Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: markelphoenix on <07-02-20/0023:01>

Title: 6e - Punchy Burn Out Adept - Thoughts?
Post by: markelphoenix on <07-02-20/0023:01>
Cylos

METATYPE: ELF
B 5, A 8 (12), R 5 ( 8 ), S 2, W 5, L 3, I 5, C 1, EDG 5, M 4, ESS 4.39, Gr 1
Initiative/Actions: 10 (13)+4D6/1 Major, 5 Minor
Condition Monitor (P/S): 11/11
Defense Rating: 8
Active Skills: Athletics 1, Close Combat 7 ( 8 ) (Unarmed Combat +2), Firearms 1, Outdoors 1, Perception 3, Stealth 1
Knowledge Skills: a, b, c
Languages: English (Native)
Qualities: Aptitude (Close Combat), Exceptional (Agility), Impaired (6) (Charisma), Low-Light Vision, Mentor Spirit: Shark
Adept Powers: Critical Strike (1), Critical Strike (1), Improved Reflexes (3), Killing Hands
Metamagic: (Initiate Grade 1) Power Point
Contacts: Bartender (C1/L1), Fixer (C1/L1), Mr. Johnson (C1/L1)
Augmentations:
. . Bone Density Augmentation (Betaware) (3)
. . Muscle Toner (Used) (4)
. . Reflex Recorder (Close Combat)
Gear:
. . Contacts (3) w/ Flare Compensation, Thermographic Vision, Vision Enhancement
. . Earbuds (3) w/ Audio Enhancement, Select Sound Filter (2)
. . Meta Link
. . Qi Focus: Critical Strike (1) (4)
. . Qi Focus: Critical Strike (1) (4)
. . Sim Module
. . SINless w/ (1 month) Street Lifestyle
. . Survival Kit
. . Trodes
. . Urban Explorer Jumpsuit
Starting Nuyen: 5,000¥
Weapons:
. . Fichetti Tiffani Needler [Hold-out, DV 2P(fl), SS, 11/7/3/–/–, 4 (c)]32 rounds Flechette Rounds
. . Unarmed Strike [Unarmed, DV 6P, 12/–/–/–/–]

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Title: Re: 6e - Punchy Burn Out Adept - Thoughts?
Post by: Hobbes on <07-02-20/0049:54>
FYI, bug with Herolab, you can't initiate at chargen or bond Foci at chargen.

You shouldn't be able to take Impaired Charisma at 6 either.  Should stop you at 5 levels for an Elf.

•    Game Effect: For each level, the character’s
maximum for the chosen attribute decreases
by 1, to a minimum of 2.


You'll also want the Martial Art Sangre y Acero, to pick up Iron Limbs, Kick and Flying Kick.  +2 DV to Unarmed, occasionally +4 DV when you can trigger Flying Kick. 

I call mine "Panther", because she kicks like a Panther Cannon.  YMMV.
Title: Re: 6e - Punchy Burn Out Adept - Thoughts?
Post by: markelphoenix on <07-02-20/0708:03>
FYI, bug with Herolab, you can't initiate at chargen or bond Foci at chargen.

You shouldn't be able to take Impaired Charisma at 6 either.  Should stop you at 5 levels for an Elf.

•    Game Effect: For each level, the character’s
maximum for the chosen attribute decreases
by 1, to a minimum of 2.


You'll also want the Martial Art Sangre y Acero, to pick up Iron Limbs, Kick and Flying Kick.  +2 DV to Unarmed, occasionally +4 DV when you can trigger Flying Kick. 

I call mine "Panther", because she kicks like a Panther Cannon.  YMMV.

Yeah, sorry forgot to take out the Home Rule stuff from DM about Initation and Foci Binding.

So, Elves have a Charisma Maximum of 8, if I choose Impaired Attribute 6 Charisma, that brings their Maximum down to 2, which is the stated Qualities allowed value, no more than that, though.
Title: Re: 6e - Punchy Burn Out Adept - Thoughts?
Post by: Hobbes on <07-02-20/0810:36>
Sorry correct, had Max Cha 7 in my head, carry on.