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[SR5] 1st character - mundane shooter

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BookWyrm79

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« on: <09-14-16/2010:32> »
My regular group has decided to give Shadowrun 5 a try; our GM has lots of experience with it but the players are all n00bs at it.

My idea is someone who was part of a "let's see if we can make this work" program from a black site corp group. Basically they were trying to make enhanced people who can blend in and be used as special ops, corp security, etc. Think like the enhanced people from like Dark Angel or Dark Matter. :)

It's pretty close to final (close enough for feedback anyway), although I still need:
flesh out knowledge skills
get a ride for our squad
spend remaining karma

Sheet in sblock

== Info ==
Name: Unnamed Character           Alias:
Human                             Movement: 16/32
                                  Composure: 5
Street Cred: 0                    Judge Intentions: 6
Notoriety: 0                      Lift/Carry: 9 (60 kg/40 kg)
Public Awareness: 0               Memory: 8
Karma: 0                          Nuyen: 28546
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: D,1
Attributes: B,3
Special: E,0
Skills: C,2
Resources: A,4

== Attributes ==
BOD: 5                            CHA: 2
AGI: 6 ( 8 )                        INT: 4
REA: 5 (7)                        LOG: 3
STR: 2 (4)                        WIL: 3
EDG: 5                           

== Derived Attributes ==
Essence: 2.24                     Initiative:           9 (11) + 3d6
Physical Damage Track: 11         Rigger Init:          11 + 3d6
Stun Damage Track: 10             Astral Init:         
Physical: 7                       Matrix AR Init:       11 + 3d6
Mental: 5                         Matrix VR Cold Init:  4 + DP + 3d6
   Orientation System [+2] (Only for Navigation)
Social: 4                         Matrix VR Hot Init:   4 + DP + 4d6
Astral: 5

== Active Skills ==
Automatics (Assault Rifles)       Base: 6  + Karma: 0  = 6   Pool: 14 (16)
Etiquette                         Base: 2  + Karma: 0  = 2   Pool: 4
Gymnastics (Parkour)              Base: 2  + Karma: 0  = 2   Pool: 10 (12)
Perception (Visual)               Base: 3  + Karma: 0  = 3   Pool: 7 (9)
Pilot Ground Craft                Base: 3  + Karma: 0  = 3   Pool: 10
Running                           Base: 2  + Karma: 0  = 2   Pool: 6
Sneaking (Urban)                  Base: 2  + Karma: 0  = 2   Pool: 10 (12)
Survival                          Base: 2  + Karma: 0  = 2   Pool: 5
Swimming                          Base: 2  + Karma: 0  = 2   Pool: 6
Tracking                          Base: 2  + Karma: 0  = 2   Pool: 6
Unarmed Combat                    Base: 4  + Karma: 0  = 4   Pool: 12

== Knowledge Skills ==
Alcohol                           Base: 1  + Karma: 0  = 1   Pool: 5
Area Knowledge: Seattle           Base: 1  + Karma: 0  = 1   Pool: 5
Combat Tactics                    Base: 3  + Karma: 0  = 3   Pool: 6
English                           N                     
Firearms                          Base: 1  + Karma: 0  = 1   Pool: 4
Security Tactics                  Base: 2  + Karma: 0  = 2   Pool: 5
Small Unit Tactics                Base: 3  + Karma: 0  = 3   Pool: 7

== Contacts ==
(Bartender) (CON: 1, LOY: 1)
(Street Doc) (CON: 2, LOY: 2)

== Qualities ==
Addiction (Mild) (Alcohol)
Allergy (Common, Mild) (Seafood)
Biocompatability (Bioware)
Did You Just Call Me Dumb?
Impaired Attribute (CHA)
Poor Self Control (Compulsive II, Personal) (Placement of furniture, etc.)
Prototype Transhuman

== Cyberware/Bioware ==
Biomonitor
Bone Lacing (Aluminum)
Cybereyes Basic System Rating 2
   +Image Link
   +Smartlink
   +Flare Compensation
   +Low-Light Vision
   +Thermographic Vision
Cybersafety
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Orientation System
Orthoskin Rating 3
Reakt
Synaptic Booster Rating 2

== Armor ==
Armor Clothing                      6
Armor Jacket                        12
Helmet                              2

== Weapons ==
Ares Alpha
   +Smartgun System, Internal
   Pool: 14 (16)  Accuracy: 7     DV: 11P      AP: -2    RC: 5
Ares Crusader II
   +Concealed Quick-Draw Holster
   +Gas-Vent 2 System
   +Shock Pad
   +Smartgun System, Internal
   Pool: 14       Accuracy: 7     DV: 7P       AP: -     RC: 5 (6)
Minigrenade: Flash-Bang
   Pool: 7        Accuracy: 0     DV: 10S (10m Radius)AP: -4    RC: 3
Minigrenade: High Explosive
   Pool: 7        Accuracy: 0     DV: 16P (-2/m)AP: -2    RC: 3
Unarmed Attack
   Pool: 12       Accuracy: 7     DV: 6P       AP: -     RC: 3

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

== Gear ==
Ammo: APDS (Assault Rifles) x48
Ammo: APDS (Machine Pistols) x40
Ammo: Gel Rounds (Assault Rifles) x96
Ammo: Gel Rounds (Machine Pistols) x80
Ammo: Regular Ammo (Machine Pistols) x120
Ammo: Regular Ammo (Assault Rifles) x384
Certified Credstick, Silver
Earbuds Rating 1
   +Earbuds Rating 1
Fake SIN (John) Rating 3
   +Fake License (Automatic Weapons License) Rating 1
   +Fake License (Firearms License) Rating 1
   +Fake License (Restricted Bioware License) Rating 1
   +Fake License (Restricted Cyberware License) Rating 1
Micro-Transceiver
Minigrenade: Flash-Bang x6
Minigrenade: High Explosive x6
Spare Clip (Ares Crusader II) x6
Spare Clip (Ares Alpha) x9
Survival Kit

== Karma Expenses ==

== Nuyen Expenses ==
« Last Edit: <09-14-16/2141:06> by BookWyrm79 »

fseperent

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« Reply #1 on: <09-14-16/2122:43> »
It looks good for a first try.
Would advise dropping swimming for more in perception.
The min-maxer in me is screaming 9 dice minimum for non primary active skills and 12+ for primary active skills.
Alchemy is not going to do your character any good.

On the subject of gear, get the best rating fake SIN and licenses you can.
If one of those licenses gets ID'd as fake, the whole SIN is up in smoke.
There's more than a few threads here about SINs and licenses that might help out.

BookWyrm79

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« Reply #2 on: <09-14-16/2146:31> »
It looks good for a first try.
Would advise dropping swimming for more in perception.
The min-maxer in me is screaming 9 dice minimum for non primary active skills and 12+ for primary active skills.
Alchemy is not going to do your character any good.
Updated it; didn't actually have Alchemy or the Mechanics skill; it was a funky carryover from Chummer.
The swimming ranks are from the Athletics skill group; wanted the other skills in the group and Swimming was just extra.

On the subject of gear, get the best rating fake SIN and licenses you can.
If one of those licenses gets ID'd as fake, the whole SIN is up in smoke.
There's more than a few threads here about SINs and licenses that might help out.

I'll have to see if I can find the thread on licenses; I just wanted to make sure I had the correct licenses and then can boost their ratings with extra money. :)

fseperent

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« Reply #3 on: <09-14-16/2209:29> »
http://forums.shadowruntabletop.com/index.php?topic=19810

Here's a thread that might help.
Ultimately, it's the GM's call.
Accursed vague rules.

Hobbes

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« Reply #4 on: <09-15-16/0955:13> »
You need DNI from either Trodes or Datajack to use the assorted Wireless bonuses you've got there. 

Shadowrun mechanics heavily favor maxing out skills with your skill points and buying lower ranked skills with Karma.  For Skills C pick 4 skills at 6, scatter around some specializations, split the group skill points between Athletics and Outdoors, pick up one rank in the rest of the skills with Karma.  Use your Karma from running to improve those skills.  Shadowrunners tend to "round out" after play, main skills tend to be pretty static, especially on mundanes.

Agility 6, Reaction 5, Intuition 5, Will/Body 3 or 5, rest of stats to taste. 

Even with Transhuman Prototype Biocompatibility (Cyberware) is usually a better buy.

If you drop the Muscle Toner and Muscle Augmentation for Alphaware Muscle Replacement you come out ahead, and can improve it down the road. 

With Biocompatibility Cyberware the Alpha Muscle Replacement (2) is 1.4 Essence and 60k Nuyen.  With some minor tweaks you can free up enough Essence to get to Rating 4 down the road.  Saves you over 60k Nuyen at chargen for whatever thrills you, I like Reflex Recorders for Sneaking and Combat Skills, YMMV.

Biomontior, Cybersafety and most of the Cybereye enhancements can be put into gear so you don't have to pay Essence. 

Also to consider, Str 4 and punching is mostly pointless.  Consider dropping the Str Augmentations for other things and using Shock Gloves or Monowhip or going big on Str.

BookWyrm79

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« Reply #5 on: <09-15-16/1053:21> »
You need DNI from either Trodes or Datajack to use the assorted Wireless bonuses you've got there. 
I wondered about that but couldn't find it spelled out anywhere. It seemed like I could get the bonuses from my PAN though.

Shadowrun mechanics heavily favor maxing out skills with your skill points and buying lower ranked skills with Karma.  For Skills C pick 4 skills at 6, scatter around some specializations, split the group skill points between Athletics and Outdoors, pick up one rank in the rest of the skills with Karma.  Use your Karma from running to improve those skills.  Shadowrunners tend to "round out" after play, main skills tend to be pretty static, especially on mundanes.

Agility 6, Reaction 5, Intuition 5, Will/Body 3 or 5, rest of stats to taste. 
Makes sense; I'll see what shuffles around.

Even with Transhuman Prototype Biocompatibility (Cyberware) is usually a better buy.

If you drop the Muscle Toner and Muscle Augmentation for Alphaware Muscle Replacement you come out ahead, and can improve it down the road. 

With Biocompatibility Cyberware the Alpha Muscle Replacement (2) is 1.4 Essence and 60k Nuyen.  With some minor tweaks you can free up enough Essence to get to Rating 4 down the road.  Saves you over 60k Nuyen at chargen for whatever thrills you, I like Reflex Recorders for Sneaking and Combat Skills, YMMV.

I flipped that around to see what it would look like, and it looks like it saved me only about 35k for an extra .5 Essence. May be worth it. :)

Biomontior, Cybersafety and most of the Cybereye enhancements can be put into gear so you don't have to pay Essence. 

Also to consider, Str 4 and punching is mostly pointless.  Consider dropping the Str Augmentations for other things and using Shock Gloves or Monowhip or going big on Str.

The Cybersafety doesn't cost any Essence, so it seemed harmless. The biomonitor is only 0.09 and according to it's entry in CF, unlike the regular one it takes the users augments into account. Seemed like a good idea. For the Cybereyes, I could drop them to a rating 1 and move the low-light and thermographic vision to contacts I suppose, but it's only like .12 Essence so seemed pretty minor.
May be a good point on the shock gloves, although would still use the Unarmed Combat skill so no skill point change, would add some damage and AP though. Only reason I put Str at 4 was for the extra point of recoil comp.

drakir

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« Reply #6 on: <09-15-16/1652:47> »
If the money (and essence) is enough, I would change the bone lacing to Titanium (used).