[M&M] Shadowrun [Recruiting]

Walking Dad

First Post
I meant the boxed text on page 16.

Melee weapons are bult on the base of the 'Strike' power. It needs mighty to add str bonus. All melee weapons have to have migty to make sense (but not the monofilament whip, so needing mighty to make a difference makes sense in this context).
 

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perrinmiller

Adventurer
Alright, took another swing. It looks more like a Shadowrun Character. :)

I lumped some of the Feats into packages. For example you can easily see how Wired Reflexes would work at level 1 based on level 2.
I added the Equipment. +1 EP for the smartlink connections.
I am still fuzzy on applying the cost of the Mighty Feature. The Katana (used Bastard Sword for dmg & cost) is 6EP. I added Mighty for free, but not sure that's how it works.

[sblock=Street Samurai ver2]Abilities (22PP)
Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 10

Saves (8PP)
Tough +3, Fort +5, Ref +7, Will +4

Combat (16PP)
Initiative +11 (+8 from Feats)
Defense +6/2FF (8PP +2 Dodge from Feats)
Attack +4 (8PP)

Skills (14PP)
Knowledge (Safe Houses) 3 ranks
Knowledge (Firearms) 6 ranks
Knowledge (Zen Meditation) 3 ranks
Acrobatics 6 ranks
Climb 6 ranks
Gather Info 4 ranks
Diplomacy 4 ranks
Drive 4 ranks
Notice 8 ranks
Stealth 4 ranks
Swim 6 ranks
Language (English) 1 rank
Language (Japanese) 1 rank

Feats/Powers (30PP)
Cyber Eyes: Low-light/Darkvision/Flash Supression (3PP)
Wired Reflexes Level 2:
- Improved Initiative 2 (2PP)
- Reflex Saves +4 (spent above)
- Dodge +2 (2PP)
- Quick Draw 2 (2PP)
Cyberware smartlink (3PP)
- Drawback (only works with Smartlinked gear) (-1pp)
- Improved Aim (Smartlink) (1pp)
- Precise Shot (Smartlink) (1pp)
- Accuracy 1 (+2 Attack) (1pp)
- AR assisted Driving 1 (+2 Drive Skill) (1pp)
High Pain Threshold (+2 Tough & Fort) (spent above)
Guts (+2 Will) (Spent Above)
Muscle Replacement (+4 Str) (spent above)
Dermal Plating (+2 Def) (spent above)
Contacts (1PP)
Archaic Weapon Proficiency (1PP)
Personal Firearms Proficiency (1PP)
Martial Artist (1PP)
Modern Armor Proficiency (1PP)
Attack Specialization 1 (SMGs +2) (1PP)
Attack Specialization 1 (Pistols +2) (1PP)
Attack Specialization 1 (Swords +2) (1PP)
Attack Specialization 1 (Unarmed +2) (1PP)
Equipment +9 (9PP) (=30EP)
- Smartlinked SMG (+4 Ballistic) (13EP)
- Smartlinked Heavy Pistol (+4 Ballistic) (9EP)
- Katana Mighty (+4 Slashing) (6EP)
- Motorcycle With Smartlink connection(10EP)
- Armored Vest (+4 Toughness) (4EP)
- Comlink (1EP)[/sblock]
EDIT: WD; Do you mind working up a Combat Mage? You have a much better handle on the Magic stuff. I am going to try a Troll Enforcer next.

 
Last edited:


Insight

Adventurer
I might like to throw my Cybermage Helmet into this. Any objections? I'm a big fan of M&M and I can't get anyone to play it anymore.
 

perrinmiller

Adventurer
Welcome, Insight.

I took a swing at Troll Enforcer.

[sblock=Troll Enforcer]Troll Meta-Human (13PP)
- Growth 4 (Str +8*, Con +4, +1 Reach, +5ft move, Large Size)
- * Strength bonus doesn't apply to Climb & Swim checks
- Int -2, Cha -2, Dex -2
- Darkvision

Abilities (28PP)
Str 28, Dex 12, Con 22, Int 10, Wis 12, Cha 10

Saves (0PP)
Tough +8, Fort +6, Ref +5, Will +1

Combat (8PP)
Initiative +9 (+8 from Feats)
Defense +4/2FF (0PP +2 Dodge Feat)
Attack +4 (8PP)

Skills (15PP)
Knowledge (Safe Houses) 2 ranks
Knowledge (Mafia Politics) 2 ranks
Knowledge (Gang Turf) 4 ranks
Knowledge (Gambling places) 6 ranks
Bluff 4 ranks
Diplomacy 2 ranks
Craft (Forgery) 6 ranks
Gamble 8 ranks
Intimidation 6 ranks
Drive 4 ranks
Notice 5 ranks
Sleight of Hand 6 ranks
Stealth 5 ranks

Feats/Powers (26PP)
Wired Reflexes 2: (8PP Total)
- Improved Initiative 2 (2pp)
- Reflex Saves +4 (2pp)
- Dodge +2 (2pp)
- Quick Draw 2 (2pp)
Cyberware smartlink (3PP)
- Drawback (only works with Smartlinked gear) (-1pp)
- Improved Aim (Smartlink) (1pp)
- Precise Shot (Smartlink) (1pp)
- Accuracy 1 (+2 Attack) (1pp)
- AR assisted Driving 1 (+2 Drive Skill) (1pp)
Home Ground (+2 Skills related to home turf) (1PP)
Toughness (+2 Tough & Defense) (Spent Above)
Contacts (1PP)
Mafia Ettiquette (+2 Social Skills with Mafia) (1PP)
Archaic Weapon Proficiency (1PP)
Personal Firearms Proficiency (1PP)
Modern Armor Proficiency (1PP)
Attack Focus 1 (Ranged) (1PP)
Martial Artist (1PP)
Equipment +7 (7PP) (=35EP)
- Smartlinked Heavy Pistol (+4 Ballistic) (9EP)
- Smartlinked Semiauto Shotgun (+5 slashing/+6 Ballistic) (12EP)
- Monofilament Sword Mighty (+4 Slashing) (6EP)
- Lined Coat (+2 Toughness) (4EP)
- Comlink (1EP)[/sblock]
 

Insight

Adventurer
I need to look at my old Shadowrun stuff (if I can find it) to see what archetype sounds interesting. Elf... something.... maybe :cool: Maybe a fixer/smuggler/street-savvy sort.
 


Walking Dad

First Post
...
EDIT: WD; Do you mind working up a Combat Mage? You have a much better handle on the Magic stuff. I am going to try a Troll Enforcer next.


No problem, but perhaps not before Monday. Do you plan to integrate the magic / cyberware balance (Essence) into the rules? Maybe a max budget for combined cyberware and magic powers?
 

perrinmiller

Adventurer
No problem, but perhaps not before Monday. Do you plan to integrate the magic / cyberware balance (Essence) into the rules? Maybe a max budget for combined cyberware and magic powers?
For making the Archetypoes from the rulebook it's not an issue, but once we start customizing, yes there would have to be a limit to PP spent either way. I see it coming up quickly when I try to do the Gunslinger Adept.
 

Herobizkit

Adventurer
There's a Gunslinger Adept? Hmmm... that sounds like something I might be interested in trying. Physical Adepts uses self-buffs to improve their abilities (I think), so it'd be more of the same?
 

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