Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: kurtomatic on <02-19-20/0128:47>

Title: [6E] Gun Adept
Post by: kurtomatic on <02-19-20/0128:47>
Howdy folks!  8)

First post; started with the original hardcover, skipped 5th and most of 4th edition, first time kicking the tires on 6th. Thanks heaps for any time you are willing to spend reading this post.

Yes, this is another John Wick wannabe. Looked for something fairly simple that I can learn and survive some mistakes with.

I don't need crazy-optimization, but would like a reality check to make sure I'm not missing something standing right next to me. I realize that Initiation in chargen is not intended, but I'm taking that up with the GM (backstory). I also have a follow-up question, below.


METATYPE: C (Human)
ATTRIBUTES: A (24)
SKILLS: B (24)
MAGIC: D (1)
RESOURCES: E (8k¥)

B 4, A 6, R 5 (6), S 3, W 3, L 2, I 5, C 4, EDG 7, M 4, ESS 6, Gr 1

Initiative/Actions: 10 (11)+1D6/1 Major, 2 Minor
Condition Monitor (P/S): 10/10
Defense Rating: 11
Active Skills: Athletics 4, Close Combat 4, Firearms 8, Influence 5, Perception 4, Piloting 3
Knowledge Skills: Arcana, Espionage Techniques, Security Systems
Languages: English (Native)
Qualities: Aptitude (Firearms), Honorbound (Assassin's Creed), Mentor Spirit: Wise Warrior, Prejudiced (American Mafia)
Adept Powers: Combat Sense (4), Danger Sense, Improved Ability (1) (Firearms), Improved Reflexes (1), Mystic Armor (4), Vocal Control
Metamagic: (Initiate Grade 1) Power Point



Contacts: Club Owner (C4/L3), Fixer (C3/L2), Street Doc (C2/L2), Gang Leader (C2/L1), Mr. Johnson (C4/L1)

Gear:
   Actioneer Business Clothes
   Armor Vest
   Identity w/ Fake License (Driver's Licence) (1), Fake SIN (2), (1 month) Street Lifestyle
   Micro-Tranceiver


Weapons:
   Ruger Super Warhawk (14) [Heavy Pistol, DV 4P, SA, 8/11/8/–/–, 6 (cy)]


Question:

I originally put a secondary emphasis on providing some modest social facility as a backup Face, hence the Influence efforts. I don't really want a 1-trick pony, but a 2-trick pony suits me fine. However, with the way our team of 4-5 PCs is shaking out so far, this could be the best social character of the bunch.  :o

If John Wick Jr. here ends up being the defacto Face/Detective guy, with 9 dice on Influence and Perception and max Edge, how screwed is this team? Obviously, this is mostly going to depend on the GM, but I'm interested in your opinions too.

Muchas gracias!  ;D
Title: Re: [6E] Gun Adept
Post by: Trigger Lynx on <02-19-20/0144:37>
Could just be the way it's written, but you need ammunition for the hand cannon =] And wether it's your choice not to have one or just a minor oversight, not having a commlink is going to present a significant challenge in the Sixth World.
Title: Re: [6E] Gun Adept
Post by: kurtomatic on <02-19-20/0901:52>
Could just be the way it's written, but you need ammunition for the hand cannon =]


Haha, very sharp. Yes, I neglected to buy ammo for the revolver. He does still have 50¥ left (that didn't make it into this stat block, d'oh), so obviously I could just spend that on ammo, but I kind of like the image of this guy down to the clothes on his back with an empty revolver and a 50¥ credstick in his pocket. I wrote up a 500-word backstory that sets that all up. Once play starts (unless we start in media res), I'll try to gauge a sense of urgency around the first combat encounter, and I'll pop the 50¥ for ordinary ammo if I need it.

And wether it's your choice not to have one or just a minor oversight, not having a commlink is going to present a significant challenge in the Sixth World.

Thanks very much! I missed that. Given the backstory (which I'm happy to share if anyone cares), this kind of makes sense; this guy starts out in quite the hole at the beginning of play. That fake SIN of his is paper-thin, etc. So a new commlink will have to go on the shopping list along with everything else. (Back in my day, we didn't need no fancy "commlink"... /shakes cane)  :P
Title: Re: [6E] Gun Adept
Post by: Hobbes on <02-19-20/1244:05>
I would get 6 Qualities at Chargen.  They cost double after.  And even shaking loose a few points of Karma for Nuyen would go a long way to round out the character.  A gunslinger with no Ammo isn't a gunslinger unless you intend to literally sling your gun at someone. 

4 Magic, Mentor Spirit, plus PP initiation is 5.5ish of powers, you have 7 PP?

Hidden Arm slides with Tasers and Hold outs, Multiple Ammo types, Commlink, better fake SIN, all highly recommended.

9 Dice in a random Social skill is good presuming the rest of the team has a few dice as well, here and there.  But an entire team of Shadowrunners that can't lie is a team that won't last real long in most games.  Your Table Mileage May Vary. 
Title: Re: [6E] Gun Adept
Post by: kurtomatic on <02-19-20/1353:35>
I would get 6 Qualities at Chargen.  They cost double after.

BINGO! Ouch, I completely missed that. Hmm, hmm... Okay, that's actionable.

And even shaking loose a few points of Karma for Nuyen would go a long way to round out the character.  A gunslinger with no Ammo isn't a gunslinger unless you intend to literally sling your gun at someone.

Admittedly, starving this guy of resources this way is a bit cheesy. I'm gambling (from experience) that there will be some kind of up-front partial payment on our first job, but I honestly have no idea. Normally, the idea of trading Karma for cash would be a serious anti-pattern for me, but I might come around on that.

Here is the thing; to free up a usable amount of Karma, I'd need to ditch Piloting from the Day 1 build. I'm alright with that if someone else at the table brings it--I will address that socially. Although a team Uber-ing around in rideshares would be Deadpool-level hilarious!  ;D

The payoff would be spending that on Qualities, and rounding off some remainder as cash, so I will at least put that on the table.

4 Magic, Mentor Spirit, plus PP initiation is 5.5ish of powers, you have 7 PP?

It never hurts to audit this once more:

Code: [Select]
Magic Priority D +1
+3 Adjustment Points +3
Initiation Metamagic +1
Wise Warrior Spirit (+1) (free Improved Ability for combat skill)

That adds up to Magic 4, 5PP, plus 1PP bonus power, for a net gain of 6PP worth of powers. I've reconciled the power costs several times; I believe it all checks out.

Hidden Arm slides with Tasers and Hold outs...

Ooh, shiny!  8)

.. Multiple Ammo types, Commlink, better fake SIN, all highly recommended.

That is the plan, Day 2. I will feel out the GM for feedback on the opening scenario.

9 Dice in a random Social skill is good presuming the rest of the team has a few dice as well, here and there.  But an entire team of Shadowrunners that can't lie is a team that won't last real long in most games.  Your Table Mileage May Vary.

I'll socialize this as well. Thanks so much for your feedback!
Title: Re: [6E] Gun Adept
Post by: kurtomatic on <02-19-20/1400:04>
I just want to add that I didn't understand that Qualities were limited to net +20 Karma. I though Negative Qualities were hard-capped to -20 Karma, which is not the same thing. So, yeah, will be making another pass on Qualities.  :o
Title: Re: [6E] Gun Adept
Post by: Hobbes on <02-19-20/1500:05>
I still count 7 PP of powers....?  I'm willing to be wrong on that.

Qualities are terrubilly worded.  Buy Positive Qualities.  Subtract Negative Qualities.  Spend as much Karma as you want out of the Karma from the NEXT step, or gain up to 20 additional Karma net for the next step.
Title: Re: [6E] Gun Adept
Post by: kurtomatic on <02-19-20/1721:08>
Code: [Select]
Combat Sense 0.50PP Rating-4 2.00PP
Danger Sense 0.50PP 0.50PP
Improved Ability MENTOR BONUS 0.00PP
Improved Reflexes 1.00PP Rating-1 1.00PP
Mystic Armor 0.25PP Rating-4 1.00PP
Vocal Control 0.50PP 0.50PP
----------------------------------------------------------------------
Power Point Total 5.00PP

 8) ;D ;)
Title: Re: [6E] Gun Adept
Post by: Hobbes on <02-19-20/1738:00>
Mystic Armor is .25 per this time around.  My bad, carry on.
Title: Re: [6E] Gun Adept
Post by: kurtomatic on <02-20-20/0044:23>
UPDATED, thanks so much for the feedback!

"There is a man lingering about the Continental Club in downtown Seattle of late. Human, forty-ish, Caucasian, dresses like a gangster, black suit and tie, all that. Goes by the street name of Whiskey. His credstick claims he's "Jardani Rushmore", another corporate sariman, but the rumor is he's some kind of hitman from back East who first showed up in town about five years ago. Supposedly has a place out in the sticks South of Puyallup, where he receives all manner of strange visitors. Funny that though.., just a week ago there was some kind of hullabaloo out in that area. An old farmstead was attacked by mercs; the whole place burned to the ground, bodies everywhere and a barn full of destroyed weapons and vehicles. Clearly some kind of safehouse, but whose? Plenty of rumors, but no solid dirt."

"So anyway, this Whiskey fellow? He's apparently soliciting offers of employment, if you catch my drift. At the Continental Club. A fixer named Ruby Rose is brokering for him. You should check him out."

WHISKEY

B 4, A 6, R 6, S 3, W 3, L 2, I 5, C 4, EDG 7, M 4, ESS 6, Gr 1

Initiative/Actions: 11+1D6/1 Major, 2 Minor
Condition Monitor (P/S): 10/10
Defense Rating: 11
Active Skills: Athletics 4, Close Combat 4, Firearms 8, Influence 5, Perception 4, Piloting 0
Knowledge Skills: Arcana, Espionage Techniques, Security Systems
Languages: English (Native)
Qualities: Aptitude (Firearms), Honorbound (Assassin's Creed), Indomitable, Mentor Spirit: Wise Warrior, Prejudiced (American Mafia), Toughness
Adept Powers: Combat Sense 4, Danger Sense, Improved Ability 1 (Firearms), Improved Reflexes 1, Mystic Armor 4, Vocal Control
Metamagic: (Initiate Grade 1) Power Point

Contacts:
   Alice McShane (C4/L3), Club Owner, Proprietor of the Continental Club
   Ruby Rose (C3/L2), Fixer
   The Fisher King (C2/L2), Street Shaman, Puyallup
   Tic Tok (C2/L1), Gang Leader, Ork Underground
   Winston Reeves (C4/L1), Mr. Johnson, Atlantean Foundation

Gear:
   Actioneer Business Clothes
   Armor Vest
   Certified Credstick, Silver: 25¥
   Concealable Holster
   Contact Lenses w/ Flare Compensation, Smartlink
   Identity: Jardani Rushmore w/ Fake License (Driver's Licence) (4), Fake SIN (4), (1 month) Street Lifestyle
   Micro-Tranceiver
   Renraku Sensei (Commlink)

Weapons:
   AK-97 [Assault Rifle, DV 4P, SA/BF/FA, 10/17/15/13/7, 38 (c)] w/ Bipod, Imaging Scope, Silencer/Suppressor, Smartgun System, Internal, (4x) Spare Clips, 190 rounds APDS
   Ruger Super Warhawk [Heavy Pistol, DV 5P, SA, 9/12/9/–/–, 6 (cy)] w/ Laser Sight, (4x) Speed Loader, 60 Explosive Rounds
   Survival Knife [Blade, DV 3P, 8/2*/–/–/–]

"People keep asking if I'm back and I haven't really had an answer, but yeah, I'm thinking I'm back."
Title: Re: [6E] Gun Adept
Post by: Trigger Lynx on <02-20-20/0128:26>
Looks really good, I like it. Just one comment, not even rules thing, just an observation. Depending on how often you feel you'll be using that AK compared to the Warhawk, you may want to switch the smartgun system accessory to your sidearm. But again, that's just minor stuff. 

EDIT: Also, your Pilot skill is at 0, rather than being omitted entirely. Perhaps there's supposed to be a numerical value behind it, or it may just be editorial oversight.  Either way, looks like a really fun character =]
Title: Re: [6E] Gun Adept
Post by: kurtomatic on <02-21-20/2112:26>
Thanks for the comments!

The Piloting-0 thing appears to be an artifact/bug of Hero Lab Online, where I removed the skill ranks but the skill somehow remains in the statblock. I intentionally left it there because I thought it would be a useful reminder that I still need to fill that hole in the character.  :P

I soon as Wick Jr. here gets some nuyen, he will be expanding the toolbox, no doubt.