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[SR5 Missions] Help with first character: Street Samurai or Gunslinger Adept

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FenrisWolf

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« on: <10-19-15/1847:52> »
I lucked up and found a local SR group playing Missions.  The group currently has a technomancer/rigger, a face, and a mage (investigator).  I was thinking of playing a samurai or gunslinger adept but I don't want to limit him to being a combat character.  I was thinking of filling another role, perhaps a stealth character, to help out the group.  This is my first SR game in years I just got my 5th edition book and I'm still going through the character generation process.  There are probably obvious things to take and certain options to avoid but I'm not sure that I'll see those at first glance.  Any suggestions or advice on a build?  Thanks!

Whiskeyjack

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« Reply #1 on: <10-19-15/1943:03> »
If you're fairly new, a sam who doubles as a sneak/B&E expert is very easy to pull off.

Resources A is your friend as a sam.
Playability > verisimilitude.

ZeldaBravo

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« Reply #2 on: <10-19-15/2033:30> »
If you're fairly new, a sam who doubles as a sneak/B&E expert is very easy to pull off.

Resources A is your friend as a sam.
This. The character basically creates itself for you. Resources A/B, Attributes A/B, Skills C, Metatype D, Magic E. If you want to play an Elf or a maximum overedge human then swapping meta and skills is a valid option.
Max out your agility, get a high rating muscle toner, wired reflexes, a smartlink, and bone lacing. BAM, - you're ready to go.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Hobbes

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« Reply #3 on: <10-19-15/2202:38> »
Chummer is a huge help for character building.

https://github.com/chummer5a/chummer5a

Human Samurai pretty well writes itself, Resources A, Stats B, Skills C, Metatype D, Magic E.  Max out quickness, 5 Reaction and Intuition, spread out the rest.  Gun skill, Sneaking and Perception are your basic skills.  Wired 2, Used Reaction Enhacers 3, Smartgun link, Data Jack, Muscle Toner are your basic 'ware choices.  Still leaves you lots for customization.

Pistol Adept isn't much more complex.  Stats A, Metatype B, Skills C, Magic D, Resources E is a fairly common start.  Stats and skills start out the same, instead of 'ware take Improved Reflexes 2, Combat Sense of lots, splash of something else.  Qualities take a Mentor Spirit.

Lots of build examples floating around on the forums.  If you're looking for feedback post a build, or search around there are many examples floating around.

Edit: Max out Agility, not quickness.  Too many game systems...
« Last Edit: <10-19-15/2310:22> by Hobbes »

FenrisWolf

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« Reply #4 on: <10-19-15/2217:30> »
Sounds good.  I'll try to come up with a draft build and post it.  Thanks all.

drakir

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« Reply #5 on: <10-20-15/1656:15> »
Chummer helps alot.
Search the forums. In this thread is my suggestion.
http://forums.shadowruntabletop.com/index.php?topic=22192.0

FenrisWolf

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« Reply #6 on: <10-20-15/2252:55> »
I tinkered around with the Chummer character creator and created a draft of my street samurai..  I have 20 Karma remaining and 184,750 nuyen left to spend.  I thought it was at least a good start to see if you all find any major shortcomings or problems. I'm not sure why it's not showing properly but I spent the two skill group points in Athletics.  Let me know what you think.



== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: A - 450,000¥

== Attributes ==
BOD: 4                            CHA: 2
AGI: 6 ( 8 )                        INT: 5
REA: 4 (9)                       LOG: 2
STR: 2                            WIL: 3
EDG: 5                           

== Derived Attributes ==
Essence: 0.17                     
Initiative:           9 (14) + 3d6
Physical Damage Track: 10
Stun Damage Track: 10
Physical: 6
Mental: 4
Social: 3
Astral: 4

== Active Skills ==
Automatics (Submachine Guns)      Base: 6  + Karma: 0  = 6   Pool: 14 (16)
Etiquette (Street)                Base: 2  + Karma: 1  = 3   Pool: 5 (7)
Exotic Melee Weapon (Monofilament Whip) Base: 6  + Karma: 0  = 6   Pool: 14
Gymnastics                        Base: 2  + Karma: 0  = 2   Pool: 10
Locksmith                         Base: 0  + Karma: 1  = 1   Pool: 9
Perception (Visual)               Base: 5  + Karma: 0  = 5   Pool: 10 (12)
Pilot Ground Craft                Base: 0  + Karma: 1  = 1   Pool: 10
Running                           Base: 2  + Karma: 0  = 2   Pool: 4
Sneaking (Urban)                  Base: 5  + Karma: 0  = 5   Pool: 15 (17)
Swimming                          Base: 2  + Karma: 0  = 2   Pool: 4
Throwing Weapons                  Base: 0  + Karma: 1  = 1   Pool: 9

== Knowledge Skills ==
14 points remaining

== Qualities ==
Addiction (Mild) (Soykaf)
Agile Defender
Allergy (Uncommon, Mild) (Copper)
Catlike
Critter Spook
Driven
Nocturnal
Poor Self Control (Vindictive)
Revels in Murder

== Cyberware/Bioware ==
Bone Lacing (Aluminum)
Datajack
Muscle Toner Rating 2
Reaction Enhancers Rating 3 (Used)
Smartlink
Wired Reflexes Rating 2

Rift_0f_Bladz

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« Reply #7 on: <10-21-15/0801:14> »
Revels in Murder may not be missions legal, check the missions FAQ to see what is legal PQ/NQs and what is not.
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.

Duellist_D

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« Reply #8 on: <10-21-15/0945:55> »
Yeah, revels in Murder is out, and so is the Soykaf Addiction. Poor self control might be another no-go, not sure.

Aren't Nocturnal and Critter Spook surgequalities?
Thats also not legal.

With your little pool, you shouldn't waste points in swimming.
With or without those two points it already comes down to you having to stay away from dangerous waters as far as possible.
If you have the Essence for it left, go for used MuscleToner Rating 3. A Reflex Recorder might also be fun.
Since you have so much money left and rely on WifI for your ware, get the best comlink you can buy and + a level 1 sleaze Dongle. Maybe even a hardwirded Program carrier Module for one additional point in firewall.

You didn't get any Cybereyes, but you might take a look at contact lenses so you can have Thermal sight and somethine else added to your vision.

Odd numbers are sometimes beneficial in CharGeneration, i would move 1 point of Edge to Body to get an additional box in the physical track.

falar

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« Reply #9 on: <10-21-15/1203:45> »
Odd numbers are sometimes beneficial in CharGeneration, i would move 1 point of Edge to Body to get an additional box in the physical track.

Sadly, you can't move Special Attribute points to Physical or Mental Attributes. They can only be spent on Edge, Resonance, Magic, or Depth, IIRC.

FenrisWolf

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« Reply #10 on: <10-21-15/1238:51> »
Doh!  I was working off the Missions FAQ that the GM sent me and it looks like it is outdated.  I just downloaded the new one and wow, there are a lot of stuff not allowed.  Not a problem, I'll just have to think of some different qualities to take.

Besides the issue with qualities, anything else stand out? 

Duellist_D

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« Reply #11 on: <10-21-15/1312:56> »
Odd numbers are sometimes beneficial in CharGeneration, i would move 1 point of Edge to Body to get an additional box in the physical track.

Sadly, you can't move Special Attribute points to Physical or Mental Attributes. They can only be spent on Edge, Resonance, Magic, or Depth, IIRC.

Ha, yeah, now that was a screw-up on my side :D

Rift_0f_Bladz

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« Reply #12 on: <10-21-15/1316:46> »
Besides raising STR for recoil control (pulling a point from body) wired reflexes 2 is a bit much for most street sams. But I can see the reason you would want it as well. Surge qualities can't be taken with out being a surgeling (aka freak). What gear do you want? And do you have enough money for all of it (rating 4 SIN and rating 4 Licenses are a must). Also, you would do well with a finger tip compartment (cyberwar) for your monowhip.
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.

ZeldaBravo

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« Reply #13 on: <10-21-15/1348:09> »
An easy way to use those 20 karma is to drop Log ang Cha to 1 and then buy them back for karma. Those 2 spare points should go to Bod and Str (or Rea).
You are also VERY close to Resousres B, might as well consider going Attributes A+Resources B. Maybe drop some karma to resources too.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Halinn

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« Reply #14 on: <10-21-15/1407:27> »
Besides raising STR for recoil control (pulling a point from body) wired reflexes 2 is a bit much for most street sams.

Next RC breakpoint is at 4 strength, so he'd need to pull 2 points. Also, wired reflexes 2 are pretty much needed if you want good odds of getting 3 initiative passes. Without them, he'll have 13+2d6, which is only a 58% chance of getting to 20, whereas 14+3d6 is 95% (and about 5% chance of hitting 30+)
« Last Edit: <10-21-15/1411:26> by Halinn »