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[SR5] Almost prototype transhuman, (mostly) Missions legal

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Herr Brackhaus

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« on: <04-15-16/0715:17> »
Created my first missions character the other day, using Sum to Ten in the hopes that the GM will approve the character as I tried to make a fairly balanced character.

Focus was on creating a character full of enough bioware to kill a normal human, but without using the Prototype Transhuman quality as this costs 20 Karma in Missions instead of the usual 10. The character definitely had to have decent combat abilities with a secondary focus on B&E.

This is what I came up with:
INFO
Street Name: Marcus
Name: Unknown, Marcus Brennan (fake SIN)
Movement: 12/24
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male, Age unknown, early 20s
Height 1.82m, Weight 112kg
Composure: 6
Judge Intentions: 6
Lift/Carry: 9 (75 kg/50 kg)
Memory: 7
Nuyen: 270¥ + 3d6 x 60¥

PRIORITITES (SUM TO 10)
Metatype: E (Human 1)
Attributes: B (20)
Magic: E (Mundane)
Skills: B (36/5)
Resources: A (450,000)

KARMA EXPENDITURES
+25 from Negative Qualities
-25 for Positive Qualities
-1 for Contacts
-2 for skills (Automotive Mechanic 1)
-10 for nuyen (20,000¥)
-12 for Martial Arts (Style and Technique 7, Technique 5)

ATTRIBUTES
BOD 4, AGI 4 (6), REA 4 (6), STR 3 (5), WIL 3 (4), LOG 3, INT 5 (4), CHA 2, EDG 3, ESS 0.80

INITIATIVE
Physical/AR: 10 + 3d6

CONDITION MONITORS
Physical: 10
Stun: 10

LIMITS
Physical 7, Mental 5, Social 3

QUALITIES
Agile Defender, Biocompatibility (Bioware), Bi-Polar, Hawk Eye, Insomnia, Lack of Focus, Restricted Gear (Pain Editor), Sharpshooter, Superhuman Psychosis

ACTIVE SKILLS
Athletics skill group 4, Automatics (Assault Rifles) 6 (+2), Automotive Mechanic 1, Influence skill group 1, Intimidation (Physical) 4 (+2), Locksmith 2, Palming 2, Perception (Visual) 5 (+2), Pilot Ground Craft 2, Sneaking (Urban) 4 (+2), Unarmed Combat (Jeet Kune Do) 6 (+2)

KNOWLEDGE SKILLS
20th Centry Cinema (Bruce Lee flatvids) 2 (+2), Area Knowledge: Chicago 2, Chicago Gangs 2, Chicago Underworld 2, English N, Small Unit Tactics (Urban) 4 (+2), Sports 2

'MARTIAL ARTS
Jeet Kune Do (Counterstrike, Yielding Force (Counterstrike))

AUGMENTATIONS: 406,250¥
Bone Density Augmentation (Rating 4, Used), Muscle Augmentation (Rating 2, Used), Muscle Toner (Rating 2, Used), Nephritic Screen (Rating 6, Used), Orthoskin (Rating 4, Used), Pain Editor, Platelet Factories (Used), Reception Enhancer, Synaptic Booster (Rating 2)

ARMOR: 8,545¥
Ares Victory Rapid Transit Elite [AV 9], Baseball cap [w/Trodes], Chameleon Suit [AV9, w/4 Concealed Pockets, Faraday Pocket, Thermal Damping (Rating 2), Ultrasonic Noise Generator (Rating 4)], Custom Ballistic Mask [AV2, w/Gas Mask, Ultrasound Sensor (Rating 3)], Forearm Guards [AV1], Lined Coat [AV9, w/Faraday Pocket, Nonconductivity (Rating 5), Shock Weave], Ski mask

WEAPONS: 9,915¥
Remington Suppressor [Machine Pistol, Acc 6 (7), DV 7P, AP-1, SA/BF, RC -, 15/30(c), w/Concealed Quick-Draw Holster, Sound Suppressor, Laser Sight, 3 extended clips, 200 Regular rounds (+1DV)]

AK-97 [Assault Rifle, Acc 5 (7), DV 10P, AP-2, SA/BF/FA, RC 3, 38/76(c), w/Chameleon Coating, Folding Stock, Gas-Vent 3 System, Holographic Sight, Personalized Grip, Sling, 4 extended clips, 150 APDS rounds, 150 Flechette rounds, 300 Regular rounds (+1DV), 200 Tracer rounds]

GEAR: 31,520¥
Autopicker (Rating 4), Certified Credstick (Silver), Certified Credstick (Standard), Crowbar, C-Squared (Rating 6), EvoTech Himitsu [w/Program Carrier (Virtual Machine w/Smoke and Mirrors, Stealth), Receiver], Fake SIN [Rating 4, w/6 Fake Licenses (Licensed Close Protection Specialist, Drivers License, Permits for Assault Rifles, Comms Devices, Concealed Carry, Machine Pistols)], Flashlight, Gecko Tape Gloves, Guts (1), Miniwelder, Nightwatch (4), Sequencer (Rating 4), 5 Stealth Tags, Survival Kit, Tool Kit (Automotive Mechanic)

VEHICLE: 11,000¥
Thundercloud Morgan [Handling 3/5, Speed 4, Accel 3, Body 14, Armor 6, Pilot/Sensor 0, Seats 2 (3), Manual Control Override, Off-Road Suspension, Weapon Mount (Heavy, External, Fixed, Manual), Increased Seating, Smuggling Compartment]

LIFESTYLE: 2,500¥
Low [1 month, Comforts & Necessities 2, Security 2, Neighborhood 2, w/Private Room, Bi-Polar Medication]

CONTACTS
Dr. Martin Tate [Connection 5, Loyalty 2]

[spoiler=Character background]
Medical examination report of subject recovered from St. Matthew site, 2074-01-12 @ 2311 hours local Chicago time
Presiding physician: Dr. M. Tate, CZ Border Clinic Epsilon-Sigma, a Truman Technologies subsidiary

Initial Physical Evaluation:
The subject, a human male in his late teens/early 20s, designation Matthew-4-Alpha, appears to be in extremely good health considering the circumstances of his recovery; the fourth floor of the lab he was liberated from was located 80 feet under the St. Matthew Lutheran Church on W 21st St and S Hoyne Ave, located both inside the Noose and along the outer edge of the Cermak Blast radius. Unlike the Matthew-2 and 3 subjects, 4-Alpha shows no signs of malnutrition or mistreatment and instead appears to have been well cared for, likely due to the extensive modifications he has received. The precision with which each implant has been performed leads me to believe the procedures were performed by an expert surgeon, albeit certainly with inferior, possibly even older, raw materials. As a result the subjects wholistic self has suffered greatly despite what seems to be a natural compatibility with the implanted 'ware; it seems highly likely that the lab was experimenting on prototype O-Cells or perhaps even using cybermantic techniques in order to implant as much ware into a human being as possible.

Initial Mental Evaluation:
4-Alpha responds well to external physical stimuli, but has remained near-catatonic since his arrival in this facility. Only after administering chemical stabilizers was the subject able to willingly participate in physical trials, and 4-Alpha has finally begun opening up with the staff. Unfortunately, the subject currently remembers little of his time in the lab or indeed of his past life. At this rate it is likely that his recovery will take a significant amount of time.

Follow-up report, 2074-06-28 @ 1425 hours local Chicago time
4-Alpha, who has himself chosen to go by the name Marcus, is doing remarkably well. It is my firm belief that he could be of great use to both Horizon and Truman Technologies here in Chicago, as he exhibits several favourable traits that would make him an excellent operative. His augmentations all seem aimed at making him a capable close-quarters combatant, and his memory of the time in the lab seem to almost exclusively revolve around physical training or mental war games. It seems likely that Marcus was purposefully designed to be a soldier, though his state of mind leaves assignment to the rank and file out of the question. Behind the facade of a cold and calculating intellect lies an easily distracted and frightened child, possibly a result of extended isolation at the Matthew facility. It is impossible to tell how long the subjects had been down there by the time our disposable assets found them, and 4-Alpha is unfortunately the only survivor at this point.

Marcus has been diagnosed with bipolar disorder as well as ADHD, either or both of which may be the root of his unstable circadian rythm; the sleep regulator implant he has received helps but may also be a contributing factor to his insomnia. I have prescribed a combination of anticonvulsants, antipsychotics, and benzodiazepine to stabilize his mood swings, and while he is able to function well in the environment we've created for him I fear what might happen once he encounters the kind of people living in Chicago. It is my recommendation that we equip him adequately to survive in the Zone and observe him closely to understand his capabilities better. I am hereby ordering Bravo team to allocate manpower to shadow 4-Alpha as he carries out his first trial run on the surface.

Follow-up report, 2074-11-11 @ 0417 hours local Chicago time
4-Alpha is hereby cleared for autonomous field-work assignments in the Chicago area. While there have been a few... incidents... involving missing persons reports where the subject has likely been involved, his efficiency cannot be denied. Marcus has been staying on his meds for the last three months and has not suffered any episodes that our observation teams have been able to discover. His attention span makes him ideally suited for short term, high intensity tasks, and it will be interesting to see how he deals with the reality of shadow work.

His cover identity is that of Marcus Brennan, a licensed and bonded close protection specialist operating on both sides of the law in Chicago. For all intents and purposes he sees me as someone who helped him get his life back, but I am not sure how far he trusts me nor for that matter how far I trust him.[/spoiler]

The character rolls 10 to 12 dice on attack with firearms using called shots for +2 DV or more AP, and with hand loaded regular rounds does 10P to 13P base with a -3 to -6 defensive dice pool modifier. In close combat he can block with 18 dice, counterstrike with 16, and attack with 15 dice with a base DV of 8P; shock weave is an almost guaranteed damage as you only need 2 hits, not net hits to inflict 8S(e) when blocking, and because it's Electrical the opponent takes the same initiative reduction that the character does.

Character rolls 10-12 on Perception, but I haven't yet found a Combat Sense equivalent piece of gear that makes the user hyper aware of his surroundings, so that's still a GM call for surprise for example. Hawk Eye gives him a natural range environmental modifier reduction of one category, and so all of his firearms are near-throwbacks with a laser sight being the only thing that benefits from the wireless. This was done intentionally given the circumstances in Chicago.

Secondary skills are centered on B&E with 14 dice sneaking against all normal perception tests, including against thermal sensors and ultrasound/motion sensors due to gear. 12 dice to open mechanical locks, 8 dice against maglocks but as these are extended tests with Rating x 2 as the threshold I feel reasonably comfortable about being able to handle these. If not there's always the miniwelder.

He has licenses for everything carried on the street, with all illegal gear stowed in the smuggling compartment of the really nicely priced Thundercloud Morgan. The character can palm most of his gear away with decent chance of success, with opponents getting -3 to their perception tests and the character rolling 8 dice to hide items. The only exception is the AK-97, but that's what the Easy Breakdown mod is for; stow it in the survival kit and pretend it's camping equipment.

The character has some severe flaws; with a Charisma of 2 and Superhuman Psychosis he's not winning any hearts and minds, but between social modifiers for being physically imposing, potentially outnumbering the opponent, and/or inflicting pain or having obvious weapons, the character could roll as many as 14-18 dice on an intimidation test with a base dice pool of 8.

All in all, this feels like a character that fits the setting; plenty of room to grow both in terms of skills, attributes, and gear in terms of preparing for Prime Runner levels. The character feels pretty balanced to my mind, though Sum To Ten definitely helps as it allowed me to drop Edge from 5 to 3 (a 45 Karma equivalent) and buy 3 Rating 2 skills, increase Athletics from 2 to 4 and pick up Influence to not auto-fail Leadership and Etiquette tests. All in all, Sum To Ten gives me an 18 Karma boost, but that boost is placed in secondary skills rather than just trying to squeeze the most out of the character in terms of optimization.
« Last Edit: <04-26-16/0743:23> by Herr Brackhaus »

Hobbes

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« Reply #1 on: <04-15-16/0957:24> »
The writers intention on Sumto10 was for some of the more difficult to balance characters in the Priority system.  He specifically mentioned trolls, but Technomancers, or Metahuman Mages face challenges in the Priority system.  Mundane, Humans aren't particularly difficult to pull off in the priority system  :  )

In my own game I let the basic Metahumans be Sumto10.  Personally I wouldn't let a mundane human use Sumto10, and it's not that this character is particularly unbalancing, its the next guy that comes along that a Missions GM needs to keep in mind, or the rest of the players at the table that already have their Priority build characters done.  Personally I'd recommend just building with the regular priority system.  Attributes or Skills to C, Meta to D and carry on.  You can certainly build this concept within the regular priority system, IMO. 


Herr Brackhaus

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« Reply #2 on: <04-15-16/1039:30> »
I certainly could, no doubt there, but I'd rather have a more balanced skillset than the 5 Edge.

FancyDerek

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« Reply #3 on: <04-15-16/1225:22> »
My 2 cents:
I'd drop BOD to 3 and CHA to 1 and raise AGI to 6.
I wouldn't take restricted gear (you can get the pain editor after chargen).
Use the 10 points saved from restricted gear to raise CHA to 2.

You might as well go for Used Synaptic Boosters too...

Herr Brackhaus

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« Reply #4 on: <04-15-16/1507:37> »
Do Missions really need that kind of dice pools?

I'm already at a dice pool of 14 for Automaticsand that's  with Take Aim, a wireless Laser Sight, a Called Shot to increase damage or AP with Sharpshooter, with a base DV of 13P/11P -2/-10AP with a -6 defensive dice pool, and I get to fire that rifle out to Medium distance without range penalty due to Hawk Eye.

Because of my high armor I'm unlikely to take much Physical damage unless the opponents are using APDS, which means falling unconscious is a real concern. I definitely want to keep the Pain Editor, both for mechanical and thematic reasons.

I'm just not sure dropping Body and Charisma in favour of 2 more dice on attack and a few extra meters of movement is worth it, quite honestly.

And Synaptic Boosters are Cultured Bioware; no used grade for those.

Rift_0f_Bladz

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« Reply #5 on: <04-15-16/1936:37> »
For what I have heard about for missions, DP of 12-14 is all that this generally needed for most things. And no, I wouldn't want to drop Body to 3 considering he is a Sam, ideally you want higher body and will, mostly for the extra boxes. Dropping Cha to a 1 with the NQs you have is almost as bad as having Cha 1 and Uncouth, which generally is not something you want in a missions character.
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.

Herr Brackhaus

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« Reply #6 on: <04-16-16/0219:05> »
That's what I figured too, Rift. Body also deals with toxin resistance and healing, which I'll likely need, so even a 4 is on the lower end as far as I'm concerned. The bone density augmentation and orthoskin helps for direct damage resistance and the nephritic screen is a great boost against toxins and diseases.

Moved a few pieces of gear around and added some Tracer rounds, as they not only help with wind modifiers and reduce cost of firing more expensive ammo, but also reduce range categories by one. With Hawk Eye, that means Long range gets reduced to 0 penalty and the character only takes a -1 at Extreme range when firing the  AR in Full Auto. And, Tracers are compatible with Laser Sight for the Accuracy bonus, but with an Accuracy of 8 and a dice pool of 14 that's largely an academical distinction.

ETA:
Realized I had overspent on nuyen, so removed some non-essential gear to make up for the difference. Sheet now lists spend per category, which totals 470,000¥.
« Last Edit: <04-16-16/0954:32> by Herr Brackhaus »

Adamo1618

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« Reply #7 on: <04-21-16/1206:31> »
Get a Paint Grenade for the C-squared, more useful when you're in a rush. Also, how useful is Sleep Regulator? I've never really needed it, but perhaps my table has a very different playstyle.

Herr Brackhaus

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« Reply #8 on: <04-21-16/1256:48> »
Paint grenade with C-Squared. That... is a f***ing great idea!

Sleep Regulator is probably very table dependent. I was seriously considering dropping it in favour of some other piece of gear, but ended up keeping it for flavour.