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[5e] Street Sam Variant

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Marcus

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« on: <12-23-15/0255:10> »
Street Name: Kicks
Character Name: Killian Marshall

Sum2ten: Attributes A, Cash A, Skills D, Meta D Magic E

Bod   5
Str   3
Agi   3(6 (arm)/10 (Legs))
Rea   6 (9)
Log   4
Int   5
Will   3
Cha   3
Edge   5
Essence 1.4
Initiative 14+2d6

Limit-M- 6, P-7(10) S-3

Attribute Only-Composure 6, Judge 8, Lift 6, Memory 7

Combat-
(Kick-  Acc 11, DP 20, DMG 8P reach +1)
(Cyber Shotgun- Acc 4(6), DP 16, DMG 10P Mode SS Ammo 4(m))
CM- P 15 S11

Qualities: (-22/+25 net +3)
Tough As Nails 2 -10
Bio-compatibility (cyberware) -5
Prime Datahaven Membership -7 (Jackpoint)
Code of Honor: Avenging Angel +8
Impassive +7
Creature of Comfort +10

Martial Arts: (12 karma)
Kick
Jump Kick

Skills: (22)
Running 1 (2 Karma)
Etiquette 3
Longarms (Shotguns) 6 (+2)
Perception 3
Pilot Ground Vehicles 1
Sneak 1
Unarmed(striking) 6 (+2)


Cyberware 366.25k 4.6e
Alpha Wired Reflexes Rating 1  (-1.4e) (46.8k)
Alpha Reaction Enhancers Rating 2 (-.4e)(31.2k)
Cyberears Rating 2 (-.25e)(19.25k)
   Features- , Damper[1], Soundlink[0], Translate-Ear [6]
Cybereyes rating 2 (-.25e)(14k)
   Features- Flare Compensation [1], Imagelink, Low-Light Vision [2], Smartlink [3],
Obvious Full Cyberleg (right)  [12/20] (Agi 10, Str 8) .9e 92.25k
   Features- Customized Agi 7, Str 5, Enhancement (Str 3)[3], (Agi 3)[3], Armor (2)[2],  Optimization (Unarmed)[2], skates[2].
Obvious Full Cyberleg (Left)  [12/20] (Agi 10, Str 8) .9e 92.25k
   Features- Customized Agi 7, Str 5, Enhancement (Str 3)[3], (Agi 3)[3], Armor (2)[2], Optimization (Unarmed)[2], skates[2].
Obvious Lower arm (right) [10/10] (Agi 9, Str 5) .4e 58.5k
   Features- Customized Agi 9, Str 5, Cyber shotgun [10]
Reflex Recorder (Unarmed) (.1e 14k)
92.25*2+46.8+31.2+19.25+14+14+58.5


Gear:
Armor:
Urban explorer Jumpsuit (White) (Soak 11) (3.15k)
   Modifications: Gel-Packs, Non-conductive 4 [4], Gasmask [2], Fire-resistance [3]
Helmet +2
   Modifications: Motion Sensor [1], Laser Microphone [2],
Forearm Guards +1
   Modifications: Autoinjector [2] (Trauma Patch), Biomonitor [1]
Securetech PPP (Legs, and Vitals)(+2)
Soak 11+2+1+4 (legs)+5 (body)= 23
BMW 400GT (11/14 slots) 28.5k+19.25k
   Modifications: Gridlink(.75) (2s), Gridlink Over-ride (1) (1s), Amenities-High (1)(0s), Valkyrie Module (2)(4s), PPS Rating 6 (12) (2s), Road Strip Ejector (Spiked) (2)(2s), Run Flat Tires (1)(0s), Morphing License Plate (1)(0s), Spoof Chip (.5)(0s) 
Commlink-Transys Avalon 5k
Micro-Transceiver (.1)
Tag Eraser (.45)
Fake Sin Rating 4 (10k)
Fake License  4 (x5) (4k)
Middle Class Lifestyle 1 Month (5k)
Total Spent 443.7k

Contacts: (23)
Fixer 4/4
Street Doc 4/4
Mechanic 3/4
Jackpoint

I know we have seen a couple leg builds in the past, this is my take on it. I wanted to see what it looked like on paper, and it finally gave me a chance to put datahaven membership on a character. Thoughts, Comments?
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bdyer

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« Reply #1 on: <12-23-15/1034:54> »
With that much cyberware, you need adapsin on this character.

I am also unsure of what this character will do outside of combat

Whiskeyjack

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« Reply #2 on: <12-23-15/1053:24> »
I am also unsure of what this character will do outside of combat
Good at perceiving and sneaking, great in a chase. A top-rate wheelman, second only to a rigger jumped in to their car of choice.
Playability > verisimilitude.

bdyer

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« Reply #3 on: <12-23-15/1115:04> »
He's got like 4 dice in sneaking ( 1 skill + 3 natural attribute). He might get a dice or 2 more with averaging his legs.

8 to 11 dice in perception isn't bad

10 dice in pilot vehicle is ok but chase combat is still combat.

ZeldaBravo

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« Reply #4 on: <12-23-15/1122:38> »
You might want to grab Redliner as well. That will give you a little boost. I heard that Redliner is supposed to boost both your natural stat AND cyberlimbs' stats. That's not what the book says but what the writer meant to say and clarified later somewhere on the forum. Cannot confirm though.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Hobbes

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« Reply #5 on: <12-23-15/1230:10> »
He's got like 4 dice in sneaking ( 1 skill + 3 natural attribute). He might get a dice or 2 more with averaging his legs.


Depends on the Table and which limbs they decide are used in Stealth.  If it's all in the sneaky feet he's got 11 dice. 

Cyberlimbs are really table dependent.

Whiskeyjack

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« Reply #6 on: <12-23-15/1236:21> »
He's got like 4 dice in sneaking ( 1 skill + 3 natural attribute). He might get a dice or 2 more with averaging his legs.

If you're at the point where all the limbs are cybered and the GM determines they don't count, I'm in the camp saying that GM is an ass. You put forth a big investment for 4 limbs, the least you could do is let them be useful.
Playability > verisimilitude.

bdyer

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« Reply #7 on: <12-23-15/1255:28> »
He's got like 4 dice in sneaking ( 1 skill + 3 natural attribute). He might get a dice or 2 more with averaging his legs.

If you're at the point where all the limbs are cybered and the GM determines they don't count, I'm in the camp saying that GM is an ass. You put forth a big investment for 4 limbs, the least you could do is let them be useful.

Well he only has 2 full limbs ( the legs). His arms are only half arms

For the 3 gms I've had they have all declared that sneaking takes arms, legs, and body.  Since his arms arnt full his sneaking agility would be (10+10+3+3+3)/5 making his agility a 5 for sneaking

Strange

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« Reply #8 on: <12-23-15/1422:01> »
I was thinking about running speed and cyber limbs and my first thought was "I use my whole body while running, so running speed should be dependent on weakest link". Then I thought. If I had super strong and fast legs, the rest of my body wouldn't have to work as hard because they would be, at best, just be supporting as the legs did their job. Then I decided that perhaps both were true, to an extent. And now I'm back at the beginning of not knowing!  The only precedent we have is Oscar pistorious, the blade runner, so it is hard to KNOW one way or the other. And that just sucks.

Whiskeyjack

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« Reply #9 on: <12-23-15/1429:06> »
Well he only has 2 full limbs ( the legs). His arms are only half arms
Whoops, my poor reading comprehension  ;D

For the 3 gms I've had they have all declared that sneaking takes arms, legs, and body.  Since his arms arnt full his sneaking agility would be (10+10+3+3+3)/5 making his agility a 5 for sneaking
Just, ugh, I feel like everything requires the whole body IRL, which is so meaningless in a game (or completely makes cyberlimbs worthless). But it's not like Catalyst is in a hurry to clarify cyberlimbs out of being FUBAR
Playability > verisimilitude.

Marcus

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« Reply #10 on: <12-23-15/1607:26> »

For the 3 gms I've had they have all declared that sneaking takes arms, legs, and body.  Since his arms arnt full his sneaking agility would be (10+10+3+3+3)/5 making his agility a 5 for sneaking

I would argue it as (10+10+9+3+3)/5 or at-least (10+10+6+3+3)/5 Personally but I agree it's table dependent. But the majority of GMs I know would give some level of average.

I'm not too worried out of combat stuff can be developed in play as is needed at a table. I think it should be decently effective for a starting character.

Adapsin, is still availability 16 and I'm not putting 10 points into restricted gear.

Biocomp isn't prefect but it's a good start.

I did consider redliner ZB, the issue is you lose condition boxes for taking it, and I wanted to have a bunch of those. So opted out, for the combat part I know this will work, for the skill part it's open to discussion, but I expect I can reach a compromise at a table sooner or later. 
 
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bdyer

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« Reply #11 on: <12-23-15/1617:10> »

For the 3 gms I've had they have all declared that sneaking takes arms, legs, and body.  Since his arms arnt full his sneaking agility would be (10+10+3+3+3)/5 making his agility a 5 for sneaking
.

Adapsin, is still availability 16 and I'm not putting 10 points into restricted gear.

Biocomp isn't prefect but it's a good start.


Nothing in chromed flesh in the genetics section says those implants follow different rules than standard augments.  So a used version of adapsin is possible in chargen.

I know sr4 didn't have genetic grades but things change.

Marcus

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« Reply #12 on: <12-23-15/1637:53> »


Nothing in chromed flesh in the genetics section says those implants follow different rules than standard augments.  So a used version of adapsin is possible in chargen.

I know sr4 didn't have genetic grades but things change.

I can't wrap my head around a used Genetic Modification, so I won't put it on a sheet. If the author wants to say it's legal I'll consider it.  The Essence difference would be decent I agree, but the character is pretty well spent out as is.
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Shadowjack

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« Reply #13 on: <12-23-15/2018:55> »

For the 3 gms I've had they have all declared that sneaking takes arms, legs, and body.  Since his arms arnt full his sneaking agility would be (10+10+3+3+3)/5 making his agility a 5 for sneaking
.

Adapsin, is still availability 16 and I'm not putting 10 points into restricted gear.

Biocomp isn't prefect but it's a good start.


Nothing in chromed flesh in the genetics section says those implants follow different rules than standard augments.  So a used version of adapsin is possible in chargen.

I know sr4 didn't have genetic grades but things change.

Transenics are liquid infusions carrying non-metahuman genes and thus have no grades, there is no body part affected, it is a change of the character's dna.
« Last Edit: <12-23-15/2021:59> by Shadowjack »
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Novocrane

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« Reply #14 on: <12-23-15/2038:23> »
Nothing in chromed flesh in the genetics section says those implants follow different rules than standard augments.
That's precisely the problem with it. Nothing mentions what you want to exist as existing. Bioware and Cyberware explicitly have access to grades. Nanocybernetics are explicitly treated as cyberware. Geneware is not explicitly treated as bioware.
« Last Edit: <12-23-15/2041:13> by Novocrane »