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Renaissance Elf

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RedRightHand

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« on: <04-21-16/0011:11> »
So yet again I seek sage advice. My gaming group is going to begin a new campaign based in Seattle and we are all making new characters. Usually I prefer to play an adept, but my GM has expressed his displeasure with our magic heavy group. So I offered to play a character I've had in mind since SR2.

I'd like to create a character that can be street samurai, decker, and rigger. I realize this character won't be great at any of these disciplines, but none the less I'd like to explore it, and I'd like some help creating the character the best it can be. I also realize with the number of different skills really needed for such a concept that he may need to concentrate on one discipline for now while fulfilling the others in the future. So allow me to place the disciplines in preferred order...

Primary: Street Samurai.
Secondary: Rigger.
Tertiary: Decker.

I realize this order may offend some of your sensibilities, but I've not chosen them without reason. Our games tend to be combat heavy, and our GM has expressed his dislike for deckers monopolizing game time (which I am hoping to change because lets be real, this concept will need a lot of cash and no one brings in the pay like deckers). I likely won't capitalize on drone use until later as I have no clue how to use them.

We are using the priority system and I will be playing an elf. I would appreciate any advice and information, including game play strategies for such a character.

fseperent

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« Reply #1 on: <04-21-16/0125:15> »
My advice is run a street sam with some piloting skills.
Ignore mental attributes except intuition for initiative.
Your job is to kill, not think.
If your GM has Run Faster and allows it, look at nocturna for better agility base and maximum.
Given your descriptions, I am curious as to why your GM has held back on enemy snipers and grenades.

Basic build I would suggest is:
A: Attribute
B: Resources
C: Skills
D: Race
E: Magic

That should give you core skills, good stats, and enough money to get some fancy guns and armor to get your murder on.

RedRightHand

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« Reply #2 on: <04-21-16/0924:49> »
Good advice. TY.

Hobbes

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« Reply #3 on: <04-21-16/1048:21> »
What do you mean by "Rigger"?   Has some drones?  Easy.  Full on Control Rig gets tough though.

On the bright side a standard Sami build with Wired and Reaction Enhancers will have a huge reaction so you can simply grab a couple points in a pilot skill or two with Karma and still have a decent pool.  Not amazing, but decent.

If you mean "Drives an Urban Assault Vehicle like it's a sports car" you're going to have to make some compromises somewhere. 

This http://forums.shadowruntabletop.com/index.php?topic=23876.msg443320#msg443320  is a take on a Combat Decker.  With some minor tweaks you can probably get where your going.  Drop the little hornet for a tricked out Commlink and pick up some drones maybe.  Again, kinda depends on what your expectations are for "Rigger".  Watch the dump stats on that one, and it's squishy for a main combat character, but it covers the skill basics you're looking at.

Beta

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« Reply #4 on: <04-21-16/1109:21> »
When you say street sam, do you mean the full on thing, with all the blazing speed, toughness, and combat versatility … or do you just mean that you want to be useful in most fights?  If the latter, a classic decker trick is a high end cyber-limb (possibly used – deckers aren’t all that tough on their essence for the most part). 

If you are willing to go obvious you can easily enough have it at agility 9, strength 7, three points of armor, and still have room for a weapon of some sort.  Obviously not so useful for two handed weapons, but lets you be in pretty good shape with pistols and one handed melee weapons.  You probably can’t afford true Sam speed in this sort of build, but it is cheap enough to get two solid actions a turn in meat-space.  You can probably live with a rating 2 deck if you pick up perfect time to better swap stats around (see the discussion in this thread:  http://forums.shadowruntabletop.com/index.php?topic=12798.15  Or just ask Hobbes, since he's already posting in here :) ).

However affording both the deck and the arm would mean resources at B, leaving you at skills C, where you may face a bit of a crunch -- there are a lot of skills for a decker if you want to be at all versatile about it, throw in a combat skill or two, and you won't have points for pilot skills of any real rating (nor much else)

Jack_Spade

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« Reply #5 on: <04-21-16/1115:12> »
Does it have to be an Elf?

Because if you play as an AI in an Anthro Drone you could easily fulfill all three roles.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Hobbes

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« Reply #6 on: <04-21-16/1443:57> »
Does it have to be an Elf?

Because if you play as an AI in an Anthro Drone you could easily fulfill all three roles.

Nice!   :D

RedRightHand

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« Reply #7 on: <04-24-16/1608:13> »
No, I don't suppose it has to be an elf...

...and if an AI in an Anthro drone is a technomancer thing...our GM has outlawed mystic adepts and technomancers.

fseperent

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« Reply #8 on: <04-24-16/1625:55> »
For building an AI character in the manner Jack Spade and Hobbes suggest, you are building the drone and pilot program.
Not much different from building a fully cybered street sam.
Just make sure your drone has a strong enough pilot system to handle not only the AI but also any autosofts you want.

Whiskeyjack

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« Reply #9 on: <04-24-16/1656:59> »
Easy enough to be a Sam who can do some "rigging" by which I mean controlling drones. You'd get little value with an actual control rig as a Sam.

Decker is harder since something always has to give and LOG is an easy dump stat for Sams. I'd probably go with commlink + sleaze dongle (though I hate it) and not try to do anything with this in combat time.

Maybe also consider being a gun adept who also can do great AR decking. Improved Ability Hacking can help with what will otherwise be crappy dice pools.
Playability > verisimilitude.

Hobbes

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« Reply #10 on: <04-24-16/1836:07> »
No, I don't suppose it has to be an elf...

...and if an AI in an Anthro drone is a technomancer thing...our GM has outlawed mystic adepts and technomancers.

A.I. as a player character rules are found in Data Trails.  If your GM has dropped the banhammer on Mysads and Technomancers it's safe to bet that AIs will be added to the list when he becomes aware of the rules for them.

Really the crux of this character is "How much Rigger?"  Control Rig?  Build Repair Skills?  Body Shop?  Drones?  Vehicles?  If the answer is yes to all of these, then you're making a Rigger.  Priority system won't let you 100% cover three roles.  As stated, a Samurai with a modded Commlink for hacking and a couple of Drones?  "Easy"   For  a fairly convoluted definition of Easy anyway. 

Whiskeyjack

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« Reply #11 on: <04-24-16/1909:59> »
Yeah it also depends on your level of system mastery. If you're daily new this is inadvisable. and a wared decker who can rig can still shoot without being a real "Sam"
Playability > verisimilitude.