Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: grffnhwk on <07-26-17/1516:41>

Title: Dice pools
Post by: grffnhwk on <07-26-17/1516:41>
I'm trying to get a character concept to work, but I just can't seem to get my combat dice pools (sword & automatics) over 12 without screwing up the concept.  Is 12 dice just bad?
Title: Re: Dice pools
Post by: Jack_Spade on <07-26-17/1521:07>
Depends on the rest of your team, but for your main skills it's a bit low.

It would be easier to answer if you'd post your build


Title: Re: Dice pools
Post by: grffnhwk on <07-26-17/1733:59>
I'm at work right now.  Basically a paladin, trying to fit in spellcasting (heal spells, manipulation for defense spells) primarily a healer with tanking as a secondary.  I have:
16 dice health spells
12 dice manipulation spells
8 dice drain
12 dice blades (swords)
12 dice automatics (mach. Pistols)
31 soak dice (without spells)
Other skills are around 6-9dice.  Perception sneak at the high end of that.

He's running 2 ess worth of Cyber/bio... full arm replacement,  toner&Aug to makeup for MAD of this build.  Trauma damper 2 w/ Damage comp 4 for more pushing through the pain.

Took imp. reflex 2 (obvious), astral perception (to scrub background), and heighten concern (for 1 concentration spell)

I had to go troll A, Resource B, Magic C, Attribute D, Skills E... just to get everything meshing just right.  Unfortunately I'm thinking this one's a still birth.. but maybe we can save it.
Title: Re: Dice pools
Post by: Marcus on <07-26-17/1828:00>
hmmm
31 soak is gonna push the envelop in most table I'm used to.
That build sounds a little all over the place. I'd consider focusing it down.
Resource loss due to losing points of magic to essence loss is also rarely something I would consider.
If your interested in just building tank there probubly some other ways to approach it.
Title: Re: Dice pools
Post by: grffnhwk on <07-26-17/1843:33>
I'm trying to make something different, try and go outside the min/max box but still have something playable.  I already have the 0.4 essence street sam tank, but who doesn't? :)

He's sort of a support type that is way too much into knights templar lore.  If a teammate goes down he runs in (with deflection and/or armor going) and provides cover for the wounded ally (physical barrier?) while healing them.  He can pretty much soak most wound penalties his armor let's through to do the job. 
Title: Re: Dice pools
Post by: FST_Gemstar on <07-26-17/1852:53>
Healing/Medic isn't really a primary role in Shadowrun (no matter how much some of us would like it to be).... A mage with the heal spell and and an R6 medkit working on its own can compare in healing efficiency to a character who heavily invests in being a good "healer." 

Tank is also a concept that doesn't have as much of a  a primarly role is Shadowrun. Not getting hit in the first place tends to be easier and better (wound modifier issues), and the longer a fight goes on, if you are a combat character that can't land a hit, you will still be taken down eventually (just from taking enough stun damage to pass out).   

There are some alternate builds ideas.... but if thinking about how you would market this character to a potential fixer, what to do they have that they would want to hire for you for a run?   

If you are set on being on a troll... this is what came to mind... less paladin, more health berserker. 

Karma spent: 25 on PQs, 5 on spell, 10 on Logic, 9 on weapon focus, -4 on NQ = -20 remaining (needs 20 karma of NQs).
Nuyen Remaining: 38k (Enough for basic runner gear, solid armor, and a car). 

== Personal Data ==
Street Name:
Name: Unnamed Character
Movement: 14/28 (1m/hit)     Swim: 10 (1m/hit)     
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Troll
Composure: 6
Judge Intentions: 7
Lift/Carry: 11 (90 kg/60 kg)
Memory: 5
Nuyen: 38,180¥

== Priorities ==
Metatype: A,4
Attributes: E,0
Special: D,1
Skills: C,2
Resources: B,3

== Attributes ==
BOD: 5
AGI: 5 (7)
REA: 2
STR: 5 (6)
CHA: 3
INT: 4
LOG: 2
WIL: 3
EDG: 3
MAG: 4

== Derived Attributes ==
Essence:                   5.02
Initiative:                6 +1d6
Rigger Initiative:         6 +1d6
Astral Initiative:         8 +3d6
Matrix AR:                 6 +1d6
Matrix Cold:               4 + DP +3d6
Matrix Hot:                4 + DP +4d6
Physical Damage Track:     11
Stun Damage Track:         10

== Limits ==
Physical:                  7
Mental:                    4
Social:                    5
Astral:                    5

== Active Skills ==
Automatics (Machine Pistols) Base:  6          Pool: 13 (15)
Blades (Swords)          Base:  6          Pool: 13 (15)
Con (Fast Talk)          Base:  1          Pool:  4 (6)
Disguise                 Base:  2          Pool:  6
Palming                  Base:  2          Pool:  9
Perception (Visual)      Base:  4          Pool:  8 (10)
Sneaking                 Base:  2          Pool:  9
Spellcasting (Health)    Base:  6          Pool: 10 (12)

== Knowledge Skills ==

== Qualities ==
Addiction (Mild) (Kamikaze)
Agile Defender
Aspected Magician
Biocompatability (Bioware)
Jack of All Trades Master of None
Mentor Spirit (Bear)
Restricted Gear
Thermographic Vision

== Tradition ==
Chaos Magic, Resist Drain with: WIL + INT (7)

== Spells ==
Heal                     DV: F-4

== Cyberware/Bioware ==
Datajack
Muscle AugmentationRating 1
Muscle TonerRating 2
Narco
Nephritic screenRating 2
Pain Editor

== Weapons ==
Katana
   Pool: 13 (15)   Accuracy: 7   DV: 9P   AP: -3   RC: 3
Unarmed Attack
   Pool: 6   Accuracy: 7   DV: 6S   AP: -   RC: 3

== Gear ==
Spellcasting Focus, Health Rating 4
Weapon Focus (Bonded Foci) (Katana) Rating 3 


IMO tanks in Shadowrun are folks who have Pain Editors, decent armor,  and cyberlimbs (more places for armor, extra damage tracks). Combat is just generally too lethal otherwise. 

Folks with high soak take everything as stun.  Their high body becomes useless when they are knocked out from a few hits. Pain Editors help you stay on your feat after you fill your stun track, and to boot, all future stun damage is taken at damage/2 on physical boxes, getting more use from the physical boxes. Also being functional when you would have massive wound penalties is key. 
Decent armor is what helps you take soak as stun, and limit incoming. 
Cyberlimbs let you implant a lot of armor, up damage boxes, and let you drop natural agi/str  so save your attributes for higher Body/Will and Reac/Int (still better to not get hit).

That being said, if going to be a troll that wants to cast spells, be good at two weapons, and tank, above is what I came up with. You use Kamikaze to boost initiative and combat stats during the fight. Your soak may not be wonderful (Bear helps a litle), but your pain editor should keep you on your feet, you have a melee focus for extra melee dice. And if you have access to a medkit, you can usually heal youself just fine before turning off your pain editor. 

Character grows by picking up health spells, and binding its health focus.

Title: Re: Dice pools
Post by: grffnhwk on <07-26-17/1917:20>
Ok.. question sorta answered.  Have to have 15+ dice in any primary skills other than healing. :)
Title: Re: Dice pools
Post by: Tecumseh on <07-27-17/0022:23>
A slightly more accurate answer is, "It's relative." Specifically, it's relative to the opposition.

If you have 12 dice and you're going up against gangers, then choppity-chop!

12 dice against generic security folks and law enforcement officers will get the job done, since troll + sword = major Reach advantage. Plus, most melee opponents aren't in cover so they are usually forced to defend against melee attacks with only their Reaction + Intuition (minus Reach), which probably won't get the job done unless they use an Interrupt action.

12 dice won't get very far against dedicated professionals.

If you want to look at the sample grunts on p.381-4 (which aren't very balanced at all) then you'll see that 12 dice gives you a good opportunity to slice and dice Professional Ratings 0-4. You'll have a chance to connect with Professional Rating 5, but the problem is that they'll have 14-16 dice to counterattack so you'll probably be that tank you envisioned. Professional Rating 6 = don't.

If you're looking at attack effectiveness, why do you have both a full arm replacement AND muscle toner and aug? Your attack is only going to benefit from one or the other. You might be able to save some Essence and nuyen by choosing one and dropping the other, which could get put into other adept powers (like Attribute Boost) or gear (like a weapon focus). Either of those will help squeeze out some extra dice for attacking.

I'm more impressed that you came up with 16 dice for Health spells AND 14 for Manipulation spells even after the Essence/Magic hit. Magic 4 + Spellcasting 6 + Specialization 2 + Mentor Spirit 2 + Power Focus 2 gets you to 16 dice for one, but Mentor Spirit and Specialization wouldn't apply to the other, so you'd be at 12 spellcasting for the other spell categories..

Honestly, I think it's viable. Since you want something different - a troll mystic adept qualifies - and are comfortable not min/maxing everything, I would say that this is a playable concept.
Title: Re: Dice pools
Post by: Jack_Spade on <07-27-17/0559:37>
I'm at work right now.  Basically a paladin, trying to fit in spellcasting (heal spells, manipulation for defense spells) primarily a healer with tanking as a secondary.  I have:
16 dice health spells
12 dice manipulation spells
8 dice drain
12 dice blades (swords)
12 dice automatics (mach. Pistols)
31 soak dice (without spells)
Other skills are around 6-9dice.  Perception sneak at the high end of that.

He's running 2 ess worth of Cyber/bio... full arm replacement,  toner&Aug to makeup for MAD of this build.  Trauma damper 2 w/ Damage comp 4 for more pushing through the pain.

Took imp. reflex 2 (obvious), astral perception (to scrub background), and heighten concern (for 1 concentration spell)

I had to go troll A, Resource B, Magic C, Attribute D, Skills E... just to get everything meshing just right.  Unfortunately I'm thinking this one's a still birth.. but maybe we can save it.

That build is pretty unfocused.

12 dice alone might be enough in optimal conditions, but the more environmental conditions (wound penalties, vision, weather, etc.) happen, the more you'll see that you don't hit anymore.

Troll builds are tricky enough without trying to cram every available option in it (seriously, the only thing this build is missing is rigging/decking to make the mess complete)
Especially the low attributes are bad. If you really, really must be a troll, I'd suggest taking a fox or dog shifter and have troll as your alternate form.
That way you can have A: Attributes, C: Magic, C: Meta, C: Skills, E: Resources
Scrap the cyber and go for full magic paladin. Use magic to augment your attributes and defense and don't fret too much about gear
Title: Re: Dice pools
Post by: UnLimiTeD on <07-27-17/0833:10>
I think the concept is viable.
We don't need to all play professionals that are a year away from being viable SpecOps soldiers.
As others have said, you could suffer a bit against the tougher enemies, but with health and manipulation spells at high levels you could probably buff the beejeezus out of someone or something, including yourself. Though the Cyberarm might actually get in the way here. Dropping that for an Adepts attribute boost could work out; I recommend a sustaining focus or going for the Concentration Quality (Or heightened Concern Adept power) ASAP, so you can keep more mojo running, and you'll probably be able to fight up to rating 5 goons just fine.
Depending on your concept, both Bloodmagic and the 'Noble Sacrifice' Metamagic could allow you to help your team - I know I planned a char going that direction, though I went a more pacifist route.
Title: Re: Dice pools
Post by: Beta on <07-27-17/0920:20>
At my table you'd be just fine with those skill dice pools as a starting character; at somebody else's I can't say. (I might talk to you about rolling back the soak dice though -- otherwise to threaten you I'd have to risk one shotting other heroes). 

My bigger concern if you brought that character to me is something along the line of 'what do you do to move the story forward?'  Negotiations, information gathering, surveillance, breaking through security (hopefully unseen), taking out opponents by surprise/quickly to prevent alarms being raised, bypassing obstacles, dealing with major combats .... it seems like your main role is only in that latter one, although you could have manipulations spells that help with some of the others, and health buff spells that helps the team in yet others.  Just so long as you have things to do while things are going according to plan (i.e. nobody is getting shot), and ways to help move those plans work.  Ultimately it is up to you to decide, but given that this isn't D&D with its dungeon slogs, it seems to me that just keeping everyone alive in combat seems like a pretty narrow niche.

(FWIW, I fall into this same problem when I make characters, I tend to over emphasize perception and not having too much in the way of weaknesses, at the cost of not having much in the way of strengths at moving the story along.  So I'm somewhat sensitized to the issue)
Title: Re: Dice pools
Post by: grffnhwk on <07-28-17/0013:49>
whoa...didn't expect this to get much more interest than the initial blast. :)  Ok, I'll post what I have, I'm tired, my brain is fried so I can't see easy swaps to get it done.  Perhaps changing a contact to infobroker to help with gathering information.  <Shrug>

Unnamed Hero
METATYPE: TROLL
B 5, A 3/4, R 3/5, S 6/7, W 5, L 2, I 3, C 3, ESS 4.02, EDG 3, M 4
Condition Monitor (P/S): 12 / 11
Armor: 24
Limits: Physical 8, Mental 4, Social 6
Physical Initiative: 6/8+3D6
Active Skills: Assensing 1, Automatics (Machine Pistols +2) 2, Blades (Swords +2) 4, Counterspelling 2, Etiquette 1, Perception (Visual +2) 1, Sneaking (Urban +2) 1, Spellcasting (Manipulation Spells +2) 6
Knowledge Skills: Catholicism (Knights Templar +2) 3, Law Enforcement Procedures 2, Magical Threats 1, Seattle Area 1
Languages: English N, Latin 2
Metatype Abilities: Armor (+1), Enhanced Senses: Thermographic Vision
Qualities: Allergy, Common (Mild): Shellfish, Biocompatibility (Bioware), Christian Theurgist Mystic Adept, Code of Honor: The Akichita Code (8dicepool vs. 4), Mentor Spirit: Magician Powers: Bear, Magician Powers
Spells: Armor, Deflection (limited), Heal (limited), Resist Pain, Sterilize
Adept Powers: Astral Perception, Heightened Concern (up to -2), Improved Reflexes (2)
Augmentations:
. . Cyber Arm (Obvious) (Alphaware) (Main Hand) w/ Biomonitor, Cyberlimb Agility (8 ), Cyberlimb Strength (10), Enhanced Agility (3), Enhanced Armor +2 (2), Enhanced Strength (3)
. . Damage Compensators (4)
. . Muscle Augmentation (1)
. . Muscle Toner (1)
. . Tetrachromatic Vision
. . Trauma Damper (2)
. . Troll Reduction (1)
Vehicles:
. . Yamaha Growler [Handling 4/5, Speed 3/4, Accel 1, Body 5, Armor 5, Pilot 1, Sensor 1, Seats 1]
. . . . Gear:
. . . . . . Linguistics: English (local language)
. . . . . . Linguistics: Japanese (Manufacturer's Language)
. . . . . . Off-Road Suspension
. . . . . . Spoof chip
Gear:
. . Ballistic Mask (Customized) w/ Gas Mask, Micro-Tranceiver, Smartlink, Trodes
. . Bug Scanner (6)
. . Certified Credstick, Silver x2
. . Certified Credstick, Standard x5
. . Chisel/Crowbar
. . Climbing Gear
. . Concealable Holster
. . Contacts (3) w/ Flare Compensation, Image Link, Polychromic Lens
. . Datachip x10
. . Ear buds (2) w/ Select Sound Filter (1), Sound Link
. . Endoscope
. . Fetish: Deflection
. . Fetish: Heal
. . Glue Solvent w/ Ultra-Glide Industrial Lubricant (l)
. . Glue Sprayer
. . Guts x5
. . Identity: Specify Name w/ (1 month) AR Fashion Subscription, Formal, Fake License: Bodyguard (4), Fake License: Concealed Carry (4), Fake License: Melee Weapons (4), Fake License: Possession of Firearms (4), Fake License: Spellcasting (4), Fake SIN (4), (1 month) Low Lifestyle
. . Jammer, Area (4)
. . Lion's Roar
. . Long Haul x5
. . Medkit (3)
. . Medkit (6)
. . Meta Link
. . Meta Link
. . Metal Restraints
. . Micro-Tranceiver
. . Plastic Restraints x10
. . Reagents, Raw (dram): Christian Theurgy x95
. . Renraku Sensei w/ Non-standard Form Factor: Wrist Watch
. . Sleeping Tiger w/ AR Fashion, Custom Fit, Holster, Newest Model, Nonconductivity (6), Ruthenium Polymer Coating (3)
. . Spellcasting Focus: Manipulation Spells (4)
. . Stealth Tags x10
. . Stim Patch (6) x5
. . Tag Eraser
. . Trauma Patch
. . White Noise Generator (6)
Weapons:
. . Riot Shield [Exotic Melee Weapon, Reach 1, Acc 4, DV 9S(e), AP -5] w/ Internal Battery
. . Remington Suppressor [Machine Pistol, Acc 9, DV 7P, AP -1, SA/BF, RC 3, 15 (c)] w/ Flashlight, Thermographic, Gas-Vent System (3), Personalized Grip, Silencer/Suppressor, Smartgun System, External
. . APDS (Machine Pistol) x15 [Acc 0, DV –, AP -4]
. . Ares "One" Monosword [Blade,Blade, Reach 2, Acc 6, DV 13P, AP -3] w/ Custom Look, Gecko Grip, Personalized Grip
. . Flash-Pak Grenade x2 [Grenade, non-aerodynamic, Acc 8, DV Flash, AP –]
. . Gas Grenade, Pepper Punch x2 [Grenade, non-aerodynamic, Acc 8, DV By Chem., 10m R, AP –] w/ Pepper Punch
. . Gel Rounds (Machine Pistol) x30 [Acc 0, DV +0S, AP +1]
. . Stick-n-Shock (Machine Pistol) x15 [Acc 0, DV -2S(e), AP -5]
. . Thermal Smoke Grenade x2 [Grenade, non-aerodynamic, Acc 8, DV Th. Smoke, 10m R, AP –]
Contacts:
Church Pastor (Connection 2, Loyalty 3)
Fixer (Connection 2, Loyalty 2)
Starting ¥: 400 + (3D6 × 60)¥

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2017 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: Dice pools
Post by: Tecumseh on <07-28-17/1354:19>
You're not getting a ton of benefit from the muscle augmentation and the muscle toner. Since you're attacking with your cyberarm, the bioware isn't adding any attack dice or DV. You are getting an extra die for Sneaking out of your muscle toner, which is costing you ¥32,000 and some Essence. You'd be better off with a Reflex Recorder, which would provide the same benefit for half the Essence and less than half the price. You could spend your savings on a Reflex Recorder for Blades or Automatics to give a little boost to one of those pools and not be any worse off in terms of nuyen or Essence.

You mentioned getting Assensing to scrub the background after spellcasting. I'll note that it's relatively expensive - since you spent a power point on it - and that you're not very good at Assensing with your current dice pool of 4.

One option would be to put that skill point into Conjuring instead, and summon little "angels" to do the scrubbing for you. 5 dice for Conjuring isn't a lot, but low-Force spirits can still be useful.

Then, you could take the power point that you saved and invest it in other fun things, like the third rank of Improved Reflexes, or Combat Sense, or Traceless Walk (which is good for fatty trolls with low Sneaking dice pools), or Riposte, or Rapid Draw, or Elemental Weapon, etc. etc. etc.

I'll admit that I don't know much about Hero Lab formatting, but it looks like your Cyberarm Agility is 8. If you have Blades 4 and a Swords specialization, then you should have 14 dice to attack with, not 12. A weapon focus could improve that further, either now or down the road. Shooting with the machine pistol would be 12 dice, or 13 with the smartlink running wireless on.

Since you have a lot of nuyen floating around, it might be worth it to upgrade your Renraku Sensei to something else.

Some gear with audio or vision enhancement would help boost that modest Perception dice pool.
Title: Re: Dice pools
Post by: grffnhwk on <07-28-17/1434:42>
Sorry, at work but quick response regarding muscle aug.  It was due to the str needed to not get an encumbrance penalty for the shield.  I could forgo the mask too.. but I wanTed both. Something to consider.  Thanks
Title: Re: Dice pools
Post by: UnLimiTeD on <07-28-17/1717:36>
Ok, so one thing I don't understand:
How does that Cyberlimb come to be?
If I read that right, you customized it to a base Agi of 8, and Strength of 10 (which a troll can't even use anymore) - That, on an Alpha grade limb, would result in an Availability of 6 + 5 + 7 = 18.
Did you use Restricted Gear and just didn't list it?
Title: Re: Dice pools
Post by: grffnhwk on <07-28-17/2154:23>
@UnLimiTeD: Cyberlimb enhancement don't add to the limbs availability, they have their own availability.  So:

The base cyberlimb is alphaware with Str 3/Agi 3.  I have it customized at purchase with +4 Str and +2 Agi for a total of 5 Agi/7 Str arm.  That's +6 customized enhancements for +6 to Availiability making it an Availability 12 arm.  Now that it's been installed, I enhance the arm with a biomonitor (Capacity 1, Avail 2), +2 Armor (Capacity 2, Rtgx5=10 Avail), +3 Agility (Capacity 3, Rtgx3=9 Avail), and +3 Strength (Capacity 3, Rtgx3=9 Avail) and I have 6 capacity left.   

@Tecumseh:  Like I said earlier, I was just trying to get as much armor as I could.  I didn't like losing dice from encumbrance.  This is literally my first pass on the character, I just went all in on the concept.  I'll probably drop the pastor, drop the counterspelling, maybe even doing something different with the strength issues. 
Spirits, probably not, I don't care for them honestly.  I know they're the in thing for mages in 5th. As for asensing, from reading the book, it reads as you only need the asensing skill to scrub, I didn't read any check necessary to do it.  If I read wrong, can you please point me to the correct page?  I appreciate your feedback and it helps to come at it from a different angle.
Title: Re: Dice pools
Post by: UnLimiTeD on <07-29-17/0915:43>
Ah, ok, you added the enhancement to the final stats. I thought you customized it to the listed values and then added enhancements.
Title: Re: Dice pools
Post by: grffnhwk on <07-29-17/1416:52>
Yeah.. that's how Hero Lab outputs the character sheet.  I like how the paper character comes out, but the HTML/BBCode sheets are a little confusing to me.

Edit:  Actually had some time and energy to play with this guy.  I think you might like the results.  I still have money to spend, I'll put the revised Paladin up in a few.

Okay, here's 2nd Pass on making concept work as a character.  I like this one a lot better:
Summary:
28 dice (34 vs electricity) for damage soak  (I can add an average of 5 additional armor at all times)
(*Note:  I will run the overcoat, PPP items, and forearm guard if not using shield for same armor rating.  Can run all of it together for 34 dice (39 with spell) but you suffer -3 dice encumbrance on everything.  Shield can gecko grip to back or any surface for utility and easier transport)
8 defense dice (12 dice full defense, or and average of +5 dice if sustaining deflection spell for 13/17dice)
15 dice on non-called shot attacks with machine pistol (16 dice -CS penalty for called shots)
(*Note: Sharpshooter taken to take advantage of Shakeup + SticknShock for -10 to enemy initiative and other good called shot combos)
10 dice perception with ballistic mask on
16 dice for manipulation spells
11 dice for health spells
8 dice for drain
7 dice sneaking (Sleeping tiger suit helps here)
3D6+8 initiative (guaranteed 2 passes, with a fair chance at 3)
20DV vs barriers from smashing blow (Doors/Petrified foes-will be getting that spell asap)
*Can scrub astral signatures (astral perception) and destroy traceable evidence (Sterilize spell)
*Good healer (Heal and Resist pain spells, R3 & R6 Medkits, Stim patches, and Trauma patch)
*Added Infobroker as a contact, keeping the pastor (just fits too well) and Fixer

Unnamed Hero
METATYPE: TROLL
B 5, A 4, R 3/5, S 5/7, W 4, L 2, I 3, C 4, ESS 5, EDG 3, M 5
Condition Monitor (P/S): 12 / 10
Armor: 23
Limits: Physical 8, Mental 4, Social 6
Physical Initiative: 6/8+3D6
Active Skills: Automatics (Machine Pistols +2) 5, Blades (Swords +2) 1, Etiquette 1, Perception 1, Sneaking (Urban +2) 1, Spellcasting (Manipulation Spells +2) 6, Unarmed Combat 1
Knowledge Skills: Catholicism (Knights Templar +2) 3, Law Enforcement Procedures 2, Magical Threats 1, Seattle Area 1
Languages: English N, Latin 2
Metatype Abilities: Armor (+1), Enhanced Senses: Thermographic Vision
Qualities: Allergy, Common (Mild): Shellfish, Christian Theurgist Mystic Adept, Code of Honor: The Akichita Code (8dicepool vs. 4), Distinctive Style: Trollsized Human, Prejudiced (Specific) (Outspoken): Infected, Prototype Transhuman: Allergy, Common (Mild): Shellfish, Sharpshooter
Spells: Armor, Deflection (limited), Heal (limited), Resist Pain, Sterilize
Adept Powers: Astral Perception, Heightened Concern (up to -3), Improved Reflexes (2), Smashing Blow
Augmentations:
. . Cyber Arm (Obvious) (Alphaware) (Main Hand) w/ Biomonitor, Cyberlimb Agility (8), Cyberlimb Strength (10), Enhanced Agility (3), Enhanced Armor +1 (1), Enhanced Strength (3)
. . Damage Compensators (Prototype) (2) w/ Prototype Transhuman
. . Datajack
. . Muscle Augmentation (Prototype) (2) w/ Prototype Transhuman
. . Tetrachromatic Vision
. . Trauma Damper (Prototype) (2) w/ Prototype Transhuman
. . Troll Reduction (Prototype) (1) w/ Prototype Transhuman
Vehicles:
. . Harley-Davidson Scorpion [Handling 4/3, Speed 4, Accel 2, Body 8, Armor 9, Pilot 1, Sensor 2, Seats 1]
. . . . Gear:
. . . . . . Linguistics: English (local language)
. . . . . . Linguistics: Japanese (Manufacturer's Language)
. . . . . . Metahuman Adjustment: Troll
. . . . . . Morphing license plate
. . . . . . Spoof chip
Gear:
. . Ballistic Mask (Customized) w/ Gas Mask, Micro-Tranceiver, Vision Enhancement (3)
. . Bug Scanner (5)
. . Certified Credstick, Silver
. . Certified Credstick, Standard x5
. . Chisel/Crowbar
. . Climbing Gear
. . Concealable Holster
. . Contacts (3) w/ Flare Compensation, Image Link, Smartlink
. . Datachip x10
. . Ear buds (2) w/ Select Sound Filter (1), Sound Link
. . Endoscope
. . Fetish: Deflection
. . Fetish: Heal
. . Forearm Guards
. . Glue Solvent w/ Ultra-Glide Industrial Lubricant (l)
. . Glue Sprayer
. . Guts x4
. . Identity: Specify Name w/ (1 month) AR Fashion Subscription, Formal, Fake License: Bodyguard (4), Fake License: Concealed Carry (4), Fake License: Melee Weapons (4), Fake License: Possession of Firearms (4), Fake License: Spellcasting (4), Fake SIN (4), (1 month) Low Lifestyle
. . Jammer, Area (4)
. . Lion's Roar
. . Long Haul x4
. . Medkit (3)
. . Medkit (6)
. . Meta Link
. . Meta Link
. . Metal Restraints
. . Micro-Tranceiver
. . Plastic Restraints x10
. . Reagents, Raw (dram): Christian Theurgy x50
. . Renraku Sensei w/ Non-standard Form Factor: Wrist Watch
. . Securetech PPP Legs Kit w/ Decrease Social Limit by 1
. . Securetech PPP Vitals Kit w/ Decrease Social Limit by 1
. . Sleeping Tiger w/ AR Fashion, Custom Fit, Holster, Newest Model, Nonconductivity (6), Ruthenium Polymer Coating (3), Synergist Business Line Longcoat
. . Spellcasting Focus: Manipulation Spells (3)
. . Stealth Tags x10
. . Stim Patch (6) x2
. . Tag Eraser
. . Trauma Patch
. . White Noise Generator (6)
Weapons:
. . Riot Shield [Exotic Melee Weapon, Reach 1, Acc 4, DV 9S(e), AP -5] w/ Custom Look, Gecko Grip, Internal Battery
. . Remington Suppressor [Machine Pistol, Acc 9, DV 7P, AP -1, SA/BF, RC 3, 15 (c)] w/ Flashlight, Thermographic, Gas-Vent System (3), Personalized Grip, Silencer/Suppressor, Smartgun System, External
. . Unarmed Strike [Unarmed, Reach 1, Acc 8, DV 10P, AP –]
. . APDS (Machine Pistol) x15 [Acc 0, DV –, AP -4]
. . Ares "One" Monosword [Blade,Blade, Reach 2, Acc 6, DV 13P, AP -3] w/ Custom Look, Gecko Grip, Personalized Grip
. . Flash-Pak Grenade x2 [Grenade, non-aerodynamic, Acc 8, DV Flash, AP –]
. . Gas Grenade, Pepper Punch x2 [Grenade, non-aerodynamic, Acc 8, DV By Chem., 10m R, AP –] w/ Pepper Punch
. . Gel Rounds (Machine Pistol) x30 [Acc 0, DV +0S, AP +1]
. . Stick-n-Shock (Machine Pistol) x15 [Acc 0, DV -2S(e), AP -5]
. . Thermal Smoke Grenade x2 [Grenade, non-aerodynamic, Acc 8, DV Th. Smoke, 10m R, AP –]
Contacts:
Church Pastor (Connection 1, Loyalty 3)
Fixer (Connection 3, Loyalty 2)
Infobroker (Connection 2, Loyalty 2)
Starting ¥: 3D6 × 60¥

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Title: Re: Dice pools
Post by: Tecumseh on <07-30-17/0029:38>
Smashing Blow is an underrated power, possibly because most characters don't have the Strength to make it worthwhile. A troll with a Cyberarm of Awesome is an excellent candidate for it. You get an unopposed Unarmed attack on the barrier, so you'll be averaging 23 DV. That should be enough to take out Heavy Structural Materials (including concrete and metal beams) more often than not.

Given Smashing Blow, it's a open question what you're going to do with that chisel/crowbar though.

Be careful with the Sharpshooter quality. It sounds fun but one of the great advantages of automatic weapons is chewing up the opponent's dodge pool with negative modifiers. Adding +2 DV via called shots is great, but not missing because you were able to erase 5 dice from the target's dodge is even better. (And, mathematically, not significantly different from a damage standpoint since you'll have more net hits with their lower dodge pool.) You certainly have the Strength to handle the recoil.

If you have extra nuyen to burn, consider getting a magical focus of some sort (weapon, power, sustaining) even if you don't have the karma to bind it now. It will save you the hassle of trying to find one once play begins.
Title: Re: Dice pools
Post by: grffnhwk on <07-30-17/1430:55>
-Thanks for pointing out the crowbar. :)  Yeah, not going to need that anymore. 
-Sharpshooter is for better situational options.  I'm not planning on calling every shot, but with sharpshooter, it makes is more viable.
-I am running a Spellcasting Focus: Manipulation spells at R3.  I'll pick up something after creation as I also don't have the karma to spare.  Probably I'll go with a R2 Sustaining focus that I can use to keep Deflection and Armor going.

Character update:  I've decided to switch up my armor and ditched the sleeping tiger for more money and flexibility. 
-Datajack
+Lowlight eye augmentation
+Trodes in Ballistic Mask
Notes: I need to reduce environmental modifiers as much as I can with low skill/dice pools

-Sleeping Tiger Armor w/ Synergist Coat
-4 soak dice (armor)
-ruthenium polymer (not a huge loss since I couldn't put chameleon coating on the shield)
+Summit suit w/ Argentum Coat with Black Panther/Lion's Roar Cologne :)
+3 dice all social skills (8 dice ettiquette, 6 dice con (default), 6 dice impersonation (default)
+6 dice vs Acid and contact vector drugs/poisons
+6 dice vs Fire on the Shield
+Armor Jacket & Armor Clothes (Upgrades mirror Summit suit & Argentum coat, but for diff. social situations)
+AR & Electrochromatic Mods on all armor class gear for social flexibility
Notes:
I can't pretend he will be in a bubble of just combat situations.  These changes go a long way to alleviating him being a liability in other situations.  If I equip everything now (including shield), I'm back up to 31 soak dice with only a -1 encumbrance penalty.
Title: Re: Dice pools
Post by: JmOz01 on <07-30-17/1848:59>
One SIMPLE way of increasing your potential would be to go full essence instead and use Increase attribute spells instead (You would need a couple sustaining foci)