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Lucky

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SavarWallk

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« on: <11-08-13/0049:23> »
Name:   Jack
Street Name:   Lucky
Origin:   Seattle

Race:   B   Human (7)[6 to edge/1 to Wil]
Att:   C   16
Spec:   E   None
Skill:   A   48/10
Rec:   D   50,000

Attributes:
Bod   3
Agi   3
Rea   3
Str   3
Wil   4
Log   3
Int   3
Cha   3

Edg   8
Ess   6

Limits:
Physical [(Str*2)+Bod+Rea]/3: 4
Mental [(Log*2)+Int+Wil]/3: 5
Socal [(Cha*2)+Wil+Ess]/3: 6

Damage:
Physical 8+(Bod*.5): 10
Stun 8+(Wil*.5): 10

Initiative: Int+Rea+1d6[6+1d6]

Karma: 25
-25 Skill Group to level 3

Qualities:
-12 Lucky
-8 Blandness
+5 Sinner
+15 Code of Honor, will not kill a Mundane, Unaugmented Human

Skills:   Free Knowledge and Language skills points (Int + Log)*2: 12
English      N
Spanish      3
Japanese      3
Sperethiel      3
Or’zet      3
Group: Engineering   3
Group: Electronics   3
Group: Cracking   3
Group: Biotech   3
Perception   3
15 Skills @ 3

Contacts: Cha*3 Free: 9
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Gryphynx (Sphynx)

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« Reply #1 on: <11-08-13/0404:03> »
I think he'd have to be very lucky indeed...  he has no combat potential at all.  He's a good Jack of All Trades type, but even then with the 6d6 average he's rolling, his chances of Glitching is very high. 

Also, you can only add 5 to Edge, not 6.  (Max is 7 and you start with 2).  The other 2 points are lost, they can't be allocated towards Willpower.  While I realize you took "Lucky" as a Quality, I'm of the opinion that you have to take the steps in the order presented, so you wouldn't be able to slide the Human bonus into that slot, you'd have to pay Karma for it...  (I may be wrong).

As a GM, I wouldn't allow someone with no combat skill or means to kill anyone to have the +15 Code of Honor.  But that's a GM thing, and I ain't your GM.  :P


Yogi

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« Reply #2 on: <11-08-13/0924:54> »


Also, you can only add 5 to Edge, not 6.  (Max is 7 and you start with 2).  The other 2 points are lost, they can't be allocated towards Willpower.  While I realize you took "Lucky" as a Quality, I'm of the opinion that you have to take the steps in the order presented, so you wouldn't be able to slide the Human bonus into that slot, you'd have to pay Karma for it...  (I may be wrong).

Yes you can.  There's is even an example of it in the character creation section with the Troll build.  It has to be GM approved but it is allowable. 

From the book.  page 67 I think. 

[spoiler]After Rob has spent all his points, he reviews his character.
He intends to take the Exceptional Attribute quality, which would allow
him to take his Strength up to 11, and the gamemaster has given Rob
permission to take this quality at character creation. Knowing this ahead
of time, Rob has spent the points to give his character Strength 11.[/spoiler]

Though this is for the exceptional attribute quality I think it would apply to this as well. 
« Last Edit: <11-08-13/0930:05> by Yogi »
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Crunch

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« Reply #3 on: <11-08-13/0929:03> »
While I realize you took "Lucky" as a Quality, I'm of the opinion that you have to take the steps in the order presented, so you wouldn't be able to slide the Human bonus into that slot, you'd have to pay Karma for it...  (I may be wrong).


The weight of the evidence seems to be against that interpretation. The order of operations doesn't seem to be that important.

Shinobi Killfist

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« Reply #4 on: <11-08-13/1944:25> »
But the second part is right the left over point is lost you can't put it to willpower.

SavarWallk

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« Reply #5 on: <11-08-13/2230:08> »
I had asked about the extra Attribute point on a different thread and one possibility was to all the extra point in a "normal" attribute is GM approvel rather then letting it go to waste.

I was going to take combat skills also :/ as I had 15 skills at level 3 to take yet.

it was an extreme char concept for a char that could do "something" in every situation.
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ZeConster

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« Reply #6 on: <11-08-13/2300:39> »
I had asked about the extra Attribute point on a different thread and one possibility was to all the extra point in a "normal" attribute is GM approvel rather then letting it go to waste.
Could you provide a link? Whoever said that is dead wrong:
Quote from: Page 66 (emphasis mine)
These Special Attribute Points may only be allocated on Special Attributes. They may never be used to raise Mental or Physical attributes.
*searches the forum*
... My brother said that. I'll need to have words with him. Regardless, his post basically boils down to "put on puppy-dog eyes and whimper at your GM until he decides to explicitly houserule it" - which is different from "GM approval needed".
Anyway, putting 12 Karma and a Priority Level into having 8 instead of 7 Edge seems over the top: you should probably just take Metatype C and Attributes B, so you can have 2 attributes at 5. There should be some things you have a better dicepool than 3+3 at, after all.

Shinobi Killfist

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« Reply #7 on: <11-08-13/2336:03> »
I think the gimmick is he relies entirely on luck so the attributes kind of work. I'd consider dropping resources to e and take magic d adept. And then cherry pick 3 pp worth of powers that can be flavored as luck. Danger sense, combat sense, attribute boost, heck even killing hands can all be flavored as lucky strokes.

Nico

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« Reply #8 on: <11-09-13/0025:44> »
The way priority character generation compares to karma advancement means that this character is pretty much hamstrung your future advancements compared to one who specializes first and then adds versatility to their with karma. Also the implied anti-ware stance means no advancement over there either, and little to no meaningful way to spend nuyen.

It's a novel idea, but I don't think this character will be very enjoyable in play. For seven rolls a week he can whip up the dicepool of a specialist (sans ware & magic), and the rest of the time he won't be able to hit challenging thresholds. His team may percieve him as a burden, and the GM will struggle to provide opportunities to use more than a small fraction of those two dozen skills. Forget about extended tests, and with an initiative of 6+d6, and an attacking dicepool of no more than 7 or 8 even with the most desireable situational modifiers, forget about meaningful contribution in combat.

PS: Why take group bio-tech on an anti-transhumanist?
PSS: Shinobi, while the adept suggestion might add some viability to the concept (and the priority B human), not being awakened seems to be explicitly part of the plan here.

ZeConster

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« Reply #9 on: <11-09-13/0725:06> »
Actually, he might be a possibility in Missions, or if the GM allows a week or more off between runs - 8 Edge would allow him to shine in 2 brief encounters (go first or Blitz, killer attack, excellent dodge, one spare point), and if he has some 5s or 4s, he can be somewhat competent (2-4 hits) in a few important things the rest of the time.

Shinobi Killfist

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« Reply #10 on: <11-09-13/1618:38> »

PSS: Shinobi, while the adept suggestion might add some viability to the concept (and the priority B human), not being awakened seems to be explicitly part of the plan here.

Yeah, I agree. But many of them could be unconscious uses by an adept, who does not know he even has the powers.  Initiate take masking and others might not figure it out either.  Some of this is definitely in GM approval land, but I'd allow it.  Relying entirely on luck just does not seem feasible in most campaigns, so using unconscious uses of magic as a luck power might give it some life. 

SavarWallk

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« Reply #11 on: <11-09-13/2136:45> »
I think the gimmick is he relies entirely on luck so the attributes kind of work. I'd consider dropping resources to e and take magic d adept. And then cherry pick 3 pp worth of powers that can be flavored as luck. Danger sense, combat sense, attribute boost, heck even killing hands can all be flavored as lucky strokes.

I did not think of that idea, as I have a hard time thinking how someone could be awakened and not know, but the combat and danger sense would make sense.
attribute boosts ? and it the heat of the moment they bump up then he feels week afterword ?

thank you for that idea, I could put that extra point into magic then.  and bend the rules less.
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Nico

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« Reply #12 on: <11-09-13/2222:53> »
Well, it could be some delicious hypocrisy and denial on his part. That's actually one of my favorite personality traits for characters.

SavarWallk

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« Reply #13 on: <11-09-13/2238:46> »
Well, it could be some delicious hypocrisy and denial on his part. That's actually one of my favorite personality traits for characters.

yup  ;)

full blown denial, like mind shattering denial.
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Shinobi Killfist

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« Reply #14 on: <11-09-13/2240:28> »
I think the gimmick is he relies entirely on luck so the attributes kind of work. I'd consider dropping resources to e and take magic d adept. And then cherry pick 3 pp worth of powers that can be flavored as luck. Danger sense, combat sense, attribute boost, heck even killing hands can all be flavored as lucky strokes.

I did not think of that idea, as I have a hard time thinking how someone could be awakened and not know, but the combat and danger sense would make sense.
attribute boosts ? and it the heat of the moment they bump up then he feels week afterword ?

thank you for that idea, I could put that extra point into magic then.  and bend the rules less.

I think being an adept and not knowing it is actually part of the fluff as a possibility, Initiating seems a stretch though.  You are just stronger, faster etc you don't really need to know why..  In a bit more luck based situation, you had a burst of adrenaline, you got lucky and noticed the ambush etc.  Not sure about Sr4-5, but I think in the magic books in SR3, maybe 2 they mention the idea of some athlete adepts not knowing it until someone spotted their aura and brought it to their attention.  Astral chamelion or hell you are lucky after all gives enough story fluff for why no one has noticed it so far.