Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: zeththeadeptork on <05-13-15/2237:28>
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I don't know where to distribute my points I don't know whether to buy into improved reflexes 2 I could getso.much more usefulness if I go.slowet in initiative.
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Without seeing the character and knowing the concept you have in mind its a little difficult to help you.
But I'm going to make the following assumptions:
1)Magic Rating of 6
2)Being a Minotaur, this isn't a social adept.
3)No Way- don't know if you have the 20karma for it and even if you do, don't know which Way you'd take.
4)Your using Unarmed Strikes for melee otherwise most of below is useless to you.
5)You don't have cyberware/bioware I assume since you mention Improved Reflexes.
Improved Reflexes 2 for the increased initiatice,
Combat Sense I for the ability to always make a perception test to avoid surprise (+1 Defense is a bonus)
Attribute Boost I (AGI). On average a +2 to your AGI for 4 Combat turns.
Motion Sense. Because invisible people suck.
Nerve Strike. Because most NPCs have less AGI than PhyMon Boxes.
Spirit Claw in case you have to fight, well a spirit.
Further note on Nerve Strike: Remember, the combat skills are all AGI based. IF you punch someone normally and do 5 boxes of damage that's a -1 modifier to all his rolls. You use nerve strike and a -5 AGI, if it doesn't paralyze him outright, is a -5 penalty to ranged and melee skills.
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Unless you want to solely rely on drugs for initiative enhancement you want Improves Reflexes 2. And even then.
Remember that going slow in initiative also means acting less frequently.
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You don't have to bother with motion sense power tbh, just grab an ultrasound sensor (handheld suite or built into armour) and an image link in your goggles/glasses/contacts.
It bounces sound off the invisible person and also helps to detect motion sensors which is nifty.
At most you're looking at a few hundred nuyen, so use your PP on other things
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This is what i eventually went with. *Adept Powers:* Improved Reflexes 3 (3.5pp), Killing Hands (0.5pp), Mystic Armor 0<1>(0pp/1 extra mystic armor for mtn mentor), Critical strike(horns) (0.5pp), Attribute Boost: Agility 2 (0.5pp), Spirit Claw (0.25pp),Elemental Strike (0.5pp), Sustenance (0.25pp)
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My 2 nuyen:
-Improved Reflexes 3 is overkill at chargen and ties up way too many resources. 2 plus drugs or even without drugs is sufficient and the 3rd point can wait until your first initiation
-The Armor power sucks. Soak is the cheapest resource in the game. Tying PP or karma to it with a mentor spirit is a complete waste. There are much better mentor spirit effects than Armor 1.
-Critical Strike 1 is only OK. It's getting you +1 damage which isn't anything to write home about.
-Sustenance is pretty niche
-Killing Hands - aren't there just weapons that provide the same effect? Never buy with PP what can be cheaply replaced with gear. Or take Shark, he's a great mentor spirit for your apparent build.
I'd drop that IR 3 to 2 and buy Combat Sense 2 or Combat Sense 1 + Motion Sense.
Remember that Ability Boost takes a Simple to activate and Melee attacks are generally Complex (you don't seem to be going for an iaijutsu build so they will be Complex), so you'll want something to do with that other Simple, whether that's firing up Elemental Strike at the same time (and this is why you want high initiative), aiming, or shooting a gun.
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Thanks whiskey I understand the alteration and I do think mtn giving just one armor is expensive but I do need killing hands for elemental strike it was between Mtn and shark honestly but the berserk drawback is a little off putting. I figure I will get the rest with my first initiation might as well get all initiative I can first off but I may change to shark even though on my play by post I already mention mtn nothing keeps me from adjusting that.
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As silly as it may be..Goring Horns is Exotic Weapon skill not Unarmed therefore if that's what you're meleeing (I doubt this is a word but you get what I mean) with I believe its Elemental Weapon you want.
And the prerequisite for that is a weapon foci...so a tattoo weapon foci on your horns- which may or not be allowed by your GM.
So that's 3 simple actions you gotta do..activate the weapon foci, activate elemental weapon and use attribute boost...of course the weapon foci could be on at all times but that isn't always practical.
And Elemental Strike and Elemental Weapon aren't one power each but multiple powers...you have to pick the Element...for example Elemental Weapon (Electrical) is .5 PP. If you wanted Elemental Weapon (Fire) in addition its another .5PP
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Thanks whiskey I understand the alteration and I do think mtn giving just one armor is expensive but I do need killing hands for elemental strike it was between Mtn and shark honestly but the berserk drawback is a little off putting. I figure I will get the rest with my first initiation might as well get all initiative I can first off but I may change to shark even though on my play by post I already mention mtn nothing keeps me from adjusting that.
Shark doesn't actually have a disadvantage unless you need to run away.
" When you’re berserk, you go after your attacker(s) without
regard for your own safety. If you run out of targets before the time’s up, you keep attacking their bodies"
So unless you need to stop hitting and get somewhere else, its not actually an issue. And I can't think of a time where that has ever mattered enough that the team couldn't wait 9 seconds for the bludgeoning to stop.
Personally I like Improved Reflexes 3 and Combat Sense 5 with Shark Mentor for a killing hands Adept. Go first and punch things.
You're a Minotaur with a Magic fist. Its a real straight forward build. Meta A Minotaur (5); Attributes B -20; Skills C 28/2; Magic D (Adept 2, use 4 of your Special attribute points to bump to 6 and have an Edge of 2); Resources e, 6,000. Comlink 1, Fake Sin 1, Med kit 3, Fancy Armored Jacket, done. If you want a vehicle wrack up some bad debit. 5 Agility, 9 Str, 5 Intuition, 1 Cha and Logic, 8 for Body, 3 for Will, and Reaction. Unarmed 6, Stealth 6, Perception 6, Any one other Random Skill 6, Throw around some specializations. Group skill Athletics 2. 48 Karma to go still. Exceptional attribute magic, pick up some more Combat Sense (drop Edge to 1). Grab some Martial Arts. Round out your skill list, pump edge to 3.
It's a really simple build, don't overthink it. You're a Minotaur with a Magic fist. You don't need to RP the stereotype. Wear a tux and speak in a British Accent. Hard core Samoan gang member. I'm sure there is some Anime with a hot girl in a cow suit, be the Shadowrun version of that. Any number of ways to play, but build to your focus. Go first, punch stuff.
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All of that is a good idea except the Fake SIN 1.
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All of that is a good idea except the Fake SIN 1.
Resources E = 6000; Fake SIN2 = 5000. Essentially unfordable, without spending Karma or wracking up Bad Debit. Likely you could get through the first run and put a new SIN on order right after. Transportation, Armor upgrades, lifestyle and Rating 4 fake SIN would all be high priority. Could grab 3 levels of Bad debit and swing the SIN. Or 7 Karma. Ew.
Could flip Resources and Skills and start with 140k and just go with just Unarmed, Perception, Stealth at 6. :-\ 140K would let you grab a point of augments and some foci. Trade off 2 levels of Combat Sense for 3 levels used Muscle Toner and Alpha Spurs (.99 Essence). Pick up Agile Defender. Still have 50k of Armor and gears. Lotta skill points to give up IMO, but the +3 Agility is pretty huge. Trade offs. *shrug*
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resources E basically requires "in debt" or some karma->cash at chargen. 6k isn't enough to get what you need.
You can just about scrape it on 10-12k,
Armour (1k+), pistol + mods (400-1k), ammo(120+), commlink (1k+), vision/audio mods (200-2K) and a fake SiN R2/3 (5-7.5k) plus a month's squatter lifestyle (500)
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If you're a magic sort and your first run doesn't send you anyplace nice and you can get a ride you can get by with "E".
It is a minor frustration for my play group that Fake SIN, Licences, Lifestyle and Transportation are all but required and will run a starting character 20k ish for a Scooter, a crappy apartment in a bad Neighborhood and a Fake SIN -4 (the minimum to get by a routine traffic stop type of check).
But if you can keep a low profile you should be able to pick that stuff up quickly after the first run or two. YMMV.