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Quake
Hi everyone,
I’m trying to build a well rounded character for an upcoming game, something strong yet playable, akin to the concept I’ve read a few times over here (coming initially from a D&D 3.5 background), that you call “soft-optimization”. It’s also the first character I’m going to play in Shadowrun.

I have very little foreknowledge of the GM’s setting, but I’ve been told we were going to be agents of the European Union, more or less “special forces”, and that our characters would need to be born in the European Union. That’s not so troublesome, anyways. I’ve asked for metatypes, and he said everything was fine, so I stand by his words. Also, all books are allowed, as far as I know.

From a “house rule” standpoint now, the GM has decided to adopt the “More lethal gameplay” optional rule (SR4A, p.75) where all DVs are increased by 2 and where no Physical damage is converted to Stun if below Armor rating, etc. He also added the “Grittier gameplay” option, which makes skills more important, because Edge and defaulting options are made drastically less attractive.


Now, onto the character:


I want to play an enduring character, given the deadly nature of the general setting. Something like a White Wolf’s Vampire Brujah : big, tough, brutal. I’ve also have a fascination for street samurais, especially cyborgs. Finally, I tend to play large creatures, such as Ogres in D&D, so any kind of troll was on my menu. Yet, given the urban hypermodern nature of Shadowrun, physical size can become a vulnerability, so being tough as nail and subtle enough to get anywhere (and escape) without too much complication is a demanding challenge.

I’ve designed a priority list for different goals I’m trying to achieve in order to fit this vision:

  1. Tanking efficiency (defense, survivability, toughness, etc.)
  2. Firearms proficiency (offense, damage dealing, etc.)
  3. Urban subtlety (social appropriateness, stealth, melding in the crown, not being a ‘misfit’, etc.)
  4. Accurate senses and perception (seeing before being seen, shooting the shooters first, espionage, etc.)


I’ve opted for a powerful tank (I suppose), which will complicate the subtlety aspect, so this gets interesting…

Fomori “Busaw” Ghoul SURGE’d

Fomori gives Arcane arrester and a Metagenetic BOD increase, as well as being Irish, so this fits the EU requirement and makes it so I can speak a funny Irish accent during play;

Ghoul gives extra BOD, REA, WIL and STR, hurts my social attributes, but all-in-all is a pretty efficient and interesting concept to play (I like characters with a tragic evil side);

SURGE gets me the following: Metagenetic improvement to AGI (20pts) (useful for offensive and defensive skills like infiltration and firearms of all kind), Dermal deposits (10pts) (as to look closer to a troll and to improve defenses), Critter spook (-5pts) (fits the evil bent) and Astral hazing (-10pts) (being a walking anti-magic field is quite pleasing, and I hate magic anyways).


Now that’s only the basics, and it contains valuable challenges.

Here’s a preliminary skill lineup I’ve designed with the limitations about defaulting in mind:

Inflitration (spec: urban),
Perception (spec: visual),
Automatics (spec: ?),
Etiquette (spec: ?),
Dodge (spec : ranged).


And the following just to avoid defaulting on simple tasks and for subtlety :

Running 1 rank (spec: urban),
Climbing 1 rank (spec: building scaling),
Gymnastics (spec: tumbling),
Intimidation (spec: physical),
Con (spec: impersonation), and I’ve probably missed a few…


Automatics go from medium machine guns down to machine pistols, and can be carried around more easily that Heavy Weapons. Being big means that additional rules for Recoil Compensation from Arsenal apply, as well as carrying a two-handed weapon one-handed (and maybe having a Ballistic shield in the other, who knows). I’d prefer having a Thunderstruck Gauss Rifle, but I might not be able to carry it around (if you know how this can be done, tell me, I love that weapon). Or course, it’s of note that Automatics may have Silencers, and Heavy Weapons can’t.

For armor, I’ve opted for a typical : SecureTech PPP set, FFBA, Gel, and armored street clothes such as Vashon Island Steampunk Line (and others), and if I’m allowed a SWAT armor during play (being of special forces, I might), then all the better ! I’d like to conceal weapons, and be able to quick draw them… holsters for that ?

For melee, I think a claymore might be appropriate, both mechanically and thematically. Though, skill points might be short for Blades…

For ranged, a Colt M23 with weapon upgrades (smartgun, gas vent, silencer, etc.) to make it recoil absorbent and give it more dakka, should do. Suggest better ideas if you have.

Positive qualities: SURGE III (15pts), Common sense (5pts), Krav Maga martial art (5pts) (for ranged weapon tricks)…
Negative qualities: Infertile infected (-5pts) (actually useful most of the time), In Dept (?)…

For Cyberware (which makes it so I lose, given the Essence loss, that I lose Dual Natured):

Wired Reflexes rating 2,
Cybereyes (ghouls need eye replacements anyways),
“Ultrasound detection”,
Attention co-processor,
Autoinjector (for combat drugs), all skinlinked.
I don’t know if a commlink implant is a good idea.


For Bioware:

Reflex Recorder (on weapon skill, on dodge, perception and infiltration),
Muscle toner,
Muscle augmentation,
Sleep regulator,
Platelet factory,
Trauma damper,
Severe Biosculpting (to look like a normal troll or fomori, and not like a flesh-eating ghoul), …


As for the rest:

Nanopaste disguised program to look like one of his last killed victim (secured database with people he killed = safe?),
Speedballed combat drugs like betameth and snuff,
and one weekly injection of Oxygen fluorocarbons for AGI bonus (every little bit counts)…


This obviously don’t amount to a rounded BP amount yet.

I have nothing about commlinks or computer skills; language and knowledge skills will be done later. I’ve not determined EDGE yet, and the house rules make me skeptic.

Contacts will have to be done, and I have an eye on the High Stakes Negociator as a potential close friend, as well as a street doc for obvious reasons (being a ghoul and all).

Attributes, for fomori ghouls, are quite easy to spread… you don’t have much choice: charisma *will* be at 1, Logic at 3 (lower is kinda bad), and AGI will be maxed at 5, unless you shell out the BPs for a 6. The others can be played on, but BOD is preferably high (starts at 10 anyways) and STR starts at 8, so who needs more ? REA should be quite good, obviously, as well as willpower to increase stun resistance and stuff.

For magic effects, Arcane arrester and Astral hazing cover the ground pretty well, and high willpower and body will ensure mages won’t be too much of an obstacle.

--
Because I have never played in a Shadowrun game before, can I ask for your help in completing the obvious lacks (to your experimented eyes) of this character ? Suggest anything that comes to mind, I’ll try and adjust with your ideas in mind.
Thank you !
Yerameyahu
I would recommend against playing a SURGED Astral-Hazing Troll Metavariant Infected on your first Shadowrun character ever. Christ. biggrin.gif

You're definitely into D&D-style optimization from the get-go, with your personal gauss rifle (just teasing) and your stack-stacked armor. smile.gif That is, I don't think you need much help. You appear to be working the splatbooks like crazy, you chose two of the minmaxiest possible Negative Qualities, the twinkiest Martial Art, etc.

To complete the full OP set, you should get a rating 6 Emotitoy, tons of Stick-n-Shock ammo, and you ought to make sure you're immune/resistant to toxins (the only remaining way of even hurting you that I can see, hehe). Personally, I wouldn't typically take the penalty for one-handing an AR, because there are many good one-handed guns if you really need that shield.
Ryu
Fomori is a great choice, ghoul isn´t. Being a ghoul has severe social downsides.

Tanking is a dangerous role with increased lethality in effect. The wise choice is IMO Subtlety-Firearms-Senses-Tanking. Increased damage works both ways, so getting first strike is important. "History will not remember your failed frontal assault."

Reflex recorders are expensive for what they do.

Athletics combined with Synthacardium can make a Troll do insane stuff, and Athletics Dodge is worth it alone. Consider Celerity instead of Improved AGI.




If AR´s do 8P/-1 base damage before ammo and salvo mods, having BOD 10 and some cyber won´t change much in the not-totally-short run. Your char will die one, maybe two hits later. And hitting is easy in SR.
WyldKnight
Hey if the GM is cool with it then let it roll. I mean he specifically said it's all an option, he might as well use it. Pffft, stacked armor isn't anything new. Anyone who doesn't properly stack there armor is asking to die.

I probably need to read this again but one thing that stood out to me was your main rifle. You do know gas vent and silencers can't be used at the same time right? You can have them both on the gun at the same time but one will have to be off for the other to properly work. No there is no way to be subtle with a gauss rifle. It's an anti everything gun! That's like asking to be subtle with a RPG except the RPG isn't cutting edge tech.

Oh, do not buy specs in the beginning. It's much cheaper to buy with karma in game and you save BP for more important things. At least take unarmed if no other melee skill. I've seen combat monsters dropped because they didn't have a melee skill when it counted. Even take just one or two points in it so you don't have to default. If you're taking running climbing and gymnastics just take the entire skill group and grab a synthacardium. Then drop dodge since you can use gymnastics for dodge instead. Maxing them both out means 7 skill dice alone which is pretty nice. Idk what your agility or reaction is though so only you know the whole dice pool at the end.

DO NOT take astral hazing. That turns you into a giant beacon for every nightmarish creature you can think of. Not to mention the fact that any mage (friendly or otherwise) will immediately designate you as a potential threat. In a fight expect the enemy awakened to tell their teammates to drop you first or else they can't cast spells effectively. Speedballing drugs is one of those in case of emergency things. Really, that can get you knocked out in a fight or dead depending on how much you can effectively soak. Never depend on it but having it on hand in case things are just that bad is acceptable.

What are the houserules he used for Edge?

EDIT: Man, I take way to long sometimes hah. I blame the smell of leftovers.
Medicineman
QUOTE (Ryu @ Dec 25 2010, 04:05 PM) *
Fomori is a great choice, ghoul isn´t. Being a ghoul has severe social downsides.

Thats so True
I would've written the Same
not only is being a Ghoul a social disadvantage
He is a contagious danger to the whole Group
and he wold never(ever !!) be allowed to work for an official Agency
QUOTE
Tanking is a dangerous role with increased lethality in effect. The wise choice is IMO Subtlety-Firearms-Senses-Tanking. Increased damage works both ways, so getting first strike is important. "History will not remember your failed frontal assault."

being a Fomori helps being a physical (and also a magical) Tank
I would concentrate on these Features
QUOTE
Reflex recorders are expensive for what they do.

Athletics combined with Synthacardium can make a Troll do insane stuff, and Athletics Dodge is worth it alone. Consider Celerity instead of Improved AGI.

+1

Hough!
Medicineman
Quake
QUOTE (Yerameyahu @ Dec 25 2010, 08:28 PM) *
I would recommend against playing a SURGED Astral-Hazing Troll Metavariant Infected on your first Shadowrun character ever. Christ. biggrin.gif

You're definitely into D&D-style optimization from the get-go, with your personal gauss rifle (just teasing) and your stack-stacked armor. smile.gif That is, I don't think you need much help. You appear to be working the splatbooks like crazy, you chose two of the minmaxiest possible Negative Qualities, the twinkiest Martial Art, etc.


Yeah, well, I spent years part-time reading the D&D CO boards, and I read a lot (both in spats and online doing searches) before making any character. It's a plus if the GM accepts this kind of 'character design philosophy', but it tends to get under some people's skin...

As for toxins and one-hander, I'll see to it. What's 'Stick-n-Shock ammo' ?

@Ryu : I can see your point about social 'issues' ... CHA 1, light 'sensitivity', maybe... but can you explicit more of those 'social downsides' (except the aforementionned), because if there is enough biosculpting it should fix it (the reference comes from RC in the Infected sub-chapter and points toward Augmentation), right ?

WyldKnight : The only house rule concerning EDGE is in 'Grittier gameplay' on p.75 or SR4A. smile.gif

For everything all of you mentionned, I'll read and adjust !
Yerameyahu
"He is a contagious danger to the whole Group"

No, he took 'Infertile' (bonus BP for a bonus, are you kidding?), for one, and the book specifically says that 'Born Infected' are 'infertile' anyway (bit of an oversight, I'd assume that you have to take the quality for that).
Quake
QUOTE (Medicineman @ Dec 25 2010, 09:23 PM) *
Thats so True
I would've written the Same
not only is being a Ghoul a social disadvantage
He is a contagious danger to the whole Group
and he wold never(ever !!) be allowed to work for an official Agency


But in SR, the UE is said to have charts that are supposed to protect the rights of the Infected. If said ghoul is already a governmental agent, they probably has a file on him, and it only takes a legal SIN in the right jurisdiction to be a legal citizen, right ?

And what if the disguise is so good (biosculpting) and that he's not contagious ? The Infertile infected quality says explicitly that you do not propagate the disease, maybe because you were born with it or the virus has mutated, and such.

I simply want to know the arguments that back the anti-ghoul position. biggrin.gif
Yerameyahu
A valid concern is that no one would *know* or assume that you're 'infertile', though. smile.gif You're a horrific monsters who eats people and a plague on the globe… in addition to being a huge troll, and a rare weird sub-version of *that*. Hopefully, the biosculpting will work.
Quake
QUOTE (Yerameyahu @ Dec 25 2010, 10:34 PM) *
A valid concern is that no one would *know* or assume that you're 'infertile', though. smile.gif You're a horrific monsters who eats people and a plague on the globe… in addition to being a huge troll, and a rare weird sub-version of *that*. Hopefully, the biosculpting will work.


Beyond visual and (maybe) odoriferous signs, that can probably be masked by a mix of strong perfume and bioscupting (why do you say hopefully? risk of GM veto?), what other means are there to detect a ghoul ?

'Ghoul' Magical aura : is there a way to hide such a thing ?
Technologies that detect the Infected ?

What is there to fear, beyond what any clever GM could invent anyways ? (This goes in the 'subtlety' challenge of playing a shooty-tank.)
klinktastic
SR and DnD different in that in SR, being well rounded is not always a bad thing. Often times you find yourself in situations where overlap in skillsets is beneficial. Also, combat monkey characters end up being really boring to play. Just an FYI, don't over focus on combat. Combat is usually about 15% of a game. It's quick and brutal. Good planning is all you need to get the edge for combat. Simple things like aim, smartlink, etc go a long way. 85% of the game is social-related and leg work related. Good social skills, contacts, data search, and other investigative skill are HUGE, and give you stuff to do throughout the game instead of just wait for the obligatory combat scene. Shit, if you play the game right, you can avoid combat and get the job done. Which means more money and less problems (contrary to the song). DnD is a combat game with some RP in it. SR is an RP game with some combat in it. Just keep that in mind.

Also, keep in mind, hacking and computer skills when related to matrix actions are skill + program, which you can get programs pretty easily. Then with VR you can easily get 6-10 dice for matrix stuff. Not LEET hacking, but decent.

Another thing with SR, it quickly becomes an arms race with your GM if your who group makes LEET combat characters and wants to play cowboys and indians every game. He'll start off the first few sessions with standard troops and you'll blow them away. Then he'll step his mooks up and soon every game will have elite knights errant or spec ops troops you're going up against. Sometimes dropping the combat dice to more reasonable levels makes the combat better, because you don't get his arms race effect.

Just some thoughts.
Yerameyahu
Especially given that you're playing the More Lethal version.
Quake
QUOTE (klinktastic @ Dec 25 2010, 11:09 PM) *
SR and DnD different in that in SR, being well rounded is not always a bad thing.


Digression : What's awesome with optimization is not really making 'one-trick ponies' that excel at this one task (like combat), but what is called 'practical optimization', and there are always tricks that you can apply for practical optimization, even in a RP game, even if there is no combat at all. Every ruleset leaves room for either completely wrong 'epic fail' characters (who fail at being either specialists or generalists, they are just badly designed) or flat-out better designed characters; unless you do not take the rules into account (but then, everyone who has good social skills and imagination at the table can shine in proportion to their investment and live presence at the game). Obviously, in an ideally 'balanced' system there would be little reason to choose between different options for 'power', because all combinations would make for identically balanced results. But, this being impossible, there will always be cases where you just do better.

Basically, I gather that optimal, in SR, involves being good at 'out-of-combat' things (social, tactics, information gathering, etc.), and that it's integral to the game whereas in D&D you could play an orc barbarian with 6's in mental stats and get away with it on many occasions (depending on DMs, though).

That said, what areas (apart for the one you mentioned, i.e. computer/hacking), do you think are a good start for having a diverse 'well rounded' character ?
Medicineman
No, he took 'Infertile' (bonus BP for a bonus, are you kidding?), for one, and the book specifically says that 'Born Infected' are 'infertile' anyway
Ahhh,OK,I see so your Teammates would be less afraid (except for Your char to develop... a taste for their Flesh,maybe....)

If said ghoul is already a governmental agent,
Still hardly possible ImO,He's too distinctive !
Trolls are ca less than 4 maybe 5% of the total Metahumanity
Fomori are an even smaller Minority and Fomori Ghouls ....1 in a Million maybe ?
He'll be recognised allmost imedeately !!

But in SR, the UE is said to have charts that are supposed to protect the rights of the Infected.
they're being given a Criminal SIN ,are restricted to special quarantine Areas and under close Surveillance.

The Infertile infected quality says explicitly that you do not propagate the disease, maybe because you were born with it or the virus has mutated, and such.
Infertile Quality is RAW but Bullshit ImO


But in SR, the UE is said to have charts that are supposed to protect the rights of the Infected. If said ghoul is already a governmental agent, they probably has a file on him, and it only takes a legal SIN in the right jurisdiction to be a legal citizen, right ?
In the CAS and UCAS they might shoot him on Sight and receive 1500 ¥ Bounty on his Head

HokaHey
Medicineman
klinktastic
Well you do legwork in multiple different ways. Here's a few options:

Perception is your method of crime scene investigating. Preception 4 costs 16 BPs, and you can pump that +3 with Attention Co-processors, which costs another 9k for the 'warez. Total cost of about 18 BPs, 20 if you wanna specialize. Remember vision enhancement 3, hearing enhancement 3, and oflactory boosters (which could be put on helmets) can add more dice to your perception. It's a pretty easy skill to pump.

Data search is another nice one. For 4 BPs, you get Data Search 1, which is linked to logic. However, its not logic that you use, its the Browse program. You can get Browse 6 for like 600 nuyen.gif. That's 7 dice for data searches. Alternatively, there's a software cluster in Unwired that is 8,200 and gives you Browse 5, and an agent 3 with browse 3 which can do the data searching for you (only 6 dice tho). If you do it, you get 1 from skill, 6 from program and then another 2 if you hotsim VR it.

My personal favorite, but probably most costly is the social + contacts route. If you skimp on points, this is still very doable, you'll just invest your early karma into adding specializations to your social skills. Simple ways to add more social dice are the qualities Chatty and First Impression. The concept is that you end up getting a handful of loyalty 1 or 2 and connection 1 or 2 contacts. Then when you need to know something you work them. You need ettiquette and negotiate for contact handling, but its wise to get the whole influence group because con is really great. Leadership isn't great, but its not bad, and has uses. You end up spending about 20 BPs for Charisma 3, another 10 for Influence 1. 5 points for First Impression and then another 2 BPs for 10k to get enhanced pheromone receptors 3, which adds 2 more dice. Then you can specialize ettiquette in a manner that effects your contacts (street for example - if you have a lot of gang, criminal, or otherwise nefarious contacts or corp if you have a lot of wageslaves, scientists, or what have you). Negotiate you can specialise in favors or something of that nature, to get extra dice when asking for favors from contacts. As you can see it adds up, but its really indispensable.

I favor the social side because I like to talk. Obviously, you need to tailor a method to your campaign and to the group template.
KamikazePilot
Optimisation? Just because the Johnsons give you jobs called Missions you can not necessarily WIN the game. I switched to D&D 3.5 after i gave SR3.0 a pause and i was astounded by the way everything evolved around killing nameless hordes of monsters that just happen to be you next encounter. The social aspect was terribly underplayed both by the rules and the GM we had but even when he tried it was always about combat. Coming back to SR4.0 was a no brainer.

If your GM intends to run combat heavy campaigns then go forth and Optimise but as a first character? You dont even seem to know how damaging social ineptness can be, regardless of how good you are with the gun.
Arms Race aside these optimised characters under a proper GM's game are usualy shortlived.
These are the way it happens:
A:High Power Campaign + All PCs are optimised.
NPCs are optimised. Arms Race. Statistically speaking such an arms race is the same as lowe power campaign only the number of dice rolled differs. However gived BOD limitations and DV abundance combat will be short and painfull. NO mistakes allowed. This is where you 'insignificant egde' comes into play. The side who can use edge to GO FIRST in initiative will make mince meat of their oposition before they get a chance to slaughter him/her.

B: Normal/Low level campaign + All PCs optimised.
GM is a fool to even let the PCs in. So after first few whitewash combat it becomes A (See above).

C: High/Norm/Low Campaign + Normal PCs + 1 Optimised Noob.
This can swing few ways and its the most typical scenario where ONs (optimised noobs) ruin things.
1:Optimised Noob outperforms the rest of the group. Group starts killing off their characters or purely asking the GM to permit rerolls. Rest of group rolls Optimised characters. This becomes A or B (which is A anyway)
2:Combat runs too short in favor or PCs. Noob is extatic by his frag count. Rest of group wants him out as they prefer a more balanced game. Players may try themselves but often they ask the GM to kill the OpNoob. rest of group happy. noob cries and tries to make another BETTER optimised character. GM tells him not to come again.
2:GM enforces heavy social encounters and matrix/legwork operations. combat becomes a sideshow. OpNoob bored (usualy they leave after a while or they reroll a more suitable character). OpNoob often tries to steal the Faces or Hackers thunder by doing something stupid and forcing brute force encounters so he can have his fun. (this can turn into C1 or C2).

99% of GMs will say "All books, all options are permitted" or "everything in XXX book(s)". Its a blanket policy of saying give me a concept and we will work on it.
Its too much for a GM to come up with a complete list of things NOT allowed.
GMs reserve the right to veto so before you go and start fleshing out numbers and become 'attached' to this character (and later cry when/if he disallows it) email the GM with your concept you have. basically copy paste the Original Thread and let him tell you what he thinks of it. Dont wait till the game and pull of the usual munchkin crap "i was busy so i made my char last night. this is it. deal with it" and get your character aproved a week in advance. Gives the GM a chance to taylor oposition to the group and/or gives you chance to reroll something he suggest may be more suitable/alowable.

Every GM has different campaigns and methods so maybe your optimisation wont be the only one or even THE MOST UBER. You may end up being the one going "oooh. these guys are outshining me in combat. i need to reroll." You never know.
Yerameyahu
Hehe. It's not that you've done anything insane, it's just that the only characters *more* 'optimized' than the one you've shown are the Pun-Puns and 'freaks': pornomancer, cyberlimb-tank, etc.
TheMadderHatter
QUOTE (Quake @ Dec 25 2010, 04:27 PM) *
Yeah, well, I spent years part-time reading the D&D CO boards, and I read a lot (both in spats and online doing searches) before making any character. It's a plus if the GM accepts this kind of 'character design philosophy', but it tends to get under some people's skin...

As for toxins and one-hander, I'll see to it. What's 'Stick-n-Shock ammo' ?


I can't see if anyone else answered this, so I will: SnS is a nasty ammo variant that makes each bullet work like a taser; it does a fixed DV of electricity damage regardless of the weapon from which the round is fired, although narrow bursts still boost the DV, IIRC.
Yerameyahu
It complements your 1-hand gun (Machine Pistol or SMG), because it makes their lower DV meaningless. That, combined with the effects of Electricity damage, is just crazy.
TheMadderHatter
And you have a gun that shoots tasers; really, coolness alone dictates bringing along a clip or ten.
binarywraith
QUOTE (KamikazePilot @ Dec 25 2010, 11:49 PM) *
99% of GMs will say "All books, all options are permitted" or "everything in XXX book(s)". Its a blanket policy of saying give me a concept and we will work on it.
Its too much for a GM to come up with a complete list of things NOT allowed.
GMs reserve the right to veto so before you go and start fleshing out numbers and become 'attached' to this character (and later cry when/if he disallows it) email the GM with your concept you have. basically copy paste the Original Thread and let him tell you what he thinks of it. Dont wait till the game and pull of the usual munchkin crap "i was busy so i made my char last night. this is it. deal with it" and get your character aproved a week in advance. Gives the GM a chance to taylor oposition to the group and/or gives you chance to reroll something he suggest may be more suitable/alowable.

Every GM has different campaigns and methods so maybe your optimisation wont be the only one or even THE MOST UBER. You may end up being the one going "oooh. these guys are outshining me in combat. i need to reroll." You never know.


That's generally my philosophy right there. Unfortunately, I've had a couple players over the years not get the hint. The players involved get upset when, after a few massacres the Star opts to stunbolt the rampaging Sammie with the LMG into the ground then charge him with every killing he's done and not bothered to attempt to cover up. Or a Doc Wagon HTR squad shows up to save the hoop of that Johnson that just took a heavy pistol round as a suppository.

To be frank with you, I think you may be going for the less optimal focus for Shadowrun, coming from a D&D background where the sheet is all that the character has of value. A character who has the right contacts, and meshes well both in skillset and personality with his group will trump numeric bonuses every time, in the Shadows.

G'luck in yer struggles, chummer.
Grinder
QUOTE (Medicineman @ Dec 26 2010, 12:24 AM) *
No, he took 'Infertile' (bonus BP for a bonus, are you kidding?), for one, and the book specifically says that 'Born Infected' are 'infertile' anyway
Ahhh,OK,I see so your Teammates would be less afraid (except for Your char to develop... a taste for their Flesh,maybe....)

If said ghoul is already a governmental agent,
Still hardly possible ImO,He's too distinctive !
Trolls are ca less than 4 maybe 5% of the total Metahumanity
Fomori are an even smaller Minority and Fomori Ghouls ....1 in a Million maybe ?
He'll be recognised allmost imedeately !!

But in SR, the UE is said to have charts that are supposed to protect the rights of the Infected.
they're being given a Criminal SIN ,are restricted to special quarantine Areas and under close Surveillance.

The Infertile infected quality says explicitly that you do not propagate the disease, maybe because you were born with it or the virus has mutated, and such.
Infertile Quality is RAW but Bullshit ImO


But in SR, the UE is said to have charts that are supposed to protect the rights of the Infected. If said ghoul is already a governmental agent, they probably has a file on him, and it only takes a legal SIN in the right jurisdiction to be a legal citizen, right ?
In the CAS and UCAS they might shoot him on Sight and receive 1500 ¥ Bounty on his Head

HokaHey
Medicineman


Please use quote tags.
Eisenbeiß
My 0.02 nuyen.gif:

1.) Although you optimised your character beyond any believability, you fail to achieve your main goal.

There are no real tank characters in Shadowrun. Maybe they are more survivable than others but even those will have a hard time to survive full auto bursts from assault rifles (especially in a "more lethal Gameplay").

2.) Unless you start your game with much more than the regular 400 BP, your character will probably be gimped:

45 BP Fomori
35 BP Ghoul
15 BP Class III SURGE
50 BP Ressources (I didn't check again your ressources but Trauma damper etc are expensive)
200 BP Attributes
-----------
345 BP total

That leaves you with 55 BP (+35 BP from negative Qualities) for Skills and Edge which is insufficient to cover more than the minimal basics. Combined with the "grittier Gameplay" your character setup is destined to be a failure IMO (except you play with much more than 400 BP).
TheMadderHatter
QUOTE (Eisenbeiß @ Dec 26 2010, 11:02 AM) *
My 0.02 nuyen.gif:

1.) Although you optimised your character beyond any believability, you fail to achieve your main goal.

There are no real tank characters in Shadowrun. Maybe they are more survivable than others but even those will have a hard time to survive full auto bursts from assault rifles (especially in a "more lethal Gameplay").


Well, you can be a cyborg whose CCU is sitting in a cyborg-adapted tank, making you a literal tank. You'll just need additional Impact armor for all the books hitting your head. cyber.gif
Quake
I'm starting to feel like this character is being taken as an example of "evil powergaming noob". I have years of play behind my belt (at other games, of course), including some arms race that I've had to deal with that were quite difficult, depending on circumstances (some were absolute fun for everyone, including me as DM, others were total social malaise at the table). I can understand the legitimate warnings, and be assured I hear your concerns and pay attention, but I'm neither evil nor inapt at arithmetics. I did pick the Common Sense quality at startup. nyahnyah.gif

Obviously, this was a first draft, up for discussion. "Your character setup is destined to be a failure" maybe a bit much this early, no offense.

--

Just a small question about cyber/bioware costs and essence (and its not unrelated to all that expensive bioware up there) : because only basic and alphaware qualities are available at startup in the Core book, does it exclude second hand quality (from Arsenal) at x1.2 Essence and half cost ?
Tymeaus Jalynsfein
QUOTE (Quake @ Dec 26 2010, 05:29 PM) *
--

Just a small question about cyber/bioware costs and essence (and its not unrelated to all that expensive bioware up there) : because only basic and alphaware qualities are available at startup in the Core book, does it exclude second hand quality (from Arsenal) at x1.2 Essence and half cost ?


Second Hand 'Ware is not a Grade, therefore it is available in both Standard and Alpha Grades... smokin.gif
TheMadderHatter
QUOTE (Tymeaus Jalynsfein @ Dec 26 2010, 10:48 PM) *
Second Hand 'Ware is not a Grade, therefore it is available in both Standard and Alpha Grades... smokin.gif


It is, however, available only for standard and alpha 'ware.
Glyph
I think a lot of the warnings might apply to a standard shadowrun campaign, but less so for a military-oriented campaign where they are playing the equivalent of special forces.

That depends, though, on what kind of special forces missions they go on. If it is "Here's your mission, there's your target, DAKKA DAKKA!!!" then this guy will be fine. If they need to do things like survive in the wilderness, train local insurgents, bluff their way past checkpoints, smuggle gear in, fix their own broken weapons, deal with enemy hackers and ECM, etc. then a character who can do nothing but fight will be standing around twiddling his thumbs a lot of the time.

Still, you don't want to go the other way, and have someone who can do a bit of everything, but isn't much tougher than a standard grunt. Shadowrunners are specialists - if you man the heavy guns, someone else should be the electronics warfare expert, the con artist, etc.

What you want is to be good in your main specialty, and functional in other areas.

QUOTE (Quake @ Dec 25 2010, 03:22 PM) *
Basically, I gather that optimal, in SR, involves being good at 'out-of-combat' things (social, tactics, information gathering, etc.), and that it's integral to the game whereas in D&D you could play an orc barbarian with 6's in mental stats and get away with it on many occasions (depending on DMs, though).

That said, what areas (apart for the one you mentioned, i.e. computer/hacking), do you think are a good start for having a diverse 'well rounded' character ?

You seem to already be getting that. In answer to that question, I would say other areas could be intimidation specializing in interrogation (your Charisma may be low, but you should be getting decent situational bonuses most of the time), sneaking (his Agility should be nice and high, so a middling infiltration skill will let him be very sneaky - add a chameleon suit with thermal dampening, and he will be a ghost), and perhaps he could be the survivalist of the group (since it is a skill based on Willpower, which should also be high for him). The first two are already on your tentative skill list. Whether internal or external, a very good commlink should be part of his gear, since he will be communicating with a team, and maybe even be part of a tacnet.

Overall, the biggest problem will be getting enough skills, with his other expenditures. That depends a lot on how many build points you are getting for him. Fomori and ghoul give a lot of bang for the buck - remember that infected lose a point of Essense, although in the case of a ghoul the Attribute bonuses usually more than offset it. With 'ware and qualities to take care of his appearance, infectiousness, and dual nature, the only real drawback is his diet, which should give some roleplaying opportunities, but not present any insurmountable difficulties (dead bodies should be fairly common in a paramilitary campaign).

Some suggestions, take or leave them:

Instead of dermal armor, get the SURGE qualities of celerity (makes you move faster) and nasty vibe (to aid in that afformentioned interrogator role).

For ranged, the Ares Alpha reigns supreme, with 2 extra points of recoil compensation. Only get a different gun if your GM lets you pimp out your guns with modifications, in which case that extra 2 points of RC is fairly easy to get for other guns.

For melee, a claymore may be badass, but how practical would it be, most of the time? A Cougar Fineblade long blade or a katar would be better, while still dealing out respectable damage. One other thing to consider would be changing your martial art to Arnis De Mano, and getting the off-hand training and two-weapon style maneuvers. This gives you a massive increase to your defensive dice pools in combat.
Dahrken
I see a main problem with your build : it nearly forces everyone else at your table to play a cybered-up tank.

Why ? Anything able to wound him is likely to quickly turn a more usual build into a fine red (and very dead) mist, and with Astral Hazing you destroy the abilities of any Awakened character on your team.

So I suggest you check with the rest of your table and the GM are fine with such a style of play.
Ryu
QUOTE (Dahrken @ Dec 27 2010, 12:45 PM) *
I see a main problem with your build : it nearly forces everyone else at your table to play a cybered-up tank.

Why ? Anything able to wound him is likely to quickly turn a more usual build into a fine red (and very dead) mist, and with Astral Hazing you destroy the abilities of any Awakened character on your team.

So I suggest you check with the rest of your table and the GM are fine with such a style of play.

Hardly. Everyone else will take two hits to die, this char around 3. Not much of a difference with increased lethality, to the point of making the advantage a bad investment - solid social and stealth skills allow you to avoid combat.
Quake
QUOTE (Ryu @ Dec 27 2010, 01:45 PM) *
Hardly. Everyone else will take two hits to die, this char around 3. Not much of a difference with increased lethality, to the point of making the advantage a bad investment - solid social and stealth skills allow you to avoid combat.


Just to clarify and give an estimate of the defensive capabilities that I base myself on. Tell me if I'm wrong :

BOD 14 (Troll is 5-10; bought 9, Fomori is +1, Ghoul is +4) [Could go up to 15 with Suprathyroïd gland.]
15 boxes of physical damage; with Willpower of 7, it's also 12 boxes of Stun.

PPP is +2/+6
FFBA is +6/+2
Gel is +1/+1
Busaw ghoul gives +1/+1
(if Celerity and Nasty Vibe, then no Dermal Plating)
In these armor suits, this gives a total dice pool on damage resistance of :
Chameleon (6/4) : 30/28 (average of 10)

With Platelet factory and Trauma damper, an initial approximate DV of 18 for a Full Auto burst would become 6 damage. It takes 3 of those for K.O.

But that's with the Chameleon. Assuming a standard helmet (+1/+2) and ballistic shield (+6/+2) (which can be carried around rather easily, given legality) and Vashon Island Steampunk line (7/7) : 38/35 (average of 12.66), the same Full Auto burst would do 4 damage or less on avg. Now it takes 4 for K.O.

For the more extreme setup, just for kicks : Suprathyroïd gland (BOD is at 15, for 16 boxes now), SWAT armor (12/10) and SWAT helmet (+2/+2), with Ballistic shield. That's a total of 45 dice, so 15 avg. The same Full Auto burst of DV 18 would do 2 boxes of damage (on avg) and it would take 7-9 shots for K.O.

Obviously, this is in ideal conditions, without Edge, with number averages... but again, this is a DV of 18. (Is this much damage frequent ? Can it go higher ? If so, how much ?*)

@Dahrken: Astral Hazing's radius is [Essence * 1m], if character is low on Essence (which should be the case with Cyber/bioware), it's either an integer of 1m, or even less. (Hopefully, fractions are allowed.) So the background count shouldn't affect teammates too much if they don't stick to me.


Edit : *The highest reasonable DV I can think of (from a non-gauss, non-vehicle weapon) is a 21 dice pool attack, on a heavy machine gun (7P/-3 AP) with tank busting bullets (something like -4 armor anti-personnel) with full auto burst (+9 DV)... on a surprised target that's denied reaction time and defense. Average 7 net hits, +2 DV for Lethal gameplay, -7 AP for a total DV of 25. I might take a single hit with Chameleon, more likely with Vashon/Helmet/Shield, but a second one would likely kill me. SWAT would allow for two hits. But this kind of attack one-shot-kills anyone else, obviously...
TheMadderHatter
Calculate for, say, a Steyr machine pistol firing full auto loaded with stick n' shock; I get 11 boxes of Stun damage while you're in chameleon, but that's doing my math quickly and AFB.
Quake
QUOTE (TheMadderHatter @ Dec 27 2010, 03:31 PM) *
Calculate for, say, a Steyr machine pistol firing full auto loaded with stick n' shock; I get 11 boxes of Stun damage while you're in chameleon, but that's doing my math quickly and AFB.


(How do you get enough RC to ensure accurate attacks on the Steyr ?)
Nonconductivity would apply to that sort of damage ? I guess I'd be in trouble either ways.
TheMadderHatter
QUOTE (Quake @ Dec 27 2010, 09:57 AM) *
(How do you get enough RC to ensure accurate attacks on the Steyr ?)
Nonconductivity would apply to that sort of damage ? I guess I'd be in trouble either ways.


Do you have nonconductive armor? I didn't see it listed anywhere.
As for recoil, as long as we're playing the optimization game, throw it on a drone.

Alternately, a heavy barrel, gas vent 3, foregrip, electronic firing, a sling, and foot anchors ought to provide enough recoil compensation.
Yerameyahu
I'd been meaning to ask about that extra point of armor: you're a special West African ghoul subtype, on a special British Isles Troll subtype, (etc. etc.)?
klinktastic
Moral of the story, it's quite pointless to optimize, and better to be well rounded but good at one thing in particular.
Quake
QUOTE (Yerameyahu @ Dec 27 2010, 04:55 PM) *
I'd been meaning to ask about that extra point of armor: you're a special West African ghoul subtype, on a special British Isles Troll subtype, (etc. etc.)?


Age-old crunch-fluff conflict : a given element is mechanically advantageous (Busaw ghoul instead of regular ghoul), but from the point-of-view of a world narrative it is unlikely to occur ("West African ghoul subtype, on a special British Isles Troll subtype"), and because both intersect, this is considered abusive or at least freaky for some GMs and players. In this particular case, Busaw's mechanical advantage is gravy, and non essential. If anyone objects, this can either be explained via a specific character biography fix or be painlessly replaced by a standard ghoul.
Cthulhudreams
You're trying to win a war of escalation that essentially has no point - If you bust out a military grade threat where people can see it in the future the military is on speed dial, and will come and shoot you up with a Gatling cannon mounted on a helicopter. Actually, your local police force is packing the Gatling cannon helicopter, the military will bring a hover tank.

This is a war you literally cannot win. Once you're bullet resistant to some guy with an assault rifle, you've essentially maxed out any value you can extract from 'being tough' - move on to the next thing. Your team needs to be able to do this list:

QUOTE ("Things an SR team needs to be able to do by FrankTrollman")
Normally, a Shadowrunning team wants someone who can do the following tasks:

Cast Healing Magic.
Use a Medkit.
Kill Things.
Operate heavy machinery.
Stealthfully enter restricted areas.
Fast talk themselves into restricted areas.
Successfully fight a force 8 spirit by themselves.
Spy magically.
Spy electronically.
Spy optically.
Control escape routes with their mind.
Collect information from the Matrix.
Track down restricted equipment.
Bypass doors.
Destroy entire installations.
Triangle Button cars.
Smuggle PCs into/out of various countries.


If you've locked down "Kill Things" and "Successfully fight a force 8 spirit by themselves" find out what the rest of the team can do and do some of the other stuff!
Yerameyahu
Indeed, massive fluff contortions in service of crunch *is* the issue. smile.gif By the numbers, this character is one of the rarest beings on the planet, hehe. SURGE 15 is also supposed to have a 'theme' for the positive and negative aspects.

It's not that you're running the risk of playing SR as if it were a particularly munchkin campaign of D&D, it's that all these choice are supposed (by the crunch, if you will) to have social effects. Troll is a social effect, Fomori is a social effect, SURGE 15 is a social effect, Ghoul is a social effect, Busaw is a social effect, and on and on. smile.gif So is Having Wires 2, but that's the least of your worries. biggrin.gif I don't think people are criticizing you (as opposed to 'critiquing'), they're just trying to help you enjoy the game. SR has a huge social component, unless you're playing a (very atypical) 'military' spinoff version (as Glyph mentioned).
klinktastic
I will again point out, combat tends to be about 15% of the game. Legwork and planning take up the rest of the game. If you don't have the skills to do those parts or to carry about integral, non-combat parts of your plan, you're going to have a tough time. SR gives a lot of benefits to those who plan and get surprise. You don't need uber combat skills to dominate with those things on your side. If you're forced to do the "frontal assault" strategy every game, you're going to lose in a game that shouldn't have either a win or a lose scenario.

The most fun I'm having is in a PbP with 320 BPs in a street level game. It's not about being uber, its about being resourceful. So much more rewarding. My first SR$ character I played the LEET Social Adept Facial Sculpt Impersonater. I was a literal "I Win Button" nearly ever game. I never had to change my strategy, I just did background research on the best person to impersonate based on the mission, impersonated them, and completed the mission. My teammates were annoyed because I could bypass nearly everything. On top of that, I had a Fubuki with SnS throwing about 18 dice per shot, so I was no slouch in combat either. It was pretty cool for...um...like a month. Maybe 3 sessions. Then I retired him, since he was no fun. I just imagine you're walking into the same situation I did. Making the Uber Pwn Sauce character tends to get boring really quick.
klinktastic
double post
Ryu
QUOTE (Quake @ Dec 27 2010, 03:01 PM) *
Just to clarify and give an estimate of the defensive capabilities that I base myself on. Tell me if I'm wrong :

BOD 14 (Troll is 5-10; bought 9, Fomori is +1, Ghoul is +4) [Could go up to 15 with Suprathyroïd gland.]
15 boxes of physical damage; with Willpower of 7, it's also 12 boxes of Stun.

PPP is +2/+6
FFBA is +6/+2
Gel is +1/+1
Busaw ghoul gives +1/+1
(if Celerity and Nasty Vibe, then no Dermal Plating)
In these armor suits, this gives a total dice pool on damage resistance of :
Chameleon (6/4) : 30/28 (average of 10)

With Platelet factory and Trauma damper, an initial approximate DV of 18 for a Full Auto burst would become 6 damage. It takes 3 of those for K.O.

But that's with the Chameleon. Assuming a standard helmet (+1/+2) and ballistic shield (+6/+2) (which can be carried around rather easily, given legality) and Vashon Island Steampunk line (7/7) : 38/35 (average of 12.66), the same Full Auto burst would do 4 damage or less on avg. Now it takes 4 for K.O.

For the more extreme setup, just for kicks : Suprathyroïd gland (BOD is at 15, for 16 boxes now), SWAT armor (12/10) and SWAT helmet (+2/+2), with Ballistic shield. That's a total of 45 dice, so 15 avg. The same Full Auto burst of DV 18 would do 2 boxes of damage (on avg) and it would take 7-9 shots for K.O.


I was calculating from BOD 10, armor estimate 14, expected average DR roll of 8, adding 2 for augmentation, shot at with short/long double takes from an AR loaded with ExEx. Professional combatants will look at 2-3 net hits on average for each attack (possibly more, depending on your GM), so this would end at 14P/-2, 16P/-2 per IP.

Now consider that you will face this multiple times per run, so that the law of averages works against you. The balancing factor of your build will be that being the fire magnet is not a wise choice under any circumstances with increased lethality in effect. And a SWAT-armored freaking huge troll, while less scary than a Vashon-Island style freaking huge odd-looking troll, will be the primary target of lots of fire.
klinktastic
Yeah, I guess one thing that we've all be dancing around but haven't said explicitly is this:

There are many subjective bonuses and penalties that have no mechanical value, but come into play heavily in Shadowrun.

It was probably Yerameyahu that said that you're starting concept has so many social penalties on it that it would be nearly impossible to play. Those social penalties aren't mechanical in nature, but are truly enforced in the world. Now as with everything, I'd recommend running anything wonky by your GM, but your current trajectory has you headed to the graveyard in 2 sessions, +/- 1 session.

That's why its really hard to min/max/optimize in SR. You should of a character concept, then build it out. And by character concept I mean, a Go Ganger who's trying to make it as a Combat Biker and turned to the shadows to improve his cash flows to get new gear, improve his street cred, and build a rep. Not as in a role in the group, like a tank or DPS'er.
Quake
QUOTE (Glyph @ Dec 27 2010, 06:36 AM) *
For melee, a claymore may be badass, but how practical would it be, most of the time? A Cougar Fineblade long blade or a katar would be better, while still dealing out respectable damage. One other thing to consider would be changing your martial art to Arnis De Mano, and getting the off-hand training and two-weapon style maneuvers. This gives you a massive increase to your defensive dice pools in combat.


The Full Defense one second weapon applies only to melee weapons ? Can I hold a one-handed gun in one hand and a melee weapon in the other and be considered on Full Defense ? (Is there a distinction between the effect of Full Defense versus Melee or Ranged, i.e. if you are full-defending, does it apply to both types of attack ?)

@klinktastic : It is also a matter of degrees, and you're probably right that I chose a unusually high number of biographical improbabilities all tied to a particularly abundant focus on some mechanical effects. But this doesn't mean that I don't like playing massive characters with tons of defense. I do find pleasure, rules aside, in RPing gentle giants that struggle with inner devil. So this is not purely opportunistic, even if, once I got the concept in my mind, I try and focus on what is 'utilitarian' and advances the mechanical goals related to the early concept.
klinktastic
I think you'd need ambidextery for that. However you can do clubs (improvised weapons) for using your guns for melee weapons for defensive purposes.
Manunancy
A point to consider is that your character is supposed to work for a reasonably legitimate state organisation - which means having a huge man-eating plague-bearer on their payroll is likely to bring that organisation a lot of flak if the fact ever ges public. That's even worse if said critter gets enough of a lifting and paperwork to somewhat blend into society as oppposed to being kept in a cage and unleashed when tehre's some problem to smash.

Basically, the character is a public relations disaster in waiting. Which isn't a problem for a disposable operative hired for a one-shot mission, but gets a little more worrying if he's a regular...

Of course this is heavily dependent on what sort of organsation you're working for (how deeply undercover ? how nasty ? what sort of jobs wil be done ?), but the fact remains that being both distinctive and belonging to a very despised minority will make the character a likely source of PR problems. The exact sort of problems state orgnaisation hate wih a passion.
Ryu
QUOTE (Quake @ Dec 27 2010, 08:41 PM) *
@klinktastic : It is also a matter of degrees, and you're probably right that I chose a unusually high number of biographical improbabilities all tied to a particularly abundant focus on some mechanical effects. But this doesn't mean that I don't like playing massive characters with tons of defense. I do find pleasure, rules aside, in RPing gentle giants that struggle with inner devil. So this is not purely opportunistic, even if, once I got the concept in my mind, I try and focus on what is 'utilitarian' and advances the mechanical goals related to the early concept.

Utilarian is using the cheap modifiers gained from the backstory to skimp on DR investments. You want to swim with the stream here, and you are doing magnificent if you take minimal BOD and max not-encumbering armor, using the "left-over" BP to master a different speciality than tanking.
klinktastic
And as pointed our, defense is not utilitarian. If a mission goes off as planned, because you were able to do the proper legwork, grease the right wheels and talk your way past a few check points, you won't ever need it. Emphasizing those skills should be considered the most important.

I suppose, if we knew more about the GM's plot, what a typical mission might look like, then we'd be able to help out a bit more.
TheMadderHatter
I don't know if it's been mentioned yet, but you'll want to be careful with those autoinjectors you listed. A lot of the better combat drugs do lots of Stun damage, and repeatedly speedballing addictive substances is like begging the GM for Addiction Tests until you're dealing with six different burnout addictions (which should probably be fatal); at any rate, the Tolerance rules make it difficult to get enough drugs out of those autoinjectors to get back to full combat efficiency--for which you'll want Zero just to get around your own tolerance.
Quake
QUOTE (klinktastic @ Dec 27 2010, 09:24 PM) *
I suppose, if we knew more about the GM's plot, what a typical mission might look like, then we'd be able to help out a bit more.


I don't know much more than I've written. But your contributions are definitely helpful either ways.

@Ryu: I'm looking at several options, but the breadth of changes range from diversifying BP investment into social/investigation/getaway/etc. up to changing metatype, getting rid of ghoul or SURGE, etc. Of course, consulting the GM on that might be the next step, but substantial changes of focus are called for.

Ex.: Ogre ghoul might be an alternative. Squatter and shorter than usual orcs (and certainly smaller than a Fomori) and more prevalent in Europe (">30%" of orc population), Ogres are less likely to be THE fire magnet. Fomori was the ultimate bargain for a giant, but ogres seem nice too.
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