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Help needed for finishing my first character (Street Sam)

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Leevizer

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« on: <04-03-12/0959:43> »
So I'm making my first character, and have the outlines and basic stuff thought out, but I still have BP to spare for the character, and I can't think what to do with them, or if there's stuff that's worth getting/stuff I should get rid of. If I recall, I should have about 10-20 spare BP still.

So please tell me what I should give to this character and what to take away from her.

Character background is still a bit sketchy, but the reason for her being cybered would be that at age four or such, she lost her family/the whole neighbourhood in a fire/gas explosion/whatever, so UCAS or a Corp decided to wipe her SIN and existence out as well, and raise the crippled girl for their own needs, which involved killing stuff. It sounds cheesy put like this but I'm still working on the details. And this is the main reason why she has close to none social interaction skills, and why both her connections are at loyalty 1.

Name: Shade Wither
Metatype: Human
Ethnicity: Eurasian
Age: 17
Sex: Female
Height: 1,72 m
Weight: 67 kg

Attributes

Body 3
Agility 5
Reaction 5
Strength 2
Charisma 1
Intuition 5
Logic 3
Willpower 4
Edge 2
Essence: 0,24 (approximately, might change a bit still)
Initiative: 12

BP: 200

Skills
Automatics 6, Machine pistols+2
Blades 4, Cyber-implant blades +2
Infiltration 4, urban +2
Dodge 4, ranged combat +2
Biotech 4
Running 2, Urban +2
Gymnastics 3, Parkour +2
Pilot Groundcraft 3, bikes +2
Intimidation 2, Physical +2

BP: 168

Knowledge skills

I wasn't really too sure what to put here and what would be too vague, so please comment if you have any ideas on this part?

English N, Military lingo +2
UCAS Military 4
Corp security 4
Cybertech manufacturing 4
Knight Errant procedures 4
Lone star procedures 3
Mercenary hangouts 4

Qualities

Erased +10
Combat monster -10
Incompetent Negotiation, Etiquette, Instruction, Con. -10

BP: -10

Gear

Medikit 6
Armor vest
Armor Jacket
Helmet
Ceska Scorpion w/ Internal smartgun and Gas-vent 3
10 clips of H-Explosive ammunition
FN HAR w/ red dot and gas-vent 2
10 cxlips of H-Explosive ammunition
Fake sin 4
Fake licenses (Not too sure what're the things I need a license for... And what ratings I should take)
Clothing (Enough to be able to dress in something else than armor constantly. Nothing fancy or dresses. Would 1K or 2K worth in Nuyen be enough?)
Duffel Bag (For carrying stuff)
Suzuki Mirage

Contacts
Fixer, L 1, C 4 (A fixer. Something every runner needs. Right?)
Street Doc, L 1, C 2 (Street doc, the person she trusts with her body in case she can't fix herself.)

Augmentations

I am fairly certain my cyberlimbs need some work done on them?

Wired Reflexes 1 (A)
Internal Air Tank
Sleep Regulator
Reaction enchancer 1
Internal commlink (Erika Elite w/ Iris Orb)

Cybereyes 3 w/ Flare compensator, Low-light vision, Thermal vision, Smartlink system and Image Magnification

Custom Right arm w/ AG 6, ST 5, BD 3, AG +3, Hand spur and Arm slide (If I understand correctly, the Arm slide will fit the Ceska Scorpion inside. Also, If I understood correctly, I can have a custom arm with AG3 that will have a cyberlimb enchancement to boost it up to 9?)

Custom Both Legs w/ AG6, ST4, AG+3 and Hydraulic Jacks (2).

Lifestyle

Squatter (Coffin Motel). Seattle has some, right?


I think that was all. Please help me finish this character, I need to actually get to ROLEPLAYING instead of just reading the rulebooks...

UmaroVI

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« Reply #1 on: <04-03-12/1010:41> »
First, I suggest checking out the street samurai in my sig (the first link) for some ideas; it's easy to get lost on SR character creation because it's pretty complicated.

Some specific points:
You could opt to be an ork, keep the same edge, and get +1 Body/Strength for free (you would need to fiddle with your cyberlimbs because of averaging but you want to do that anyways)

You can use Blades for melee passive defense and Gymnastics for full defense. You might do better to lose Dodge, and have Gymnastics 4.

You actually can't specialize your native language, oddly enough, because you don't make rolls for it. It wouldn't help you anyways, though.

You can wear better armor - Form Fitting Body Armor (Arsenal) is an everyone-should-have-it item. I'll direct you to my sig for some examples of good armor setups.

Rather than normal clothes, I actually recommend wearing an armored-clothing suit; see Arsenal. And my sig, again. You can get just as much armor and not look like a thug, although it is more expensive, it is worth it.

I would reconsider the cybereyes - you can just wear goggles and stuff for vision enhancements.

Your limbs do indeed need some work.

First, you want to use cyberlimb averaging to get more Body. Body is very good. Strength is noticeably less important.

Second, you want to use the recoil-compensation-granting options that Cyberlimbs give you, as an automatics user. Those are the Cyberarm Gyromount, and Foot Anchors (Augmentation).


Leevizer

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« Reply #2 on: <04-03-12/1020:06> »
Right, I forgot to mention. The only books I am in possession of at the moment are the basic rulebook and Runners companion. Thus I can't do the stuff mentioned in augmentation or Arsenal.

And.... Here're a few points to the things Umaro said.

I would be an Ork, but I'm not looking to make this an optimal character.

Couldn't a specialization in my native language give me a boost in social interactions at the GM's discretion? Although seeing how social this character is, I just wanted to add it for the feel of it, not because I thought it would actually be useful for the character.

The reason I took armor vest is because I thought it can be worn easily under clothing without being noticed?

The cybereyes are part of her backstory as well. I would have taken only one cybereye with those things, but I think the rules for that are in augmentation too?

UmaroVI

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« Reply #3 on: <04-03-12/1026:40> »
Language skills do 2 things: check to see if people understand you, and limit the maximum bonus you get can get social rolls from the skill itself. Lingos are just specializations of languages. You never roll for your native language and it doesn't cap social skills, so specializing it does nothing.

Leevizer

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« Reply #4 on: <04-03-12/1031:01> »
Language skills do 2 things: check to see if people understand you, and limit the maximum bonus you get can get social rolls from the skill itself. Lingos are just specializations of languages. You never roll for your native language and it doesn't cap social skills, so specializing it does nothing.

According to the rules, that is correct, but what I pointed out could be a house rule, or just common sense. Knowing how to speak 1337 5p33k (or whatever the newest version of typing that is) might be good when talking to those gang deckers? Anyway, this is getting off-topic, and I would like to keep this discussion on track, so I'll just start another topic about the subject.

Crash_00

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« Reply #5 on: <04-03-12/1035:29> »
I think 1337 5p33k and military jargon would fall into "languages" of their own really. Sit down your average Arkansan and write out some 1337 5p33k and he won't even begin to know what he's looking at (I'm from there, it's not an exaggeration), despite knowing english however horribly accented.

The Big Peat

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« Reply #6 on: <04-03-12/1038:43> »
Few random thoughts

CHA 1 hurts you in quite a few areas; your composure (used for not running away like a lil' bitch) is poo and truthfully, it makes your Intimidate somewhat... risible. I'm not sure you can do a great amount about this, but I thought I'd point it out, and if you do stick with CHA 1, I'd honestly consider ditching Intimidate as well. It makes sense to me - she's a 17 year old wallflower, she's not going to be greatly scary.

Umaro is right on the Blades/Gymnastics/Dodge thing. I would drop Dodge faster than a speeding bullet myself.

Skillwise, seems to me you'd be better with a bit of a spread. In particular, right now, you've got nothing keying off that very high Intutition stat, which is a slight bit of a waste, and in the case of having no Perception a genuine weakness/doesn't make sense - they've raised her to be a killing machine, but not to be able to spot what they want her to kill? I also don't think you need as many specialities, am intrigued by Biotech being so high as that seems a) out of place for the character b) a lot of points stuck into fairly little payback. Could probably drop pilot streetcraft a little. This could give you enough points to raise your Edge a bit, which seems a desirable state of affairs to me - your character will be making a lot of rolls in high pressure situations, those rerolls will come in useful.

Although I'd probably lower Intutition anyway. Yes, it helps you go quicker in combat, but a lot of the things its good for, don't seem to be things your character is doing. It would also allow a higher Body, always useful for the Street Sam - you could just swap the numbers. I'd also consider Logic 2 and Willpower 5, as again that's a boost to your survivability (and makes you a tiny bit less cowardly).

Note; these suggestions would lower your knowledge skills, but there seems to be a bit of redundancy there imo already. Your character probably doesn't need an in-depth knowledge of both KE and LS proceedures f'example.

In short; Get some Perception, Dodge is pointless in this scenario, consider dropping Logic/Intutition/some skills to get a better Body/Willpower/Edge, and consider either bumping up Cha somehow or just dropping Intimidation down a little/altogether.

CitizenJoe

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« Reply #7 on: <04-03-12/1201:54> »
For an excellent concept piece, check out the movie Soldier with Kurt Russel.

Part 1 on Youtube
« Last Edit: <04-03-12/1205:55> by CitizenJoe »

Leevizer

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« Reply #8 on: <04-03-12/1224:06> »
Quote
CHA 1 hurts you in quite a few areas; your composure (used for not running away like a lil' bitch) is poo and truthfully, it makes your Intimidate somewhat... risible. I'm not sure you can do a great amount about this, but I thought I'd point it out, and if you do stick with CHA 1, I'd honestly consider ditching Intimidate as well. It makes sense to me - she's a 17 year old wallflower, she's not going to be greatly scary.

Intimidation is there to let her have atleast ONE possible social skill so I don't just take uncouth and fuck all my tests automatically, the other thing is that she's supposed to be cold, robotic, emotionless... Which should be scary on it's own. Also, those three obvious cyberlimbs (I think I forgot to mention they're obvious) should help drive the point home. And the fact that she is usually pointing a weapon at the person she is trying to intimidate. Rulewise it'd be like... CHA 1 + Intimidate + physical bonus + weapon/notoriety/whatnot, which should add up to a good enough dice pool?
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Umaro is right on the Blades/Gymnastics/Dodge thing. I would drop Dodge faster than a speeding bullet myself.

I'll do that, then. Add to gymnastics, take Dodge out. Check. Although I COULD technically get 2 more dice with the specialization but that's not that much of a difference, is it?
Quote
Skillwise, seems to me you'd be better with a bit of a spread. In particular, right now, you've got nothing keying off that very high Intutition stat, which is a slight bit of a waste, and in the case of having no Perception a genuine weakness/doesn't make sense - they've raised her to be a killing machine, but not to be able to spot what they want her to kill? I also don't think you need as many specialities, am intrigued by Biotech being so high as that seems a) out of place for the character b) a lot of points stuck into fairly little payback. Could probably drop pilot streetcraft a little. This could give you enough points to raise your Edge a bit, which seems a desirable state of affairs to me - your character will be making a lot of rolls in high pressure situations, those rerolls will come in useful.

I'll take a perception skill then, propably with a sight specialization. Not having it is a serious flaw in the character, true. I chose to take biotech since (roleplaying-wise) it allows her to work on her own as she can, atleast in theory, fix herself up and have knowledge about her cyberwares. And you COULD debate about the fact that medicine would help you create poisons/overdosing amounts of medicine, but she isn't that much of an assassin. And like I said, I still have about 10-20 BP left.

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Although I'd probably lower Intutition anyway. Yes, it helps you go quicker in combat, but a lot of the things its good for, don't seem to be things your character is doing. It would also allow a higher Body, always useful for the Street Sam - you could just swap the numbers. I'd also consider Logic 2 and Willpower 5, as again that's a boost to your survivability (and makes you a tiny bit less cowardly).

I kept the intuition high precisely for the reason of having a high initiative, and since I'll be taking perception now, too, dropping it might not be that good? I wanted to keep her body low, but not too low, to show the fact that she's not the "buff" killing machine sort of character. I didn't want to leave it too low, though, and that's why I kept it at 3.

Quote
Note; these suggestions would lower your knowledge skills, but there seems to be a bit of redundancy there imo already. Your character probably doesn't need an in-depth knowledge of both KE and LS proceedures f'example.

Well, I just wanted to pick something that isn't too broad, which might be useful, and I really didn't have any idea on what else to pick... If you have ideas, please do tell!

The Big Peat

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« Reply #9 on: <04-03-12/1233:39> »
Just offhand - if you do want to start making your own poisons and whatnot, the chemistry knowledge skill is a perfect fit. Although some GMs might make it an active skill if it sees a lot of use. Technically, I don't think any of the Biotech group helps there.

Fair enough on the BOD/INT thing - and yeah, it helps with Perception. Maybe try sneaking in a level of Shadowing? And, I err, completely missed you saying you still had points left, sorry!

While its true that with modifiers Intimidate can get fairly high, that cuts both ways as well. I suppose its only ten points, so you might as well keep it, but don't be surprised if a lot of intended targets laugh at the cute little cyborg girl ;)

Leevizer

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« Reply #10 on: <04-03-12/1236:18> »
While its true that with modifiers Intimidate can get fairly high, that cuts both ways as well. I suppose its only ten points, so you might as well keep it, but don't be surprised if a lot of intended targets laugh at the cute little cyborg girl ;)

Then she will just sulk and get all depressed and moody...

...Right after she blows the brains out of the person laughing at her.

All4BigGuns

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« Reply #11 on: <04-03-12/1241:09> »
You said you didn't know what rating to get the fake licenses at, so I'll put in on that issue. It's a good idea to get those licenses at the same rating as the fake SIN they're tied to. As to what the licenses should be, take a look at what you have that is R rated in availability and buy the licenses accordingly. There are different schools of thought on this, however, some think that you should have to buy a different license for every restricted item, whereas others believe that 'group licenses' like 'Augmentation Permit' or 'Weapons Permit' works just as well. I can see either way, but I do prefer the grouped licenses personally.
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