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Life Module Clubs Adept build thoughts

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dmel25

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« on: (14:13:30/01-31-19) »
So my friend used to GM Shadowrun with me and a group of 5 other people, we stopped and about a month ago decided to pick it up again but this time he wants us to use the Life Modules to make the characters. The only difference is he is letting us start with 800 Karma instead of 750 Karma like Life Module builds usually start with.  I decided I wanted to make an Adept who excels really well with Clubs and the Arnis de Mano martial arts, but also is decent with a sniper rifle.  Anyways, below is my build and I would love to hear you guys thoughts.

Metatype = Human

Life Modules selected:
UCAS - Seattle
Military Brat
Street Kid
Skipper Further Education
Bounty Hunter
Beat Cop

Qualities:

Postive -
Adept
Agile Defender
The Athlete's Way


Negative-

Addiction (Mild to Jazz)
Day Job (40 hrs Cop)
Family Curse
Poor Self Control (Thrill Seeker)
Prejudiced (Common, Biased against Gangers)

SINner (National UCAS) - from Seattle Life module
Bad Rep - from Street Kid Life module
Uncouth - from Military Brat Life module


Attributes:

BOD - 5
AGI - 6 (8 )
REA - 4 (7)
STR - 3
CHA - 3
INT - 4
LOG - 3
WIL - 4
EDG - 2
MAG - 6

Limits:

Physical - 6
Mental - 5
Social - 6
Astral - 6


Adept Powers:

Improved Reflexes 3 - 3.5 PP

Improved Attribute(AGI) 2 - 1.5 PP (first level reduced by Athlete's Way)

Improved Ability (Clubs) 2  - .75 PP (first level reduced by Athlete's Way)

Enhanced Accuracy (clubs) - .25 PP

Adept Accident - using a Qi Foci

Improved Ability (Clubs) 1 - Another rating added to this power with a Qi Foci

Critical Strike (Clubs) 1 - acquired with Qi Foci

Martial Arts:

Arnis de Mano
Close Quarters Defense Against Firearms
Multiple Opponent Combat
Two-Weapon Style Attack


Skills:

Blades 3  = Dice 11

Clubs 6  = 18 (20) [Arnis de Mano]

Computer 2 = 5

Con 2 = 4

Disguise 1 = 5

Etiquette 2 = 5

First Aid 3 =  6

Gymnastics 3 = 11

Intimidation 5 = 8

Leadership 1 = 4

Locksmith 1 = 9

Longarms 3 = 11(13) [Sniper Rifles]

Navigation 1 = 5

Negotiation 1 =  4

Palming 1 = 9

Perception 5 = 9(11) [Visual]

Pilot Ground Craft 1 = 8

Pistols 2 = 10

Running 2 = 5

Sneaking 2 = 10

Survival 1 = 5

Swimming 1 = 4

Tracking 2 = 6

Unarmed 3 = 11


Gear:

Fake SIN Rating 4 - 10,000 nuyen

Renraku Sensei Commlink - 1,000 nuyen

20 ammo APDS (sniper rifle) - 240 nuyen

Standard Rope (100m) - 50 nuyen

Qi Focus (rating 2 [improved ability clubs]) - 6,000 nuyen

Qi Focus (Rating 2 [Adept Accident]) - 6,000 nuyen

Qi Focus (Rating 2 [Critical Strike Clubs]) - 6,000 nuyen


Armor-

Armor Jacket - 1,000 nuyen
Ballistic Mask - 150 nuyen
Securetech PPP Arms - 250 nuyen
Securetech PPP Legs - 300 nuyen

Total Armor = 16


Weapons -

2 Stun Batons with Personalized Grip and a Sling = 1730 nuyen for both together

10S(e)  AP: -5  Accuracy 4(6)  Dice pool: 18


SVD Sniper Rifle with Underbarrel Grapple Gun and Personalized Grip = 1,500 nuyen

10P AP: -2  Accuracy 5(6)  Dice pool : 11(13)



Karma remaining = 0
Karma put into Nuyen = 19
Nuyen left = 2,080
Essence = 6


So thoughts?

fseperent

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« Reply #1 on: (14:30:24/02-01-19) »
A problem I notice is all the negative qualities.
Not looking at the books, but the negative qualities you got from life modules, I believe, add up to 25.
Additional qualities can only be gotten after selecting all the life modules, and you are under the 25 karma limit.

dmel25

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« Reply #2 on: (14:55:34/02-01-19) »
A problem I notice is all the negative qualities.
Not looking at the books, but the negative qualities you got from life modules, I believe, add up to 25.
Additional qualities can only be gotten after selecting all the life modules, and you are under the 25 karma limit.

I used Chummer to make the characters and those negative qualities came with the Life Modules put did not count towards the 25 karma limit, I am not sure if this is an issue with Chummer or if it is intended to be that way. I was under the assumption that any qualities you get, good or bad, are part of the character and their backstory, but then once you finish with the Life Modules you can then pick qualities of your own. I could be wrong though.

Glyph

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« Reply #3 on: (16:36:45/02-02-19) »
fseperent is correct.  Relevant rules are on page 84.

dmel25

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« Reply #4 on: (17:04:41/02-02-19) »
fseperent is correct.  Relevant rules are on page 84.
Oh you two are right, I just looked up that page. Thank you for pointing this out, I really appreciate it.

Tarislar

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« Reply #5 on: (00:34:33/02-08-19) »
The big thing that stands out to me is the 4 in Will.

Is it possible to be 3 & stick the point in ITN-5?


I can't see where the Karma was spent after the Modules phase so hard to tell.

Over all I like the combo of clubs & rifles.