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Melee Troll Changeling concept

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Teknodragon

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« on: <01-14-11/1859:34> »
Working up a possible Missions concept. Figured I'd toss it out to see what y'all think, here, and possible critiques.

'Speedy' Clyde, a massive Troll Changeling. He's too big to be that fast, too fast to be that big. Clyde is known to deliver small packages and data fast and regardless of opposition, as well as making a fair bodyguard, though in that respect his intimidating presence works better than his ability to spot threats. He also has a vindictive streak as wide as he is tall; thus far he's barely avoided authorities with regard to several hospitalizations and numerous property damage incidents, some involving a large hoof-like crater in the side of a vehicle.

Where the Minotaur subset of trolls resemble that legendary creature, Clyde more resembles equine ancestry. He towers over even other trolls, with a horse-like cast to his features, his relatively straight horns sweep back from his temples. His legs are satyr-like though with solid hooves. His preferred clothing is black jeans, shirt, and a long lined coat, as well as goggles for his sensitive eyes. Seattle's cloudy, rainy nature suits his sun-sensitive skin and eyes well, though even so he prefers to work at night. From the various jobs he's taken to date, Clyde's building up a collection of useful contacts.

When the drek hits the fan, Clyde prefers to close at an incredible rate of speed; he walks faster than any but another troll can run. His incredible reach is another edge in his favor which he augments with either a sword if allowed, or a long staff. If firearms are more effective, he will prefer his silenced submachine gun; he tries to save his shotgun for the worst of times or when bursts of flechettes aren't going to draw extra attention to the goings-on.

Overall, Clyde is reasonable as long as you don't get on his bad side; his high visibility is offset by professionalism and the quality of nearly half a ton of big, fast, and mean.


Speedy Clyde

Metatype: Troll (40bp)

BOD           AGI    REA           STR           CHA   INT   LOG   WIL   INI(int+rea)
9 (13)   3 (5)    3 (7)   9 (11)   3   3   3   3   6 (10)
40           20    20           40           20   20   20   20   --
Thermovision, +1 reach, +1 natural armor
Attributes: 200bp
Edge 3: 20bp
Essence: 2.02
Composure: (wil + cha) 6
Judge Intent: (int + cha) 6
Lift/Carry: (str + bod) 20 (165kg + hits)
Memory: (log + wil +2) 8
Starting cash: 4d6+1

Damage tracks:
Physical: 13 boxes.   Stun: 10 boxes.

Positive Qualities:
   SURGE 3 (15bp)
   +Celerity (+50% move, 5bp)
   +Satyr Legs (+50% move, +2 Strength to kicks, +2 Gymnastics [inc. Gym. Dodge], 10bp)
   +Elongated Limbs (+10% clothing costs, only custom armor, +1 Reach, 5bp)
   +Dermal Deposits (+1 natural B/I armor, 10bp)
   -Extravagant Eyes (odd eye color, +5BP)
   -Unusual Hair (mane down neck and shoulders, +5bp)
   -Allergy (uncommon/minor, silver, +5 bp)

   Ambidextrous (5bp)
   
Negative Qualities:
   Albino (Light Allergy v. Sunlight, white skin/hair, +50% penalties to flash/glare. +10bp)
   Vindictive (composure (2) test to not pay back a slight viciously, holds grudges forever, +10bp)
   Incompetent (locksmith, +5 bp)
   Incompetent (forgery, +5bp)

Sutotal: 210

Skills: 106bp
Close Combat 4 (40bp) [9+reach (2-4)]
  (unarmed, blades, clubs)
Athletics 1 (10bp) [gym 8, others 12]
  (climbing, gymnastics, running, swimming)
Stealth 1 (10bp) [disguise, shadowing 4, infiltration, palming 6]
  (disguise, infiltration, palming, shadowing)
Influence 1 (10bp) [4]
Longarms 1 (4bp) [6, +2 smartlink]
Automatics 2 (8bp) [7, +2 smartlink]
Throwing Weapons 1 (4bp) [6]
Intimidate 2 (8bp) [5]
First Aid 1 (4bp) [10]
Pilot Ground Craft 1 (4bp) [8]
Perception 1 (4bp) [4+gear]
Navigation: 4 (default + orientation system)
Computer/data search: 4 (default + program at 2)
Perception: 2 (default), +gear

Knowledge skills: 18bp (free)
+2 from mnemonic enhancers
Security Procedures 3 ( 8 )
Courier/delivery 2 (7)
Barrens area 2 (7)
Seattle streets 2 (7)
Ork Underground 1 (6)
Seattle gangs 1 (6)

Languages: (+2 from mnemonic enhancers)
English(N)
Or’zet 2
Sperethiel 1
Japanese 1
Cherokee 1
Russian 1
Chinese 1

Subtotal w/ gear: 358bp
Contacts:  42bp
Fixer: MacCallister 2/5 (7)
Taxi Driver: Rasheed, Indian human 2/3 (5)
Street Doc: Jay ‘Stitches’ Malone, Italian human  3/3 (6)
Cop: Theodore “Tosh” Athack 2/2 (4)
Hacker: Alton Three-Moons, human Cherokee 1/4 (5)
Mage: Dmitri Varsolyov, magical researcher, dwarf 1/4 (5)
Mechanic: Jimmy T. Thompson, Ork 1/3 (4)
Black Marketer: Luceille Silvermoon, elf 1/5 (6)

Essence: 6-3.98 = 2.02
Gear: 50bp (250k), 150 left over
   Total: 249850
Middle Lifestyle   2 months’ rent      
Vehicle: Harley Scorpion, Troll-modified
Cyberware:            
Sound Link, a   .08 cyber   
Spacial Recognizer, a   .08 cyber
+2 to find source of a sound   
Orientation System   .2 cyber, +2 navigation   
Datajack   .1 cyber   
Reaction enhancers 2   .6 cyber   
Smartlink   .1 cyber   
Image Link   .1 Cyber   
Wired Reflexes 1, a   1.6 cyber   
Bone Density 4   1.2 bio, +4 Body for damage resist   
Platelet Factories   .2 bio, if 2+ P taken, -1 damage   
Muscle Augmentation 2   .4 bio   
Muscle Toner 2   .4 bio
Mnemonic Enhancer 2   .2 bio, +2 to Knowledge, Language, Memory tests
Armor: +10%            
Helmet (motorcycle)   +1/+2   
Lined Coat   6/4   
Armor Jacket   8/6
            
            
Fake ID:            
Fake sin: Troll wageslave   Rating 2
-Licenses   Rating 2
Motorcycle   
Fake sin: Bodyguard/freelance security   Rating 4   
-Licenses   Rating 4
Reflexes, enhancers, smartlink, sword, smg, shotgun, motorcycle
Fake sin:
Secure Courier   Rating 4   
-Licenses   Rating 4 Motorcycle   
Clothes:            
Basic clothing
Suit:   Tailored good suit
Cheap suit:   Troll goon-in-suit x2   
Electronics            
Commlink: Sony Emperor   Response 2, signal 3
Renraku Ichi OS   Firewall 2, System 2      
Dump link, x1:
Meta Link + Vector Zim   All 1, signal 2   
FTL Matrixware Net Wizard bundle   Analyze 3, Browse 3, Command 1, Edit 2, Purge 3
Mapsofts of Seattle, R.6      
Sim Module, Trodes      
            
AR Gloves            
Subvocal microphone      
Datachips   x5
Tag Eraser   
Contact Lenses w/flare comp, vision +2   Rating 3   
Goggles w/ flare comp, vision +3, low-light   Rating 6
Earbuds w/audio +3   Rating 3   
Thermo, low-light for 2 smartlink cameras
Medical:         
Medkit   Rating 6   
Medkit supplies x2      
Stim Patch, rating 3, x4
Trauma Patch x1



Weapons   
Sword, Troll-mod, custom grip   (str/2+3)P, reach 1   
            
Telescoping Staff   (str/2+2)P, reach 2   
SCK Model 100:
Submachine gun, custom troll grip, internal smartgun, folding stock   SA/BF, 5P, AP-, RC 1(2), ammo 30(c)   
Internal Suppressor for SCK   -6 sound perception tests   
Franchi SPAS-22:
Shotgun, custom troll grip, smartgun, folding stock w/ pad, underbarrel weight   SA/BF, 7P, AP-1, RC 2(3), ammo 10(m)   
Spare clips x10   for SCK
Flechette ammo x10   DV+2, AP+5   
Standard ammo x30
Flash-bang grenades
X10   6S, AP-3, 10m radius   6R   
Smoke grenades
X10   No damage, obscuring cloud 10m radius for 4 combat turns

Life is short, the night is long, and we still have ammo.

Glyph

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« Reply #1 on: <01-16-11/1529:48> »
Interesting overall build.  Good speed and damage soaking.  His main weaknesses are only 1 extra IP, and pretty low dice pools in his main area of expertise (combat), mainly due to low skills.

My recommendations would be to raise Ability to 4(6), tighten up his skills, get wired reflexes: 2 instead of 1, and maybe look at how many of his contacts are actually needed for quantifiable shadowrun-related assistance.

I am assuming a "pink mohawk" - style game, as his unique appearance would make it fairly easy for people to recognize him and track him in a "black trenchcoat" game.

Teknodragon

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« Reply #2 on: <01-16-11/1646:13> »
Interesting overall build.  Good speed and damage soaking.  His main weaknesses are only 1 extra IP, and pretty low dice pools in his main area of expertise (combat), mainly due to low skills.

My recommendations would be to raise Ability to 4(6), tighten up his skills, get wired reflexes: 2 instead of 1, and maybe look at how many of his contacts are actually needed for quantifiable shadowrun-related assistance.

I am assuming a "pink mohawk" - style game, as his unique appearance would make it fairly easy for people to recognize him and track him in a "black trenchcoat" game.

Ahh, feedback at last!  With Wired Reflexes 2, I started running into essence problems; what would you suggest dropping in favor of that?
Also, the character has a base reach of 2, 3 with sword and 4 with a staff. This kicks his melee pool up into the 11-13 range when reach is used offensively.

Third, could you clarify what you mean by tightening up his skills?

Thanks for the help!
Life is short, the night is long, and we still have ammo.

Glyph

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« Reply #3 on: <01-17-11/1423:21> »
Most street sammies that I see tend to have fractional Essence - is there some higher spot that you prefer, for some reason (roleplaying or crunch)?

He has good reach, but still, I generally expect to see dice pools in at least the mid-teens for a combat character's primary dice pool.  Keep in mind this is my POV, and different campaigns have different power levels.

By tightening up his skills/looking at his contacts, I mean take a good look at what you really need, and what you can pare down to be better at your main specialty.  You don't want to be an ultra-specialist who can do nothing else, but it's really the combat skills that are there in multiple low ratings.  But again, my POV.  If this guy could survive with his current skill set, maybe he's better off sticking with it, and getting to where he needs to be in-game, with karma.

Teknodragon

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« Reply #4 on: <01-17-11/1508:43> »
Good points. I also realized I miscalculated build-point usage earlier, and was something like 30 points over.
Regarding essence, I generally try to keep well above 1. With some swapping around, I did manage to get the recommended 3 IPs, and even improve durability, at the cost of 3 damage unarmed. I also dropped blades as a skill, bumping up the other two close-combat ones. Longarms and throwing were dropped entirely, as there was too much overlap. Most of the contacts were also dropped, to make up for overspent build points. Hopefully the rest of the team fills in the gaps-- and he finds a fence, black market dealer, and mechanic soon.
The gear was altered to fit the adjusted skills, and better support the concept of someone who tends to focus on the areas of courier/bodyguard: limiting the guns to a 'subtle' pair of silenced smgs, improving the armor selection, and adding the modifications to his bike. About the only vehicle he'd be comfortable driving inside of would likely be a modified GMC, thus the use of the motorcycle.

And so, for consideration, revision 1 of Speedy Clyde:

Speedy Clyde (rev. 1)
Total: Race (40) + Stats (200) + Edge (20) + Qualities (-10 net) + skills (84) + Contacts (16) + Resources (50) = 400bp
Race: Troll (40)
Body:    9
Agility:    3(5)
Reaction: 3(7)
Strength: 9(11)
Charisma: 3
Intuition: 3
Logic:    3
Willpower: 3
Stats: 200

Essence: 1.07
Edge: 3 (20)

Positive Qualities: (20)
   SURGE 3 (15bp)
   +Celerity (+50% move, 5bp)
   +Satyr Legs (+50% move, +2 Strength to kicks, +2 Gymnastics [inc. Gym. Dodge], 10bp)
   +Elongated Limbs (+10% clothing costs, only custom armor, +1 Reach, 5bp)
   +Dermal Deposits (+1 natural B/I armor, 10bp)
   -Extravagant Eyes (odd eye color, +5BP)
   -Unusual Hair (mane down neck and shoulders, +5bp)
   -Allergy (uncommon/minor, silver, +5 bp)

   Ambidextrous (5bp)
   
Negative Qualities: (30)
   Albino (Light Allergy v. Sunlight, white skin/hair, +50% penalties to flash/glare. +10bp)
   Vindictive (composure (2) test to not pay back a slight viciously, holds grudges forever, +10bp)
   Incompetent (locksmith, +5 bp)
   Incompetent (forgery, +5bp)

Physical track: 13   Stun track: 10

Skills: 84
Unarmed Combat: 5 (10+reach)
Clubs: 5 (10+reach)
Automatics: 2 (7)
Gymnastics: 1 (4, 6 if gym. Dodge)
Stealth: 1 [disguise, shadowing 4, infiltration, palming 6]
  (disguise, infiltration, palming, shadowing)
Perception: 1 (4+3 visual)
Influence: 1 (4)
(Con, Etiquette, Leadership, Negotiation)
Intimidation: 1 (4)
Pilot Ground Craft: 1 ( 8 )

Knowledge skills: 18bp (free)
+2 from mnemonic enhancers
Security Procedures 3 ( 8 )
Courier/delivery 2 (7)
Barrens area 2 (7)
Seattle streets 2 (7)
Ork Underground 1 (6)
Seattle gangs 1 (6)

Languages: (+2 from mnemonic enhancers)
English(N)
Or’zet 2  (7)
Sperethiel 1 (6)
Japanese 1 (6)
Cherokee 1 (6)
Russian 1 (6)
Chinese 1 (6)

Contacts: (loyalty/connection), 16bp
MacCallister: 2/5
Theodore “Tosh” Athack 2/2
Street Doc: Jay ‘Stitches’ Malone, Italian human  2/3

Gear: 50

Cyberware: 189,000
Wired Reflexes 2: 3 cyber
Reaction Enhancers 2: .6 cyber
Image Link a: .08 cyber
Smartlink a: .08 cyber
Sound Link a: .08 cyber
Orientation System a: .16 cyber
Muscle Toner 2: .4 bio
Muscle Aug. 2: .4 bio
Bone Density 1: .3 bio
Platelet Factories: .2 bio
Trauma Damper: .2 bio
Mnemonic Enhancer 2: .2 bio

Lifestyle: 2 months Middle rent paid
SINs: Troll wageslave: r.2
Bodyguard, licensed for Wired Reflexes 2, Reaction Enhancers, Smartlink, 2xSCK100: r.4
Courier: r.4

Armor:
Form-fitting full-body suit, full set of Securetech PPP armor, Armor vest, lined coat, armor jacket
Nonconductivity r.6 for form-fitting suit
Motorcycle helmet
Gecko tape gloves
Clothes: week’s worth of cheap clothing, tailored good suit, 2x cheap goon-in-suit.
Electronics:
Sony Emperor w/ Renraku Ichi, FTL Matrixware Net Wizard bundle
Meta Link w/ Vector Xim as dump link
r.6 mapsofts of Seattle
AR gloves, data chips, subvocal microphone, tag eraser
r.6 goggles w/ flare comp, low-light, vision enhancement +3
r.3 contacts w/flare comp, vision enhancement +2
low-light, thermovision upgrades for 2 smartlink cameras

Medical: R.6 medkit w/ 2 supply refills, 4x r.3 stim patches, 1x trauma patch

Motorcycle: Harley chopper w/ troll adaptation, morphing plate, spoof chip, cargo sidecar w/smuggling compartment

Weapons:
Telescopic staff
Two SCK Model 100’s with personalized, troll-size grips and internal silencers, built-in powered stock and smartgun (gun camera upgraded w/ thermovision and low-light), 10x spare clips for each
600 rounds of regular ammo (loaded into clips [external, removable magazines dammit! ;) ])
2x concealable holsters for under coat/jacket (not sure if it’d work, but the guns look like pistols in this guy’s hands)
Life is short, the night is long, and we still have ammo.