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Spiritual sniper adept - rookie

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EggieNogginhew

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« on: <01-22-19/1501:12> »
My spiritual adept/astral combatant/meatsniper concept is below, I could use all the help I can get though as this is my first character and the learning curve is turning out to be... existent.  Thanks!

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000¥

== Attributes ==
BOD: 5
AGI: 6
REA: 4 (6)
STR: 2
CHA: 2
INT: 5
LOG: 3
WIL: 5
EDG: 2
MAG: 7

== Derived Attributes ==
Essence:                   6
Initiative:                9 (11) + 3d6
Rigger Initiative:         11 + 3d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      11 + 3d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         11

== Limits ==
Physical:                  5
Mental:                    6
Social:                    5
Astral:                    6

== Active Skills ==
Animal Handling            : 0                      Pool: 1
Archery                    : 0                      Pool: 5
Armorer                    : 0                      Pool: 2
Assensing                  : 6 [Astral Signatures]       Pool: 11 (13)
Astral Combat              : 6 [[Weapon Focus Type]] Pool: 11 (13)
Automatics                 : 0                      Pool: 5
Blades                     : 6 [Swords]             Pool: 12 (14)
Clubs                      : 0                      Pool: 5
Computer                   : 0                      Pool: 2
Con                        : 0                      Pool: 1
Cybercombat                : 0                      Pool: 2
Demolitions                : 0                      Pool: 2
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 4
Escape Artist              : 0                      Pool: 5
Etiquette                  : 0                      Pool: 1
First Aid                  : 0                      Pool: 2
Forgery                    : 0                      Pool: 2
Free-Fall                  : 0                      Pool: 4
Gunnery                    : 0                      Pool: 5
Gymnastics                 : 5                      Pool: 11
Hacking                    : 0                      Pool: 2
Heavy Weapons              : 0                      Pool: 5
Impersonation              : 0                      Pool: 1
Instruction                : 0                      Pool: 1
Intimidation               : 0                      Pool: 1
Leadership                 : 0                      Pool: 1
Longarms                   : 6 [Sniper Rifles]      Pool: 13 (15)
Navigation                 : 5                      Pool: 10
Negotiation                : 0                      Pool: 1
Perception                 : 5 [Visual]             Pool: 10 (12)
Performance                : 0                      Pool: 1
Pilot Ground Craft         : 0                      Pool: 5
Pilot Watercraft           : 0                      Pool: 5
Pistols                    : 0                      Pool: 5
Running                    : 0                      Pool: 1
Sneaking                   : 5                      Pool: 11
Survival                   : 5                      Pool: 10
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 5
Tracking                   : 5                      Pool: 10
Unarmed Combat             : 0                      Pool: 5

== Knowledge Skills ==
Area Knowledge: Seattle    : 2                      Pool: 7
Combat Tactics             : 2                      Pool: 5
Firearms                   : 2                      Pool: 5
Small Unit Tactics         : 2                      Pool: 7
Spirits                    : 4                      Pool: 7
Sprawl Life                : 2                      Pool: 7
Street Drugs               : 2                      Pool: 7

== Contacts ==
Cooper; Seattle; Fixer (1, 2)
J; Seattle; Talismonger (2, 1)

== Qualities ==
Addiction (Mild) (Psyche)
Adept
Allergy (Common, Moderate) (Shellfish Allergy)
Exceptional Attribute (MAG)
Mentor Spirit (Dragonslayer)
Photographic Memory
Prejudiced (Common, Biased) (Metahumans with Augmentations)

== Powers ==
Astral Perception
Combat Sense Rating: 2
Critical Strike (Blades)
Danger Sense Rating: 1
Enhanced Accuracy (skill) (Longarms)
Improved Ability (skill) (Longarms) Rating: 1
Improved Reflexes 2
Mystic Armor Rating: 2
Spell Resistance Rating: 1

== Lifestyles ==
Low  1 months

== Armor ==
Armor Jacket                        12
   +Chemical Protection 3
   +Fire Resistance 3
   +Nonconductivity 3
Clothing                            0

== Weapons ==
Combat Knife
   Pool: 12   Accuracy: 6   DV: 5P   AP: -3   RC: 2
Defiance T-250
   Pool: 13   Accuracy: 5   DV: 10P   AP: -1   RC: 2
Katana
   Pool: 12 (14)   Accuracy: 7   DV: 6P   AP: -3   RC: 2
Ruger 101
   +Imaging Scope
   +Shock Pad
   +Stock
   Pool: 13 (15)   Accuracy: 7   DV: 11P   AP: -3   RC: 3
Unarmed Attack
   Pool: 5   Accuracy: 5   DV: 2S   AP: -   RC: 2

== Gear ==
Ammo: APDS (Sniper Rifles) x50
Ammo: Flechette Rounds (Sniper Rifles) x50
Ammo: Regular Ammo (Sniper Rifles) x200
Ammo: Regular Ammo (Shotguns) x50
Ammo: Regular Ammo (Heavy Pistols) x50
Audio Enhancement Rating 3
Autopicker Rating 1
Bug Scanner Rating 1
Chisel
Contacts Rating 3
Magnesium Torch
Medkit Rating 1
Medkit Supplies
Psyche x3
Spare Clip (Ruger 101) x6
Speed Loader (Ruger 101)
Survival Kit
Vision Enhancement Rating 3
Weapon Focus (Bonded Foci) (Katana) Rating 1
« Last Edit: <01-23-19/2042:34> by EggieNogginhew »

Overbyte

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« Reply #1 on: <01-22-19/1714:24> »
Well I don't have time to do a complete analysis but there are a bunch of things that stand out.
First, you can't have MAG 7 at char gen.
Move one point of REA into BOD (its better to have odd BOD numbers)
Second, most people will tell you that you want to focus your skills into a few areas rather than spreading yourself too thin.
In that regard I recommend: Longarms 6, Assensing 6, Blades 6, Astral Combat 6, and forget the rest of the weapons.
If you want to track people astrally then your Assensing specialization should be in Astral Signatures, not Auras I would think.
Boost your Tracking, Sneaking and Perception.
Take Critical Strike for Blades.
Dump Danger Sense, Attribute Boost: REA and AGI.
Dump Software, Con, Swimming and First Aid.

NOTE: If you want little one point skills, best to buy them with Karma at 2 points each. Try to move all your one pointers into Karma buys so you can buy large stacks of the skills you really want/need.
Nothing is foolproof. Fools are so ingenious.

Marcus

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« Reply #2 on: <01-22-19/2240:15> »
I think exceptional attribute magic does work, but I'll check the core and make sure i'm not dreaming that.

NEVER NEVER NEVER NEVER have a mono-whip and pool that is in easy glitch range.
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Overbyte

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« Reply #3 on: <01-23-19/0057:41> »
I didn't notice he had that.. but even so.. I probably wouldn't. It's a big investment when you could just initiate later for the same price. (yes I know that doesn't count the +1 to actually MAG, but that really doesn't mean much).
Nothing is foolproof. Fools are so ingenious.

EggieNogginhew

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« Reply #4 on: <01-23-19/2038:11> »
Hey guys, thanks for the input, I incorporated your suggestions and posted the new char stats as a mod to the original post to prevent scroll-whiplash.  I really appreciate how cool this community is and how supportive people always are to newbs.  And whoever wrote chummer is a saint, that thing works great.

I got what you said about skilling in tall stacks, I think the changes I made are in line with that.  And I have a question in to the GM about exceptional attribute - mag, we'll see.  Either way I need to figure out these power points.  I feel like I'm spread too thin, because there are a lot of cool things that sound great.  I just don't have a good idea how combat will BE, like how long it takes to kill things, what kind of dice pools I'll be up against, how important armor is for me.  If anyone could help me prioritize adept powers, or eliminate some altogether, that would help me a ton.  The idea is to be able to hold my own in astral combat and not be too squishy in meatspace.  I took blades(katana) with a weapon focus on the katana so I can slice up spirits in the AP, not planning on tanking in RL if I can avoid it. 

Thanks in advance!

== Powers ==

Astral Perception (1PP)
Combat Sense Rating: 2 (1PP)
Critical Strike (Blades) (.5PP)
Danger Sense Rating: 1 (0PP - mentor spirit)
Enhanced Accuracy (skill) (Longarms) (0PP - mentor spirit)
Improved Ability (skill) (Longarms) Rating: 1 (.5PP)
Improved Reflexes 2 (2.5PP)
Mystic Armor Rating: 2 (1PP)
Spell Resistance Rating: 1 (.5PP)

Eggie

Tarislar

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« Reply #5 on: <02-08-19/1050:53> »
My spiritual adept/astral combatant/meatsniper concept is below, I could use all the help I can get though as this is my first character and the learning curve is turning out to be... existent.  Thanks!

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000¥

== Attributes ==
MAG: 7

== Active Skills ==
Assensing                  : 6 [Astral Signatures]       Pool: 11 (13)
Astral Combat              : 6 [[Weapon Focus Type]] Pool: 11 (13)
Blades                     : 6 [Swords]             Pool: 12 (14)
Gymnastics                 : 5                      Pool: 11
Longarms                   : 6 [Sniper Rifles]      Pool: 13 (15)
Navigation                 : 5                      Pool: 10
Perception                 : 5 [Visual]             Pool: 10 (12)
Sneaking                   : 5                      Pool: 11
Survival                   : 5                      Pool: 10
Tracking                   : 5                      Pool: 10


== Knowledge Skills ==
Area Knowledge: Seattle    : 2                      Pool: 7
Combat Tactics             : 2                      Pool: 5
Firearms                   : 2                      Pool: 5
Small Unit Tactics         : 2                      Pool: 7
Spirits                    : 4                      Pool: 7
Sprawl Life                : 2                      Pool: 7
Street Drugs               : 2                      Pool: 7

== Contacts ==
Cooper; Seattle; Fixer (1, 2)
J; Seattle; Talismonger (2, 1)

== Qualities ==
Addiction (Mild) (Psyche)
Allergy (Common, Moderate) (Shellfish Allergy)
Exceptional Attribute (MAG)
Photographic Memory
Prejudiced (Common, Biased) (Metahumans with Augmentations)

== Powers ==
Astral Perception
Combat Sense Rating: 2
Critical Strike (Blades)
Danger Sense Rating: 1
Enhanced Accuracy (skill) (Longarms)
Improved Ability (skill) (Longarms) Rating: 1
Improved Reflexes 2
Mystic Armor Rating: 2
Spell Resistance Rating: 1

== Weapons ==
Combat Knife
   Pool: 12   Accuracy: 6   DV: 5P   AP: -3   RC: 2
Katana
   Pool: 12 (14)   Accuracy: 7   DV: 6P   AP: -3   RC: 2
Weapon Focus (Bonded Foci) (Katana) Rating 1


Here are a few things I spotted to consider.

1.  For all the Karma your dumping into Improved Attribute + Mentor Spirit, you could basically get an Adept Way & use the discounts to get you a full PP+ in bonus attributes.
I feel like Spiritual Way which includes a Mentor in it would be solid for this concept.  The fact that you'll save a point for more Edge is also a good thing.

2.  I'm no expert but I feel like Blades + Astral Combat is over specialization.  Your foci will be able to hit spirits.  Trying to engage them before they even materialize seems unlikely to happen.
Maybe that's just me but I feel like those points could be better spent giving the character more than 1 role.

3.  On the topic of skills, those Group Points might be better spent on something you'll use more often.  Unless you are prone to disappearing into the NAN for long periods of time that is.
Put them in Athletics or Stealth to give you some more physical infiltration type skills.  Very useful for a Sniper &/or guy that needs to be able to get into Knife fighting range quietly.

4.  Those Contacts are so low they won't really be able to function in their roles.  Better to dump those points all into a single Fixer at 5/1 IMHO.   6/1 for a point of Karma would be even better.

5.  Katana's are cool but there is just NO subtlety there.  I would shift over the points & Weapon Foci to be purely Combat Knife oriented to stay stealthy.

6.  I'm never a fan of starting out with an addiction.  Its bad enough if you get one in game but don't handicap yourself so horridly that you already start with one & can have it get worse with a couple bad rolls.

7.  This is just me but I love the flavor of Knowledge (Specializations).   Change all those 2's into 1+Specializations to give your character some more.....depth & "character".

8.  I would set up your skills to look something like....
Group-Stealth-5
Assensing-6
Blades-6  (Knives+2)
Gymnastics-6
LongArms (Rifles+2) - 6
Perception-6
Tracking-4

9.  Power Points - The one big thing I'm seeing here is Mystic Armor v/s Reflexes.   I would take Reflexes 3 all day every day before Armor.  You can buy armor more armor, but dodging & initiative not so much.  And your going to want to be fast when it comes to Dealing w/ Spirits or getting off the first shot, IMO.