Shadowrun

Shadowrun General => General Discussion => Topic started by: Bisharian on <09-06-10/0122:27>

Title: New player character class
Post by: Bisharian on <09-06-10/0122:27>
Hello all. I am Bisharian, you can call me Bish. I just ordered my first SR4 rulebook, and while I wait for it to arrive in the mail, I was hoping someone or someones could help me choose a fun class for a newb. Based on my knowledge so far, I was thinking

A. Weapon Specialist: In RL I am indeed a weapons afficionado and connoisseur. In my quest to find my niche in this world, I am considering gunsmithing/bladesmithing or (if I really want to challenge myself) Engineering/design for firearms.

B.Rigger: I like vehicles and robots and such, so why not.

C. Street-Mage/Shaman: Magic dominates most games including it, and my imagination is a malestrum of ideas and fantasy. So I thought it  would be good to include one of the magic classes.

D- is for Decker-or Hacker if you can't spell or are a literalist to new classifacation. The matrix seems like it would be complicated so this would have to be one of my last choices, especially since I know programswww and hardware are expensive, but the rewards could be worth the nuyen...

Anyway, thanks for reading my post. Please leave a remark with your thoughts and opinions on the matter. Null-sweet, Chummers.
Title: Re: New player character class
Post by: Casazil on <09-06-10/0129:26>
As your new I would say steer clear of the matrix to start and to a degree magic as well both have lots of rules to learn.

Start out with the gun guy that works how do I play take this point it at the enemy fire easy.

If you want to go up the skill chain a bit to start then go with the Adept.

You can do an adept gun guy or something like that now your tossin some magic but not alot to start with just enough to get the learnin going.
Title: Re: New player character class
Post by: Magus on <09-06-10/0143:35>
Now don't listen to Cas. Jump into the deep water and pick up a Technomancer. Yes it can be frightening but you will learn a lot.
Title: Re: New player character class
Post by: Mooncrow on <09-06-10/0202:17>
I think Cas covered things nicely.  Being the gun guy is a fairly uncomplicated role that can let you learn the rules of the game.  The other three get a little more complicated.  It doesn't take a whole lot of build points to get really good at shooting - max agility, max firearms skill group, heavy weapons, qualities to help out the specific kind of shooter you want to be; Ambidextrous for dual wielding pistols, for example.  In your case, add Armorer as well.

Do not, by any means, go with the pre-gen weapon specialist in the book.  As a combat person, you want at least 3 Initiative passes, you can pick them up pretty easily and cheaply with Wired Reflexes 2.  Once you have your combat basics covered, be sure and pick up at least a couple other useful skills.

Anyway, whatever you pick, have a blast with it =)  and feel free to ask if you want advice or anything - I love making example characters =)
Title: Re: New player character class
Post by: Mara on <09-06-10/0202:56>
First, they are not classes, they are Archetypes.

Second, a character is not defined by archetype, even,but by their skills.
Archetypes are good for a start, but...I have seen Hacker Mages, and
I have even started seeing a bit of an emergent Technomancer type
specializing as a gunslinger/weapon specialist.

Ultimately, I would advise: look for what yu want your character to
do and build them that way. Also, Etiquette and Perception: IMPORTANT
survival skills!
Title: Re: New player character class
Post by: FastJack on <09-06-10/0215:42>
Yeah, take a gander over on the Road to Redmond (http://forums.shadowrun4.com/index.php?topic=73.0) thread to see how there's not really classes, but archetypes/themes to characters. Being a gunslinger, you have a ton of different options: the cybered out walking machine gun; a magical gun adept; the sniper; Panther-toting troll...
Title: Re: New player character class
Post by: Kontact on <09-06-10/0227:27>
For your first time, Chrome up.

Get something which gives you 3 initiative passes like Wired Reflexes 2.  Reflex recorders and such are cheaper than skills.  Muscle toner and such are cheaper than stats.  Being a Combat specialist doesn't mean you can't buy and run drones too.  Only your books and your depth of knowledge will keep you from that.  Don't neglect your support skills like Infiltration for sneaking around or Con for talking your way past somebody.  

The depth of 2070 tech means that you can exercise your creative impulses without resorting to magery (Not that magic is very creative.  It's so powerful it doesn't need to be.)

Benefits are: High twitch cyber means that you're a bad man all the time.  Enjoy your guns.  Wide growth path.  Easy first character.
On the down side: Magic will eff' you up.  You're going to set off detectors when you go to fancy parties.
Title: Re: New player character class
Post by: The_Gun_Nut on <09-06-10/0232:36>
Another important thing to remember:  contacts.  It's not what you know, it's WHO you know.  Get, at a minimum, two contacts of rating 2/2.  That is a bare minimum.  Contacts are a way for the GM to provide the players with not only information, but adventure hooks to help get them motivated.  Fleshing out your contacts, giving them personalities, will also help both the GM and you interact with the contact and get what you need as a player.
Title: Re: New player character class
Post by: FastJack on <09-06-10/0241:14>
For your first time, Chrome up.

Get something which gives you 3 initiative passes like Wired Reflexes 2.  Reflex recorders and such are cheaper than skills.  Muscle toner and such are cheaper than stats.  Being a Combat specialist doesn't mean you can't buy and run drones too.  Only your books and your depth of knowledge will keep you from that.  Don't neglect your support skills like Infiltration for sneaking around or Con for talking your way past somebody. 

The depth of 2070 tech means that you can exercise your creative impulses without resorting to magery (Not that magic is very creative.  It's so powerful it doesn't need to be.)

Benefits are: High twitch cyber means that you're a bad man all the time.  Enjoy your guns.  Wide growth path.  Easy first character.
On the down side: Magic will eff' you up.  You're going to set off detectors when you go to fancy parties.
LOL, *this* explains so much about the SR universe. All the wired sammies are newbs!

(Don't misunderstand me, I know that there's probably a lot of players that are veterans and like to roll-up a wired sammy, but it does explain the attitudes and high casualties...)
Title: Re: New player character class
Post by: Mara on <09-06-10/0545:13>
Heck, for gunslingers, AH created a new type, the Gunsel Karcist, that uses
drone guns and Sprites to do CRAZY things with guns...As someone who
normally tries to come up with off the wall concepts and strange tangents,
it impressed me.....I had never thought of that before!
Title: Re: New player character class
Post by: Inverse on <09-06-10/0555:20>
Heck, for gunslingers, AH created a new type, the Gunsel Karcist, that uses
drone guns and Sprites to do CRAZY things with guns...As someone who
normally tries to come up with off the wall concepts and strange tangents,
it impressed me.....I had never thought of that before!

Okay, I'm trying to imagine that. If played well, that would be SCARY...
Title: Re: New player character class
Post by: Tex Muldoon on <09-06-10/1107:54>
Always play part of yourself if you like slinging mojo then do that. Dont over specialize. Just cuz you can drive better than everybody else means you have no skills anywhere else. Alot of runners go down cuz they can't react to the run.
Title: Re: New player character class
Post by: Bisharian on <09-06-10/1259:15>
Whoa, thanks for the tips. A few questions and concerns though: 1: what is pre-gen weapon specialist, 2: I like wired- reflexes, and syth- muscle implants, but I don't want to be a chromed out Sammie. I like subtley over all things, but when it is time to throw down, I like to be able to take a few guys out.

If I had to play a character, I would like it to be similar to a spec ops recon/infiltration type, who keeps things quiet, and gets out quickly.
Also, I prefer smart googles to cyber eyes (so I can keep essence as high as possible so magic doesn't eff me up.) is there some sort of cyber armor I can wear that will give me a boost to agility and strength, when I am attempting to steal something from the corps? Maybe just an adaptive camo suit like in Metal Gear Solid 4, which I could strap some armor plates to?
Title: Re: New player character class
Post by: FastJack on <09-06-10/1310:08>
I'd recommend going with a Physical Gun Adept. This is the easiest of the magics to deal with. You put a lot of BP in your magic attribute, then purchase 'powers' to up your character. You can have boosted attributes, enhanced skills and other goodies. But you're restricted to some of the 'natural' abilities. You'd still need to get glasses or contacts to use Smartlinked guns (which you're going to definitely need as a gunman), but it's worth it if you don't want to hit your essence up.
Title: Re: New player character class
Post by: Turtletron on <09-06-10/1551:12>
Quote
Always play part of yourself if you like slinging mojo then do that. Dont over specialize. Just cuz you can drive better than everybody else means you have no skills anywhere else. Alot of runners go down cuz they can't react to the run.

So true XD, anyway it doesn't cost to much karma to upgrade your skills and attribute(in comparision to other games), so don't spend all your BP on maxing AGI and Firearms if you can't even throw a grenade, dodge a katana strike or patch yourself up a little (first aid), and plz, plz, don't pick the motorcycle only because it's cool, you can also take a car, bike makes you so vulnerable and are so easy to destroy when you are in a car chase.
Title: Re: New player character class
Post by: Critias on <09-06-10/1554:30>
Unless you, y'know, use the motorcycle's speed and maneuverability to just totally get away from the big, ugly, cager...like riders do in real life.   ;D
Title: Re: New player character class
Post by: The_Gun_Nut on <09-06-10/1603:32>
True, but bullets are faster than bikes.  Cars and trucks have at least SOME armor to help mitigate the damage coming your way.
Title: Re: New player character class
Post by: Casazil on <09-06-10/1625:17>
Now don't listen to Cas. Jump into the deep water and pick up a Technomancer. Yes it can be frightening but you will learn a lot.

Pay no attention to this man he reads books once and then knows the rules (dam memory of his) so he likes to go off the deep end and does well at it.

He also has a thing for technomancers and cyberzombies. (oh by the way we're friends if you haven't guessed we play in each others games)
Title: Re: New player character class
Post by: Critias on <09-06-10/1626:51>
True, but bullets are faster than bikes.  Cars and trucks have at least SOME armor to help mitigate the damage coming your way.
Right.  And in Shadowrun, so do motorcycles.  They just get less. 

Really, I think the two are fairly well balanced, in-game.  Bikes get a bit of a speed and handling edge, cars get a body/armor edge...Toss in a little Rule of Cool, and the way I want to make a go-ganger every time I get home from taking a ride, and motorcycles are the way to go.  ;)
Title: Re: New player character class
Post by: FastJack on <09-06-10/1634:18>
Quote
Always play part of yourself if you like slinging mojo then do that. Dont over specialize. Just cuz you can drive better than everybody else means you have no skills anywhere else. Alot of runners go down cuz they can't react to the run.

So true XD, anyway it doesn't cost to much karma to upgrade your skills and attribute(in comparision to other games), so don't spend all your BP on maxing AGI and Firearms if you can't even throw a grenade, dodge a katana strike or patch yourself up a little (first aid), and plz, plz, don't pick the motorcycle only because it's cool, you can also take a car, bike makes you so vulnerable and are so easy to destroy when you are in a car chase.
Actually, I'd recommend Specialization when possible, especially if you only drop 1 rank in the skill (bring the specialization up to 3 for just 2 more BP). And since it no longer penalizes you for non-specialized portions of the skill, it makes more sense.
Title: Re: New player character class
Post by: Casazil on <09-06-10/1637:59>
As there are no hit locations in Shadowrun and shooting from a moveing car chaseing a runner on a bike seems like the GM would say no way your getting aiming or called shot on him wouldn't the bikes armor come first in the defence test?
Title: Re: New player character class
Post by: FastJack on <09-06-10/1644:14>
According to SR4, you're correct Caszil.

Quote from: SR4 20th, p171
     Attacks must specifically target either the passengers (in which case, the vehicle is unaffected) or the vehicle itself (in which case, the passengers are not affected). The exceptions to this rule are ramming, full-automatic bursts and area-effect weapon attacks like grenades and rockets—these attacks affect both passengers and vehicles.
     If an attack is made against passengers, make a normal Attack Test, but the passengers are always considered to be under Good Cover (though the Blind Fire modifier may apply to the attacker as the situation dictates.) Passengers attempting to defend an attack inside a vehicle suffer a –2 dice pool modifier to their dodge, since they are somewhat limited in movement. Additionally, the passengers gain protection from the vehicle’s chassis, adding the Armor of the vehicle to any personal armor the characters are wearing. Called shots may be used to circumvent one armor or the other but not both.
Title: Re: New player character class
Post by: The_Gun_Nut on <09-06-10/1645:55>
Why would it?  You CAN call shots to target people in a vehicle, just fine.  Just as you can call a shot to take out the tires/radiator/whatever on a vehicle.  It does require a called shot to target people in a car or truck, but, honestly, I wouldn't require one for a bike.  It makes no sense to have a bike provide armor unless it wraps around the rider somehow (some of the funky ones do, but you have to check the descriptions and/or the illustrations to know for sure).  Strict game rules take a back seat to common sense on this one.
Title: Re: New player character class
Post by: Casazil on <09-06-10/1651:38>
I'm sorry to let you know but back in the 90's they pronounced common sense dead it was a sad day for me.

Ok back to biz yes you can shoot someone on a bike BUT and this me as a GM saying I'd add die pool negitives your moveing he's moveing (probally alot) and then called shot on top of that wow thats gonna be hard but sure I guess i'd allow it.

But just randome shooting at the guy no your hitting the bike.

(yes Magus I know Durant would hit the guy!)
Title: Re: New player character class
Post by: FastJack on <09-06-10/1654:39>
It's more about the user's profile while riding a bike. Think of how a person crouches down and lays on a racing bike. In that case, they are almost prone and harder to hit, so a ordinary shot could hit them or the bike. By calling it, you have to choose whether to ignore the bike's armor (focusing on their torso and large extremities) or their personal armor (focusing on unarmored extremities like the head or arms, making it more likely you might hit the bike).

If you're dealing with choppers, then it's not about the profile but the sheer bulk of the bike and how flanges/exhausts/windscreens/etc. might be in the way of your shot.
Title: Re: New player character class
Post by: The_Gun_Nut on <09-06-10/1750:30>
Right.  It's how the bike and the rider combine and interact with one another.  On the one hand we have potential cover bonus (could be as cover or the called shot penalty, whichever feels good to the GM) or a more hardened cover penalty/bonus (penalty to hit, bonus to armor).  In general, though, motorcycle riders are far, far more exposed than passengers in a car or truck.  I don't feel that the bike can provide any significant protection.
Title: Re: New player character class
Post by: Critias on <09-06-10/1834:03>
Why would it?  
Because the rules say so, and the stats and costs provided for vehicles are based around that say-so?

It's because motorcycle riders are more exposed that cars tend to have higher Armor stats.  Most of the time you're looking at half again as much Armor on even the most basic of cars.  

As a rider myself, I'd totally understand if a GM wanted to house rule it to say otherwise...but as it is, I don't think it's game breaking.  Pistols tend to be overpowered because pistols are common in crime/cop/gangster flicks, lots of characters want to use them, and the game wants them to be effective.  Motorcycles are similarly a little more "buff" than they should be, because they're more affordable transportation for a Shadowrunner, and fit the Rule of Cool to a t.  I don't think the game's broken or anything, personally, despite knowing -- first hand -- how much more exposed and fragile a motorcycle rider is to a driver in a car.
Title: Re: New player character class
Post by: Kontact on <09-06-10/1854:19>
Whoa, thanks for the tips. A few questions and concerns though: 1: what is pre-gen weapon specialist, 2: I like wired- reflexes, and syth- muscle implants, but I don't want to be a chromed out Sammie. I like subtley over all things, but when it is time to throw down, I like to be able to take a few guys out.

If I had to play a character, I would like it to be similar to a spec ops recon/infiltration type, who keeps things quiet, and gets out quickly.
Also, I prefer smart googles to cyber eyes (so I can keep essence as high as possible so magic doesn't eff me up.) is there some sort of cyber armor I can wear that will give me a boost to agility and strength, when I am attempting to steal something from the corps? Maybe just an adaptive camo suit like in Metal Gear Solid 4, which I could strap some armor plates to?

There is a Weapons Specialist sample character in the core book.  Not the best Runner.  Would make a better contact really...
Wires are only the cheapest way to get 3 passes per combat turn; they certainly aren't the best.  Muscle toner is the best though.  A little vat-grown muscle takes you from the pinnacle of human agility to straight-up superhuman agility.  Stim drugs can get you up to 2 passes on the cheap.  Going adept sounds like your speed though.  Combining Physad powers with select bioware and a touch of cyber is a long-standing tradition.  Though, we are getting a bit more complicated now...
For powered armor, you need military grade stuff.  Very high-profile though.  All of that is in Arsenal if you've got that book.  If you don't, you should.  Arsenal has the weapons, armor, chems, toys and vehicles, as well as the rules for modifying them to next level operation.  One of those options is Ruthenium Polymer coating, which is your basic stealth suit chameleon stuff.  The core book has the Chameleon Suit though, which is the same principle, just you're stuck with the 6/4 armor value.
Title: Re: New player character class
Post by: Casazil on <09-06-10/1857:38>
The core book also has a gun adept for him to look at for ideas.
Title: Re: New player character class
Post by: Glyph on <09-06-10/1909:18>
Firearms and stealth complement each other well, in game terms.  From the firearms side, you want high Agility and Intuition.  The former to fire your weapons accurately, and the latter to boost your initiative and help you make perception tests.  And Agility and Intuition are the Attributes that are used for the stealth skills.

I would recommend the stealth skill group, but for firearms, the skill group is only good if you actually plan on using such a wide variety of firearms.  Generally, you are better off getting pistols and one heavier weapon type such as long arms or automatics.  Specializations might be cheaper after character creation (since 2 build points is generally worth more than 2 karma, the cost to buy a specialization), but it is still worth it for your core abilities, to have those 2 extra dice right out of the gate.

Your main three areas for a ranged combat specialist are extra initiative passes (at least three is ideal, since that puts you past most of the normal security that you will encounter), Agility boosting (muscle toner is the best), and a smartlink (cybereyes are the best, but you can get the same thing from glasses, or even contacts).  For stealth, you want a chameleon suit and some tools.  If you don't have the build points left for the technical side of covert entry, the maglock passkey and lockpick gun are both useful tools.
Title: Re: New player character class
Post by: Kontact on <09-06-10/1934:00>
The old ambidextrous gun adept with a pistol dice pool of 11?   :-\  Guess it is an example of a magical shootist, but...

How about this golden DS oldie? (http://forums.dumpshock.com/index.php?showtopic=20029)  Since most of these sample chars were made in 2007, they are all limited to the old SR4 base book.  That doesn't stop them from giving you good ideas.
Title: Re: New player character class
Post by: Turtletron on <09-06-10/1949:45>
Also for the ambidextrous gun adept, in Arsenal there is the Firefight martial art, which allow you to fight with pistols in melee and reduce the penalties of doing so. It's nice if you like the movie Equilibrium. ;D
Title: Re: New player character class
Post by: TheBigD on <09-06-10/2158:44>
I've been enjoying the Gun Fu adept. :)  Love the knowledge skills of Hong Kong Action Movies and so forth. :P
Title: Re: New player character class
Post by: Bisharian on <09-06-10/2225:55>
Bout the motorcycle thing: Had I not already read Fastjack's post regarding runner age, I wouldn't have guessed a few of you were older than fifteen. Slamm-o! (I hope that was the appropriate terminology)

As I am typing from a mobile device some of my UI is limited, but I really appreciate all the input.
About muscle toning, how expensive is that? I am all for spreading my BP and Karma out to give me flexibility, and using cyber or synth implants to boost me to excellence. Also, about the  armor, even with a 6/4 rating, if it does it's job as well as I, shouldn't that've all I need? If not, I will insert some alblative plates over vital areas.

Also, if there is anything else I should consider, please let me know.
Title: Re: New player character class
Post by: Inverse on <09-06-10/2250:59>
Bout the motorcycle thing: Had I not already read Fastjack's post regarding runner age, I wouldn't have guessed a few of you were older than fifteen. Slamm-o! (I hope that was the appropriate terminology)

As I am typing from a mobile device some of my UI is limited, but I really appreciate all the input.
About muscle toning, how expensive is that? I am all for spreading my BP and Karma out to give me flexibility, and using cyber or synth implants to boost me to excellence. Also, about the  armor, even with a 6/4 rating, if it does it's job as well as I, shouldn't that've all I need? If not, I will insert some alblative plates over vital areas.

Also, if there is anything else I should consider, please let me know.

Have fun with it. Whatever advice we give, you can choose to run with it or not, but in the end, it's your runner. I will say this for gear though, ALWAYS carry a flashlight. It's cheap, and it can be used as a great distraction with enough creativity (or a humorous imporvised thrown weapon with a called shot to a certain area of the metahuman body. )

And for the toning price, I don't remember off the top of my head. I don't use it myself and I don't have any of my books on hand.
Title: Re: New player character class
Post by: FastJack on <09-06-10/2310:19>
Muscle Toner (Rating 1-4) - costs Rating x 0.2 Essence, Rating x 8,000¥.
Title: Re: New player character class
Post by: Magus on <09-07-10/0116:43>
Bish
You stated earlier you did not want to lose essence so that magic would not mess you up as bad. As far as that goes the only thing that would have an effect on would be magical healing. Magic is going to mess you up no matter what. So get things that break line of site. Smoke Flashbang grenades and such. Punch up your willpower as much as you can.Do not use it as a dump stat. Keep your body high as well.

As for the Mancer, if you do one go Ork. High Body and Strength out of the gate so you can carry armor and hit someone for gods sake. Plus you can rock the matrix. Get Unwired and rock out with the Sprites and Techno Streams.
Title: Re: New player character class
Post by: Casazil on <09-07-10/0452:05>
As I said Magus love his technomancer builds..... but then again he is the one I turn to to know things on that side of the rules.

So if you go techno listening to him is not a bad thing.

He's also right on getting things that can get you outta LOS.

One real question is do you want to even use any Cyber/Bio/Gene/Nano Tech....... I ask cause if you do go adept do know that the more you put in the less magic you can do.
Title: Re: New player character class
Post by: FastJack on <09-07-10/0837:58>
Yes, there's a fine balance between loss of essence and less magic. Used to be REALLY bad in previous editions when the only way you could get Smartlink™ technology was to either get cybereyes or wear huge, clunky goggles that plugged into your gun (pretty much telling everyone you had Smartlinked your gun).
Title: Re: New player character class
Post by: Kontact on <09-07-10/0928:17>
About muscle toning, how expensive is that? I am all for spreading my BP and Karma out to give me flexibility, and using cyber or synth implants to boost me to excellence. Also, about the  armor, even with a 6/4 rating, if it does it's job as well as I, shouldn't that've all I need? If not, I will insert some alblative plates over vital areas.

Also, if there is anything else I should consider, please let me know.

Well, the first thing you want to consider is whether you're making a casual character to start out with and explore the system, or whether you're going to devote the time now to try and build a character that will last you down the road.  Basically, what is your commitment to the build?

Next, if you're looking down the road on this, you have to decide whether you're planning to grow in breadth of function, picking up more an wider skill sets, or if you're looking to specialize in a few skills to the point where you're plain disgusting at them. 

If it's the first case, and breadth is what pleases you, then you should build a good old Street Sam style character.  You don't need to chrome up until you're bulging with metal, but it's basically a Street Samurai's place to be a flawless unit unto himself.  The idea is to be tough, fast, agile, strong, smart, personable and just all around unassailable.  I don't know if you watch Television much, but there is a show by the name of Leverage which provides a great example of a Sam's role within the team.  In the show, they have a merc type, name of Elliot.  Elliot isn't a super-genius, but he's smart and he knows his role to a tee.  He isn't the best con man, but he can talk his way out of most any situation.  He's not the stealthiest thief but he can sneak past who he needs to.  And, what makes him special is that he can operate on his own, because, if the shit hits the fan, he's his own backup.  When his mission goes south, he can just punch a hole out and disappear.  When someone else screws up, they count on Eliot to come and bail them out.

Now, an Adept isn't too far off from that.  You can build an Adept with nearly the same potential for breadth, because, unlike the other Essence-hungry types, an Adept can spare a bit of Essence and therefore Magic, on select implants.  But it's always a slippery slope with bio-adepts.  You just add a little bit more bioware, and a little bit more cyberware, and a gene treatment here, and maybe a nanohive there, and you start asking yourself why you wasted the points getting magic at all.  Well, the reason you get magic, is because it allows for a level of specialization which a Mundane character can't match.  You don't spread out your skills as much and, say, pick up some medic training, because you've got a big old karma sink to fill.  As you develop the character, you'll always have the option of pouring more and more points into your Magic and Initiate grade in order to take you to unlimited levels of pure awesome.  And, really this should be the goal.  If you're not playing an Adept to become ungodly awesome at your chosen task, then you really would be better off playing a different archetype.  The Adept is that Tiger Woods type guy, who spends all his time and energy intently focused on a sole purpose of bedding incredibly hot wome-  I mean golf.  It was golf... that should have been obvious..  Anyway, if the idea of becoming the universe's greatest _____ is what you're after, Adept is a prime path to that.


Oh, and as to the armor being 6/4..  You should try and shoot for your maximum armor if you want good survivability.  Armor is generally limited by your Body stat, in that neither of the armor values, Ballistic or Impact, can exceed your Body x2 or else you take a hit on Agility and Reaction.  A combat specialist should never have less than 4 body.  Coming right out and saying that.  So, your target armor at 4 body is 8/8.  Luckily for you, there exists the SecureTec PPP System of stacked armor.  It's a piecemeal armor plating thing which is based on... well, sports equipment for death games.  It can be worn under your clothing, so with a Cham suit, the cumulative 2/4 armor bonuses for the PPP (Forearm, shin, "vitals," and leg and arm,) coverings will bring your total armor value to 8/8 on the nose.  It's all in Arsenal.  Very important book.  Alternately, there is the Funderware.  Form Fitting Body Armor.  It's meant to be worn under armor and stacks with it.  The benefit of FFBA is that it only counts as half its value for encumbrance.  So, with a Chameleon Suit, select PPP (forearms and shins,) and a half-suit of FFBA you can have an armor value of 10/9.  It can make a difference.
Title: Re: New player character class
Post by: The_Gun_Nut on <09-07-10/0936:23>
Super important.

I consider the chameleon treatment to be more important than the armor aspect of it.  If they never realize you are a threat, then they never shoot at you and you don't need big armor.

OTOH, if you are making a dedicated combat monkey, then you don't care about stealth as much (you still need some, but not as much).  Load up on the heaviest armor and the biggest weapons.  Get milspec armor with mechanical assists for the really big damage resists.

In short, it all depends on what you see the character's role is.  Think about what s/he needs and work around that.
Title: Re: New player character class
Post by: Kontact on <09-07-10/1024:12>
Yep.  Not being shot at is always better than not being hit, and not being hit is always better than not being damaged.

Still, on a long enough time line, you will be shot at, you will be hit and you will be damaged.

That isn't to say that the hierarchy of protection doesn't go Infiltration/Agility to Reaction/[insert full dodge skill of choice] to Body/Armor/Willpower.

Magic likes to skip pretty much all those steps though...
Title: Re: New player character class
Post by: Tex Muldoon on <09-07-10/1153:19>
Yep.  Not being shot at is always better than not being hit, and not being hit is always better than not being damaged.

Still, on a long enough time line, you will be shot at, you will be hit and you will be damaged.

That isn't to say that the hierarchy of protection doesn't go Infiltration/Agility to Reaction/[insert full dodge skill of choice] to Body/Armor/Willpower.

Magic likes to skip pretty much all those steps though...
I have seen even the best armor go down to acid wave. Magic can either be the awesome force not to be tangled with or it can fizzle out like its nothing. Just make sure you have a good fixer to hook you up with a good repair job. Its not always if you have the best toys but the people you know have to best toys and if you can play with them..
Title: Re: New player character class
Post by: The_Gun_Nut on <09-07-10/1154:42>
Or lightning bolt.  Stock up on electrical resistance to avoid being stunned for the rest of your life (both seconds of it).
Title: Re: New player character class
Post by: anotherJack on <09-07-10/1409:37>
Don't find gunslingers are good newb characters.
They're too specialized, and illegal even by simply being if heavily chromed. They can be seen as a permanent danger.
Perfect for boom-boom, but no good for exploring 6th world society imho.
I prefer polyvalent and more social characters, that let you enjoy the social part and even a little bit of the matrix principles. Better to understand the shadow's rules than Mr "A problem-A bullet".
Detectives are good, and I've seen a kind of activist archetype played by a newb, with weak skills, but in many domains, very very good choice.
Title: Re: New player character class
Post by: Bisharian on <09-07-10/1431:17>
Yeah, I would pretty much like to be able to tuck into a shadowy corner and wait for the Corp-Sec to leave rather than trip all the alarms in the building, but if there is someone who needs to be taken down, I want to do so with prejudice and guile. If a group sees a buddy go down, I want them too distracted with it so I can quietly slip by or pick the rest of them off one at a time.

I don't believe in fighting head to head, or fair. Whatever it takes to drop dreks fast, get the job done, and get the hell out, without being seen.

I think I will become an adept and focus on infiltration and espionage tactics, with some demolition skills and tricky gun-slinging mojo for those tight spots.
Title: Re: New player character class
Post by: Casazil on <09-07-10/2042:40>
Sounds like you got the plan now make it and post his stats for us  ;D
Title: Re: New player character class
Post by: Kid Chameleon on <09-07-10/2308:02>
First, they are not classes, they are Archetypes.


But they all can have class.  ;)
Title: Re: New player character class
Post by: FastJack on <09-07-10/2309:53>
First, they are not classes, they are Archetypes.


But they all can have class.  ;)
Except the Ork ganger with the combat axe. He's just got 'a purty mouth'.
Title: Re: New player character class
Post by: Kontact on <09-07-10/2315:27>
Or lightning bolt.  Stock up on electrical resistance to avoid being stunned for the rest of your life (both seconds of it).

Feh.  Getting hit by a lightning bolt is a blessing.

Detect weapons = O HAI OMAE
F12 Stunbolt = BYE NAO
Title: Re: New player character class
Post by: Tex Muldoon on <09-07-10/2348:44>
First, they are not classes, they are Archetypes.


But they all can have class.  ;)
Except the Ork ganger with the combat axe. He's just got 'a purty mouth'.
Have you seen them chompers?! I don't want any part of that, and I like some strange things.