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Creating a Street Samurai

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Twitchy D

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« on: <08-27-12/1346:40> »
So my first attempt at creating a character ended up with him being more suited for technical pursuits, namely vehicle/drone rigging. Unfortunately, the rules for drone combat are rather confusing for me, and I would learn them better by listening to someone else as they play their character. Plus, I don't have Unwired. So I started on another character, this one a Street Samurai. Yeah, I'll often be "the final solution", but hitting a shmuck with various flavors of sticks has its own satisfying flavor. Anyways, I just need some opinions and recommendations for this character, and to know if he is useable.

“Paul Meixner” (Commlink’s registration)

---Attributes---
Body      4 (5)
Agility      4 (5)
Reaction      4 (6)
Strength      5 (7)
Charisma      2
Intuition      4
Logic      2
Willpower      3
Edge      4

Initiative      10
Passes      2 (3 to 4 on drugs)
Condition (Stun)   10
Condition (Physical)   11

---Qualities---
<Positive>
•   Bioware Compatability
•   Quick Healer
•   Toughness

>Negative<
•   Hung Out to Dry
•   Amnesia
•   Flashbacks - Uncommon
•   Scorched

---Skills---
Groups
•   Athletics Group      2


Combat
•   Blades         6   =11
•   Dodge (Ranged)      4 (6)   =9 (11)
•   Longarms         2   =7
•   Pistols         4   =9
•   Throwing Weapons      4   =9

Vehicles
•   Pilot Ground Craft      1   =4

Physical
•   Climbing         2   =9
•   Gymnastics      2   =8
•   Perception         2   =6
•   Running         2   =9
•   Survival    (Urban)      2 (4)   =5 (7)
•   Swimming         2   =9

Knowledge
•   Cooking (Grilling/BBQ)      2 (3)
•   Junkyards & Dumps (Seattle)   2 (3)
•   Bars (Go-Ganger/Biker Bars)   3 (4)
•   Boltholes (Seattle)      3 (4)

Language
•   Spanish         4
•   Russian         2
•   English (Natural) [Cityspeak]   NA

Cyberware
•   Three Auto-Injectors, Reusable, Alphaware
1.   Filled with Kamakaze, 3 doses
2.   Filled with Cram , 3 doses
3.   Filled with Stimulant Patch rating 6, 6 doses
•   Biomonitor, Alphaware
•   2 Modular customized lower cyberlegs with skimmer disks, Armor +2

Bioware
•   Symbiotes II
•   Synaptic Booster I
•   Suprathyroid Gland
•   Muscle Augmentation I
•   Platelet Factories

Weapons

Melee
•   Katar, personalized grip
•   Ceramic Knife

Firearms
•   Ruger Super Warhawk, custom grip, custom look (1), concealable Holster, speed loader, default smartgun
•   Franchi SPAS-22, Smartgun system, Folding stock, Foregrip

Thrown
•   5 Frag Grenades
•   2 Flashpaks
•   10 throwing knives

So any reccomendations, criticisms, questions regarding skill choices?

Ethan

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« Reply #1 on: <08-27-12/1424:11> »
Don't get just Muscle Augmentation 1, it's a waste. Get rank 2. Also, Muscle Toner 2.

Also, I'd suggest moving 2 points from Strength to Agility and Reaction. Dodge i, more or less, unnecessary. Certainly not worth that many points. I'd redistribute that to your weapon skills, which are low. If you want to stick with the shotgun, then get Longarms to 5 at least. With 5 base Agility, +2 from Muscle Toner, that's 12 dice. Plus any other mods. Currently, you have 7.




Twitchy D

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« Reply #2 on: <08-27-12/1434:12> »
If that's the case, I'll need to replace the Platlet Factories with the Toner and the Augmentation. Tell me, is Platlet Factories nessesary, or can I dump it?

Ethan

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« Reply #3 on: <08-27-12/1441:38> »
It's nice to have, reducing physical damage over 2 by 1 is nifty. But a higher body and better armour would help preventing even more damage.

By the way, what armour is your street sam using?

Twitchy D

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« Reply #4 on: <08-27-12/1451:02> »
By the way, what armour is your street sam using?

Urban Explorer Jumpsuit, with Form-Fitting Body Armor Half-Body Suit underneath, and a generic helmet. Plus the +2 armor on his cyberlegs.

esprism

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  • did you say light ?
« Reply #5 on: <08-27-12/1658:12> »
Suprathyroid Gland need restricted gear quality

Imo Synaptic booster 1 is not enough, you better take lvl 2 it's mandatory if you want to be effective, drugs are very dangerous if you rely too much on them.

If you don't use karma build i suggest you keep skill at lvl 1, not lvl 2 (taking 2 groups at one is more effective than one at 2). The same with specialization, wait first karma for adding them it's good to improve your character with little karma.

It's classic but i also suggest muscle toner 2 above everything else.
Can I do a structural analysis ?
(I have only one dice in English :p)

Twitchy D

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« Reply #6 on: <08-27-12/1836:29> »
Suprathyroid Gland need restricted gear quality
Fixed that. Added Sensitive Neural Structure to balance it.
Imo Synaptic booster 1 is not enough, you better take lvl 2 it's mandatory if you want to be effective, drugs are very dangerous if you rely too much on them.
To afford lvl 2 I would need to take out the Symbiotes, the Suprathyroid Gland, and both my custom cyberlegs. I'll go for some alphaware Wired Reflexes II, but I would prefer keeping the Cyberlegs and the Suprathyroid Gland. Plus, Cram's 10 nuyen for another pass, not to mention the Kamakaze's about 100 for another. I could live with the Negative Qualities of being an addict, as well as the pathos of being a murderous hobo cyborg strung out on drugs for a while. It'll make the scenes when I'm at rehab all the more bizzarely hilarious.
If you don't use karma build i suggest you keep skill at lvl 1, not lvl 2 (taking 2 groups at one is more effective than one at 2). The same with specialization, wait first karma for adding them it's good to improve your character with little karma.
Reworked my character for it already. Everything exept for Survival is either a one, a four, or a six. I also added Intimidation at one and Infiltration at one.
It's classic but i also suggest muscle toner 2 above everything else.
Understood, and corrected.

Twitchy D

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« Reply #7 on: <08-27-12/1841:50> »
Alright, here's how the stats look now...

“Paul Meixner” (Commlink’s registration)

---Attributes---
Body      4 (5)
Agility      5 ( 8 )
Reaction      4 (5)
Strength      4 (7)
Charisma      2
Intuition      4
Logic      2
Willpower      3
Edge      4

Initiative      10
Passes      2 (3 to 4 on DRUGS)
Condition (Stun)   10
Condition (Physical)   11

---Qualities---
<Positive>
•   Bioware Compatability
•   Quick Healer
•   Toughness
•   Restricted Gear

>Negative<
•   Hung Out to Dry
•   Amnesia
•   Flashbacks - Uncommon
•   Scorched
•   Sensitive Neural Structure

---Skills---
Groups
•   Athletics Group      2


Combat
•   Blades         6   =11
•   Dodge (Ranged)      1 (4)   =7 (9)
•   Longarms         4   =9
•   Pistols         4   =9
•   Throwing Weapons      4   =9

Social
•   Intimidation         1   =3

Vehicles
•   Pilot Ground Craft      1   =4

Physical
•   Climbing         2   =9
•   Gymnastics      2   =8
•   Infiltration         1   =9
•   Perception         2   =6
•   Running         2   =9
•   Survival    (Urban)      2 (4)   =5 (7)
•   Swimming         2   =9

Knowledge
•   Cooking (Grilling/BBQ)      2 (3)
•   Junkyards & Dumps (Seattle)   2 (3)
•   Bars (Go-Ganger/Biker Bars)   3 (4)
•   Boltholes (Seattle)      3 (4)

Language
•   Spanish         4
•   Russian         2
•   English (Natural) [Cityspeak]   NA

Cyberware
•   Three Auto-Injectors, Reusable, Alphaware
1.   Filled with Kamakaze, 3 doses
2.   Filled with Cram , 3 doses
3.   Filled with Stimulant Patch rating 6, 6 doses
•   Biomonitor, Alphaware
•   2 Modular customized lower cyberlegs with skimmer disks, Armor +2



Bioware
•   Symbiotes II
•   Synaptic Booster I
•   Suprathyroid Gland
•   Muscle Augmentation II
•   Muscle Toner II

Weapons

Melee
•   Katar, personalized grip
•   Ceramic Knife

Firearms
•   Ruger Super Warhawk, custom grip, custom look (1), concealable Holster, speed loader, default smartgun
•   Franchi SPAS-22, Smartgun system, Folding stock, Foregrip

Thrown
•   5 Frag Grenades
•   2 Flashpaks
•   10 throwing knives

Anything else?
« Last Edit: <08-27-12/2002:59> by Twitchy D »

All4BigGuns

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« Reply #8 on: <08-27-12/2043:15> »
Imo Synaptic booster 1 is not enough, you better take lvl 2 it's mandatory if you want to be effective, drugs are very dangerous if you rely too much on them.

As an opinion, this is fine, but I have never seen a case where it's "mandatory" to have more than 2 passes, and rarely do I blow the Essence and nuyen to go up as far as 3 and I've never had a problem.
(SR5) Homebrew Archetypes

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

Ethan

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« Reply #9 on: <08-27-12/2116:41> »
It's a widely held "thing". People seem to feel that 3 IPs is the sweet-spot in terms of Essence and Cost, at chargen. 2 is often enough, but since this guy's a Street Sam, he may want to bring more than enough. After all, it only takes some drugs to match the Street Sam which some corpsec may just do.

I'd consider dropping Pilot Ground Craft. You don't need a point to be able to drive around, the skill's there if you intend to do some vehicular combat. If you are, you'll need more than one point.

You can put another point into either Intimidation or Infiltration.

Are you happy with your weaponry? They're non-standard choices, which I like. Also, love the skimmer discs. I suggest getting a Grappling Gun, with the skimmers on you could pull off some cool stuff.

Twitchy D

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« Reply #10 on: <08-27-12/2343:35> »
It's a widely held "thing". People seem to feel that 3 IPs is the sweet-spot in terms of Essence and Cost, at chargen. 2 is often enough, but since this guy's a Street Sam, he may want to bring more than enough. After all, it only takes some drugs to match the Street Sam which some corpsec may just do.
Eh. Seeing that I'm starting a new character, I don't find it likely that I'll be facing security forces on the very first run. Drugged up gangers, yes, absolutely, but corpsec? The Johnson needs to know how likely it is for their "Contracted Employees" to screw them, as well as have them be able to complete their requirements. An unknown hire with no prior shadow backround? No way, he could crack under threat of being turned into a jarhead on a MCT run. Once I start getting into corp runs, then I'll be buying that second level.
You can put another point into either Intimidation or Infiltration.
Intimidation, definately. Isn't it a job requirement for street sams?
Are you happy with your weaponry? They're non-standard choices, which I like. Also, love the skimmer discs. I suggest getting a Grappling Gun, with the skimmers on you could pull off some cool stuff.
Thanks! Actually, I've been reading some stories on suptg. Read some Shadowrun Storytime, and it kind of got me to try Shadowrun in the first place. As for the grappling gun, sure, I've got enough money for that.

UmaroVI

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« Reply #11 on: <08-28-12/1242:32> »
The IP boosts from drugs don't stack with the IP boost from Synaptic Boosters. The Reaction boost may or may not stack depending on your GM.

Quick Healer is...not great.

Toughness is outright terrible.

Your skills are way too spread out. You have four ways of rolling agility + skill to do damage, two ways to add a skill to melee defense, and two ways to add a skill to ranged defense. The result is that you have a lot of more important, less redundant skills like Perception that are low. You also don't really have the gear to support your skills.


lurkeroutthere

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« Reply #12 on: <08-28-12/1409:48> »
Unless you have a roleplay reason to do so I would never get autoinjectors as an implant, if you have them as mods to your legs it's a little more fesable but still kind of a head scratch.. I especially would not do so with K-10. If you use K-10 your character is going to die, you will be amazing in the last for minuetes of your life but at the end of that time your going to suck up somewhere around 18s which on top of whatever wounds you take in combat is more then likely going to overflow into a physical by a lot and kill you dead. Alternatively your going to be passed out meaning your team mates might have to lug you home, which they may be in no shape or position to do if you were in a situation so bad you popped the K10. Then there's the whole make an edge (1) test or loose your mind thing. No point in carrying 3 doses and negligable gain in putting it in an implanted auto injector.
"And if the options are "talk to him like a grown up" versus "LOLOLOL murder him in his face until he doesn't come back," I know which suggestion I'm making." - Critias

No team I'm on has ever had a problem with group think.

Twitchy D

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« Reply #13 on: <08-28-12/1452:23> »
The IP boosts from drugs don't stack with the IP boost from Synaptic Boosters. The Reaction boost may or may not stack depending on your GM.
That... stinks.
Quick Healer is...not great.
Redundant due to Symbiotes II, I guess?
Your skills are way too spread out. You have four ways of rolling agility + skill to do damage, two ways to add a skill to melee defense, and two ways to add a skill to ranged defense. The result is that you have a lot of more important, less redundant skills like Perception that are low.
Took out Spanish, put Russian at 4, removed cityspeak from English, removed intimidation, put survival at 3, put longarms at 3, perception at 4, and put the last 2 points in the grenades thrown weapon specialty.
You also don't really have the gear to support your skills.
Well, I only put down the stats and weapons. Added a Sports Rifle to my weapons from the extra nuyen removing the Kamakaze Auto Injector, with Easy Breakdown and a laser sight. Replaced the cram with nitro. Here's the rest.
Gear
•   Urban Explorer Jumpsuit
•   Form-Fitting Body Armor Half-Body Suit
•   Helmet (Ballistic/Impact - +1/+2)
•   Light Stick (10)
•   Medkit (Rating 6)
•   Survival Kit
•   Stimulant Patch (Rating 6) X 6
•   Trauma Patch
•   Grapple Gun
•   Flashlight
•   Earbuds
•   + Audio Enhancement III
•   + Select Sound Filter III
•   + Spatial Recognizer
•   Gas Mask
•   Glasses
•   + Flare Compensation
•   + Vision Magnification
•   + Thermographic
•   + Low Light
•   + Smartlink
•   + Vision Enhancement III

Twitchy D

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« Reply #14 on: <08-28-12/1503:02> »
I especially would not do so with K-10.
K-10!? God no! I was using good old fastioned regular Kamakaze! K-10's for a last ditch Godzilla Threshold problem, and I doubt I could buy it at the start of the game.