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Way of the Athlete Surfer

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Maded

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« Reply #15 on: <05-11-11/1102:56> »
Gathering it all up so far:

Attributes: B 4 A 5 R 4 S 3 C 4 I 4 L 2 W 2 Edge 4 Magic 4

Qualities: + = Natural Athlete, Water Sprite, Martial Arts I, Adept; - = Thrill Seeker, Prejudiced (Japanese, Outspoken), Lost Loved One, Day Job (1000, 10 hrs.)

Powers: Agility Boost I (0.25), Improved Gymnastics I (0.25), Sustenance (0.25), Killing Hands (0.5), Elemental Strike (Water) (0.5), Improved Reflexes I (1.5), Improved Sense: Flare compensation (0.25), Improved Sense: Low-light vision (0.25), Iron Lungsß (0.25)

Active Skills: Athletics Group 3, Stealth  Group 2, Influence Group 1, Clubs (Arnis de Mano +2) 2, Diving 2, Dodge (Ranged Combat +2) 2, First Aid (Sports Injuries +2) 1, Perception 2, Throwing Weapons (Knives +2) 2, Unarmed Combat (Arnis de Mano +2) 2

Knowledge Skills: Tagalog N, English 4, Japanese 1, Drawing 2, Seattle Area (Surf Spots +2) 1, Sports (Surfing +2) 3, +3 more points worth as yet undetermined. Still pondering this, any suggestions on surfer-type knowledges? I've got the Excel chargen program from DamienKnight, a good one :) But most of the suggestions for knowledge skills in there aren't all that catchy for a surfer concept.

Resources: 8 BP/40K WIP

Contacts: 16 BP WIP (Contacts a surfer would have? Need at least one that would break the character into shadowrunning. Maybe a Johnson met through corporate talent scouting at some competition?)
« Last Edit: <05-11-11/1130:40> by Maded »
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Makki

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« Reply #16 on: <05-11-11/1127:41> »
Iron Lungs looks like first choice for a water sports man. And there is Power Swimming in Digital Grimoire, which is probably never ever worth it...

Maded

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« Reply #17 on: <05-11-11/1133:23> »
Iron Lungs looks like first choice for a water sports man. And there is Power Swimming in Digital Grimoire, which is probably never ever worth it...

Yeah, I see your point with Iron Lungs, probably a better starting choice than Immunity. Power Swimming looks good but expensive to start with, especially with the grin I got from "Okay, so what about those spirits? I took Killing Hands and Elemental Strike..."
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Charybdis

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« Reply #18 on: <05-11-11/2016:30> »
Iron Lungs looks like first choice for a water sports man. And there is Power Swimming in Digital Grimoire, which is probably never ever worth it...

Yeah, I see your point with Iron Lungs, probably a better starting choice than Immunity. Power Swimming looks good but expensive to start with, especially with the grin I got from "Okay, so what about those spirits? I took Killing Hands and Elemental Strike..."
For the record, Elemental strike means very little against spirits. Killing Hands already negates any armour they get from your attack, so having Elemental Strike giving you half-armour (half of nothing = nothing) doesn't really assist.

Now, against flesh-and blood guys in nice heavy security armour, Elemental Strike is gold, so it's still worth having :)

Cheers!
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Critias

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« Reply #19 on: <05-11-11/2024:06> »
I'd look into a couple collapsible batons instead of rattan sticks to be your actual weapon of choice.  We use 'em for practice because rattan's light, and it has a tendency to pulp instead of splinter terribly over repeated hard contacts...it's for practicing and learning, not trying to club a security guard into submission.

Maded

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« Reply #20 on: <05-11-11/2036:10> »
I'd look into a couple collapsible batons instead of rattan sticks to be your actual weapon of choice.  We use 'em for practice because rattan's light, and it has a tendency to pulp instead of splinter terribly over repeated hard contacts...it's for practicing and learning, not trying to club a security guard into submission.

Thanks for the input on that! The only real familiarity I have with arnis is through Google-fu  :D

What about some high-density polymer clubs that look pretty much look just like traditional rattan sticks as primaries, and collapsibles as secondaries/stealth carry-ins? Man, the traditional sticks just look cool;)

Not sure about whether really heavy armor's gonna be a big issue yet. Low- level starting n00b runners doing street jobs, according to the GM. Guess the group will be needing to build some rep hardcore...

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Maded

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« Reply #21 on: <05-11-11/2046:53> »
Hrm, a little off-topic, but related to the character build...

Spinrad seems like a high-tech company on the cutting edge from what little I've read so far. The only stuff I am seeing is their clothes in Attitude so far, though. Good stuff to buy for club gear and such, most definitely.

What other kind of products to they pump out? I'm wondering if they do sporting gear as well, thought I read somewhere that the guy behind it was some kind of sports guy too but I can't find it now. Pro surfing depends heavily on endorsements, just like most other sports, and I am thinking that's going to be a pretty big part of the background. I need some logos ;)

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Charybdis

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« Reply #22 on: <05-11-11/2049:10> »
I'd also ditch the Dodge skill (and Ranged Specialisation)

For Melee combat, you already have your defensive skill rated (from your unarmed skill)
For ranged Combat, you already have the Gymnastics skill (under the Athletics group), so take the Tumbling specialisation and you're done (Note: Gymnastics can substitute for Dodge skill)

Also, if you're starting with killing hands, I disagree that the Clubs skill is also required (especially as with killing hands you can already choose to do Stun or Physical damage). As a beginning PC, I'd recommend choosing one Melee combat skill, or the other. You can always learn more skills later, especially at low levels like 2.
(I'd really recommend you bring your Unarmed skill to 4)

From that, you should save a few BP from your unused Dodge skill to slot elsewhere (I'd recommend upping Strength or Reaction).

The PC as-is looks like an all-round competent guy, but doesn't really excel in anything. If you're going for the Jack-of-all-trades, then all good. I normally prefer to have a beginning PC be pretty good at something (especially in a low-power starting campaign), just so they have a clearly defined role in any new Shadowrunning crew.
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Rockopolis

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« Reply #23 on: <05-11-11/2102:27> »
Just a little thing, don't forget to personalize and gecko grip your melee weapons; cheap, and every little bit helps...the smartlinked underbarrel shotgun clubs can come later. :P
An flashlight attachment might come in handy, though.

Do Weapon Foci work against spirits?
You could keep clubs at 1 with the specialization; it does kinda fit with the Arnisador theme.

Not sure it fits your character, and it's kinda pricy, but if you do go with unarmed, Nerve Strike sounds like fun.

What bonus did you pick from your Martial Art?
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Maded

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« Reply #24 on: <05-11-11/2159:45> »
(Note: Gymnastics can substitute for Dodge skill)

Forgot all about that one, thanks :) So I'll ditch the Dodge then for sure.

As far as skill levels go, I am wholly basing my selections on previous conversations with the GM about how wants to set up the game. He specifically stated beginner or novice level characters (which equivocates to Rating 1 or 2 skills), and that he doesn't want a bunch of hardened professional shadowrunners starting out. When I pitched the Pro Surfer concept, he specifically stated "So you want Rating 3 Athletics Group then?" I'm guessing that a Rating 4 anything is probably not gonna go over.

Mind you, I'm cool with the limitations he's placing. He wants to start us off lean and hungry, on the streets and hanging with the lowlives, not as former Wildcats and all that. And wouldn't you know, that was my first concept?  :'(

And he's already assured me we won't be going up against anyone above our starting level until we break that point ourselves. Wait... what game is this again?

Lol. No, really, I'm cool with it. This will be the first SR4 game that I've played since it came out. And I've been wanting to since about then.
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Maded

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« Reply #25 on: <05-11-11/2206:44> »
What bonus did you pick from your Martial Art?

I think I want the Damaging Disarm one. Along with Disarm and Two-Weapon Style maneuvers. Get rid of those pesky little streetline specials...
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Charybdis

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« Reply #26 on: <05-11-11/2242:52> »
Do Weapon Foci work against spirits?
You could keep clubs at 1 with the specialization; it does kinda fit with the Arnisador theme.

Not sure it fits your character, and it's kinda pricy, but if you do go with unarmed, Nerve Strike sounds like fun.
Weapon foci also negate spirit armour, which is nice :)

However they're incredibly pricey, and unless you have masking/extended masking metamagics, weapon foci tend to attract attention from jealous thieves.

For a starting PC in a low-power campaign, I'd ignore this option and focus on nice, cheap (but still incredibly effective) unarmed powers, and then develop weapon skill (and foci) to suit the developing PC at a later stage (if ever...)

If you never pick up a weapon, Critical strike and armour penetration adept powers can stack to make an unarmed blow more powerful than most weapons anyway.... especially with Elemental Strike and/or Smashing Blow.
'Too much is never enough'

Current PC: Free Spirit (Norse Shamanic)
'Names are irrelevant. Which fake ID do you want me to quote from?'

Phreak Commandment V:
If Thou Be In School, Strive To Get Thine Self Good Grades, For The Authorities Well Know That Scholars Never Break The Law