Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: dmel25 on <01-31-19/1413:30>
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So my friend used to GM Shadowrun with me and a group of 5 other people, we stopped and about a month ago decided to pick it up again but this time he wants us to use the Life Modules to make the characters. The only difference is he is letting us start with 800 Karma instead of 750 Karma like Life Module builds usually start with. I decided I wanted to make an Adept who excels really well with Clubs and the Arnis de Mano martial arts, but also is decent with a sniper rifle. Anyways, below is my build and I would love to hear you guys thoughts.
Metatype = Human
Life Modules selected:
UCAS - Seattle
Military Brat
Street Kid
Skipper Further Education
Bounty Hunter
Beat Cop
Qualities:
Postive -
Adept
Agile Defender
The Athlete's Way
Negative-
Addiction (Mild to Jazz)
Day Job (40 hrs Cop)
Family Curse
Poor Self Control (Thrill Seeker)
Prejudiced (Common, Biased against Gangers)
SINner (National UCAS) - from Seattle Life module
Bad Rep - from Street Kid Life module
Uncouth - from Military Brat Life module
Attributes:
BOD - 5
AGI - 6 (8 )
REA - 4 (7)
STR - 3
CHA - 3
INT - 4
LOG - 3
WIL - 4
EDG - 2
MAG - 6
Limits:
Physical - 6
Mental - 5
Social - 6
Astral - 6
Adept Powers:
Improved Reflexes 3 - 3.5 PP
Improved Attribute(AGI) 2 - 1.5 PP (first level reduced by Athlete's Way)
Improved Ability (Clubs) 2 - .75 PP (first level reduced by Athlete's Way)
Enhanced Accuracy (clubs) - .25 PP
Adept Accident - using a Qi Foci
Improved Ability (Clubs) 1 - Another rating added to this power with a Qi Foci
Critical Strike (Clubs) 1 - acquired with Qi Foci
Martial Arts:
Arnis de Mano
Close Quarters Defense Against Firearms
Multiple Opponent Combat
Two-Weapon Style Attack
Skills:
Blades 3 = Dice 11
Clubs 6 = 18 (20) [Arnis de Mano]
Computer 2 = 5
Con 2 = 4
Disguise 1 = 5
Etiquette 2 = 5
First Aid 3 = 6
Gymnastics 3 = 11
Intimidation 5 = 8
Leadership 1 = 4
Locksmith 1 = 9
Longarms 3 = 11(13) [Sniper Rifles]
Navigation 1 = 5
Negotiation 1 = 4
Palming 1 = 9
Perception 5 = 9(11) [Visual]
Pilot Ground Craft 1 = 8
Pistols 2 = 10
Running 2 = 5
Sneaking 2 = 10
Survival 1 = 5
Swimming 1 = 4
Tracking 2 = 6
Unarmed 3 = 11
Gear:
Fake SIN Rating 4 - 10,000 nuyen
Renraku Sensei Commlink - 1,000 nuyen
20 ammo APDS (sniper rifle) - 240 nuyen
Standard Rope (100m) - 50 nuyen
Qi Focus (rating 2 [improved ability clubs]) - 6,000 nuyen
Qi Focus (Rating 2 [Adept Accident]) - 6,000 nuyen
Qi Focus (Rating 2 [Critical Strike Clubs]) - 6,000 nuyen
Armor-
Armor Jacket - 1,000 nuyen
Ballistic Mask - 150 nuyen
Securetech PPP Arms - 250 nuyen
Securetech PPP Legs - 300 nuyen
Total Armor = 16
Weapons -
2 Stun Batons with Personalized Grip and a Sling = 1730 nuyen for both together
10S(e) AP: -5 Accuracy 4(6) Dice pool: 18
SVD Sniper Rifle with Underbarrel Grapple Gun and Personalized Grip = 1,500 nuyen
10P AP: -2 Accuracy 5(6) Dice pool : 11(13)
Karma remaining = 0
Karma put into Nuyen = 19
Nuyen left = 2,080
Essence = 6
So thoughts?
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A problem I notice is all the negative qualities.
Not looking at the books, but the negative qualities you got from life modules, I believe, add up to 25.
Additional qualities can only be gotten after selecting all the life modules, and you are under the 25 karma limit.
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A problem I notice is all the negative qualities.
Not looking at the books, but the negative qualities you got from life modules, I believe, add up to 25.
Additional qualities can only be gotten after selecting all the life modules, and you are under the 25 karma limit.
I used Chummer to make the characters and those negative qualities came with the Life Modules put did not count towards the 25 karma limit, I am not sure if this is an issue with Chummer or if it is intended to be that way. I was under the assumption that any qualities you get, good or bad, are part of the character and their backstory, but then once you finish with the Life Modules you can then pick qualities of your own. I could be wrong though.
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fseperent is correct. Relevant rules are on page 84.
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fseperent is correct. Relevant rules are on page 84.
Oh you two are right, I just looked up that page. Thank you for pointing this out, I really appreciate it.
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The big thing that stands out to me is the 4 in Will.
Is it possible to be 3 & stick the point in ITN-5?
I can't see where the Karma was spent after the Modules phase so hard to tell.
Over all I like the combo of clubs & rifles.