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1
Rules and such / Re: Duplicate RCC's !
« Last post by on Today at 02:21:15 »
Yeah. I don't remember which one. :/
2
Rules and such / Re: Duplicate RCC's !
« Last post by Kiirnodel on Today at 02:12:23 »
Good find, what was the source? One of the errata threads?
3
Previously I tended to use the group skill names for mage job titles if you had a legitimate job (or NPC) that is. . .

If you cast spells or counter them you're a sorcerer.
If you summon, bind or banish spirits you're a conjurer.
If you enchant or disenchant items you're an enchanter.
If you brew potions you're an alchemist.
If you're trained in all disciplines you're a mage.

Now with forbidden we've a lot more mage options where you can have 2 sets of group skills or even part of different groups, even one who can only astrally perceive. So I'm unsure which way to go right now and am looking for feedback on which approach people think is best. Right now I'm leaning towards option one but I'm open to 2 if people think it's better.

1) All magic users are one of three things mage, shaman or priest (insert specific religion title here) and you need to check their records to see what they can do and possibly their tradition. However some jobs have specific job titles e.g. Talismonger.

2) Carry on with my titles indicating what an officially trained magic user can do. The problem here is I need titles for not only each group but each combination of that group and possibly variants for mages vs shamans vs priests and that could get cumbersome without even considering mystic adepts and adepts.

So thoughts please?
4
Character creation and critique / Re: Enchanter Build Help
« Last post by Blazrath on Today at 00:27:28 »
I don't understand your skills... where are your 10  skill groups points going?

So I put just the points in them, not what the End Results.

Skill Groups: Enchanting 6, Which with Magic 4 give the dice roll of 10. Alchemy has a spot for a specialization, so then thats 12 dice, and finally a +4 Alchemy focus is 16 total dice or 18 if its a Manipulation Spell. This specialization should probably focus on what I'd be rolling more of.

Stealth uses up the other 4 Group Skills and with the Forbidden Arcana Spider Mentor you get a +2 here for starting out with skill of 6 at Char Gen, meaning that Sneaking is at 10 (or 11 if you keep the increase to Agility), Palming and Disguise at 12 dice.

Athletics 1(k) and Outdoors 1(k) were bought with Karma

Unarmed Combat 10 or 11
Archery or Pistols 10 or 11(+2 Bows/Revolver) Its suppose to be one or the other here.
Artisan 11
Assensing 11
Perception 11(+2 Visual)
Arcana 10
Blades 9 or 10(+2 Knives)
Armorer 10

Rest bought with Karma
Counterspelling 5
Chemistry 6
Escape Artist 5 or 6
Spellcasting 5
First Aide 6

As for the spells, these can be swapped around, I thought having a Health Spell would help, especially since the Atomizer is a thing now so you can just spray on a spell with a contact trigger, the one to two combat spells is for added damage capability and elemental, Armor to help give everyone a small boost to soaking physical damage that may come their way, Physical Barrier is to block people chasing us from going down an alleyway and Gecko Strip to climb the sides of buildings and such as a way to get in to places not easily found.

Though to be fair, if I went more gun then bow, I'd swap the Strength 4 to 3 and then put it into Agility.
5
Shadowrun Crossfire / Re: Is it fun?
« Last post by odd on (22:32:24/08-23-17) »
After playing Dragonfire I'm really looking forward to the rule changes in the Prime Runners edition.  We played a few rounds of Crossfire after playing Dragonfire and Crossfire just felt a lot more brutal and soulcrushing.

I thought that was part of the appeal  ;)
6
Character creation and critique / Re: Enchanter Build Help
« Last post by FST_Gemstar on (21:05:05/08-23-17) »
Ya... i don't know what alchemy is really getting you in this build. You end up having a weapons specialist type character who is mediocre and several ways of combat, who can make alchemical preps that are likely to be very low Force at best that don't really compliment the character's skillsets or add a lot to the team.... 

You don't need enhanced accuracy adept powers, your dice pools aren't high enough to justify them. I would also drop Improved Agility. Move those points into improved skill in your weapon of choice, and then pick up an Improved Agility alchemical spell. 

I don't understand your skills... where are your 10  skill groups points going?

and alchemy foci only help during creation.
7
Character creation and critique / Re: Alchemist/Sniper Help
« Last post by Mathan on (21:01:35/08-23-17) »
I have a sniper, who I may put up here later, using goggles to fill much of the role of the scope when on the move. a melee hardened Crockett is a good move weapon  wise, and capsule rounds MAY allow for potions to be stored in them, not sure. you can still throw in some DMSO and chemical fun to start though if you want until you can alchemy bullet. Also with alchemy you should be able to cook a bag of tricks Remember snipers need to worry about getting in and out of position, about people going after them, about counter-sniping.

It's a fun concept, but the reality is that snipers have many jobs to do and many 'types' when you break them down.
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Character creation and critique / Re: Alchemist/Sniper Help
« Last post by FST_Gemstar on (20:55:28/08-23-17) »
And another option that uses Automatics that is also a little more viable in close range. 

Karma expenses: 10 on Edge, 12 on focus binding, 4 on skills, 22 on Positive Qualities = at least -23 karma of negative qualities needed.
Nuyen: after 'ware and alchemical focus, 42k. Basically the same gear as above- trade out weapons/ammo for assault rife/machine pistol with modded internal smartlink systems, upgrade scooter to a car, get a higher rating medkit.

== Personal Data ==
Street Name:
Name: Unnamed Character
Movement: 20/40 (2m/hit)     Swim: 11 (1m/hit)     
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 8
Judge Intentions: 8
Lift/Carry: 5 (30 kg/20 kg)
Memory: 7
Nuyen: 42,000

== Priorities ==
Metatype: D,1
Attributes: B,3
Special: A,4
Skills: E,0
Resources: C,2

== Attributes ==
BOD: 3
AGI: 7 (10)
REA: 4
STR: 2
CHA: 3
INT: 5
LOG: 2
WIL: 5
EDG: 2
MAG: 5

== Derived Attributes ==
Essence:                   5.01
Initiative:                9 +1d6
Rigger Initiative:         9 +1d6
Astral Initiative:         10 +3d6
Matrix AR:                 9 +1d6
Matrix Cold:               5 + DP +3d6
Matrix Hot:                5 + DP +4d6
Physical Damage           Track: 10
  Stun Damage           Track: 11

== Limits ==
Physical:                  4
Mental:                    5
Social:                    6
Astral:                    6

== Active Skills ==
Alchemy (Health)         Base:  6          Pool: 17 (19)
Assensing                Base:  0          Pool:  6
Automatics (Assault Rifles) Base:  6          Pool: 16 (18)
Con (Fast Talk)          Base:  1          Pool:  4 (6)
Counterspelling          Base:  5          Pool: 10
Palming                  Base:  0          Pool: 11
Perception (Visual)      Base:  4          Pool:  9 (11)
Sneaking (Urban)         Base:  1          Pool: 11 (13)

== Knowledge Skills ==

== Qualities ==
Agile Defender
Jack of All Trades Master of None
Low-Light Vision
Magician
Mentor Spirit (Fire-Bringer)
Perfect Time
Quick Healer
Sharpshooter

== Tradition ==
Chaos Magic, Resist Drain with: WIL + INT (10)

== Spells ==
Armor (Alchemical)       DV: F-2
Ball Lightning (Alchemical)DV: F-1
Combat Sense (Alchemical)DV: F
Deflection (Alchemical)  DV: F-1
Heal (Alchemical)        DV: F-4
Improved Invisibility (Alchemical)DV: F-1
Increase [Attribute] (Alchemical) (INT)DV: F-3
Increase Reflexes (Alchemical)DV: F
Levitate (Alchemical)    DV: F-2
Physical Barrier (Alchemical)DV: F-1

== Cyberware/Bioware ==
Datajack
Muscle TonerRating 3
Smartlink

== Weapons ==
Unarmed Attack
   Pool: 9   Accuracy: 4   DV: 2S   AP: -   RC: 2

== Gear: Equipped ==
Alchemical Focus (Bonded Foci) Rating 4
9
Character creation and critique / Re: Alchemist/Sniper Help
« Last post by FST_Gemstar on (20:38:03/08-23-17) »
Wanted to proof my own concept: 

Karma spent: 15 on edge, 12 on focus bonding, 1 on nuyen, 24 on Positive Qualities = -25 needed of Negative Qualities:
Nuyen Remaking: 315 

No Negative Qualities (needs 25 karma worth) , Contacts (12 free points), or Knowledge skills (14 free points) picked - (those are are for you to individualize your character!) 


== Personal Data ==
Street Name:
Name: Unnamed Character
Movement: 12/24 (2m/hit)     Swim: 7 (1m/hit)     
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 9
Judge Intentions: 9
Lift/Carry: 5 (30 kg/20 kg)
Memory: 7
Nuyen: 315

== Priorities ==
Metatype: E,0
Attributes: A,4
Special: B,3
Skills: C,2
Resources: D,1

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

== Derived Attributes ==
Essence:                   6
Initiative:                10 +1d6
Rigger Initiative:         10 +1d6
Astral Initiative:         10 +3d6
Matrix AR:                 10 +1d6
Matrix Cold:               5 + DP +3d6
Matrix Hot:                5 + DP +4d6
Physical Damage           Track: 10
  Stun Damage           Track: 11

== Limits ==
Physical:                  4
Mental:                    5
   Medkit [+3] (Only for First Aid and Medicine)
Social:                    7
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Vashon Island: Ace of Cups [+1] (Must be visible)
Astral:                    7

== Active Skills ==
Alchemy (Health)         Base:  6          Pool: 17 (19)
Assensing (Aura Reading) Base:  1          Pool:  6 (8)
Con (Fast Talk)          Base:  2          Pool:  6 (8)
Counterspelling          Base:  4          Pool:  9
Etiquette                Base:  2          Pool:  6
Leadership               Base:  2          Pool:  6
Longarms (Sniper Rifles) Base:  6          Pool: 12 (14)
Negotiation              Base:  2          Pool:  6
Palming (Pilfering)      Base:  1          Pool:  7 (9)
Perception (Visual)      Base:  5          Pool: 11 (13)
Sneaking (Urban)         Base:  4          Pool: 10 (12)

== Knowledge Skills ==

== Qualities ==
Hawk Eye
Jack of All Trades Master of None
Magician
Mentor Spirit (Fire-Bringer)
Perfect Time
Quick Healer
Sharpshooter

== Tradition ==
Chaos Magic, Resist Drain with: WIL + INT (10)

== Spells ==
Armor (Alchemical)       DV: F-2
Deflection (Alchemical)  DV: F-1
Heal (Alchemical)        DV: F-4
Improved Invisibility (Alchemical)DV: F-1
Increase [Attribute] (Alchemical) (INT)DV: F-3
Increase Reflexes (Alchemical)DV: F
Levitate (Alchemical)    DV: F-2

== Lifestyle ==
Low (Low) 1 Months

== Armor ==
Armor Jacket                       12
Ballistic Mask                      2
   + Gas Mask
   + Trodes
Vashon Island: Ace of Cups          9

== Weapons ==
Defiance T-250, Short-Barrel
   + Laser Sight
   + Personalized Grip
   + Sling
   Pool: 12   Accuracy: 6   DV: 9P   AP: -1   RC: 2
Survival Knife
   + Concealable Holster
   Pool: 5   Accuracy: 5   DV: 4P   AP: -1   RC: 2
SVD
   + Foregrip
   + Laser Sight
   + Personalized Grip
   + Sling
   Pool: 12 (14)   Accuracy: 8   DV: 10P   AP: -2   RC: 3
Unarmed Attack
   Pool: 5   Accuracy: 4   DV: 2S   AP: -   RC: 2

== Commlink ==
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   + Micro-Transceiver
   + Subvocal Mic
   + Sim Module
   + Biomonitor
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear: Equipped ==
Alchemical Focus (Bonded Foci) Rating 4
Ammo: APDS (Sniper Rifles) x10
Ammo: Regular Ammo (Shotguns) x20
Ammo: Regular Ammo (Sniper Rifles) x40
Ammo: Stick-n-Shock (Shotguns) x20
Ammo: Stick-n-Shock (Sniper Rifles) x20
Fake SIN Rating 4
   + Fake License (Talismonger License) Rating 4
   + Fake License (Weapon License) Rating 4
   + Fake License (Driver's License) Rating 4
Magical Lodge Materials Rating 6
Medkit Rating 3
Reagents, per dram x100
Survival Kit

== Vehicles ==
Dodge Scoot (Scooter)             
   + Improved Economy
   + Sensor Array Rating 1
10
Character creation and critique / Re: Alchemist/Sniper Help
« Last post by FST_Gemstar on (20:08:20/08-23-17) »
Simplest way.... (my preferences in bold)

Magic A/B Magician
Attributes B/A
Skills C
Resources D/E
Meta E/D  Human

Attribute spread will let you max and softcap agility, intuition, reaction, and willpower, and get decent str/log/char/body. Magic will be 5 (which is fine for alchemists). Magic B gives you extra starting skills to get going and free alchemical prep slots.  Skills C lets you be a solid alchemist, sniper, and cover your runner basics. Resources D lets you buy/bind a R4 alchemy focus at chargen. 

After 15 karma on edge and binding your focus, you are at -2 karma and 30k of nuyen left to spare. This lets you get up to 23 karma worth of positive qualities (given 25 karma of negatives) and enough money for starter gear. 7 alchemical spells is more than enough. 

There are some aspected routes that can be fun with more 'ware and such, but they start off less ready to play.   

I would also note that "sniper" can be a tough role for a lot of shadowrun groups. A lot of runs happen "inside," don't involve ambushes or picking people off, etc. I often find that instead of taking the Longarms skill and specializing in sniper rifles, taking the Automatics skill and specializing in assault rifles lets you have a lot more flexibility. While assault rifles have less range than sniper rifles, they are definitely long range weapons and lets you be a sniper for most purposes when a run actually calls for one. Additionally, it gives the added flexibility at being skilled at machine pistols and SMGs so that when a run doesn't need a sniper, you still have a lot of options for engagement. If you do prefer Longarms, they still give access to shotguns if you prefer them for closer range fights.

I will also note that I haven't read Forbidden Arcana, which does make some changes and adds new tools to enchanters.
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