat 3 Skill can go to 6 hits. Remember how quickly modifiers can contribute to these rolls - it's NOT just Skill + Stat. A specialization increases your effective skill by 1 for the purpose of the hit cap when applicable.

* DP modifiers are limited to no more than [Skill + Stat]. There is a limit to how much you can take advantage of what's there for you without sufficient native ability. If you lack that ability, leave it to the Pilot program, which can probably do it better than you in that case.

* Total DP's are limited to no more than 20 after all modifiers.
Computer use is Skill + Stat (i.e. Hacking + Logic), capped to (program rating * 2). Further bonuses are unaffected by this cap, but are subject to other houserules limiting dicepools.

* Starting natural attributes are capped at 5

* Starting skills are capped at 3 with one 5 or two 4's allowed

* Alphaware is +2 avail, beta +4, beta allowed at chargen

* Pistols specs were changed to Hold-out, Light, Heavy, Dart, and Taser

* Tasers use the Unarmed skill when used in melee (assuming they have the contacts for it, like the Defiance Ex Shocker)

* Dicepools are capped at 20

* The In Debt quality awards no Karma

* Martial Arts do not require a Quality to purchase

* Gymnastics Dodge is forbidden

Boost started out as a car thief (hence the name and skills). Further details TBD. He was built with 750 Karma.

[ Spoiler ]
Saint Sithney
Are hits for extended tests handled differently? Because, if not, that Data search skill isn't going to be doing you much good. 5 rolls with 5 dice, capped at 2 hits means you'll be lucky to get general public info on a search.

Might be best to just leave the digging to your handy Mook.

The Kevlar bone lacing doesn't really provide the benefits you'd want for forbidden cyber. Don't know if that's particularly important in your game or not, but it doesn't even give you punchy bonuses. I say wait for Bone Density later, and for now trade in that +1 dmg res +1/0 kevlar for +1/+2 lvl 1 Dermal sheathing. The dermal sheath is only on your torso at lvl 1, so it's not obvious. It costs the same amount, so you don't have to recalculate much, but it also takes up .6 essence to the kevlar's 1.0 essence. Not a bad trade if you're worried about too much ware in your system (which the alpha gear suggests.)

honestly, you could really use lvl 2 Cerebral booster, so switching from bone lacing to a sheath can free up cash and essence, which is worth it.
Glyph
Considering how important those optional rules make skills, you seem to have a lot of skills at rating: 2. The other extreme from being hyper-specialized is overgeneralizing to the point of uselessness. A lot of that boils down to how many tests you typically make in a session, and how quickly Edge refreshes - if you can use Edge on a lot of your tests, then the character's dice pools are bigger than they appear at first glance.

The gear you have doesn't seem to add up to 280,000 nuyen.gif , or even close (btw, no smartlink for your cybereyes? That's a curious omission for a tech-savvy augmented character). I assume you have a lot of hacker-related gear too, such as utilities, etc.?
Tyro
QUOTE (Glyph @ Aug 15 2010, 11:05 PM) *
Considering how important those optional rules make skills, you seem to have a lot of skills at rating: 2. The other extreme from being hyper-specialized is overgeneralizing to the point of uselessness. A lot of that boils down to how many tests you typically make in a session, and how quickly Edge refreshes - if you can use Edge on a lot of your tests, then the character's dice pools are bigger than they appear at first glance.

The gear you have doesn't seem to add up to 280,000 nuyen.gif , or even close (btw, no smartlink for your cybereyes? That's a curious omission for a tech-savvy augmented character). I assume you have a lot of hacker-related gear too, such as utilities, etc.?

I thought Kevlar bone lacing was undetectable by MADs? Whereas dermal sheathing is obvious to scanners. As to the money thing, I didn't include his bike, gear, or programs.

I'll rethink the skills and 'ware, and post the bike.

[Edit:] Tweaked him extensively. First post updated.
Saint Sithney
QUOTE (Tyro @ Aug 16 2010, 08:45 PM) *
I thought Kevlar bone lacing was undetectable by MADs? Whereas dermal sheathing is obvious to scanners.


Again, it depends on your game. If MAD detectors are common, but Millimeter wave cyberware scanners aren't, then you're in the clear.
But the sheath is unrestricted cyber, so anyone who wants some level of protection could pass it off as being as normal as a pair of cybereyes. The book does describe it as a semi-synthetic coating, but I don't know if that means "partially metallic" or what. It certainly doesn't say that it won't set off a MAD detector, so I guess the default is yes... Ask your GM?

Anyway, with the bone lacing, if someone uses a cyberware scanner, it'll show up clear as day, and it is forbidden cyberware. Not that it particularly should be, but thems the books. As always, get a ruling.



EDIT: Don't forget you'll likely need Decrypt and Trace in order to use Spoof on anyone. Luckily, you can get a Radio Signal Scanner to satisfy your need for a Sniffer Program, so you've only got to free up ~1600 cash. Also, if you're using Unwired software, don't neglect Ergonomic options so that you can actually run all those programs without your response falling to zilch.
Glyph
I like the revised skills better - they are more focused, less all over the place, and having a bit fewer at 3 is infinitely better than a bunch of skills at 2.

With a Body of 3 and no extra initiative passes, though, he is no sammie - he can contribute to a firefight and deal with the incidental combat that can arise while breaking in somewhere, but he does not seem like a front-line fighter to me. With a high Edge for when he needs it, and decent breadth, he should do okay in his main roles as driver, B&E specialist, and hacker.
Glyph
On a tangent, the damage-resisting buffs are a bizarrely schizophrenic set of rules, as far as their legality. Dermal plating and orthoskin are restricted, but anyone can get dermal sheathing. And all forms of bone lacing are forbidden gear, but bone density augmentation is perfectly legal. question.gif
Tyro
You're right that he's no sammy, though he does have multiple IPs with Cram. He's no wheelman, specializing as he does in bikes, though he could drive a van if he had to. He'd make a good courier with his BMW - the Mjöllnir has the same top speed as a Mirage (200) and almost as much acceleration, and it's considerably tougher. (The BMW Mjöllnir is from the German edition of Arsenal, which was published later and had a few extra vehicles and weapons.) With the oil slick sprayer and smoke projector, nobody but a dedicated rigger could realistically stay on his tail, and chameleon paint plus a spoof chip make it easy to blend in to traffic. I see him as a primary B&E guy, a scout, a frontline hacker (direct hacking as opposed to overwatch; he'd be most effective teamed up with an EW-expert rigger/overwatch hacker), and a courier. He's more effective in combat than he looks; remember that he only needs 1 net hit with that dart gun in order to do some fairly serious harm, and with Cram he has respectable Reaction and 2 IP's. Once the money starts rolling in, he could replace Narcoject with Gamma-Scope, Warp, Breathtaker, or other nastiness - even Fugu if he was fighting in self-defense against a formidable enough adversary.
Mäx
QUOTE (Tyro @ Aug 16 2010, 12:36 AM) *
* Starting natural attributes are capped at 5

Is that for all metatypes or is it adjusted by the metatype.
Becouse at written like that it puts Troll in a funny place where their racial minimums for body and strenght are at chargen max. wink.gif
Stahlseele
Take a look at the ultimate mundane Climber Troll.
Adjust to your liking/needs and be done with it.
Glyph
QUOTE (Tyro @ Aug 17 2010, 01:19 AM) *
He's more effective in combat than he looks; remember that he only needs 1 net hit with that dart gun in order to do some fairly serious harm, and with Cram he has respectable Reaction and 2 IP's.

Narcoject is indeed effective, but you are confusing the contact and injection vectors.
Tyro
QUOTE (Glyph @ Aug 17 2010, 06:58 PM) *
Narcoject is indeed effective, but you are confusing the contact and injection vectors.

I should think that anything which can be administered by contact or inhalation could be put into an aqueous solution and injected.
Voran
Playing with your skill groups can help you generalize. Are there any particular house-rule restrictions in your game that prevent use of skill groups? Ex: Does a skillgroup of say electronics 4 count as '1 skill 4' or '4 skill 4s' (4 skills within the electronics group).
Silbeg
QUOTE (Voran @ Aug 20 2010, 07:24 AM) *
Playing with your skill groups can help you generalize. Are there any particular house-rule restrictions in your game that prevent use of skill groups? Ex: Does a skillgroup of say electronics 4 count as '1 skill 4' or '4 skill 4s' (4 skills within the electronics group).


Interesting question...
In my current game (just started), our skills were capped in a similar manner... and skill groups were capped at 3.

Makes for some interesting decisions, if you want to start out with strong skills in anything.
Tyro
QUOTE (Voran @ Aug 20 2010, 06:24 AM) *
Playing with your skill groups can help you generalize. Are there any particular house-rule restrictions in your game that prevent use of skill groups? Ex: Does a skillgroup of say electronics 4 count as '1 skill 4' or '4 skill 4s' (4 skills within the electronics group).

4 skill 4's, and no houserule restrictions past what I mentioned in the OP (so no groups past 3). I might look into that.

QUOTE (OP)
Starting skills are capped at 3 with one 5 or two 4's allowed
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