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Wild 7s: Physical Adept and part time Face (SR3 -> SR5 update)

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Dwagonzhan

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« on: <06-26-16/0600:14> »
FORWARD: If this is the wrong forum for this sort of thing, I apologize in advance and would appreciate any correction.

Greetings. This is my first post on these forums, and I am a fairly long time Shadowrun fan.
I've had a sort of "main runner" from my late SR2 / early SR3 days that I played and ran for a little over a decade (on and off, between two groups).
While 3rd Edition was my favorite (and contends for the top of the list of my favorite games ever) I skipped SR4, and am getting back into the swing of things with SR5.

Cutting to the chase: I'm attempting to bring my old adept up to speed for SR5 criteria. Either for my own play, or as an NPC depending on how things shake out with my game group.

I have 7s mission record along with a pretty beefy backstory (the summarized version is about 8kb of raw text, and growing as I revise it).
However, since most of his missions were homebrew content inspired by the splatbooks more than pre-made runs, a direct Karma gained conversion and rebuild is likely out of the question.
I mean, besides all the new bells and whistles in SR5 that aren't mathematical.  ::)

So, instead I'm going to estimate what he has and keep things in the spirit of the character where possible.
During character creation, Wild 7s was originally a close combat specialist, who evolved into a sort of SINless private investigator, then later became a sort of shadowrunner organizer.
So if his skills/stats look a bit bipolar, that's why. I know it's very un-optimized, but most of his growth was organic and was a very RP heavy character.

He also has a stout work history and a LONG, detailed backstory (the SUMMARY I've typed up is sitting around 6kb of raw text).
There's a fair bit of ground to cover, so the main challenge I'm facing is just organizing it all.

WILD 7s (Shadowrun 3rd Edition)
[spoiler]
Human Male Physical Adept, born 2039 (Chicago, UCAS)

Attributes 
BODY[6] STR[7] DEX[6]   
WILL [6]  INT [6] CHA [6]
  (yes, he was aiming for all 7s at one point. Except, I derped on those pesky human racial limits. Whoops!)

ESSENCE: 6 (No cyber or Bioware; had INSANE luck on tests to avoid losing Essence to Deadly wounds; to the point that it eventually became a plot point!)
INITIATION GRADE: 6 (should be 7, especially after his last run...there seems to be some Adept powers missing. I may work those into his story going forward.)

SKILLS           -Base Skill [specialization] [rank/spec rank] (remark)

-Projectile Weapons [Pull Bow] [5/9]      -Unarmed Combat [7] (core SR3; no styles)           
-Athletics[6]                                                 -Stealth[6]                                                    -Bike [5]
-Interrogation [Lie Detector] [5/7]            -Etiquette [6]                                                -Wilderness Survival [5]
-Computer [Search Ops] [1/5]                 -Biotech [First-Aid] [1/5]                             

KNOWLEDGE SKILLS
-Criminology [6]                   -Police Procedures [4]                 -Parazoology [5]                       -Magical Forensics [5]                     -Gambling Card Games [6]                      -20th Century Cuisine [3]

LANGUAGES: English (Natural)            -Salish [3/2] (should be whatever the Sioux speak, due to backstory, but this is what's on the sheet)             -French [1/1] (only recently started learning it, out of necessity)

-ADEPT POWERS- (Undefined Path/Way)
-Improved Reflexes III                       -Improved Sense III [Low-light, Thermo, Vision Mag 3]                   -Sustenance [eats less]
-Killing Hands [Deadly]                     -Distance Strike (doesn't seem to exist in SR5? may remove or revise)
[/i]

INITIATION METAMAGICS
-Adept Centering         -Masking                 -Altered Signature,                -Limited Astral Projection*
+6 Power Points
(*this was a GM fiat thing, since Adepts normally couldn't Astrally project. Rules on that were kinda screwy going from 2E to 3E)

EDGES AND FLAWS
OK, most of this went missing and I had to redo a good chunk of it from memory. I lost part of the original char sheet before I transferred it to digital.
Complicating matters: Some of the edges and flaws were granted as a result of events or outcome. (two with Karma). So if the points don't add up, well. I'm just sticking with the bare necessities here and will delete the rest.

EDGES: Aptitude[Projectile Weapons: Bow], Exceptional Attribute [STR], Bonus Attribute Point [STR]  Good Reputation
FLAWS: -Phobia Uncommon and Severe [Insect Spirits]      (he was born and raised in downtown Chicago...you can probably guess why he developed a phobia of Insect Spirits)
-Biorejection [Awakened], (it wasn't just for twink, actually)
-Extra Enemy [some Red Samurai guy I cheesed off early on]

GEAR AND CONTACTS: For story related reasons, his gear and contacts have more or less been wiped clean. He disappeared for 6 years, and is back, albeit under a different street identity.

CHARACTER FOCUS: Shadowrunner Physical Adept turned "Face-lite". His awakening made him a fairly dangerous close-combatant, but his personal focus was more on "legwork"; getting information, finding the right people to chat up, snagging stuff in meatspace, and frequently pulling the rest of the team together. While he wasn't specialized as a Face, he did have a knack for convincing folks and spotting bulldrek.

His greatest personal achievement is his archery skills. He's a crack shot with a bow, and on runs, he mainly made use of special munitions.
That said, archery is far more than just a combat skill for him; It's also his happy place between runs.
7s original long-term plan was to pay his debts, make enough spare nuyen, retire from Shadowrunning, then teach archery and wilderness survival (he even had a place in Sioux with a new identity all set up).
Sadly, those plans have been dashed, due to the rather extraordinary and unfortunate consequences of his last mission in Denver, six years prior. (game date is set in late 2074)
[/spoiler]

That's who he was.

Again, while I'm not new to the Shadowrun universe or lore, I am a total scrub at 5th edition, so any help is appreciated.  ;)
"You haven't truly lived until you've had a Cortex bomb!" ~Former GM

Hobbes

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« Reply #1 on: <06-26-16/0726:49> »
Hiya!  If you're remaking as a new character for 5th Edition check out the Archetype Challenge Thread in my .sig below.  The "Brawling Adept" is a Human Physical Adept.  It'll provide a couple different peoples takes on a starting physical adept for you to compare/contrast.

If you're converting a grade 6 or 7 Adept from 3rd to 5th, you're best off working with your GM in whatever game you're playing in.  And if he's an NPC, then he has exactly what he needs   : )   

Mechanical notes, Interrogation is going to be Intimidation probably.  Intelligence is probably Logic, and you've picked up three stats Reaction, Intuition, and Edge.  5th Edition when an Adept Initiates they get either a Meta-magic power or a Power Point.  And there are awakened drugs that allow you to Astral project or perceive, as an FYI.  GM Fiat works fine too.

All 6s for stats and 6 or 7 grades of initiation is at least 500 career Karma presuming a fairly Standard starting distribution of A Stats, B Magic, C Skills, D Metatype, E Resources.  Typically 5th Edition characters become broader then deeper if that makes sense.  Skills are the cheapest to pick up, stats, initiation and foci are expensive to keep raising so most characters wind up with a fair list of small to moderate skill points along the way.  If you really want to be "accurate" for a Character build try building as a starting runner and add 500 Karma.   

Dwagonzhan

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« Reply #2 on: <06-30-16/2017:13> »
Well, I've been a bit busy on and off all week. But thanks for the pointers all the same!
It's not 100% complete, but I do have a fairly reasonable grasp for what to do and where to put things.

WILD 7s (Shadowrun 5th Edition)
[spoiler]STATS:
   BODY:   5   STR:  8 (5)   REA: 3      AGI:   6      ESSENCE: 6
   WILL:   5   LOG:  5       INT:  4      CHA: 6      MAGIC: 7 [Grade: 7]
|Limits|         [Phys: 8]      [Mental: 6]   [Social: 7]   EDGE: 4

{Initiatives:      {Phys:7 +4d6 }   {Astral: 8 +5d6}   {Cyber: NA}      }

**SKILLS**
+Archery [Bow]: 8[10] (AGI)   +Unarmed Combat: 6 (AGI)   +Sneaking: 5 (AGI)
+First Aid: 3 (LOG)      +Perception: 6 (INT)         +Disguise: 3 (INT)
+Lockpicking 3 (AGI)      +Survival: 4 (WILL)         +Intimidation 5 (CHA)   
+Pistols 1 (AGI)         +Long Arms: 1 (AGI)         +Pilot Ground Craft [Bike]: 3 [5] (AGI)

GROUPS:
*INFLUENCE 5 [Etiquette, Leadership, Negotiation] = [CHA for all 3]
*ATHLETICS 3 [Gymnastics, Running, Swimming] = [AGI, STR, STR]

KNOWLEDGES:
-Parazoology: 5 [LOG]
-Criminology: 5 [LOG]
-Magical Forensics: 4 [LOG]
-Card Game Gambling: 6 [INT]
-5th World Cuisine [INT]

**QUALITIES**                                 Cost:

+Aptitude [Bow]                                 -14 Karma
+Quick Healer                                 -3 Karma
+Legendary Reputation (Ork Brotherhood)               -4 Karma
+Latent Dracomorphosis*                           -5 Karma

-National SIN (UCAS)                              +5 Karma
-Spirit Bane: Blood Spirit                           +7 Karma
-Distinctive Style [Bow   ]                           +5 Karma
-Hunted/Wanted [Very Powerful Enemy; non-lethal ONLY]+12 Karma

-Cyberware Rejection: Awakened (custom quality)         +5 Karma
[no more than 0.5 essence of bio/gene/cyber-ware allowed pending major essence loss, Ware must be Delta-grade]

*Thanks to Howling Shadows, I actually have a way of introducing this via mechanics, and it's only the beginning of his problems.

MAGIC
Metamagics (per Initiation rank, in order):
i) Centering Metamagic [Adept; chanting]       ii) Masking Metamagic
iii - vii) +1 Power Point (total of +5)

(I needed to make several revisions to the adept powers list, pending both plot related shenanigans, and rules changes.)

ADEPT POWERS (base 7 PP +5 PP from initiation = 12 PP total)
+Improved Reflexes III         (3.5)      +Astral Perception            (1.0)      +Three Dimensional Memory      (0.5)
+Imp Phys Att III [STR]            (3.0)      +Spirit Claw                   (0.25)      +Sustenance                (0.25)
+Killing Hands               (0.5)      +Penetrating Strike IV [+4AP]      (1.0)      +Master Archer               (1.0)
+Analytics I                  (0.5)      +Magic Sense               (0.5)

[/spoiler]

Ugh. Formatting is all goofy. Tab stops don't quite align in the post as they do in the pane.
« Last Edit: <07-02-16/1037:56> by Dwagonzhan »
"You haven't truly lived until you've had a Cortex bomb!" ~Former GM