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[6WE] Edwin the Exotic Weapons Specialist

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Hephaestus

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« on: <08-17-19/2346:35> »
So, I wanted to make a weapon specialist character focused on Exotic Weapons. Here's what I got:

Edwin the Exotic Weapons Specialist

Priority                  
A   Resources              450,000¥
B   Attributes              16
C   Skills                 20
D   Metatype              Human (4)
E   Magic/Resonance   Mundane

Attributes
BOD   4      
AGI   7 (11)
REA   3 (6)
STR   2
WIL   3
LOG   2
INT   2
CHA   2 (Max 3)      
EDG   5
ESS   0.9

Qualities               
Aptitude (Exotic Weapons)       -12
Exceptional Attribute (Agility)   -12
Impaired Attribute (Charisma 3)   +24
Incompetent (Cracking)      +10
Honor Bound (Pirates Code)   +10
Net                       +20

Skills                  
Athletics              1
Biotech         1
Close Combat      2
Con                 2
Electronics              1
Engineering      1
Exotic Weapons      7
- Specialization (Dart Weapons)
- Specialization (Whips)
- Specialization (Grenade Launchers)
- Specialization (Rocket Launchers)   
Firearms              2
Influence              1
Outdoors              1
Perception              3
Piloting         1
Stealth         2

Augments   
Wired Reflexes 3 (Used)
Muscle Toner 4
Cybereyes 2
- Smartlink   
- Flare Compensation
Datajack

Weapons   
Monofilament Whip
Parashield DART Pistol
- Smartgun System (Internal)
Parashield DART Rifle
- Smartgun System (Internal)
Armtech MGL-6
- Smartgun System (Internal)
Onotari Interceptor

Armor   
Full Body Armor
- Chemical Seal
- Cold Resistance 2
- Fire Resistance 2
- Sensor (Shoulder Mounted)
-- Ultrasound
w/ Helmet
- Low-Light Vision
- Thermographic Vision
- Ultrasound Link
- Vision Enhancement
- Vision Magnification

Fake SINs/Licenses
SIN (4, John Q. Public)
License (R5, Drug Possession)
License (R5, Armor)
Licence (R5, Smartgun System)

Ammo   
200 Narcoject Darts
100 Frag Grenades
10 Zen Grenades
10 Novacoke Grenades
20 Pepper Punch Grenades
20 Thermal Smoke Grenades
20 Flash-Paks
10 Rating 4 Guided Fragmentation Missiles
26 Assorted Spare Clips

Other
Lifestyle (Medium, 3 mo)
Transys Avalon (6)
Subvocal Mic (3)
Micro-Transceiver
Tag Eraser
Contacts (3)
- Image Link
- Low-Light Vision
- Thermographic Vision
Earbuds (3)
- Audio Enhancement
- Spatial Recognizer
Flashlight
Survival Kit
Gas Mask
20 Light Sticks
Biomonitor
Medkit (6)
- 10 Medkit Supplies
5 Antidote Patches
5 Stim Patches (6)
5 Trauma Patches
GMC Bulldog

Remaining   Money:   5000¥

He has a dice pool of 20 for all his attacks, since they all use the same skill. He has a stockpile of explosives large enough to level a city block, and some really fun toys to use for crowd control (or lack thereof, if using a novacoke grenade).

And, as an aside, the Impaired Attribute negative quality is a super exploit to get free karma. A character can lower the maximum limit of a lesser-used attribute by an average of 4 points (6 down to 2), and there is no verbiage stating it can only be taken once. An extreme example, a troll character could theoretically take 7 points off of their BOD maximum for 56 karma, then take up to 5 positive qualities totaling 36 karma, and still come out with +20 net karma.
« Last Edit: <09-02-19/1346:46> by Hephaestus »

R Villiers

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« Reply #1 on: <08-18-19/1119:54> »
I'm new here and don't have the core rulebook. Could you elaborate a bit on the impaired attribute quality? You set a maximum value for an attribute and then receive points equal to 8 x maximum attribute - set value?

Hobbes

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« Reply #2 on: <08-18-19/1141:20> »


Qualities               
Aptitude (Exotic Weapons)       -12
Exceptional Attribute (Agility)   -12
Impaired Attribute (Charisma 3)   +24
Incompetent (Cracking)      +10
Honor Bound (Pirates Code)   +10
Net                       +20


My current understanding is that you can only get 20 Bonus Karma from Negative Qualities.  Yes it's terribly worded, the Errata team is aware.

So you can drop (for example) Impaired Attribute since it's not getting you any Karma, and the net cost is 4 Karma.  Leaves you 16 Karma short.

But, yes Impaired Attribute is essentially a free 16 Karma.  Or 20 if you're okay with a 3 Max in an Attribute.

Impaired Strength 3 for most characters.  Impaired Logic or Charisma for the Unarmed Combat Characters.  And you can stop thinking about Negative Qualities if you'd like. 

markelphoenix

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« Reply #3 on: <08-18-19/1147:12> »


Qualities               
Aptitude (Exotic Weapons)       -12
Exceptional Attribute (Agility)   -12
Impaired Attribute (Charisma 3)   +24
Incompetent (Cracking)      +10
Honor Bound (Pirates Code)   +10
Net                       +20


My current understanding is that you can only get 20 Bonus Karma from Negative Qualities.  Yes it's terribly worded, the Errata team is aware.

So you can drop (for example) Impaired Attribute since it's not getting you any Karma, and the net cost is 4 Karma.  Leaves you 16 Karma short.

But, yes Impaired Attribute is essentially a free 16 Karma.  Or 20 if you're okay with a 3 Max in an Attribute.

Impaired Strength 3 for most characters.  Impaired Logic or Charisma for the Unarmed Combat Characters.  And you can stop thinking about Negative Qualities if you'd like.

I think there was a discussion about 'Net 20' causing a belief that PQ - NQ = +20 Karma == valid. So, if you took -56 Karma in NQ, then took +36 PQ, it would be Net 20 Karma for expenditures on stats and skills, thus valid.

Michael Chandra

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« Reply #4 on: <08-18-19/1148:34> »
You can get 20 net Bonus Karma. So -24 + 44 is perfectly legal as it only gives you 20 extra karma, which is exactly the limit.
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Hephaestus

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« Reply #5 on: <08-18-19/1317:54> »
I'm new here and don't have the core rulebook. Could you elaborate a bit on the impaired attribute quality? You set a maximum value for an attribute and then receive points equal to 8 x maximum attribute - set value?

Every race has a fixed maximum for each ability score (i.e. Humans cap at 6 for everything except Edge, which caps at 7). The Impaired Attribute negative quality drops the cap of a given ability by 1 point for each rank taken, to a minimum attribute rating maximum of 2.

For example, the character I made is not very charismatic. The human racial maximum for Charisma is 6. I took Impaired Attribute (Charisma) 3, which drops my maximum Charisma stat from 6 down to 3. So even if I accumulate karma during gameplay, I can never raise my Charisma stat above 3 without augmentations. The trade-off is that 3 ranks x 8 bonus karma per rank = 24 bonus karma. I could have increased to rank 4 (making my maximum 2, and giving me 32 bonus karma), but not rank 5, as it would have made my maximum 1.

Note that for the moment, you can take this quality multiple times, once for each stat you want to drop the maximum rating for. You could, in theory, make a troll character, and reduce Body from 9 to 6 and Strength from 9 to 6, using up 2 of your 6 starting qualities, and giving you +48 karma. You would have to take positive qualities to drop the total bonus to +20 karma, but that's 28 karma worth of positive qualities before reducing the bonus karma below 20.

markelphoenix

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« Reply #6 on: <08-18-19/1346:14> »
I'm new here and don't have the core rulebook. Could you elaborate a bit on the impaired attribute quality? You set a maximum value for an attribute and then receive points equal to 8 x maximum attribute - set value?

Every race has a fixed maximum for each ability score (i.e. Humans cap at 6 for everything except Edge, which caps at 7). The Impaired Attribute negative quality drops the cap of a given ability by 1 point for each rank taken, to a minimum attribute rating maximum of 2.

For example, the character I made is not very charismatic. The human racial maximum for Charisma is 6. I took Impaired Attribute (Charisma) 3, which drops my maximum Charisma stat from 6 down to 3. So even if I accumulate karma during gameplay, I can never raise my Charisma stat above 3 without augmentations. The trade-off is that 3 ranks x 8 bonus karma per rank = 24 bonus karma. I could have increased to rank 4 (making my maximum 2, and giving me 32 bonus karma), but not rank 5, as it would have made my maximum 1.

Note that for the moment, you can take this quality multiple times, once for each stat you want to drop the maximum rating for. You could, in theory, make a troll character, and reduce Body from 9 to 6 and Strength from 9 to 6, using up 2 of your 6 starting qualities, and giving you +48 karma. You would have to take positive qualities to drop the total bonus to +20 karma, but that's 28 karma worth of positive qualities before reducing the bonus karma below 20.

Hmmm, so is there a limit to how many times someone can take Focused Concentration? Could see this opening a wide door for a mage if not.

R Villiers

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« Reply #7 on: <08-18-19/1354:45> »
Thank you very much.

Michael Chandra

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« Reply #8 on: <08-18-19/1406:50> »
Impaired definitely needs some GM-restricting.

Focused Concentration is capped at 3 spells, and cannot handle Drain Values of 7+. In other words, it cannot support Increase Reflexes with 3+ kept hits, though Increase Attribute it can support at 4 kept hits.
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Hobbes

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« Reply #9 on: <08-18-19/1657:35> »
You can get 20 net Bonus Karma. So -24 + 44 is perfectly legal as it only gives you 20 extra karma, which is exactly the limit.

*Sigh*

My current understanding has been updated back to my original understanding of "Take as much Impaired Attribute as you need".  Thank you.

Michael Chandra

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« Reply #10 on: <08-18-19/1700:55> »
Yeah Impaired is like Corporate SINner and Uncouth were in SR5: Requiring extreme prejudice as GM.
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Stainless Steel Devil Rat

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« Reply #11 on: <08-19-19/1049:28> »
You can get 20 net Bonus Karma. So -24 + 44 is perfectly legal as it only gives you 20 extra karma, which is exactly the limit.

*Sigh*

My current understanding has been updated back to my original understanding of "Take as much Impaired Attribute as you need".  Thank you.

Yeah it's a mess.  But it'll be sorted out. :]
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Hephaestus

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« Reply #12 on: <08-19-19/1403:28> »
Impaired definitely needs some GM-restricting.

No, it needs to be rewritten by CGL. Make it one ability only, and cap the loss at -3. That would put it inline with other positive and negative qualities.

And personal gripe: I am getting really sick of people trying to shovel all these poorly written rules and busted mechanics on the GMs to fix. Scrub the book. Fix the broken rules/loopholes/exploits/bad examples/questionable wording and update the print and the PDF. It is not the job of GMs to edit rules because CGL didn't do their job editing the rules.

Michael Chandra

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« Reply #13 on: <08-19-19/1450:34> »
It IS the GM's job to curate the players and decide what they're willing to allow.  That never changed. I'm out.
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Typhus

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« Reply #14 on: <08-19-19/1552:23> »
Technically there's nothing in the Impaired entry to stop you from having an Impairment with Magic or Resonance.  It's just "Attribute".