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Most challenging character concepts that works?

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RiggerBob

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« Reply #15 on: <02-07-18/2230:38> »
Most difficult was recreating my cybered dronomancer for 5th Edition

But aside from all the other mechanical difficulties technos face in this edition, running drones on the public grid and slaved to a decent commlink (with stealth and smoke and mirrors) is a really good matrix defense setup (for technomancers that don't need (and can't) slave drones to their living persona and can ignore grid penalties).  :)

Code: [Select]
Human
Codeblock (Disarm Data Bomb)
Codeslinger (Control Device)
Focused Concentration (Rating 1)
In Debt V
Technomancer
Weak Immune System

BOD: 3
AGI: 1 (2) [9]*
REA: 2 (4)
STR: 1 [3]*
CHA: 2
INT: 4
LOG: 4 (6)
WIL: 5
EDG: 2
RES: 4
Essence: 4,01
(*Cyberarm)

Living Persona ATT: 2, SLZ: 4, DP: 6, FWL: 5

Dicepools:
Aeronautics Mechanic           7
Automotive Mechanic            7
Compiling                      10
Computer                       10
Con                            3
Electronic Warfare             11
Etiquette                      3
Gunnery (Ballistic)            8 (10)
Hacking (Devices)              7 (9)
Hardware                       10
Leadership                     3
Negotiation                    3
Perception                     5
Pilot Aircraft                 7
Pilot Ground Craft             6
Pilot Watercraft               5
Pistols (Semi-Automatics)      3 (5)
Registering (Machine Sprites)  10 (12)
Sneaking (Urban)               3 (5)
Software                       10

Contacts: Fixer (3, 1), Chop Shop Mechanic (1, 1)

Lifestyle Low - 1 Month

Complex Forms: Static Veil, Transcendent Grid

Ballistic Mask                     
Cheap Gloves                       
Clothing                           
Coveralls                           
Form-Fitting Body Armor             
   + Concealability
   + Custom Fit
   + Biomonitor

Cerebral Booster 2
Cybereyes Basic System 2
   + Image Link
   + Flare Compensation
   + Low-Light Vision
   + Smartlink
   + Thermographic Vision
Reaction Enhancers 2
Sleep Regulator
Obvious Full Arm (Right)
   + Customized Agility 6
   + Smuggling Compartment
       + Commlink
            + Transys Avalon
                 + Electronic Parts
                 + Program Carrier (Virtual Machine) [Encryption, Smoke and Mirrors]
                 + Stealth Dongle 1
   + Modular Connector, Elbow
   + Enhanced Agility 3
   + Obvious Lower Arm
       + Modular Component
       + Large Smuggling Compartment

Tool Kit (Hardware)
   + Cyberlimb Connector
Tool Kit (Automotive Mechanics)
   + Cyberlimb Connector
Tool Kit (Aeronautic Mechanics)
   + Cyberlimb Connector
Evo Proletarian

Flying-Eye
   + Pilot 3
   + Sensor 5
   + Vision Enhancement 3
   + Vision Magnification
   + Low Light
   + Audio Enhancement 3
   + Spoof Chip
GMC Universe
   + Morphing License Plate
   + Spoof Chip
   + Run Flat Tires
   + Rigger Cocoon
   + Smuggling Compartment
   + Grid Link
   + Grid Link Override
   + Vehicle Tag Eraser
   + Speed Enhancement 1
   + Anti-Theft System 1
   + Light Weapon Mount [Concealed; Flexible]
      + Ingram Smartgun X
         + Smartgun System, Internal
         + Sound Suppressor
         + Regular Ammo x32
   + MultiPaint System
   + Small Drone Landing Rack
Horizon Mini-Zep
   + +1 Speed
   + +1 Acceleration
   + Lighter Frame
   + Large Mount [Pop-Up]
      + Springfield M1A
         + Silencer
         + Smartgun System, External
         + APDS x20
   + Pilot 3
   + Spoof Chip
   + Electrochromatic Coating
Pelican
   + Lighter Frame
   + Mini Weapon Mount [Pop-Up]
      + Parashield Dart Pistol
         + Smartgun System, External
         + Narcoject x5
   + Spoof Chip
Roto-Drone
   + +6 Armor
   + Pilot 4
   + Large Weapon Mount[Pop-Up]
      + AK-97
         + Gas-Vent 3 System
         + Smartgun System, External
         + Regular Ammo x38
   + Spoof Chip

Autosoft (Maneuver (Pelican)) 2
Autosoft (Targeting (Dart Pistol)) 2
Autosoft (Maneuver (Flying-Eye)) 3
Autosoft (Clearsight) 3
Autosoft (Maneuver (Roto-Drone)) 4
Autosoft (Targeting (AK-97)) 4
Autosoft (Maneuver (Mini-Zep)) 3
Autosoft (Targeting (Springfield M1A)) 3
Autosoft (Smartsoft) 3
Autosoft (Aeronautic Mechanic) 2
Autosoft (Automotive Mechanic) 2
Ares Predator V
   + Smartgun System, Internal
   + Spare Clip
   + Regular Ammo x15
   + Stick-n-Shock x15
Ceramic/Plasteel Knife
Fake SIN (Primary) 4
   + DocWagon Contract, Basic
   + Fake License (Firearms License) 4
   + Fake License (Concealed Carry Permit) 4
   + Fake License (Driver's License) 4
   + Fake License (Advanced Drone Pilots) 4
   + Fake License (Security Drones) 4
Fake SIN (Disposable) 2
   + Fake License (Firearms License) 2
   + Fake License (Concealed Carry Permit) 2
   + Fake License (Driver's License) 2
Certified Credstick
Concealable Holster
Datachip x10
Duffel Bag (Cheap)
Flashlight, Infrared
Medkit 6
Miniwelder
Prepaid Commlink (Cheap) x2
Restraint, Plastic x10
Survival Kit
Tag Eraser
Tool Shop (Automotive Mechanics)
Tool Shop (Aeronautic Mechanics)
508¥

firebug

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« Reply #16 on: <02-07-18/2233:22> »
Ooh yeah Ive tried to make vampires/ghouls in older editions. I dont know how well they would turn out in 5th.
What did the vampire use to augment her PI skills with? Just naturally good intuition and skills?

It was Sum-to-10, so I was able to put an E in Metatype and an E in MAG/RES, letting me put an A in both Attribute and Skills, and a C in Resources.  My GM also let me buy one optional Infected power, so I began the game with Regeneration.  So, just being able to have great attributes and skills mostly, especially with Vampire giving a boost to a lot of attribute caps and even more attribute points.  The campaign never really got off the ground, but her role in the group would have been more "combat and Intuition skills" while her social skills were good enough to make her able to handle most social encounters, but not good enough to be a primary face and negotiator or anything.
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Jeeze.  It would almost sound stupid until you realize we're talking about an immortal elf clown sword fighting a dragon ghost in a mall.

Finstersang

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« Reply #17 on: <02-08-18/1117:31> »
I´m currently looking forward to a new round as PC where we play a cell of terrorists instead of standard runners. Since the characters won´t likely survive more than a few evnings before blowing themselfes up, we are encouraged to make them more dysfunctional than usual. F.i., the groups gunner will be a lunatic redneck conspiracy theorist. Just a few days before our future GM announced the plan, I was joking with friends about a character concept/backgroung that was just to fitting for this scenario - The Pug  ;D

Mechanicaly, the char is a Dog-Gnome-Shapeshifter acting as the teams Matrix-, Tech- and Demolition Expert. High Logic, Intuition and Will, low on everything else including Charisma.

Background-wise, it´s a Pug. Literally. And not the moderately healthy, sweet kind of pug, but the misarably overbred type, complete with respiratory problems, googly eyes and a deformed face that even translates into its metahuman form. So, there´s your motive for terrorist activity - complete hatred for humanity, which he blames for his misarable existence.

To my surprise, when building this char, I realized that the concept does actually kinda work out. One reason is the fact that I can use the dog shapeshifter in the Metatype column to get cheaper access to the Gnome metatype*. Sure, the result is a fragile, unhealthy creature that won´t survive any serious combat encounter (even with retconned Regeneration power for Shapeshifters). However, The Pug fits the role of the hacker/techie quite well, with a huge dice pool thanks to his high logic and the fact that a bit of min-maxing is quite justified for the whole concept: "Of course he´s got a Body and Strength of 1 - it´s a pug!"

Plus, he should be awesome to roleplay. I´m already practicing the coughing and heavy breathing ;D

*I used this cheesy little trick on another weird character before: A Japanese Fox-Koborokuru Shapeshifter ("Kitsune") Ninja-style Adept. That one worked out incredibly well, too!
« Last Edit: <02-12-18/1120:25> by Finstersang »

Marcus

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« Reply #18 on: <02-08-18/1555:26> »
There really isn't anything good in there I feel like i can comment on. All of it sounds ether creepy or just wrong to me.
I guess I hope you have fun with it. I'm sorry but I really feel like it's important someone actually say this, Playing a suicide bomber pug terrorist is just not right man. It's just wrong on many,many levels. 
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Finstersang

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« Reply #19 on: <02-12-18/1105:39> »
Yeah, that´s, like, your opinion man   8)


Anyways, concepts using low-tier shapeshifters to gain cheap access to certain metaveratiants do work pretty well.
It´s a bit cheesy, though  ;D

Another challenging concept would be the troll face. My take would be a face-brawler mix that has a background story as an actual luchadore (mexican/aztlan Wrestler), complete with the fame (local) Quality and a great stage personality. Some MA techniques and a decent Strength and Body in Combat, but you also bring resonable social skils to the table, though mainly in the Acting Skill Group. A specialization on faking injuries seems fitting. Another mundane, low-augment build, but that gives the character room to grow.

Speaking of which: B&E specialists tend to be build as highly specialized Ex-Military/intelligence agency/somethingsomethings with lots off Gadgets, Augmentations and/or Adept powers, the obligatrory Chameoleon Suit, Elastic joints and the like. But what about a more street-level infiltrator build? You know, the sterotypical, black-mask, home-invader/burglar type with a more down-to-earth approach to infiltration missions. Maybe a Trog for extra steorotype points :P One that rather uses a crowbar instead of a maglock sequencer (he has one, but its new and expensive tool for him) and rather just intimidates himself out of sticky situations by strategically waving a ruger super warhawk at the terrified residents? Good sneaking skills, good general stats, and a little pinch of the advenced skills and gear needed for more professional missions.

What I like about these kinds of concepts is the fact that they have room to grow, so you can discover stuff like augmentations, Drugs, awakening paranormal powers etc. during the course of the game instead of starting with 5 points of Essence in Bodyware that would have cost a fortune and that is only rationalized by the usual "Well, he/she/it was part of Military Unit/intelligence agency/somethingsomething"-Copypasta. How about you´re just a (somewhat talented) Ex-convict with a minor drug addicion, shared custody for an estranged child and no augmentations besides that one nano-tattoo you got in 2065 while shitfaced?

Sadly, the mundane, low-augment builds that just offer solid stats and skills with more room to grow are highly underrepresented (see also: gangers) in favor of min-maxed, highly optimized builds where the players often have no clue what actually drives their transhuman Übermensch anymore. It´s showers before growers


 
« Last Edit: <02-13-18/0547:49> by Finstersang »

SavarWallk

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« Reply #20 on: <02-12-18/1922:01> »
Hehe, troll face.
Closest I came to one.
Code: [Select]
Name Biff
GM none
Method sum to 10

Race 3 Troll Thermographic vision, +1 reach, +1 dermal armor, +100% lifestyle cost
Attribute 3 20
Resonance 2 Resonance 3 / 3 Complex forms / 3 skills at 2
Skills 2 28/2
Resources 0 6000

Bod 5 : 5
Agi 1+2 : 3
Rea 1+4 : 5
Str 5 : 5
Wil 1+4 : 5
Log 1+3 : 4
Int 1+3 : 4
Cha 1+4 : 5

Edg 1+2(25 karma): 3
Ess 6
Res 3 Cleaner, Static Vail, Transcendent Grid

Initiative Rea+Int: 9+1D6
Matrix init: 8+4D6

Mental [(Log x 2) + Int + Wil] / 3 (rnd up): 6
Physical [(Str x 2) + Bod + Rea] / 3 (rnd up): 8
Social [(Cha x 2) + Wil + Ess] / 3 (rnd up): 7

Free knowledge/language 2×(Log+Int): 16
English N
Parazoology [emergent] 6 [8]
Seattle Street Gangs 4
Vending machine companies 5
Close Combat 2
Computer 5
Software 6
Cybercombat 6
Electronic warfare 5
Hacking 5
Etiquette 4
Longarms [shotguns] 2 [4]

Free contracts (Cha×3): 15
Decker 1/4
Bartender 1/3
(Organized crime) Lieutenant 3/3

Qualities
Exceptional attribute: Charisma 14 karma
Codeslicer: Data Spike
Extremely allergic: Gold +20 karma
Incompetent: Stealth +5 karma

Karma 1

Lifestyle: squatter 1000
Cheap clothing 200
Lined coat 1,800 acc 6 reach 2, str+3P
Staff 200
Commlink 3 +sim +trods 2000+200+140
Enfield AS-7 +(2)spare mags +ammo 2200+20+120
¥120+(2D6×40)

Growing up on the streets of Seattle was not the way I would have chosen. Mom didn't know who dad was, he was most likely someone who gave her a warm place to sleep some night. All I really remember of the early years was moving from place to place scrambling for food and shelter. With the lack of good food I ended up a runt. I did learn to interact with people and how to scare some of them. My favorite thing to do was watching the animals, the ones who did strange things. I seen one raccoon walk up to a vending machine reach in and grab out a soybar. Shortly after that I figured out that some of them interacted with machines. About that time I started hearing and seeing things that others didn't. I talked about that to a weird guy, but he said I was without magic.
I started learning to interact with machines. Learning to use them and abuse them for fun and profit. I sometimes work for the local organization when they are doing some matrix stuff. Tim is the guy that asks me about that type of work, we get along pretty well. I am an unknown so I can muddle the trails so they can escape. If I am not doing that I have been hanging out with a guy named Hoyle learning some of how deckers work while teaching him about technomancers. If I need a better meal then out of vending machines I do some odd work at Relf’s place, what a dive. Relf is nice and friendly but the drinks and food are interesting, better than vending machine but not by much.
I need some better work to get a better place to live. I also want to find some other technomancers so I can learn about sprites as I don't know what they are. Most of my technomancer abilities I have learned from animals or practice with Hoyle.
« Last Edit: <02-12-18/1951:47> by SavarWallk »
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JoeNapalm

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« Reply #21 on: <02-13-18/1203:29> »
Funny that this thread is up...

...I'd swung by while researching if a Human Unarmed Adept was even worth attempting.

Much more difficult, I'm finding, than even my old Firblog Mage Detective. Even moreso because I'd prefer he not be a Burn Out...not even sure if that's possible.

I took Prototype Transhuman, picking up Bone Density 2 and four Striking Callouses...but find myself wondering why he wouldn't just use a shotgun. Jujitsu looks pretty cool, Throwing less STR dependent, but not sure how realistic the Clinch/Throw combo is...

Is there a reasonable way to make a Human worthwhile in Unarmed? I realize that the min-max says "MINOTAUR" but really just interested in making the concept viable.

[EDIT : Not totally averse to going Burn Out, just haven't explored the long-term cost/benefits. I'll have to futz about with it...]

[[EDIT to the EDIT : The more I think about it, the more I think I answered my own pondering and should consider Way of the Burn Out]]

-Jn-
« Last Edit: <02-13-18/1226:48> by JoeNapalm »

Marcus

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« Reply #22 on: <02-13-18/1226:32> »
Unarmed human adept is easy, forget the cyber-ware nonsense,  Grab the shark mentor spirit, Pick your favorite martial art, if it involves kicking grab a weapon focus steel toed boots, and if it first then magic knucks, now just you just need to figure out how how much initiative vs combat sense you need, throw on a couple level's improve ability unarmed, Critical Strike unarmed, and maybe nerve strike just incase would prefer not to punch hole in someone.

That all combined with  attributes A should easily give you an unarmed pool in upper teens or low twenties, a good initiative, a great standard Defense Pool (Reaction+Initiation+Combat sense) and for anything else that characters is human so use some edge.

Not sure what seems difficult to you, it's almost stranded these days in 5th.
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JoeNapalm

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« Reply #23 on: <02-13-18/1229:55> »
Unarmed human adept is easy, forget the cyber-ware nonsense,  Grab the shark mentor spirit, Pick your favorite martial art, if it involves kicking grab a weapon focus steel toed boots, and if it first then magic knucks, now just you just need to figure out how how much initiative vs combat sense you need, throw on a couple level's improve ability unarmed, Critical Strike unarmed, and maybe nerve strike just incase would prefer not to punch hole in someone.

That all combined with  attributes A should easily give you an unarmed pool in upper teens or low twenties, a good initiative, a great standard Defense Pool (Reaction+Initiation+Combat sense) and for anything else that characters is human so use some edge.

Not sure what seems difficult to you, it's almost stranded these days in 5th.

That's exactly where I started...

...and then looked at his Remington 990 vs his UA damage and wondered "Now, why wouldn't he just shoot them?"

-Jn-

ShadowcatX

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« Reply #24 on: <02-13-18/1231:26> »
I think a human unarmed adept is going to have to focus less on strength and damage dealing and more on control through martial arts and adept as their damage ceiling is somewhat low compared to other counterparts. That doesn't mean it isn't doable, a human infiltrator or social adept with a side of unarmed combat could work well, it's just that when the big guns come out a human punching isn't going to be that big of a gun.

Marcus

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« Reply #25 on: <02-13-18/1249:33> »
Unarmed human adept is easy, forget the cyber-ware nonsense,  Grab the shark mentor spirit, Pick your favorite martial art, if it involves kicking grab a weapon focus steel toed boots, and if it first then magic knucks, now just you just need to figure out how how much initiative vs combat sense you need, throw on a couple level's improve ability unarmed, Critical Strike unarmed, and maybe nerve strike just incase would prefer not to punch hole in someone.

That all combined with  attributes A should easily give you an unarmed pool in upper teens or low twenties, a good initiative, a great standard Defense Pool (Reaction+Initiation+Combat sense) and for anything else that characters is human so use some edge.

Not sure what seems difficult to you, it's almost stranded these days in 5th.

That's exactly where I started...

...and then looked at his Remington 990 vs his UA damage and wondered "Now, why wouldn't he just shoot them?"

-Jn-
Can't always carry a shotgun? Shotguns run out of Ammo? with 20ish dice to hit, your extra successes will make sure that your damage is solid.
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Jack_Spade

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« Reply #26 on: <02-13-18/1312:39> »
Another way is prototype transhuman, get some cheap striking calluses (+2) + bone density augmentation (STR+3) for an all natural and essence friendly damage boost. Add critical strike (+1) and the Death Dealer quality (+1) from Forbidden Arcana and later find the Beast's Way (+1) and even a human with STR 5 can have his 13P unarmed damage
(You'll likely need the restricted gear quality as well, but afterwards you have a character that could punch through most walls with little trouble)
talk think matrix

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evilaustintom

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« Reply #27 on: <02-13-18/1407:55> »
...
The leadership based mastermind is from personal experience, really hard to make worth the investment, without just ending being a primary face anyway. Rally in particular is pretty weak, only producing +1 initiative per two hits. It can be very useful at times but it requires allies to have rolled initiative just shy of an additional pass to shine. And players investing in initiative modifiers have probably tuned themselves to be just over a pass. I found there is plenty more mileage via the Direct action.
....

I have to say...I have a TM with high leadership playing the overwatch position of groups in Shadowrun Missions, and I've always been quite pleased with how he does.  Just on the rally action alone, I often just spend each action in combat taking the rally action, and I've been able to have my dice pools around 30-ish pretty consistently.  With an average of +5 to everyone's initiative per rally, that's granting everyone else in the group a bonus action every two rallies.

Admittedly, I invested a lot with leadership - a standard pool of 12 dice isn't going to get you a lot.

Also, aiding other's actions is always useful.  Considering my pool is usually big enough that I can just buy the 6 successes necessary to just give folks the max bonus dice they can get with six skill ranks...

I think the original poster of the 'leadership' idea probably assumed that the character is primarily a face anyway.  Otherwise, that's just one more strike against your build (fighting upstream, as it were).  You can only do so much with the points you've been given.
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DigitalZombie

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« Reply #28 on: <02-13-18/1557:53> »
My pixie melee adept had nerve strike. Looked perfect on paper anyways:).
Human melee adepts usually also have enough skill points/attribute points left to be a decent face/b&e expert. That way you can decide when and where you wish to strike- the minotaur adept cant.

JoeNapalm

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« Reply #29 on: <02-13-18/1647:18> »
Another way is prototype transhuman, get some cheap striking calluses (+2) + bone density augmentation (STR+3) for an all natural and essence friendly damage boost. Add critical strike (+1) and the Death Dealer quality (+1) from Forbidden Arcana and later find the Beast's Way (+1) and even a human with STR 5 can have his 13P unarmed damage
(You'll likely need the restricted gear quality as well, but afterwards you have a character that could punch through most walls with little trouble)

Yeah, he's a Prototype Transhuman with Bone Density and 4x Striking Callouses and Critical Strike already. Not familiar with Death Dealer...will have to look that up.

If I were to go Burnout Way with Biocompatility (Cyber) I could potentially buff him up a bit more, but would have to investigate.

-Jn-
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