...getting back to the topic at hand, is there anyone who feels their NT characters feel a but "ill equipped (skill, attribute and gear)" for the CMPs?
If I can actually get in a online game I'm sure my latest character idea would suck, i'm kind of terrible at making characters. I'm just hoping they get these seasons up and purchasable by the time we finish Chicago and the few games I filter in on my own. I honestly don't get the hold up, they exist upload them to drive-through, profit. There are players outside of cons, official games.
anyways my most recent character idea is below. My idea was based on a mage who was in astral forensics where he would secure a scene astrally and then start looking for signatures. Thanks to his gremlins and bad luck he ended up on the wrong side of the law when his SIN got deleted when he was classified as dead which made it seem like he had a fake Sin and not a real one in order to land his job at that point he made a break for it into the shadows. he knew a handful of utility spells along with a couple self defense spells, he primarily relies upon magic fingers and his close combat skills to fight, using clairvoyance preparations to stay out of sight. I'd love to take a remote operation type specialty on them at some point but i don't think that exists. maybe a martial art. But like most my ideas it ends up being pretty scattered.
Though this would be more appropriate for the character critique pages. If i knew how to spoiler tag something i would
CraftyMETATYPE: HUMANB
2, A
2, R
2, S
1, W
5, L
6, I
5, C
5, ESS
6, EDG
2, M
6Condition Monitor (P/S): 9 / 11
Armor: 12
Limits: Physical 2, Mental 8, Social 7
Physical Initiative: 7+1D6
Astral Initiative: 10+3D6
Active Skills: Alchemy (Command +2)
6, Arcana
1, Artisan
6, Assensing
6, Astral Combat
6, Binding
6, Close Combat Group
4, Con
1, Etiquette
1, Perception
2, Sneaking
4, Sorcery Group
6, Summoning
6Knowledge Skills: Baking
1, Bars Neo Tokyo
1, magical theory
3, magicall Forensics
2, Mixed Drinks
1, parabiology
2, Parabotony
2, Parageology
2, parazoology
2, police procedure
1, Zoology
2Languages: English
N, Japanese
3Qualities: Bad Luck, Focused Concentration (5), Gremlins (2), Hermetic Magician, Mentor Spirit: Fire-Bringer, Simsense Vertigo
Spells: Fling, Heal, Magic Fingers, Physical Mask, Punch
Rituals: Ward
Alchemical Preparations: Clairvoyance, Increase Reflexes, Petrify
Gear:. .
Armor Jacket. .
Atomizer. .
Atomizer Cartridge x10
. .
Concealable Holster. .
Identity: Specify Name w/ Fake SIN (4), License to Practice Magic: License to Practice Magic (4), (1 month) Low Lifestyle
. .
Meta Link. .
Sony Angel. .
Transys ArthurWeapons:. .
Telescoping Staff [Club, Reach 2, Acc 4, DV 3P, AP –]
. .
Throwing Knife x10 [Throwing Weapon, Acc 2, DV 2P, AP -1]
. .
Stun Dongle [Club, Reach 1, Acc 4, DV 9S(e), AP -5] w/ Internal Battery
Contacts:Beat Cop (Connection 2, Loyalty 3)
Fixer (Connection 3, Loyalty 2)
Talismonger (Connection 3, Loyalty 2)
Starting ¥: 3D6 × 60¥
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