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First Character, No idea what I am doing. "street samuari"...I think.

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JustADude

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« Reply #15 on: <09-12-12/2244:41> »
How much sense does it make to make the character with the karma gen system?

Karmagen encourages you being "good" at a lot of things, rather than "great" at a few things, thanks to the different way prices work.

Also, you need to figure out whether you're using the new, errata'd "German" karmagen system from the latest printing, or the older system. And, if you're using the "German" system, are you using it at 750, as printed, or the post-printing errata that changes it to 1000 karma?
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Strungest

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« Reply #16 on: <09-12-12/2301:03> »
How much sense does it make to make the character with the karma gen system?

Karmagen encourages you being "good" at a lot of things, rather than "great" at a few things, thanks to the different way prices work.

Also, you need to figure out whether you're using the new, errata'd "German" karmagen system from the latest printing, or the older system. And, if you're using the "German" system, are you using it at 750, as printed, or the post-printing errata that changes it to 1000 karma?

Ill probably be using the one you guys recommend...

Henzington

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« Reply #17 on: <09-12-12/2303:15> »
750 builds character close to 400 BP where as 1000 builds characters closer to 500 BP it really is up to your gm what you will use personally I prefer 400 BP but its just a matter of perference
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

Glyph

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« Reply #18 on: <09-13-12/0013:14> »
How much sense does it make to make the character with the karma gen system?

Well, looking at the most stringent version of karmagen (750 karma, karma cost to buy metatype, Attributes use the x5 multiplier), you have - 20 karma to be an ork, 375 karma on core Attributes, 0 Karma on special Attributes, 140 Karma on skills, and get 50 karma back for your net -25 in qualities.  So that's 485 karma so far.  Assuming that you spend 100 Karma on resources (the equivalent of 50 Build Points), that leaves 165 karma for contacts and knowledge skills - more than enough, so you are likely to also go back and add to other areas.  For your particular character, karmagen would be a good idea.  If your GM uses the original karmagen, or the 1,000 karma version, karmagen would be a great idea.

TheNarrator

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« Reply #19 on: <09-13-12/0832:42> »
The GM decides what character creation method will be used in their campaign. If you don't have a GM yet and are just making characters for practice, then I suggest just using the Build Point method. It's the standard, and it's also simpler. You can convert it later if you wind up with a GM who's using KarmaGen.

If you're making a street samurai, then you're probably going to need a lot of nuyen to buy augmentations, weapons and armor. Best to assume that you're going to be putting the maximum 50 BP into Resources. If you wind up with cash leftover then you can trade it back for more BP, but I doubt you will.

You should probably put the maximum 200 BP into your Physical and Mental Attributes. You're going to be adding those to pretty much all your rolls, so you want them to be good. While Physical attributes are the main thing, don't neglect your mental stats entirely. Intuition applies to Initiative and Perception, so if you don't have it expect to get caught off guard a lot. Willpower helps you resist magical attempts to mess with your mind and maintain your self control.

You seem to want to play an ork. That's good, both because orks have interesting roleplaying opportunities and because they get some good boosts to physcial attributes for only 20 BP.

As a result, you have about 130 BP left for skills, Contacts and Edge (which doesn't count towards the 200 BP max for attributes). This might go down if you decide to take Positive Qualities, or go up if you decide to take Negative Qualities. You should probably try to get the max 35 BP of extra points if you can find enough Negative Qualities that work for your character concept.

Lets talk augmentations for a moment. I've made a fair number of street sams, so I like to think I'm pretty good at it. The big advantage of street sams is that they're versatile: the bonuses that their cyberware and bioware gives them to their Physical Attributes means that they can do a variety of physical things at least moderately well. Your main limiting factors for how much 'ware you can get are the cost in nuyen and the cost in Essence. Your Essence starts at 6 and can't hit zero or you're a corpse. Waste all your nuyen and you'll have nothing left for all the other gear you'll need. Bioware takes less Essence, but is more expensive. It's a balancing act. Probably about two-thirds of your cash is going to go to 'ware.

You've got Wired Reflexes 2. That's good. As a combatant, you'll want those extra Initiative Passes and that bonus to Reaction for intiative and defense, and the bioware option costs too much for a starting character to get without seriously draining himself. Stick with that. Maybe even add some Reaction Enhancers for extra Reaction if you can afford it. Wired Reflexes is completely internal, so people can't see it, but scanners can. Might not hurt to get a fake license claiming that they're legally obtained.

Cybereyes and cyberears are great. You can load them up with vision mods and audio mods so that you can operate in all sorts of situations, gain bonuses to perception, avoid penalties to attack, you name it. Smartlink is the most crucial. It calculates ballistics and paints a crosshair in your viewpoint so that you know where your gun is aimed. But you'll probably want the full set, or close to it. It's up to you whether they look just like real eyes and ears or are obviously fake, but either way they're legal and not uncommon.

A datajack is cheap, low essence and useful. By plugging your commlink into it (or equipping it with a skinlink), you can control all your equipment through direct neural interface, and issue commands to your gear or communicate with your teammates with just a thought. Datajacks are extremely common, so having one doesn't effect how people treat you.

Muscle Toner and Muscle Augmentation will let you improve your Agility and Strength by a couple points, and thus all the skills that tie to those. Very important. Agility is crucial for combat, but don't neglect Strength: in addition to melee damage, it's also valuable for many Athletics skills, carrying the sheer amount of gear that you'll soon have, and if high enough can even grant a point or two of recoil compensation. As bioware, these are completely undetectable without surgery.

Street sams are tanks, so you're going to want to be able to soak a little more damage. Orthoskin or Dermal Plating will add Armor. The splat book Augmentation adds Dermal Sheath, which is a lot like Dermal Plating. Bone Lacing or Bone Augmentation will add to Body for purposes of resisting damage, which is even better, and also add to unarmed damage. Bone Lacing will probably trigger a metal detector. Dermal Plating or a Dermal Sheath is very obvious.

You'll also want good armor, possibly including one set that's as much as your Body Score will allow, and another that's the best you can wear and still be street legal.

(At this point I have to ask... what books do you have available? I don't want to advise taking a bunch of stuff from splat books if you only have access to the core book.)

I agree that specializations can probably wait. They're much cheaper to get with Karma, and it gives you something to buy early on when you don't have enough yet for any big purchases. Get specializations with BP only if you have a couple left over and nothing else to spend it on.

For weapons, Assault Rifles are a great go-to for a street sam. Power, range and full auto capability without being so big that they're awkward to use. The best Assault Rifle, in my opinion, is the Ares Alpha in the core book. Comes with smartlink, underbarrel greande launcher, and two points of free recoil compensation that stack with everything. Leaves plenty of room for more add-ons.

If you want to go the heavy weapons route, that's also an option. It's largely a matter of personal taste and style. Machine guns, assault cannons, rocket launchers... but most of the good stuff is too high an Availability for a starting character, and none of it has any subtlety. However, it still pays to get at least a couple ranks of Heavy Weapons skill for an assault rifle's underbarrel grenade launcher, or for those rare cases when you need to use the biggest gun possible.

Skill groups cost 2.5 times as much as an individual skill, so if there are at least three skills in the group that you want, then it's worth getting. If it's just one or two skills, then best to just get them individually.

Athletics group is good to have at least a couple ranks of. Being able to run, swim, climb and jump can be very useful for covering ground, and with the good physical stats of a street sam, you can have a pretty good dice pool with even a little bit of the skill.

You might want the Stealth group or you might not. I guess the question to ask yourself is, do you see yourself using Disguise a lot? What about Palming? Because if you just want it to sneak into places and sneak up on people, then all you really need is Infiltration. (Possibly get an Urban specialization later, assuming that you do most of your work in a city. Or some other specialization if your background mostly had you fighting in a particular environment.) If you can afford to buy a stealth suit of some sort (Chameleon Suit or Reuthenium armor mod) that will be a substantial advantage for sneaking around.

You'll want at least one melee skill. You may want to get the whole Close Combat group to suit your character's backstory, but you may find that you can't afford it. Which melee skill you decide to go with is a matter of personal taste. I like Unarmed Combat, because you know you'll always have it available. Other people like Clubs, which in addition to things like batons and staves also covers hitting people with the butt of your gun or picking up a random heavy object. Blades is stylish, can include anything from a bayonet on the end of your rifle to an ancestral sword, and has the options with the most damage, but is also the easiest to find yourself without.

Firearms group at 4 is a beautiful thing. I have to confess, however, that the last street sam I played, despite having the whole group, never once used Longarms. Perhaps that would have changed had the game kept going, since he's just gotten his hands on a seriously powerful sniper rifle. And there is something to say for being able to pick up any gun and use it if you have to. You'll have to decide for yourself based on how desperate for points you are. Automatics is versatile. In addition to the aforementioned assault rifles, there's also battle rifles for longer range (although not if you only have the core book) and machine pistols for concealability. Pistols is great for you everyday carry sidearm, and your concealable hold-out pistol. (You want a heavy pistol for damage and a hold-out for concealability, especially one of the ones that's immune to metal detectors. Light pistols are sadly pointless.) When you eventually specialize Pistols, got for "Semi-Auto", which covers so many of the guns that I kind of can't believe that they made it an option.

There's also a few Technical skills that you might want to consider having at least one rank of so that you can maintain and modify your own equipment, like Armorer and Demolitions. You can use Hardware to override maglocks for B&E, but you might want to leave that to another team member who specializes in that sort of thing if you have one.

I like to have at least one rank in the Influence group, so that I can at least try talking my way through if need be. The team's Face can't always handle it for you. Sometimes it's your contact who needs talking to, and sometimes it's you who has to tell a lie. Although I guess by that logic, you could get by with just Etiquette and Con.


...any of that help?

Scarecrow71

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« Reply #20 on: <09-13-12/1011:35> »
Cybereyes and cyberears are great. You can load them up with vision mods and audio mods so that you can operate in all sorts of situations, gain bonuses to perception, avoid penalties to attack, you name it. Smartlink is the most crucial. It calculates ballistics and paints a crosshair in your viewpoint so that you know where your gun is aimed. But you'll probably want the full set, or close to it. It's up to you whether they look just like real eyes and ears or are obviously fake, but either way they're legal and not uncommon.
While I agree with getting auditory and visual enhancements, I disagree with getting cybereyes and cyberears to do so.

Glasses and earbuds are cheaper, and you don't lose essence to get them.  Not to mention you can get a couple of spare pairs of each, with all the mods on them that you need, in the event you lose a pair.  Implants need to be replaced, and it's not like you've got a spare pair of cybereyes laying around the house.  Or maybe you do?

Either way, I recommend the glasses and buds.
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rasmusnicolaj

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« Reply #21 on: <09-13-12/1058:52> »
Consider that strenght 6 give you +1 recoil. Dont get a high strength for just that just be aware of it.

I would get more cyberware and bioware. You have chosen to be an augmented fighter so be that.
Reflex Enhancers, Reflex Recorder (Automatics), Muscle Toner, Musle Augmentation, Suprathyroid Gland, Synthacardium and whatever else make you better at what you do.

Also remember to modify your guns and optimize your armor.

Body 8 isnt really better than body 7. And you could lower Logic to 2.
important attrivutes for you are Agility, Body, Reaction and Intuition.

Try to take a look on Umaro's archtypes. The Ronin is a cool fighter.

Rasmus
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TheNarrator

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« Reply #22 on: <09-13-12/1122:35> »
Cybereyes and cyberears are great. You can load them up with vision mods and audio mods so that you can operate in all sorts of situations, gain bonuses to perception, avoid penalties to attack, you name it. Smartlink is the most crucial. It calculates ballistics and paints a crosshair in your viewpoint so that you know where your gun is aimed. But you'll probably want the full set, or close to it. It's up to you whether they look just like real eyes and ears or are obviously fake, but either way they're legal and not uncommon.
While I agree with getting auditory and visual enhancements, I disagree with getting cybereyes and cyberears to do so.

Glasses and earbuds are cheaper, and you don't lose essence to get them.  Not to mention you can get a couple of spare pairs of each, with all the mods on them that you need, in the event you lose a pair.  Implants need to be replaced, and it's not like you've got a spare pair of cybereyes laying around the house.  Or maybe you do?

Either way, I recommend the glasses and buds.


Allow me to explain why I feel differently.

First off, I'm not quite sure what you mean by "implants need to be replaced." Implants don't wear out, to my knowledge. Unless you're swapping them out for superior versions, you're generally not going to replace them. And having them surgically implanted makes them rather hard to lose. Essentially, for somebody to take them from you, they would have to be cutting your head open, in which case you have bigger things to worry about than what they cost to replace.

Second, by that same token, with implants, you always have them. And nobody need know that you have them. Nobody can ask you to check your cybereyes at the door. Nobody can order you at gunpoint to hand them over. They could look like completely ordinary eyes and ears, and then they wouldn't even know to ask. And you will never be in a situation where you don't have them available. You never have to worry about whether you have your glasses on, or a surprise combat causing you to roll out of bed without your contacts in, or that wearing goggles in public would attract too much attention.

Third, the implants can hold far more upgrades, enhancements and modes than the worn stuff. Earbuds, headphones and contacts max out at three Capacity. Glasses go up to 4 and goggles to 6. Cybereyes and cyberears have the options of 4, 8, 12 or 16. I've put together Awakened characters with strictly non-implant eye and ear wear, and I've put together characters with implants, and believe me, the implant ones were able to get a lot more awesome stuff installed.

Fourth, given how much a street sam is already spending on cyberware, the nuyen and essence cost of the eyes and ears isn't much more.

Fifth, the cyber comes with image/sound link and recording unit for free at no capacity cost. the worn stuff does not.

Sixth, some of the enhancements, like the Balance Augmenter and Damper, are only available as implants.

Seventh, since they can communicate with your brain and datajack through DNI, you don't need to use wireless connectivity, meaning either two four less possible vulnerabilities to hacking or four less things that you need to install skinlink on to prevent hacking.

Eighth, the implants and their various enhancements can count as sensor channels for a TacNet.

Ninth, while I can't speak for anyone else's GM, in any game I run, I'm not going to let anyone issue DNI commands to their smartgun unless they've actually got DNI communication with their smartlink.

...that was a bit longer than I meant it to be, but I kept thinking of more reasons. I really do feel that the implants are superior... as they should be. There would be no point in having cyberware if it wasn't any better than the external stuff.


And you could lower Logic to 2.
I don't particularly agree with the need to have a Logic 2 street sam. Just because he's the muscle doesn't mean that he has to be dumb, and Logic 2 is below-average intelligence. There may be technical or knowledge skills that he wants to not suck at, like Demolitons, Armorer, Knowledge: Tactics and Knowledge: Weapons.

Scarecrow71

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« Reply #23 on: <09-13-12/1141:15> »
Allow me to explain why I feel differently.

First off, I'm not quite sure what you mean by "implants need to be replaced." Implants don't wear out, to my knowledge. Unless you're swapping them out for superior versions, you're generally not going to replace them. And having them surgically implanted makes them rather hard to lose. Essentially, for somebody to take them from you, they would have to be cutting your head open, in which case you have bigger things to worry about than what they cost to replace.

And what happens in the event you are in combat and your eye explodes from gunfire?  It's cheaper in the long run to replace the glasses than it is to replace the implant.  And with your example of swapping them out for superior versions - you don't have to pay for surgery with glasses.

Second, by that same token, with implants, you always have them. And nobody need know that you have them. Nobody can ask you to check your cybereyes at the door. Nobody can order you at gunpoint to hand them over. They could look like completely ordinary eyes and ears, and then they wouldn't even know to ask. And you will never be in a situation where you don't have them available. You never have to worry about whether you have your glasses on, or a surprise combat causing you to roll out of bed without your contacts in, or that wearing goggles in public would attract too much attention.

Highlight is my emphasis.

Glasses won't get you weird looks from bouncers with MAD scanners as you are trying to get through the door.  The eyes and ears might.  Not to mention that I don't think anyone with a MAD scanner will stop you at the door with glasses, but if your eyes set it off, they may not allow you in on the premise that you have some cyberware.

And if someone is being a dick over you getting in somewhere with glasses, you can always take them off.  Eyes/Ears are in your head and can't be removed easily as you pointed out.

Third, the implants can hold far more upgrades, enhancements and modes than the worn stuff. Earbuds, headphones and contacts max out at three Capacity. Glasses go up to 4 and goggles to 6. Cybereyes and cyberears have the options of 4, 8, 12 or 16. I've put together Awakened characters with strictly non-implant eye and ear wear, and I've put together characters with implants, and believe me, the implant ones were able to get a lot more awesome stuff installed.

I've got no argument on this as you are correct, sir.

Fourth, given how much a street sam is already spending on cyberware, the nuyen and essence cost of the eyes and ears isn't much more.

Au contraire, mon frer.  Considering how much nuyen the sam is already spending on stuff, wouldn't it make more sense to go the route that saves a few extra bucks?  Those extra bucks could be that one grenade that saves the guy's life at some point down the road, you know.

Fifth, the cyber comes with image/sound link and recording unit for free at no capacity cost. the worn stuff does not.

Sixth, some of the enhancements, like the Balance Augmenter and Damper, are only available as implants.

Again, no argument as you are correct.

Seventh, since they can communicate with your brain and datajack through DNI, you don't need to use wireless connectivity, meaning either two four less possible vulnerabilities to hacking or four less things that you need to install skinlink on to prevent hacking.

I respectfully disagree.  Smartlink works with the smartgun system in a weapon, which makes it wireless by default (unless I am reading something incorrectly).  Which means it can be hacked.

Eighth, the implants and their various enhancements can count as sensor channels for a TacNet.

I've got nothing here as I'm not as familiar with TacNet as I should be.

Ninth, while I can't speak for anyone else's GM, in any game I run, I'm not going to let anyone issue DNI commands to their smartgun unless they've actually got DNI communication with their smartlink.

This goes back to your earlier statement about eyes not being hackable.  In YOUR games, they aren't.  But as I stated earlier, by default they are wireless as they work with the smartgun system.  Without a datajack or trodes, they are hackable.

...that was a bit longer than I meant it to be, but I kept thinking of more reasons. I really do feel that the implants are superior... as they should be. There would be no point in having cyberware if it wasn't any better than the external stuff.

Just because it's cyberware or bioware doesn't automatically mean that it is better.  In most cases, yes it is.  But not in all cases.  I think you and I are just going to have to agree that on this issue, we disagree.  :D
I could wile away the hours conversing with the flowers
Consulting with the rain
And my head I'd be scratching while my thoughts were busy hatching
If I only had a brain...

"Good. Bad. I'm the guy with the gun." - Ash, Army of Darkness

Ethan

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« Reply #24 on: <09-13-12/1151:56> »
I don't recall off the top of my head but are there some Vision/Audio Enhancements that are Forbidden? I think the Smartlink just requires a registration... but that could be one thing that'll get you arrested.

Also, I have a weird feeling my GM will let someone hack my eyes. That just creeps me out.

But I like the idea of some implanted stuff. My sams usually have implanted Flare Compensation and Dampers.

rasmusnicolaj

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« Reply #25 on: <09-13-12/1200:41> »
Have to agree with the crow. Cyberears and eyes are to expensive. use your nuyen and essence on things you cant get otherwise.

And dont take the firearms group. You want to be good at shooting people instead of being mediocre at shooting them in different ways. If you want to branch out go Heavy Weapons.

Oh and remember a shock glove for unarmed combat.

Martial arts gives most to melee types but there are a few that are good for a shooter like Firefight and Krav maga.

Rasmus
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TheNarrator

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« Reply #26 on: <09-13-12/1246:07> »
And what happens in the event you are in combat and your eye explodes from gunfire?
Then you're in even more trouble if you didn't have cybereyes, because your flesh and blood eye just exploded. Getting a cloned replacement eye would probably cost more than getting a new cybereye.


Glasses won't get you weird looks from bouncers with MAD scanners as you are trying to get through the door.  The eyes and ears might.  Not to mention that I don't think anyone with a MAD scanner will stop you at the door with glasses, but if your eyes set it off, they may not allow you in on the premise that you have some cyberware.
Cybereyes and cyberears are legal and common implants. It's unlikely that they're going to refuse anyone access for having them, just like they won't refuse you access for a datajack. Instead, he'll probably be refused entry or arrested for the Wired Reflexes or the Bone Lacing.


I respectfully disagree.  Smartlink works with the smartgun system in a weapon, which makes it wireless by default (unless I am reading something incorrectly).  Which means it can be hacked.
No, you are correct that the smartlink needs to communicate with the smartgun, so it's always a vulnerability. But if you equip both with skinlink (or the gun and your datajack with skinlink, turn off the wifi on the cybereyes and have it use DNI to talk to the datajack) then you don't have to worry about having them hacked unless they either go through your commlink or touch you. But if you have glasses and earbuds, then you have to do that for all of them, because they're all vulnerabilities just by talking to your commlink so your AR will work.

This goes back to your earlier statement about eyes not being hackable.  In YOUR games, they aren't.  But as I stated earlier, by default they are wireless as they work with the smartgun system.  Without a datajack or trodes, they are hackable.
I think we're misunderstanding each other. I know that the link between the smartlink and the smartgun is hackable (which is why you should use skinlink). I'm talking about the link between your brain and the smartlink that allows you to use mental commands to do things like eject the magazine and change the firing mode. With contacts you wouldn't have a DNI connection to the smartlink to give those commands. (Unless you used trodes to your commlink and had the commlink talk to the smartlink in your contacts.)

I don't recall off the top of my head but are there some Vision/Audio Enhancements that are Forbidden?
The only Forbidden eyeware is the Retinal Duplication, which is too high availability to start with anyway and insanely expensive.

The Smartlink requires a license, but so does the gun to go with it. Also, a smartlink needs a license whether it's implanted or worn. They're both "R" legality.

And if that's an issue, aren't they more likely to find a smartlink in your glasses than in your eyes? I would think that telling that you have cybereyes and telling what you have in your cybereyes are two different things.

All other visual mods and all audio enhancements are legal.

All4BigGuns

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« Reply #27 on: <09-13-12/1412:19> »
Implanted eye and ear augmentation is really just a convenience thing that, while a bit more expensive, can--as Narrator has suggested--be more secure than the external versions. It is also quite true that you can fit quite a bit more into rating 3 cyber eyes or cyber ears than you can in the external devices. It's all a matter of preference is all.

As to the suggestion that his rating 2 Wired Reflexes are good to have, in my opinion, this is incorrect. I've never run into any situation where 3 initiative passes was required, and the cost in money and essence to get that third pass just doesn't seem worth it to me. IMO, if you want that extra reaction in character creation, then spend the Restricted Gear and cash for Suprathyroid for the bonus to all physicals (especially since it's the only implant that increases Body directly, and thus increases encumbrance and possibly damage track).

I know there are a lot of people who claim that the Firearms group is a waste, but it really isn't for that many types, as one doesn't really need to have a 6 in a skill right off the bat. In fact, that can pull just as much if not more GM aggro than having a 1 in an attribute.
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Ethan

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« Reply #28 on: <09-13-12/1433:53> »
That's quite true. I've been satisfied with 2 IPs and 3 IPs just seems like overkill most of the time. Consider that a Streeet Sam's probably shooting BF with an Automatic, he can easily down 2 targets a phase. A small team of corpsec/drones can be dealt with in 2 IPs if he has the proper skills, and the rest of the team can shoot.

'Ware does add flavour though, even if it's not optimal. If you're considering any further cyberware, and want a cyberarm, consider the Gyro. Adds 3 Recoil Compensation, but it's F and metal detectors would go off if you have one.

A popular alternative is going for a "BioSam". Muscle Aug and Toner, Platelet Factories, and a Synaptic Booster can make you pretty deadly even if you're not a Sam. I've seen Faces with that much 'ware. Also, Bone Density Augmentation is harder to detect than strapping on kevlar or ceramics to your skeleton.

Strungest

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« Reply #29 on: <09-13-12/1745:09> »
I have taken all of your wonderful suggestions and made many modifications. His cyber/bio is set up so that he can just fit wired reflexes 3 as an upgrade if he ends up using it. 100 round mag+reload/aim/ready as free action+high velocity+0 recoil even with 2x long=so much death. His armor is set up to be the best legal armor that money can buy, any recommendations for mods are appreciated. I also gave him the synth biomod for retarded high gymnastic dodge bonuses. Some assorted drugs for others if they need them are also included. He has a skinlink network going, and uses the non-implanted disposable comlinks for wireless connections. Anything starts looking strange and he just takes it off, killing all outside access. He is nearing completion i think. Anything that I have obviously missed or any other suggestions?

Also: I have no idea how the matrix program/agent/autosoft/autohard/tacknet/whatever thing works. what should I put on my comlink if I never plan to do any of the hacking stuff? I made an educated guess based on some other threads.

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Notoriety: 0
Public Awareness: 0
Ork
Composure: 5
Judge Intentions: 7
Lift/Carry: 15 (90 kg/60 kg)
Memory: 5
Nuyen: 0

== Attributes ==
BOD: 8 (9)
AGI: 5 (9)
REA: 5 (8)
STR: 3 (6)
CHA: 2
INT: 5
LOG: 2
WIL: 3
EDG: 1

== Derived Attributes ==
Essence:                   1.80
Initiative:                10 (13)
IP:                        1 (3)
Matrix Initiative:         9
Matrix IP:                 1
Physical Damage Track:     13
Stun Damage Track:         10

== Active Skills ==
Animal Handling            : 0                      Pool: 4
Animal Training            : 0                      Pool: 4
Archery                    : 0                      Pool: 8
Armorer                    : 0                      Pool: 1
Artisan                    : 0                      Pool: 4
Automatics                 : 6                      Pool: 15
Blades                     : 0                      Pool: 8
Climbing                   : 0                      Pool: 5
Clubs                      : 0                      Pool: 8
Computer                   : 0                      Pool: 1
Con                        : 0                      Pool: 1
Cybercombat                : 0                      Pool: 1
Data Search                : 0                      Pool: 1
Demolitions                : 0                      Pool: 1
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 8
Dodge                      : 0                      Pool: 7
Escape Artist              : 0                      Pool: 8
Etiquette                  : 4                      Pool: 6
First Aid                  : 0                      Pool: 1
Flight                     : 0                      Pool: 5
Forgery                    : 0                      Pool: 8
Gunnery                    : 0                      Pool: 8
Gymnastics                 : 4                      Pool: 16
Hacking                    : 0                      Pool: 1
Heavy Weapons              : 0                      Pool: 8
Infiltration               : 4                      Pool: 13
Instruction                : 0                      Pool: 1
Intimidation               : 0                      Pool: 1
Leadership                 : 0                      Pool: 1
Locksmith                  : 0                      Pool: 8
Longarms                   : 0                      Pool: 8
Navigation                 : 0                      Pool: 4
Negotiation                : 0                      Pool: 1
Palming                    : 1                      Pool: 10
Parachuting                : 0                      Pool: 8
Perception                 : 4                      Pool: 9
Pilot Ground Craft         : 0                      Pool: 7
Pilot Watercraft           : 0                      Pool: 7
Pistols                    : 0                      Pool: 8
Riding                     : 0                      Pool: 7
Running                    : 0                      Pool: 5
Shadowing                  : 0                      Pool: 4
Survival                   : 0                      Pool: 2
Swimming                   : 0                      Pool: 5
Throwing Weapons           : 0                      Pool: 8
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 4                      Pool: 13

== Knowledge Skills ==

== Qualities ==
Amnesia (Past)
Biocompatability (Cyberware)
Erased (1 Week)
In Debt (25,000¥)
Low-Light Vision
Restricted Gear (Rating 2)

== Lifestyles ==
Street  1 months

== Cyberware/Bioware ==
Commlink
   +Skinlink
Cyberears Rating 1
   +Ear Recording Unit
   +Sound Link
   +Audio Enhancement Rating 2
   +Radar Sensor Rating 4
Cybereyes Basic System Rating 2
   +Eye Recording Unit
   +Image Link
   +Smartlink
   +Low-Light Vision
   +Vision Enhancement Rating 3
Muscle Augmentation Rating 2
Muscle Toner Rating 4
Suprathyroid Gland
Synthacardium Rating 3
Wired Reflexes Rating 2

== Armor ==
Armor Jacket              8/6
Form-Fitting Full-Body Suit7/3
   +Gel Packs
SecureTech PPP Armor (Ensemble with Helmet)2/6

== Weapons ==
AK-97
   +Gas-Vent 3 System
   +Gyro Stabilization
   +Shock Pad
   +Smartgun System, External
   +Barrel Extension
   +Extended Clip, 100 Drum
   +High Velocity
   +Personalized Grip
   +Skinlink
   DV: 6P   AP: -1   RC: 11
Ruger Thunderbolt w/ Smartgun
   +Concealable Holster
   +Gas-Vent 3 System
   +Barrel Extension
   +Extended Clip
   +Personalized Grip
   +Skinlink
   +Smartgun System
   +Underbarrel Weight
   DV: 5P   AP: -1   RC: 7
Shock Glove
   DV: 5S(e)   AP: -half   RC: 0
Unarmed Attack
   DV: 3S   AP: -   RC: 0
Yamaha Pulsar
   +Concealable Holster
   +Extended Clip
   +Skinlink
   +Smartgun System
   DV: 6S(e)   AP: -half   RC: 0

== Martial Arts ==
Krav Maga
   +Ready Weapon as Free Action
   +Take Aim as Free Action

== Commlink ==
Disposable Commlink (1, 2, 1, 3) x2
   +Disposable Commlink OS
Hermes Ikon (4, 4, 3, 3)
   +Trodes
   +Novatech Navi [Agent 3, ECCM 5, Stealth 5, Suite: Basic+, Tacsoft 2, Tactical Satellite Mapping Software 4, Telematics Infrastructure 5]

== Gear ==
Ammo: APDS (Assault Rifles) x600
Ammo: Gel Rounds (Heavy Pistols) x60
Ammo: Taser Dart (Tasers) x30
Ammo: Tracer (Assault Rifles) x3
Fake License (Wired Reflexes) Rating 3
Fake License (AK-97) Rating 3
Fake License (Ruger Thunderbolt w/ Smartgun) Rating 3
Fake SIN (Michel) Rating 4
Kamikaze
Medkit Rating 6
« Last Edit: <09-13-12/2137:45> by Strungest »