Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: baronspam on <05-22-11/1423:03>
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So I seem to be making all these characters that I will never get a chance to play lately. Oh well, good way to really get the 4th ed rules down. I was working on a face character, and looking through the books I couldn't find that much magic/augmentation that went directly to charisma skills. The whole False Front with assorted backups like chameleon skin and a vocal range enhancer seemed a cool (if very expensive) way to make a master of disquise. But what if I want to really, really focus on things like con, ettiquette, and negotiation? Is there some ways to run up those dice pools beyond just high stat plus high skill?
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tailored pheromones & enhanced pheromone receptors for the Sammie, Kinesics & improved Sense (enhanced pheromone receptors) for the adepts and there is a spell I believe that will help too.
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The first impression quality will also help. It only works on the first time you meet someone, but for most things that's enough (negotiation with Mr. Johnson is mostly the first time you meet him, things like guards, police officers, and much more).
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tailored pheromones & enhanced pheromone receptors for the Sammie, Kinesics & improved Sense (enhanced pheromone receptors) for the adepts and there is a spell I believe that will help too.
exactly what I was looking for, thanks
edit: you as well farothel, ninja'ed in there while I wasn't looking.
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Some more options. Many GM do not allow Surge characters or Sensory software.
Runner's Companion (Surge changeling metagenetic qualities):
Glamor (+3 social tests); RC113
Metagenetic Improved Attribute (+1 to min and max value of attribute); RC114
Augmentation:
Genetic Optimization (+1 to max value of attribute); AU89
SR4A:
Exceptional Attribute quality (+1 to max value of attribute); SR91
Adept power Improved Ability (increase skill up to base x 1.5); SR196
Arsenal:
Sensor software: Empathy (up to +6 on social tests); AR60
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Note that vocal range enhancer gives +1 to social skills. Cosmetic 'ware can give you the situational bonus for being attractive to the target (and actually increase Charisma, if you use the optional rule). Mentor spirits such as Dragonslayer and Moon Maiden can give social skill bonuses. Some qualities give situational bonuses, such as first impression or fame.
Social skills are actually fairly easy to boost, because there are so many dice pool modifiers available for them. Be careful, though, because a lot of those modifiers are situational (fame or first impression), have drawbacks (enhanced pheromone receptors can give penalties in crowds or areas with strong smells, glamour makes you very distinctive), or are commonly considered cheesy (most GMs house rule or outright ban emotitoys and empathy software).
Social skills, unlike combat skills, are an area where I would recommend taking a skill group - both because the Influence skill group is one of the ones with four skills, and because all of those skills are useful.