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Face/Sam lite

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Rift_0f_Bladz

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« on: <10-08-15/1404:49> »
So I have had this idea burning a hole in my brain for some time. Basically your standard Elf face running Tailored Pheromones (R3) and a deltaware finger tip compartment (with monowhip) and the Pistols group specialized in heavy pistols (love the Warhawk and the Guardian). My question is does he look functional so far.
Priorities are
A Attributes
B Skills
C Money
D Meta (Elf)
E Mundane

-Attributes-
Body 3
Agi 5
Rea 4
Str 2
Will 3
Log 4
Int 5
Cha 8
Edge 2 (10 karma)

-qualities-
Lightning Reflexes (Primary face, but wanted some ability in combat, also thought about Adrenaline Surge
Trust Fund (5)
Sinner (National UCAS)
Emotional Attachment (Monowhip)
Signature (or Allergies (common, mild, pollen)
Distinctive Style (favorite NQ)

Here is where I am starting to question the build

-skills-
Con 6
Negotiation 6
Etiquette 4
Perception 4
Pistols (heavy) 5(+2)
Exotic Weapon (Monowhip) 6
Stealth Group 5
Impersonation 4

-cyber/BIOWARE
Tailored Pheromones (R3)
Delftware fingertip compartment
False Face
Voice Modulation (R4)

-Gear-
Know I need SIN R4(at least one), pistols, monowhip (bought), license, armor (best I can get), car, and general running gear. I have about 60k left to spend.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

falar

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« Reply #1 on: <10-08-15/1411:08> »
Consider dropping the False Face and the Vocal Modulation implant as both will show up like BOOM on a Cyberware Scanner. Replace the Vocal Modulation cyber with the Vocal Enhancer/Extender from Chrome Flesh. For the False Face, invest in a contact that will do some biosculpting on your face on the downlow. Should be 5-1000 nuyen a treatment and only take a couple of hours. Work with your GM there though.

I'd honestly think about dropping Lightning Reflexes and having some Jazz around as your main combat initiative enhancer. The investment is so much Karma.

Rift_0f_Bladz

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« Reply #2 on: <10-08-15/1428:53> »
Will look into dropping the ware. I personally can't stand the drug addiction rules and would rather avoid them. I agree it is a huge investment, but I like the flavor of it and don't mind the restrictions to always have to bonuses.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Rift_0f_Bladz

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« Reply #3 on: <10-08-15/1540:32> »
Remembered I picked up a retinal smartlink, that means I need either a data jack or trodes right (have plenty of essence so will get smartlink).
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

falar

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« Reply #4 on: <10-08-15/1637:16> »
That's actually a little fuzzy for me. I'd get the datajack/trodes though, just to make things easier.

I think that the retinal SmartLink + Smartgun = all you need for sweet, sweet +2 love. Just the only AROs you'll see are the SmartLink ones. None of the normal ones, like people's faces when they call you.

Whiskeyjack

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« Reply #5 on: <10-08-15/1817:42> »
BOD 5 LOG 2 > BOD 3 LOG 4

Buy some real initiative enhancement :P and Too Pretty to Hit.

And Muscle Toner.

I do t know why people are so worried about scanners. They're really not that big a deal.
Playability > verisimilitude.

Hobbes

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« Reply #6 on: <10-08-15/2107:54> »
Technically can't start with Deltaware. 

Lightning reflexes is really not good, doesn't stack with anything at all.  Kamikaze is a little rough, but Jazz and cram are fairly manageable.  Logic isn't doing you much good, you've got a couple two or three points you could swap around. 


Glyph

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« Reply #7 on: <10-08-15/2159:54> »
Body 3           2
Agi 5              3
Rea 4             3
Str 2              1
Will 3              2
Log 4             3
Int 5              4
Cha 8             5

Adds up to 23.  You have one more point to spend on Attributes.

Rift_0f_Bladz

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« Reply #8 on: <10-08-15/2206:03> »
I didn't really want to sack more essence, but more importanly dont have enough money left for other initiative enhancements, cause that is what i would rather do. What would you suggest switching to have enough money? Switching Attributes is a good idea, can do that. Forgot the No Delaware at character gen (just looked it up). Didn't like dropping To Pretty to Hit, honestly. For this character I won't go the drug route, besides disliking the addiction, doesnt fit the design idea. Which for sometimes trumps perfect builds. Hmm, Glyph, I could use that to raise either agility or reaction.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Halinn

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« Reply #9 on: <10-09-15/0204:35> »
Since you've a good chunk of money left, perhaps consider some 'ware to help your sam role. Something like rating 3 Orthoskin and a reflex recorder for your primary combat skill would add 3 armor and another die, for just 32k

Rift_0f_Bladz

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« Reply #10 on: <10-09-15/0733:45> »
3 armor is not bad, but muscle toner will also add an extra die as well.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Whiskeyjack

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« Reply #11 on: <10-09-15/0830:10> »
Are you worried about Essence loss because of social Limit loss? If so, don't. It's a max loss of 2, which is immediately made up with Tailored Pheromones 3. Add an Argentum suit from R&G and you have like +5 to social limit.
Playability > verisimilitude.

falar

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« Reply #12 on: <10-09-15/0908:36> »
As WhiskeyJack says, the Social Limit loss from lost essence is negligible compared to everything else that you've got to increase it. And it's not even the Big Number in that limit calculation, so even if you lose 1 or 2 from it, you're probably still rocking a pretty great limit in the first place.

I think people go back and forth about scanners based on different personal experiences. If you know you're not going to face a ton of cyber-scanners in your game because that's not how your GM rolls, feel free to False Fase/Vocal Modulation it up. If you're going to be shooting blind, I'd prefer to play it safe with Vocal Enhancer/Extender and a few hours with an Elf chick named Sammi molding your face into what you desire.

Rift_0f_Bladz

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« Reply #13 on: <10-09-15/0950:37> »
Worried more in that not sure what else I would want to shove in later (assuming character is actually played). Biggest limiter on other initiative modifiers is I don't have the money to get the better ware options plus weapons, multiple fake SINs, license, car, and decent pistol or two, and fancy clothes and social armors found in R&G that the character needs.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Whiskeyjack

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« Reply #14 on: <10-09-15/1401:21> »
I don't think you need multiple fake SINs but that's just me.
Playability > verisimilitude.