Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: martinchaen on <09-13-13/1628:15>
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Looking for feedback, particularly on SRM legality, of the below character.
Concept:
This character was initially a mental exercise loosely based on recreating Adam Jensen from Deus Ex: Human Revolution. Suffice to say, it would take a prime runner of epic scale to fully recreate the awesomeness of that character, but this is the closest I could get with standard level rules. After reading about Chicago and discussing SRM05-01 with a friend who's played it (didn't want to spoil it until I've had a chance to play it myself, I made some modifications.
Marcus was born to William and Carol Evans, both medical professionals at Ares in Seattle. His parents had high expectations for him and his two sisters, but despite private instructors and all the tutorsofts money could buy he struggled due to a severe learning disability. As a freshman at the prestigious Bellevue High School, he attended a UCAS military recruiting drive and enlisted in the UCAS Army at only 16 years old, where he thrived for the first time in his life. He was wounded in combat multiple times and received full cyberlimb replacements for both arms and legs as a result. At age 27, after 11 years of exemplary service and at the rank of Master Sergeant, he suffered a mental breakdown and received an honorable discharge after his parents called in a few favors, narrowly avoiding charges of drug use and dereliction of duty. Disillusioned with civilian life and the petty concerns of ordinary people, he moved to Chicago after a former team mate arranged for a short-term security contract there. Life in the feral city suited him well, and since men with his skill set were in steady demand he decided to stay.
In the past five years Marcus has built a solid reputation as a bounty hunter, body guard, and courier. He has learned Or'zet, seen all sorts of strange creatures during his journeys into Downtown, but has once again resorted to drugs to cope with his past and present. In his time in the CZ he has become acquainted with Dr. Martin Tate through a mutual interest in cybertechnology, and he's been working for Quantum Princess on several occasions. He's also on friendly terms with the owners of ATF in Southside, a relationship that really flourished when he brought them a mint 1967 silver US half-dollar.
Cyclone lives a simple life and is mostly just interested in making enough to get by, but he is not a ruthless mercenary. While he favours non-lethal means because live bounties pay better, he is not above killing or changing allegiances for the right price or cause; Ares still holds a place in his heart, and Horizon's PR machine has him believing in their cause. Between his intimidating presence, formidable combat prowess, and rich military background, only time will tell what the future holds.
Original character portrait (Adam Jenses, from Deus Ex: Human Revolution), as well as new character portrait (Ranger, Fallout: New Vegas):
(http://thumbnails103.imagebam.com/28135/4ffaaa281346658.jpg) (http://www.imagebam.com/image/4ffaaa281346658) (http://thumbnails107.imagebam.com/28135/5831f2281346660.jpg) (http://www.imagebam.com/image/5831f2281346660) (http://thumbnails108.imagebam.com/28135/be80e8281346662.jpg) (http://www.imagebam.com/image/be80e8281346662)
In keeping with the character image, the character wears a Lined Coat with a black Urban Explorer Jumpsuit underneath, as well as the AR gloves, helmet, respirator, earbuds, and contacts. In addition to his cyberware, he carries two firearms, both of which are actively concealed at all times unless in use or otherwise noted; a Ruger Super Warhawk held in a belted quick-draw holster secured to his right thigh with a holstered speed loader and additional rounds on the belt, and a shoulder-slung Ares Alpha on his left side. The smuggling compartment holds illegal items like explosive and APDS rounds, drugs, and four silver credsticks, while the survival kit functions like a backpack holding various items like the disguise kit, legal drugs, satellite link, and medkit. The lined coat holds the miniwelder, while pouches on the urban explorer jumpsuit holds the commlink, simrig, spare clips with legal ammo, and an empty credstick. Basically, all gear except some spare clips and some ammo are carried at all times in a combat pack or on his person, while the remaining items are left at the safehouse.
Game Mechanics and notes:
1. I used the following priorities:
A = Resources = 450,000¥
B = Attributes = 20
C = Skills = 28/2
D = Human = 3
E = MAG/RES = NA
2. Agility and Strength is above +4 augmentation limit due to cyberlimb customizations (with enhancements)
3. I spent karma on the following:
24: Positive Qualities
-25: Negative Qualities
10: Increase logic from 1 to 2
5: Stealth 1
5: Outdoors 1
6: Contacts
4. I spent 5 of 28 skill points on specializations.
5. The very first thing to procure in-game is a Pain Editor to ignore stun damage; stim patches will have to do to alleviate stun damage until I can afford the pain editor. Reflex Recorders are a good second, as they provide an additional die on Rating 6 skills for "only" 14k and 0.1 essence with availability 10 compared to the 14 karma and several weeks of training it would take to get from R6 to R7 skill wise.
Character sheet created with the excellent Chummer for 5th Edition, by Adam. Find it here:
http://forums.shadowruntabletop.com/index.php?topic=17200.0
CHARACTER SHEET
== Info ==
Street Name: Cyclone
Name: Marcus Evans
Movement: 2/4
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 34
Height 2.1m Weight 95kg
Composure: 10
Judge Intentions: 11
Lift/Carry: 11 (105 kg/70 kg)
Memory: 7
Nuyen: 450000
== Attributes ==
BOD: 4
AGI: 1 (7)
REA: 5 (8)
STR: 1 (7)
CHA: 5
INT: 6
LOG: 2
WIL: 5
EDG: 5
== Derived Attributes ==
Essence: 0.57
Initiative: 14 + 1d6
Rigger Initiative: 14 + 1d6
Astral Initiative:
Matrix AR Initiative: 14 + 1d6
Matrix Cold Initiative: 6 +DP + 3d6
Matrix Hot Initiative: 6 +DP + 4d6
Physical Damage Track: 14
Stun Damage Track: 11
== Limits ==
Physical: 9
Mental: 5
Social: 6
== Active Skills ==
Animal Handling : 0 Pool: 4
Archery : 0 Pool: 6
Armorer : 0 Pool: 1
Automatics : 6 [Assault Rifles] Pool: 13 (15)
Blades : 0 Pool: 6
Clubs : 0 Pool: 6
Computer : 0 Pool: 1
Con : 0 Pool: 4
Cybercombat : 0 Pool: 1
Demolitions : 0 Pool: 1
Disguise : 1 Pool: 7
Diving : 0 Pool: 3
Escape Artist : 0 Pool: 6
Etiquette : 0 Pool: 4
First Aid : 0 Pool: 1
Forgery : 0 Pool: 6
Free-Fall : 0 Pool: 3
Gunnery : 0 Pool: 6
Gymnastics : 0 Pool: 6
Hacking : 0 Pool: 1
Heavy Weapons : 6 [Grenade Launchers] Pool: 13 (15)
Impersonation : 0 Pool: 4
Instruction : 0 Pool: 4
Intimidation : 1 [Physical] Pool: 6 (8)
Leadership : 0 Pool: 4
Leadership, Command : 0 Pool: 1
Leadership, Direct Fire : 0 Pool: 5
Longarms : 0 Pool: 6
Navigation : 1 Pool: 7
Negotiation : 0 Pool: 4
Palming : 1 Pool: 8
Perception : 6 Pool: 12
Performance : 0 Pool: 4
Pilot Ground Craft : 0 Pool: 7
Pilot Watercraft : 0 Pool: 7
Pistols : 1 [Revolvers] Pool: 8 (10)
Running : 0 Pool: 6
Sneaking : 1 Pool: 8
Survival : 1 Pool: 6
Swimming : 0 Pool: 6
Throwing Weapons : 0 Pool: 6
Tracking : 1 Pool: 7
Unarmed Combat : 6 [Cyber Implants] Pool: 13 (15)
== Knowledge Skills ==
Chicago Area Knowledge : 2 [Containment Zone] Pool: 8 (10)
English : N Pool: 0
Or'zet : 2 [Street] Pool: 8 (10)
Parazoology : 2 Pool: 8
Pharmaceuticals : 2 Pool: 8
Small Unit Tactics : 6 Pool: 8
== Contacts ==
Dr. Martin Tate (5, 2)
Quantum Princess (4, 3)
== Qualities ==
Ambidextrous
Quick Healer
Resistance to Pathogens and Toxins
SINner (Corporate) (Ares Macrotechnology)
Toughness
== Lifestyles ==
Chicago CZ 1 months
== Cyberware/Bioware ==
Datajack
Obvious Full Arm (BOD 3, AGI 9, STR 9) (Left)
+Customized Agility Rating 6
+Customized Strength Rating 6
+Enhanced Agility Rating 3
+Enhanced Strength Rating 3
+Armor Rating 2
+Shock Hand
+Spurs
Obvious Full Arm (BOD 3, AGI 9, STR 9) (Right)
+Armor Rating 1
+Customized Agility Rating 6
+Customized Strength Rating 6
+Enhanced Agility Rating 3
+Enhanced Strength Rating 3
+Machine Pistol
+Silencer
Obvious Full Leg (BOD 3, AGI 9, STR 9) (Left)
+Customized Agility Rating 6
+Customized Strength Rating 6
+Enhanced Agility Rating 3
+Enhanced Strength Rating 3
+Hydraulic Jacks Rating 4
+Large Smuggling Compartment
Obvious Full Leg (BOD 3, AGI 9, STR 9) (Right)
+Customized Agility Rating 6
+Customized Strength Rating 6
+Enhanced Agility Rating 3
+Enhanced Strength Rating 3
+Hydraulic Jacks Rating 4
Reaction Enhancers Rating 3
Smartlink
== Armor ==
Helmet 2
+Flare Compensation
+Single Sensor Rating 2
+Ultrasound
Lined Coat 9
+Fire Resistance 3
+Insulation 3
+Nonconductivity 3
Urban Explorer Jumpsuit 9
+Chemical Protection 6
== Weapons ==
Ares Alpha
+Bipod
+Gas-Vent 3 System
+Shock Pad
+Smartgun System, Internal
Pool: 13 (15) Accuracy: 7 DV: 11P AP: -2 RC: 9
Cyber Machine Pistol
+Smartgun System, Internal
Pool: 13 Accuracy: 6 DV: 6P AP: - RC: 4
Ruger Super Warhawk
+Smartgun System, External
Pool: 8 (10) Accuracy: 7 DV: 9P AP: -2 RC: 3
Shock Hand
Pool: 13 (15) Accuracy: 9 DV: 9S(e) AP: -5 RC: 3
Spurs
Pool: 13 (15) Accuracy: 9 DV: 10P AP: -2 RC: 3
Unarmed Attack
Pool: 13 Accuracy: 9 DV: 7S AP: - RC: 3
== Commlink ==
Erika Elite (, , 0, )
+Fake SIN (Leon Cole, UCAS) Rating 4
+Fake License (Bounty Hunter's License) Rating 4
+Fake License (Concealed Carry Permit) Rating 4
+Fake License (Driver's License) Rating 4
+Fake License (Firearms License) Rating 4
+Fake License (Restricted Cyberware License) Rating 4
+Simrig
== Gear ==
Ammo: APDS (Machine Pistols) x60
Ammo: Explosive Rounds (Assault Rifles) x130
Ammo: Regular Ammo (Heavy Pistols) x40
Ammo: Stick-n-Shock (Assault Rifles) x170
AR Gloves
Certified Credstick, Silver Rating 350
Contacts Rating 3
+Vision Enhancement Rating 3
Cram x10
Earbuds Rating 3
+Audio Enhancement Rating 3
Flashlight
Grenade: Flash-Bang x6
Handheld Housing Rating 3
+Single Sensor Rating 2 [Atmosphere Sensor]
+Single Sensor Rating 2 [Geiger Counter]
+Single Sensor Rating 3 [Olfactory Sensor]
Long Haul x2
Medkit Rating 6
Minigrenade: High Explosive x6
Miniwelder
Psyche
Respirator Rating 6
Restraint, Plastic x50
Slap Patch, Stim Patch Rating 6 x2
Spare Clip (Ares Alpha) x6
Survival Kit
Tool Kit (Disguise)
== Vehicles ==
Yamaha Growler (Off-Road Bike)
+Sensor Array Rating 2
== Description ==
Worn:
Contacts, Earbuds, Urban Explorer Jumpsuit, Lined Coat, Helmet, Respirator, AR gloves
Urban Explorer Jumpsuit: 1x Credstick (Silver, 350¥), Miniwelder, Erika Elite (w/Simrig), 3x Spare Clip (Ares Alpha, w/42 Stick-n-Shock rounds), 2x Stim Patch
Lined Coat: 10x Restraints (Plastic)
Survival Kit: Disguise Kit, Long Haul, Medkit, Medkit Supplies, Psyche, Restraints (Plastic)
Smuggling Compartment: 3x Spare Clip (Ares Alpha, 42 Explosive rounds), 1x Spare Clip (Ares Alpha GL, 6x HE minigrenades), box of 40x APDS rounds (MP), Inhaler w/10x Cram, 4x Credsticks (Silver)
Carried:
Ruger Super Warhawk: Belt-slung in holster secured low on right thigh, 25x Regular rounds on belt, actively concealed under Lined Coat unless noted
Ares Alpha: Shoulder-slung on right side, actively concealed under Lined Coat unless noted
Safehouse:
Ammo, Food, Water
Equipped:
Cybergun, MP: 18x APDS rounds
Ruger Super Warhawk: 6x Regular Rounds
Ares Alpha: 42x Stick-n-Shock rounds, 6x Flash-bang grenades, Flashlight (Infrared, top mount)
== Background ==
Marcus was born to William and Carol Evans, both medical professionals at Ares in Seattle. His parents had high expectations for him and his two sisters, but despite private instructors and all the tutorsofts money could buy he struggled due to a severe learning disability. As a freshman at the prestigious Bellevue High School, he attended a UCAS military recruiting drive and enlisted in the UCAS Army at only 16 years old, where he thrived for the first time in his life. He was wounded in combat multiple times and received full cyberlimb replacements for both arms and legs as a result. At age 27, after 11 years of exemplary service and at the rank of Master Sergeant, he suffered a mental breakdown and received an honorable discharge after his parents called in a few favors, narrowly avoiding charges of drug use and dereliction of duty. Disillusioned with civilian life and the petty concerns of ordinary people, he moved to Chicago after a former team mate arranged for a short-term security contract there. Life in the feral city suited him well, and since men with his skill set were in steady demand he decided to stay.
In the past five years Marcus has built a solid reputation as a bounty hunter, body guard, and courier. He has learned Or'zet, seen all sorts of strange creatures during his journeys into Downtown, but has once again resorted to drugs to cope with his past and present. In his time in the CZ he has become acquainted with Dr. Martin Tate through a mutual interest in cybertechnology, and he's been working for Quantum Princess on several occasions. He's also on friendly terms with the owners of ATF in Southside, a relationship that really flourished when he brought them a mint 1967 silver US half-dollar.
Cyclone lives a simple life and is mostly just interested in making enough to get by, but he is not a ruthless mercenary. While he favours non-lethal means because live bounties pay better, he is not above killing or changing allegiances for the right price or cause; Ares still holds a place in his heart, and Horizon's PR machine has him believing in their cause. Between his intimidating presence, formidable combat prowess, and rich military background, only time will tell what the future holds.
== Concept ==
This character was initially a mental exercise loosely based on recreating Adam Jensen from Deus Ex: Human Revolution. Suffice to say, it would take a prime runner of epic scale to fully recreate the awesomeness of that character, but this is the closest I could get with standard level rules. After reading about Chicago and discussing SRM05-01 with a friend who's played it (didn't want to spoil it until I've had a chance to play it myself, I made some modifications to better fit that setting.
== Notes ==
Marcus is tall for a human at 2.1m, and he's built like a brick given his extensive cybernetic limbs. In Chicago, he usually wears a Lined Coat with a black Urban Explorer Jumpsuit underneath, as well as the AR gloves, a helmet along with full-face respirator, as well as earbuds and contacts equipped with audio and visual enhancers. In addition to his cyber implant weaponry, he carries two firearms both of which are actively concealed most of the time; a Ruger Super Warhawk held in a belted quick-draw holster secured to his right thigh with a additional rounds on the belt, and a shoulder-slung Ares Alpha on his right side. The smuggling compartment in his left leg holds illegal items like Explosive and APDS rounds, high-explosive grenades, and drugs, while the survival kit backpack holds various items like a disguise kit, legal drugs, and a medkit. The lined coat holds a miniwelder, while pouches on the urban explorer jumpsuit holds the simrig-equipped commlink and spare clips with legal ammo, amongst other things.
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Just did a quick glance. Looks good!
Might save you a little money/essence, but there is a section that refers to an implanted commlink coming with a sim module standard and providing a DNI, so you don't need the Image or Sound Link. (Pg. 222 for reference if you need it)
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JackVII I must admit I am a little confused about DNIs; I thought an image/sound link was still required though? Or does the SIM module somehow provide those features?
From p451, Headware, Commlink:
"The implanted version of the commlink (p. 438) comes with a sim module at no additional cost."
OK, fair enough. From p438, Sim Module, emphasis mine:
"This commlink upgrade gives you the simsense experience, translating computer data into neural signals that allow you to directly experience simsense programs and augmented reality. A sim module must be accessed via a direct neural interface (trodes, datajack, or implanted commlink)."
Is this what you meant?
I can see (heh) how that might replace the need for image/sound links. From p444. Image Link:
"A standard upgrade, this lets you display visual information (text, pictures, movies, the current time, etc.) in your field of vision. <znip> An image link is what you need to truly “see” AR and participate in the modern world."
So, the implanted commlink provides the DNI, comes with a sim module that allows you to "directly experience augmented reality". Cool, another 2k nuyen and 0.2 essence to play with!
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Without getting into a long post, DNI basically sends and receives signals from your brain allowing you to control properly equipped devices by thought and allowing your brain to receive a degree of sensory data which allows you to forgo image links and audio links. DNI seems limited to sight and hearing.
From what I can tell, the sim module just goes all in on that, allowing you to enter full VR or experience full AR (touch, smell, taste, etc).
ETA: Pg. 222 is the main source that says you don't need image or sound links if you have a DNI. Honestly, you don't really need the sim module, but it would probably be nice if you need to do anything in VR.
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Aha, I must have missed page 222. Thanks!
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No problem.
Also, i didn't do "the maths" but I assume the cyberlimbs all have full customization? I know you mentioned breaking augment caps in #2, but I didn't see customization values listed with the limbs.
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Ah, yes, that would be correct. Customized Agility and Strength 3, making them 6/6, the highest allowed for Human metatype. I've edited in the changes.
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Updated character to reflect SRM readiness; feedback much appreciated.
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You will never fire all those rounds, you could free up some nuyen there.
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You will never fire all those rounds, you could free up some nuyen there.
I'd imagine that's the point. Stocking up now to avoid having to get more later. Not really that bad of an idea.
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You will never fire all those rounds, you could free up some nuyen there.
I'd imagine that's the point. Stocking up now to avoid having to get more later. Not really that bad of an idea.
That's an over supply. It's much better to spend nuyen during character creation on things that would be more useful, instead of having an endless supply of readily available items. Beyond that it's basically pissing away nuyen for nothing.
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You will never fire all those rounds, you could free up some nuyen there.
I'd imagine that's the point. Stocking up now to avoid having to get more later. Not really that bad of an idea.
That's an over supply. It's much better to spend nuyen during character creation on things that would be more useful, instead of having an endless supply of readily available items. Beyond that it's basically pissing away nuyen for nothing.
To you it may be, but not to everyone.
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You will never fire all those rounds, you could free up some nuyen there.
I'd imagine that's the point. Stocking up now to avoid having to get more later. Not really that bad of an idea.
That's an over supply. It's much better to spend nuyen during character creation on things that would be more useful, instead of having an endless supply of readily available items. Beyond that it's basically pissing away nuyen for nothing.
To you it may be, but not to everyone.
How so? It serves no purpose. You can go into any legal weapons shop and purchase regular rounds with no risk. The only reasoning I can think of for having that much ammo is to stockpile multiple safehouses or hide it in every conceivable location. 2000 rounds for an smg? That would kill hundreds of people. How long is this campaign going to last? Having other items early game is more important than having such a large supply of ammo. Sure you might prefer having the ammo for whatever reason you like, but it is definitely not optimal from a financial standpoint.
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So with the jump suit and armored limbs what does his armor end up being?
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Shadowjack; I think you have a valid point, I honestly just don't know what to spend cash on at this point. I have some nuyen, but not enough to get the really important bioware items I need (pain editor and synaptic booster), and not enough essence for some of the cheaper stuff.
SRM is supposed to last for around 12 missions, possibly more with the four each from Firing Line and Running Wild; while I hope not to need that much ammo, stashing it away in different locations was my plan, as getting burned is a real possibility from what I understand. Furthermore, APDS at least is unlikely to be as easy to get a hold of, and I can only save 5k nuyen at character creation for the higher avail items I want.
Also just noticed that the cyber SMG has a distinct lack of FA capability, so I may need to rethink my strategy as I foresaw using Suppressive Fire, but am now limited to 6 rounds per attack.
So, I've been looking through the book and there really isn't anything that stands out as a must have; if you have any suggestions, I'd love to hear them.
All4BigGuns; right on the money on stashing ammo away and not needing to resupply.
Warwrait;
Body 4 + Toughness 1 = 5
Left Arm 2 + Left Leg 3 + Right Leg 3 + Urban Explorer Jumpsuit 9 + Helmet 2 = 19
Total in full armor = 24
In addition, I've got Nonconductivity 4, Insulation 2, Fire Protection 2, Chemical Protection 1, and Respirator 6, as well the quality Resistance to Pathogens and Toxins for elemental damage resistance.
And then there's the Hydraulic Jacks that allow you do drop R x 2 meters without taking damage, plus 3 meters standard for a total drop height of 15 meters. Death from the skies!
I guess I could always buy an armor jacket and stuff it full of add-ons. But I do kind of like the idea of being a mix between TRON and Adam Jensen from Deus Ex: Human Revolution...
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Added Colt M23 and Stoner-Ares M202 (hey, if I'm going combat, and Chicago is the warzone it sounds like, might as well go in heavy!), shifted some ammo around, swapped urban explorer suit for chameleon suit and revised cost of 'ware; discovered I had paid for cyber implant weapons twice, as I'd factored in the cost of these in the cost of the limb, then added them on separate lines as well.
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Hmmm... choices, choices...
I can drop the Colt M23 and Stoner-Ares M202, as well as some of the cyberlimb accessories, in favour of a Synaptic Booster R1, which would add 1+1d6 initiative. And, it would mean I could more easily spend cash during downtime, as accessories can be procured piecemeal rather than lump...
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If you want to spend cash during downtime, maybe you shouldn't take a Middle Lifestyle. :P
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Hmm, good point. Not like the middle lifestyle gives you anything special, except for a little more starting cash, which is, as you point out, counterbalanced by the need to pay more each month...
By dropping the AR and MMG, as well as the STR improvements to the cyberlimbs without the SMG (for recoil comp) and one of the smuggling compartments, I can afford a rating 1 Synaptic Booster which would allow me to move faster and put more hurt downrange (or dodge more with +5 dice using full defense). Same armor, just with more frequent actions and a little reduced running distance and melee damage. And then I could buy STR improvements for each individual limb as soon as I can afford it, rather than wait around for 10 weeks to earn 95k...
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Updated once again for balancing. Now less well-armed (AR and MMG was overkill anyway), but faster. Also makes gear plan once in-game a lot easier; skill up Gymnastics and social skills to 4 for 10 dice to help Face, then skill up Automatics and Unarmed along with Charisma, Reaction, or Body while saving up for a pain editor.
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With an edge of 5, I think you'd be better off using edge to blitz vs synaptic 1. Instead I suggest reaction enhancers 3 (used),
giving you 13+1d6 initiative, and with blitz 13+5d6.
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With an edge of 5, I think you'd be better off using edge to blitz vs synaptic 1. Instead I suggest reaction enhancers 3 (used),
giving you 13+1d6 initiative, and with blitz 13+5d6.
Blitz only works for one CT though. Although maybe that would be all this guy needs.
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Chance359, JackVII, thanks! That is an interesting proposition. It would also fit the Cyclone alias very well!
I like it :-)
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Character portrait blatantly stolen from the movie TRON: Legacy;
Option 1:
(http://thumbnails101.imagebam.com/27783/dbf191277824918.jpg) (http://www.imagebam.com/image/dbf191277824918)
Option 2, with nightvision alternative:
(http://thumbnails107.imagebam.com/27783/435b47277824920.jpg) (http://www.imagebam.com/image/435b47277824920) (http://thumbnails106.imagebam.com/27783/bc5294277824924.jpg) (http://www.imagebam.com/image/bc5294277824924)
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Updated yet again, after researching the Chicago setting and discussing SMR05-01 with a friend who've played it.
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i just want to make sure this build option is legal in SR5, so i plugged it into HeroLab's shadowrun 5th edition. despite having 4 cyberlimbs, it still wants to keep your Agility and Strength at 1 for the character sheet. your dice pools take the limbs' stats into account, though. i am not sure why (transcribing the rulebook Street Sam worked correctly)
it shows 1 Agility, but 19 dice for the Ares Alpha, for example.
edit: i was mistaken. looking back, even though the rulebook's Sam has cyberlimbs of 11 Str and Agility 9, the character sheet still shows 5 and 6. it is the dice pools that show the changes.
the dice pools for this build are crazy. 17-19 dice on combat tests. that said, the lined coat and jumpsuit do not stack (i tried), so at best, he has 14 armor with listed gear. because of his initial Strength attribute he also has a problem with encumbrance. i only listed the Area Alpha for guns, and forearm guards puts him at encumbered.
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Arise, arise from the grave, necro-thread!
Seriously, this thread is from late 2013. With all the changes to the Missions FAQ, I wouldn't bet on a build almost 3 years old being legal.
On topic, this could actually be taken even further; Redliner would bump Agility and Strength up by another 2 points, and one could swap Toughness and Ambidextrous for Redline and spend the extra point of Karma on nuyen and buy the 'ware that gets you ambidexterity instead.
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Arise, arise from the grave, necro-thread!
Seriously, this thread is from late 2013. With all the changes to the Missions FAQ, I wouldn't bet on a build almost 3 years old being legal.
On topic, this could actually be taken even further; Redliner would bump Agility and Strength up by another 2 points, and one could swap Toughness and Ambidextrous for Redline and spend the extra point of Karma on nuyen and buy the 'ware that gets you ambidexterity instead.
yeah, sorry for the lich-thread. i was googling whether or not the Rulebook's Street Sam archetype was actually legal. even with Prime Runner setting in Hero Lab, it spends a LOT of money. im looking for an interesting build idea. in the old days, Wired Reflexes was the go-to for speed. but now with bioware, you can get the same thing with a fraction of the essence, but more money.