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Help with first smuggling character :)

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zarzak

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« on: <03-15-12/0328:06> »
Hey all!

This is my 2nd character ever, and I'd like some help making him better now that I understand the system a little more. :)

My concept is that he's a 'high-class' smuggler.  He runs a legit helicopter courier business for wealthy clients and corporations - for when they need some special package delivered quickly and securely.  He also smuggles on the down-low, and has modified his helicopter to do so.  His goal in life (and why he shadowruns) is to save up enough money to buy a zeppelin (that 800,000 nuyen one) and do an absurd amount of modifications on it.

In terms of mechanics I wanted him to be an amazingly unbelievable pilot, and have some decent face skills for smuggling.  Sort of like a James Bond (but with piloting instead of driving).

I apologize in advance if the formatting isn't standard for the forum ...

As this is one of my first characters - am I missing anything critical?  Should I change anything?  From perusing I know that I probably need more common use matrix programs, and maybe a legit commlink ... and some way of detecting RFID tags?  Where would I free up the money for those?


[spoiler="old version"]
Attributes (195 points)      
Body           2
Agility           3
Reaction   7 (8 with magic)
Strength           2
Charisma   4
Intuition           2
Logic           4
Willpower   2

Special Attributes (40 points)   
Essence           6
Initiative      9 (10 with magic)
Edge           6
Magic           1
         
Qualities (0 points)

Exceptional Atribute   20   Reaction up to 7
Aptitude                           10   Pilot Aircraft up to 7
Adept                             5   adept powers
Day Job                          -15   work as a high-class helicopter courier (gains 5000/month)
In Debt                          -20   20000 loan (owes 30000, 3000/month interest)

Skills (136 points)      
Pilot Aircraft                           7 (8 with magic)   Reaction
Aeronautics Mechanic   4   Logic
Electronic Warfare           1   Logic
Electronics (Skill Group)   2   Logic
Influence (Skill Group)   4   Charisma
Pistol                                   2    Agility
Gunnery                              1    Agility
Parachuting                           1    Body
Perception                           2    Intuition
         
Knowledge Skills    (0 bp, 18 free points)   
English                                  - Native -
Language1                            4   Intuition  <-- depends on setting
Engineering                           4    Logic
Gambling                            2   Intuition
Smuggling Safe Houses    2   Intuition
Philosophy                              6   Logic
         
Gear (25 bp)
125,000   
145,000 total (gear + loan)

Northrup Wasp (autogyro)                106000
ECM 2      standard                            0
ECCM 2      standard                            0
SunCell                                                   5000
Smuggling Compartment                  1500
Anti-Theft System                              2000
Ejection Seat                              500
Ammenities (middle)                     100
Manual Overide                              500
Weapon Mount (external, remote control, flexible) standard
Ingram White Knight                            2000
Exploding Rounds (2x belt of 100)   100
Level 3 Pilot   upgrade                            1000
Parachute                                   500

Ruger Thunderbolt with Smartgun System   1150
Smartgun System                                      0
Electronic Firing                                              1000
Improved Range Finder                              1000

Contact Lenses (Level 3)         50
Image Link                            25
Smartlink                           500
Vision Enhancement Level 3  300

Actioneer Business Clothes                 1500
Explosive Rounds (3x clip of 12)         150
Stick'n'Shock Rounds (2x clip of 12)   160
Transys Avalon                                  5000
Novatech Navi                                   1500
Fake SIN (Level 4)                        4000

Emotitoy (nonmobile) (level 6)           600
False-Bottomed Attache Case          300
Certified Credstick                           25  <-- for his business
Certified Credstick                           25  <-- for his shadowrunning
Tag Eraser                                           150
Keylock (Rating 6)                         60

Clearsight Autosoft (Level 2)              1000
Targeting (LMG) Autosoft (Level 2)     1000
Defense Autosoft                                      1000
Maneuever (Aircraft) Autosoft (Level 2)   1000
Electronic Warfare Autosoft (Level 2)   1000
Encrypt Common Use (Level 6)       600
Command Common Use (Level 6)       600

Low Lifestyle (1 month)                   2000

Sum Gear         144995

Leftover Money         5

Starting Money      (3d6)*50   

Contacts   (Connection, Loyalty)      
Smuggling Contact   (3, 1)   4   

BP Spent:      400   

Adept Powers (have 1 magic point worth)         
Improved Physical Attribute (Reaction)         0.75
Improved Ability (Pilot Aircraft)         0.25

[/spoiler]

[spoiler="new version"]
Attributes
Body              3           20      
Agility           1           0      
Reaction   5 (7 )   40   
Strength       2           10      
Charisma   2          10      
Intuition           4           30      
Logic           5 (6 )   40
Willpower   2         10      
            
Sum Base Attributes    160      
            
Essence           6            0      
Initiative           9 (12)    0
Edge           5            30      
Magic           5               40      
            
Sum Special Attributes   70      
            
Quality   
Exceptional Atribute      20         Reaction up to 7   
Artisan's Way              10         Discounted Powers   
Adept                                5         adept powers   
Day Job                           -15      work as a high-class helicopter courier (gains 5000/month)   
In Debt                             -20      20000 loan (owes 30000, 3000/month interest)   
            
Sum Quality      0      

Skills            
Pilot Aircraft                        6       24   Reaction   
Heavy Weapons               4      16   Agility   <-- Logic
Gunnery                                4       16   Agility   <---Logic
Dodge                                4       16   Reaction   
Aeronautics Mechanic    1         4   Logic   
Perception                        3        12   Intuition   
Stealth (Skill Group)        4        40   Intuition/Agility   <---Logic
Influence (Skill Group)     1        10   Charisma   
            
Sum Skill      138      
            
Knowledge Skills         27      
English    - Native -   
Language1                           4   Intution   
Smuggling Routes           4   Intuition   
Smuggling Safehouses   4   Intution   
Black Market (Locations)   4   Intuition   
Philosophy                           6   Logic   
Engineering                         2   Logic   
Gambling                             3   Intuition   
            
Adept Powers              5      
Improved Reflexes II      1.875    +2 reaction, +2 initiative passes   
Mind Over Matter              1.5            use logic for all agility tests   
Keen Wits                      0.75    +1 Logic   
                            4.125
Potential Additional Options
Eidetic Sense Memory   0.375      
Multi-Tasking               0.375      
Improved Ability (Technical/Vehicle Skills)          0.1875      

Gear   130,000                     26                150,000 total (gear + loan)   

Northrup Wasp (autogyro)      10                  106000
ECM 2                                       0 standard   0   
ECCM 2                                       0 standard   0
SunCell                                       1 slot           5000   
Smuggling Compartment      1 slot           1500   
Anti-Theft System                       2 slots           2000   
Ejection Seat                       1 slot            500   
Ammenities (middle)                  1 slot           100   
Manual Overide                       1 slot            500   
                                               3 slots open      
Weapon Mount (external, remote control, flexible)  2 weapon   0
                                                  1 weapon open
Level 3 Pilot                                Pilot OS   1000   <-- only 1000 to upgrade from pilot 2

Parachute                                MISC            500   

Ingram White Knight                                 2000   
Folding Stock                                         0   
Gas Vent System V                                   0   
Smartgun System                                  2000   
Electronic Firing                                         1000   
Auto-Adusting Underbarrel Weight         150   

Contact Lenses (Level 3)   Eyeware (3 slots)   150   
Image Link                                      1            25   
Smartlink                                      1            500   
Vision Enhancement Level 3      1               300   

Actioneer Business Clothes      5|3           1500   
Form-fitting Body Armor (Shirt)      3|0             500   
PPP Forearm Guards                      0|1             200   
PPP Shin Guards                              0|1             150   
PPP Leg Casing                              0|1             350   
Total Armor                                      8|6      
Total Encumberance                         6|6         Body x 2 = 6

Explosive Rounds (5x clip of 12)          Ammo   250   
Stick'n'Shock Rounds (2x clip of 12)      Ammo   160   

Transys Avalon                             Commlink   5000   <-- for smuggling use
Novatech Navi                                          OS   1500   <-- for smuggling use
Fake SIN (Level 1)                                SIN   1000   <-- for smuggling use
Meta Link                                     Commlink   100     <-- for business use
Vector Xim                                                 OS   200    <-- for business use
Fake SIN (Level 4)                                     SIN            4000   <-- for business use

Emotitoy (nonmobile) (level 6)                MISC   600   
False-Bottomed Attache Case                MISC   300   
Certified Credstick                                     MISC   25            <-- for business use
Certified Credstick                                     MISC   25            <-- for smuggling use
Radio Signal Scanner (Level 6)             MISC   150   
Tag Eraser                                                  MISC   150   
Keylock (Rating 1)                              SECURITY   10   

Clearsight Autosoft (Level 2)                      Matrix Program   1000   
Targeting (LMG) Autosoft (Level 2)              Matrix Program   1000   
Defense Autosoft (Level 2)                      Matrix Program   1000   
Maneuever (Aircraft) Autosoft (Level 2)      Matrix Program   1000   
Electronic Warfare Autosoft (Level 2)      Matrix Program   1000   
Encrypt Common Use (Level 6)                  Matrix Program   600   
Command Common Use (Level 6)              Matrix Program   600   
Analyze Common Use (Level 6)              Matrix Program   600   
Scan Common Use (Level 6)                      Matrix Program   600   
Browse Common Use (Level 6)                 Matrix Program   600   
Edit Common Use (Level 6)                      Matrix Program   600   
         
Low Lifestyle (1 month)                         2000

Sum Gear         149995
Leftover Money         5

Starting Money      (3d6)*50   

Contacts   (Connection, Loyalty)      
Smuggling Contact   (4, 2)   6   

BP Spent:      400
[/spoiler]
« Last Edit: <03-21-12/1145:58> by zarzak »

Medicineman

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« Reply #1 on: <03-15-12/0334:33> »
why didn't You make him a Rigger ?
(with Riggercontrol and other 'ware)
and If you wantetd to do an Adept driver why didn't you raise the MAG Attribute for more Powerpoints  ?

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http://english.bouletcorp.com/2013/08/02/the-long-journey/
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UmaroVI

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« Reply #2 on: <03-15-12/0655:37> »
I hate to be a negative Nancy here, but it really looks like you optimized yourself into a really specific corner, and I don't think it's a very useful one. If a mission doesn't call for using a helicopter, you aren't much use... and you also aren't all that great with the helicopter. You have made a guy who is almost the best in the world at flying a helicopter manually - but manual control is what you use if you're a street samurai with a huge reaction anyways, and you want to pick up driving skills on the side.

I would suggest either remaking yourself as a jumped-in rigger - and also making sure that you can do enough things that aren't "fly a helicopter" that you don't have to sit around doing nothing when it isn't helpful, like picking up other useful adept powers, and some smaller drones, or remaking yourself as a Command rigger and doing the same.

zarzak

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« Reply #3 on: <03-15-12/1202:07> »
I hate to be a negative Nancy here, but it really looks like you optimized yourself into a really specific corner, and I don't think it's a very useful one. If a mission doesn't call for using a helicopter, you aren't much use... and you also aren't all that great with the helicopter. You have made a guy who is almost the best in the world at flying a helicopter manually - but manual control is what you use if you're a street samurai with a huge reaction anyways, and you want to pick up driving skills on the side.

I would suggest either remaking yourself as a jumped-in rigger - and also making sure that you can do enough things that aren't "fly a helicopter" that you don't have to sit around doing nothing when it isn't helpful, like picking up other useful adept powers, and some smaller drones, or remaking yourself as a Command rigger and doing the same.

Thanks for the replies. :)

The one thing I really wanted him to be good at was manually flying things ... I just picked the helicopter because it was the cheapest flying vehicle I could find.  In my mind everything about the character other than that one skill is mutable.
 
So I should rebuild him to be a rigger instead (so he would be a rigger who just also happens to be good at manually flying things?)

UmaroVI

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« Reply #4 on: <03-15-12/1247:05> »
Well, if you want to be good at manually flying things, just be a street samurai and pick up Pilot on the side. Just be aware that "very good at manually flying" ~ "meh OK at flying" because riggers are better at that, and be aware that "manually flying things" is kind of a niche skill.

zarzak

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« Reply #5 on: <03-15-12/1303:08> »
Well, if you want to be good at manually flying things, just be a street samurai and pick up Pilot on the side. Just be aware that "very good at manually flying" ~ "meh OK at flying" because riggers are better at that, and be aware that "manually flying things" is kind of a niche skill.

Its fine with me if its a niche skill (I'm OK with being a little weaker for character concept reasons ... I just don't want to screw myself or my team over).

Street samurai, huh ... I see how that would work, and it would work well with the smuggler thing too (more of a han solo type of smuggler, guy who is good in combat but also smuggles).

Thanks!

One last question then: Whats considered decent for a street samurai in terms of combat dice?  I know I'll need initiative passes, but for, say heavy weapons or (or pistols, or whatever) ... should I be shooting for 15 dice?  20 dice?  10 dice?

Medicineman

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« Reply #6 on: <03-15-12/1305:35> »
If its gonna be a "real Rigger" (with 'Ware) he can be   best at flying things but both manually AND Jumped in
You could even play an Adept Rigger by sacrificing 1 Point Essence for Datajack, Riggercontrol....there's even Room for a synaptic Booster Level 1

and what about a Glider instead of a Gyrocopter ?

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http://english.bouletcorp.com/2013/08/02/the-long-journey/
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UmaroVI

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« Reply #7 on: <03-15-12/1307:54> »
15 is a good "I am good at shooting people" number to aim for. Less than about 12 means you are not good at shooting people. You might want to take a look at my sig for some example characters. Being good at flying things manually isn't actually a huge investment, so you should probably aim to be good at fighting as well. The main issue you'll have is that the autogyro is expensive so you'll start a bit under-equipped, but there's not really a way to avoid that.

SeriousOne338

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« Reply #8 on: <03-15-12/1337:33> »
I was looking over this character, and well not to beat a dead horse but specializing in flight might be bad Idea, not saying that working as a pilot is bad idea but your specialized there. I'd change four aspects:

-First the Wasp is cool but its a single man aircraft so no shadowrunning crew, unless your working as aerial weapon support you got nothing to do on runs (the usual rigger problem), I say drop it. Your character works as a courier they would supply the aircraft most places have fleets for people to fly.

-Second take more pilot skills ground, water, and air should be in your area that way you can drive the truck your crew needs you to or steal that boat to get to that island. Being flexible in piloting is what really matters for smugglers/riggers so you can help your crew get where they need to be and back.

-Three: You need more knowledge skills such as: Smuggling route, Smuggling safe houses, Black Market (locations)

-Four: More contacts like a mechanic, other smugglers, perhaps a pirate, a fixer, and fences.

All in all I'd rebuild him differently, if you want to go adept as it do it that would be interesting.
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Dos.Boot http://forums.shadowrun4.com/index.php?topic=7368.15

Tecumseh

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« Reply #9 on: <03-15-12/1748:02> »
It sounds like you're going to rework this character so I won't go too far into this, but if this is your 2nd character then, for educational purposes, let's consider how much you spent on those final two points of Reaction:

20 BP: Exceptional Attribute
10 BP: Reaction 6
25 BP: Reaction 7 (hardcap)

That's 55 BP, or 14% of a 400-point build, spent on two points of one attribute. That's expensive, and since the only skills linked to Reaction are the Pilot skills and Dodge (fine, and Riding, for when your copter breaks down and you take a horse instead), you won't get to roll those two extra dice very often. But if you must, there are much cheaper ways to find two points of Reaction, either from magic or cyber/bioware.

If you want to be an adept, put 30 BP into Magic and buy Improved Reflexes at rating 2, which will net you your Reaction bonus, two extra initiative passes, and will leave you half an extra power point to spare. Even better, pick up The Artisan's Way for 10 BP, which will discount the cost of Improved Reflexes and your Improved Ability vehicle skill.

If you opt for cyberware or bioware instead of Magic, you have a long list of options that will net you 2 points of Reaction and 2 extra IP. Wired Reflexes at rating 2, the most basic option, will set you back ¥32,000, which costs all of 7 BP.

If you're trying to keep it stay away from implants, there are chemicals if you need a Reaction boost (Betameth, Cram, Jazz, Novacoke, and Snuff).

One final note on your character as you have him. You selected Improved Physical Attribute at a cost of 0.75 power points. Per the book (p. 176), "This power allows you to exceed your natural attribute maximum up to the augmented maximum, but each point over the maximum costs double." In other words, boosting your attribute from 7 (your quality-modified natural maximum) to 8 would cost 1.5 power points instead of 0.75. But even the 0.75 is too expensive when you consider the other options outlined above.

Hope that helps! Have fun with your character once you get him worked out.

zarzak

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« Reply #10 on: <03-15-12/2247:58> »
It sounds like you're going to rework this character so I won't go too far into this, but if this is your 2nd character then, for educational purposes, let's consider how much you spent on those final two points of Reaction:

20 BP: Exceptional Attribute
10 BP: Reaction 6
25 BP: Reaction 7 (hardcap)

That's 55 BP, or 14% of a 400-point build, spent on two points of one attribute. That's expensive, and since the only skills linked to Reaction are the Pilot skills and Dodge (fine, and Riding, for when your copter breaks down and you take a horse instead), you won't get to roll those two extra dice very often. But if you must, there are much cheaper ways to find two points of Reaction, either from magic or cyber/bioware.

If you want to be an adept, put 30 BP into Magic and buy Improved Reflexes at rating 2, which will net you your Reaction bonus, two extra initiative passes, and will leave you half an extra power point to spare. Even better, pick up The Artisan's Way for 10 BP, which will discount the cost of Improved Reflexes and your Improved Ability vehicle skill.

If you opt for cyberware or bioware instead of Magic, you have a long list of options that will net you 2 points of Reaction and 2 extra IP. Wired Reflexes at rating 2, the most basic option, will set you back ¥32,000, which costs all of 7 BP.

If you're trying to keep it stay away from implants, there are chemicals if you need a Reaction boost (Betameth, Cram, Jazz, Novacoke, and Snuff).

One final note on your character as you have him. You selected Improved Physical Attribute at a cost of 0.75 power points. Per the book (p. 176), "This power allows you to exceed your natural attribute maximum up to the augmented maximum, but each point over the maximum costs double." In other words, boosting your attribute from 7 (your quality-modified natural maximum) to 8 would cost 1.5 power points instead of 0.75. But even the 0.75 is too expensive when you consider the other options outlined above.

Hope that helps! Have fun with your character once you get him worked out.

Thanks for the advice! :)

I guess that reaction isn't a good attribute to max at the start, if you're limited to 400 points.  Probably shouldn't max any, for that matter.

I didn't know about the way of the adept stuff - just looked it up, very cool!  I do prefer the magic route ... I like the idea of having all my essence.  :)

For the improved physical attribute - I for some reading it as costing extra points to go above the augmented maximum (and now that I read it again I realize I was being silly) - thanks for the correction. :)

JustADude

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« Reply #11 on: <03-16-12/0006:08> »
20 BP: Exceptional Attribute
10 BP: Reaction 6
25 BP: Reaction 7 (hardcap)

As a notable alternative:

10 BP: SURGE (Class III) (Metagenetic Improvement (Reaction) + 10 BP of Negative Metagenetic Qualities) = +1 to Min & Max.
10 BP: Genetic Heritage (Genetic Optimization (Reaction)*) = +1 to Max
10 BP: Reaction 7

Still Reaction 7, but soft-capped and 25 BP cheaper. With an Aug Max of 12 you've also still got plenty of room to accept Reaction bonuses from other sources.

*Genetic Heritage says you get one Geneware mod for "free", which I read as costing no Nuyen or Essence given the context of having inherited the mod from one of your parents. I may be wrong.
« Last Edit: <03-16-12/0008:28> by JustADude »
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
― Me

All4BigGuns

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« Reply #12 on: <03-16-12/0102:19> »
20 BP: Exceptional Attribute
10 BP: Reaction 6
25 BP: Reaction 7 (hardcap)

As a notable alternative:

10 BP: SURGE (Class III) (Metagenetic Improvement (Reaction) + 10 BP of Negative Metagenetic Qualities) = +1 to Min & Max.
10 BP: Genetic Heritage (Genetic Optimization (Reaction)*) = +1 to Max
10 BP: Reaction 7

Still Reaction 7, but soft-capped and 25 BP cheaper. With an Aug Max of 12 you've also still got plenty of room to accept Reaction bonuses from other sources.

*Genetic Heritage says you get one Geneware mod for "free", which I read as costing no Nuyen or Essence given the context of having inherited the mod from one of your parents. I may be wrong.

Or you could throw Exceptional Attribute in there too for more Reaction goodness.  ::)
(SR5) Homebrew Archetypes

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

JustADude

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« Reply #13 on: <03-16-12/0108:59> »
20 BP: Exceptional Attribute
10 BP: Reaction 6
25 BP: Reaction 7 (hardcap)

As a notable alternative:

10 BP: SURGE (Class III) (Metagenetic Improvement (Reaction) + 10 BP of Negative Metagenetic Qualities) = +1 to Min & Max.
10 BP: Genetic Heritage (Genetic Optimization (Reaction)*) = +1 to Max
10 BP: Reaction 7

Still Reaction 7, but soft-capped and 25 BP cheaper. With an Aug Max of 12 you've also still got plenty of room to accept Reaction bonuses from other sources.

*Genetic Heritage says you get one Geneware mod for "free", which I read as costing no Nuyen or Essence given the context of having inherited the mod from one of your parents. I may be wrong.

Or you could throw Exceptional Attribute in there too for more Reaction goodness.  ::)

Nah, man, not worth it.

At that point, you're better off just take SURGE (Class III) and get a Metagenetic Improvement to something else, like Agility or Logic (depending on if he's going MoM), for an even 35 BP of Qualities (15 for SURGE + 10 "spillover" from the 2nd MI, + 10 for GH) right there.

WHOOPS! Just noticed I typed Class III before. Should only be Class II for 10BP.
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
― Me

All4BigGuns

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« Reply #14 on: <03-16-12/0116:33> »
20 BP: Exceptional Attribute
10 BP: Reaction 6
25 BP: Reaction 7 (hardcap)

As a notable alternative:

10 BP: SURGE (Class III) (Metagenetic Improvement (Reaction) + 10 BP of Negative Metagenetic Qualities) = +1 to Min & Max.
10 BP: Genetic Heritage (Genetic Optimization (Reaction)*) = +1 to Max
10 BP: Reaction 7

Still Reaction 7, but soft-capped and 25 BP cheaper. With an Aug Max of 12 you've also still got plenty of room to accept Reaction bonuses from other sources.

*Genetic Heritage says you get one Geneware mod for "free", which I read as costing no Nuyen or Essence given the context of having inherited the mod from one of your parents. I may be wrong.

Or you could throw Exceptional Attribute in there too for more Reaction goodness.  ::)

Nah, man, not worth it.

At that point, you're better off just take SURGE (Class III) and get a Metagenetic Improvement to something else, like Agility or Logic (depending on if he's going MoM), for an even 35 BP of Qualities (15 for SURGE + 10 "spillover" from the 2nd MI, + 10 for GH) right there.

WHOOPS! Just noticed I typed Class III before. Should only be Class II for 10BP.

Good point. Got one character I built that I SURGEd and Restricted Gear'ed up to an effective 12 Agility.
(SR5) Homebrew Archetypes

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