Shanshu Freeman
Mar 7 2004, 02:50 AM
Edited for clarification:
By This: [For now I'd just like your thoughts on the raw character]
I meant This: [Just critique the raw data/numbers in terms of in game effectiveness]
Alexander Doyle
B 5
Q 6
S 5
C 2
I 6
W 3
Active:
Pistols/AP3 5/7
Edged/Katana 4/6
Clubs/Stun Baton 3/5
Martial Arts/Jeet Kune Do (sp?) 4/6
Stealth/Sneaking 5/7
Athletics/Gymnastics 4/6
Performance/Acting 3/5
Electronics 5
Demo 3
Bike 2
Bike B/R 2
Knowledge:
SW: Magic 5
AC: Forensic Medicine
AC: Security Devices 4
AC: Engineering 3
AK: Downtown Seattle 4
Military Doctrine/Tactical Analysis: 4/6
History of Espionage/Assassination Methods 2/4
Psychology/Extra(non)-Metahuman 2/4
English 4
Sperethial 3
Latin 2
Common Sense
Perceptive
Compulsive
Impulsive
Also thinking of taking Surge: Astral Sight and Improved Smell, because my character is sort of a man-hunter type. But I'm not sure what I'd offset them with.
Kagetenshi
Mar 7 2004, 02:56 AM
It sucks.

No obvious flaws, aside from the fact that the martial arts specialization you use runs counter to the MA rules in CC; a lot of people don't use those rules, but I'll mention them just in case. Otherwise, if you'd like to let us know what you want to do with the character we can better critique it.
Also, you specialize more than I generally like, but that's a matter of individual taste and my obsessive-compulsiveness.
~J
Shanshu Freeman
Mar 7 2004, 03:11 AM
QUOTE (Kagetenshi @ Mar 7 2004, 02:56 AM) |
It sucks. 
No obvious flaws, aside from the fact that the martial arts specialization you use runs counter to the MA rules in CC; a lot of people don't use those rules, but I'll mention them just in case. Otherwise, if you'd like to let us know what you want to do with the character we can better critique it.
Also, you specialize more than I generally like, but that's a matter of individual taste and my obsessive-compulsiveness.
~J |
Thanks

I'll reread the CC regarding MA.
The plan is that my character is the child of two British(or what passes for GB in the Sixth World) citizens, born in Seattle at the British Consulate. (sp?) ( IIRC, the Metroplex can now send and recieve VIPs) He tested high for things the British Secret Service looks for in their people, and began to recieve training. Eventually he disobeyed a direct order (one he thought was immoral or something) and before you know it, he found himself in the Shadows. He has a curiosity that serves him ill on occasion, as reflected by his compulsion to "Find out what's behind that door." (being highly motivated to look behind doors has been a running gag in our campaigns, ask me later) But this is really more of an outlook than limited solely to doors. ie: compelled to ask a Johnson too many questions, etc.
Kagetenshi
Mar 7 2004, 03:19 AM
Also, it seems kinda wrong to have Common Sense and Impulsive in the same character...
~J
Lindt
Mar 7 2004, 03:48 AM
well he gets 2 out of 10, and 1 is only cause he as the common sense edge(aka the boneheaded player edge). No history, no anything. No cyber or bio, but no magic. As for the 'behind doors, hes got no cha. based skills, and no lockpicking skills, or electronics B/R skill. Point and shoot there Alex... Makes me confused as to what his real goal is.
Kagetenshi
Mar 7 2004, 03:54 AM
Point and shoot. Teams need streetsams too, y'know. I'm guessing that when he's finished he'll have quite a bit of cyber.
~J
Siege
Mar 7 2004, 04:06 AM
A couple of things:
1. What is he planning on doing with Electronics?
2. Demolitions 3 is like...um...bad. That's one skill you want to throw as many dice as possible to avoid an oops. Demo 2/4 (something), maybe a point or two higher.
3. Bike 2 is a little low if you plan on riding under combat conditions.
4. Performance/acting? What's your objective? You might think about Negotiations and/or Disguise.
-Siege
Sphynx
Mar 7 2004, 09:41 AM
I'm with Lindt on this one. No Magic, Cyber or Bio. What edge does he have to be a runner? Every runner needs an edge. And although perhaps "Realistic", it's anti-cyber genre to make a character like this.
Sphynx
Shanshu Freeman
Mar 7 2004, 10:26 AM
QUOTE (Lindt @ Mar 7 2004, 03:48 AM) |
well he gets 2 out of 10, and 1 is only cause he as the common sense edge(aka the boneheaded player edge). No history, no anything. No cyber or bio, but no magic. As for the 'behind doors, hes got no cha. based skills, and no lockpicking skills, or electronics B/R skill. Point and shoot there Alex... Makes me confused as to what his real goal is. |
He does have a history, I just haven't typed it all out yet, because I was confirming it with my GM.
The starting post is just asking for a critique of the raw character, not about history anyway. (Which is important to roleplay a character, I agree)
Opening a maglock is the Electronics skill, not Electronics Build/Repair, IIRC
Besides, the wondering about what's behind doors is more of an outlook, figurative more than a literal sense, (although he is compelled by curiosity to explore behind doors.)
Performance/Acting *is* a charisma based skill, so I don't know what you're talking about there.
Real goal is to Role Play, rather than number crunch.
Siege
QUOTE |
A couple of things:
1. What is he planning on doing with Electronics? 2. Demolitions 3 is like...um...bad. That's one skill you want to throw as many dice as possible to avoid an oops. Demo 2/4 (something), maybe a point or two higher. 3. Bike 2 is a little low if you plan on riding under combat conditions. 4. Performance/acting? What's your objective? You might think about Negotiations and/or Disguise.
-Siege
|
1. Maglocks + Operate electronic devices
2. I went with demo 3 on advice from the GM. It was less a safety thing than a "Well, anything your team blows up, they'll not be too precise about. Probably overkill, which, if expecting it isn't that big a deal."
3. I don't plan to bike under combat conditions. I only want a vehicle skill without assuming a character has basic driving as a freebie.
4. I'm not a face so I don't want to take negotiations, and acting fits the character back ground. (which you had no way of knowing because I haven't posted the character history and intro and stuff yet)
Sphynx
QUOTE |
I'm with Lindt on this one. No Magic, Cyber or Bio. What edge does he have to be a runner? Every runner needs an edge. And although perhaps "Realistic", it's anti-cyber genre to make a character like this.
Sphynx |
Does every character have to be a leet magickal user or pimped out cyber/bio whore to be usefull? Whenever people start talking about keeping a character with low body alive longer through a campaign, or using a low level character, everybody trots out the business about "Use target modifiers to your advantage" "Smart gaming can surprise you with what kind of use you can get out of characters." Well, I'm trying to put that to the test.
Sphynx
Mar 7 2004, 12:22 PM
Don't mistake "an edge" for "elite".
If the whole group is at the power level, I'm sure he'll be great, but he's going to pale in comparrison to others if they specialize even remotely.
In combat he doesn't have a chance. Even thugs and streetcops have Smartlinks in most games I've seen, he'll always be outdone in a firefight. He could probably handle himself against basic thugs in melee, but that's about it. No useful skills other than combat (which isn't so useful on this character) and Electronics (which nearly every character has anyhows).
Unless you're in a group or similars, you'll be outshined in every aspect, and don't even have some interesting spells to make up for it. Even if a Mage type doesn't have any combat edge or other mundane edges, even if he doesn't have offensive/defensive spells, he'll have stuff that gives him an Edge, even if it's as simple as Fashion or Nutrition.
Anyhows, you wanted our eval, that's mine. He'll never "shine" and for most players, that equals boredom as everyone else gets the spotlight at some point. As a GM (I'm actually looking at it as a GM, not as a power-gamer/player), I'd immediately recommend any player sheet I saw with no "Edge" to make a new character. I've played far too much to believe someone would enjoy this guy.
Sphynx
Siege
Mar 7 2004, 02:25 PM
Electronics governs the operation and use of electronic devices.
Electronics b/r enables the character to crack maglocks, kinda like a high-tech lock-pick.
Buying Electronics to work a maglock is like buying Electronics to work a microwave.

-Siege
Kagetenshi
Mar 7 2004, 02:27 PM
Did ye' mean B/R for the second one there, Siege?
~J
Siege
Mar 7 2004, 02:31 PM
QUOTE (Kagetenshi) |
Did ye' mean B/R for the second one there, Siege?
~J |
I did say electronics b/r for the second one?
-Siege
Kagetenshi
Mar 7 2004, 02:33 PM
QUOTE (Siege @ Mar 7 2004, 09:25 AM) |
Buying Electronics to work a maglock is like buying Electronics to work a microwave. |
Requiring a roll to work a microwave would be silly, but it at least is something that makes sense as an application of Electronics, even if it shouldn't require a roll even for a skillless character. Electronics B/R, though, would be completely useless and thus a better comparison, I think.
Edit: I'm an idiot, you meant to operate it normally rather than to crack it. Carry on with your usual thread.

~J
broho_pcp
Mar 7 2004, 02:39 PM
Just one question: How long have you played SR? (I am not being condescending, just wondering)
As for your character: Two comments
1. I agree that your character has to many specializations, it may be personal preference but my characters always seem limited by specializations as opposed to helped. Plus, one extra die rarely makes the difference between life and death.
2. Why is your charisma score so low, is the character actually ugly? A three rating is normal. This score will possibly be a negative when dealing with anybody. However, if the character is supposed to be like that, then maybe you could take the "ugly and doesn't care" or "uncouth" flaws.
Final Comment: I like players who just have fun playing and don't worry to much about "perfect" characters.
Siege
Mar 7 2004, 02:48 PM
That's the other thing that was bugging me -- is your GM enforcing the attribute-skill link?
If so, when you buy a skill that exceeds your attribute rating, you have to pay 2 skill points per 1 real skill level that exceeds the attribute rating.
Acting 3 costs 4 points
Acting 4 costs 6 points
-Siege
ShadowPhoenix
Mar 7 2004, 05:39 PM
being the

that I am, I tend to bust people for not having the skill to work something basically. No Electronics skill? roll intelligence to dial the cell phone.... etc. Is this character in a low level campaign? do we have maybe a small example of one of the other runners to compare this one's power level to? With the knowledges I'm pretty sure this character will have a lot of good RP value, but is he comparible in active skills to his runner comrades? that's the real question.
BitBasher
Mar 7 2004, 05:46 PM
Also by the book cracking a maglock is NOT just electronics. To crack a maglock there are two rols involved, the first is to crack the casing oof the lock off, base time 60 seconds, uses Electronics B/R. The second roll is Electronics to open the lock. The TN is usually the rating of the maglock, with penalties for things like tamperproof +2tn, so forth and so on.
Just electronics won't help you.
Siege
Mar 7 2004, 07:06 PM
QUOTE (BitBasher) |
Also by the book cracking a maglock is NOT just electronics. To crack a maglock there are two rols involved, the first is to crack the casing oof the lock off, base time 60 seconds, uses Electronics B/R. The second roll is Electronics to open the lock. The TN is usually the rating of the maglock, with penalties for things like tamperproof +2tn, so forth and so on.
Just electronics won't help you. |
I thought it was Electronics B/R both times for a maglock?
I may have to re-read SotA again.
-Siege
BitBasher
Mar 7 2004, 08:29 PM
Not unless they changed it in the SOTA book, which I suppose they may have
ShadowPhoenix
Mar 7 2004, 08:50 PM
Just more reasons for me to get SotA:2063

I really need more money
Siege
Mar 7 2004, 09:26 PM
QUOTE (BitBasher @ Mar 7 2004, 08:29 PM) |
Not unless they changed it in the SOTA book, which I suppose they may have |
Well, I guess the question becomes --> where did you get your information from?
I thought the first canon reference to explain cracking maglocks in any particular detail was SotA?
-Siege
Edit: Corrected for chilled fingers
Nikoli
Mar 7 2004, 09:30 PM
The mechanics in SoTA are a little wacky. You make an Electronics B/R to remove the case , disable the anti-temper stuff and replace the case. You make an Electronics test to 'hotwire' any maglock once the case is off.
Shanshu Freeman
Mar 7 2004, 11:21 PM
QUOTE (Sphynx) |
Don't mistake "an edge" for "elite".
If the whole group is at the power level, I'm sure he'll be great, but he's going to pale in comparrison to others if they specialize even remotely.
In combat he doesn't have a chance. Even thugs and streetcops have Smartlinks in most games I've seen, he'll always be outdone in a firefight. He could probably handle himself against basic thugs in melee, but that's about it. No useful skills other than combat (which isn't so useful on this character) and Electronics (which nearly every character has anyhows).
Unless you're in a group or similars, you'll be outshined in every aspect, and don't even have some interesting spells to make up for it. Even if a Mage type doesn't have any combat edge or other mundane edges, even if he doesn't have offensive/defensive spells, he'll have stuff that gives him an Edge, even if it's as simple as Fashion or Nutrition.
Anyhows, you wanted our eval, that's mine. He'll never "shine" and for most players, that equals boredom as everyone else gets the spotlight at some point. As a GM (I'm actually looking at it as a GM, not as a power-gamer/player), I'd immediately recommend any player sheet I saw with no "Edge" to make a new character. I've played far too much to believe someone would enjoy this guy.
Sphynx |
I *do* appreciate the input, no worries there.
It sounds like my GM runs a **very** low powered game compared to what the rest of you all run. Pistols 7 with a smartlink 2 has been incredibly effective in our group.
As far as edges go, my character has several edges and flaws. I would also never think of playing a character who didn't have any. That seems kind of bland, personally.
broho_pcp
QUOTE |
Just one question: How long have you played SR? (I am not being condescending, just wondering)
As for your character: Two comments 1. I agree that your character has to many specializations, it may be personal preference but my characters always seem limited by specializations as opposed to helped. Plus, one extra die rarely makes the difference between life and death.
2. Why is your charisma score so low, is the character actually ugly? A three rating is normal. This score will possibly be a negative when dealing with anybody. However, if the character is supposed to be like that, then maybe you could take the "ugly and doesn't care" or "uncouth" flaws.
Final Comment: I like players who just have fun playing and don't worry to much about "perfect" characters. |
No offense taken. I'm definetly not a veteran player, I've only got nominal experience.
1. You're right, overspecialisation breeds weakness. Is this character overspecialised? I'm hearing people say it's on both ends of the spectrum.
2. The character is not a very social person. Not *ugly* but very plain looking. With bad teeth. Not overly so but noticable. I want him to reflect this, and yet I don't want to be completely useless socially.
Thanks, I wanna have fun with the character, too.
SiegeQUOTE |
That's the other thing that was bugging me -- is your GM enforcing the attribute-skill link?
If so, when you buy a skill that exceeds your attribute rating, you have to pay 2 skill points per 1 real skill level that exceeds the attribute rating.
Acting 3 costs 4 points Acting 4 costs 6 points
-Siege
|
Yup. Pretty strict. (mostly)
ShadowPhoenix
QUOTE |
being the that I am, I tend to bust people for not having the skill to work something basically. No Electronics skill? roll intelligence to dial the cell phone.... etc. Is this character in a low level campaign? do we have maybe a small example of one of the other runners to compare this one's power level to? With the knowledges I'm pretty sure this character will have a lot of good RP value, but is he comparible in active skills to his runner comrades? that's the real question. |
*very* low level, judging by the reactions of you dumpshockers

My character seems like an adaquate counterpart to his comrades...
Glyph
Mar 7 2004, 11:30 PM
You don't need SoTA. The rules for cracking MagLocks are in the basic book, pg. 235. Everyone is correct that you need both the Electronics and Electronics B/R skill. Or, you could save some skill points and get a sequencer and a MagLock passkey, instead.
This character really needs an Etiquette skill. Negotiation is useful, but not essential for every single character to have. Etiquette, however, is absolutely necessary for any character.
I agree with the others that this character is spread too thin. You lack the full range of skills needed to be a covert ops specialist, but with no cyberware you will not be able to stand up to cybered characters or adepts. Roleplaying and tactics are fine and all, but they can't completely compensate for low or missing skills, or for lacking advantages that many of your opponents will possess.
My advice? Given the general concept you have in mind, you have too many combat skills. I would lower Strength, raise Charisma, drop the Edged Weapons and Clubs skills and lower the Unarmed Combat (keep that high Quickness and that high Pistols skill, though), and take both Electronics B/R and some social skills - namely, Etiquette and Negotiation. With the pistols skill, you can still be effective in combat, but with those other skills, you will much better fit the role of snoop/spy/fast-talker. By the way, you might be able to take performance/acting as a knowledge skill to supplement your Etiquette or Negotiation tests.
IMHO, I think that the biggest problem is this:
You asked folks to critique a character, then posted a bunch of numbers. You added a rudimentary and (sorry to say) cliched history afterwards and have only made a token attempt to describe a personality.
You are designing your character backwards.
Try this: Start with an idea. A character from a book or a novel, a person you think is cool. A song that could be a theme song, a cool picture, whatever.
Now picture a scene, any kind of scene, action, social, some guy walking into a grocery store and shopping. Watch how he does it in your head.
NOW pick up a pencil, just write down words. Descriptive words.
Things and names that are associated with your character. Lines he might say. Doodle.
Now wait and think about it for a couple of days, talk to your buddies. Pick out other cool characters and pull the stuff that was cool about them out and add it to your new character.
NOW you can write about him as a person. You don't have to describe everything that occured in his past, leave it open for development. Write an opening scene that would introduce this character in a movie. SHOW the reader what he's like, don't just tell them. Don't commit yourself to concrete traits. How many people 'Never smile.' or 'Can't trust people.' Avoid using statements that describe how other people react to him. You don't need to show this writing to anyone if you don't want to.
Now, maybe you can come up with some stats. Go for accuracy, don't worry about how many points you spend or whatever. Just reflect what you know about him.
After that you can go back over the numbers and make sure that they fit the rules.
If you still need someone else to help you like your character. Start over.
Get your friends to quiz you about your character, they should ask you questions about things you haven't thought of yet. "Does he like to swim? Who was the girl that broke his heart?" The answers aren't important UNLESS you WANT them to be.
Now play him for a bit, and you've got CHARACTER.
BitBasher
Mar 8 2004, 12:14 AM
QUOTE |
You don't need SoTA. The rules for cracking MagLocks are in the basic book, pg. 235. Everyone is correct that you need both the Electronics and Electronics B/R skill. Or, you could save some skill points and get a sequencer and a MagLock passkey, instead. |
The problem with that is that maglock passkeys are VERY expensive, and like a sequencer only works on one type of maglock. There are card swipe, keypad, retinal and thumb maglcoks off the top of my head, and you need a different type to bypass each. It's doable, just very, very expensive. Not counting maglocks that use a combination of the two above.
Jason Farlander
Mar 8 2004, 12:14 AM
Echo what Glyph said about Etiquette - if you ever intend to *buy* anything in game, you'll need it.
What chargen system did you use? If you used priority system, your skills are off by a point (or, at least, im pretty sure they are). If you used Build point, how did you spend your 400,000

? In either case, did you end up using "compulsive: opening doors" as a 3 point flaw? It seems so, and I don't know if I agree with that.
Zazen
Mar 8 2004, 12:22 AM
QUOTE (Shanshu Freeman) |
For now I'd just like your thoughts on the raw character |
I'd just like to say that you left a lot out; I hope this is preliminary. If this was a completed character and it was handed to me, I'd ask a bunch of questions and tell them to write their answers on the sheet and bring it back to me.
Just a few that jump to mind:
What is the characters compulsion?
What is the characters race? If human, why know Sperethiel?
Do you have resources, lifestyles, contacts, and gear?
Why Latin?
What's non-metahuman psychology?
How do you see Common Sense and Impulsive working together?
etc. etc. I assume that this stuff is addressed in your background, but you've still got to assign resources and clean up some stuff like the martial arts specialization and the unassigned rating of your forensic medicine skill.
Large Mike
Mar 8 2004, 12:22 AM
HEll, if you ever intend to open your mouth in-game you'll need etiquette.
Shanshu Freeman
Mar 8 2004, 12:38 AM
QUOTE (Dog) |
IMHO, I think that the biggest problem is this:
You asked folks to critique a character, then posted a bunch of numbers. You added a rudimentary and (sorry to say) cliched history afterwards and have only made a token attempt to describe a personality.
You are designing your character backwards.
Try this: Start with an idea. A character from a book or a novel, a person you think is cool. A song that could be a theme song, a cool picture, whatever. Now picture a scene, any kind of scene, action, social, some guy walking into a grocery store and shopping. Watch how he does it in your head.
NOW pick up a pencil, just write down words. Descriptive words. Things and names that are associated with your character. Lines he might say. Doodle.
Now wait and think about it for a couple of days, talk to your buddies. Pick out other cool characters and pull the stuff that was cool about them out and add it to your new character.
NOW you can write about him as a person. You don't have to describe everything that occured in his past, leave it open for development. Write an opening scene that would introduce this character in a movie. SHOW the reader what he's like, don't just tell them. Don't commit yourself to concrete traits. How many people 'Never smile.' or 'Can't trust people.' Avoid using statements that describe how other people react to him. You don't need to show this writing to anyone if you don't want to.
Now, maybe you can come up with some stats. Go for accuracy, don't worry about how many points you spend or whatever. Just reflect what you know about him.
After that you can go back over the numbers and make sure that they fit the rules.
If you still need someone else to help you like your character. Start over.
Get your friends to quiz you about your character, they should ask you questions about things you haven't thought of yet. "Does he like to swim? Who was the girl that broke his heart?" The answers aren't important UNLESS you WANT them to be.
Now play him for a bit, and you've got CHARACTER. |
I have my character background fully fleshed out, in fact, I did before I came up with the numbers. It's *how* I came up with the numbers.
Perhaps I should have been more specific, when I posted
QUOTE |
For now I'd just like your thoughts on the raw character |
I meant "Just critique the raw data/numbers in terms of in game effectiveness." (because I wasn't planning on sharing the story and background, which I later added a basic sketch outline of to appease those who were curious) So I'll accept responsiblity for not spelling out exactly what kind of responses I was looking for. None-the-less, some people seem to have gotten the idea I meant to convey anyway. This:
Glyph
QUOTE |
You don't need SoTA. The rules for cracking MagLocks are in the basic book, pg. 235. Everyone is correct that you need both the Electronics and Electronics B/R skill. Or, you could save some skill points and get a sequencer and a MagLock passkey, instead.
This character really needs an Etiquette skill. Negotiation is useful, but not essential for every single character to have. Etiquette, however, is absolutely necessary for any character.
I agree with the others that this character is spread too thin. You lack the full range of skills needed to be a covert ops specialist, but with no cyberware you will not be able to stand up to cybered characters or adepts. Roleplaying and tactics are fine and all, but they can't completely compensate for low or missing skills, or for lacking advantages that many of your opponents will possess.
My advice? Given the general concept you have in mind, you have too many combat skills. I would lower Strength, raise Charisma, drop the Edged Weapons and Clubs skills and lower the Unarmed Combat (keep that high Quickness and that high Pistols skill, though), and take both Electronics B/R and some social skills - namely, Etiquette and Negotiation. With the pistols skill, you can still be effective in combat, but with those other skills, you will much better fit the role of snoop/spy/fast-talker. By the way, you might be able to take performance/acting as a knowledge skill to supplement your Etiquette or Negotiation tests. |
is exactly the kind of response I was looking for.
Siege
Mar 8 2004, 04:54 AM
Etiquette is nice, Negotiations is nice -- some form of skilled interaction is always beneficial when you're dealing in a market that revolves around trust and personal rep.
That being said, you can live on dealing through intermediaries -- asking your crew to employ their social skills on your behalf. Frag, look at Bill Gates.
Be that as it may, I'm curious as to why you picked Acting as it is no longer an Active skill in 3rd edition -- certainly not anything that is not covered by Active skills (as Glyph?) pointed out.
Negotiations as Active and Acting as a knowledge skill would be the numerically superior way to go and it makes more sense in the existing rules structure.
Electronics: I'm still unsure as to why you picked Electronics -- given that maglocks are at least half Electronics B/R. I have, since looked at the BBB and realized that Bit is correct. My crew tends to leave it as Electronics B/R solely.
Split the two skills and specialize -- that should bring you pretty closely to where you were before and enable you to roll against almost any maglock as well as being well-versed in other electronic arenas.
-Siege
Sorry, I'm working through a buzz -- I have no idea if this will make sese tomorrow, but it's well-intended.
Sphynx
Mar 8 2004, 08:27 AM
QUOTE (Dog) |
You are designing your character backwards. |
NO!!!! Do not listen to this man. His way is the backwards way. (actually his way is just "his way", not right/wrong or backwards).
I think the best way to make a character is to just go through the spells/cyber sections until something really hits your fancy and focus your character around what you find. Example: When I got to the Telekinetic Manipulation spells, I knew I'd found my true love in the game. Despite the fact that, (until you read about Trauma Dampeners anyhows), I'll take drain everytime I cast those spells, they are a must-have for me. I also am completely in love with smartlinks and cybereyes. Love how they look, how they feel, and can really imagine seeing cross-hairs in my vision and loving it. Then of course, once I saw a Transducer, I couldn't imagine not having one of those, like my own little drain-free telepathy. Now all I had to do was "min max" to make sure my essence is 5.000 exactly. Finish adding some spells since I -must- be magical to cast the spells, find the most survivor friendly spells, add them with some sustaining foci.
NOW, just like the book says, NOW that I have my character numbers, I start back-thinking about his background. I never even fill out Knowledge skills until this point because I don't ever roll knowledge skills, they're IMHO, to show what your character is about. What occupation would let me legally have all this stuff I want to carry since I do want it to be legal? How'd I get the job? What led me to that vs another occupation? Why am I no longer working there... or am I? What do I do after hour? On weekends? I see that my "Raven Shaman" has both alot of cyber and a decent Electronics skill... I obviously love 'tech' so why did Raven choose me? Or perhaps, why did Raven suggest I cyber-up some?

-then- I get to the GM questions that I just know he's going to ask... "So, you're an Ex-LoneStar security mage working part time now for KnightErrant as a WardEstablisher. Sounds very magical.. why is it you don't have AuraReading as a skill?". Of course, I can't say "Because it's a stupid skill, I roll Intelligence..." so I come up with "I'm a Shaman, I've no interest in studying how to read Auras, that's too Hermetic for me, I look and I let my instinct guide me". Once I've come up with an answer to all the questions he'll ask (showing your character on the Forum is a great way to get more questions), my background is usually more fleshed out than those that start with background.
It's too easy, when 'imagine first' a character to picture this guy with swords on his back, stalking in the shadows with ninja-garb. Even if you're starting out imagining a Decker or Rigger. Imagination first tends to make your wish of how you could be into your character. Numbers first makes something new that you have to develop an awesome, doesn't quite fit yourself, but you get everything you really want for your character, kinda background which is more fully fleshed out because you have to come up with all the experiences on why/how you got something.

Anyways, my way isn't the "right" way either, just wanting to point out that no matter how you build your character (me doing it completely opposite of Dog), background is easy to have just as fleshed out, and IMHO, his way makes it harder to make a character than my ways makes it to make a background.

Sphynx
Fahr
Mar 8 2004, 04:56 PM
Sphynx: both ways work...
Shanshu:
If you are looking to strengthen your numbers, or make yourself more tuned to your purpose, it helps us to know what role he will be filling in the team.
is he the jack of all trades?
covert ops (sounds like it but not enough covert skills)?
skilled at combat (to diverse, no cyber/magic, no special toys)
he's not a mage/shaman so no magical rolse (why knowledge magic)
Does he know lots of people? low chr says probably not(from your phys descriprion sounds like his chr should be a 3 not a 2, unless he is rude too.)
if he has a defined role it will help us give you better advice.
-Mike R.
Lindt
Mar 8 2004, 05:57 PM
In summery. If you want us to give you suggestions and what not, please please please (I cant say it enough) at least have the 'charcter' part with it. We love backgrounds. And yes, Dog and Sphynx you are both right. Also consider sending at least some of the gear with it next time.
Personaly, I like the idea of the 'opening doors' motief, so run with that. It has potential, much like a loaded gun, it just needs a little kick to get it right.
Arach
Mar 9 2004, 09:53 PM
.....And everybody's friends again. Gosh. Brings a tear to my eye.
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