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Ryu "Hawk" Michaels

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Mason

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« on: <09-24-11/1446:48> »
== Info == 500 BP build, 30 BP for elf
Street Name: Hawk
Name: Ryu Michaels
Elf Male Age 20
Height 5"11 Weight 162 lbs

== Attributes == 250 BP
BOD: 5              40 BP
AGI: 6                40 BP
REA: 5 (6)         40 BP
STR: 5               40 BP
CHA: 4               10 BP
INT: 4                 30 BP
LOG: 3               20 BP
WIL: 4                30 BP
EDG: 1              0 BP
                         250 BP
== Derived Attributes ==
Essence:                   3.12
Initiative:                9 (10)
IP:                        1 (2)
Physical Damage Track:     12
Stun Damage Track:         10

== Active Skills == 154 BP
Archery: 2
Automatics: 3
Athletics Group: 3
Close Combat Group: 2
Exotic Melee Weapon: 1 [Polearms]
Exotic Melee Weapon: 1 [Monofilament whip]
Heavy Weapons: 2
Longarms: 5 [Shotguns]
Perception: 2
Pistols: 5 [Heavy Pistols]
Throwing Weapons: 1 [Throwing Knives]    Pool: 6 (8)
Influence Group: 1

== Knowledge Skills ==
Alchohol                   : 3                      Pool: 7
Area Knowledge: Seattle    : 4                      Pool: 8
Combat Tactics             : 3                      Pool: 6
English                    : 2                      Pool: 6
Firearms                   : 6                      Pool: 9
Japanese                   : N                      Pool: 0
Underworld                 : 3                      Pool: 7

== Contacts == HOUSE RULE: CHA times 5 Contacts: 0 BP
Hiro Takanaga (4, 2) Shiawase upper manager and his father. Doesn't care much for him except for that loaning him his start-up fee means he is a Shiawase man, and grooming a new runner for Shiawase purposes helps his career. Has been genetically treated numerous times.
Rachel Greene (2, 5) An Irish Lone Star beat cop, Rachel is a fiery redhead and a loyal and upstanding member of the force who happens to have a thing for tough guys. As long as you don't break the law around her and are not part of an ongoing investigation, she doesn't bother you. She spends her time off hanging out with the guys in local bars. She happens to work the beat for Ryu's street, and her favorite bar is the same as his just down the road oon that same street.
They met there on 2066, and have been solid friends ever since. Rachel has been hinting since 2068 that she wants to be more than friends, but Ryu tends to think of her more along the lines of a big sister, and she hasn't made her intent clear enough to get into his somewhat thick skull.
Richard "Iron Man" Rogers (3, 4) Richard is a long time drinking buddy of Ryuu Aikawa is a and weapon repairman. He runs a small black operational facility where shadowrunners and other notable shadow personages tinker with their gear using his tools, or contract him to do things for him. He also specializes in acquiring any and all difficult to find weapons and armor. If it is easy to get, don't ask him. Do not piss off Richard, or you may find yourself staring down the long, long barrel of "Jamie Darling", his super tricked out wicked looking customized gold-plated pistol. Richard is Mafia-affiliated, and knows a fair bit about Syndicates and what is going down in the underworld, and is a former shadowrunner who maintains a few ties to the shadows. Rich instructed Ryu in the Firefight discipline.

== Qualities == +35 BP, -35 BP
Ambidextrous, Biocompatability (Bioware), Distinctive Style (5 pts) (Hawk symbolism), In Debt (30,000¥), Martial Arts 4 (Escrima 2, Firefight 2)

== Cyberware/Bioware == GEAR: 50 BP
Obvious Full Arm (BOD 7, AGI 10, STR 9) (Left)
   +Customized Agility Rating 7   +Customized Strength Rating 6   +Enhanced Agility Rating 3   +Telescoping Cyberlimb   +Enhanced Strength Rating 3   +Customized Body Rating 4   +Enhanced Body Rating 3   +Spur   +Datajack
Wired Reflexes Rating 1

== Armor ==
Armor Jacket              8/6
   +Climbing Gear   +Micro Flare Launcher   +Tool Kit (Armorer)
Camouflage Suit           8/6
   +Hydraulic Jacks 6   +Ruthenium Polymer Coating   +Thermal Damping 6
Form-Fitting Full-Body Suit6/2
   +Chemical Protection 6   +Fire Resistance 6   +Insulation 6   +Nonconductivity 6   +Shock Frills
Leather Jacket            2/2
   +Radiation Shielding 6
SecureTech Forearm Guards 0/1

== Weapons ==
Ares Desert Strike ("Hawkeye")    DV: 8P   AP: -3   RC: 3(9)
   +Foregrip   +Imaging Scope   +Shock Pad   +Silencer   +Smartgun System, Internal   +Stock   +Tripod   +Additional Clip
   +Ammo Skip System   +Barrel Extension   +Camera Upgrade, Flare Compensation   +Camera Upgrade, Low Light
   +Camera Upgrade, Thermographic   +Camera Upgrade, Vision Magnification   +Personalized Grip   +Underbarrel Weight
Ares Predator IV ("Jury")    DV: 5P   AP: -1   RC: 2
   +Hidden Gun Arm Slide   +Imaging Scope   +Silencer   +Smartgun System, Internal   +Additional Clip, Pistol   +Ammo Skip System   +Camera Upgrade, Thermographic   +Camera Upgrade, Vision Enhancement Rating 3   +Personalized Grip
   +Underbarrel Weight
Ares Viper Slivergun ("Judgement")    DV: 8P(f)   AP: +5   RC: 4
   +Gas-Vent 3 System   +Imaging Scope   +Quick-Draw Holster   +Silencer   +Smartgun System, Internal   +Additional Clip, Pistol   +Barrel Extension   +Camera Upgrade, Flare Compensation   +Camera Upgrade, Image Link   +Camera Upgrade, Low Light   +Camera Upgrade, Smarlink   +Camera Upgrade, Thermographic   +Camera Upgrade, Vision Enhancement Rating 3   +Camera Upgrade, Vision Magnification   +Extended Clip   +Firing Selection Change, Small Mod (SA)   +Personalized Grip   +Sound Suppressor
Bow (Rating 8) ("Silence")    DV: 7P   AP: -   RC: 1
   +Chameleon Coating   +Laser Sight   +Melee Hardening   +Personalized Grip   +Reduced Weight
Colt Manhunter ("Judge")    DV: 5P   AP: -1   RC: 2
   +Hidden Gun Arm Slide   +Imaging Scope   +Silencer   +Smartgun System, Internal   +Additional Clip, Pistol   +Ammo Skip System   +Camera Upgrade, Low Light   +Camera Upgrade, Vision Enhancement Rating 3   +Laser Sight   +Personalized Grip   +Underbarrel Weight
Cougar Fineblade Knife, Long ("Butcher")    DV: 6P   AP: -1
   +Personalized Grip
Defiance EX Shocker ("Electric Killer")    DV: 8S(e)   AP: -half   RC: 1
   +Smartgun System, Internal   +Additional Clip, Pistol   +Barrel Extension   +Extended Clip   +Firing Selection Change, Small Mod (SA)   +Personalized Grip
Enfield AS-7 ("Destroyer")    DV: 7P   AP: -1   RC: 7(8)
   +Flashlight, Infrared   +Foregrip   +Shock Pad   +Sling   +Smartgun System, Internal   +Sound Suppressor   +Stock
   +Weapon Commlink   +Weapon Personality   +Extended Clip, 100 Drum   +Firing Selection Change, Small Mod (FA)
   +Folding Stock, Powered   +Gas Vent 3   +Personalized Grip
Forearm Snap-Blades   DV: 6P   AP: -   RC: 1
   +Personalized Grip
Grenade: Flash-Bang   DV: 6S (10m Radius)   AP: -3   RC: 0
Grenade: Flash-Pak   DV: Special   AP: -   RC: 0
Grenade: Fragmentation   DV: 12P(f) (-1/m)   AP: +5   RC: 0
Grenade: High Explosive   DV: 10P (-2/m)   AP: -2   RC: 0
Hardliner Gloves   DV: 4P   AP: -
   +Personalized Grip
Harpoon/Javelin   DV: 5P   AP: -
HK PSG Enforcer ("Executioner")    DV: 7P   AP: -3   RC: 2(5)
   +Bipod   +Imaging Scope   +Shock Pad   +Silencer   +Smartgun System, Internal   +Stock   +Additional Clip   +Camera Upgrade, Flare Compensation   +Camera Upgrade, Low Light   +Camera Upgrade, Thermographic   +Camera Upgrade, Vision Magnification   +Personalized Grip   +Sound Suppressor
HK-227X ("Little Friend")   DV: 5P   AP: -   RC: 6(7)
   +Flashlight, Standard   +Foregrip   +Shock Pad   +Silencer   +Sling   +Stock   +Additional Clip   +Extended Clip, 100 Drum
   +Gas Vent 3   +Personalized Grip   +Sound Suppressor
Katana ("Ryuunosuke")    DV: 7P   AP: -1
   +Personalized Grip
Monofilament Whip ("Sparky")    DV: 8P   AP: -4
   +Personalized Grip
Pole Arm   DV: 5P   AP: -2
   +Personalized Grip
Ruger Super Warhawk ("Fire")    DV: 6P   AP: -2   RC: 1
   +Quick-Draw Holster   +Smartgun System, Internal   +Speed Loader   +Increased Cylinder   +Personalized Grip
Ruger Super Warhawk ("Lightning")     DV: 6P   AP: -2   RC: 1
   +Quick-Draw Holster   +Smartgun System, Internal   +Speed Loader   +Increased Cylinder   +Personalized Grip
Shuriken   DV: 3P   AP: -   RC: 0
Spur   DV: 7P   AP: -   RC: 0
Throwing Knife   DV: 4P   AP: -   RC: 0
Ultimax 150 ("Double Tapper")  DV: 7P   AP: -1   RC: 6(8)
   +Bipod   +Imaging Scope   +Shock Pad   +Silencer   +Sling   +Smartgun System, Internal   +Weapon Commlink
   +Advanced Safety, Basic System   +Barrel Extension   +Camera Upgrade, Flare Compensation   +Camera Upgrade, Image Link   +Camera Upgrade, Low Light   +Camera Upgrade, Smarlink   +Camera Upgrade, Thermographic   +Camera Upgrade, Vision Enhancement Rating 3   +Camera Upgrade, Vision Magnification   +Extended Clip, 100 Drum   +Firing Selection Change, Small Mod (FA)   +Gas Vent 3   +Heavy Barrel   +Personalized Grip   +Powered Slide Mount
Yamaha Sakura Fubuki ("Crimson Storm")
   +Heavy Barrel     +Barrel Extension   +Melee Hardening    +Personalized Grip
   DV: 4P   AP: -   RC: 3(4)

== Martial Arts == 16 BP
Escrima
   ++1 DV on Blades attacks   +inflict dmage when making Called Shot to disarm
Firefight
   ++1 die on melee dodge Defense Test   ++1 die to Defense Tests to dodge Ranged Attacks if engaged in melee
Disarm, Ground Fighting, Herding, Iaijutsu, Multi-Strike, Sweep, Throw, Two Weapon Style

== Commlink ==
Renraku Sensei (2, 2, 2, 4)
   +Renraku Ichi   +Armor Case Rating 10   +Hardening Rating 6   +Suite: Pro User [Analyze 4, Browse 4, Command 2, Edit 4]    +Sim Module (Cold)

== Gear ==
Ammo: Arrow (Bows) x50
Ammo: Arrow, Barbed (Bows) x50
Ammo: Arrow, Explosive (Bows) x25
Ammo: Arrow, Stick-n-Shock (Bows) x25
Ammo: EX-Explosive Rounds (Heavy Pistols) x150
Ammo: EX-Explosive Rounds (Submachine Guns) x200
Ammo: EX-Explosive Rounds (Assault Rifles) x200
Ammo: EX-Explosive Rounds (Battle Rifles) x150
Ammo: EX-Explosive Rounds (Sniper Rifles) x50
Ammo: Flechette Rounds (Heavy Pistols) x200
Ammo: Flechette Rounds (Shotguns) x200
Ammo: Regular Ammo (Light Pistols) x250
Ammo: Regular Ammo (Heavy Pistols) x200
Ammo: Regular Ammo (Submachine Guns) x500
Ammo: Regular Ammo (Assault Rifles) x250
Ammo: Regular Ammo (Shotguns) x250
Ammo: Regular Ammo (Sniper Rifles) x150
Ammo: Silver Bullets (Heavy Pistols) x50
Ammo: Stick-n-Shock (Heavy Pistols) x150
Ammo: Taser Dart (Tasers) x100
Grenade: Flash-Bang x10
Grenade: Flash-Pak x10
Grenade: Fragmentation x20
Grenade: High Explosive x10
Throwing: Harpoon/Javelin x5
Throwing: Shuriken x20
Throwing: Throwing Knife x25

== Vehicles ==
GAZ P-179 (Pickup Truck)
   +Armor, Normal Rating 20   +Multifuel Engine   +Ram Plate   +Vehicle Sensor

== Description ==
Missing two toes on the left foot from a grenade blast
Distinguished scar on brow where a sword nearly took out his eye
Armor jacket has a bullet hole just over the heart, once owned by his deceased ork buddy Thresher.
Has a large nanotattoo of a hawk on his right arm. Picked it up when drunk on a dare from a Native drinking buddy. Liked it, so kept it. Even dedicated his street name to it.
Has a customized cyberarm decorated with Hawk symbols.

== Background ==
Ryu grew up on the mean streets of Seattle, born to a Japanese human upper manager named Hiro Takanaga and his on the side elven secretary, an Irish street kid named Melissa Michaels. Hiro fired Melissa when he discovered she was with child. She soon fell on hard times, and spiraled down into a cycle of prostitution and drug use. She recently snapped out of this, and now has a crappy job in Stuffer Shack. Some think it won't be long before she starts to use again.
Ryu has always been physically talented, but when he decided it was time to meet his father, he was surprised to discover that Hiro didn't immediately want to dispose of him or pretend there is no connection between them. Hiro got him connected with some friends of his in the "shadow department" of Shiawase, and got Ryu set up as a shadowrunner, and even gave him a loan (with substantial interest) and his blessing. A few lucrative jobs later, Hiro had himself set up as a very well-equipped weapons specialist and street sam, and his debt is now only 45000 nuyen.
Ryu had his arm blown off by an angry troll who doesn't like smartmouthed kids when he was 10. He barely survived.
Ryu has developed a healthy interest in booze, and it was because of this that he met Iron Man.
Ryu has a little elven half-sister, Kelsie, whom he dotes on. She is 9, and is Awakened, but cannot afford schooling. The only one that can pull her from her magical fits is her "teddy bear" of a brother. As soon as he is not in debt, he intends to put her through schooling.

== Concept ==
An all around gunslinger street samurai with impressive skills in all areas of firearms and a small amount of personal augmentation work.

== Notes ==
Will not run against Shiawase
Will not murder in cold blood unless the individual can be demonstrated to be harmful to the world at large
Will not steal except in extreme need or if the goods are corp-owned
Will kill any who demonstrate lethal intent toward him or his family
Will kill any corpsec that stand in his way and will not move, but will warn first.
WILL NOT organleg
His family does NOT know his occupation.
Follows the way of the samurai, and tries to stay at peace with himself for the things he does.
Has a huge arsenal under his house (all his ammo and spare guns) in a secret basement work area.
« Last Edit: <09-25-11/1700:26> by Mason, Stoneworker »

Captain Karzak

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« Reply #1 on: <09-25-11/1058:20> »
I think you've spent 260 BP on attributes.

With base attributes so high, why bother with a cyberarm at all? I mean the point of cyberarms is stat replacement. You have such high stats that you might as well just augment them. Restricted gear quality for a superthryroid gland plus rating 2 muscle toner plus whatever bioware that ups your strength. You'll soon be able to afford the rating 4 versions of both of these 'cause they are super inexpensive. Also a substantial number of your weapons require two hands (or in the case of pistols, seem to be dual-weilded). This will reduce the benefit your are getting from a single cyberarm.

I'd go for Wired Reflexes 2 if you are a street sam. 3 IP's is typical for a serious combatant.

Why don't you have the firearms skill group?
You have purchased automatics, longarms and pistols separately. That's lighting BP on fire for virtually no benefit.
Alternatively you could ditch long arms and take automatics and pistols or one of those two and heavy. I recommend a  4/6 split instead of a 5/5 for these skills to maximize BP to Karma efficiency. Along the vein of thought, it's optimal to buy your specializations with the karma you earn from your first run.

20 BP feels like a lot to spend on contacts. If you really have the BP to burn, maybe get some bigger bang for your buck with a pair of 5/5's? or a 4/6 and 6/4. High powered contacts may actually open up whole new avenues in how you can approach a particular scenario. Low grade contacts can't do very much to help shape a situation and you'll likely owe 'em favors for their meager assistance.

I only skimmed the weapons list, but a colt manhunter? I suggest a refund. Both the Ares Predator and Slivergun are superior weapons. Also you have ambidexterity so I assume you intend to dual-wield your pistols. Remember that you won't get the +2 bonus from your smartgun upgrades when do this.

You know two martial arts, but haven't listed them under the qualities section. You did pay the BP for them? Also Firefight is giving you a +1 die to melee dodge. You don't have the dodge skill. I don't know if it will apply to gymnastic dodge.

Over and over again you have vision augmentations on all of your gun cams. Why not just buy a pair of glasses and contact lenses with those vision upgrades so they apply on all your weapons. Also, you sometimes have purchased low-light vision as an upgrade. You know that you're an elf, right?
« Last Edit: <09-25-11/1417:21> by Captain Karzak »

Glyph

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« Reply #2 on: <09-25-11/1537:00> »

Possible rules issues:
Over the limit for core Attributes, assuming no house rules by your GM.  Also, you have a bow, but no skill for it (despite having a lot of weapon skills).  The number of martial arts maneuvers that you can take is limited to your level of martial arts x 2 (so you would be limited to 4 martial arts maneuvers).

Optimization:
Not sure how useful any optimization advice would be, since this seems to be a build where you have put the concept ahead of the numbers.  Like most weapon master builds, a lot of points spent on fairly redundant combat skills (at least, unlike the "Weapon Specialist" in the book, you can actually hit people with those weapons), at the expense of versatility in other areas such as stealth and social skills.  I agree that 3 IPs is generally what most combat characters should aim for - this is where sammies start to peel away from the mooks hopped up on Cram.  2 IPs is generally survivable, though, if you plan on upgrading later.

Question: why does your character have Biocompatability (Bioware), when he has no bioware, and lots of cyberware?  It seems that Biocompatability (Cyberware) would be a lot more useful to him, even if he plans to get a lot of bioware later.  Bioware is already fairly cheap, Essence-wise, and if he has less of it than his cyberware (very likely, since his cyberware includes initiative enhancements and a cyberarm), it will have its Essence cost halved.

Mason

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« Reply #3 on: <09-25-11/1647:55> »
This is a 500 BP build and I forgot to mention it. Sorry.

It appears that the Chummer printout function has glitched. This post does not match his actual statistics precisely. His qualities aren't accurate. I will edit. However, the Bioware compatibility is for later. He will work his way up to a bio sam at a later date.

I am in error...the limit on attributes is 250 for this char, so I overspent by 10. I forgot Archery somehow, thanks for noticing that.

The arm isn't twinked out enough to up his attributes much. I don't intend to get more. I calculated it and confirmed that my base Agility is used for most tasks, which was my aim.

The weapons have the enhancements so he can toss it to a teammate and they can use it effectively.

Yes, the concept is put ahead of the build. I was aiming to not twink this guy out too much.

House rule is in effect for Contacts. Little BP was spent on them.

Thanks for the optimization advice, people, I'll maybe tweak him a little bit. I am not worried about the Karma costs of upping later, he isn't supposed to be a total combat monster. I will probably use him in a home game later, but if anyone is willing to let me play him in pbp that would be cool.

EDIT: Went back and fixed the problems I saw and was told about, and added a BP breakdown of the attributes to be sure I did them right.
« Last Edit: <09-25-11/1703:05> by Mason, Stoneworker »