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[SR5] Traceur Adept

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Taejix

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« on: <08-07-13/1959:37> »
Somewhat new to Shadowrun, though not to RPGs. I've been trying to put together a parkour-ninja style character for 5e. Obviously, this means maxing out Gymnastics and Running, with a bit of Free-Fall for good measure.

[spoiler]Name: Ruth
Metatype: Human
Karma: 40/40
-Ambidextrous 4
-Exceptional Attribute 14
-Natural Athlete 7
-Credits +20,000 10
-Palming 1 2
-Etiquette 1 2
-Contacts +1 1

Body: 4
Agility: 6 (8)
Reaction: 5 (8)
Strength: 4
Charisma: 2
Intuition: 5
Logic: 3
Willpower: 3

Edge: 2
Essence: 6
Magic: 7
Resonance: 0

Initiative: 13 + 4d6

Mental Limit: 5
Physical Limit: 6 (7)
Social Limit: 5

Armour: 14
Physical Condition: 10
Stun Condition: 10
Overflow: 4

Qualities:
-Ambidextrous
-Exceptional Attribute (Magic)
-Natural Athlete
-Allergy (Sunlight, Mild)
-Distinctive Style (Albino)

Powers: 7/7
-Attribute Boost (Agility, Level 1) 0.25
-Attribute Boost (Strength, Level 1) 0.25
-Improved Physical Attribute (Agility, Level 2) 2.0
-Improved Reflexes (Level 3) 3.5
-Light Body (Level 2) 0.5
-Wall Running 0.5

Active Skills:
-Close Combat Skill Group 3
-Outdoors Skill Group 2
-Etiquette 1
-Free-Fall 4
-Gymnastics (Parkour) 6
-Intimidation (Physical) 2
-Palming 1
-Pistols (Revolvers) 6
-Perception 5
-Running (Urban) 6
-Sneaking (Urban) 4

Knowledge Skills:
-Extreme Sports 2 (Interest)
-Local Geography (Parkour Routes) 5 (Interest)
-Local Organised Crime 1 (Street)
-Sprawl Life 3 (Street)
-Local Street Gangs 1 (Street)

Language Skills:
-English (Cityspeak) N
-Mandarin 1
-Or'Zet 1

Gear:
-Stun Baton
-Yamaha Pulsar
|-Hidden Arm Slide
|-4 Spare Clips
-Streetline Special
|-Concealable Holster
|-4 Spare Clips
-Ares Predator V (Loaded with Gel Rounds)
|-Silencer
|-Quick-Draw Holster
|-5 Spare Clips (1x Gel Rounds, 2x APDS, 2x Regular Ammo)
-Ruger Super Warhawk (Loaded with Explosive Rounds)
|-External Smartgun System
|-Quick-draw Holster
|-4 Speed Loaders (2x Explosive Rounds, 2x Gel Rounds)
-20 Taser Darts
-30 Holdout Regular Ammo
-60 Heavy Pistol Regular Ammo
-60 Heavy Pistol Gel Rounds
-30 Heavy Pistol APDS Ammo
-30 Heavy Pistol Explosive Rounds
-Flash Pak
-2 Smoke Grenades
-2 Thermal Smoke Grenades
-Armour Jacket
|-Chemical Protection (Rating 6)
-Helmet
-Fake SIN (Rating 2)
|-Fake Licences (Rating 2, Concealed Carry, Firearms)
-Fake SIN (Rating 1)
|-Fake Licences (Rating 1, Concealed Carry, Firearms)
-Low Lifestyle (1 Month)
-Renraku Sensei Commlink (Rating 3)
|-Mapsoft
-Trodes
-Micro-Tranceiver
-Goggles (Capacity 6)
|-Flare Compensation
|-Image Link
|-Low-Light Vision
|-Smartlink
|-Thermographic Vision
|-Vision Magnification
-Gecko Tape Gloves
-Respirator (Rating 6)
-Survival Kit
-Antidote Patch (Rating 6)
-2 Stim Patches (Rating 6)
-2,070 Nuyen

Contacts:
-Fixer 4/3

Street Cred: 0
Notoriety: 0
Public Awareness: 0

Weapons:
-Unarmed Combat, 11 Dice, Accuracy 7, Reach -, Damage 4S, AP -
-Stun Baton, 11 Dice, Accuracy 4, Reach 1, Damage 9S(e), AP -5
-Streeline Special, 14 Dice, Accuracy 4, Damage 6P, AP -, Mode SA, RC -, Ammo 6(c)
-Yamaha Pulsar, 14 Dice, Accuracy 4, Damage 7S(e), AP -5, Mode SA, RC -, Ammo 4(m)
-Ares Predator V, 14 (16) Dice, Accuracy 7, Damage 8S, AP -, Mode SA, RC -, Ammo 15(c)
-Ruger Super Warhawk, 16 (18) Dice, Accuracy 7, Damage 10P, AP -3, Mode SS, RC -, Ammo 6(cy)

Priorities:
-A: Attributes
-B: Skills
-C: Magic
-D: Metatype
-E: Resources[/spoiler]

I'm kind of worried I may have cheesed things slightly too far in some cases (dice pools of 14-22 are high, right?). If I have, suggestions for appropriate ways to dial it back a bit are welcome. Same for anything I might out have left out that you think she could use, or suggestions for additional fields of expertise that might be added if you think she could do with being a bit more well-rounded. I'm also somewhat concerned that her pistols may not pack enough punch and that I may want to upgrade to something heavier.

Ideally, I'd like this character to be Missions legal.
« Last Edit: <08-08-13/0417:06> by Taejix »

darkseraph

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« Reply #1 on: <08-08-13/1718:34> »
Just took a brief look at it, but it looks like to me that you might have allocated all three special points to Magic. I think you would only be able to use the metatype special points up to Magic 6 since purchasing qualities comes after the step that you allocate those points. To take advantage of Exceptional Attribute quality to start with Magic 7 you would have to use 35 karma to do it.

Also it looks like you have 2 unused Knowledge/Language points.

Taejix

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« Reply #2 on: <08-08-13/1836:39> »
The chargen example on page 67 of the rules indicates that attribute points can be used to raise an attribute up to it's Exceptional Attribute-boosted limit rather than having to buy them up with karma. Could you point me to any statements saying this is in error?

Were you accounting for the two specialities (IE Parkour Routes and Cityspeak)? The numbers add up to me.

darkseraph

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« Reply #3 on: <08-08-13/2019:07> »
Hmm. You're right. It was a brief look without the book while at work =p. I haven't tried to create a character with that quality yet so it's good to know that I can do that.

Yeah totally missed the specialties lol. Character seems fine to me.

Only other thing I noticed was that the fake SIN/license ratings are kind of low, but I guess that might not matter depending on how the GM runs your character's first shadowrun.

RHat

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« Reply #4 on: <08-08-13/2050:17> »
I'd reconsider Exceptional Attribute - it's far from your best use of 14 Karma. 
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firebug

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« Reply #5 on: <08-08-13/2140:30> »
I'd reconsider Exceptional Attribute - it's far from your best use of 14 Karma.

I concur, especially on Magic, which can be increased continually with Karma as opposed to normal attributes which have a more strict cap.

Lowering it means you'd need to take back some PP, but you could probably survive with 1 less AGI.

In exchange, I'd suggest Catlike for a bonus to Sneaking tests (even if you're mainly parkour, it does go greatly in-hand with stealth skills) and Mentor Spirit, likely picking Cat for +2 to Gymnastics and 2 levels of Light Body, which all together is at least equivalent to one powerpoint worth of adept powers.
I'm Madpath Moth on reddit (and other sites).  Feel free to PM me errata questions!
Jeeze.  It would almost sound stupid until you realize we're talking about an immortal elf clown sword fighting a dragon ghost in a mall.

Taejix

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« Reply #6 on: <08-09-13/0429:09> »
I considered going with Cat myself, but the drawback seems pretty bad for combat - no trying to incapacitate until I either take physical damage or pass a Charisma + Willpower (3) test. As someone who expects to have to sneak around and occasionally take down unsuspecting guards, that seems pretty limiting.

I will take out Exceptional Attribute though, and Catlike is good. I'll consolidate the two fake SINs into one as well.

Of course, I now have an additional 7 karma to spend. Any suggestions?

[spoiler]Name: Ruth
Metatype: Human
Karma: 33/40
-Ambidextrous 4
-Catlike 7
-Natural Athlete 7
-Credits +20,000 10
-Palming 1 2
-Etiquette 1 2
-Contacts +1 1

Body: 4
Agility: 6 (8)
Reaction: 5 (7)
Strength: 4
Charisma: 2
Intuition: 5
Logic: 3
Willpower: 3

Edge: 3
Essence: 6
Magic: 6
Resonance: 0

Initiative: 12 + 3d6

Mental Limit: 5
Physical Limit: 6 (7)
Social Limit: 5

Armour: 14
Physical Condition: 10
Stun Condition: 10
Overflow: 4

Qualities:
-Ambidextrous
-Catlike
-Natural Athlete
-Allergy (Sunlight, Mild)
-Distinctive Style (Albino)

Powers: 6/6
-Attribute Boost (Agility, Level 1) 0.25
-Attribute Boost (Strength, Level 1) 0.25
-Improved Physical Attribute (Agility, Level 2) 2.0
-Improved Reflexes (Level 2) 2.5
-Light Body (Level 2) 0.5
-Wall Running 0.5

Active Skills:
-Close Combat Skill Group 3
-Outdoors Skill Group 2
-Etiquette 1
-Free-Fall 4
-Gymnastics (Parkour) 6
-Intimidation (Physical) 2
-Palming 1
-Pistols (Revolvers) 6
-Perception 5
-Running (Urban) 6
-Sneaking (Urban) 4

Knowledge Skills:
-Extreme Sports 2 (Interest)
-Local Geography (Parkour Routes) 5 (Interest)
-Local Organised Crime 1 (Street)
-Sprawl Life 3 (Street)
-Local Street Gangs 1 (Street)

Language Skills:
-English (Cityspeak) N
-Mandarin 1
-Or'Zet 1

Gear:
-Stun Baton
-Yamaha Pulsar
|-Hidden Arm Slide
|-4 Spare Clips
-Streetline Special
|-Concealable Holster
|-4 Spare Clips
-Ares Predator V (Loaded with Gel Rounds)
|-Silencer
|-Quick-Draw Holster
|-5 Spare Clips (1x Gel Rounds, 2x APDS, 2x Regular Ammo)
-Ruger Super Warhawk (Loaded with Explosive Rounds)
|-External Smartgun System
|-Quick-draw Holster
|-4 Speed Loaders (2x Explosive Rounds, 2x Gel Rounds)
-20 Taser Darts
-30 Holdout Regular Ammo
-60 Heavy Pistol Regular Ammo
-60 Heavy Pistol Gel Rounds
-30 Heavy Pistol APDS Ammo
-30 Heavy Pistol Explosive Rounds
-Flash Pak
-2 Smoke Grenades
-2 Thermal Smoke Grenades
-Armour Jacket
|-Chemical Protection (Rating 6)
-Helmet
-Fake SIN (Rating 3)
|-Fake Licences (Rating 3, Concealed Carry, Firearms)
-Low Lifestyle (1 Month)
-Renraku Sensei Commlink (Rating 3)
|-Mapsoft
-Trodes
-Micro-Tranceiver
-Goggles (Capacity 6)
|-Flare Compensation
|-Image Link
|-Low-Light Vision
|-Smartlink
|-Thermographic Vision
|-Vision Magnification
-Gecko Tape Gloves
-Respirator (Rating 6)
-Survival Kit
-Antidote Patch (Rating 6)
-2 Stim Patches (Rating 6)
-2,070 Nuyen

Contacts:
-Fixer 4/3

Weapons:
-Unarmed Combat, 11 Dice, Accuracy 7, Reach -, Damage 4S, AP -
-Stun Baton, 11 Dice, Accuracy 4, Reach 1, Damage 9S(e), AP -5
-Streeline Special, 14 Dice, Accuracy 4, Damage 6P, AP -, Mode SA, RC -, Ammo 6(c)
-Yamaha Pulsar, 14 Dice, Accuracy 4, Damage 7S(e), AP -5, Mode SA, RC -, Ammo 4(m)
-Ares Predator V, 14 (16) Dice, Accuracy 7, Damage 8S, AP -, Mode SA, RC -, Ammo 15(c)
-Ruger Super Warhawk, 16 (18) Dice, Accuracy 7, Damage 10P, AP -3, Mode SS, RC -, Ammo 6(cy)

Priorities:
-A: Attributes
-B: Skills
-C: Magic
-D: Metatype
-E: Resources[/spoiler]
« Last Edit: <08-09-13/0432:35> by Taejix »

RHat

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« Reply #7 on: <08-09-13/0512:32> »
You may want to consider Eagle or Raven, then - slightly less on-point, but still pretty nice.  Or Wolf, for that matter.  Contacts are always worth the Karma, too.
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jokuhuna

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« Reply #8 on: <08-09-13/0657:09> »
In my opinion you and GM could try to come up with
youre own mentor spirit. Depending on youre character concept and the pink mohawk level of the game.
For example:

Teh 1337 spray3r
+2 spraying
+1d to all physical skills while on a mission. But not for attacs that do P damage.
A mission is any activity that involves sneaking, climbing, tricking or fighting to get into a place and out again.
10% of all downtime is spend spraying the sprawl.
You need artisan skill spraying
Drawback: You must leave a visible mark in the mission area that is clearly youre work.
If you cannot do it you have one week to try again, or loose 1 street credibility.


Taejix

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« Reply #9 on: <08-09-13/0804:08> »
As I've mentioned jokuhuna, I'd prefer for this character to be missions legal. So custom mentor spirits are out.

Eagle looks good, but I'm not sure I like the disadvantage. Isn't pollution pretty much omni-present in the sixth world's cities, resulting in a more or less permanent -2 penalty on everything?

Raven has almost nothing to do with my character (Con, traceless walk and voice control?).

Wolf looks good, though I think I'd actually prefer Dog if I could come up with some useful senses to take. Having two levels of Attribute boost seems like a waste, and I prefer Dog's disadvantage. Maybe Direction Sense and some sort of enhanced sense of smell? Except that Olfactory Enhancement gives bonus dice and thus can't be taken. Bah.

Looking through the lists, Bear has potential. More damage resistance dice is never bad and Rapid healing could certainly be useful. Dragonslayer also looks good. Extra dice on intimidation and two moderately useful powers.
« Last Edit: <08-09-13/0859:21> by Taejix »