Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: JmOz01 on <06-14-17/2146:16>

Title: Replacement Archtypes for 5th
Post by: JmOz01 on <06-14-17/2146:16>
So, we know that the archetypes in the book leave a lot to be desired, as such I have decided to place on my web page some replacements.  First one is up, tell me what you think of the Street Sam

http://jawedel01.wixsite.com/kountry-gaming/copy-of-shadowrun-critter-2

The Shadowrun page itself is here

http://jawedel01.wixsite.com/kountry-gaming/shadowrun
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-15-17/0034:21>
Combat Mage up

http://jawedel01.wixsite.com/kountry-gaming/copy-of-shadowrun-street-sam
Title: Re: Replacement Archtypes for 5th
Post by: The Dyslexic Won on <06-15-17/0924:53>
Looks nice JmOz, thou it would be nice to see some that are Shadowrun Missions ready.
Title: Re: Replacement Archtypes for 5th
Post by: Marcus on <06-15-17/0935:07>
I'd be slightly more specific and write in init values using the focus concentration and improved ref. New player may not understand how that works.
Second why include a laser sight, with a built in smart gun system?
Lastly a Helmet.

Otherwise I like the mage. 
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-15-17/1204:14>
I'd be slightly more specific and write in init values using the focus concentration and improved ref. New player may not understand how that works.
Second why include a laser sight, with a built in smart gun system?
Lastly a Helmet.

Otherwise I like the mage.

Default on the gun...

I might go in and add a note on the use of Improved Reflexes...
Title: Re: Replacement Archtypes for 5th
Post by: Tecumseh on <06-15-17/1207:44>
You might also want to list out how the starting karma was spent. The mage looks like she has 1 Attribute point too many but I'm guessing you improved Charisma with starting karma.

If these are for starting characters then you might want to call out certain bonuses, like what the advantages are for Dragonslayer. (I'm guessing the mage is using the +2 to Etiquette, as she doesn't have any other social skills.)

For the mage, what's the goal of having Pistols 6? If she wants to kill something she should be casting spells at it. If she wants to kill something without having to cast spells, she should at least use a heavy pistol. If she just wants to look less like a mage, she might prefer Automatics and suppressive fire. Those are valuable skill points that could be put toward Perception or Sneaking, or Logic-based skills (like First Aid) to leverage her Logic 6.
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-15-17/1220:09>
Looks nice JmOz, thou it would be nice to see some that are Shadowrun Missions ready.

I don't do missions, could you review and tell me what is not missions and I will see about changing it?
Title: Re: Replacement Archtypes for 5th
Post by: The Dyslexic Won on <06-15-17/1310:19>
Hero lab has a check box to set the rules up for missions

https://www.dropbox.com/s/hb8l8d8vbp3ss19/SRM%20Chicago%20FAQ%20Ver%201.2.pdf?dl=0  (https://www.dropbox.com/s/hb8l8d8vbp3ss19/SRM%20Chicago%20FAQ%20Ver%201.2.pdf?dl=0)

for the full list

Qualities are the only thing I'm really seeing as non-mission
The combat mage has Combat Junkie and Records on File
Title: Re: Replacement Archtypes for 5th
Post by: drakir on <06-15-17/2116:14>
Replacement Archetypes should only be using Qualities from the Core rules. The Samurai is using Run Faster qualities and Run&Gun armor. The Combat mage is also using stuff from other sources like Hard Targets.

I like the initiative, but using more than the Core book is "cheating". A group that has access to all rules probably wants to create their own characters anyway. The examples should be for new players using only core book. Making them Mission legal is a bonus that can't be that hard to fulfill.
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-15-17/2132:19>
Replacement Archetypes should only be using Qualities from the Core rules. The Samurai is using Run Faster qualities and Run&Gun armor. The Combat mage is also using stuff from other sources like Hard Targets.

I like the initiative, but using more than the Core book is "cheating". A group that has access to all rules probably wants to create their own characters anyway. The examples should be for new players using only core book. Making them Mission legal is a bonus that can't be that hard to fulfill.

I can see your point in this.  But I do disagree.  I feel that replacing the archetypes is in part about updating them to current.  What does everyone else think?  I can defiantly limit to the main book, but do you all feel this would help or hinder the project?
Title: Re: Replacement Archtypes for 5th
Post by: Marcus on <06-16-17/1042:15>
I think it's fine ether way. They're your visions on archtypes, there are certainly plenty of things that have been added it would be better to have access to.
Title: Re: Replacement Archtypes for 5th
Post by: The Dyslexic Won on <06-16-17/1044:29>
I would like the Replacement  Archtypes to be noob friendly starting places that are ready to be used, say in a game at a Con.
books, well, staying with the Core Books and not just the Core Rule Book would work wonders.  Mostly if the sheet  has the info needed to run the Archtype or if the Qualities are worked in already.  Jake of all trades is not something you need to know how to use at the table if it has been worked in to the karma costs on the write up.

lets see that would be
Chrome Flesh
Data Trails
Run & Gun
Run Faster
Rigger 5.0
Street Grimoire
added to the Shadowrun: Fifth Edition Core Rulebook.
Title: Re: Replacement Archtypes for 5th
Post by: ZeldaBravo on <06-16-17/2320:47>
A combat mage doesn't have to be an Ork Poser to look like that. Physical Mask yo!
Title: Re: Replacement Archtypes for 5th
Post by: drakir on <06-19-17/0435:37>
Here's an Occult Investigator for your collection.

https://drive.google.com/open?id=0B_uo4RmLfLw3SElkc3Z2dmRwXzA
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-21-17/2300:49>
Question: The Face I built is an Adept, do you think I should redo her to use cyber/Bio? 

Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-21-17/2348:05>
I currently have four characters up: Street Sam, Decker, Face (Social Adept), Combat Mage

http://jawedel01.wixsite.com/kountry-gaming/shadowrun

I did make all of the characters mission legal and restricting to the core books

Title: Re: Replacement Archtypes for 5th
Post by: The Dyslexic Won on <06-22-17/0358:06>
Why not both types of faces?   :)
Title: Re: Replacement Archtypes for 5th
Post by: The Dyslexic Won on <06-22-17/0412:13>
Just looked thought the updated characters, NICE.   8)
Title: Re: Replacement Archtypes for 5th
Post by: The Dyslexic Won on <06-22-17/1734:51>
Are you thinking of making some more archtypes?

ideas for more if you need them---

Rifle(wo)man (long range sharpshooter/snipper)
Swords(wo)man adept
Tank borg fighter
Wheel(wo)man with a van/car
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-22-17/1938:04>
I am planning on remaking the ones in the core rulebook, using their basic concepts but making them more playable,,,
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-23-17/0956:13>
The Weapon Specialist is up.  A little more cheese than I like, and I would have loved it if I could have got his die pools up to the level of the Sam (He is at 15 dice for all weapons except exotic, respectable).  Added a B&E element to him.  I also used a quality that I always thought was a waste (One trick pony...why not just buy the MA at starting level...), found a fringe reason for it. 

Hope you like him, I think my next one will either be a rigger (never played or really made one before) or technomancer.  Which ones would you guys like to see?
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-25-17/1220:08>
Okay, a couple things:

1) Been thinking of revising the Combat Mage, making him a mystic adept, with Chaos tradition...More focus on Combat...Opinions?  My reasoning is that all three of the "Mage types" (Mystic adept, Magician, & inspected), plus each of the drain types (Intuition, Logic & Charisma)

2) I posted the Rigger on a thread here, as I have never made one, would love opinions...
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <06-26-17/1920:39>
Just a quick note for those keeping up on this project:

I have in the queue to put up the following:

The Street Shaman (Changed to a Aspect Conjurer)
A Revised Street Mage (Mystic Adept, will replace the one up there now)
Drone Rigger (Changed to a human instead of an Ork, thread on forum to review as new to making riggers)
Title: Re: Replacement Archtypes for 5th
Post by: The Wyrm Ouroboros on <07-10-17/2344:33>
In regards to the 'main book only' protest, I suggest the archetype builder puts in 'if X then A, if Y then B, if Z then C, if not, then Q' series.  If you're using something from a new / 'fringe' book or supplement, note where it comes from, then say, 'if this is not allowed, use G or H' where G comes from one main supplement (like Run Faster) or H comes from another one (like, say, Run and Gun), then add another statement of 'if this is not allowed, then use P', where P is from the main 5E rulebook.
Title: Re: Replacement Archtypes for 5th
Post by: Hobbes on <07-11-17/0717:59>
And just in case you never saw it check out the link to when Wakshaani did this.  There are a couple dozen examples.  These are Core Book Only, have to match the Artwork, and have some minor skill restrictions as well.  Should be mostly Missions legal as there isn't much in the Core book that is banned.

http://forums.shadowruntabletop.com/index.php?topic=21947.0
Title: Re: Replacement Archtypes for 5th
Post by: Caimbuel on <07-12-17/1818:42>
So I built the characters in Chummer, the Weapon Specialist works decently well. The Rigger did not have enough Nuyen for the gear/drones he had, had to dump the shotgun rotodrone to afford the rest. The Brawler Adept works mostly, however the adept powers over spent by 0.50, since there is no 'Way' quality as I understand how it works, cant discount powers.

Im assuming for the Troll Smuggler, his attributes needed to be shored up with Karma to reach your numbers listed, I spent 25 on attributes to match your sheet. 5 Karma Unspent.

For the Rigger, I spent 20 karma to match your attributes, 6 karma on active skills and I wasnt able to match your level 4 of sneaking, settled for level 2 with karma to get to 3. All karma used.

For the Brawler Adept, I spent 25 Karma to match special attributes. Edge of 3 and Magic of 6. 7 Karma unspent.

For the Weapon Specialist, I spent 17 Karma on Active skills to match the sheet. 12 karma unspent.

I really enjoy these characters, I echo a previous poster requesting where Karma was spent and how, im simply guessing.
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <07-14-17/0843:34>
That's weird, because I have been using Hero Lab for them so should be legal...I will review the issues you brought up.
Title: Re: Replacement Archtypes for 5th
Post by: JmOz01 on <07-14-17/0906:43>
Rigger: are you including the 10% discount for Dealer Connection?
KARMA: 20 Attributes, -1 Qualities, 6 skills

Brawler: Best guess is that Hero Lab incorporated the foci into the powers, so you might be "paying" twice for it, or not taking the mentor spirit power into consideration.  Are you including the MA?
KARMA: 25 Attributes, -14 Qualities, 7 Martial Arts, 3 Gear, 4 Magic Resources

Smuggler
KARMA: 25 Attributes, -5 Qualities, 4 Skills, 1 Resources

Weapons
KARMA: 25 Attributes, -4 Qualities, 4 Skills
Title: Re: Replacement Archtypes for 5th
Post by: Caimbuel on <07-15-17/0644:54>
Rigger: are you including the 10% discount for Dealer Connection?
KARMA: 20 Attributes, -1 Qualities, 6 skills

Brawler: Best guess is that Hero Lab incorporated the foci into the powers, so you might be "paying" twice for it, or not taking the mentor spirit power into consideration.  Are you including the MA?
KARMA: 25 Attributes, -14 Qualities, 7 Martial Arts, 3 Gear, 4 Magic Resources

Smuggler
KARMA: 25 Attributes, -5 Qualities, 4 Skills, 1 Resources

Weapons
KARMA: 25 Attributes, -4 Qualities, 4 Skills

Weird, I guess the Dealer connection quality doesnt factor autmatically and I need to manually shave 10% per drone? does the Dealer Connection also work for things like modifications or just the raw drone purchase?