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[SR4] B&E Specialist

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Zzzen

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« on: <03-28-14/1627:03> »
Hello fellow users. ;)

I am a relatively new player to Shadowrun (first time actually) and I am looking for some advice and on creating a B&E specialist.

My group is doing a low level campaign with some specific limits.

  • BP of 400
  • No firearms or explosives skills above level 2
  • No magical skills above level 1
  • No skills above level 3
  • No specializations
  • Nothing above armed clothing

What I would like to accomplish is a) a fun character to play and b) a character who can handle the B&E requirements of the group while hopefully being of use in combat should things (inevitably) go bad on a run.



I was considering an Elf for the extra agility but looking at the "Spook" Build on this forum, it seems maybe a human is better.

I have some ideas in regards to stats and skills, but if possible I would like some advice on what I should be aiming for. (For example, should I buy skill groups or focus on the individual skills?)

If this is too general of a questions, I can post what I have at the moment.

~ Z
« Last Edit: <03-28-14/1731:17> by Zzzen »

faket15

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« Reply #1 on: <03-28-14/1728:09> »
Talk to the GM/Other Players to reduce the limitations. Really, this isn't low-level, it's unplayable level. I don't even think a 200 BP character who isn't a child would make any sense. A random wageslave is probably better than you at anything but your specialty (If you even have one) and a random gang member can beat anyone in the group when combat starts.

Really, I don't think a campaign where the PCs are completely useless can be fun (At least not in Shadowrun).
« Last Edit: <03-28-14/1730:55> by faket15 »

Zzzen

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« Reply #2 on: <03-30-14/1148:35> »
Ah, sorry, BP is already set at 400, for some reason I was thinking of the 200 limit for attributes.



Looking at the Archetype builds and considering the needs of my group, I think that the Spook Build is a sort of a "eventual" goal for this Char (due to the starting requirements). Considering that I am tasked with providing a character to fulfill the B&E needs of the group.

Is it viable to create an Elf based version of this?



Stats at the moment:  (with 200 points spent)

BOD: 3 (+1 with appropriate Cyber/Bioware when possible)
AGI: 5  (+1 with appropriate Cyber/Bioware when possible)
REA: 5  (+1 with appropriate Cyber/Bioware when possible)
STR: 1  (+1 with appropriate Cyber/Bioware when possible)
CHA: 5
INT: 5
LOG: 3 (+2 with appropriate Cyber/Bioware when possible)
WIL: 3
EDG: 6

Skills (Karma points to spend ASAP once the game is up and running):

Influence 3 (+1 post char gen)
Pistols 2 (+4 post char gen)
Inflitration 3 (+1 post char gen)
Hardware 3 (+1 post char gen)
Ath 1
Intimidation 1
Perception 1

My only concern is whether it would be better to spend points in group skills, since the starting limits prevent reaching the higher limits of a skill at the start. Another consideration would also be swapping the Pistol skill with Automatics.
« Last Edit: <03-30-14/1215:05> by Zzzen »

emsquared

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« Reply #3 on: <04-02-14/1617:34> »
Definitely Elf for this build, you've got major AGI and CHA synergy.

Don't hard-cap your EDG, it's not worth the extra BP.

Why only +1 from 'ware for AGI or REA? Why wouldn't you get at least Rating 2 Toner, Reaction Enhancers, Wired Reflexes, etc...?

You're restricted from spending BP in Skills, so dump it all into your Attributes. Find a place for that remaining 10 Primary Attribute BP (AGI, CHA, even BOD?).

I'd find a way to get your Perception up to 3 (i.e. saved EDG BP), it's the most commonly used skill in the game. Maybe pick up another LOG-linked skill or two (First-Aid, Medicine, Demolitions...), since you're investing so heavily in it anyway. You lack a melee skill, might think about 1 rank in Unarmed and a shock glove.

Maybe get some Reflex Recorders for your Pistols to help that out? Despite the skill restrictions, you could still easily (inexpensively) start out with 13 dice in your Pistols (8 AGI+2 Skill+1 'ware+2 smart-gun). Top-notch given your situation.

Zzzen

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« Reply #4 on: <04-03-14/0017:11> »
Thanks for the reply!

If I may, I would also like to share my appreciation of your points guide, it helped me sort out some things which were better to avoid.  ;)



Yeah, with the skill restrictions attributes (and implants) seem to be a great place to spend BP.  :)

I talked with my GM to see if she cared on the level of bioware/cyberware employed, but she said as long as anything was legal and had some fluff (rule of cool) she was fine with it.

Our group looks to be very combat light with only one other player with focus on some sort of weapon and that attributes to back it up, we also have two other characters with high charisma so I am almost thinking of swinging the build more in the direction of the "Ghost" (although obviously without the skills in weapons due to the limitations of game, but I did manage to get the characters die rolls for pistol up to 14).



If I have to choose between BOD 3 or 4 what would the difference be exactly?

Secondly, for a sneakier character type would a Willpower of 5 or a LOG of 5 seem superior?
« Last Edit: <04-03-14/0019:12> by Zzzen »

emsquared

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« Reply #5 on: <04-09-14/1143:44> »
Sorry I disappeared after sloughing advice at you, as the forums have been taken over by 5E I've stopped coming here regularly.

If I have to choose between BOD 3 or 4 what would the difference be exactly?

Secondly, for a sneakier character type would a Willpower of 5 or a LOG of 5 seem superior?
The difference between a 3 and 4 BOD would be that with a 4, you can wear more armor, and you have 1 additional die for Damage Soak and Disease/Poison resistance tests - no additional condition monitor box, but with a 4 you are just one step away from a 5 (where you do get another condition box). If you expect to be the primary shooter, the 4 BOD might not be a bad idea.

WIL 5 gives you stun soak, which is likely what you'll be soaking most of the time if/once you have good enough armor and of course Magic Resistance - both good things to have. WIL is not easily Augmented, LOG is (Cerebral Boosters), and would only really help your Hardware B&E skills and Knowledges. If you don't expect much combat, it's kind of a tough call, you're getting more clutch specs out of WIL, but you may end up using your Hardware more. My table tends to get into combat at least once a session, so personally I'd go WIL, but if you think your guys can keep it black-trenchcoat the LOG may be the way to go.