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A gunslinger assassin (ranged/B&E/face)

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Netzgeist

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« on: <01-27-12/1614:29> »
Well, that's a character I'm going to play on a game. It's already approved and ready, so any advice on the build will only be good for further creations (they are still welcomed, though). Also, I'm hoping you guys can help me in thinking on how to improve when Karma and nuyen start to accumulate (I already got some ideas, but it would be interesting to see what others think).

400BP, Charisma x 2 Free Contacts

Street Name: "Gentleman John"
Name: Mike Aisle
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork Male Age 22
Height 1,95m Weight 130kg
Composure: 8
Judge Intentions: 8
Lift/Carry: 11 (75 kg/50 kg)
Memory: 6
Nuyen: 0

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

== Derived Attributes ==
Essence:                   2,1
Initiative:                8 (12)
IP:                        1 (3)
Matrix Initiative:         7
Matrix IP:                 1
Physical Damage Track:     11
Stun Damage Track:         10

== Active Skills ==
Climbing                   : 2                      Pool: 7
Con                        : 4                      Pool: 11
Disguise                   : 4                      Pool: 8
Etiquette                  : 4                      Pool: 11
Flight                     : 2                      Pool: 7
Gymnastics                 : 2                      Pool: 9
Infiltration               : 4                      Pool: 11
Intimidation               : 1                      Pool: 8
Leadership                 : 4                      Pool: 11
Negotiation                : 4                      Pool: 11
Palming                    : 4                      Pool: 11
Pistols                    : 6                      Pool: 13
Running                    : 2                      Pool: 7
Shadowing                  : 4                      Pool: 8
Swimming                   : 2                      Pool: 7
Unarmed Combat             : 2                      Pool: 9

== Knowledge Skills ==
Blues                      : 3                      Pool: 7
Corporate Politics         : 2                      Pool: 6
English                    : N                      Pool: 0
Fine Beers                 : 2                      Pool: 6
Guns                       : 2                      Pool: 6
Japanese                   : 3                      Pool: 7
Spanish                    : 3                      Pool: 7
Underground Politics       : 3                      Pool: 7

== Contacts ==
Eric "One-Eyed" Mandrake (Arms and Drugs Dealer) (4, 1)
Nathaniel Colds (Fixer) (2, 1)

== Qualities ==
Bad Luck
Guts
Implant-Induced Immune Deficiency
Incompetent (Hacking)
Low-Light Vision
Restricted Gear (Rating 1)

== Lifestyles ==
Everett Apartment  1 months
   Comforts:      Middle
   Entertainment: Middle
   Necessities:   Low
   Neighborhood:  Low
   Security:      Low

== Cyberware/Bioware ==
Biosculpting, Minor Modification
Clean Metabolism
Echolocation
Hearing Enhancement
Move-by-Wire System Rating 2
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Tailored Pheromones Rating 3
Vocal Range Enhancer

== Armor ==
Form-Fitting Full-Body Suit6/2
Mortimer of London: Berwick Dinner Jacket (Ensemble)4/3
Mortimer of London: Greatcoat Line6/5
   +Chemical Protection 2
   +Insulation 2
   +Ruthenium Polymer Coating
   +Thermal Damping 4

== Weapons ==
Grenade: Flash-Bang
   DV: 6S (10m Radius)   AP: -3   RC: 0
Grenade: Smoke
   DV: (10m Radius)   AP: -   RC: 0
Grenade: Thermal Smoke
   DV: (10m Radius)   AP: -   RC: 0
Hardliner Gloves
   DV: 4P   AP: -   RC: 0
Morrissey Élan ("Marcelle")
   +Concealable Holster
   +Silencer
   +Chameleon Coating
   +Personalized Grip
   +Smartgun System
   DV: 4P   AP: -   RC: 1
Ruger Thunderbolt w/ Smartgun ("Audrey")
   +Concealable Holster
   +Chameleon Coating
   +Folding Stock, Powered
   +Personalized Grip
   +Smartgun System
   +Underbarrel Weight
   DV: 5P   AP: -1   RC: 5
Shock Glove
   DV: 5S(e)   AP: -half   RC: 0
Unarmed Attack
   DV: 3S   AP: -   RC: 0
Yamaha Pulsar ("Miyoshi")
   +Concealable Holster
   +Laser Sight
   +Personalized Grip
   DV: 6S(e)   AP: -half   RC: 1
Yamaha Sakura Fubuki ("Asuka")
   +Concealable Holster
   +Smartgun System, External
   +Stock
   +Chameleon Coating
   +Silencer
   DV: 4P   AP: -   RC: 1

== Commlink ==
Novatech Airware (3, 3, 3, 3)
   +Iris Orb
   +AR Gloves
   +Biometric Reader
   +Subvocal Microphone
   +Trodes
   +Datasoft (5 very extensive Blues Music Collections) Rating 6
   +Mapsoft (Seattle) Rating 6
   +Suite: Basic+ [Analyze 3, Browse 3, Command 1, Edit 3]
   +Linguasoft (Italian) Rating 4 [Copy Protection 4, Registration]

== Gear ==
Ammo: EX-Explosive Rounds (Holdouts) x30
Ammo: EX-Explosive Rounds (Light Pistols) x30
Ammo: EX-Explosive Rounds (Heavy Pistols) x60
Ammo: Silver Bullets (Heavy Pistols) x60
Ammo: Stick-n-Shock (Holdouts) x30
Ammo: Stick-n-Shock (Light Pistols) x30
Ammo: Taser Dart (Tasers) x20
Backpack
Biomonitor
Contact Lenses Rating 3
   +Flare Compensation
   +Image Link
   +Smartlink
   +Skinlink
Datachip x20
Earbuds Rating 3
   +Audio Enhancement Rating 3
Fake SIN (Thomas Gramarie (UCAS)) Rating 4
Flashlight
Forensic Tool Kit
G3 x20
Galak x4
Gecko Tape Gloves
Gentleman's Cane
GPS
Grenade: Flash-Bang x5
Grenade: Smoke x5
Grenade: Thermal Smoke x5
Laés Cigarette x20
Loco x3
Medkit Rating 6
Medkit Supplies x5
Miniwelder
Psyche x2
Red Mescaline x6
Scent-masking Cigarette x20
Slab x3
Spare Clip (Yamaha Pulsar) x2
Spare Clip (Morrissey Élan) x2
Spare Clip (Yamaha Sakura Fubuki) x2
Spare Clip (Ruger Thunderbolt) x5
Standard RFID Tags x400
Stealth Tags x400
Steampunk Accessories

== Description ==
Gentleman John's appearance is somewhat iconic; you'll never see him without one of his tailor-made suits. There's too much formality in his attire to imply he is a wageslave, he seems more as an executive or a Mafia consigliere - a real Mafia man would be in doubt if Gentleman John is copying them out of respect or in order to mock their style. In fact, both options are wrong; The Gentleman just has an attuned, even if somewhat limited, sense of aesthetics.
Aside from his outfits (which usually are the things that show up the most), The Gentleman is a somewhat "handsome" ork, as much as that is possible. His facial features are strong and sharp, almost violent, but not disproportionate (someone with medical knowledge would probably perceive that he has some corrective cosmetic surgery done). Still, he has touched nothing that would put his orkish heritage in doubt: his pointed lower canines are as visible as ever.

== Background ==
The ork know in the shadows as Gentleman John probably do not remember that well the road that took him to where he is now - and he seem to not care that much about it. Anyway, the fact is that he does not talk about the past, for good or for worse.
Born from human parents (on February 7, 2050, exactly eleven years after the Night of Rage - the stories he heard about the incident left a deep mark on his childhood) and goblinized at an earlier age, the young Mike always thought that his ork characteristics were the reason that maintained his parents stranded. In fact, that was not the case - they were simply too busy and concerned with their work, so much that they even managed to forget family relationships. In order to be praised by them, Mike tried hard to distance himself the most he could from the Ork stereotype. He became skilled in talking to people and understanding what they wanted; he knew how to make they feel good and wanted, even if he needed to lie - without knowing the young work was becoming a little manipulative, since this was the only way he managed to be liked.
Here's the thing: when the story reaches this point, it forks. All information anyone managed to search on him points to to different and imcompatible records, and Gentleman John is not talking about which one, if any, is the true one.
Version A) One day, he never really understanded why, a group of hitman's entered the building where he lived with his father to collect a debt which "had been postponed so much it was REALLY REALLY due time to be paid". The young boy watched as his parents died begging for the debt to be forgiven (which as today he never knew exactly what it was). The killers saw that the boy was not afraid of them, but they couldn't exactly tell what was it that convinced them to take him as a new member of the team and teach them how to be a killer; perhaps it was the way the boy coldly told them that they had no need to make them humilliate themselves if they were kill them anyway, without showing any emotion; they valued cold enough people, they made the most efficient hitmen. From here, the story goes like this: the ork grew up among the guys who killed his fathers (the three hitman went by the handles Huey, Dewey, and Louie), learning from them the art of killing, and eventually becoming better than them in some of it's skills. When he thought he had spend enough time to learn and earn their trust, he killed them all, one by one, with the same coldness that he showed when he saw his parents being murdered. It was his first and last free killing; from them on, he acquire a reputation as a cold and efficient killer.
Version B) Huey, Dewey and Louie really broke into the condo where Mike family lived, but they were not after his parents; they were just collateral damage while they searched for another guy: a Mafia hitman named Just Steve. The thing is that they targeted the wrong man and killed his father, and then his mother since she went screaming. But then Just Steve, who was expecting them, killed the three and found the boy. At first, he found the little ork was shocked by watching his parents dying, and something in what still was left of the hitman soul ring (some say his story as an assassin also started when he watched his parents die in front of him). Motivated God knows from what, he took the boy under his wing, and during the time in which he raised the kid, he taught him how to shot and move without being seen. That is, until the day he just dissapeared, and the boy, now a mature ork, was on his own. As his teacher before him, he never worked for free, and showed up to be almost as skilled as Just Steve (which he believes to be probably deceased).

Regardless of what story is the real one (if any), the truth is that Mike is not so cold as he build his "bussiness name front character", the Gentleman, to be, but that he is afraid of losing control of everything if he let his emotions get into his way; his is hurt enough to be an adversary of the whole world, since this way he cannot be hurt anymore. The only times in which he let the emotions flow freely is when he is under the influence of drugs (which happens quite frequently; they serve as his escape-valves, since he can blame them for his behavior, and not an hypothetical weakness) or when he is savouring music. That's one of his quirks - good music (specially blues) transport him, and he is capable of letting a negotiation go south just because he choose not to pay attention on the Mr. Johnson than on the music.
« Last Edit: <01-27-12/2103:08> by Netzgeist »

All4BigGuns

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« Reply #1 on: <01-27-12/2146:36> »
No gun named, "Vera"? Aww, dangit.
(SR5) Homebrew Archetypes

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

Netzgeist

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« Reply #2 on: <01-27-12/2150:11> »
Not yet, not yet, but he won't content himself with just the initial ones...

UmaroVI

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« Reply #3 on: <01-28-12/0622:58> »
I think this character is about 95% good, I would suggest a few small tweaks next time. Also some stuff you might want during gameplay:

MBW stacks with Reaction Enhancers, so I would probably have 2 less Reaction, then get RE 3 (which aren't too expensive) after a mission or two, and use the points to bump Intuition and Willpower up by one each.

4 willpower is bad; you round up for stun boxes. 3 or 5 would be better.

Perception seems like it would be good to have on this character.

I would probably have Athletics 1 and Unarmed 4; it's much better for later karma efficiency that way.

You're not getting nearly as much mileage out of your high Body as you should, because you're under-armoring yourself. Check my sig and the Ronin archetype for an example of proper discrete armor for a body 6 character.

I probably wouldn't pay for 4 edge on a character with Bad Luck.

Netzgeist

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« Reply #4 on: <01-28-12/0708:43> »
Thanks for the advice, UmaroVI. In fact, I've checked your characters before doing this one... some of the deviations you pointed out were choosen to be this way, since it makes sense for the character (even if they make it not optimized). Some other "bad choices" are part of a gentlemen's agreement not to over-optimize.
Perception is something that is on the way as soon as the campaign start; the first karma earned will go there (perception and then dodge... I know dodge is really unnescessary for a character with gymnastics and unarmed combat, but I really want the bonus the MBW gives).
The other ideas to improvement (karma-based) are getting some ranks in Martial Arts, to lessen the ranged Attacker in Melee modifier and to turn Take Aim into a free action.