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Human Street Samurai

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Kaptain O

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« on: <11-20-11/2346:12> »
Here is the Human Street Samurai for my shadowrun game, we are using some houseruled character creation rules you can find here:


400BP, SR4A Only - except Qualities, Traditions and Mentor Spirits from SM, AU and UN.
No Technomancers
Str reduces Recoil special rule
CHA x2 Free BP for contacts
Attributes: None can be "hardcapped", only one can be soft capped.
Skills: One at 5 OR Two at 4, the rest at 3 or less.
Gear: Max Avail = 10
Cyberlimbs: Head counts as partial limb, you may not customise a limb above your current stat.
Cyberware Upgrades: Once play starts runners may upgrade their starting ware into a higher rating by paying only the difference in cost.

I also gave each character a "special" item that broke the Availability rule and that they didn't have to pay for.  This character got a lvl 2 Move by Wire system.




== Info ==
Street Name:
Name: Unnamed Character
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 5
Judge Intentions: 6
Lift/Carry: 11 (105 kg/70 kg)
Memory: 5
Nuyen: 0

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

== Derived Attributes ==
Essence:                   1.8
Initiative:                7 (11)
IP:                        1 (3)
Matrix Initiative:         6
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         9

== Active Skills ==
Animal Handling            : 0                      Pool: 2
Animal Training            : 0                      Pool: 2
Archery                    : 0                      Pool: 5
Armorer                    : 1                      Pool: 4
Artisan                    : 0                      Pool: 2
Automatics                 : 0                      Pool: 5
Automotive Mechanic        : 1                      Pool: 4
Blades                     : 0                      Pool: 5
Climbing                   : 3                      Pool: 12
Clubs                      : 0                      Pool: 5
Computer                   : 1                      Pool: 4
Con                        : 0                      Pool: 2
Cybercombat                : 0                      Pool: 2
Data Search                : 0                      Pool: 2
Demolitions                : 1                      Pool: 4
Disguise                   : 0                      Pool: 2
Diving                     : 0                      Pool: 3
Dodge                      : 0                      Pool: 7
Escape Artist              : 0                      Pool: 5
Etiquette                  : 0                      Pool: 2
First Aid                  : 1                      Pool: 4
Flight                     : 3                      Pool: 12
Forgery                    : 0                      Pool: 5
Gunnery                    : 0                      Pool: 5
Gymnastics                 : 3                      Pool: 11
Hacking                    : 0                      Pool: 2
Heavy Weapons              : 0                      Pool: 5
Infiltration               : 2                      Pool: 8
Instruction                : 0                      Pool: 2
Intimidation               : 2                      Pool: 5
Leadership                 : 1                      Pool: 4
Locksmith                  : 0                      Pool: 5
Longarms                   : 4                      Pool: 10
Navigation                 : 0                      Pool: 2
Negotiation                : 0                      Pool: 2
Palming                    : 1                      Pool: 7
Parachuting                : 0                      Pool: 3
Perception                 : 3                      Pool: 6
Pilot Ground Craft         : 2                      Pool: 10
Pilot Watercraft           : 0                      Pool: 7
Pistols                    : 3                      Pool: 9
Riding                     : 0                      Pool: 7
Running                    : 3                      Pool: 12
Shadowing                  : 1                      Pool: 4
Survival                   : 1                      Pool: 3
Swimming                   : 3                      Pool: 12
Throwing Weapons           : 2                      Pool: 8
Tracking                   : 0                      Pool: 2
Unarmed Combat             : 4                      Pool: 10

== Knowledge Skills ==
Alcohol                    : 2                      Pool: 5
Area Knowledge: Seattle    : 2                      Pool: 5
Bars and Clubs             : 2                      Pool: 5
Business                   : 1                      Pool: 4
Drugs                      : 3                      Pool: 6
Economics                  : 1                      Pool: 4
English                    : N                      Pool: 0
Music                      : 2                      Pool: 5
Sports                     : 3                      Pool: 6
Trids                      : 2                      Pool: 5

== Contacts ==
(Fixer) (2, 3)
My Drug Dealer (2, 1)

== Qualities ==
Addiction (Mild) (Jazz)
Bad Luck
First Impression
Guts
SINner (Standard) (CAS)

== Cyberware/Bioware ==
Bone Lacing (Plastic)
Cybereyes Basic System Rating 1
   +Eye Recording Unit
   +Image Link
   +Smartlink
Move-by-Wire System Rating 2
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Synthacardium Rating 2

== Armor ==
Urban Explorer Jumpsuit   6/6

== Weapons ==
Grenade: Fragmentation
   DV: 12P(f) (-1/m)   AP: +5   RC: 0
Plastic Bone Lacing
   DV: 5P   AP: -   RC: 0
Remington 990
   +Imaging Scope
   +Shock Pad
   +Smartgun System, Internal
   +Spare Clips
   +Stock
   DV: 7P   AP: -1   RC: 2
Ruger 100
   +Imaging Scope
   +Shock Pad
   +Smartgun System, Internal
   +Spare Clips
   +Stock
   DV: 7P   AP: -1   RC: 2
Ruger Super Warhawk
   +Quick-Draw Holster
   +Smartgun System, Internal
   +Spare Clips
   DV: 6P   AP: -2   RC: 1
Survival Knife
   DV: 5P   AP: -1   RC: 0
Throwing Knife
   DV: 5P   AP: -   RC: 0
Unarmed Attack
   DV: 4S   AP: -   RC: 0

== Commlink ==
Meta Link (1, 1, 1, 2)
   +Vector Xim
Novatech Airware (3, 2, 2, 3)
   +Skinlink
   +Renraku Ichi

== Gear ==
Ammo: Gel Rounds (Heavy Pistols) x12
Ammo: Regular Ammo (Heavy Pistols) x60
Ammo: Regular Ammo (Shotguns) x40
Ammo: Regular Ammo (Sports Rifles) x30
Climbing Gear
Commercial Explosive Rating 3 x3
Earbuds Rating 1
   +Select Sound Filter Rating 3
   +Skinlink
2x Fake SIN (A) Rating 3
   +Fake License (Firearms) Rating 3
   +Fake License (Vehicle) Rating 3
   +Fake License (Cyberware) Rating 3
Flashlight
Grenade: Fragmentation x6
Jazz x6
Medkit Rating 6
Plastic Restraints x50
Throwing: Throwing Knife x5
Wire Clippers

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Vehicle Sensor
Toyota Gopher (Heavy-Duty Pickup)
   +Vehicle Sensor


Crash_00

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« Reply #1 on: <11-21-11/0042:08> »
Take with a grain of salt, but a few things I notice:

He's taken two skills at 4. If these are both skills he will want to raise past this point, this is a waste of Karma in the long run. Its only a couple points, so not a huge deal, but something to keep in mind. On the same topic, he's chosen the weakest of the firearm skills as his main one (Longarms). I would highly suggest either picking up Automatics instead, or dropping dropping a few points and picking up Firearms at 3 instead so he gets the whole package.

He has a lot of skills at one that really won't help him much at that level. With his low and average Mental attributes, a point a piece in Armorer, Mechanic, Computer, Demo, First Aid,  Leadership, and Survival won't really let him do that much more than just defaulting. Especially since their will likely be someone in the group with a higher Log. First Aid can easily be offset by his medkit. I'd recommend consolidating points and getting one or two of the skills that he wants at a three and living without the others until he can pick them up with karma at a cheaper rate. (4 BP roughly equals 8 Karma. 1 in a skill = 4 karma after CC)

He has Palming at 1, Shadowing at 1, and Infiltration at 2. This is costing him 4+4+8 = 16 points. If he can find another 4 points somewhere, he can just pick up Stealth at 2 a get all three of those plus Disguise at 2. Otherwise, I would recommend taking Stealth at 1 and saving a few points there.

He's got Gymnastics to use as a dodge, but Move-by-Wire only gives a bonus to the actual Dodge skill from my understanding, so he may want to think about getting some points in there (not vital, but MbW does give a nice bonus to dodge).

I highly recommend shock gloves for a character using Unarmed Combat as a skill. They do decent stun damage and halve impact armor for the attack.

I really don't recommend cyber eyes. They are nice, but you can do everything they can do with contacts/goggles/glasses saving the essence. Example: Contacts 2 w/Image Link, Smartlink, and Skinlink are only 10R availability and are only 675¥. I would recommend grabbing glasses as well. Example: Glasses 3 w/ Visual Enhancement 3, Vision Magnification, Low-Light Vision, and Skinlink are only 625¥ and 10 availability. They'll add +3 to visual Perception tests, give him a better vision mode in darkness, and allow for magnified vision for taking aim at distances.

On a similar note, I recommend bumping up his Earbuds to rating 3 and tossing in Spatial Recognizer and Audio Enhancement 3.  They'll add 400¥ to the cost but add +3 to audio perception tests and another +2 for discerning where sound came from.

Personally I would recommend switching his hardcapped stat to Agility. It will let him have the same amount of Strength recoil compensation while allowing him to have an extra dice to actually hit the targets.

If he can come up with the money, I recommend Bone Density over Bone Lacing. Its legal and less detectable.


UmaroVI

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« Reply #2 on: <11-21-11/0713:13> »
Crash's advice is mostly good, although I would advise getting neither bone lacing nor bone density augmentation. Punching people without shock gloves is for silly and for very specific types of adepts. Use shock gloves, and get something else more useful for defense instead - like rating 1 reaction enhancers.

Willpower 2 is bad. First, that's very low. Second, it's even. Get 3.




CanRay

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« Reply #3 on: <11-21-11/1057:26> »
Willpower 2 is bad. First, that's very low. Second, it's even. Get 3.
Unless you have a good reason for him to be gibbering and sobbing the first time the OpFor uses suppressive fire.
Si vis pacem, para bellum

#ThisTaserGoesTo11

Kaptain O

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« Reply #4 on: <11-21-11/1303:18> »
Ok, I'll attempt to explain some of the choices:

2 skills at 4: I don;t think he cares that much about the efficiency

Pistol/Longarm:  I tried to talk him into making one of these Automatics but he was rock solid, he wanted a six shooter and a shotgun, nothing else would do.

Armorer/mechanic: I think he took it to take care of his guns/car
Demolitions: Not sure
Computer: He took it because he felt since it is 2072 everyone shoul dhave a basic grasp of computers
First Aid: seemed a good idea to be able to patch himself up
Leadership: his character concept is he was a promising QB on a college football team before something ended his career, he took this to reflect his leadership of the team.
Survival: being from a rural area he used to camp out and picked up these skills as a youth
Palming: something he picked up since he started his Jazz habit.
Shadowing/Infiltration: skills he picked up early as a novice runner
Gymnastics/Dodge: yeah it's a shame Move-by-wire doesnt add to gymnastics, we may houserule it...
Unarmed/Shockgloves: he wants to punch people not shock them
Cybereyes/Earbuds - things he used back when he was a QB.
Agi vs Str: I'll pass that on, as a QB he probably should have been more co-ordinated than brute strength.
Willpower 2: I tried, he said he wanted to play a guy with low willpower (character concept)

as an aside he picked his drug/addition based purely on the name of the drug, not what it does.  I don't think he even knows what Jazz does.

Reaction Enhancers: I thought they said something about not stacking with anything else that boosts reaction?

All4BigGuns

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« Reply #5 on: <11-21-11/1328:37> »
Reaction Enhancers are the only thing that will stack with Wired Reflexes, Move-by-Wire and Synaptic Booster. The listings for the latter three specifically say that Reaction Enhancers work with them, however, with MBW, as you get to the higher ratings, the enhancers become pointless quickly.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

UmaroVI

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« Reply #6 on: <11-21-11/1433:32> »
MBW 3 is just not worth the essence, though, so MBW 2 + RE 1 is the way to go for this character, as that gets to the augmented maximum.


All4BigGuns

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« Reply #7 on: <11-21-11/1442:45> »
MBW 3 is just not worth the essence, though, so MBW 2 + RE 1 is the way to go for this character, as that gets to the augmented maximum.

I agree that MBW 3 isn't worth the essence at standard grade, but once you've been running a while and gotten the cash and favors to get it in delta grade, then it'd be worth its essence cost :P
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

UmaroVI

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« Reply #8 on: <11-21-11/1846:05> »
If you have two million nuyen, sure, I guess. Really, at that point you are probably better off with synaptic boosters and an entire pile of other stuff anyways.

All4BigGuns

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« Reply #9 on: <11-21-11/2022:08> »
If you have two million nuyen, sure, I guess. Really, at that point you are probably better off with synaptic boosters and an entire pile of other stuff anyways.

Yeah, good point. If you have millions like that just get most of your stuff switched out with the bio equivalents and go in for gene therapy to regen the essence hole.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen