A shadowrun Adventure (Covid-81) (Inactive)

Game Master DEWN MOU'TAIN

The runners are asked to disrupt a low-tier pharma-company that is making progress on creating an antidote for the newest Covid-81 pandemic virus sweeping the world.


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Liberty's Edge

Here is my character...please check it out for any errors...I use HeroLab to make him.

Aaron:

Aaron
METATYPE: HUMAN
B 2, A 3, R 3, S 2, W 6, L 5, I 4, C 4, ESS 6, EDG 3, M 6
Condition Monitor (P/S): 9 / 11
Armor: 12
Limits: Physical 3, Mental 7, Social 7
Physical Initiative: 7+1D6
Astral Initiative: 8+3D6
Active Skills: Arcana 4, Astral Combat 6, Banishing 4, Binding 3, Counterspelling 3, Exotic Ranged Weapon: Parashield Dart Pistol 5, Influence Group 2, Ritual Spellcasting 4, Spellcasting 6, Summoning 3
Knowledge Skills: Jewish Religion 5, The Torah 4
Languages: Arabic 2, English N, Hebrew 5, Yiddish 4
Qualities: Code of Honor: The Hermetic Code (10dicepool vs. 4), College Education, Mentor Spirit: Dragonslayer, Phobia, Common (Moderate): Large Bodies of Water, Qabbalist Magician, Quick Healer
Spells: Analyze Truth, Armor, Chaotic World, Combat Sense, Detect Magic, Heal, Improved Invisibility, Knockout, Lock, Mind Probe, Powerball, Stunbolt
Rituals: Homunculus
Gear:
. . Armor Clothing
. . Armor Jacket
. . Armor Vest
. . Backpack
. . Certified Credstick, Standard
. . Flashlight
. . Glasses (2) w/ Image Link, Smartlink
. . Identity: Specify Name w/ (1 month) Low Lifestyle
. . Identity: Specify Name w/ Fake SIN (1)
. . Magic Wand Power Focus
. . Magical Lodge Materials (4)
. . Meta Link w/ Mapsoft: Campaign City
. . Narcoject x4
. . Plastic Restraints x20
. . Re-usable syringe
. . Respirator (1)
Weapons:
. . Parashield Dart Pistol [Exotic Ranged Weapon, Acc 7, DV By Chem., AP –, SA, 5 (c)] w/ (5x) Injection Darts, Narcoject, Smartgun System, Internal
. . Knife [Blade, Acc 5, DV 3P, AP -1]
Contacts:
Pawn Broker (Connection 2, Loyalty 4)
Talismonger (Connection 3, Loyalty 3)

--------------------

Golem
Force 8
RACE: HOMUNCULUS
B 5, A 6, R 6, S 8, W 1, L 1, I 1, C 1, ESS 8, M 8
Condition Monitor (P/S): 11 / 9
Movement: x2/x4/+1
Armor: 0
Limits: Physical 9, Mental 2, Social 4
Physical Initiative: 9+1D6
Active Skills: Assensing 4, Astral Combat 4, Perception 4, Unarmed Combat 4
Critter Powers: Sapience


PRIORITIES

A Attributes
B Magic - Adept
C Resources
D Metatype - Human
E Skills

Body 4/6
Agility 6/6
Reaction 5/6
Strength 5/6
Charisma 2/6
Intuition 4/6
Logic 2/6
Willpower 4/6
Edge 5/7
Magic 6/6 (5/5)

POSITIVE QUALITIES 15p total
Mentor Spirit - 5p (Wise Warrior)
Guts - 10p

NEGATIVE QUALITIES 25p total
Allergy - 5p (Mild, Cats)
Distinctive Style - 5p (Has a serene, calmed flow. Also wears a duster which reminds of Jedi robes.
Code of Honor - 15p (Kind of "Jedi" Code: don't let feelings interfere, try not to hurt anyone not involved, etc.)

ADEPT POWERS 5 PP
Astral Perception - 1 PP
Combat Sense +1 - 0.5 PP
Improved Ability +2 - 1 PP Blades
Improved Reflexes +2 - 2.5 PP

SKILLS 18p total
Blades 6 (Swords Specialization) - 3p (Skill starts at 4 thanks to being an Adept)
Assessing 4
Astral Combat 4
Perception 4
Stealth 3

Since this is a 1:1 point buy, I try to get the skills I really consider core as high as possible. For skills at rank 1 or 2 I'll use Karma later.


Daniel Stewart:

What did you set your priorities at?

Also, it looks like you took a couple of qualities that are not in the main book:

College Education, Qabbalist Magician, Phobia

More specific feedback once I know on the priorities...

Skills:
I have 28 skill points, and 2 free ranks in skill groups.

That'll get me the following ranks:

Con 4
Etiquette 3
Impersonation 3
Intimidation 3
Leadership 3
Negotiation 3
First Aid 2
Pilot Aircraft 1
Pilot Ground Craft 1
Pilot Watercraft 1
Sneaking 3
Perception 1

Athletics group 2
- Gymnastics
- Running
- Swimming

I also get a number of knowledge/language skill points equal to (int+log) x2, or in my case 16, which I put into the following skills:

Knowledge Skills:
Corporate Culture 2
20th music 4

Languages:
English N
Japanese 3
Spanish 1
Sperethiel 3
Or'zet 3


Priority:

A.) Resources
B.) Skills
C.) Attributes
D.) Metatype (Human)
E.) Magic (none).

Attributes:

BOD 4/6
AGI 4/6
REA 6/6
STR 1/6
WIL 1/6
LOG 5/6
INT 5/6
CHA 1/6
Essence 6/6
Magic N/A

Qualities:

Positive Qualities:
Analytical Mind (5)
Gearhead (11)
Photographic Memory (6)

Negative Qualities:

Code of Honor (Metasapient AI; -15)
Uncommon Mild Allergy (Antibiotics; -5)

Revised qualities.

Skills (36/5):

Electronics group 5
Pilot Walker 6
Pilot Groundcraft 6
Pilot Watercraft 3
Pilot Aircraft 3
Gunnery 6
Cybercombat 2
Hacking 2
Automotive Mechanic 2
Industrial Mechanic 1

Knowledge Skills: TBD (20p)

Vrog Skyreaver wrote:


Skills:
I have 28 skill points, and 2 free ranks in skill groups.

Free? So do I have an extra 5 skill points to spend above?+


First things first, I had it right my first time around, I wanted skills as my B and magic as my C. I had lost track of the option to increase my magic attribute with the 3 special attribute points I achieved with my race D choice, which led to my sleep deprived confusion yesterday. If you are not magical or your magic is a six, they generally get used as Edge increases (lots of Edge is good). They can also be used as resonance if you go down that road. So, with that, I still had 6 Magic after using two of those points to increase the 4 to a 6, so the options in the past post stand and my skill breakdown is as follows: 5 group points, 36 active points, and 18 knowledge points

Groups:
Firearms: 2
Athletics: 2
Stealth: 1

Active:
Armorer: 4 (2 points from skill selected from priority)
Automatics: 6 (2 from skill group) [specialization: Assault Rifles]
Blades: 1 (bought with Karma)
Computer: 2
Con: 2
Demolitions: 2
Disguise: 1 (from skill group)
First Aid: 2
Gunnery: 2
Gymnastics: 2 (from skill group)
Heavy Weapons: 2
Instruction: 2
Leadership: 1 (bought with Karma)
Longarms: 2 (from skill group)
Negotiation: 2
Palming: 1 (from skill group)
Perception: 6
Pilot Ground Craft: 2
Pistols: 6 (2 from skill group) [specialization: Tasers]
Running: 2 (from skill group)
Sneaking: 1 (from skill group)
Swimming: 2 (from skill group)
Thrown Weapons: 1 (bought with Karma)

Knowledge:
Small Unit Tactics: 6
Shadow Community: 2
Security Procedures: 1
Politics: UCAS: 1
Parazoology: 1
Government Procedures: 1
Firearms: 2
Black Markets: 1
Bars and Clubs: 2
Awakened Hangouts: 1
English: N (native)

Note: My skill group for Firearms is now broken up and can no longer be raised until all the associated skills have the same level.

Another note: Thanks for the suggestion on Chummer, it can be set to only allow for options by book which helped getting through selection a little faster than digitally flipping pages.


Storm Dragon wrote:


Free? So do I have an extra 5 skill points to spend above?+

That extra 5 is for skill groups. The skill groups are as follows:

Acting
Athletics
Biotech
Close Combat
Cracking
Electronics
Engineering
Firearms
Influence
Outdoors
Stealth

Each one includes the skills associated with it (you can find them in the tables in the book on page 90. Once you raise a skill from a skill group above the rest of the group it becomes a "broken" group and you can no longer raise it as a group until all of the associated skills have the same level. You can still raise your individual skills though, just not as a group once broken.

EDIT: I recommend figuring out your skill groups first for this reason. For example, I raised Firearms to level 2, and then broke it to raise two of the skills individually higher.


Jereru wrote:


SKILLS 18p total
Blades 6 (Swords Specialization) - 3p (Skill starts at 4 thanks to being an Adept)
Assessing 4
Astral Combat 4
Perception 4
Stealth 3

Since this is a 1:1 point buy, I try to get the skills I really consider core as high as possible. For skills at rank 1 or 2 I'll use Karma later.

Do not forget to include your knowledge skills at this point. Vrog Skyreaver included the formula in his last post.


PRIORITIES

A Attributes
B Magic - Adept
C Resources
D Metatype - Human
E Skills

Body 4/6
Agility 6/6
Reaction 5/6
Strength 5/6
Charisma 2/6
Intuition 4/6
Logic 2/6
Willpower 4/6
Edge 5/7
Magic 6/6 (5/5)

POSITIVE QUALITIES 15p total
Mentor Spirit - 5p (Wise Warrior)
Guts - 10p

NEGATIVE QUALITIES 25p total
Allergy - 5p (Mild, Cats)
Distinctive Style - 5p (Has a serene, calmed flow. Also wears a duster which reminds of Jedi robes.
Code of Honor - 15p (Kind of "Jedi" Code: don't let feelings interfere, try not to hurt anyone not involved, etc.)

ADEPT POWERS 5 PP
Astral Perception - 1 PP
Combat Sense +1 - 0.5 PP
Improved Ability +2 - 1 PP Blades
Improved Reflexes +2 - 2.5 PP

ACTIVE SKILLS 18p total
Blades 6 (Swords Specialization) - 3p (Skill starts at 4 thanks to being an Adept)
Assessing 4
Astral Combat 4
Perception 4
Stealth 3

KNOWLEDGE SKILLS 12p total
Japanese 3
Magic Traditions 3
Philosphy 4
Area Knowledge: Where we start playing 2

Liberty's Edge

Priorities are:

A: Magic (Magician)
B: Attributes (20 points)
C: Skills (28 Skill Points/2 Skill Group Points)
D: Resources (50,000)
E: Race (Human)


Priorities:
A.) Resources
B.) Skills
C.) Attributes
D.) Metatype (Human)
E.) Magic (none).

Attributes:

BOD 4/6
AGI 4/6
REA 6/6
STR 1/6
WIL 1/6
LOG 5/6
INT 5/6
CHA 1/6
Essence 6/6
Magic N/A

Qualities::

Positive Qualities:
Analytical Mind (5)
Gearhead (11)
Photographic Memory (6)
Negative Qualities:

Code of Honor (Metasapient AI; -15)
Uncommon Mild Allergy (Antibiotics; -5)
Distinctive Style: Dresses like a cowboy. (-5)

Skills revised (36/5):

Electronics group 5
Pilot Walker 6
Pilot Groundcraft 6
Pilot Watercraft 3
Pilot Aircraft 3
Gunnery 6
Cybercombat 2
Hacking 2
Automotive Mechanic 4
Industrial Mechanic 4

Knowledge Skills (20):

Knowledge Engineering (Electrical) 6
Knowledge Engineering (Mechanical) 6
Interest: old world movies and tv (4)

Languages:
English (N), Chinese (4)

As I have refined my character idea, I also added a new Negative Quality: Distinctive Style. He dresses like a cowboy/engineer hybird. Kinda like the Engineer from TF2.


Daniel Stewart:

You have 21 attribute points spent:
B 1
A 2
R 2
S 1
W 5
L 4
I 3
C 3

Your edge is also too high. You could have a 2 with spending 10 karma, but you can't afford a 3.

Missing 2 skill group (I'd recommend the stealth group).

you have 12 spells known, meaning you would have had to spend 5 karma plus nuyen to learn each.

the cost for your focus is based on it's force, which also determines it's karma cost to attune (assuming you have attuned it).

Liberty's Edge

Ok, I am slightly confused by the Edge number. I see in the rules that a human gets 3 special attribute points to use in edge and resonance

"As a human character, he receives 3 Special Attribute Points that he wants to spend on Edge and Resonance. James assigns 2 Special Attribute points to Resonance (giving it a rating of 2) and assigns 1 Special Attribute point to Edge." pg. 67

This example seems to follow what HeroLab is doing by allowing me to take 1 point in Edge (with 2 points in it already)

Lowered my CHA by 1 to make up for the point.

Used my 2 levels of skill group in Influence Group

Will sort out spells and focus...something not quite right there?!?


Daniel Stewart wrote:

Ok, I am slightly confused by the Edge number. I see in the rules that a human gets 3 special attribute points to use in edge and resonance

"As a human character, he receives 3 Special Attribute Points that he wants to spend on Edge and Resonance. James assigns 2 Special Attribute points to Resonance (giving it a rating of 2) and assigns 1 Special Attribute point to Edge." pg. 67

This example seems to follow what HeroLab is doing by allowing me to take 1 point in Edge (with 2 points in it already)

I can see where your confusion comes from. You have selected race as your lowest priority. On page 65 there is a chart for the priorities that shows how many special points you get for the race selection in parenthesis. In the example you cite, the character chose D priority instead of E for race and that human selection comes with 3 special points instead of 1.


Daniel Stewart wrote:
Will sort out spells and focus...something not quite right there?!?

The rules for attuning foci are on page 318 and karma costs for losing spells are on page 299.


doing a little clean up here:

Da Troll

priorities:

Priority A) Troll
Priority B) 20 attributes
Priority C) 140,000 nuyen
priority D) 22/0 skills
Priority E) Non-magical

attributes:

BOD 9
AGI 5
REA 2
STR 7
WIL 3
LOG 3
INT 4
CHA 3

I noticed that i didnt spend my special points, for being a troll at priority A earned me 5 points. Since im just a CQC expert, im dumping them all into Edge.

BOD 9
AGI 5
REA 2
STR 7
WIL 3
LOG 3
INT 4
CHA 3
Edge 6

Current Karma Count before qualities: 25

qualities:

Positive:
ambidextrous costs 4 karma
Photographic memory costs 6 karma
Double jointed costs 6 Karma

16 karma spent

Edit: decided to add negative qualities
Negative:
Insomnia (rating Max, 15 Karma)
15 Karma returned

1 total karma spent. 24/25 karma available

Total Karma: 24/25

Skills:

List of Skills (Totals)
Unarmed Combat (BJJ) 11/13
Tracking (spec Urban) 6/8
Gymnastics 7
Perception 6
first aid 5
sneaking 6
running 10
pistols 7

Where i left off was with Knowledge skills, and Vrog made mention of the formula to get knowledge skills knowledge/language skill points equal to (int+log) x2, so i am at (4+3)x2=14 Knowledge skill points

Knowledge skill points:
knowledge/language skill points equal to (int+log) x2

Knowledge skill points:

Area Knowledge: Seattle (Safe houses) 6/8
Astronomy 4
Combat Tactics: Urban 6/8
Law enforcement procedures "Professional" 4
Politics (Seattle) 4/6

Languages:
English (Natural)
Korean 5
Polish 5
Italian 5


Rizzenmagus:

Not to be that guy, but you have way too many knowledge/language skills (your languages and knowledge skills have to come from the same pool).


Vrog:
Rizzenmagus added in his dice for attributes also.


Here is the Gunbunny. Being broke sucks...I need a job! Background story is almost complete.

Priorities:

A = Attributes (24 points)
B = Skills (36 points + 5 skill group points)
C = Adept (4 Magic and +2 any one active skill [Armorer])
D = Human (3 special attribute points)
E = Nguyen (6000)

Gunbunny:

METATYPE: HUMAN

B 5, A 5, R 5(8), S 2(3), W 4, L 3*, I 6, C 3, ESS 6, EDG 3, M 6

Condition Monitor (P/S): 11 / 10

Armor: 12 (optional +2 from helmet) Dodge: 16

Limits: Physical 7, Mental 6, Social 6

Physical Initiative: 14+4D6

Active Skills: Armorer 4, Automatics 6 (Assault Rifles), Blades 1*, Computer 2, Con 2 (+2*), Demolitions 2, Disguise 1, First Aid 2, Gunnery 2, Gymnastics 2, Heavy Weapons 2, Instruction 2, Leadership 1*, Longarms 2, Negotiation 2, Palming 1, Perception 6, Pilot Ground Craft 2, Pistols 6 (Tasers), Running 2, Sneaking 1, Swimming 2, Throwing Weapons 1* (unbroken groups are Stealth and Athletics in Italics)

Knowledge Skills: Awakened Hangouts 1, Bars and Clubs 2, Black Markets 1, Firearms 2, Government Procedures 1, Parazoology 1, Police: UCAS 1, Security Procedures 1, Shadow Community 2, Small Unit Tactics 6

Languages: English N

Qualities: Ambidextrous, Mentor Spirit: Dragonslayer, Natural Athlete, Toughness, Allergy (Common, Mild [Gold]), Bad Rep (Notoriety 3), Dependent (Nuisance), SINner (National [UCAS])

Powers: Improved Reflexes (Rating 3), Improved Physical Attribute [STR] (Rating 1), Combat Sense (Rating 2), Enhanced Accuracy Skill [Automatics] [Pistols] (Rating 1**), Danger Sense (Rating 2**)

Gear:
Armor Jacket
Helmet
Duffelbag
Identity: Actual w/ (1 month) Low Lifestyle
Earbuds (Rating 1)
Renraku Sensai (Rating 3)
Grenade: Flashbang
Minigrenade: HE
5 Spare Clips (Ares Alpha)
all remaining ngyuen is spent on Ammo (2 Shocker refills and a mix of APDS and HE for the Ares)

Weapons:
Defiance EX Shocker ACC 4 Damage 9S(e) AP –5 Mode SS RC N/A Ammo 4(m)
Ares Alpha ACC 5(7) Damage 11P AP –2 Mode SA/BF/FA RC 2 Ammo 42(c)

Contacts:
Smuggler (Connection 2, Loyalty 3)
Bartender (Connection 1, Loyalty 1)
Taxi Driver (Connection 1, Loyalty 1)

* increased by one with Karma (all Karma spent)
** bonus additions from Mentor Spirit (only 1 level for Danger Sense)

Liberty's Edge

Ok, I noticed that when I was making my character I inadvertently had some other books on my list that were used, so here is a remake using only the basic 5e book. I kept the same priorities as before.

The Daghda:

The Daghda - Patrick Ryan
METATYPE: HUMAN
B 3, A 3, R 3, S 3, W 5, L 5, I 4, C 2, ESS 6, EDG 2, M 7
Condition Monitor (P/S): 10 / 11
Armor: 12
Limits: Physical 4, Mental 7, Social 5
Physical Initiative: 7+1D6
Astral Initiative: 8+3D6
Active Skills: Arcana 5, Artificing 3, Astral Combat 5, Banishing 3, Clubs 6, First Aid 1, Influence Group 2, Pilot Ground Craft 1, Pistols 4, Ritual Spellcasting 3, Spellcasting 6, Summoning 3
Knowledge Skills: Ancient Rome 4, Local Talismongers 2, Woodworking 3
Languages: English N, Gaelic 4, Latin 5
Qualities: Allergy, Common (Mild): Dairy, Code of Honor: Hermetic (7dicepool vs. 4), Exceptional Attribute: Magic, Hermetic Magician, Mentor Spirit: Dragonslayer
Spells: Armor, Combat Sense, Heal, Improved Invisibility, Knockout, Manabolt, Mind Probe, Mob Control, Powerball, Powerbolt, Stunbolt
Gear:
. . Armor Clothing
. . Armor Jacket
. . David O'Donnald w/ Fake SIN (4)
. . Glasses (2) w/ Low Light Vision, Smartlink
. . Magical Lodge Materials (4)
. . Pat Ryan w/ (2 months) Low Lifestyle
. . Power Focus (2)
. . Sony Emperor
. . Survival Kit
Weapons:
. . Colt America L36 [Light Pistol, Acc 9, DV 7P, AP –, SA, 11 (c)] w/ Smartgun System, Internal
. . Staff Weapon Focus (2) [Club, Reach 2, Acc 6, DV 6P, AP –], Enchantment: Force 4, Potency 5, Contact-Triggered Knockout w/ Weapon Focus (2)
Contacts:
Fixer (Connection 2, Loyalty 2)
Talismonger (Connection 3, Loyalty 2)


That makes a certain amount of sense.

Priorties:

A) Attributes
B) Skills
C) Adept
D) Human
E) Nguyen

Attributes:

BOD 5
AGI 4
REA 3
STR 3
WIL 3
LOG 3
INT 5
CHA 8
EDG 3

Step 3: Magic:

I am taking the following adept powers:
Voice Control r4 -2 pp
Combat Sense r4 -2 pp
Danger Sense r4 -1 pp
Kinesics r4 -1 pp

Step 4: Qualities:

Positive Qualities:
- Exceptional Attribute (Cha) -14
- Mentor Spirit (Eagle) -5
- Photographic Memory -6

Negative Qualities:
- Simsense Vertigo +5
- Incompetent (Close Combat) +5
- Allergy (Severe; Gold) +15

Step 5: Skills:

I have 28 skill points, and 2 free ranks in skill groups.
That'll get me the following ranks:
Con 4
Etiquette 3
Impersonation 3
Intimidation 3
Leadership 3
Negotiation 3
First Aid 2
Pilot Aircraft 1
Pilot Ground Craft 1
Pilot Watercraft 1
Sneaking 3
Perception 1

Athletics group 2
- Gymnastics
- Running
- Swimming

I also get a number of knowledge/language skill points equal to (int+log) x2, or in my case 16, which I put into the following skills:

Knowledge Skills:
Corporate Culture 2
20th music 4
Languages:
English N
Japanese 3
Spanish 1
Sperethiel 3
Or'zet 3

Next up is Gear for me:

Actioneer Business Clothes -1500Y

Armor Vest -500Y

Micro-transceiver -100Y

Glasses (Cap 4) -900Y
w/Vision Magnification, Flare Compensation

Trauma Patch x2 -1000Y

Low Lifestyle 1 month -2000Y


Vrog, the only thing I see is that your CHA is one over your maximum (even with the exceptional attribute power).


Shoot, I miswrote Human. Let me fix that:

Priorties:

A) Attributes
B) Skills
C) Adept
D) Elf
E) Nguyen

Attributes:

BOD 5
AGI 4
REA 3
STR 3
WIL 3
LOG 3
INT 5
CHA 8
EDG 3

Step 3: Magic:

I am taking the following adept powers:
Voice Control r4 -2 pp
Combat Sense r4 -2 pp
Danger Sense r4 -1 pp
Kinesics r4 -1 pp

Step 4: Qualities:

Positive Qualities:
- Exceptional Attribute (Cha) -14
- Mentor Spirit (Eagle) -5
- Photographic Memory -6

Negative Qualities:
- Simsense Vertigo +5
- Incompetent (Close Combat) +5
- Allergy (Severe; Gold) +15

Step 5: Skills:

I have 28 skill points, and 2 free ranks in skill groups.
That'll get me the following ranks:
Con 4
Etiquette 3
Impersonation 3
Intimidation 3
Leadership 3
Negotiation 3
First Aid 2
Pilot Aircraft 1
Pilot Ground Craft 1
Pilot Watercraft 1
Sneaking 3
Perception 1

Athletics group 2
- Gymnastics
- Running
- Swimming

I also get a number of knowledge/language skill points equal to (int+log) x2, or in my case 16, which I put into the following skills:
Knowledge Skills:
Corporate Culture 2
20th music 4
Languages:
English N
Japanese 3
Spanish 1
Sperethiel 3
Or'zet 3

Step 6: Gear:

Actioneer Business Clothes -1500Y
Armor Vest -500Y
Micro-transceiver -100Y
Glasses (Cap 4) -900Y
w/Vision Magnification, Flare Compensation
Trauma Patch x2 -1000Y

Low Lifestyle 1 month -2000Y


PRIORITIES

A Attributes
B Magic - Adept
C Resources
D Metatype - Human
E Skills

Body 4/6
Agility 6/6
Reaction 5/6
Strength 5/6
Charisma 2/6
Intuition 4/6
Logic 2/6
Willpower 4/6
Edge 5/7
Magic 6/6 (5/5)

POSITIVE QUALITIES 15p total
Mentor Spirit - 5p (Wise Warrior)
Guts - 10p

NEGATIVE QUALITIES 25p total
Allergy - 5p (Mild, Cats)
Distinctive Style - 5p (Has a serene, calmed flow. Also wears a duster which reminds of Jedi robes.
Code of Honor - 15p (Kind of "Jedi" Code: don't let feelings interfere, try not to hurt anyone not involved, etc.)

ADEPT POWERS 5 PP
Astral Perception - 1 PP
Combat Sense +1 - 0.5 PP
Improved Ability +2 - 1 PP Blades
Improved Reflexes +2 - 2.5 PP

ACTIVE SKILLS 18p total
Blades 6 (Swords Specialization) - 3p (Skill starts at 4 thanks to being an Adept)
Assessing 4
Astral Combat 4
Perception 4
Stealth 3

KNOWLEDGE SKILLS 12p total
Japanese 3
Magic Traditions 3
Philosphy 4
Area Knowledge: Where we start playing 2

GEAR N¥140,000- Left: 1,000-
Fake SIN: Ron Trovello (Rating 4) - 10000 Aval 12F
Clothing, common - 150 Aval 0
Actioneer Business Clothes - 1500 Aval 8
Actioneer Business Clothes - 1500 Aval 8 (Resembling robes)
Weapon Focus: Katana (Rating 3) - 21000 Aval 12R
-Fake License (Rating 4) - 800 Aval 12F
Commlink: Transys Avalon - 5000 Aval 12
Glasses (Rating 4) - 400 Aval 11
-Flare Compensation - 250
-Thermographic Vision - 500
-Low-Light Vision - 500
Muscle Augmentation (Rating 2, Used) - 46500 Aval 6R
-Fake License (Rating 4) Aval 12F
Muscle Toner (Rating 2, Used) - 48000 Aval 6R
-Fake License (Rating 4) - 800 Aval 12F
Micro-Transciever - 100 Aval 2
Low Lifestyle (1 month) - 2000


@Vrog: yeah, i wrote out my totals, not my point expenditure.

i see that everyone just went ahead and took that last step and purchased gear and spent karma, which is fine. i still have to do the same for my character, but from the jist of it, everyone else looks kosher.

The Cast:

Jereru: Adept (emphasis blades)

Vrog: Adept (Face kind of what id expect a state farm insurance agent to look like in the late 21st centrury)

Daniel Stewart: Mage

thedmstrikes: adept (Guns Guns and GUNS!!!) MORE DAKKA!!!

Mostly there:
Storm dragon: Rigger

Maybe...?
Spazmodeus

I'll get the gameplay and OOC pages set up tonight/tomorrow


I think of him more like looking like a middle manager of a company, but your image did make me chuckle...


Yeah, if only he could afford those guns!


We didn't (or at least I didn't) spend Karma, but I will do that today and put the character in an alias.


Ya, I still gotta put together contacts and the finishing touches.


Here is the final version. Some changes have happened (mostly to skills, but all secondary things; he's still a blademaster :P)

PRIORITIES

A Attributes
B Magic - Adept
C Resources
D Metatype - Human
E Skills

Body 4/6
Agility 6/6
Reaction 5/6
Strength 5/6
Charisma 2/6
Intuition 4/6
Logic 2/6
Willpower 4/6
Edge 5/7
Magic 6/6 (5/5)

POSITIVE QUALITIES 15p total
Mentor Spirit - 5p (Wise Warrior)
Guts - 10p

NEGATIVE QUALITIES 25p total
Allergy - 5p (Mild, Cats)
Distinctive Style - 5p (Has a serene, calmed flow. Also wears a duster which reminds of Jedi robes.
Code of Honor - 15p (Kind of "Jedi" Code: don't let feelings interfere, try not to hurt anyone not involved, etc.)

ADEPT POWERS 5 PP
Astral Perception - 1 PP
Combat Sense +1 - 0.5 PP
Improved Ability +2 - 1 PP Blades
Improved Reflexes +2 - 2.5 PP

ACTIVE SKILLS 18p total
Blades 6 (Swords Specialization) - 3p (Skill starts at 4 thanks to being an Adept)
Assessing 5
Astral Combat 5
Perception 5

KNOWLEDGE SKILLS 12p total
Japanese 3
Magic Traditions 3
Philosphy 4
Area Knowledge: Where we start playing 2

GEAR N¥140,000- Left: 1,000-
Fake SIN: Ron Trovello (Rating 4) - 10000 Aval 12F
Clothing, common - 150 Aval 0
Actioneer Business Clothes - 1500 Aval 8
Actioneer Business Clothes - 1500 Aval 8 (Resembling robes)
Weapon Focus: Katana (Rating 3) - 21000 Aval 12R
-Fake License (Rating 4) - 800 Aval 12F
Commlink: Transys Avalon - 5000 Aval 12
Glasses (Rating 4) - 400 Aval 11
-Flare Compensation - 250
-Thermographic Vision - 500
-Low-Light Vision - 500
Muscle Augmentation (Rating 2, Used) - 46500 Aval 6R
-Fake License (Rating 4) Aval 12F
Muscle Toner (Rating 2, Used) - 48000 Aval 6R
-Fake License (Rating 4) - 800 Aval 12F
Micro-Transciever - 100 Aval 2
Low Lifestyle (1 month) - 2000

CONTACTS 6p for free
Mr Johnson 2/2
Magic Stuff Provider 2/3

KARMA EXPENDITURE 1p remaining
Mentor Spirit 5p
Guts 10p
Allergy -5p
Distinctive Style -5p
Code of Honor -15p
Athletics Group 1 5p
Unarmed Combat 1 2p
Stealth 2 6p
Pistols 1 2p
Pilot Ground Craft 1 2p
Etiquette 1 2p
Escape Artist 1 2p
Computers 1 2p
Focus Attunement 9p
Improve Contacts 3p


Likewise, here is my maths/logic, as well as the final version of the character:

Contacts, Karma, and Final Calculations Explanation/logic/maths:

I get 27 free karma to spend on contacts (cha x3). Contacts have two ratings, that you purchase on a 1 for 1 ratio with Karma: Loyalty and Connections.

Loyalty determines how likely they are to not stab you in the back.

Connections determines what the reach of their abilities are.

I am going to pick up the following contacts, and will likely sink some extra karma into more. I'm going to flesh them out later, but for now:

Fixer conn 4/loy 3
Decker conn 3/loy 3
Talismonger conn 4/loy 3
Fixer conn 1/loy 2
Smuggler conn 2/loy 2

As for my leftover Karma, I evened out my positive and negative qualities, so I still have 25 karma.

I am going to spend it thusly:
Picking up the Outdoors Skill Group at 2 -15 karma
Picking up the Firearms Skill Group at 1 -5 karma
Picking up the Biotech Skill Group at 1 -5 karma

I am swapping out the first aid skill I took to Palming instead

Now it's just down to final calculations and changes (note that the calculation for movement rates is on page 162 and the calculation for composure, judge intentions, memory, and lift/carry is on page 152):

Initiative: 8+1d6
Physical Limits: 5
Mental Limits: 5
Social Limits: 13

Detect Surprise: 7

Defense:
- Ranged: 13
- Melee: 13

Condition Monitor:
- Physical: 11
- Stun: 10
- Overflow: 5

Composure: 12
Judge Intentions: 14
Memory: 8
Lift/Carry: 8

Movement:
- Walking: 8
- Running: 16
- Sprinting: +2m/hit

Reputation
- Public Awareness: 0 (no one knows of me outside of the shadows...yet)
- Street Cred: 0 (no karma earned yet, but calculation is 10% of karma earned)
- Notoriety: 1 (due to having incompetent in a skill)

Additionally, my qualities modify the following things:

My mentor spirit gives me an extra rank in combat sense, moving my ranks up to 5, as well as +2 to Perception tests, as well as an Allergy (pollutants, mild).

Photographic Memory increases memory tests by +2 dice.

My rating for checks with the Close Combat group is unaware (or 0). For me, getting into a fist fight is the worst possible thing.

The Voice Control Adept Power increases my Social Limit by it's rating (in this case 4). It also lets me make a check to bypass voice locks by impersonating someone's voice.

Danger Sense gives me +1/rating to surprise Tests.

Finally, Combat Sense gives me +1 die/rating to defensive tests and always allows me a perception test before a possible surprise situation.

Also, I'm gonna make a couple of changes to my adept powers. I'm going to drop Kinesics to take Traceless Walk.

Priorties:

A) Attributes
B) Skills
C) Adept
D) Elf
E) Nguyen

Attributes:

BOD 5
AGI 4
REA 3
STR 3
WIL 3
LOG 3
INT 5
CHA 9
EDG 3

Step 3: Magic:

Combat Sense r4 +1 from mentor spirit
Danger Sense r4
Traceless Walk
Voice Control r4

Step 4: Qualities:

Positive Qualities:
- Exceptional Attribute (Cha) -14
- Mentor Spirit (Eagle) -5
- Photographic Memory -6

Negative Qualities:
- Simsense Vertigo +5
- Incompetent (Close Combat) +5
- Allergy (Severe; Gold) +15
- Allergy (pollutants, mild) from mentor spirit

Step 5: Skills:

Active Skills:
Con 4
Etiquette 3
Impersonation 3
Intimidation 3
Leadership 3
Negotiation 3
Palming 2
Pilot Aircraft 1
Pilot Ground Craft 1
Pilot Watercraft 1
Sneaking 3
Perception 1 (+2 from mentor spirit)

Athletics Group 2
- Gymnastics
- Running
- Swimming

Biotech Group 1
- Cybertechnology
- First Aid
- Medicine

Firearms Group 1
- Automatics
- Longarms
- Pistols

Outdoors Group 2
- Navigation
- Survival
- Tracking

Knowledge Skills:
Corporate Culture 2
20th music 4

Languages:
English N
Japanese 3
Spanish 1
Sperethiel 3
Or'zet 3

Step 6: Gear:

Actioneer Business Clothes -1500Y
Armor Vest -500Y
Micro-transceiver -100Y
Glasses (Cap 4) -900Y
w/Vision Magnification, Flare Compensation
Trauma Patch x2 -1000Y

Low Lifestyle 1 month -2000Y

Contacts:

Fixer conn 4/loy 3
Decker conn 3/loy 3
Talismonger conn 4/loy 3
Fixer conn 1/loy 2
Smuggler conn 2/loy 2

Leftover Karma:

Picking up the Outdoors Skill Group at 2 -15 karma
Picking up the Firearms Skill Group at 1 -5 karma
Picking up the Biotech Skill Group at 1 -5 karma

Final Calculations:

Initiative: 8+1d6
Physical Limits: 5
Mental Limits: 5
Social Limits: 13

Detect Surprise: 7

Defense:
- Ranged: 13
- Melee: 13

Condition Monitor:
- Physical: 11
- Stun: 10
- Overflow: 5

Composure: 12
Judge Intentions: 14
Memory: 8
Lift/Carry: 8

Movement:
- Walking: 8
- Running: 16
- Sprinting: +2m/hit

Reputation
- Public Awareness: 0
- Street Cred: 0
- Notoriety: 1


Still polishing things, but here's Mark Calaway.


I'll try to polish up my guy later. Gear is a bit more difficult than the other steps.


That's to be expected for a rigger =)


i got the first post up for gameplay. sorry for the delay, my dog had some medical issues to get taken care of. Turns out she has developed severe arthritis to the point that the cartilage is gone in one of her hips.


Aw, poor dog. I hope she's alright now.


Well...she's on some pain meds and that cosequin stuff. So far shes movibg a little better.


Here is the background:

Background:
Gunbunny, whose real name is Samual Wyatt, was originally born a full bred citizen of the UCAS. A native of the old Rhode Island state, he grew into adulthood with a sense of purpose, he would serve the community and the nation. He enrolled in a military academy, but quickly found he did not have the brains to keep pace with many of his classmates and was enlisted before the end of the first semester, much to the chagrin of his family. His fall from grace only began there, he grasped military tactics like a savant, which led to a recommendation from a commander for the special forces teams. His physical acumen was unnatural as it belied a man of his size to be able to move so quickly and gracefully. Further, his weapon scores were remarkable and these two factors set him apart from his peers. This garnered some attention which led to a simple test for magic. This test pegged him as a member of the awakened, a magical adept with physical and skill augmentation which put him at the apex of his profession. The military magical corps also put him in touch with his mentor spirit, the Dragonslayer. Many an officer watched with baited breath to see how this augmented human would perform on missions. He did quite well and excelled at both weapons and tactics earning a small reputation before a final mission that went so bad, he should have just given up and died too.
The mission started like many others with an objective and a plan. We all know plans never survive first contact with the opposing force and this was no exception. Only, it was a huge failure on the intelligence front. The mission entailed a simple smash and grab of a small time defector with what was deemed valuable intelligence that required extraction. What was missed was something else having been added to the facility between planning and execution. If it could go wrong, it did. Men died and it was a running battle to escape. Two members of the team survived, Gunbunny (in perfect condition thanks to his magical augmentations) and one other team member who unbeknownst to anyone outside the team had become a good friend. They also had their charge, making the mission a technical success. What happened after was the real tragedy. With the intel provided from the defector effectively worthless and the loss of almost the entire team, someone had to take the fall. With one team member wounded so severely, he would be discharged once recovered enough to let it happen, the other was in perfect physical condition. Branded a coward and ousted from the military his family disowned him and his new wife divorced him, taking their baby girl with her.
Disgraced and under a severe cloud of remorse, Gunbunny (his military handle) left the UCAS and headed to Seattle, the place farthest from his past he could get where they still spoke his language. When he arrived, he spent most of his remaining wealth at the bars drowning his sorrows until an old friend reached out to him for a little help. The other lone survivor, now discharged from the service and on the mend, was looking to set up a legitimate facing business in the Seattle area to sell weapons (his one skill). Recognizing what was happening to the one man to haul him out of the hell he thought he would die in, he felt obligated to try and reach out for a rescue before his friend became unrecoverable. He enticed him not with business building, but the shadows. For he was not from the same wholesome background, but a product of the shadows. The two helped each other through their immediate hurdles and that brings us to current day.

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