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Thread: Shadowrun Character Build, Help?
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2015-01-18, 10:15 PM (ISO 8601)
- Join Date
- Jul 2012
Shadowrun Character Build, Help?
I want to make a character who doesn't use any high tech, magic or implants.
I have a 6 in Hand to Hand, Guns, and Stealth and History (Lol)
What are good ways to stay competitive?Last edited by metabolicjosh; 2015-01-18 at 10:45 PM.
People always complain that 4e is all about combat.
Yet people always have a Ungodly Power in 3.5
Why don't we roleplay anymore?
Dantiesilva the Tactician Won
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2015-01-18, 11:32 PM (ISO 8601)
- Join Date
- Jun 2011
Re: Shadowrun Character Build, Help?
What edition are you playing in?
Maximize your Edge & take anything you can to add to your luck.
Will you be willing to use tech as long as it isn't augments?
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2015-01-19, 05:18 PM (ISO 8601)
- Join Date
- Jul 2012
Re: Shadowrun Character Build, Help?
I have 8 edge, and it depends on the tech.
My character was frozen cryogenicly in the year 2010. So he has little to no experience with high tech.People always complain that 4e is all about combat.
Yet people always have a Ungodly Power in 3.5
Why don't we roleplay anymore?
Dantiesilva the Tactician Won
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2015-01-19, 08:25 PM (ISO 8601)
- Join Date
- Jun 2011
Re: Shadowrun Character Build, Help?
That's okay, guns are a point & click interface (or in-ur-face chummer)
Go with anything that isn't unbelievable tech. Most Shadowrun gear is basically modern gear with extra bells & whistles.
Don't shy away from big guns or armor. Maybe go with an external smartlink, (goggles or glasses) if you think it won't endanger your theme.
Weaponwise I suggest the Ares Crusader or the FN Praetor in 4th & 5th edition
Other than that YMMV, lots of B&E gear is the same as our time, cardlocks biometric scanners ect. but it may seem too hightech for you to play an infiltration specialist.
Honestly you have more worries trying to learn all the slang that might upset some drekheap getting your hoop in trouble, ordering drinks via AR marix commands or just learning all the little laws.
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2015-01-20, 06:39 PM (ISO 8601)
- Join Date
- May 2014
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2015-01-21, 02:16 AM (ISO 8601)
- Join Date
- Jul 2012
Re: Shadowrun Character Build, Help?
I don't even know, Its my first game, and I just told the GM what I want to to do, and she asked me questions
People always complain that 4e is all about combat.
Yet people always have a Ungodly Power in 3.5
Why don't we roleplay anymore?
Dantiesilva the Tactician Won
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2015-01-21, 06:04 AM (ISO 8601)
- Join Date
- Sep 2013
Re: Shadowrun Character Build, Help?
Okay, I'll try not to make this one run away...
So, without the edition or build rules, we can't really help you with the crunch.
Now, as far as "staying competitive without high tech, magic or implants":
Spoiler: The bottom lineUnless you are in a no-optimization group, as far as fighting is concerned, you can't. No matter how badass you are, someone who can act three times more in an action phase is going to overshadow you. Likewise, implants and/or magic give some awesome goodies as far as the other roles are concerned, so you'll be one step behind.
Okay, so what can you do?
Face: Be careful, ID is very important in Shadowrun, it's very difficult to mirror shades your way in without a fake sin and authorization. You can, with a dedicated build, you can use edge to make up the difference caused by the lack of 'ware and magic. Even more if we count your ABSURDLY HIGH edge rating of 8.
Infiltration: Okay 'ware and magic give significant bonuses as far as infiltration goes, however, relevant equipment and edge can make up for that difference. Chameleon suits exist today, though not to the extent of the 6th world, and since the GM seems nice enough to you, you should be able to houserule the use of a garrote with your HIGH hand to hand combat rating to subdue foes, or a monofilament one to slaughter them.
Combat: Well, it's not like you HAVE to be a deadweight here. First, to keep to your theme, you may want to use infrared sights, it only gives a +1 instead of the +2 smartlinks provide, but no amount of jamming or hacking will take that +1 away from you. And it keeps your weapon low tech. Secondly, technically in 4e, the Colt M22A3 and Colt M23 (they're both the same guns, only the M22A3 comes with a grenade launcher) are restricted (meaning legal to posess if you have a licence) assault rifles (pretty close to being the apex predator of guns with its versatility and full automatic rate of fire). Meaning you can lay down some pretty useful suppressive fire, which will allow your teammates to do their jobs better by keeping the opposition in place. Suppressive fire remains active until your next action phase, meaning only having one action phase per turn actually works in your favor there.
If you go the M22A3 route, you also have grenades. Though check with your DM if you're going to use the War! rules or not. Basically in SR4, grenades explode on the turn after they're shot. To avoid that you need either an airburst link (which demands a smartlinked weapon) or to be using the War! rules, in which you can set grenades to explode after they hit something, in which case they behave like most other ranged firearms (only with a nice area of effect attached). Giving your teammates gas masks and firing tear gas grenades can prove surprisingly useful.I'm here to kick ass and call you names... And I'm not very witty.
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2015-01-22, 05:37 AM (ISO 8601)
- Join Date
- May 2014