![]() But he's throwing 14 dice to hit and 7 (sometimes boosted with +5S) S or P to injure - I think he's doing well as a hand-to-hand fighter.ĭefinitely get any focuses you want at character gen. It's also a 10/hr a week job that pays only 1000 nuyen a month - so he needs to Shadowrun to pay the rent.Ĭore competencies - yes, he's not the most powerful spellcaster in the world, but Force 6 should be fine for most things. The Day Job I plan to work into the Shadowrunning - he's a messenger/courier, which allows him to move very fast through the city without being noticed, means he can scout out corp offices by making deliveries, and it explains his Courier contacts who he uses as eyes and ears on the street. But yes, he needs a Sustaining Focus - which will be his first big purchase, or I may juggle things around. Higher op, you run the risk of having someone else be better than you at your core competencies.I'm inventing a tradition based on Postmodernism. In a low-op group this might not be the most realistic, but it can still be fun. Your biggest flaw is that you're decent at a lot instead of being better at a smaller number of things. Otherwise, it comes down to the rest of the group and your GM. ![]() Higher op, you run the risk of having someone else be better than you at your core competencies. ![]() That's more of a personal bugaboo with the setting than a character flaw. Either it's bonus points for role-playing making a call to say "I quit', or else you have to explain why someone with a steady income chooses to moonlight doing something with a significant risk of getting them arrested or killed. Personally, I never understood the point of the Day Job flaw. Going shamanic for a 2 and a 3 is a little better, but still suffers from overall averageness. Having your drain resistance stats be a 1 and a 2 is going to sting. As with the vast majority of systems, actions are king. Double-check how "sustained" means "concentration" and the penalties thereof. Without a sustaining focus or some other outside means of keeping control, that's -2 dice to every action you take. Your only way to get more initiative passes is Improved Reflexes. Also if I'm missed out on anything else important, I'd love to know. While I'm confident in the character's ability in unarmed combat, I'd really appreciate any advice on magic. I guess I could sacrifice the Mystic side and just do everything through Physical Adept, but I'd hate to lose the ability to summon spirits, cast illusions, and the like. The thing I'm not sure about is whether the Mystic Adept quality allows me enough leeway to do that, given how chopping the Magic stat seems to affect spellcasting. In the Shadowrun world, he's Chaos for hire, knocking people around while bouncing all over the place, throws flashbangs, smoke bombs, paint bombs, stunballs, spirits, and illusions around to confuse the hell out of things - but who can also get into anywhere quietly, using illusions, stunballs, and a hell of a punch to discretely take out security. The basic concept is a Mystic Adept who in the regular world is a freerunning/parkour/sneak-skate courier by day (using Boost Strength, Sneak-Skates, Great Leap, Increase Reflexes, Wall-Running, Grapple-Gun, and Gecko-Tape Gloves to zoom through/over traffic, up the sides of buildings, and basically act like Spiderman) and an underground artist who uses those same skills, lots of different paints, Spirits, well as various Illusions to do livinggraffiti art in impossible-to-reach places. I'm tinkering around with a character concept for 4th edition Shadowrun, but I'm not incredibly familiar with the system and could use some advice on my build as it stands.
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