Shadowrun Play > Character creation and critique

Tymoth Piati

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Glyph:
You might want to take another look at your knowledge skills.  They make sense for the archetype in the book, who has 8 dice for using the armorer skill, and has a facility to do so.  Your character has 4 dice for the armorer skill - this is a character who might be able to fix his guns when they get dinged up, but the high weapons design and engineering skills don't make as much sense for this particular character.

Purely stat-wise, you have a character who is slightly better than the average security guard in combat ability, but significantly worse than combat-oriented archetypes from the book such as the enforcer, the gunslinger adept, or the street samurai.  Actually, your dice pools are better than the enforcer's and within a hair of the gunslinger adept's, but it is your low Body and lack of initiative passes that can get you into trouble.  Generally, characters without augmentations or magic fare poorly in a straight up fight.  And unfortunately, that is your main area.

In a low-powered campaign, where you typically face enemies such as gang members or security grunts, and where everyone else is making similar "room for growth" characters, you would do fine, and have plenty of room to grow.  But otherwise, I worry that you could get overshadowed by people running combat adepts or street samurai, who will be rolling more dice and going more often than your character.

Usda Beph:
Im noticing those qualities about my characters! Its a question of rules knowedge (lack of) and and runner exp (still none). This is definetly a great forum to get advice from Salty runners! ;D

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