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[5e] Viability of elf samurai/face?

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nerankori

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« on: <09-23-16/0520:06> »
Just as the title says,I'm wondering about the ability to create an effective melee/cyberware based elf samurai who also has enough social skills to bluff/persuade their way into/out of situations.

I would think to prioritise attributes first,then resources,skills,and metatype,in that order.

I also have a couple disadvantages planned out,for 10-13 extra Karma.

What would you all advise as a build?

Kuirem

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« Reply #1 on: <09-23-16/0622:50> »
Elf are a bit limited as a classic Katana Sam with their low STR (compared to Ork, Dwarf and Trolls), it might be worth considering a build Monofilament Whip, Stun Baton, or Stun Gloves. If you want to go Katana or such it is doable though, you should be able to reach ~11 DV with a Katana.

With C skills you won't be a good Face but it's enough to get Con and Etiquette and talk your way through most situations. If you are going for a non-STR build you can afford to go B - Skills which gives you much more resources for Wares, maybe even a Tailored Pheromone. So something like A - Resources; B - Attributes; C - Skills; D - Metatype; E - Magic.

For attributes raise AGI to max, high REA/INT and a good BOD. WIL can stay at 3 and LOG will likely be dumped. STR depends on what melee you are going for. CHA at 5-6 should be fine.

For skills you want one ranged and one melee option. Etiquette and Con should be enough, Negotiation is interesting to consider. Sneaking and Perception are pretty much mandatory, Gymnastics if you want to climb. The rest is up to you. For your main skills aim for 5-6, 4 for 'must have' (Etiquette, Sneaking, Perception), some skills like Palming or Pilot are worth to take at Rating 1 (with 2 Karma) especially with your high AGI/REA.

For wares Muscle Toner is obvious though if you are going for a STR build Muscle Replacement can work as well. You need something to raise your initiative : Wired Reflexes, Synaptic Booster, Synaptic Acceleration or Boosted Reflexes. Wired Reflexes is probably your best choice if you can afford the essence since it can be upgraded and is compatible with Drugs and Reaction Enhancers. Make sure you have a Smartlink for that sweet +2 dice on shooting.

It is possible to go for Cyberlimbs but rarely worth it in Priority gen. If you go Cyberlimbs you can switch your priority for A Resources; B Skills; C Attributes and lower your AGI. The main advantage is to get more skills for Face. You will be quickly limited by your Essence though.

nerankori

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« Reply #2 on: <09-23-16/0637:12> »
Got it,I thought of going Katana at first,but it'd probably be worth more to spend those attribute points for Agi/Rea. If not cyberlimbs,would most of my wares be of the defensive/reflex variety? For the character concept I wanted to put a jack in there for DNI,and I should still be able to afford what I actually need?

Whiskeyjack

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« Reply #3 on: <09-23-16/0912:35> »
It's very very viable. I'd make the face aspect focused on Con, not Negotiation, but 1 rank and a Bargaining spec will still be enough to be quite useful if you don't have a full face.

Get ware that boosts CHA rolls (tailored pheromones), AGI (muscle toner) and REA (wired reflexes + reaction enhancers), as well as a retinal smartlink and a data jack. Consider bone aug + Unarmed as well, it's a good combination. Take Agile Defender or Too Pretty to Hit, depending on which attribute is higher (probably AGI). Take some clothes from Run & Gun that further boost social pools and social limit.
Playability > verisimilitude.

Hobbes

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« Reply #4 on: <09-23-16/0916:09> »
Stats A, Skills B, Resources C, Meta D (elf), Magic E, and you can pull off Face / Samurai.  Influence Group 5, Monowhip, Favorite gun, Stealth, Perception and Con.  Throw in Muscle Replacement, Narco, and whatever else you can fit in.  Starting Karma to drag up Edge and Positive Qualities.  Leave some Essence for upgrades, spend your Karma picking up skill specializations.  Works pretty well.


Here is a sample of what you can do.  This particular build went with Firearms Group instead of more social skills, so if you really want to be a team face you'll have to juggle some skill points around.  You'll also want to look at the assorted Social positive Qualities like Trustworthy or First Impression or the like. 

== Info ==

Elf                      Movement: 20/40
                        Composure: 12
Street Cred: 0                    Judge Intentions: 12
Notoriety: 0                      Lift/Carry: 7 (60 kg/40 kg)
Public Awareness: 0               Memory: 7
Karma: 0                          Nuyen: 960


== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: C - 140,000¥

== Attributes ==
BOD: 3                            CHA: 7
AGI: 7 (10)                       INT: 5
REA: 5 (7)                        LOG: 2
STR: 1 (4)                        WIL: 5
EDG: 2                            MAG: 0

== Derived Attributes ==
Essence: 0.47                     Initiative:           10 (12) + 1d6
Physical Damage Track: 10         Rigger Init:          12 + 1d6
Stun Damage Track: 11             Astral Init:          10 + 2d6
Physical: 6                       Matrix AR Init:       12 + 1d6
Mental: 5                         Matrix VR Cold Init:  5 + DP + 3d6
Social: 7                         Matrix VR Hot Init:   5 + DP + 4d6
   Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
   Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
   Mortimer of London: Argentum Coat [+1] (Must be visible)
   Mortimer of London: Argentum Coat [+1] (Must be visible)
   Securetech PPP: Arms Kit [-1] (Must be visible)
   Securetech PPP: Arms Kit [-1] (Must be visible)
   Securetech PPP: Arms Kit [-1] (Must be visible)
   Securetech PPP: Arms Kit [-1] (Must be visible)
   Securetech PPP: Vitals Kit [-1] (Must be visible)
   Securetech PPP: Vitals Kit [-1] (Must be visible)
Astral: 7

== Active Skills ==
Automatics                        Base: 5  + Karma: 0  = 5   Pool: 15
Con (Seduction)                   Base: 1  + Karma: 0  = 1   Pool: 8 (10)
Etiquette (Street)                Base: 6  + Karma: 0  = 6   Pool: 13 (15)
Exotic Melee Weapon               Base: 6  + Karma: 0  = 6   Pool: 16
Gymnastics                        Base: 0  + Karma: 1  = 1   Pool: 11
Hardware                          Base: 0  + Karma: 1  = 1   Pool: 3
Intimidation (Physical)           Base: 6  + Karma: 0  = 6   Pool: 13 (15)
Locksmith                         Base: 0  + Karma: 1  = 1   Pool: 11
Longarms (Sniper Rifles)          Base: 5  + Karma: 0  = 5   Pool: 15 (17)
Negotiation (Bargaining)          Base: 1  + Karma: 0  = 1   Pool: 8 (10)
Palming                           Base: 0  + Karma: 1  = 1   Pool: 11
Perception                        Base: 6  + Karma: 0  = 6   Pool: 11
Pilot Ground Craft                Base: 0  + Karma: 1  = 1   Pool: 8
Pistols (Semi-Automatics)         Base: 5  + Karma: 0  = 5   Pool: 15 (17)
Sneaking                          Base: 6  + Karma: 0  = 6   Pool: 16

== Knowledge Skills ==
14 points

== Contacts ==
21 points

== Qualities ==

Jack of All Trades Master of None
Low-Light Vision


== Cyberware/Bioware ==
Bilateral Coordination Co-processor
Damage Compensators Rating 2
Datajack
Muscle Replacement Rating 3
Narco
Reaction Enhancers Rating 2
Smartlink

== Armor ==
Custom Ballistic Mask               2
   +Gas Mask
   +Single Sensor Rating 2
      +Thermographic Vision
Mortimer of London: Argentum Coat   12
   +Concealability
   +Concealed Pocket
   +Concealed Pocket
   +Custom Fit (Stack)
   +Electrochromic Clothing
   +Faraday Pocket
   +Single Sensor Rating 3
      +Ultrasound Rating 3
Securetech PPP: Arms Kit            1
Securetech PPP: Arms Kit            1
Securetech PPP: Vitals Kit          1

== Weapons ==
Colt Agent Special
   +Electronic Firing
   +Personalized Grip
   +Smartgun System, External
   +Sound Suppressor
   +Spare Clip
   Pool: 15 (17)  Accuracy: 8     DV: 8P       AP: -     RC: 4
Monofilament Whip
   Pool: 16       Accuracy: 5     DV: 12P      AP: -8    RC: 3
Remington 950
   +Custom Look
   +Easy Breakdown (Unpowered)
   +Personalized Grip
   +Sling
   +Smartgun System, External
   +Spare Clip
   Pool: 15 (17)  Accuracy: 10    DV: 12P      AP: -4    RC: 3
Savalette Guardian
   +Concealable Holster
   +Custom Look
   +Personalized Grip
   +Smartgun System, Internal
   +Spare Clip
   +Spare Clip
   Pool: 15 (17)  Accuracy: 8     DV: 8P       AP: -1    RC: 4
Unarmed Attack
   Pool: 9        Accuracy: 6     DV: 4S       AP: -     RC: 3

== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   +Sim Module
   +Add Module (Program Carrier) [Electronic Parts, Program Carrier]
   +Stealth Dongle Rating 1

== Gear ==
Ammo: APDS (Heavy Pistols) x50
Ammo: APDS (Sniper Rifles) x10
Ammo: Regular Ammo (Heavy Pistols) x20
Ammo: Stick-n-Shock (Heavy Pistols) x20
Ammo: Stick-n-Shock (Sniper Rifles) x10
Ammo: Subsonic (Heavy Pistols) x10
Ammo: Tracker Rounds, Stealth Tag (Heavy Pistols) x10
Contacts Rating 3
   +Flare Compensation
   +Vision Magnification
   +Image Link
Cram x5
Earbuds Rating 3
Fake SIN (Stacy) Rating 4
   +Fake License (Restricted Cyberware License) Rating 4
   +Fake License (Firearms License) Rating 4
   +Fake License (Bounty Hunter's License) Rating 4
Gecko Tape Gloves
Hand Loaded APDS x60
Hand Loaded Regular Ammo x20
Jazz
Monocle Rating 4
Psyche x3
Remington 950 Briefcase
Restraint, Plastic x10
Subvocal Mic
Survival Kit
Tool Kit (Locksmith)

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Sensor Array Rating 2