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Electro-themed character

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FST_Gemstar

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« on: <07-11-16/2126:57> »
Still in concept, as I have been trying lots of ways to conceptualize an "electric" themed character, but I would love some feedback on what I have so far. I went with not quite so efficient changeling magician in the end...   

For now, the character is a combat magician, using a weapon focus in melee (implanted shock glove - though not quite sure how it works as a focus) and spells for range/AOE (Ball Lightning and Electric Grenade). Changeling powers include Electro, Techno, and Magnetic senses. Has some utility spells and some combat boosting 'ware. Character I suppose is intended to cover magical bases of a group while being able to keep up fine with the more muscly folk, or be one of the muscle folk when needed.   

No Negative Qualities or gear (except foci yet). Need 25 karma of NQs and have a very tight 22k nuyen for gear. While only a weapon focus is bound, starting with it unbound may give some more freedom for nuyen/karma.
Karma Expenses: 30 Surge, 9 on bound focus, 10 Positive Qualities, 1 on Karma = 50.



== Info ==
Street Name:
Name: Unnamed Character
Movement: 18/36
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 8
Judge Intentions: 8
Lift/Carry: 10 (105 kg/70 kg)
Memory: 7
Nuyen: 22000

== Priorities ==
Metatype: D(1) - Humanf
Attributes: A(4) - 24 Attributes
Special: B(3) - Magician
Skills: E(0) - 18 Skills/0 Skill Groups
Resources: C(2) - 140,000¥

== Attributes ==
BOD: 3
AGI: 7 (9)
REA: 3
STR: 5 (7)
CHA: 3
INT: 5
LOG: 2
WIL: 5
EDG: 3
MAG: 4

== Derived Attributes ==
Essence:                   4.00
Initiative:                8 + 1d6
Rigger Initiative:         8 + 1d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      8 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  7
Mental:                    5
Social:                    5
Astral:                    5

== Active Skills ==
Assensing                  : 1 [Aura Reading]       Pool: 6 (8)
Counterspelling            : 4                      Pool: 8
Etiquette                  : 1 [Street]             Pool: 4 (6)
Perception                 : 1 [Electroception]             Pool: 6 (8)
Sneaking                   : 1 [Urban]              Pool: 10 (12)
Spellcasting               : 4 [Combat]             Pool: 8 (10) [+2 combat from Mentor Spirit]
Summoning                  : 1 [Spirits of Air]     Pool: 5 (7)
Unarmed Combat             : 6 [Cyber Implants]     Pool: 17 (19) [+2 from mentor Spirit]

== Knowledge Skills ==

== Qualities ==
Agile Defender
Changeling (Class III SURGE)
Electroception (Electrosense)
Electroception (Technosense)
Impaired Attribute (BOD)
Impaired Attribute (LOG)
Impaired Attribute (CHA)
Jack of All Trades Master of None
Magician
Magnetoception
Mentor Spirit (Shark) [Electic Eel]
Metagenetic Improvement (AGI)
Slow Healer
Unusual Hair [Electric Blue, sometimes frazzled from electric discharge]

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (10))
[Element] Aura (Electricity) DV: F+1
[Element] Grenade (Electric) DV: F-1
Ball Lightning             DV: F-1
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Increase Reflexes          DV: F
Levitate                   DV: F-2

== Cyberware/Bioware ==
Datajack
Muscle Replacement Rating 2 (Alpha)
Shock Hand (Alpha)
Tetrachromatic Vision

== Weapons ==
Shock Hand
   Pool: 17 (19)   Accuracy: 7   DV: 9S(e)   AP: -5   RC: 4
Unarmed Attack
   Pool: 17   Accuracy: 7   DV: 7S   AP: -   RC: 4

== Gear ==
Sustaining Focus, Health Rating 4
Sustaining Focus, Manipulation Rating 2
Weapon Focus (Bonded Foci) (Shock Hand) Rating 3


I would love some other ideas for how to go with an "electric" gimmick too!

Thanks guys!

Kuirem

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« Reply #1 on: <07-12-16/0144:20> »
For such a character concept and especially using Changeling I strongly recommend to use Karma generation instead of priority. It will gives you much more flexibility.

Chrome and Flesh add Orthoskin Upgrades and the Electroshock one will fit right in your character concept. There is also a Bio-weapon called Electrical Discharge.

Adepts have Elemental Body, Strike and Weapon that would fit as well.
« Last Edit: <07-12-16/0247:50> by Kuirem »

fseperent

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« Reply #2 on: <07-12-16/0308:30> »
Here's an electric bounty hunter for you.

Electric
METATYPE: HUMAN CHANGELING
B 6, A 3, R 4, S 4, W 2, L 2, I 4, C 2, ESS 6, EDG 2, M 4
Condition Monitor (P/S): 11 / 9
Armor: 8
Limits: Physical 6, Mental 4, Social 5
Physical Initiative: 8+1D6
Active Skills: Archery 1, Armorer 3, Athletics Group 4, Biotechnology 1, Blades 5, Chemistry 2, Close Combat Group 3, Computer 1, Con (Seduction +2) 3, Cybertechnology 1, Demolitions 1, Disguise 4, Firearms Group 4, Heavy Weapons 2, Influence Group 1, Negotiation 3, Perception 5, Pilot Ground Craft 1, Sneaking 4, Throwing Weapons 1, Tracking 2, Unarmed Combat 6
Knowledge Skills: Biology 1, Bioware 1, Blade Design 4, Gun Design 5, Gun Trivia 3, History 1, Metahuman Biology 1, Organleggers 3, Safe Houses 5, Seattle 4, Transhumanist Philosophy 1, UCAS 1
Languages: English N, Japanese 4, Spanish 4
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Adept, Allergy, Common (Mild): Seafood, Biocompatibility (Bioware), Bioluminescence, Biosonar, Claws, Retractable, Code of Honor: Warrior's Code (4dicepool vs. 4), Cold-Blooded, Critter Spook, Electroception (Electrosense: 6m) (9dicepool[4]), Flashbacks (every other shadowrun): Organleggers, Hawk Eye, Keen-Eared, Magnetoception (9dicepool[4] vs. Object Resistance), Night Vision, Prototype Transhuman: Allergy, Common (Mild): Seafood, Quick Healer, Striking Skin Pigmentation: Electric Blue skin, Uneducated, Unusual Hair: Electric Blue always frazzled from static
Adept Powers: Critical Strike: Unarmed Combat, Elemental Body (DV 8, AP -2): Electricity, Elemental Strike: Electricity, Killing Hands, Light Touch (1), Nerve Strike, Nimble Fingers
Augmentations:
   Electrical Discharge (Prototype) w/ Prototype Transhuman, Voltage Capacity
   Hearing Enhancement (Prototype) w/ Prototype Transhuman
   Nephritic Screen (Prototype) (3) w/ Prototype Transhuman
   Reception Enhancer (Prototype) w/ Prototype Transhuman
   Sleep Regulator (Prototype) w/ Prototype Transhuman
   Tactile Sensitivity (Prototype) w/ Prototype Transhuman
Vehicles:
   Chrysler-Nissan Jackrabbit [Handling 4/3, Speed 3, Accel 2, Body 8, Armor 4, Pilot 1, Sensor 2, Seats 2]
      Gear:
         Linguistics: English (local language)
         Linguistics: Japanese (Manufacturer's Language)
Gear:
   AR Gloves
   Berwick Dress w/ -2 modifier for concealability, Chemical Protection (2), Custom Fit, Increase Social Limit by 1, Insulation (2)
   Bug Scanner (6)
   Chloral hydrate x5
   Ear buds (3) w/ Audio Enhancement (3)
   Glasses (4) w/ Image Link, Low Light Vision, Smartlink, Vision Magnification, Electronic
   Identity: Specify Name w/ Fake License: Adept (4), Fake License: Bounty Hunter (4), Fake License: Driving (4), (3 months) Low Lifestyle, UCAS (4)
   Plastic Restraints x10
   PULSE Wave
   Subvocal Microphone
   Tool Kit, Disguise
   Tool Kit, Disguise
   Tool Kit, Disguise
   Tool Kit, Disguise
   Tool Kit, Disguise
   Tranq Patch (6) x5
   Trodes
   White Noise Generator (6)
Weapons:
   Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP -5, SS, 4 (m)] w/ (50x) Taser Dart
   Electrical Discharge (Prototype) [Unarmed, Acc 6, DV 9S(e), AP -4] w/ Prototype Transhuman, Voltage Capacity
   Retractable Razor Claws [Unarmed, Acc 6, DV 6P, AP -1]
   Unarmed Strike [Unarmed, Acc 6, DV 5P, AP –]
Contacts:
Fixer (Connection 2, Loyalty 2)
Infobroker (Connection 2, Loyalty 2)
Starting ¥: 5,000 + (3D6 × 60)¥

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dluxcru

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« Reply #3 on: <07-12-16/1531:15> »
I would use shock gloves as a weapon focus rather than a shock hand - same damage but doesn't consume essence, which is valuable for a Awakened. Also easier to upgrade the focus, because otherwise you'd probably have to remove and re-implant it every time. If you're committed to a weapon focus, I would suggest using a Mystic Adept and picking up Elemental Weapon. Elemental Body could also take the place of Electricity Aura, which would free things up so you can also take Elemental Barrier (Electric) as a spell. Those other pieces of cyber strike me as a waste when you can go for adept powers in their place and probably get a better result.

Kuirem

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« Reply #4 on: <07-12-16/1643:29> »
Elemental Body is absolutely insane. It require a Complex Action and will hit you with Drain but if you have 6 Magic it deals 12P -3AP. Use a subduing action and the guy won't be able to fight back/run away and will take those damage every turn without needing an extra attack roll from you. Not enough? Add Shock Frills/Weave to your armor and that's an extra 8S for the guy to soak.
« Last Edit: <07-12-16/1806:59> by Kuirem »

fseperent

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« Reply #5 on: <07-12-16/1656:43> »
I'll own up, that was far from what I would normally build.
If I did it again, it would be better.
@dluxcru: all the implants were bioware with the essence loss covered by Prototype Transhuman.
Elemental Body was probably a waste.
Wasn't thinking clearly when I did that.

Kuirem

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« Reply #6 on: <07-12-16/1806:40> »
For the fun I put together a character using Elemental Body + Shock Weave specialized in subdue. Don't let him hug you! (See in Attachment)

dluxcru

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« Reply #7 on: <07-12-16/1949:00> »

@fserpent I was talking to FST Gemstar, not you. Sorry.

fseperent

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« Reply #8 on: <07-12-16/2105:34> »
Not a problem.