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First Character: Russian Thug

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Vale

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« on: <04-11-12/1147:49> »
This is the most recent working of my first character and most in-line with what I want him to be. My goal for him is to be great with weapons with supplemental skills that compliment his outlook and role; that of a combat veteran/tough. A lot of his augmentation can be traced back to combat upgrades and maintenance (working on the side of Evo and Tamanous allowing for greater exposure/access).

The basic outline for his backstory is that he was born into the Vory v Zakone and grew up working for them until he was captured and tortured by the Red Vory for information, losing both of his arms in the process. After his rehabilitation, he was sent to Poland to help with the branch right before the civil war broke out. He served through the conflict until Saeder-Krupp stepped in, then drifted from conflict to conflict around Asia for several years as a hired merc.

All comments and feedback are welcome.

<<Rottweiler>>
« Last Edit: <04-11-12/1159:07> by Vale »

Tsuzua

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« Reply #1 on: <04-11-12/1415:59> »
I've got a lot of questions and comments about the character's ware.

First off, Synaptic Boosters are cultured ware and thus can't be purchased secondhand.   You don't really need them either.  I would grab Wired Reflexes 1 or 2 depending on the state of your soul.  Most likely, you can fit in Wired Reflexes 2.  Likewise, you can't have rating 4 cyberlimb enhancements without a cybertorso.  You can be just fine with rating 3.

I'm not sure how you're getting 6(12) agility and 4(10) strength.  Your cyberlimbs have agility, strength, and body scores independent of your meat limbs and their boosters, but are still affected by your natural and augmentation attribute maximum.  I have your arms having 6(9) agility and 4(7) strength after the lowering of the enhancements. 

I also recommend buying up your body on your cyberlimbs.  Personally I'll drop the Kali to make room so you can customized the body.  It should be easy to get your body raised and allowing you to wear more armor.  Likewise, have you considered being an ork?  You can keep the same values but save 10 BP and get +1 Body. 

I noticed that you purchased a lot of ware that's nifty (sleep regulator, dietware, cat's eyes).  Normally I would recommend against buying them, but since it's mostly cosmetic, I believe it's a rule of cool decision and that's a valid reason to buy something.

Henzington

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« Reply #2 on: <04-11-12/1524:44> »
will just say your better off getting your automatics to 6 and then buying the specialization and the skill recorder during play.  As the 4 bp for maxing the skill is alot less then the karma 12 you would spend to max it in play.  This is true of all specializations.  Also I would ask the GM but usually drivers lisences are assumed to be part of your fake sin.  Ambidextrous is also not worthwhile as spliting your dicepool usually means you miss twice.
« Last Edit: <04-11-12/1531:24> by Henzington »
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

Vale

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« Reply #3 on: <04-11-12/1558:36> »
Ah, appreciated. The cultured bioware makes sense, but I thought the cyberlimb enhancement only counted for standard cyberlimbs versus customized. At least, that's what I understood of the ruling.

I think the numbers were a result of my averaging. I usually write down the max that I can attain and average the numbers on a case-by-case basis. Also, I thought cyber allowed you to operate at above-max or is that the max you can have even with cyber? Under different circumstances, he'd definitely be an orc. My only concern is that he's part of two campaigns set several years apart. Coupled with the length of his backstory, I'm concerned about age being a problem.

You know, surprisingly, not a lot of people I run into acknowledge that particular rule so backstory reasons, backstory reasons everywhere.

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Taken into consideration, though I really am fond of my specializations (if you couldn't tell). I'm just covering my bases with the driver's license; if it's comped, then I can use the 400¥ for something else. Same with anything else on the sheet, really.

Tsuzua

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« Reply #4 on: <04-11-12/1642:11> »
Ah, appreciated. The cultured bioware makes sense, but I thought the cyberlimb enhancement only counted for standard cyberlimbs versus customized. At least, that's what I understood of the ruling.

I think the numbers were a result of my averaging. I usually write down the max that I can attain and average the numbers on a case-by-case basis. Also, I thought cyber allowed you to operate at above-max or is that the max you can have even with cyber? Under different circumstances, he'd definitely be an orc. My only concern is that he's part of two campaigns set several years apart. Coupled with the length of his backstory, I'm concerned about age being a problem.

You know, surprisingly, not a lot of people I run into acknowledge that particular rule so backstory reasons, backstory reasons everywhere.

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Taken into consideration, though I really am fond of my specializations (if you couldn't tell). I'm just covering my bases with the driver's license; if it's comped, then I can use the 400¥ for something else. Same with anything else on the sheet, really.
The way cyberlimbs work is that they start off with agility 3, strength 3, body 3.  Customized cyberlimbs let you raise these values to your natural maximum at 1500Y and +1 avail an increase.  From there, you can increase the limb's attributes by using cyberlimb enhancements.  All of this is capped by your augmented maximum since that caps everything unless stated otherwise.  There's an option rule in Augmentation that you can redline a cyberlimb to go over the augmented max.  I guess with enough body, you can redline for maybe +1 over the cap 24/7 especially if you can buy hits.

As for cyberlimb attributes and averaging, I discuss it here.

You know I never noticed that it never explicitly says that cyberlimb enhancements are capped without a cybertorso for customized limbs, just standard limbs.  However the line "Customized cyberlimbs func-tion like standard limbs in most regards" is likely suppose to cover this sort of thing.  Arguing that the limit doesn't apply to this is going to get a slap from nine out ten GMs.

As for worrying about aging in orks, I believe there's a mention somewhere (maybe a novel though) that goblinized orks age like humans.  Since humans born to ork parents sometime goblinized at puberty (at least back in the SR2 days), you can get your ork on and live to see 60.

As for your skills, they can use some optimization.  You do want your automatics at 6, that +1 die will never be cheaper.  After that, I'll try to get skill values in the 0,1, and 4 range.  I would drop drop Dodge, Climbing, and Running for the Athletics group.  You can grab Athletics 4 at no loss of points.  Personally I'll grab it at 1 and look into buying up attributes/other skills.  Sadly 4 dice at demolitions is enough to suck at it and you're most likely going to do fine without first aid.  I would drop them.  Infilitration is a great skill and you should grab it, preferably at 4. 

I would consider not getting specializations.  Mainly as a mundane, you don't have very many karma sinks.  Thus the 16 or BP you spent now can be better spent elsewhere (say getting another skill from 0 to 4).  Then you just grab them during play.  Depending on your group's karma rate, this should take 2-4 runs and that's nothing.

I do suggest even if you don't go ork to increase your body.  Body is your take damage stat especially if you use stacking armor.  I would also likewise look into grabbing Willpower 3 for the extra stun box.  To afford this, you should lower your agility to 5.  That saves you 25 points and only costs you a die to some agility tests (since you're using your arms for shooting).  If you can free up 5 points from somewhere, I'll look into increasing your body to 5, or increase either reaction or intuition by 1.  It depends on if you're an ork and other factors. 
« Last Edit: <04-11-12/1645:00> by Tsuzua »

Vale

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« Reply #5 on: <04-11-12/1724:35> »
First off, that's freaking ridiculous and thank you for pointing it out. My interpretation was that you could only upgrade your custom limb to your natural stats. Now that you've pointed out that little detail, I'm going to have to rewire a few things. I suppose you both have a point on the specializations topic. Reworking the math now.

Vale

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« Reply #6 on: <04-11-12/2119:33> »
There we are, renewed and improved.

Tsuzua

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« Reply #7 on: <04-12-12/1039:19> »
Much improved!

I would look into buying up your attributes some more especially your intuition and reaction.  I'll likely go Intuition 4 and Reaction 5 if possible.  I would buy down your skills especially ones that will be improved as you buy up intuition.  Outdoors 1 + Intuition 3 will give you the same rolls for Navigation and Tracking and give you +1 initiative and perception rolls.  You have a lot of skills at 2 and 3 which is fine if you don't plan to improve them, but I would consider buying them down or up.

A very good assault rifle if you can live with the illegality is the Ares Alpha.  Depend on if your GM uses the "Strength provides RC" rules, you could actually have enough RC to fire it at FA with a suppressor at no penalty.  I would also see if you can afford Reaction Enhancers 2.  +2 Reaction is pretty snazzy and they work with Wired Reflexes.

Now for armor since you're using arsenal, armor stacking is the way to go.  Here's a cool outfit stolen from Umaro:

Full FFBA 6/2
Helmet 1/2
Securetech PPP Shin Guards, Forearm Guards, Leg Casings (Arm casings not worn) 0/3
Lined Coat 6/4