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Sexy Gunslinger Elf (Sum to 10, Prime Runner, Gunslinger/Face)

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LordGrizzle

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« on: <04-23-15/1935:08> »
Hey guys, I just started a gunslinger + face for a solo shadowrun session. I'd just like some of you experts to take a look at what I already got so far and tell me if this is a viable basis for a character or if I just should start all over with this build...

Priorities:

Attributes - A 24
Skills - A 46/10
Resources - D 150.000 Nuyen
Metatypes - D
Magic or Resonance - E

Metatype: Elf (0)

Attributes:

Body: 3
Agility: 6 ( 8 )
Reaction: 5 ( 8 )
Strength: 2 ( 4 )
Willpower: 3
Logic: 3
Intuition: 5
Charisma: 8
Edge: 2 (Increased via karma)

Skills:

Athletics 4
Stealth 6
Pilot Ground Craft 1 (Karma)
Computer 1 (Karma)
Pistols (Heavy Pistols) 6
Con (Seduction) 6
Negotiation (Diplomacy) 6
Intimidate 4
Unarmed Combat (Cyberimplants) 6
Impersonation 4
Etiquette 6
Perception 5 (5 with Karma)
Escape Artist 1 (Karma)
Locksmith 1 (Karma)

Gear:

Wired Reflexes 1
Reaction Enhancers 2
Used Muscle Replacement 2
Used Tailored Pheromones 1
Transys Avalon
Fake SIN 5
Fake License 5 Wired Reflexes
Fake License 5 Reaction Enhancers
Fake License 5 Muscle Replacement
Fake License 5 Concealed Carry
Ares Predator V with Silencer
Ruger Super Warhawk with Smartlink
Fake License 5 Smartgun System
Fake License 5 Ares Predator V
Fake License 5 Ruger Super Warhawk
Heavy Pistol Ammo x 100
Berwick Dress
Executive Suit
Armor Jacket
Argentum Coat
Sim-Module
Biometric Reader
Simrig
Trid Projector
White Noise Generator 6
Mapsoft (Seattle)
Shopsoft (Clothing)
Medkit 6
Medkit Supplies x 10
Stim Patch 6 x 3
Cybereyes 2
Flare Compensation
Low-Light Vision
Smartlink
Vision-Enhancement 1
Cyberears 1
Audio Enhancement 1
Damper
Datajack
Medium Lifestyle
Patron of the Arts (Private Clubs)
Patron of the Arts (Rock concerts / sport events)
Public transportation
Grid subscription
Cellular Glove Molder 4
Lockpick Set
Sequencer 6
Maglock Passkey 2

Negative Qualities:

In Debt 14
Dependents 6
Day Job 15

Positive Qualities:

Natural Athlete 7
Catlike 7

Contacts: (Warning, they are laden with references but it fits my game ;-) ):

Harold - L 4 C 6 - Decker contact
Trilby - L 3 C 4 - B & E Specialist
Black Shark - L 1 C 6 - Money Laundry and a loan shark
Twilight Pony - L 4 C 4 - Magician
Joshua Deryl - L 3 C 4 - Smalltime weapon and drug dealer
Kevin Hestha - L 3 C 6 - Fixer

Thanks for your replies!
« Last Edit: <04-25-15/1949:38> by LordGrizzle »

anchoress

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« Reply #1 on: <04-23-15/1954:11> »
I would say it looks good over all. Just a few suggestions:

1) You could also save the essence from muscle replacements and switch them for muscle toner. I guess - besides the physical limit - there is no need for you to have strength 4 instead of 2. Even the shockhand doesn't need it (only climbing comes to my head).

2) You could switch etiquette with intimidation. I made the experience, that intimidation is more roleplay-dependant and you don't need that much dice there. But only a personal preference here.

3) Did you pick some qualities yet? Would be intersting to see them, 'cause they often shape the character.

4) Keep in mind to pick up a good commlink (e.g. the Transys Avalon) for a R6 firewall to protect your cyberware (especially the wired reflexes which you have to run wireless) and weapons. I guess you have a smartlink in your cybereyes?

5) The gear would be interesting to see. How much money do you have left after the cyberware?

halflingmage

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« Reply #2 on: <04-23-15/2301:25> »
Resources D is 50,000.  C is 140,000.  Need to calibrate either gear or priorities.   

Hobbes

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« Reply #3 on: <04-24-15/0020:08> »
Resources D is 50,000.  C is 140,000.  Need to calibrate either gear or priorities.

Prime runner Resources D is 150,000.

And for solo play I'd say, Face Adept with a weapon focus mono-whip and a Decker contact with a high loyalty.  A decent sized spirit will be a problem for any non-magic solo character. 
Sum to 10 Prime runner can get away with a Resources E on a magic character.  Attributes and Skills all at B, Metatype and Magic at C on an Adept / Face with an extra 20 karma and 100k Nuyen should work out I would think.  Throw lots of Karma at Edge.  Lots of Elf Face adept builds floating around if you want to do a quick comparison.  But basically lose the Athletics Group, drop Intimidate completely, swap unarmed for Monowhip, Drop 4 stat points (ow) and the augmentations (ow).  Replace with Adept Powers and a weapon focus Monowhip. 

If you're not worried about Spirits, I'd shuffle your Pilot skill to Perception.  Too Pretty to Hit quality if you can.  I question Matrix search for a Face.  If your legwork skills can't get it done, no way is 8 dice of Matrix search doing you any good. 

ZeldaBravo

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« Reply #4 on: <04-24-15/0046:54> »
I say go for High Life/Sum to 15 prime runner.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Top Dog

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« Reply #5 on: <04-24-15/0421:22> »
And for solo play I'd say, Face Adept with a weapon focus mono-whip and a Decker contact with a high loyalty.  A decent sized spirit will be a problem for any non-magic solo character. 
Every character has things they don't deal with as well solo - in a solo game, the GM should look at what the character can do and adjust accordingly. Non-magic characters shouldn't be faced with overly powerful spirits, just like mages shouldn't be hit with teams of powerful hackers. Although Street Sams can actually do quite well with APDS against spirits, and mages have options too for deckers - but the challenge should be appropriate.

That's not to say you adept won't work. But if he wants to play a street sam, that should be an option. And putting all that money and karma in a monowhip focus forces the character in ways he might not want.

Anyway

It seems you're going stealth over pure gunslinger - pistols don't bring a lot of raw power, but for a sneaky/face type they make a lot of sense. With that in mind, I'd switch at least a point of Stealth and Athletics. You probably won't miss the dice much on the Athletics side, but Stealth is more immediately dangerous.
By the way, Anchoress, Strength is also used for swimming and running. Muscle Toner is more expensive as well - if you can spare the essence, I'd stick with Muscle Replacements for this char (if you can't, Muscle Toner is indeed a good option to get some back). Agree with the Etiquette though - it matches well with Impersonation and Disguise as well.

As much as I like characters with Computer, I kind of agree with Hobbes on Matrix Search. A point buys you 6 dice - enough for basic stuff. The 10 dice (not 8, btw) you get now might get you a bit more info, but you're a face - you have 24 points spend on contacts, you can get a decker friend with much better dice then that. And at 19 karma, you're spend a lot of money on those dice.
Much the same with Pilot. For 9 points, you can get Pilot 1 (Wheeled) for 11 dice - which should probably be enough for anything you'll face. That gives you 4 points to spend on Perception, plus 3 karma left over - a much better deal. With an option to ditch the specialty (which is probably still overkill for 7 more karma).

Since you're sneaking around and infiltrating places, you're going to come across doors you want to open. I'd get some locksmithing, to get around those doors. You don't need a lot of investment - a point gives you 9 dice, plus tools that are available. It won't get you into everything, but it's a nice option to have.

I'd also like to see gear and qualities.

LordGrizzle

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« Reply #6 on: <04-25-15/0649:22> »
I'll change some skills based on your input. I'll whip up contacts, gear and knowledge skills somewhat later this day. I am kinda busy with running my own game in addition to this so I am not working all the time on this character ;-).

As to computer: Yes I don't really need much, but at least 4 dice are good because my gm says that if I can't buy one hit he's gonna make me roll for everything beyond turning the commlink on.

As for paying for gear: I am going to dip quite deeply into In Debt which my gm said he'd balance out to be punishing enough but not completely cripple me if I want to go that route.

He won't throw big spirits at me, if I am a non-magical without warning me before. And I have alreadyy talked about this with him: I'll get a powerful mage and decker as allies/contacts

Anyway thanks for all that input so far. I really appreciate it :-D

LordGrizzle

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« Reply #7 on: <04-25-15/1951:29> »
Added contacts, qualities and equipment

Top Dog

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« Reply #8 on: <04-25-15/2125:49> »
Big lists!

I noticed you have 3 contacts above the limit of 7 total per contact. (Prime runners don't change that do they?). Is that okayed by the GM?

The computer thing is a big discussion, but I happen to agree with your GM. 1 should be enough though.

You're buying Perception 5 with karma btw? You'd be better off buying a specialization with karma (10 vs 7 karma cost).

In debt 14 is nasty nasty stuff. Although I guess it doesn't matter much for 1 session, and your GM says it'll work out. But you'll be repaying 10500 interest a week.

You don't need licenses for every piece of Cyberware and weapon. You can buy them per category (firearms, enhancements, smartgun. Concealed carry is seperate though.)

You have 2 big Heavy Pistols. That's not bad, but have you considered switching one for the Light or Holdout instead, for the extra sneakyness? (You can specialize in, say, Semi-Auto to let that apply to both too).

I can't really see anything otherwise that's wrong - except missing Armor and Weapon mods - with the gear, but it's 3 AM and I am too tired. If you don't mind overpowered things, looking at a Sleeping Tiger armor is an idea - it has way too many armor dice and it also comes with Ruthenium coating. Sneaking goodness!


--

A note on spirits!
Let's look at your character. You have 18 dice, I believe. Let's say you shoot a F6 Spirit of Blandness (6 to all stats). That means he defends with 12 and you get 2 net hits on average.
Your DV with, say, a Super Warhawk, is 9P, AP-6 (you did buy APDS, did you? Buy APDS). After hits that's 11P, against 6 Body and 12-6=6 Hardened Armor. Thats 4 hits and 3 autohits; you still do 4P damage after soak.

Granted, most spirits have better stats - but then, Street Sams usually shoot with Assault or Snipers, and those tend to do a lot better (more DV, many have more AP, and automatics lower the spirit's high defense pool). But even with a pistol you're doing a decent amount of damage. Street Sams really aren't as bad at killing Spirits as people think. Just apply more APDS.


LordGrizzle

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« Reply #9 on: <04-25-15/2146:15> »
Big lists!

I noticed you have 3 contacts above the limit of 7 total per contact. (Prime runners don't change that do they?). Is that okayed by the GM?


Neither me nor my gm did even know this rule that you only can have a total of 7 existed. Can you point me to it? Of course I'll change that because we are still learning 5E so doing it right will do us all good ;-).

Other then that I'll consider your advice and amend my character. Thanks a lot for that damned detailed feedback. :-)

FrowningMirror

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« Reply #10 on: <04-25-15/2249:01> »
Skills and Attributes at A is a super powerful combination and in debt nearly maxed out for a single game!

Honestly, if your GM allows this your likely to be the most powerful person in the game.

Top Dog

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« Reply #11 on: <04-26-15/0341:13> »
Neither me nor my gm did even know this rule that you only can have a total of 7 existed. Can you point me to it? Of course I'll change that because we are still learning 5E so doing it right will do us all good ;-).

Other then that I'll consider your advice and amend my character. Thanks a lot for that damned detailed feedback. :-)

P98 of SR5, in the table "ADDITIONAL PURCHASES & RESTRICTIONS":
"A single contact may not have more than 7 Karma spent on them at character creation."
Which means the sum of Connection and Loyalty can't be higher then 7. (The bonus karma from CHA still counts as karma for this rule).

And you're very welcome!

Darzil

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« Reply #12 on: <04-26-15/0611:46> »
Skills and Attributes at A is a super powerful combination and in debt nearly maxed out for a single game!

Honestly, if your GM allows this your likely to be the most powerful person in the game.
In a solo session that's a certainty!