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Human Gun Adept-800 karma-Teach me how to build better!

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SirArion

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« on: <06-16-17/1946:49> »
Come one, come all to yet another first timer making a character! Please don't hold back, teach me with your internet wisdom the follies of my neophyte attempts at being a real runner!

Made with Chummer 5.193. This is the closest I could find to the output most people seem to post, not sure how to get as clean as others postings.

I'm doing my best to wrap my brain around all the formula and skill/attribute/gear interactions. Let me know if this guy is functional, decently efficient with karma, and any basic suggestions for someone that has only played at conventions so far.

VERSION 2-Human Adept Automatics with Hot Potato utility

[spoiler]

== Personal Data ==
Street Name:
Name: Hu- Adept Automatics Hot Potato
Movement: 12/24 (2m/hit)     Swim: 7 (1m/hit)     
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 43
Height 5-11 Weight 184
Composure: 8
Judge Intentions: 7
Lift/Carry: 7 (45 kg/30 kg)
Memory: 7
Nuyen: 1,537¥

== Attributes ==
BOD: 4
AGI: 6
REA: 5 (7)
STR: 3
CHA: 3
INT: 4
LOG: 2
WIL: 5
EDG: 4
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                11 +3d6
Rigger Initiative:         11 +3d6
Astral Initiative:         8 +3d6
Matrix AR:                 11 +3d6
Matrix Cold:               4 + DP +3d6
Matrix Hot:                4 + DP +4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  6
Mental:                    5
   Audio Enhancement [+2] (Only for audio Perception)
   Medkit [+6] (Only for First Aid and Medicine)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+1] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+2] (Only for visual Perception)
   Vision Enhancement [+3] (Only for visual Perception)
   Vision Enhancement [+3] (Only for visual Perception)
Social:                    6
   Mortimer of London: Argentum Coat [+1] (Must be visible)
   Mortimer of London: Summit Suit [+1] (Must be visible)
Astral:                    6

== Active Skills ==
Automatics (Submachine Guns) Base:  0          Pool: 15 (17)
Locksmith                Base:  0          Pool:  7
Perception (Visual)      Base:  0          Pool: 10 (12)
Sneaking                 Base:  0          Pool: 12
Spellcasting (Illusion)  Base:  0          Pool: 12 (14)

== Knowledge Skills ==
English                  Native
Japanese                 Base:  3          Pool:  7
Combat Tactics (Hostage Rescue) Base:  2          Pool:  4 (6)
Corporation: Renraku Computer Systems (Corporate Rumors) Base:  1          Pool:  3 (5)
Fight Clubs              Base:  1          Pool:  5
Gang Identification      Base:  2          Pool:  4
Music                    Base:  1          Pool:  3

== Contacts ==
Guido; Fixer (3, 2)
Serious; Mr. Johnson (4, 3)

== Qualities ==
Adept
Allergy (Uncommon, Mild) (Pennicilin)
Brand Loyalty (Product) (Ingram Smartgun X)
Cold-Blooded
Latest and Greatest
Mentor Spirit (Wolf)
Sharpshooter
Strive For Perfection
Weak Immune System

== Powers ==
Adept Spell (Hot Potato)
Attribute Boost (AGI)Rating: 2
Attribute Boost (STR)Rating: 1
Combat SenseRating: 1
Improved Ability (skill) (Automatics)Rating: 3
Improved Reflexes 2
Nimble Fingers

== Lifestyle ==
Low ("Low")  1 Months

== Armor ==
Armor Jacket                       12
   + Nonconductivity 4
   + Thermal Damping 5
   + Universal Mirror Material 6
Clothing                            0
Forearm Guards                      1
   + Auto-Injector
   + Faraday Pocket
Helmet                              2
   + Vision EnhancementRating 3
   + White Noise GeneratorRating 6
Mortimer of London: Argentum Coat  12
   + Concealability
   + Custom Fit (Stack)
   + Nonconductivity 5
   + Thermal Damping 6
   + Universal Mirror Material 6
Mortimer of London: Summit Suit     8
   + Auto-Injector
   + Chemical Protection 3
   + Concealability
   + Custom Fit
   + Faraday Pocket

== Weapons ==
Cavalier Evanator
   + Chameleon Coating (Pistol)
   + Concealed Quick-Draw Holster
   + Electronic Firing
   + Folding Stock
   + Gecko Grip
   + Improved Range Finder
   + Melee Hardening
   + Quick-Draw Holster
   + Smartgun System, Internal
   + Spare Clip
   + Spare Clip
   + Spare Clip
   + Spare Clip
   + Trigger Removal
   Pool: 15   Accuracy: 8   DV: 6P   AP: -   RC: 3 (4)
Grenade: High Explosive
   Pool: 5   Accuracy: 6   DV: 16P (-2/m)   AP: -2   RC: 2
Ingram Smartgun X
   + Chameleon Coating (Rifle)
   + Electronic Firing
   + Explosive Magazine
   + Explosive Magazine
   + Explosive Magazine
   + Explosive Magazine
   + Foregrip
   + Gas-Vent 2 System
   + Gecko Grip
   + Improved Range Finder
   + Sling
   + Smartgun System, Internal
   + Sound Suppressor
   + Trigger Removal
   Pool: 15 (17)   Accuracy: 7   DV: 8P   AP: -   RC: 6
Survival Knife
   Pool: 5   Accuracy: 5   DV: 5P   AP: -1   RC: 2
Unarmed Attack
   Pool: 5   Accuracy: 6   DV: 3S   AP: -   RC: 2

== Martial Arts ==
Gun Kata
   + StaggerRGRG

== Commlink ==
Sony Angel (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
Accelerator x2
Backpack (Good)
Certified Credstick, Silver
Certified Credstick, Standard x5
Contacts Rating 3
   + Image Link
   + Flare Compensation
   + Smartlink
Datachip x10
Earbuds Rating 3
   + Audio Enhancement Rating 2
   + Select Sound Filter Rating 1
Fake SIN (Backup Safe Id) Rating 3
   + Fake License (Concealed Carry Permit) Rating 3
   + Fake License (Ingram Smartgun X) Rating 3
   + Fake License (Cavalier Evanator) Rating 3
Fake SIN (Runner ID) Rating 2
   + Fake License (Concealed Carry Permit) Rating 2
   + Fake License (Ingram Smartgun X) Rating 2
   + Fake License (Cavalier Evanator) Rating 2
Glasses Rating 4
   + Vision Enhancement Rating 3
   + Thermographic Vision
Grenade: High Explosive x4
Guts x2
Heavy Duty Zipties
Lockpick Set
Mapsoft (Seattle)
Mapsoft (Bay Area)
Mapsoft (Los Angeles)
Mapsoft (Central Valley, Ca)
Medkit Rating 6
Neostigmine x2
Ondanstron x2
Respirator Rating 1
Spellcasting Focus, Illusion (Bonded Foci) Rating 4
Standard Tags x10
Stealth Tags x10
Subvocal Mic
Tag Eraser
Trodes
Universal Sealant
Vape Case same size as Spare Clips to Palm

== Vehicles ==
Thundercloud Morgan               
   + Manual Control Override
   + Off-Road Suspension
   + Weapon Mount Control (Manual)
   + Weapon Mount Flexibility (Fixed)
   + Weapon Mount Type (Standard)
   + Weapon Mount Visibility (External)

[/spoiler]



VERSION 3-Finished Human Adept Pistol/Sport Rifle with Levitate utility

[spoiler]

Run on sentence backstory:
He likes his toys and tinkering with his bike, while no rigger he enjoys his drone toys quietly being an underground vid star with his Horizon CU^3 always recording, likes to leave tied bodies rather than dead ones (simply less trouble) but pulls out the Manhunter when things need to go down hard, got picked up as a kid by Renraku and experimented on (that's what awakened him) before some runners tore through the place and he escaped in the confusion along with enough prizes to sell to get him started. Freedom is found in his bike that lets him travel anywhere, land or sea.


== Personal Data ==
Street Name:
Name: Subtle Sam
Movement: 12/24 (2m/hit)     Swim: 7 (1m/hit)     
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 43
Height 5-11 Weight 184
Composure: 7
Judge Intentions: 6
Lift/Carry: 6 (45 kg/30 kg)
Memory: 7
Nuyen: 4,152¥

== Attributes ==
BOD: 3
AGI: 6
REA: 5 (7)
STR: 3
CHA: 2
INT: 4
LOG: 2
WIL: 5
EDG: 4
MAG: 6

== Derived Attributes ==
Essence:                              6
Initiative:                              11 +3d6
Rigger Initiative:                  11 +3d6
Astral Initiative:                    8 +3d6
Matrix AR:                            11 +3d6
Matrix Cold:                          4 + DP +3d6
Matrix Hot:                             4 + DP +4d6
Physical Damage Track:    10
Stun Damage Track:           11

== Limits ==
Physical:                  6
Mental:                    5
   Audio Enhancement [+2] (Only for audio Perception)
   Medkit [+6] (Only for First Aid and Medicine)
   Vision Enhancement [+3] (Only for visual Perception)
Social:                    5
Astral:                    5

== Active Skills ==
Locksmith                                                 Pool:  7
Longarms (Sporting Rifles)                   Pool: 12 (14)
Negotiation                                               Pool:  5
Palming                                                    Pool:  8
Perception (Visual)                                 Pool: 11 (13)
Pilot Aircraft                                             Pool:  8
Pistols (Semi-Automatics)                    Pool: 15 (17)
Sneaking (Urban)                                  Pool: 12 (14)
Spellcasting (Manipulation)                 Pool:  8 (10)

== Knowledge Skills ==
English                  Native
Japanese                                                  Pool:  7
Combat Tactics (Hostage Rescue)      Pool:  4 (6)
Corporation: Renraku Computer Systems (Corporate Rumors)  Pool:  3 (5)
Fight Clubs                                               Pool:  5
Gang Identification                                 Pool:  4
Music                                                         Pool:  3

== Contacts ==
Guido; Fixer (3, 2)
Serious; Mr. Johnson (4, 3)

== Qualities ==
Addiction (Mild) (Vaping)
Adept
Allergy (Uncommon, Mild) (Pennicilin)
Barrens Rat
Hawk Eye
Latest and Greatest
Mentor Spirit (Dragonslayer)
Sharpshooter
Weak Immune System

== Powers ==
Adept Spell (Levitate)
Attribute Boost (AGI)Rating: 1
Attribute Boost (STR)Rating: 4
Combat SenseRating: 1
Danger SenseRating: 1
Enhanced Accuracy (skill) (Pistols)
FlexibilityRating: 3
Improved Ability (skill) (Pistols)Rating: 3
Improved Reflexes 2
Nimble Fingers

== Lifestyle ==
Low ("Low")  1 Months

== Armor ==
Armor Jacket                       12
   + Nonconductivity 4
   + Thermal Damping 5
   + Universal Mirror Material 6
Clothing                            0
Forearm Guards                      1
   + Auto-Injector
   + Faraday Pocket
Helmet                              2
   + Vision EnhancementRating 3
   + White Noise GeneratorRating 6
Mortimer of London: Argentum Coat  12
   + Concealability
   + Custom Fit (Stack)
   + Nonconductivity 5
   + Thermal Damping 6
   + Universal Mirror Material 6
Mortimer of London: Summit Suit     8
   + Auto-Injector
   + Chemical Protection 3
   + Concealability
   + Custom Fit
   + Faraday Pocket

== Weapons ==
Colt Manhunter
   + Chameleon Coating (Pistol)
   + Concealed Quick-Draw Holster
   + Explosive Magazine
   + Explosive Magazine
   + Explosive Magazine
   + Explosive Magazine
   + Improved Range Finder
   + Personalized Grip
   + Smartgun System, Internal
   Pool: 15 (17)   Accuracy: 9   DV: 8P   AP: -1   RC: 2
Defiance EX Shocker
   + Personalized Grip
   + Smartgun System, Internal
   Pool: 15   Accuracy: 8   DV: 9S(e)   AP: -5   RC: 2
Defiance EX Shocker
   + Hidden Gun Arm Slide
   + Personalized Grip
   + Smartgun System, Internal
   Pool: 15   Accuracy: 8   DV: 9S(e)   AP: -5   RC: 2
Grenade: High Explosive
   Pool: 5   Accuracy: 6   DV: 16P (-2/m)   AP: -2   RC: 2
Remington Roomsweeper
   + Concealed Quick-Draw Holster
   + Folding Stock
   + Personalized Grip
   + Smartgun System, Internal
   Pool: 15 (17)   Accuracy: 8   DV: 7P   AP: -1   RC: 2 (3)
Springfield M1A
   + Bipod
   + Gas-Vent 2 System
   + Hip Pad Bracing System
   + Imaging Scope
   + Personalized Grip
   + Sling
   + Spare Clip
   + Spare Clip
   Pool: 12 (14)   Accuracy: 7   DV: 12P   AP: -1   RC: 7
Streetline Special
   + Concealed Quick-Draw Holster
   + Personalized Grip
   + Smartgun System, Internal
   + Spare Clip
   Pool: 15   Accuracy: 8   DV: 6P   AP: -   RC: 2
Survival Knife
   Pool: 5   Accuracy: 5   DV: 5P   AP: -1   RC: 2
Unarmed Attack
   Pool: 5   Accuracy: 6   DV: 3S   AP: -   RC: 2

== Martial Arts ==
Gun Kata
   + StaggerRGRG

== Commlink ==
Sony Angel (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
Accelerator x2
Ammo: APDS (Heavy Pistols) x100
Ammo: APDS (Sporting Rifles) x100
Ammo: Flechette Rounds (Heavy Pistols) x30
Ammo: Gel Rounds (Heavy Pistols) x30
Ammo: Regular Ammo (Heavy Pistols) x100
Ammo: Regular Ammo (Holdouts) x100
Ammo: Regular Ammo (Sporting Rifles) x100
Ammo: Taser Dart (Tasers) x100
Ammo: Tracker Rounds, Stealth Tag (Heavy Pistols) x10
Backpack (Good)
Certified Credstick, Silver
Certified Credstick, Standard x5
Contacts Rating 3
   + Image Link
   + Flare Compensation
   + Smartlink
Datachip x10
Earbuds Rating 3
   + Audio Enhancement Rating 2
   + Select Sound Filter Rating 1
Extended Clip for Colt Manhunter
Fake SIN (Backup Safe Id) Rating 4
   + Fake License (Pistol License) Rating 4
   + Fake License (Concealed Carry Permit) Rating 4
   + Fake License (Rifle License) Rating 4
Fake SIN (Runner ID) Rating 3
   + Fake License (Pistol License) Rating 3
   + Fake License (Concealed Carry Permit) Rating 3
   + Fake License (Rifle License) Rating 3
Glasses Rating 4
   + Vision Enhancement Rating 3
   + Thermographic Vision
Grenade: High Explosive x4
Guts x2
Heavy Duty Zipties
Lockpick Set
Mapsoft (Seattle)
Mapsoft (Bay Area)
Mapsoft (Los Angeles)
Mapsoft (Central Valley, Ca)
Medkit Rating 6
Neostigmine x2
Ondanstron x2
Qi Focus (Bonded Foci) (Attribute Boost) Rating 4
Respirator Rating 1
Spare Clip (Defiance EX Shocker)
Spare Clip (Defiance EX Shocker)
Spare Clip (Remington Roomsweeper)
Standard Tags x10
Stealth Tags x10
Subvocal Mic
Tag Eraser
Trodes
Universal Sealant
Vape Case same size as Spare Clips to Palm

== Vehicles ==
Horizon CU^3 Professional (Minidrone)
   + Clearsight Autosoft Rating 4
   + Sensor Array Rating 3
Horizon Noizquito (Microdrone)     
   + Sensor Array Rating 3
Thundercloud Mustang               
   + Anti-Theft System Rating 2
   + Morphing License Plate
   + Secondary Propulsion (Amphibious, Surface)
   + Smart Tire
   + Smuggling Compartment
   + Spoof Chips
   + Sensor Array Rating 1

[/spoiler]
« Last Edit: <06-20-17/0158:52> by SirArion »

The Bald Man

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« Reply #1 on: <06-16-17/2253:54> »
I'm used to priority build, not Karma build, but a couple of thoughts:
-I don't think you can have more levels in Improved Ability (pistols) than half your ranks in the skill - meaning you can only have 3 levels.
-If a gun adept is going to have 'ware you should probably have a smartlink.  You can either take it as a stand alone at .1 ess or get a few things stuffed into cyber eyes.  On second look you have the prototype quality.  Is tetra vision bioware (i'm not sure why synch is either)?  I thought that was genetech - there is some controversy about whether you can combine that with Prototype Transhuman.  It makes sense to me, but Rules-As-Written I don't think they mesh. 
-I love the Attribute Boost adept powers with a gun bunny.  Since you can shoot as a simple action you can spend the other simple action to boost your attributes.  ...maybe you drop agility boost to 1 and pick up reaction boost.  By dropping it to one you almost guarantee that you don't take drain (2 drain on a dice pool of 8 means about 20% of the time you will take at least one drain).  By picking up reaction boost you increase your initiative and dodge pool.
-As I mentioned above I love the attribute boost powers.  The .5 power points you can't spend on Improved ability you can use to pick up the other 2 boosts.  Boosting Body increases your drain resistance and soak.  Boosting strength frankly won't help you out often - though I'm sure you can envision a time where you want/need to perform a singular feat of strength (throw your unconscious troll ally over the fence during escape).  Averaging 3 initiative passes lets you boost 3 things in addition to shooting: AGI Boost->shoot; REA boost->shoot; BOD Boost->Shoot.  Combat might be over at that point. 
-I don't thing danger sense is worth it.  you have combat sense level 1 - that gives you the surprise test. 
-Good call with nimble fingers and enhanced accuracy.  I have an automatics adept.  I love being able to do a lot of the stuff that normally requires a smartling - without the matrix vulnerability. 

Vaping addiction seems...weak.  If your GM lets you get away with it fine.
Insomnia is a brutal quality.  See if you can find another quality.  You want your edge. 
Consider picking up a level of negotiation.  You would much rather have 3 dice than 1 to help out the face during negotiations. 
Consider a level of throwing weapons skill - in case you get to tossing grenades, flash bangs or smoke grenades. 

your car is also a boat?  I don't remember all the rules for secondary propulsion.  they won't see that coming.  smugglling compartment might be a good idea.  somewhere for you and your team to stash their gear for border crossings. 

Take my advise with a grain of salt - I am not the expert on this kind of thing that many others are.  I'm on my second campaign in 5E: mage first time, Automatics-focused mystic adept illusionist Rock Band drummer for the second. 

ZeldaBravo

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« Reply #2 on: <06-17-17/0106:16> »
@The Bald Man:
On boosts - 2 drain is minimal, so you roll against the same number with Boost 1 and Boost 2. I also think that having multiple boosts should give versatility, not just straight up stack one on top the other. It looks fine on paper (boost-shoot-boost-shoot-boost-shoot) but what about maneuvering or taking cover or running? It's hard to find yourself in a situation when you have an opportunity to fire up all these boosters in combat. But it is really good to have an option to boost your body before jumping out of a third story window or to boost your reaction before taking that risky tight turn on your Mirage. Just a personal preferance, nothing more.

Danger sense has it's uses. Combat is not the only hazard a runner faces.

Vaping addiction is as good (or bad) as any other one. It's not less dangerous, you can still burn out and even die of it.


@SirArion
Qualities: Prototype Transhuman has to be taken with either Wanted or Allergy (Common, Moderate(?)) negative quality. Take a long hard look on your bioware and ask yourself is it worth it. Most of it can be replaced by gear or drugs. Insomnia is brutal and the Sleep Regulator does NOT negate it.

Powers: Enhanced accuracy power don't really help you that much. It just means that in a blue moon your foe will have to resist 18P damage instead of 17P damage. It doesn't really matter, whatever you're shooting at is already in big trouble at this point. And if it DOES matter you would have probably edged your roll and ignored the limits anyway. The Bald Man is right, Improved Ability (Pistols) R4 is illegal. Read how Linguistics works, it may be not as useful as you think. Rapid Draw (or was it Quick Draw?) is an awesome power for you, give it a look!

Guns: why hidden arm slides for both tasers? Put one in a holster for people to see. Why don't you have gel rounds for your Manhunter? Defiance EX's range is only slightly further than melee range, and gel rounds knock people down very easy. Why don't you have flechette rounds for the Roomsweeper? Wide choke semi-auto burst is a thing. You may also find a cheap throwaway gun (or ten) useful.

Skills: maybe you should pick a couple of points in intimidation? It would give you an active social option. Could be good with a Thunderbird mentor.

Attributes: BOD5 < WIL5.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Marcus

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  • Success always demands a greater effort.
« Reply #3 on: <06-17-17/0131:41> »
The Build is a little all over the place.
If you wanna do pistols, then do pistols, if you wanna do automatics then do automatics. Skill 6+spec is almost always better then rating 1. It's easy to get 1 pt in a skill.
Next your power selection is also a little all over the place. Baldman is right you can't take 4 unless you have the Aptitude quality that lets you start with a 7 in a skill. 
I'd look really hard at magic and see what you can do, Consider maybe Adept Spell, or something to lend this a little more Capability.
I echo ZB in saying i'm not really sure Prototype transhuman is doing much of anything for this build. Good armor with built mods can do a lot for you.
Finally ditch the tasers, ye olde stick-n-shock can get the job done just fine. Maybe consider a stun button for a melee option

Maybe consider a Martial Art? Cowboys Way? or another pistol arts?
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« Reply #4 on: <06-17-17/0316:11> »
Be slightly wary of lots of adept powers with low levels... depending on you GM and how much they want to implement background count it could effectively make you mundane. That being said, lots of powers is fun!
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SirArion

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« Reply #5 on: <06-17-17/0403:44> »
Thanks all for responding. Remember that this is my first made toon and I have played only at cons, that’s why I am asking. I know I am making mistakes   ;D

@the Bald Man
-Imp Ability Pistols, good catch, dropped to 3.
-I am trying to avoid essence loss for my magic use, so no smartlink even though it would be an extra die. I am using 1 essence of Bioware and will have to wait until I have more money to swap out for deltaware and add new ones to stay under the 1 essence.
-I see what you mean about the Synch/Tetrachromacy and I agree it would be up to the GM. My only defense is that TransHuman is all about gene modification like the geneware augs and that Chummer5 has it under Bioware.
-I like the idea of spreading out the Attribute Boost to all four stats, great for roleplaying the boost I need when I need.
-Danger Sense and Enhanced Accuracy came free from the Mentor Spirt-DragonSlayer. It also gave me +2 for Etiquette for my Social skills
-All my guns (not counting the holdout) have smartgun internals and my contacts have a smartlink and imagelink so I think I still have the matrix vulnerability but if it gets bricked I am just out a few dice.

-Vaping? I saw cigarette and alcohol as options so I just thought of a more modern version. I could change it to cigarettes just as easily. No roleplaying change there. If I understand it then it doesn’t really matter what it is as long as I makes the monthly willpower rolls. I could be addicted to my monthly cupcake run?
-I hadn’t considered how Insomnia would affect my Edge, changing that to Weak Immune System works and goes with the Proto Human alterations.
-The smuggler compartment looked good so I read more into the forbidden options, I thought I couldn’t take them at chargen but it just seems like it is a problem if you are caught. I like the fact the 2 person bike is street/offroad/water
-Good call for some throwing for later grenades.

@ZeldaBravo
-I did swap out Insomnia for Weak Immune System because I didn’t understand how brutal it was. I didn’t think the Sleep Regulator would do anything, completely opposite effects.
-I understand Proto and the Bioware could be replaced by gear, but isn’t that a left/right choice thing or is it really that bad a karma trade off in chargen?
-Enhanced Accuracy/Danger came free from Mentor Spirit
-Linguistics seems to be able to give me the ability after a few hours to say “hungry/tired/run”? Just a fun .25 point to spend.
-With Barrens Rat I hope the tasers to never be noticed, in particular in the Mortimer. With Nimble Fingers/Palming I hope to never have them taken. The Roomsweeper is the visible one.  I didn’t seem to be able to add the Ammo Skip option in Chummer5 to the Manhunters. This is why no Gel rounds and why I have the tasers as the non lethal option, they are also my clubs. Does that sound reasonable?
-Flechette rounds for the Roomsweeper make a lot of sense for area attacks, thanks.
-Are you suggesting Body 3Will 5? May I ask why? I assume it has to do with some math and rule I just don’t understand yet, LOL.

@Marcus
-I have 6 in pistols and 3 from powers, how do I make it better at gen? I do go a little wide after getting sneaking/palming/perception to 4. Is it really worth it to have those 3 at a 5 versus 12 other skills with a 1 so not defaulted? I’m asking from the limited playtime point of view I have.
-I took Enh Ref, Att Boost, Imp Ability Pistols (Fixed to 3), for a combat role and Nimble Fingers supports that. Combat Sense to get me a surprise roll. Linguistics is the only throw away for .25 PP.  The rest came free from Mentor Spirit. Explained that way does it still seem all over the place? If it does then how would I focus it better?
-There are martial arts for pistols??

I understand you both saying Proto isn’t helping but Im not clear on how I could spend the karma better? I figured that if I play long enough and can get deltaware replacement it would free up some essence loss for bone/muscle/etc that I think might be more useful later?

Marcus

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« Reply #6 on: <06-17-17/1012:48> »
The wording of limitation is " The maximum improvement possible is your current skill level x 1.5 (rounded up)." ( SR Core page 309) in general this translates to 3, round up says if you can get a skill above 6 you can go higher. Aptitude the quality (Core 72) lets you take a skill to 7. That said it is a 14 point quality, which means your paying a LOT for what amounts to 2 dice. But for some concepts it's worth it.

Run and Gun has 3 gun arts, cow boy's way, Gun Fu, and Fire Fight. I personally prefer to have a Martial Art on my adepts but that just my personal preference and it may not suit your character image, or the point cost just may not be worth it to you.

As to skill yes it much better in terms of character points vs Karma cost to start with those skill which are important to the concept as close to 6 as you can make them the Karma cost of going to 6 (42 Karma) is much higher then the karma cost of getting a skill at 1 (2 Karma). Further when you think about it, having 1 rating in a skill isn't actually much better then just defaulting to straight attribute. 1 die isn't making that much of a difference.  So if a skill is important to concept 6 or as high as you can get it.
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ZeldaBravo

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« Reply #7 on: <06-17-17/1628:45> »

Prototype Transhuman forses a 10 point negative quality upon a character, and that quality doesn't give you karma. If you're okay with it I'm okay with it too, just making sure you're aware of that.
Linguistics is useful if you find yourself in a 'captured by the Vietcong' kind of situation. Your commlink can more or less do the same without having to wait 6 hours.
I probably worded that poorly, but I suggested to make one taser obviously visible. It serves a double purpose: makes bad guys think twice before doing something stupid, and makes you apear disarmed if you hand your taser over to someone.
Ammo skip is an option for revolvers and similar weapons. There is a power named Perfect Time, it gives you a second Free Action, you can use it to swap a magazine. Why I suggest gel rounds? 1. Range (Defiance EX is an EXTREMELY short ranged model). 2. Special property of gel rounds (more likely to knock people down on hit). By the way you might consider melee hardening mod on your pistols!
You're more likely to get stun damage if you are hit. Your composure rolls could be better.

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SirArion

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« Reply #8 on: <06-17-17/2048:51> »
I took everyones suggestions and modified the character. I hope this one seems a little more appropriate. Comments still appreciated

-Dropped Proto and the bioware
-Dropped Body and Raised Willpower
-Focused the skills a bit more
-Added Rifles to give me some range versatility
-I like the extra Att Boosts so i made them Qi Foci since I will only use them occasionaly
-Added Adept Power-Levitate for utility and the spellcasting to support it
-Trimmed down the gear a bit more essential/added ammo/explosive magazine grenades
-Used last bit of karma to up my Mr Johnson contact
« Last Edit: <06-17-17/2105:46> by SirArion »

Marcus

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« Reply #9 on: <06-17-17/2107:21> »
A couple points adept spell doesn't require spell casting, so you can drop that.
Next if your going to run long arms and pistols, I'd recommend just switching full time to automatics.
Automatics is much more efficient for having both close and longer range gun skills.
As you an simply run Machine pistols up close, and Assault rifles for range.

Keep in mind you have to bond foci, and it's not super cheap, and I think your running over into foci addiction land (Magic raiting in foci)

Next i was thinking more along the lines of Improved invisibility, detect enemies,  armor, or maybe one of the new attack spells out of FA, the ability to hover while cool isn't really worth the 1 power point it costs. 
« Last Edit: <06-17-17/2115:15> by Marcus »
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The Bald Man

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« Reply #10 on: <06-18-17/1036:58> »
@zeldabravo I thought minimum drain was 2 only for spellcasting, not adept powers. 

Be slightly wary of lots of adept powers with low levels... depending on you GM and how much they want to implement background count it could effectively make you mundane. That being said, lots of powers is fun!
I think by generally practiced background count if you bought with power points (not focus) you would face a dicepool penalty to the MAG+LEVEL,
Since level 1 boost focus is only rating one focus it deactivates in any Background count - not a good option. 

SirArion

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« Reply #11 on: <06-18-17/1304:04> »
Thanks for taking the time to help me learn the game better.

Maybe I misread Adept Spell but it specifically states "This ability otherwise follows the standard rules for spellcasting. The adept can take ranks in the Spellcasting skill and is required to take at least one rank to use this power." Online talk seems to support this.

Both Imp Invisibility and Levitate used opposed roll hits to determine if the power works. Levitate in the case of me lifting someones weapon out of their reach or sending the melee troll into the sky to drop him later. The hits determine how fast I can move them into the sky or a partner sniper onto the top of the tower for a shot. Is there a later rule that contradicts this? Plus Imp Invisibility is stopped by simple ultrasound gear.

I don't have FA available to me and I kinda like Levitates utility if I read it correctly. Detect Enemies only finds hostiles, it won't help if I am sneaking and trying to sense the unaware guard in the next room standing next to the alarm button, Levitate will move him away from that button. As for Armor I am going to take your advice with Proto and let armor do that for me, even though it stacks. I considered Detox to go full drug use (but that seems expensive), Silence for taking out groups next to each other unaware, and Hot Potato for a group whammy, but decided Levitate would be the most useful in a lot of situations (combat and non). To make it effective I made spellcasting a 3 with manipulation specialization for 11 dice. I can get 17 karma back if I just want to use it on low weight willing targets.

I understand that it is much more efficient to use just one skill (automatics) to get both ranges and save the 42 karma at creation. Am I really gimping myself to try and RP a little with more traditional weapons like a pistol and rifle versus the FA attacks from automatics? Is the FA that powerful an attack that I am making a weak combat character by not having it?

Looking at what both of you said I dropped the foci down to just one rating 4 STR, the utility one I could see needing. A 4 rating isn't great but will hopefully be available most normal places. Bonding a Qi Foci is 2 karma per rating, so 8 karma for that, plus 6 karma each worth of nuyen to buy.  14 karma to get a big STR boost when I need it I think is worth it but I could be wrong.

That gave me some spare karma so I picked up the Sharpshooter quality and the Gun Kata-Stagger martial art. So a -1 to do a Shake it Up attack each time. I did have to drop spellcasting to a 2 to do that.

Marcus

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« Reply #12 on: <06-18-17/1401:20> »
Thanks for taking the time to help me learn the game better.

Maybe I misread Adept Spell but it specifically states "This ability otherwise follows the standard rules for spellcasting. The adept can take ranks in the Spellcasting skill and is required to take at least one rank to use this power." Online talk seems to support this.


Nope you read it right and I stand corrected. For some reason I thought it was Body+Will limit force.

It's not horrible to go longarms and pistols it's just not efficient, the general wisdom is push the primary combat pool.  Another option to consider would be go long arms then run a Short barrel Defiance T-250 in place of a pistol. That said, you should always stick with your primary image of the character. For some people that image is flexible for some its not, there isn't a right answer just  whatever you prefer. There nothing wrong with declaring that this thing is central to the character concept.  The title of the thread is simply teach me to build better, efficiency is simply generally considered better. 

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SirArion

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« Reply #13 on: <06-18-17/1704:25> »
Marcus, you are absolutely correct. The only thing that is set is Human Gun Adept! Let me set aside the version 3 as a playable reasonably efficient Pistol/Sport Rifle adept and take a look from a much more efficient build.

I started with automatics because you suggested it but I wonder if a FA shotgun build would be better in Close Combat with the same effectiveness at the longer ranges (with slugs)?

Dumped drones and bought a nice but inexpensive Thundercloud Morgan offroad car.

Traded Levitate for Hot Potato, maybe get a bunch of people to drop weapons,helmets, etc.  How does that one sound?

Automatics look reasonable or do you have better suggestions?

I have 8 karma open for Pos Qualities and 28 karma left to spend in Pos quality/att/skill/gear.  I'm not sure how to spend those to improve this character?

JmOz01

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« Reply #14 on: <06-20-17/0121:59> »
One thing to realize about Karma build over priority builds, the cost to increase skills is the same as after character gen as during.  So IN KARMA BUILD it is okay to have lesser skills than maxed out, as you are not "loosing" out.  nor saying to not build the skill to the level you want, just don't feel as compelled to build it as high.