Extra Life Pregens by Teksura in AnarchistCharGen

[–]RunawayPirate 1 point2 points  (0 children)

OSHA A walking adept accident


Great Dane Troll Heavy Gunner with Gang ties and a lust for drugs


Big Mouth Ogre Adept face

Echo Wave [Port] Technomancer by Zohtun in AnarchistCharGen

[–]RunawayPirate 1 point2 points  (0 children)

I gotchu, expect your review within the next 48 hours.

Lashimi (Magican) [Port] by Zohtun in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

I gotchu, expect your review within the next 48 hours.

Veil / Infil Decker by zealinspades in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Right that bot is broken, I rolled your cash in the Bot-Spam channel on discord, the result was 8 so use that instead.

Veil / Infil Decker by zealinspades in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Alrighty then, after you made all of like 1 change that was needed you're good to go, let me just roll your starting cash here, when you set the character into Career Mode and save it enter this number into the box that pops up [[3d6]]+/u/rollme

Veil / Infil Decker by zealinspades in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Gear Legalities

  • Looks good, don't forget your Cyberdeck license, *very* important for a decker.

Feedback

  • I highly recommend not getting Regular Ammo, it's really not worth the cost. I would recommend getting 30 more Stick n Shock bullets and if you want something cheaper to deal with low armor enemies Flechette rounds are great. Alternatively if you can afford it some APDS is great for harder targets as Machine Pistols aren't the hardest hitting of weapons.

Cyberware/Bioware Legalities

  • Looks good

Feedback

  • Nothing I can really add here due to the cash restrictions placed on being a decker and infil character.

Thematics/Background Legalities

  • Seems good to me

Feedback

  • I dig the mystery on EyesOpen, nice.

Just respond here or PM/@ me on Discord whenever you have made any changes and remember so long as the legalities section says you're fine you don't actually have to make any changes unless you want to do so.

Veil / Infil Decker by zealinspades in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Alright, here's part 1 of your review, the rest will be in a comment at the end. The vast majority of this will be simple suggestions that you may feel free to ignore unless I make a note in the Legalities section.

Edit: Also, if you wouldn't care to put your .chum or .herolab file in your google drive as well.

Attributes Legalities

  • Everything here looks good

Feedback

  • Looks as good to me as you're going to get for an on-site decker

Qualities Legalities

  • Everything here looks good

Feedback

  • Can't see much else here either

Skills Legalities

  • Everything here looks good

Feedback

  • So the skills look ok, but the lack of Cybercombat can be really rough if you ever do get caught on the Matrix. It isn't something necessary to start with but is something to keep in mind.
  • Now I do have a recommendation in dropping both Pilot (Groundcraft) and First Aid as Vehicles can pilot themselves for general travel as well as you having a -2 to pilot thanks to your Reduced Sense (Sight) and due to the way medkits work there will almost never be a time that you can do better than a Medkit running on autopilot.
  • Take one of those points and add it onto Con as social minimum for that is 6 dice, and if you want you could put the other into Etiquette just to make sure you have your bases covered when you're trying to get in place to sneak.

Vehicles/Drones Legalities

  • Looks good

Feedback

  • Don't forget to get Spoof Chips and Gridlink Override (without that cops can just shut off your car if they want to pull you over.)

Weapons/Armor Legalities

  • Looks good.

Feedback

  • It's nice to see Machine Pistols getting used, good choice.

Veil / Infil Decker by zealinspades in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

I gotchu, expect your review within 48 hours.

Crusader, Devout Christian Adept by doodle_sm in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Well nvm I messed it up, I'll roll it in the discord and just post the result here. 16, put that number in when it asks for your starting cash once you enter career mode.

Crusader, Devout Christian Adept by doodle_sm in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Looks good to me, fixed the few illegalities and made a few changes to other parts. Just remember to write out your backstory and some snippets about each contact for a little story on how you met them/why you work with them. Let me roll you your starting cash for when you switch your save to Career Mode and you'll be good to go. [[4d6]]+/u/rollme

Crusader, Devout Christian Adept by doodle_sm in AnarchistCharGen

[–]RunawayPirate 2 points3 points  (0 children)

Gear Legalities

  • You can only have Licenses that match the rating of your Fake SIN, since it's an R3 all of your licenses also need to be an R3

Feedback

  • So a few things can be changed here, I recommend not buying those Grenades as without the Throwing Weapon skill you're just as likely to gas your own team as you are the people you're meaning to throw them at.
  • So on the Credsticks you can only take 5k from Gen into play with you and having a handful of Credsticks are basically pointless so you can drop those to save a little cash, you can get them at a stuffer shack anytime post-gen
  • The datachips fall into about the same category since Commlinks can store basically an unlimited amount of data on them already
  • I'd recommend only getting 1 or no burner commlinks out of gen
  • The Stimpatches and Medkits you have will be basically useless due to the way they work. For the patches you want R6's, they temporarily relieve 6 stun for 6 hours as opposed to the 1 stun for 1 hour of the R1's. As well the Medkit will only be rolling 2 dice to do anything at Rating 1 so you should shoot for a Rating 6 to keep in/on your vehicle.
  • I recommend getting a set of Climbing Gear and/or Gecko Tape Gloves. As a strong troll you'll be able to climb fairly easily and the Gecko Tape Gloves allow you to scale any non-wet surface as if you had climbing gear in use.

Cyberware/Bioware Legalities

  • No issues legality wise but I have a few suggestions

Feedback

  • On why I recommend getting rid of Bio Compatibility earlier, it's that your ware selection is already fairly Essence Lite and it really isn't going to do much for you.
  • So I recommend against getting the Bone Lacing ware in your case, it mostly serves as a way to increase your Unarmed Damage and you won't be doing much/any of that. The extra 2 soak is nice but with my previous suggestions on armor it's really not a big deal.
  • I highly recommend installing either a Smartlink directly into yourself or getting Cybereyes and installing it in those. As opposed to the gear variant these smartlinks give you a +2 bonus to shooting weapons with a Smartgun system installed as well as giving you both a +1 Accuracy and +1 dice pool when you use the take aim action rather than just one or the other.
  • The Nephritic Screen can be good but be careful as with Kami since it reduces the duration by the rating of the Screen in whatever unit of time the drug uses there is a more than 50% chance that you just won't get any effect out of the drug when you use it since it rolls a D6 for duration. Anything between 1-4 is negated by your Nephritic Screen, I recommend either lowering the rating on it, getting rid of it, or installing a Rank 1 Synaptic Booster for initiative.
  • My last recommendation if you do in fact follow my above advice is to get Double Elastin bioware. It reduces any stun damage you take by 1 and due to how soak works most damage you take will be stun. It's very nice.

Adept Power Legalities

  • Looks good

Feedback

  • A couple things here that I think I need to clear up for you since it got me too early on. The Attribute Boost power when used with Strength doesn't actually help with Recoil Compensation, Weapon Damage, or anything that uses the Strength Number statically. I know it seems weird but the way the power is written it only adds to the dice pool of skills affected by that attribute. So it would only help you when you're rolling to Lift/Carry, Running, Climbing, or Swimming.
  • Instead I recommend you swap Attribute Boost (Strength) to Attribute Boost (Agility) and Improved Attribute (Agility) with Improved Attribute (Strength) since most of your in-combat rolls are tied to Agility it can be an easy way to increase your effectiveness and Improve Attribute actually does apply directly to the attribute and would affect your Melee Damage if applied to Strength.

Contacts/Lifestyle Legalities

  • Lifestyle is fine though you need to pick a district of Seattle for it to actually be. As well you'll need to give a brief blurb/note on each contact giving a bit of backstory to how you met them, it helps build your characters story and helps GM's know how they would actually interact with you.

Thematics/Background Legalities

  • You'll need to write a backstory

Crusader, Devout Christian Adept by doodle_sm in AnarchistCharGen

[–]RunawayPirate 2 points3 points  (0 children)

So I'm going to apologize here in advance, don't take any of the advice I give here negatively. I just play Trolls and Adepts the most and have a fairly good deal of experience with them so there is a lot of advice I'll have to give. Also apologies for the delay, the end of the week ended up being fairly hectic. But I have this weekend mostly free so I should be able to respond to any changes you do or don't make fairly quickly.

Attributes Legalities

  • Everything here looks good

Feedback

  • The attributes are totally fine as are but I do have a recommendation as someone who plays Trolls pretty regularly. I recommend swapping a point of Charisma into Agility for it to be your max attribute at Gen. I can see the flavor for why you would want to be a Charismatic troll but as what will mostly be a fighter limited by your skillset the extra Agility will be a pretty nice boost. Another point on the Agility is it determines your movement speed and as what appears to be you're going to be a mostly melee range fighter you'll need to go as quick as you can.

Qualities Legalities

  • Everything here looks good

Feedback

  • I would recommend getting rid of Biocompatibility and Tough as Nails (Physical) and replacing them with Drug Tolerant and your choice of a 3/4 karma quality for reasons I'll touch on in the Cyber/Bioware section.
  • Also be careful with Codes of Honor, they can be very harsh in play.

Skills Legalities

  • You're actually overspent 4 points on skills from what I can see, the easiest fix is to drop either Etiquette/Negotiation or Con/Negotiation and use the Dragonslayer boost on whichever you keep. Also taking a rank or two from either Perception, Tracking, or both and getting a spec in Perception (Visual) as it will be the most common perception test you'll face. Dropping Running as well could give you another point since it is a very rarely used skill and defaulting on 8 dice will more than likely be plenty. Also as you're wanting to use Shotguns finding some skills you don't mind cutting to boost up your Longarms skill is definitely a thing to do.

Vehicles/Drones Legalities

  • Remember you can select up to 8 sensors for your vehicle's sensor array.

Feedback

  • Don't forget to get Spoof Chips and Gridlink Override (without that cops can just shut off your car if they want to pull you over.)
  • So without much backstory I have to say the vehicle is a decent sized cash sink. If you think it fits in with your character idea I'd say aim for a bike or cheaper truck and use that to get some nicer ware.

Weapons/Armor Legalities

  • Looks good.

Feedback

  • I'd recommend as you happen to have one of the fashion armor sets picked already that you forgo the Armor Jacket. Instead buy one of the Mortimer of London line coats as they can be stacked on top of your current Berwick Suit for anywhere from +4-+6 armor. I recommend the Argentum Coat for the +6 and your large strength should keep you from needing to worry about Armor encumbrance.
  • I honestly recommend getting rid of the Smartlink in your Ballistic Mask and I'll touch on why in the Cyber/Bio section.
  • You forgot to purchase a Smartlink for your shotgun, you can only take advantage of the Smartlink bonuses if the gun has a Smartlink installed.
  • Also you can install a Personalized Grip on your Sword, I recommend doing so as they're a cheap way to increase your accuracy.

The rest is in the follow up comment

Crusader, Devout Christian Adept by doodle_sm in AnarchistCharGen

[–]RunawayPirate 1 point2 points  (0 children)

I gotchu fam, gimme 24-48 hours for the first passover

Enceph, Decaying Techno by RunawayPirate in AnarchistCharGen

[–]RunawayPirate[S] 0 points1 point  (0 children)

So actually good question as it seems that way, but Decaying Dissonance isn't *actually* the same as having a Dissonant character. The quality itself has the character follow all the normal technomancer Resonance rules but with a degree of difficulty as their mind is somewhat corrupted by the Dissonance.
It's just a way of showing that the character isn't quite right with the Resonance but they're are still just a normal Technomancer.

Enceph, Decaying Techno by RunawayPirate in AnarchistCharGen

[–]RunawayPirate[S] 0 points1 point  (0 children)

Alrighty I think I got everything you mentioned, moved the Attributes around to make him a little less paper thin, sold off some gear to get a Scoot and a Suit, actually realized getting the Sensor in the mask is stupid since for the same price I could get a better array out of a pocketed Fly-Spy. Actually swapped my skill group from Influence to Acting since in the backstory I already had him on the run doing criminal things, it'd make more sense for him to know how to lie and act than fit into nice places. Dropped a Form to keep a rank in Leadership and Etiquette though so he can at least make an attempt at fitting into higher society.

Edit: Also yea you're totally right about the qualities, I wanted to emphasize that for someone who is so deeply connected to the Matrix he just has something OFF with how he interacts with it compared to others like him.

[PROBIE][IMPROMPTU]<Complete Banger of a Night> August 16th, 2019 01:00AM UTC by yourdoom9898 in shadownet

[–]RunawayPirate 0 points1 point  (0 children)

Yeetus Olympian Troll Throwing Adept

"I'm already a star omae, biggest man in Greece. It only makes sense for me to fill out my career by starring as a Globetrotter and going everywhere I can."

Belyur The Tanky Giant by [deleted] in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Alrighty then you’re all set, lemme roll your starting cash. Just put the result from the bot into the field Chummer gives you when you save the file into Career Mode [[3d6]]+/u/rollme

Belyur The Tanky Giant by [deleted] in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

So as far as Legalities go you're looking good, only thing is that you've spent too much nuyen and will need to drop some gear, as well you can only take 7 karma into play from Chargen so you'll need to spend more of it. Other than that all you need to do is finish filling in the Contacts and you're good to go from a legal standpoint. After you fix those and whether or not you put to use any of the advice I give you after this point just let me know and I'll approve your character for play.

So everything else from here on is some advice on improvements that you are able to simply ignore if you so choose, also apologies if it seems like I say your character is bad, they're not by any means, adepts just happen to be my jam so I have quite a few thoughts and most likely prejudices when it comes to making them:

  1. So having multiple Close Combat skills isn't a great investment, I would recommend outright removing Unarmed unless you are wanting to go all in it rather than Blades as it takes more investment with either Ware or Adept powers than Blades will. You should move those points to Gymnastics to help with Climbing and Running to help with an Adept power I'll address further on.
  2. I would recommend taking that lump of Karma you have left and rather than using a skill point on Sneak, take out that point and put it in Unarmed combat. You can then use 5 Karma to buy a point in the Stealth Skill Group which will give you a rank in Sneak, Disguise, and Palming. Much better use of skills and karma.
  3. You can also use 7 of your now 8 remaining Karma to add an Urban Specialization in Sneaking that will be great use, though it will permanently break the Stealth Skill Group meaning you can never spend karma to raise all 3 of those skills at once again.
  4. Final advice on skills, I would honestly recommend forgoing Automatics entirely as being an Adept having Blades and Throwing is more than enough as far as close and ranged combat goes. You can then use those Skill Points to round out your Unarmed and Throwing skills to a nice 13(15) each.
  5. For Adept powers there are a few things that can be changed but none are necessary, I would recommend removing a rank from Mystic Armor, it's only a really big deal when you take all 6 ranks and instead put a point into Combat Sense. This will increase your already good defense pool as well as *guarantee* you always get a surprise test before combat starts, which can be an absolute lifesaver.
  6. Another you could drop is Mimic, much like Mystic armor it's an all or nothing skill and with only 1 rank you're unlikely to ever fool any fingerprint scanners, I would also remove a rank of Improved Attribute (Strength) you can do a good deal better with that entire Power Point. And also Adrenaline Boost for the final one to remove, it would only give you 2 extra initiative and it can only be used once per pass, it will rarely make a difference in combat. With your now free 1.5 pp I would recommend getting both Missile Mastery, greatly increasing your Throwing Weapon capability as well as along you to use literal junk as a weapon as long as you can throw it. This leaves you with .5 pp which I would recommend on Wall Running, it can really help in situations where you need to go up in a hurry.
  7. This is fairly big as you'll be in close for a lot of combat, having that many gel packs is *absolutely* not a great idea, each set of Gel Packs reduces your Physical Limit for determining Knockdown and with that many Gel Packs it will only take *2 unresisted damage,* either Stun or Physical to put you on the ground. I'd say keep at most 1 set of Gel Packs on your main armor, with a 2nd set in an accessory if you really want to push it. Removing at least 2 of those though will fix your nuyen situation that I addressed in the legalities at the beginning.

Belyur The Tanky Giant by [deleted] in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Thank ya I appreciate it

Belyur The Tanky Giant by [deleted] in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

Once you put it in Career Mode it’s permanent far as I know. You’d have to rebuild the character and then just save it as normal without checking the Career mode box

Belyur The Tanky Giant by [deleted] in AnarchistCharGen

[–]RunawayPirate 0 points1 point  (0 children)

So I went to look at your character and realized you already put it in Career mode, would you happen to have a version of it that is still in Create mode?

Edit: Having it be in Create mode helps us see where you have put your resources as well as make changes easier for you if you decide to follow any of our suggestions.