So, this is the third Shadowrun-Character i will play and my first combat-oriented character in any Tabletop-game. I decided for an Gunslinger dual-wielding revolvers (seems inefficient but I can still decide to just shoot one of them at any moment) because Rule of cool. I know that Shadowrun is not exactly about the combat, only if fan and brown stuff meet at high velocities, but hey... I gotta try this.
I know this is not the best, one could come up with, but I didn't want to do crazy SURGE-stuff or use a Meta-Variant. I wanted to go the full Cyber/Bio-Way.
Build with Prime-Runner Rules. My first concern is that I overlooked something in the rules, or Chummer let me do fragin' stupid things that are invalid. Like Reflex Recorders for Perception, a few chummer-versions earlier.
My second concern is that I might be stupid. But thats totally ok.
== Priorities ==
Metatyp: D
Attributes: B
Magic: E
Skills: C
Ressources: A (500
== Info ==
Name: Joachim Alias: Rev
Elf, male Movement: 22/44
2,1m, dontknow Composure: 6
Street Cred: 0 Judge Intentions: 8
Notoriety: 0 Lift/Carry: 8 (45 kg/30 kg)
Public Awareness: 0 Memory: 5
Karma: 0 Nuyen: 5
Age: 33 Skin: whatever
Eyes: evil Hair: black
== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: A - 500,000¥
== Attributes ==
BOD: 5 CHA: 3
AGI: 8 (11) INT: 5
REA: 5 (7) LOG: 2
STR: 2 (3) WIL: 3
EDG: 2
== Derived Attributes ==
Essence: 1,80 Initiative: 10 (12) + 3d6
Physical Damage Track: 11 Rigger Init: 12 + 3d6
Stun Damage Track: 10 Astral Init:
Physical: 6 Matrix AR Init: 12 + 3d6
Mental: 4 Matrix VR Cold Init: 5 + DP + 3d6
Social: 4 Matrix VR Hot Init: 5 + DP + 4d6
Astral: 4
== Active Skills ==
Blades Base: 2 + Karma: 0 = 2 Pool: 14
Clubs Base: 2 + Karma: 0 = 2 Pool: 14
Con Base: 0 + Karma: 1 = 1 Pool: 4
Disguise Base: 1 + Karma: 0 = 1 Pool: 6
Gymnastics Base: 0 + Karma: 1 = 1 Pool: 12
Intimidation (Physical) Base: 5 + Karma: 0 = 5 Pool: 8 (10)
Longarms Base: 1 + Karma: 0 = 1 Pool: 12
Palming Base: 1 + Karma: 0 = 1 Pool: 12
Perception (Visual) Base: 5 + Karma: 0 = 5 Pool: 10 (12)
Pilot Ground Craft (Bike) Base: 1 + Karma: 0 = 1 Pool: 8 (10)
Pistols (Revolvers) Base: 6 + Karma: 0 = 6 Pool: 18 (20)
Running (Sprinting) Base: 1 + Karma: 0 = 1 Pool: 4 (6)
Sneaking Base: 1 + Karma: 0 = 1 Pool: 12
Survival (Urban) Base: 3 + Karma: 0 = 3 Pool: 6 (8 )
Throwing Weapons Base: 0 + Karma: 1 = 1 Pool: 12
Unarmed Combat Base: 2 + Karma: 0 = 2 Pool: 14
== Knowledge Skills == (It seems that Chummer doesn't care for the SoHK-Quality. Will edit this by hand once we start playing)
Area Knowledge: CampaignCity Base: 1 + Karma: 0 = 1 Pool: 6
Bars and Clubs Base: 0 + Karma: 1 = 1 Pool: 6
Gangs (Ancients) Base: 3 + Karma: 0 = 3 Pool: 8 (10)
Sperethiel Base: 3 + Karma: 0 = 3 Pool: 8
Sports (Urban Brawl) Base: 1 + Karma: 0 = 1 Pool: 6 (8 )
Underworld (Drugs) Base: 3 + Karma: 0 = 3 Pool: 8 (10)
== Contacts == (Chummer did not care to change the free contact points from Cha*3 to Cha*6 because of Prime-Runner-Rules. Did Contacts manually)
Joachim (Fixer), CampaignCity (CON: 5, LOY: 2)
Mac Wurzel (Bartender), CampaignCity (CON: 2, LOY: 2)
Slinger (Ancient-Ganger), Berlin (CON: 2, LOY: 5)
== Qualities == (Positive)
Agile Defender
Ambidextrous
Exceptional Attribute (AGI)
Low-Light Vision
School of Hard Knocks
== Qualities == (Negative)
Tough and Targeted
Superhuman Psychosis
Poor Self Control (Combat Monster)
Poor Self Control (Sadist)
Prejudiced (Specific, Outspoken) (Elf Poser)
== Lifestyles ==
Low 1 months
== Cyberware/Bioware ==
Bone Density Augmentation Rating 3 (Alphaware)
Cyberears Rating 2 (Alphaware)
+Sound Link
+Audio Enhancement Rating 3
+Select Sound Filter Rating 2
+Increased Hearing Spectrum
+Damper
+Ear protector
Cybereyes Basic System Rating 3 (Alphaware)
+Image Link
+Low-Light Vision
+Smartlink
+Thermographic Vision
+Vision Magnification
+Vision Enhancement Rating 3
Datajack (Alphaware)
Muscle Toner Rating 3
Myostatin Inhibitor (Alphaware)
Orthoskin Rating 3 (Alphaware)
Platelet Factories (Alphaware)
Reflex Recorder (Skill) (Pistols) (Alphaware)
Reflex Recorder Optimization (Alphaware)
Synaptic Booster Rating 2
== Armor ==
Forearm Guards 1
Full Body Armor 15
Full Body Armor: Helmet 3
Lined Coat 9
== Weapons ==
Cavalier Deputy
+Concealed Quick-Draw Holster
+Personalized Grip
+Smartgun System, Internal
Pool: 18 (20) Accuracy: 9 DV: 7P AP: -1 RC: 2
Mossberg AM-CMDT
+Smartgun System, Internal
Pool: 12 Accuracy: 7 DV: 12P AP: -1 RC: 2
Ruger Super Warhawk
+Concealed Quick-Draw Holster
+Personalized Grip
+Smartgun System, Internal
+Weapon Personality
Pool: 18 (20) Accuracy: 8 DV: 9P AP: -2 RC: 2
Unarmed Attack
Pool: 14 Accuracy: 6 DV: 5P AP: - RC: 2
== Commlink ==
Transys Arthur (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
+Subvocal Mic
== Gear ==
Ammo: APDS (Heavy Pistols) x30
Ammo: Explosive Rounds (Heavy Pistols) x30
Ammo: Flechette Rounds (Shotguns) x20
Ammo: Gel Rounds (Heavy Pistols) x60
Ammo: Hollow Points (Heavy Pistols) x30
Ammo: Regular Ammo (Heavy Pistols) x60
Ammo: Regular Ammo (Shotguns) x50
Ammo: Stick-n-Shock (Heavy Pistols) x30
Cram
Fake SIN (I_am_too_lazy_to_come_up_with_a_fake_SIN_Name) Rating 5
+ 10 Fake Licensees Rating 5 (10 of them, for 2 Firearms, 2 Concealed Carry, 3 Restricted Bioware, Restricted Armor, Drivers- and Bodyguard-License.)
Jazz
Kamikaze
Medkit Rating 6
Slap Patch, Trauma Patch
Took the more or less redundant Shotgun for the style... and Full Auto. A Motorbike will be bought a few sessions in. The Close Combat Group I have mainly because I want to have the options... not that they are needed.
Is any of the gear or Augments a fallacy? Anything blatantly missing, or big no-goes?
Now that I think about it... "Reflex Recorder Optimization" is not rly necessary if the only skill benefiting from it is Automatics - which I have no weapon for. Maybe I should take Damage-Compensators... maybe Granades or Flashbangs... Aaarg, choices!
Anyway - its your turn.