Hey guys,
since I get to play my first game of Shadowrun since about 15 years (must have been like 14 back then) this is the first time I get to embrace my inner min maxer to see if I can come up with something a tiny bit more interesting than the usual archetypes I've seen floating around.
Long story short I want a char built to last for a fun and hopefully long campaign. And I might need to carry a few guys who aren't all that familiar with Pen&Paper or Shadowrun's style of consequences for a simple minded murderhobo approach.
Can't shake the feeling that our GM isn't going to be squeamish about sending us on our merry wetwork way.
Good old down to earth mundane Sammy it is as the base for this cocktail.
The gang is going to be an egomaniac Raven Shaman off the streets, an ex Doc Wagon EMT who has a morbid fascination with creating and collecting Drugs without ever taking any and our designated Driver who loves his (300k) car very very much and somehow ended up loving Sniper Rifles and Chainsaws in between watching too many bad trids.
In comes Mehico, an ex Aztlan deserter stuck in between a rock and a hard place, on his 3rd continent (and counting) looking to find a place to start over.
So far so good for the yadda yadda part.
Here comes the interesting stuff:
Priorities
A - Attributes
B - Funds
C - Skills
D - Metatype (Human)
E - Magic (Mundane)
Name: "Mehico"
Metatype: Human
Age: 29
Sex: M
Height: 193
Weight: 105
Hair: black
Eyes: brown
Skin: tanned I guess?
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Composure: 5
Judge Intentions: 7
Memory: 6
Lift/Carry: 10
Lift/Carry Weight: 90 kg / 60 kg
Primary Arm: Ambidextrous
Movement: 12/24 (2m/hit)
Swim: 5.5 (1m/hit)
Nuyen: 1,337¥(total accident I swear)
Karma: 0
Career Karma: 0
Body:4
Agility:6 (7)
Reaction:5
Strength:5(6)
Charisma:2
Intuition:5
Logic:3
Willpower:3
Edge:5
Essence:3.02
Initiative:10 +1d6
Physical Limit:7
Mental Limit:5
Social Limit:4
Astral Limit:5
Automatics 6(7)
Sneaking 6
Unarmed Combat (Wildcat +2) 6(7)
Gymnastics 4
Etiquette* 2
Leadership* 2
Negotiation* 2
Electronic Warfare 1
First Aid 1
Locksmith 1
Palming 1
Perception 1
Running 1
Throwing Weapons AGI 1
Skillgroups: Influence 2
* bought with Karma
Knowledge Skills
Spanish: Aztlan Native
Corp: Aztechnology 2
Blackmarket: 2
Security Procedures(Aztlan +2) 2
Small Unit Tactics 2
German 1
English(Milspec +2) 1
History(Aztlan +2) 1
Sports(Pit Fighting +2) 1
Quality
Positive:
Revels in Murder CF 56
Adrenaline Surge RF 145
Ambidextrous SR5 71
Negative:
Consummate Professional AP 17
Day Job (10 hrs): Armed Courier RF 154
Tough and Targeted CF 60
Impassive HT 191
Martial Arts
Wildcat RG 134
Counterstrike
Finishing Move
Cyberware
Cybereyes 2 [0.24] Alphaware SR5 453
Flare Compensation, Image Link, Smartlink, Thermographic Vision, Vision Magnification;
Datajack [0.08] Alphaware SR5 452
Universal Connector Cord (Meter)
Obvious Full Arm (AGI 9, STR 7, Physical

(Right) [1.25] Used SR5 456
Armor 3, Customized Agility 6, Customized Strength 6, Cyberarm Gyromount, Enhanced Agility 3, Enhanced Strength 1;
Obvious Full Arm (AGI 9, STR 9, Physical 9) (Left) [1.25] Used SR5 456
Armor 3, Customized Agility 6, Customized Strength 6, Enhanced Agility 3, Enhanced Strength 3, Spurs;
Reflex Recorder (Unarmed Combat) [0.08] Alphaware SR5 460
Reflex Recorder (Automatics) [0.08] Alphaware SR5 460
Armor
Armor Jacket 14 ** SR5 437
Attachable Gear Access; Gel Packs;
Helmet +2 ** SR5 438
Chameleon Suit 9 ** SR5 437
Chemical Seal; Thermal Damping 3;
Form-Fitting Body Armor 8 ** RG 65
Concealability; Concealed Pocket; Custom Fit; Faraday Pocket;
Mortimer of London: Argentum Coat 12/+4 ** RG 58
Concealability; Custom Fit (Stack);
Mortimer of London: Berwick Suit 9 ** RG 58
Concealability; Custom Fit;
Total of equipped single highest armor and accessories 22
Weapons
Ares Alpha SR5 428
Flashlight, Infrared; Foregrip; Gas-Vent 3 System; Improved Range Finder; Personalized Grip; Shock Pad; Sling; Smartgun System, Internal; Spare Clip;
(optional, normally swapped for Foregrip) Under:Ares Alpha Grenade Launcher SR5 428
Ingram Smartgun SR5 427
Chameleon Coating (Rifle); Custom Look; Gas-Vent 2 System; Gecko Grip; Smartgun System, Internal; Sound Suppressor; Trigger Removal;
Ingram Smartgun SR5 427
Chameleon Coating (Rifle); Custom Look; Gas-Vent 2 System; Gecko Grip; Smartgun System, Internal; Sound Suppressor; Trigger Removal;
Spurs 12P -2 SR5 458
Fake SIN "Alfredo Rodriguez" 4 SR5 442
Certified Credstick, Silver
Certified Credstick, Standard ×10
Fake License rating 4(Automatics)
Fake License rating 4(Cyberware)
Fake License rating 4(Drivers License)
Fake License rating 4(Armed Courier License)
Fake License rating 4(Concealed Carry)
Ammo Kit
Ammo: APDS (Assault Rifles) - 84 SR5 434
Ammo: Explosive Rounds (Submachine Guns) - 60 SR5 434
Ammo: Gel Rounds (Submachine Guns) - 240 SR5 434
Ammo: Gel Rounds (Assault Rifles) - 210 SR5 434
Ammo: Regular Ammo (Assault Rifles) - 210 SR5 434
Ammo: Regular Ammo (Submachine Guns) - 240 SR5 434
Grenade: High Explosive - 5 SR5 435
Hard-Shell Briefcase 1 1 RG 196
OPs Kit
Autopicker 6 1 SR5 447
CS/Tear Gas - 5 SR5 409
OPs Kit
Gecko Tape Gloves - 1 SR5 449
Glue Solvent - 5 SR5 448
Grenade: Gas - 5 SR5 435
Grenade: Paint - 5 RG 102
Grenade: Smoke - 5 SR5 435
Hard-Shell Briefcase 1 1 RG 196
Headjammer 6 1 SR5 441
Hold-Fast Adhesive Spray - 5 RG 104
Jammer, Area 4 1 SR5 441
Keycard Copier 6 1 SR5 447
Maglock Passkey 3 1 SR5 448
OPs Kit 2
Medkit 6 1 SR5 450
Medkit Supplies - 2 SR5 450
Miniwelder - 1 SR5 448
Miniwelder Fuel Canister - 2 SR5 448
Rapelling Gloves - 1 SR5 449
Restraint, Containment Manacles - 1 SR5 447
Standard Tags - 100 SR5 440
Stealth Tags - 10 SR5 440
Subvocal Mic - 5 SR5 439
Tag Eraser - 1 SR5 441
White Noise Generator 6 1 SR5 441
other Gear
Commlink R6 SR5 438
Vehicles
Honda Spirit (Subcompact) SR5 463
Sensor Array Rating 2
Lifestyle
Low 2,200¥ 1 Month SR5 369
Obscure/Difficult to Find; Extra Secure; Grid Subscription (Public Grid);
Contacts
Street Doc 2 1
Fixer 1 2
Pets
Ronny 1 1
Metatype: Meltdown Sprite (long story - I keep feeding it toasters though)
The char as is pretty much resolves about sneaking up as long as possible, hopefully getting the job done without combat.
But if push comes to shove he can be a one man army given the element of surprise. Opening from an ambush with an Edge Boosted (Rerolls/or Limit break) Revels in Murder should refund instantly dropping one opponent with Automatics or Close Combat. Adrenaline Surge and Ini 11+ means I get to act first (even if I screw up my Surprise check and end up at Ini 1).
Here comes a question I haven't found any good answers to - How does Finishing Move fit in there in terms of Initiative cost?
I've read up on it and people seem to love to hate it (and I get why, pretty bad Martial Arts Perk without Revels in Murder).
With the RIM refund and 20 dice on a possible CC opener
>Cyberarm AGI 9+Unarmed(

+Reflexrekorder+Charge/other stuff = 18-20+ dice with 12P -2AP Spurs<
Finishing Move allows for a pretty much guranteed second Attack with another 20+ dice, that should lead to instant takedown of even a pretty tanky Troll Sam before he gets to act (refunding the Edge cost).
But how do the -10 Initiative work if I have less then 10 (i.e. after a failed Ambush roll, leaving me at Ini 1).
Interrupt actions like full defense are pretty clear that you need to be able to pay the cost with your remaining Initiative as Budget.
Finishing Move has no such clause, it appears to be a "frontloaded" extra Initiative pass (which is possible with 1 ini left) at the cost of 1 Edge.
Since my Initiative is pretty low in the beginning (sans drugs), FM+RIM circumvents the usual need for a Sam to get some sort of Initiative enhancement at least in the first combat round.
If the opener is a regular attack (i.e. fully compensated automatic salvo), the same question applies to my second Initative round. I'd start with 1-6 Initiative and could (theoretically) make that 20 by using Finishing Move (putting me at a virtual -14/-19 at the end of the Combat round).
GM doesn't mind (since it's melee only and doesn't contradict any rules) are you guys aware of anything that would make declaring a -20 Initiative Attack Action illegal at 1 remaining Initiative?
Delaying my action or in the following Combat Round, Counterstrike allows to riposte off the full Initiative budget, and then pulling off the -20 Initiative Finishing Move with a single digit Initiative budget.
This is very much a thought experiment, the char is pretty likely to take some drugs along the way or get some Ware to push his Initiative anyway.
However this doesn't change that the character games his Advantages and Martial Arts to replicate the effects of some very expensive upgrades.
Other than that I'm pretty happy Mehico didn't end up being a complete munchkin and is at least somewhat able to exist in society. So he has that going for him. Long term he has a lot of room to grow. Eventually going for a full cyberlimb suite, learning how to threaten people (to avoid having to clean the Spurs all the time), and maybe dream about some R3 synaptic Boosters.