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[5e] Face Dancing Assassin Face

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chryx

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« on: <04-13-16/2137:14> »
After my last attempt who was basically a giant brick will who could punch things good, I thought I would develop a slightly more rounded character, who can fill more of a social role, fight, and infiltrate. The idea behind this character is an assassin and master of disguise. I used a lot of bioware for subtlety (harder to detect), with a couple of minor cyberware pieces. I also thought making the character a juicer would be effective, since I can use drugs to complement both the combat role and the face role.

There are definitely some compromises between good stats, skills, cyber/bio, and gear. I probably need way more contacts to be a real, top notch Face. Still seems fun and playable, though. I may want to drop the Reaction Enhancers and rely entirely on a cocktail of Cram and Jazz to get me through any combat.

May also want some pistol APDS rounds.

== Info ==
Street Name: Sparrow
Name: Unnamed Character
Movement: 18/36
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 10
Judge Intentions: 10
Lift/Carry: 5 (30 kg/20 kg)
Memory: 8
Nuyen: 15

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: B - 275,000¥

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

== Derived Attributes ==
Essence:                   1.64
Initiative:                9 (11) + 2d6
Rigger Initiative:         11 + 2d6
Astral Initiative:         
Matrix AR Initiative:      11 + 2d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  5
Mental:                    6
Social:                    9
   Mortimer of London: Argentum Coat [+1] (Must be visible)
   Mortimer of London: Berwick Suit [+1] (Must be visible)
Astral:                    9

== Active Skills ==
Animal Handling            : 0                      Pool: 4
Archery                    : 0                      Pool: 8
Armorer                    : 0                      Pool: 2
Automatics                 : 0                      Pool: 8
Blades                     : 0                      Pool: 8
Clubs                      : 0                      Pool: 8
Computer                   : 0                      Pool: 2
Con                        : 5 [Fast Talk]          Pool: 10 (12)
Cybercombat                : 0                      Pool: 2
Demolitions                : 0                      Pool: 2
Disguise                   : 4                      Pool: 9
Diving                     : 0                      Pool: 2
Escape Artist              : 1                      Pool: 10
Etiquette                  : 3                      Pool: 8
First Aid                  : 0                      Pool: 2
Forgery                    : 0                      Pool: 2
Free-Fall                  : 0                      Pool: 2
Gunnery                    : 0                      Pool: 8
Gymnastics                 : 1                      Pool: 10
Hacking                    : 0                      Pool: 2
Heavy Weapons              : 0                      Pool: 8
Impersonation              : 4                      Pool: 9
Instruction                : 0                      Pool: 4
Intimidation               : 0                      Pool: 4
Leadership                 : 2                      Pool: 7
Locksmith                  : 1                      Pool: 10
Longarms                   : 4 [Sniper Rifles]      Pool: 13 (15)
Navigation                 : 0                      Pool: 4
Negotiation                : 3                      Pool: 8
Palming                    : 1                      Pool: 10
Perception                 : 4                      Pool: 9
Performance                : 0                      Pool: 4
Pilot Ground Craft         : 0                      Pool: 5
Pilot Watercraft           : 0                      Pool: 5
Pistols                    : 4 [Semi-Automatics]    Pool: 14 (16)
Running                    : 0                      Pool: 1
Sneaking                   : 1                      Pool: 10
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 8
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 0                      Pool: 8

== Knowledge Skills ==

== Qualities ==
Addiction (Mild) (Jazz)
Addiction (Mild) (Novacoke)
Agile Defender
Code of Honor: Avenging Angel
Did You Just Call Me Dumb?
Drug Tolerant
Faceless

== Lifestyles ==
Gentrifying neighbourhood  (Middle, dangerous, cramped) 1 months

== Cyberware/Bioware ==
Boosted Reflexes (Alpha)
False Face (Used)
Muscle Toner Rating 3 (Used)
Narco
Nephritic screen Rating 6 (Used)
Reaction Enhancers Rating 2 (Used)
Reflex Recorder (Skill) (Pistols)
Tailored Pheromones Rating 3 (Used)

== Armor ==
Form-Fitting Body Armor             8
   +Concealability
   +Custom Fit
   +Thermal Damping 3
Mortimer of London: Argentum Coat   4
   +Attachable Gear Access
   +Concealability
   +Concealed Pocket
   +Custom Fit (Stack)
   +Electrochromic Clothing
Mortimer of London: Berwick Suit    9
   +Custom Fit
   +Electrochromic Clothing

== Weapons ==
Ares Desert Strike
   +Easy Breakdown (Unpowered)
   +Imaging Scope
   +Shock Pad
   +Stock
   Pool: 13 (15)   Accuracy: 7   DV: 13P   AP: -4   RC: 3
Ares Light Fire 75
   +Concealable Holster
   +Silencer, Ares Light Fire 70
   +Smartgun System, Internal
   Pool: 14 (16)   Accuracy: 8   DV: 6P   AP: -   RC: 2
Ares Predator V
   +Hidden Gun Arm Slide
   +Silencer
   +Smartgun System, Internal
   Pool: 14 (16)   Accuracy: 7   DV: 8P   AP: -1   RC: 2
Tiffani-Defiance Protector
   +Gecko Grip
   +Laser Sight
   Pool: 14   Accuracy: 6   DV: 7S(e)   AP: -5   RC: 2
Unarmed Attack
   Pool: 8   Accuracy: 5   DV: 2S   AP: -   RC: 2

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
Ammo: APDS (Sniper Rifles) x30
Ammo: Regular Ammo (Light Pistols) x30
Ammo: Regular Ammo (Heavy Pistols) x50
Ammo: Regular Ammo (Sniper Rifles) x30
Ammo: Subsonic (Heavy Pistols) x30
Contacts Rating 3
   +Smartlink
   +Low Light
   +Flare Compensation
Fake License (Firearms License) Rating 4
Fake License (Concealed Carry Permit) Rating 4
Fake License (Restricted Bioware License) Rating 4
Fake License (Restricted Cyberware License) Rating 4
Fake SIN (Vaada Esperanza) Rating 4
Gecko Tape Gloves
Jazz x6
Lockpick Set
Novacoke x10
Reloading Slide
Smart Wig
Theatrical Cosmetics Kit

== Karma Expenses ==

== Nuyen Expenses ==
« Last Edit: <04-13-16/2139:51> by chryx »

Glyph

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« Reply #1 on: <04-14-16/2349:03> »
Boosted reflexes cannot stack with other initiative modifying augmentations (such as reaction enhancers).

Blue Rose

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« Reply #2 on: <04-15-16/0226:02> »
Boosted reflexes cannot stack with other initiative modifying augmentations (such as reaction enhancers).
Actually, Reaction Enhancers does not affect Initiative.  It affects Reaction, and the change in Reaction alters your initiative, but the Reaction Enhancers themselves have no impact on initiative.  These two do stack.

Glyph

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« Reply #3 on: <04-15-16/0240:23> »
If a GM does not consider something that increases initiative to be an initiative modifying augmentation because it doesn't add dice, more power to him/her.  I miss SR3, when initiative enhancers did stack.  Not every GM will see it like that, though.

Blue Rose

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« Reply #4 on: <04-15-16/0312:01> »
It doesn't increase initiative not because it doesn't add dice, but because it doesn't increase initiative.  It adds Reaction.

Move-By-Wire 1 adds +1 Reaction and +3 Initiative.  It adds to both Reaction and Initiative separately, and counts as a Reaction augmentation and an Initiative augmentation.  It would not stack with Boosted Reflexes or Reaction Enhancers.

However, Reaction enhancers 2 adds +2 Reaction.  Period.  It does nothing to initiative.  It is not "+2 to Reaction and +2 to Initiative."  It is "+2 to Reaction."  Move-By-Wire 1 gives a +3 to initiative and a +1 to Reaction.  Reaction Enhancers 2 gives a +2 to Reaction and a +0 to Initiative.

After you've added the +2 Reaction, you go back and do the math for a higher initiative score, but the Reaction increase is not, in itself, an initiative increasing effect.  The fact that your initiative is now higher has the effect of making your initiative higher, but that is a consequence of the stat being higher now, not of the augmentation increasing your initiative score on its own.

chryx

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« Reply #5 on: <04-15-16/0552:24> »
If I'm disallowed use of Reaction Enhancers, I can always combo Betameth and Jazz. Or even Cram and Jazz.

Blue Rose

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« Reply #6 on: <04-15-16/0841:11> »
Careful. Overdose rules aren't just for taking the same drug twice. Taking two drugs that affect the same thing (like Cram and Jazz for initiative) triggers the overdose damage.

chryx

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« Reply #7 on: <04-15-16/0917:48> »
Any suggestions on the skill allocation? I think I'm going to drop the Reaction Enhancers and upgrade the False Face to Alphaware so it's harder to detect. Maybe pick up a maglock passkey, or even vocal range extenders.
« Last Edit: <04-15-16/0928:44> by chryx »

FancyDerek

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« Reply #8 on: <04-15-16/1252:58> »
Impersonation/disguise: lower one to rating 2 and raise the other to rating 6. That way you save karma in improving the skills... (raising both from 4 to 6 is 44 karma while having 1 at 6 and raising the other from 2 to 6 is 36 Karma). They work in concert anyway.

Though to be honest, I'd get the following skills:
Negotiations|Contracts (or Bargaining if you prefer that) 6|+2
Con|Fast Talk 6|+2
Sneaking|Urban 4|+2
Automatics|Assault Rifle 6|+2
Athletics SG 2
Get JOAT and shore up the skills post chargen.