Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: haiiro_okami on <01-04-16/1334:12>

Title: Help with Gunslinger Adept
Post by: haiiro_okami on <01-04-16/1334:12>
Ever since I first heard of Shadowrun I've wanted to play (and have built) an elf street samurai....problem is my old concept of making the character a mix of combat, social, and stealth skills (the elf metatype seems to sync fairly well with all three)....trouble is the build system and a few other rules have gotten changed on me (the priorities chart has made things quicker but I still don't quite have the hang of it) and unfortunately with the new social limits imposed on characters with low essence the "talky street samurai" option just doesn't work anymore (or at least not as well as I would like.....) So, with new rules keeping that option off the table, I have decided to go with the Adept route....for now I'm thinking of tweaking the Gunslinger Adept example in the Core rulebook to suit my needs (note: I am hoping to use this character for Shadowrun Missions play so I HAVE to use the priorities table and other restrictions...which I still need to read over more....) I am a bit more skilled with 4th edition character building but I have something of a concept in mind for this using the core rulebook's sample along with a modified code of honor and the Raven (Trickster) mentor spirit...I'm usually not one to completely min-max, but I don't like playing useless characters.....so I am more than open to advice and suggestions.
Title: Re: Help with Gunslinger Adept
Post by: falar on <01-04-16/1341:27>
Social Limit reduction from lowered Essence is not that big of a deal. You can still totally do a cybered-up Street Sam/Face. Take a look at Amp (https://sites.google.com/site/shadowsoffalar/the-team/amp), who is a cybered-up elf sam/face. If you take out the parts where I shoe-horned a Skilljack/Skillwires into the build, you can definitely get a solid Sam and solid Face.

That said - in Missions, you can't use Code of Honor. Also, Face/Sam with an elf adept is a pretty straightforward build. Improved Ability: [Firearm Skill of Choice], Improved Reflexes II, then all the cool Social Adept powers that I forget and you're golden. Just eyeballing Priorities, I'd go with something like:

A: Attributes
B: Magic
C: Skills
D: Elf
E: Resources
Title: Re: Help with Gunslinger Adept
Post by: Hobbes on <01-04-16/1458:45>
A: Attributes
B: Elf
C: Skills
D: Magic
E: Resources

Gets you more Edge.  Decide early if you want to be a Face with a decent gun skill or a gunslinger with a splash of social.  The Face with a gun needs a lot more skills, likely have to go Skills B which will drive you batty trying to get to 6 magic with the leftover letters on an Elf. 

If your concept is more shooty than talky I'd simply go with the above array.  Skills are Gun 6, Stealth 6, Perception 6, Con 6, throw around some specializations, group skill points likely go into Athletics or Influence.  Throw a bunch of karma at Etiquette to get a decent dice pool.  Max Agility, soft cap Int, Charisma, Reaction, gear and powers to taste.  10 Karma for Nuyen/gear.  Positive qualities I recommend are Mentor Spirit (duh) and Perfect Time.

A for example to get you started.  Note the skills are a little off since this particular build was basic book only and had some max skill limits that don't apply anymore.  Really just a starting point for you to tinker with.

Street Name: Gunslinger Adept
Movement: 14/28
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 12
Judge Intentions: 12
Lift/Carry: 5 (30 kg/20 kg)
Memory: 7
Nuyen: 45

== Priorities ==
Metatype: B - Any metatype -Elf
Attributes: A - 24 Attributes
Special: D - Adept
Skills: C - 28 Skills/2 Skill Groups
Resources: E - 6,000¥

== Attributes ==
BOD: 3
AGI: 7
REA: 5 (7)
STR: 2  (Base 1, +1 Karma)
CHA: 7
INT: 5
LOG: 2
WIL: 5
EDG: 3
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                10 (12) + 3d6
Rigger Initiative:         12 + 3d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      12 + 3d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  5
Mental:                    5
Social:                    9
Astral:                    9

== Active Skills ==

Unarmed                 : 4                         Pool: 11
Etiquette                  : 4                      Pool: 11
Gymnastics                 : 1 (Karma +1)   Pool: 8
Intimidation               : 4                      Pool: 11
Locksmith                  : 2 (Karma+2)      Pool: 9
Navigation                 : 2                      Pool: 7
Palming                    : 2   (Karma +2)     Pool: 9
Perception                 : 4                      Pool: 11
Pilot Ground Craft         : 1   (Karma +1)    Pool: 8
Pistols                    : 6 [Semi-Automatics]    Pool: 13 (15)
Sneaking                   : 4 [Urban]              Pool: 11 (13)
Survival                   : 2                      Pool: 7
Throwing Weapons           : 1  (Karma +1)    Pool: 8
Tracking                   : 2                      Pool: 7


== Knowledge Skills ==
English                    : 3                      Pool: 8
Fashion                    : 2                      Pool: 7
Japanese                   : 3                      Pool: 8
Or'zet                     : 3                      Pool: 8
Shadow Community           : 3                      Pool: 8
Sperethiel                 : N                      Pool: 0

== Contacts ==
 Fixer (4, 1)
 Coyote (4, 1)
 Corporate Secretary (4, 1)
 Street Doc (1, 1)
 ID Manufacturer (1, 1)
 Talismonger (1, 1)

== Positive Qualities ==
Adept
Perfect Time
Low-Light Vision
Mentor Spirit (Eagle)
Quick Healer

==Negative Qualities==
Allergy (Common, Mild) (Pollutants)
Code of Honor (Assassin's Creed)
Prejudiced (Specific, Outspoken) (Goronagits)
SINner (National) (Tir Tairngire)

== Powers ==
Attribute Boost (AGI) Rating: 4
Combat Sense Rating: 6
Improved Reflexes 2

== Lifestyles ==
Low  1 months

== Armor ==
Armor Jacket                        12

== Weapons ==
Browning Ultra-Power
   +Concealable Holster
   +Laser Sight
   +Silencer
   +Spare Clip
   Pool: 13 (15)   Accuracy: 6   DV: 8P   AP: -1   RC: 1
Browning Ultra-Power
   +Concealable Holster
   +Laser Sight
   +Silencer
   +Spare Clip
   Pool: 13 (15)   Accuracy: 6   DV: 8P   AP: -1   RC: 1
Shock Gloves
  Pool: 11  Accuracy: 5  DV 8s(e)   AP: -5 
Unarmed Attack
   Pool: 6   Accuracy: 5   DV: 2S   AP: -   RC: 1

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear ==
Ammo: APDS (Heavy Pistols) x20
Ammo: Regular Ammo (Heavy Pistols) x10
Ammo: Stick-n-Shock (Heavy Pistols) x10
AR Gloves
Trodes
Contacts Rating 3
   +Flare Compensation
   +Image Link
   +Vision Magnification
Earbuds Rating 2
   +Audio Enhancement Rating 2
Fake SIN (William) Rating 3
   +Fake License (Adept License) Rating 3
   +Fake License (Concealed Carry Permit) Rating 3
Monocle Rating 4
   +Thermographic Vision
   +Vision Enhancement Rating 3
Subvocal Mic
Survival Kit
Locksmith Toolkit

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Sensor Array Rating 2
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-04-16/1527:39>
A: Attributes
B: Elf
C: Skills
D: Magic
E: Resources

Gets you more Edge.  Decide early if you want to be a Face with a decent gun skill or a gunslinger with a splash of social.  The Face with a gun needs a lot more skills, likely have to go Skills B which will drive you batty trying to get to 6 magic with the leftover letters on an Elf. 

If your concept is more shooty than talky I'd simply go with the above array.  Skills are Gun 6, Stealth 6, Perception 6, Con 6, throw around some specializations, group skill points likely go into Athletics or Influence.  Throw a bunch of karma at Etiquette to get a decent dice pool.  Max Agility, soft cap Int, Charisma, Reaction, gear and powers to taste.  10 Karma for Nuyen/gear.  Positive qualities I recommend are Mentor Spirit (duh) and Perfect Time.

A for example to get you started.  Note the skills are a little off since this particular build was basic book only and had some max skill limits that don't apply anymore.  Really just a starting point for you to tinker with.

Street Name: Gunslinger Adept
Movement: 14/28
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 12
Judge Intentions: 12
Lift/Carry: 5 (30 kg/20 kg)
Memory: 7
Nuyen: 45

== Priorities ==
Metatype: B - Any metatype -Elf
Attributes: A - 24 Attributes
Special: D - Adept
Skills: C - 28 Skills/2 Skill Groups
Resources: E - 6,000¥

== Attributes ==
BOD: 3
AGI: 7
REA: 5 (7)
STR: 2  (Base 1, +1 Karma)
CHA: 7
INT: 5
LOG: 2
WIL: 5
EDG: 3
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                10 (12) + 3d6
Rigger Initiative:         12 + 3d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      12 + 3d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  5
Mental:                    5
Social:                    9
Astral:                    9

== Active Skills ==

Unarmed                 : 4                         Pool: 11
Etiquette                  : 4                      Pool: 11
Gymnastics                 : 1 (Karma +1)   Pool: 8
Intimidation               : 4                      Pool: 11
Locksmith                  : 2 (Karma+2)      Pool: 9
Navigation                 : 2                      Pool: 7
Palming                    : 2   (Karma +2)     Pool: 9
Perception                 : 4                      Pool: 11
Pilot Ground Craft         : 1   (Karma +1)    Pool: 8
Pistols                    : 6 [Semi-Automatics]    Pool: 13 (15)
Sneaking                   : 4 [Urban]              Pool: 11 (13)
Survival                   : 2                      Pool: 7
Throwing Weapons           : 1  (Karma +1)    Pool: 8
Tracking                   : 2                      Pool: 7


== Knowledge Skills ==
English                    : 3                      Pool: 8
Fashion                    : 2                      Pool: 7
Japanese                   : 3                      Pool: 8
Or'zet                     : 3                      Pool: 8
Shadow Community           : 3                      Pool: 8
Sperethiel                 : N                      Pool: 0

== Contacts ==
 Fixer (4, 1)
 Coyote (4, 1)
 Corporate Secretary (4, 1)
 Street Doc (1, 1)
 ID Manufacturer (1, 1)
 Talismonger (1, 1)

== Positive Qualities ==
Adept
Perfect Time
Low-Light Vision
Mentor Spirit (Eagle)
Quick Healer

==Negative Qualities==
Allergy (Common, Mild) (Pollutants)
Code of Honor (Assassin's Creed)
Prejudiced (Specific, Outspoken) (Goronagits)
SINner (National) (Tir Tairngire)

== Powers ==
Attribute Boost (AGI) Rating: 4
Combat Sense Rating: 6
Improved Reflexes 2

== Lifestyles ==
Low  1 months

== Armor ==
Armor Jacket                        12

== Weapons ==
Browning Ultra-Power
   +Concealable Holster
   +Laser Sight
   +Silencer
   +Spare Clip
   Pool: 13 (15)   Accuracy: 6   DV: 8P   AP: -1   RC: 1
Browning Ultra-Power
   +Concealable Holster
   +Laser Sight
   +Silencer
   +Spare Clip
   Pool: 13 (15)   Accuracy: 6   DV: 8P   AP: -1   RC: 1
Shock Gloves
  Pool: 11  Accuracy: 5  DV 8s(e)   AP: -5 
Unarmed Attack
   Pool: 6   Accuracy: 5   DV: 2S   AP: -   RC: 1

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear ==
Ammo: APDS (Heavy Pistols) x20
Ammo: Regular Ammo (Heavy Pistols) x10
Ammo: Stick-n-Shock (Heavy Pistols) x10
AR Gloves
Trodes
Contacts Rating 3
   +Flare Compensation
   +Image Link
   +Vision Magnification
Earbuds Rating 2
   +Audio Enhancement Rating 2
Fake SIN (William) Rating 3
   +Fake License (Adept License) Rating 3
   +Fake License (Concealed Carry Permit) Rating 3
Monocle Rating 4
   +Thermographic Vision
   +Vision Enhancement Rating 3
Subvocal Mic
Survival Kit
Locksmith Toolkit

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Sensor Array Rating 2

I would almost certainly go for the latter option as I tend to prefer shooty over talky and am probably going to mix and match some bits here and there to make sure it all fits....especially with the gear section there...mostly personal taste (Raven/Trickster is marginally important to the flavor I have in mind)
Title: Re: Help with Gunslinger Adept
Post by: gradivus on <01-05-16/0216:11>
AGI Boost 4 is 4 Drain and his Drain Pool is only 8 so he's taking 1 -2 stun on avg to increaee his AGI by 3 most of the time.

AGI Boost 2 will produce 2-3AGI increase with a more manageable 2 Drain.

I'd go (since you're a face):
ImpRef [2]
Authoritative Tone[3]
Attribute Boost(AGI)[2]
Combat Sense[4] 1free from Eagle included

For 2 less Karma then you spent, how about:
Athletics SG 1 (5 Karma)
Outdoors SG 1 (5 Karma)
Palming 1 (2 Karma)
Throwing 1 (2 Karma)
Pistol|Semiautomatics 6|+2
Con|Fastalk 6|+2
Sneaking|Urban 4|+2
Perceptin 4
Intimidation|Mental 4|+2
Influence SG 2
Title: Re: Help with Gunslinger Adept
Post by: Hobbes on <01-05-16/1056:04>
Oh so many tweaks are possible.  That was a build for the Archetype challenge so it's deliberately a little less focused.  The skills should be re-done to what the OP wants as well as the Mentor Spirit changed to Raven, and the powers should be tweaked.  It's a copy/paste from the challenge thread, the only update I did was change out Ambidexterity for Perfect time.  Gear should be updated with more recent source books too. 

If the OP posts a semi-final build he'll get plenty of feedback.
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-05-16/1634:43>
the new social limits imposed on characters with low essence
This is a total non-issue.
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-05-16/2031:44>
the new social limits imposed on characters with low essence
This is a total non-issue.

Hmm....I preferred the tech over magic anyway....I have quite a bit of reading to do then....
Title: Re: Help with Gunslinger Adept
Post by: ProfGast on <01-05-16/2157:41>
Yeah, jacking up your Social Limit is depressingly easy...  I have a 5 CHA 1.1 Essence human who maintains a social limit of 9 while talking in person, without accounting for anything except for Augmentations... and could easily manage more if I was more focused on Social stuff.
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-05-16/2226:16>
Yeah, jacking up your Social Limit is depressingly easy...  I have a 5 CHA 1.1 Essence human who maintains a social limit of 9 while talking in person, without accounting for anything except for Augmentations... and could easily manage more if I was more focused on Social stuff.

So let's say I go samurai, shooty with some blades and talky skills.....what combat augmentations would you say are necessary? The prices and the rules have changed on me quite a bit since 4th edition....
Title: Re: Help with Gunslinger Adept
Post by: ProfGast on <01-05-16/2355:01>
Generally speaking for any close combat Sam the important gear is a Muscle Enhancement of some type (Muscle Replacement Cyberware or a combination of Muscle Toner and Muscle Augmentation) to get the most out of your Agility and Strength, and a Reaction or initiative improvement (There's a thread on the forums showing details on what's most efficient for cost, essence, etc (http://forums.shadowruntabletop.com/index.php?topic=21881.msg396701#msg396701).)

For social stuff the basic gold standard is Tailored Pheremones which adds a dice to Influence/Performance skills for people you're dealing with in person and also increases your social limit by 1 for every point of Rating.

There are of course other options and ways to specialize depending on how far Stabby or how far Talky you want to get but that's usually a decent place to start.
Title: Re: Help with Gunslinger Adept
Post by: falar on <01-06-16/1005:56>
For the Face Side for implants - Tailored Pheromones III is about all you absolutely need. Some faceshifting/voiceshifting might be cool, but it's not required.

For the Sam side you need -


That's about ... eh ... a few hundred thousand and you're super-solid for implants for your role. Then you just need High-ish Charisma, High-ish Agility, High-ish Reaction/Intuition, a ranged skill, a melee skill and as many face skills as you can get.
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-06-16/1231:21>
Yeah, jacking up your Social Limit is depressingly easy...  I have a 5 CHA 1.1 Essence human who maintains a social limit of 9 while talking in person, without accounting for anything except for Augmentations... and could easily manage more if I was more focused on Social stuff.

So let's say I go samurai, shooty with some blades and talky skills.....what combat augmentations would you say are necessary? The prices and the rules have changed on me quite a bit since 4th edition....
Frankly the new pricing scheme is absurd. They nerfed magic (which needed it) and then nerfed ware (which didn't need it), thus keeping magic better still.

Anyway.

For shooting, a classic is Wired Reflexes 2 + REA Enhancers 3, a retinal smartlink,a datajack, Used Muscle Toner 3, Platelet Factories, Bone Lacing, and orthoskin
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-06-16/1358:37>
Yeah, jacking up your Social Limit is depressingly easy...  I have a 5 CHA 1.1 Essence human who maintains a social limit of 9 while talking in person, without accounting for anything except for Augmentations... and could easily manage more if I was more focused on Social stuff.

So let's say I go samurai, shooty with some blades and talky skills.....what combat augmentations would you say are necessary? The prices and the rules have changed on me quite a bit since 4th edition....
Frankly the new pricing scheme is absurd. They nerfed magic (which needed it) and then nerfed ware (which didn't need it), thus keeping magic better still.

Anyway.

For shooting, a classic is Wired Reflexes 2 + REA Enhancers 3, a retinal smartlink,a datajack, Used Muscle Toner 3, Platelet Factories, Bone Lacing, and orthoskin

Huh.....guess my book is outdated or something....the availability ratings of a good chunk of that are out of the reach of starting players....
Title: Re: Help with Gunslinger Adept
Post by: Hobbes on <01-06-16/1427:00>
Used ware is a -4 to Availability, so when something is out of reach buy it used. 
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-06-16/1448:00>
Ah, so they meant used reaction enhancers then? Hmm...will have to go through everything (including the example elf street sam) when I'm not on my phone.
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-06-16/1549:24>
For shooting, a classic is Wired Reflexes 2 + REA Enhancers 3, a retinal smartlink,a datajack, Used Muscle Toner 3, Platelet Factories, Bone Lacing, and orthoskin

Huh.....guess my book is outdated or something....the availability ratings of a good chunk of that are out of the reach of starting players....
Starting Availability is 12

Smartlink is 8
Wired 2 is 12
Used REA Enhancers 3 is 11
Used Toner 3 is 11
Platelets are 12
Orthoskin 3 is 12, Used R4 is 11
Aluminum Bone Lacing is 3, starting with Used Titanium probably isn't worth it
Datajack is 2

I don't consider 3/8 that big of a chunk, but ymmv.
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-06-16/1606:12>
So with the samurai build, the priority chart should be something like;

A: (Attributes or resources)
B (Resources or Skills)
C: (Skills most likely....)
D: Metatype
E: Magic (shocking I know)
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-06-16/1620:07>
I like:

Resources or Attributes A
Attributes or Resources B
Meta C (variable, depending on what meta you want)
Skills D
Magic E

Resources and Attributes are both important. You can get away with B but I like A for Resources because I want to fit in as much ware as I can at chargen, since earning enough for expensive purchases or upgrades can be hard to impossible in play.

Attributes needed generally include hard cap AGI, high INT, high REA, decent (3 or 5) BOD, WIL ~3, and whatever STR (average is OK even for non-whip melee with ware, there are other options for RC, whip melee can generally dump it). Dumping LOG and maybe CHA is common.

Edge is good. 3 is a good number to shoot for. Humans can very easily have 5+, of course.

Skills B is (imo) overkill. You really just need a ranged attack, Sneaking, Perception, and (maybe) a melee attack. This is why high attributes and gear bonuses are important. Sneaking 1 with a specialty in Urban can easily turn into a somewhat respectable (for the investment) dice pool of 12. Perception is easily augmented with glasses and earbuds. Etc. Take Jack of All Trades and buy other stuff up in-game.
Title: Re: Help with Gunslinger Adept
Post by: Hobbes on <01-06-16/1629:54>
Standard Samurai goes Resources A, Stats B, Skills C, Meta D, Magic E.  Stats/Skills are not much different than the Gunslinger Adept.  Basic 'ware is as Whiskey outlines, season to taste. 

Qualities are also very similar.  Perfect Time is handy, Catlike is good, Biocompatibility (Cyberware) is usually worth it. 

With and elf you're going to want to throw some Karma at Edge or figure out how to get by with Skills D.  If you're okay with tanking multiple stats it's barely possible to flip stats and skills, but you're hitting your secondary combat stats pretty hard.  Whatever you put "D" at is going to be a karma sink.

If you're really crazy you can get by with Resources B, Used Muscle Replacement, high Edge, and a budding Jazz addiction but I don't recommend that unless you're real comfortable with the addiction rules.   
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-06-16/1753:18>
Okay, now I have to ask.....why do people keep recommending the  Perfect Time quality? It seems neat and I can think of a few situations where it'd be useful, but I wouldn't rank it as flat out essential...
Title: Re: Help with Gunslinger Adept
Post by: falar on <01-06-16/1802:12>
Okay, now I have to ask.....why do people keep recommending the  Perfect Time quality? It seems neat and I can think of a few situations where it'd be useful, but I wouldn't rank it as flat out essential...
Extra Free Action. More things are Free Action than you're realizing.

Multiple Attack Action? Free.
Eject Clip? Free
Talk? Free
Run? Free
Pre-Emptive Block/Dodge/Parry? Free

If you want to Run, you've eaten up a Free Action. And, since you only get one, that's a bunch of options that you might lose if you don't have Perfect Time.
Title: Re: Help with Gunslinger Adept
Post by: Hobbes on <01-06-16/1817:37>
Combined with the 150 Nuyen Gear Access from Hard Targets all kinds of simple actions also become Free Actions.  Need to swap to a different Ammo type?  Free action eject a clip, free action (with Gear Access) to put grab the new clip.
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-06-16/1833:46>
Combined with the 150 Nuyen Gear Access from Hard Targets all kinds of simple actions also become Free Actions.  Need to swap to a different Ammo type?  Free action eject a clip, free action (with Gear Access) to put grab the new clip.

Okay, here I thought you only got gear access if you got specific armor types and I was considering asking my GM if I could shell out for the MOSLTOV from 4th edition to get the same effect....I thank you fine folks for enlightening me on this.... (what is the name of the gear in question that provides gear access for 150¥?) I think I have a fairly solid framework to build with....will sit down one day and write this all out...
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-06-16/1936:01>
Okay, now I have to ask.....why do people keep recommending the  Perfect Time quality? It seems neat and I can think of a few situations where it'd be useful, but I wouldn't rank it as flat out essential...
It's really most relevant for Deckers to rearrange their deck stats to focus on offense at the beginning of their pass and then back to defense at the end of the pass.

I don't see it as being that crucial for other archetypes.
Title: Re: Help with Gunslinger Adept
Post by: Hobbes on <01-06-16/2021:30>
Combined with the 150 Nuyen Gear Access from Hard Targets all kinds of simple actions also become Free Actions.  Need to swap to a different Ammo type?  Free action eject a clip, free action (with Gear Access) to put grab the new clip.

Okay, here I thought you only got gear access if you got specific armor types and I was considering asking my GM if I could shell out for the MOSLTOV from 4th edition to get the same effect....I thank you fine folks for enlightening me on this.... (what is the name of the gear in question that provides gear access for 150¥?) I think I have a fairly solid framework to build with....will sit down one day and write this all out...

Hard Targets p 185
Title: Re: Help with Gunslinger Adept
Post by: ZeldaBravo on <01-06-16/2024:30>
Combined with the 150 Nuyen Gear Access from Hard Targets all kinds of simple actions also become Free Actions.  Need to swap to a different Ammo type?  Free action eject a clip, free action (with Gear Access) to put grab the new clip.

Okay, here I thought you only got gear access if you got specific armor types and I was considering asking my GM if I could shell out for the MOSLTOV from 4th edition to get the same effect....I thank you fine folks for enlightening me on this.... (what is the name of the gear in question that provides gear access for 150¥?) I think I have a fairly solid framework to build with....will sit down one day and write this all out...
Gear Access is a mod for your armor. It takes 4 capacity.
Title: Re: Help with Gunslinger Adept
Post by: gradivus on <01-07-16/0004:55>
Assuming biocompatability
0.18   4000   Smartlink is 8
2.7   149000   Wired 2 is 12
1.035   29250   Used REA Enhancers 3 is 11
0.675   72000   Used Toner 3 is 11
0.2   17000   Platelets are 12
0.675   18000   Orthoskin 3 is 12 
0.9   18000   Aluminum Bone Lacing is 3
0.09   1000   Datajack is 2
6.455   308250   

Since this is over on Ess how about:
0.14   4800   Alpha Smartlink
2.7   149000   Wired 2 is 12
1.035   29250   Used REA Enhancers 3 is 11
.75   72000   Used Toner 3 is 11
0.2   17000   Platelets are 12
.75   18000    Orthoskin 3
0.09   1000   Datajack is 2
5.665   291050   


Resources B is 275k plus 10 karma= 295000 which covers this package. either Born Rich or In Debt IV should cover your remaining needs as a starting Sam.

or you can stay resources A and with restricted gear/biocompatability(cyber):
2.8   125000   Alpha Muscle Replacement 4      
1   190000   Synaptic Booster 2      
0.2   17000   Platelets are 12      
1.25   18000   Used Orthoskin 4      
0.09   1000   Datajack is 2      
0.18   4000   Smarlink      
0.45   8000   Plastic Bone Lacing      
            
5.97   363000         

or you can stay resources A and with restricted gear/biocompatability(cyber):
3.5   246000   Alpha Move by Wire   
0.54   60000   Skilljack[6]   
.75   72000   Used Toner 3 is 11   
0.2   17000   Platelets are 12   
0.75   18000   Orthoskin 3   
0.18   4000   Smarlink   
0.07   1000   Alpha Datajack is 2   
5.99   418000
You could alpha few more thing to fit in a chipjack.      
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-07-16/0710:57>
Nice though I'm really not a fan of synaptic booster.

IMO most sams should take a hard look at Transhuman Prototype and justify NOT taking it. That can fit in a good deal of the bioware you'd want.
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-07-16/0759:11>
Transhuman prototype?
Also, how would I go about bumping up my social limit in order to compensate for the essence loss(apart from tailored pheromones of course and some select clothing items)
At the moment I'm thinking
A-Resources
B-attributes
C-skills or metatype(I can go either way here)
D-skills or metatype (though now that I think about it....I might just go with skills....having some edge when the chips are down is handy)
E-Magic (gee what a surprise)

I tend to be a fan of bioware (flavor-wise) but am perfectly willing to mix and match as needed.... (and I may need to get those skillwires after all) will take that into consideration
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-07-16/0958:51>
You said it yourself. Tailored Pheromones and Argentum clothes.

If you don't want that stuff it's not the end of the world but any wired face should have Tailored Pheromones 3 at the top of their ware shopping list.

Transhuman Prototype/Prototyoe Transhuman (I usually call it PT) is a PQ from Chrome Flesh that effectively gives you an extra 1 Essence worth of bioware, not implicating the "7 ESS of ware" cap, with fluff of "you're a science experiment run amok and you basically had X bioware implanted in utero/your body grew it 'naturally' because evil Corp science genetic tinkeringetc"

It's great for stuff you never intend to upgrade. Platelet Factories, tailored pheromones, bone aug, etc. And it doesn't say you can't take graded ware so Used (which doesn't need to mean "ripped from someone else's body") grade here we come.
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-07-16/1005:59>
You said it yourself. Tailored Pheromones and Argentum clothes.

If you don't want that stuff it's not the end of the world but any wired face should have Tailored Pheromones 3 at the top of their ware shopping list.

Transhuman Prototype/Prototyoe Transhuman (I usually call it PT) is a PQ from Chrome Flesh that effectively gives you an extra 1 Essence worth of bioware, not implicating the "7 ESS of ware" cap, with fluff of "you're a science experiment run amok and you basically had X bioware implanted in utero/your body grew it 'naturally' because evil Corp science genetic tinkeringetc"

It's great for stuff you never intend to upgrade. Platelet Factories, tailored pheromones, bone aug, etc. And it doesn't say you can't take graded ware so Used (which doesn't need to mean "ripped from someone else's body") grade here we come.

Okay now that sounds pretty fantastic (even if it may require me to alter the background a bit)....Am currently working with core rulebook, run and gun, run faster, and I just downloaded chrome flesh so we'll see where it goes from there.
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-07-16/1022:54>
You do have to pick a particular NQ to go with it but that's really no big deal. I like the "being hunted" one for plot purposes.
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-07-16/1029:39>
You do have to pick a particular NQ to go with it but that's really no big deal. I like the "being hunted" one for plot purposes.

Annnnd there's the catch.
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-07-16/1312:43>
It's totally worth the catch.
Title: Re: Help with Gunslinger Adept
Post by: falar on <01-07-16/1336:44>
It's totally worth the catch.

Man speaks true. The catches aren't that bad for what you get.
Title: Re: Help with Gunslinger Adept
Post by: Hobbes on <01-07-16/1405:43>
There is a reason Prototype Transhuman had it's cost doubled for Missions Play.   ;)
Title: Re: Help with Gunslinger Adept
Post by: haiiro_okami on <01-07-16/1908:33>
Okay so I love what Prototype Transhuman does for me.....what I don't love is having to alter the back story I had in my head initially.....though now I have SEVERAL possible backstories....though I hope I can make it ultimately compatible with at least a National SIN
Title: Re: Help with Gunslinger Adept
Post by: Whiskeyjack on <01-07-16/1913:40>
Meh, just fluff to your liking, that's really no big deal.