About a year ago my group put together a short SR campaign. I made a ork street sam I named Loomis who I had a lot of fun with. I earned 43 karma and managed to upgrade some cyber and purchase some bioware. Then we had a long break. Now with a new campaign starting up I'm looking to either keep playing him or rebuilding him at 400BP (the latter if the GM wants new characters).
Background: Loomis was born to be a runner. My idea for his childhood is equal parts John Connor from T2, the Winchester boys from Supernatural, and Sam Rockwell's character from Choke. Loomis's mom was a runner of some repute back in the 40's and 50's. She was also a paranoid psychotic who had the occasional total break with reality. That's the world he grew up in. In his later childhood, early teens he became a ward of the state (or various states, depending on where he was when he got picked up) and he'd live in foster homes or orphanages until his mom would track him down and abduct him, and then he'd live off the grid with her until the next time he was picked up by the authorities.
So Loomis has some mental problems, either inherited or from his upbringing. (He also fried his brain on BTL's as a teenager.) I envision him sort of like a high-functioning autistic; he's not great with human interaction but he knows what he's supposed to do and can go along with it when he needs to, like Abed from Community or Darryl Zero from The Zero Effect. He also has a series of rituals he learned from his mom that are designed to keep him safe (like Dexter's code, now that I think about it).
Positive Qualities: High Pain Tolerance 2 (10), Magic Resistance 4 (20), Guts (5), First Impression (5).
First Impression I took because I thought it would be a good way to represent the way he mimics what is expected of him in social interaction, once you spend some time with him you realize what he's doing. Guts I took for the same reason I took Incompetent- Intimidation below, he has a muted fear response and doesn't really get why threats work. High Pain Tolerance comes from a hard upbringing and being raised by a mom who was training him to be the savior of the metahuman race. She was a mage and Loomis grew up being told he would be a powerful mystical adept when his powers expressed (sort of a John Connor thing), but it turned out he had no magical abilities. I think of his Magic Resistance as a deep subconscious rejection of magic.
Negative Qualities: Bad Luck (20), Simsense Vertigo (10), Incompetent- Intimidation (5), Scorched (5).
My theory is flaws should matter. I wouldn't take "Incompetent- Pilot Submarine" in a campaign set in Denver (or if I did, I would expect at least one run to be in the main tank of the Denver Aquarium). That said, Scorched probably won't come up that much unless his cyberware gets hacked (and if so, gods help him). Part of the character history is he fried his brain on BTL's so I thought Scorched was a good fit, the way someone who has had heatstroke is more susceptible to it. Bad Luck I took because I'm something of a gambler. I actually blew the first Edge roll I ever tried with this character. Simsense Vertigo I took because I thought it would be neat to have a samurai who couldn't use a smartlink, and I also tied it in to his knowledge skill of 2D Entertainment-- trid shows make him seasick.
Stats: (200BP)
BOD: 6
AGL: 5/7
REA: 5/7
STR: 5/7
CHA: 1
INT: 5
LOG: 1
WIL: 5
EDG: 1
It was hard starting with a 1 in LOG and CHA, but I chalk it up to residual brain damage. I wanted a higher Logic, but it's really hard to spend points on something the character will never, ever use. When I started earning karma with this character I raised CHA up to 2 but that was about it. Stat-wise he didn't change very much, except for his upgrades. I managed to pick up Muscle Aug and Toner 4 which raised my STR and AGL to their max of 9, and then got Reaction Enhancer 2 to bump my Reaction to 9 as well. I wasn't expecting those upgrades so early in the character's life, but I'm not complaining about them. (One of the reasons I'd like to play the karma'd version of the character is because I don't think I'll be so fortunate to get these upgrades again.)
Active Skills: (152 BP)
Pistols (Semi-Auto): 3/5
Unarmed (Defense): 5/7
Perception (Visual): 4/6
Infiltration: 5
Shadowing (Tailing): 4/6
Climbing (Freehand): 3/5
Running (Sprinting): 1/3
Throwing (Grenades): 2/4
Dodge (Ranged): 3/5
First Aid (Combat Wounds): 1/3
Automatics (AR's): 2/4
The first SR4 character I made was heavily invested in skill groups and I wasn't wild about how that turned out, so with Loomis I decided I was going to go with individual skills and specializations. (Infiltration- Urban was the first two points of karma I spent with this character.) My group houseruled Unarmed Combat to simply Attack or Defense specializations, originally I think it was Parrying. I could have gone higher with his Automatics skill but I figured he was good with a pistol and when using an assault rifle he made up for it in volume. I really kicked around the second firearms skill in my head-- Longarms is a strong contender-- but I thought Automatics fit the child soldier theme better.
Knowledge Skills:
Security Procedures: 3
Graffiti Tags: 3
Conspiracy Theories: 3
2D Movies: 3
Cybertechnology: 3
Magical Theory: 3
English: N/N
I wanted more languages to fit the idea he grew up all over the world, but I got to the end and had no points left. I'd probably add a few more in if I remade the character, or buy them up with karma as he relearned languages he knew as a child. I took Graffiti Tags as a street knowledge because I thought it fit to give the character a street knowledge that didn't involve dealing with people. Magical Theory and Cybertechnology came from the background of being raised by runners, but also because I've played SR for awhile and it's hard not to factor things like magic into your thinking. I took Conspiracy Theories because being raised by a paranoid psychotic, I thought the character should have that in is head-- it turned out to be an oddly useful skill. You throw out enough wild ass theories, one of them is bound to be true.
Contacts: (2BP)
Street Doc; Dr. "Slicin" Dyson. 1/1
I have a confession to make. I rarely spend a lot of points on Contacts. My theory going back three editions is you don't have to take a Fixer contact, because you will end up with one by the end of the first game. But also I like picking up Contacts in play. You meet someone in play, you do them a solid, you write their name down, you call them up for something, throw a little nuyen their way; pretty soon boom, you have a Contact. I took a street doc because I figured someone had to put his cyberware in him and someone was going to have to put more in him. And the idea was that Dyson was someone who knew Loomis's mom and had a different perspective on her than Loomis would.
'ware: (16BP and change)
Muscle Replacement 2 Alpha
Wired Reflexes 2
Plastic Bonelacing Alpha
Dermal Plating 2 Alpha
This is pretty similar to my basic street sam cyber package going back a few editions. I figured once Loomis decided he was going to be a runner, street sam was the only thing he knew he could do. (Family business, after all.) By the time we wrapped up the mini-campaign the Muscle Replacement would be replaced by Muscle Aug and Toner 4, the Reaction Enhancer 2 and Platelet Factories. It's not a terribly sexy 'ware package, but there's not much I would change. If I remade the character and didn't get the Aug and Toner 4 (which was a bit of luck), I'd still replace the Muscle Replacement with bioware at the earliest opportunity (hopefully upgrading to rating 3) and going with the Reaction Enhancer and Platelet Factories again.
Gear: (2BP)
Earbuds and shades with all the usual tricks (vision and aural enhancements, etc), some basic armor, a few pistols, an AK-97, ammo (gel, regular and some ExEx), an assortment of grenades, and the usual accessories. I think I put 10k into gear plus whatever was left over from the cyber, so it was pretty barebones. He also started with a Low Lifestyle. If I was remaking the character, I might shave that down on the theory that he's just coming off a Heat moment and has abandoned everything in his old life. Maybe throw a few more BP into Dr. Dyson's Loyalty to reflect their long history together.
Other Notes:
Loomis presented himself as standard sort of street rat, not a pink mohawk runner but certainly leaning in that direction. He had green streaks in his hair, his gas mask was built into a hockey mask-- things like that. I didn't play the character long enough but the idea was this was a persona he adopted and when he needed to he'd change it, leaving everything behind. Next was going to be a neo-hippie or an urban hipster, I hadn't decided. He'd change his look and his lifestyle every few months, mainly out of habit.
He's not an uber-deadly sam; his dice pools don't break the bank. He was good at making Perception rolls and really good at seeing through illusions, but his deadliness in combat had a lot more to do with stealthing up into good ambush spots and picking his shots. Most of my karma went into improving my skills. I picked up Influence and raised my CHA to 2 so that with First Impression I could roll 5 dice on any social tests I got cornered on, then picked up a few more sneaky skills (Palming and Lockpicking) as well as some vehicle skills. By then I had a REA 9, so even 1 rank meant I could do okay if I had to.
He was also pretty good at leaning into the strike zone and taking one for the team. There was one time we realized the people we were following were being shadowed by someone else in a black van, and Loomis walked in front of it (it wasn't going very fast, and it had been circling the block where I targets were dining) which caused a commotion and got the van to stop. In another run when we were investigating a mysterious semi that was driving into the barrens and shanghaing ghouls, Loomis stripped down and got shanghai'd as well, which meant he was stuck in a trailer with a bunch of ghouls for a couple of hours until we figured out where they were taking them and the rest of the group was able to break me out. (Luckily most of the ghouls were unconscious from the kidnapping, otherwise that could have gotten pretty bleak.)
The character didn't really click for me until I thought about despite being an ork and being physically capable and pretty good at violence, mechanically he was the least intimidating person you could imagine. With a CHA of 1 and no skill, he just wasn't going to be good at scaring people. So I took Incompetent- Intimidation and went from there. I also liked the idea of a character who is good at what he does, but he's also kind of a lost child. He's not Lenny from Of Mice and Men, but he is someone who never had a childhood and at the same time never really grew up.
As for Loomis's mom, I always left it vague in my mind who she was precisely. On the one hand she could be a prime runner who had a hand in every major coup and plot from Amazonia to Zimbabwe and hit every corp from Ares to Wuxing. Or she was just completely batpoop crazy. I figure the truth was somewhere in between but it wasn't something I needed to define one way or the other.