NEWS

Creating a viable (5e) character - help needed.

  • 15 Replies
  • 3941 Views

Asfaloth

  • *
  • Newb
  • *
  • Posts: 17
« on: <01-30-17/1300:55> »
Hi^^°

I recently had my last character pretty much killed *sigh* So I need to get a new one before next saturday as we are playing once a week :D

I am not that much of a Shadowrun pro to be honest - I like the system, but I have serious difficulties getting to build characters that are playable^^°

I so far only played adepts, one gunner with slight face abilities and one brawler type.
I'd like to try a bit different stuff this time, but I don't have many ideas on how to do so^^°

I don't have problems using guns or melee weapons, but never used magic so a mystical adept could be nice from that point of view - but it's not needed^^° We have a technomancer, a mage and one sneaky adept in the group so those are pretty much covered as well.

By this point anything will be great to read - but ... try to explain like I'm five, just to be sure :D

Somehow I liked the idea of getting "Prototype Transhuman" and use that to get two points worth of Bioware for one essence and play a magical character with that.
My ideas are an adept yet again or maybe a mystical adept (as I never played such) ... any other ideas on how I could build any viable character?
- Is it even possible to build a viable mystical adept freshly out of chargen (priority system or sum to ten) and adding about 400 karma and a good start of money to it?^^°
- Can you viably do a face/gunner or face/melee type of character with a mystical adept without spreading skilly too far and basically being able to do nothing well?

As far as to which metatype I don't really like Trolls and Dwarves ... don't know why :D
« Last Edit: <01-30-17/1302:57> by Asfaloth »

FST_Gemstar

  • *
  • Omae
  • ***
  • Posts: 905
« Reply #1 on: <01-30-17/1333:56> »
Adding 400 karma goes a long way to build anything. You can probably do anything with that.

Asfaloth

  • *
  • Newb
  • *
  • Posts: 17
« Reply #2 on: <01-30-17/1349:08> »
Well, but that does not really help me as I really am not good buildings shadowrun characters^^° I always seem to do unnecessary stuff or even hinder myself^^°

Tecumseh

  • *
  • Prime Runner
  • *****
  • Posts: 3940
« Reply #3 on: <01-30-17/1455:04> »
Adding 200 karma would make you a serious badass. Adding 400 karma will make you a serious, serious badass. Add money to that and you'll square the badassery again. You're not going to go kick Lofwyr in the balls and get away with it but you could nutpunch a Red Samurai and live to tell the tale.

As a mage, initiate five times (95 karma). Buy twenty spells (100 karma) to prepare yourself for every situation. Buy and bond the biggest power focus your GM will let you get away with (24-32 karma?). Start quickening spells (one of your metamagics from your initiations) to you and your buddies to help jack up your stats and improve your survivability (e.g. Combat Sense). Summon and bind an army of spirits to do your bidding, maybe even Great Form spirits. You'll still have 150+ karma to boost attributes, skills, buy qualities, or repeat the above as appropriate. 

This isn't to say that you have to do any of that, or necessarily should if your table frowns on powergaming, but the truth is that 400 karma will go a long way no matter what build you choose.

If you want help, go ahead and post the chargen guidelines (____ extra karma, ___ extra money) and I'm sure the boards will hook you up with something competent.

Asfaloth

  • *
  • Newb
  • *
  • Posts: 17
« Reply #4 on: <01-30-17/1527:18> »
Ok. Stuff came out wrong^^
We have 400 karma because of play length. It's not for generation but after.
Also we are allowed one initiation at generation and afterwards one every 100 karma max.
And I only have one ingame year after generation to use karma for stuff after generation.

We already have one mage using spirits and spells and I kind of don't want to copy him. Like I said: Face + some fighting would be hot, adding Adept, mystical Adept or mage would be a bonus.
Bit even then I don't have many ideas on how not to fuck it up and be able to have a fun powerful but non munchkin character. I hope you see my problem here^^

Xexanoth

  • *
  • Chummer
  • **
  • Posts: 117
« Reply #5 on: <01-30-17/1554:25> »
Well if you have problems getting playable character, then maybe you should rather make a "simple" character, so a normal face adept would be a lot better then a face mystic adept with some additional cyberware for good measure  ;)

A Face is definitely easy to make(pretty much one of the easiest character imo), and if you're using Magic you also don't have to worry essence loss tanking the social limit.And you should have enough left to make some combat contribution.

And as people pointed out, additional 400 Karma is big, you pretty much can't fail to make a useful char with that kind of additional power.

Are you using a programm like Chummer or hero labs? They really help cut down the chaos during creation.

Otherwise the best way for creating a character would be for you to create one and then ask for feedback(put some additional text in as for why you choose the things you did)
Practice makes perfect and all that. Maybe look through some older Forum posts for some inspiration(there should be enough Adept Faces on here)

for some general advice:
https://docs.google.com/document/d/1pNZTfFJPUUxXUzd1sq58_fzC13gmjQnr8H68eTwJMlk/mobilebasic
Credit to whoever made it, i just copied the link from reddit :P

and of course if you wanna try something really different that your team currently lacks you could always go for a rigger(though not on the easy side of char creation).

Dwagonzhan

  • *
  • Chummer
  • **
  • Posts: 249
  • Drake on the run.
« Reply #6 on: <01-30-17/1709:04> »
With that kind of Karma available, a strong Technomancer is possible (for once); but it will take a lot of downtime.
With 400 Karma available (even if it's post-gen) an optimized build would be to go for something absolutely nuts, magically. Drake or Shapeshifter are actually a viable options here.

Don't forget that you can purchase Qualities at double Karma Cost post-gen.
So it might benefit you to go for qualities that are heavily front loaded in their value during chargen (E.g. Restricted Gear, Prototype Transhuman, and Biocompatibility). and buying strong utility qualities with that massive karma reserve post-gen.
"You haven't truly lived until you've had a Cortex bomb!" ~Former GM

Kwai

  • *
  • Newb
  • *
  • Posts: 17
« Reply #7 on: <01-30-17/2142:46> »
If you are looking for templates, or ideas, the sticky in this subforum "Archive of adepts" might be a big help. I'd look there for some guidance, move some points to personalize the character, and run it by your GM.

FancyDerek

  • *
  • Newb
  • *
  • Posts: 50
« Reply #8 on: <01-30-17/2253:26> »
Ok, something different:
Disclaimer- pornomancing is not anything different; adding voodoo to it is.

Meta [E] Human, 1 Special Point
Attributes 20
Magic [A] Mystic Adept, MR 6, 2*Rating 5 Magic Skills, 10 Spells, Voodoo Tradition
Skills [D] 24
Resources [C] 140k

Special Point- Spent on Edge

Initial Stats:
BOD 3
AGI 4
REA 3
STR 1
WIL 5
LOG 3
INT 3
CHA 6
Edge 3

Qualities
Restricted Gear [-10]
Transhuman Prototype, because you want it. [-10]
Add one of the Negative Qualities listed in Transhuman for no points.
Add a 7 point Negative to afford the 6 power points and Arcana
[25 from your starting Karma + 7 from a negative gives you the 32 needed]
You can add up to 18 more points in negatives if you so choose.
I’d get at least 13 points more to Initiate.
You may wish to go 5 to fit in a mentor spirit too

Skills   
Spellcasting|<specialty of your choice> 6|+2
Conjuring|Guardian Spirit 6|+2
Con|Fast Talk 6|+2
Leadership 6
Arcana 1 w/Karma
Negotiation|<bargaining or contracts> 6|+2

Magic   
What ever spells compliments the mage in the party.

Power Points 6:
Authoritative Tone [3], 1.5PP
Commanding Voice, 1PP
Cool Resolve [2], 2PP
Facial Sculpt [1], .25PP
Combat Sense[1], .5 PP
Melatonin Control, .5PP
Another .25 to spend- whatever you want to squeeze in.

What to do with your initiation is up to you.
By the way-if there’s background count all the time <don’t know your campaign> then you need different adept powers.


Resources   
Tailored Pheramones [3]
Pain Editer <with restricted gear>
 That’s 139K
With the last 1 K, buy a burner commlink, cheap clothes and a street lifestyle.
There’s post chargen nuyen, right.


POST CHARGEN
First thing is to Increase Edge from 3 to 7 for 110 Karma, no downtime needed
Intiate once again for 16 Karma [assumes no discounts]
Raise MR from 6 to 8 for 75 Karma and 16 weeks
Add Disguise, Etiquette, Impersonation and Intimidation Skills.
Remember, LOG 3 only allows you to train 2 skills at a time which effects how much downtime you use.
Since you can go up 3 per downtime I’d go with a rating 3 on each of the 4. Another 48 Karma spent and  days training.
You need to pick up counterspelling 6 at 56 Karma and a whopping 6 weeks + 3 days in training.

At this point you’ve spent 305 points and 29 weeks plus 2 days in traing.
How long the initiation takes is based on your roll.

Buy the best power foci you can afford and the GM let’s you have and bind it.
What you do with the rest of your money and karma is up to you.
Since Mystic Adepts don’t go up in PP when their MR goes up, you may want to consider a Way for 20 <cost not doubled post chargen>
With the right picks, your 8PP can net an additional 2 PP worth of skill.


Lastly, if using sum2ten you can if you so choose reduce
Attributes from B to C and Meta from E to D to be an Elf
You lose 2 Edge plus 1 Attribute but can start with an 8 CHA.
Raising Edge to 6 is 100 Karma instead of 110 so you gain a bit of Karma there.

Are there skills missing, yup.
Self possession is the key... between Task and Guardian spirits you'll be able to perform any combat, physical or technical skill that's not directly tied to the matrix.

FancyDerek

  • *
  • Newb
  • *
  • Posts: 50
« Reply #9 on: <01-30-17/2257:00> »
Don't know what is worse-my typing or my spelling.
Probably the spelling since the bad typing contributes to the bad spelling.

Asfaloth

  • *
  • Newb
  • *
  • Posts: 17
« Reply #10 on: <01-31-17/0113:28> »
@FancyDerek
Thanks for the idea - never thought of that one o_O So basically that character could fight because (as far as I understand self-possesion at this point) the guardian spirit can do it ... then I think "Channeling" would be the best way to go for one of the initiations? I'll build that guy in chummer when I'm home and see what I think of it playing around with some stats^^
Rest of karma will definitely go for some of those nice CA qualities I think xD
In our campaign initiating takes a month ... so basically if you really want to abuse the system (which I don't want to and even if I would it's not useful to do so xD) you should only initiate in february^^° but I'll look up the initiation rules to see what you were talking about with rolling the dice.

@Xexanoth
Yeah, I'm using chummer to play around but have to go without it for the final generation as the GM doesn't trust the tool^^°
I'll absolutely look at your link when I'm back at home (on my way to work now) and will see to create one or two characters to critisize :)

@All
Ok, forgot to mention a few other things as well - never occured to me until you mentioned them^^°
- Rule: No drakes for player characters. Never. A shame, but that's how it is^^°

Dwagonzhan

  • *
  • Chummer
  • **
  • Posts: 249
  • Drake on the run.
« Reply #11 on: <01-31-17/1528:16> »
- Rule: No drakes for player characters. Never. A shame, but that's how it is^^°

Unsurprising. They've been Hate Magnets by GMs and players alike since their introduction.
"You haven't truly lived until you've had a Cortex bomb!" ~Former GM

Desiani

  • *
  • Chummer
  • **
  • Posts: 113
« Reply #12 on: <01-31-17/1756:41> »
Why are drakes hated?

Dwagonzhan

  • *
  • Chummer
  • **
  • Posts: 249
  • Drake on the run.
« Reply #13 on: <01-31-17/2011:07> »
Why are drakes hated?

TL;DR version: PC Drakes add yet more complications to an already complicated game.
Best rule of thumb is to leave them out by default, akin to high level-adjustment or monster PCs in D&D.

Longer version: Without breaking out the full diatribe, drakes are hate magnets because they're attention magnets.
They're quite weird even by Shadowrunner standards, and they start the game being Wanted by Great Dragons, so no matter what they do, their mere presence is going to complicate matters for the other runners.
(earlier versions of drakes were also quite powerful mechanically, lending a sort of "Mary Sue/Gary Stu" element to them; although their 5th Edition iteration are laughably weak by comparison)

Players hate them because non-drakes aren't as "special" or "interesting", and GMs hate them because their mere presence can seriously frag up a game if not handled with care.
"You haven't truly lived until you've had a Cortex bomb!" ~Former GM

Asfaloth

  • *
  • Newb
  • *
  • Posts: 17
« Reply #14 on: <02-01-17/0107:22> »
@FancyDerek
I tried to build your idea but you seem to have some errors in there.
Skills D is not 24 but 22 skills so that doesn't work out and somehow even if I ignore that by putting two rank 6 skills down to rank 5, some karma seems missing.

And how exactly does self possession work? Even with Channeling Metamagic where I can use my own skills where needed I need to sacrifice one task (hope that's the correct english term?) for every skill usage, correct?

@All
I think I have some pretty good ideas background wise to build up some kind of social gunbunny - question is how to realize it. I'll post my chummer character preview later today so maybe someone can give it a look then^^° Would be very nice indeed :)