NEWS

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

  • 71 Replies
  • 18384 Views

Ethan

  • *
  • Omae
  • ***
  • Posts: 403
« Reply #30 on: <09-13-12/1951:13> »
You're going to want Willpower at 3 at least, that's an extra box for stun damage.

All4BigGuns

  • *
  • Prime Runner
  • *****
  • Posts: 7531
« Reply #31 on: <09-13-12/2353:40> »
You might consider swapping that Etiquette and Palming. You're a street sam, so you should be able to get by with less in the Etiquette, while Palming will help you conceal that Thunderbolt (Lone Star Special), which by the way is a Heavy Pistol, not a Machine Pistol--despite being a Burst Fire weapon, and thus it uses Pistols skill rather than Automatics. I suggest you ignore the comment someone made about not using Firearms skill group for this purpose. You could even throw a sport rifle (for long-range sniping) or a shotgun (for breaching doors in an emergency with Shock Lock rounds) into the mix.

There's really no reason for your comm to be implanted either since you're not a hacker, so you might consider replacing that with a datajack that you can plug into the comm--as an external device--to still control it and everything skinlinked to it via DNI with that comm's wireless capability completely shut off.

I still suggest sticking with Wired Reflexes at rating 1 to save money and essence for the reasons I indicated before (that could help with affording that sport rifle and/or shotgun should you take my suggestion from the first paragraph.

Currently, you're losing a point of Agility boost, so you might consider dropping to a 4 base Agility and going to a 4 base Strength. Your final Strength would go to an augmented value of 7 doing this (which should give another point of unarmed damage should you ever be without those Shock Gloves), and you would be getting the full benefit of your Muscle Toner and Suprathyroid together.

Other than that, I think it's a pretty solid build.
(SR5) Homebrew Archetypes

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

rasmusnicolaj

  • *
  • Omae
  • ***
  • Posts: 733
  • Не бойся смерти
« Reply #32 on: <09-14-12/0103:50> »
Get a machine pistol instead of the pistol. The firearms group cost 40 BP and that is overpriced.
Stick with Wirred Reflexes 2 (Wirred Reflexes is rather cheap) but I agree you dont want to implant your comlink. I dont really think you should have a datajack as everything just can be skinlinked.
The Agility Strength swap is good advice.
if you want to snipe (and sniping is a niche skill) get a battle rifle (heavy weapons also have some cool sniping options).
Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?

Strungest

  • *
  • Newb
  • *
  • Posts: 24
« Reply #33 on: <09-14-12/0120:33> »
Ok, what do you think now?
Also: I really need help with this commlink thing. The whole agent/OS/autosoft/program thing is really confusing.

== Info ==
Street Name:
Name: Unnamed Character
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork
Composure: 5
Judge Intentions: 7
Lift/Carry: 13 (60 kg/40 kg)
Memory: 5
Nuyen: 0

== Attributes ==
BOD: 8 (9)
AGI: 4 (9)
REA: 5 (8)
STR: 3 (4)
CHA: 2
INT: 5
LOG: 2
WIL: 3
EDG: 1

== Derived Attributes ==
Essence:                   1.725
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                    : 1                      Pool: 3
Artisan                    : 0                      Pool: 4
Automatics                 : 6                      Pool: 15
Blades                     : 0                      Pool: 8
Climbing                   : 0                      Pool: 3
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                  : 1                      Pool: 3
First Aid                  : 0                      Pool: 1
Flight                     : 0                      Pool: 3
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                    : 2                      Pool: 11
Parachuting                : 0                      Pool: 8
Perception                 : 4                      Pool: 9
Pilot Ground Craft         : 0                      Pool: 7
Pilot Watercraft           : 0                      Pool: 7
Pistols                    : 4                      Pool: 13
Riding                     : 0                      Pool: 7
Running                    : 0                      Pool: 3
Shadowing                  : 0                      Pool: 4
Survival                   : 0                      Pool: 2
Swimming                   : 0                      Pool: 3
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 ==
Cyberears Rating 2
   +Ear Recording Unit
   +Sound Link
   +Audio Enhancement Rating 3
   +Radar Sensor Rating 4
   +Commlink
Cybereyes Basic System Rating 2
   +Eye Recording Unit
   +Image Link
   +Smartlink
   +Low-Light Vision
   +Vision Enhancement Rating 3
Muscle Toner Rating 4
Orthoskin Rating 3
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 ==
AVC-7.62
   +Gas-Vent 3 System
   +Gyro Stabilization
   +Shock Pad
   +Smartgun System, External
   +Barrel Extension
   +Extended Clip, 100 Drum
   +Firing Selection Change, Small Mod (FA)
   +High Velocity
   +Skinlink
   DV: 7P   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: 2S   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]
Hermes Ikon (4, 0, 0, 3)

== Gear ==
Ammo: APDS (Assault Rifles) x600
Ammo: Gel Rounds (Heavy Pistols) x60
Ammo: Taser Dart (Tasers) x30
Ammo: Tracer (Assault Rifles) x300
Fake License (Wired Reflexes) Rating 3
Fake License (AVC-7.62) Rating 3
Fake License (Ruger Thunderbolt w/ Smartgun) Rating 3
Fake SIN (Michel) Rating 4
Kamikaze
Medkit Rating 6

All4BigGuns

  • *
  • Prime Runner
  • *****
  • Posts: 7531
« Reply #34 on: <09-14-12/0200:20> »
Get a machine pistol instead of the pistol. The firearms group cost 40 BP and that is overpriced.

For getting three skills at 4, no, it isn't overpriced. It is actually 8 points cheaper than buying the skills individually. Buying the Firearms group gives more versatility in that one could pick up any type of firearm other than heavy weapons and use them proficiently.

Stick with Wirred Reflexes 2 (Wirred Reflexes is rather cheap) but I agree you dont want to implant your comlink. I dont really think you should have a datajack as everything just can be skinlinked.

Wired 2 is overkill, as I stated before. That 3rd pass isn't necessary in the majority of cases.

The datajack would be an innocuous implant that few would even blink an eye at that would provide him a constant DNI and thus would render it unnecessary to even have wireless enabled on anything but his "dummy comm" when combined with skinlink.

if you want to snipe (and sniping is a niche skill) get a battle rifle (heavy weapons also have some cool sniping options).

Sure, sniping is niche, but that's why you don't focus entirely in that area. Battle rifles are okay, but they're military hardware, while a good hunting rifle wouldn't draw near as much attention (same applies even more so to the heavy weapon options). Plus, as I said, he could get a shotgun with Shock Lock ammo for "emergency exit" times.
(SR5) Homebrew Archetypes

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

TheNarrator

  • *
  • Omae
  • ***
  • Posts: 712
« Reply #35 on: <09-14-12/0301:41> »
Wired 2 is overkill, as I stated before. That 3rd pass isn't necessary in the majority of cases.
I must strongly disagree. Three initiative passes has been the norm for starting characters in every game I've ever played.

Number of actions is one of the most important things, if not the most important, in deciding the outcome of a combat situation.


Cyberears Rating 2
   +Ear Recording Unit
   +Sound Link
   +Audio Enhancement Rating 3
   +Radar Sensor Rating 4
   +Commlink
Radar Sensor and Commlink are headware, not earware. They can't be installed in ears. Luckily you have plenty of essence left so you can install that radar sensor normally. (And radar sensor is really fantastic: lowest visibility penalty in pretty much every situation, sees through Invisibility and sees through walls.)

As others have said, there's no particular reason to get your commlink implanted. Carrying it plugged into a datajack should be fine.

I would suggest at least getting Flare Compensation for your eyes and a Damper for your ears, so that you can't be flash-blinded or deafened. And they're cheap.


Quote
AVC-7.62
   +Gas-Vent 3 System
   +Gyro Stabilization
   +Shock Pad
   +Smartgun System, External
   +Barrel Extension
   +Extended Clip, 100 Drum
   +Firing Selection Change, Small Mod (FA)
   +High Velocity
   +Skinlink
Pretty powerful setup. But I have to ask... you do know that a gyro-stabilization harness takes 5 minutes to put on, right? You'd need prep time to use this rig to its full potential.


As for the commlinks... okay, this will take some explaining.

The commlink hardware has two stats, Signal and Response. Signal is obvious: it's the range you can reach and how much jamming you can cut through. Response it basically the processor power, and it limits the level of the programs running on the link. You want your Response to be as good as you're willing to shell out for, and your Signal to be at least decent.

The commlink OS has two stats: System and Firewall. Firewall is the commlink's defenses. System is how much the OS can handle. System is limited by Response, and is also how many programs the commlink can run at once before it starts to lag. You want your System to be as high as your Response, and your Firewall to be as high as you're willing to pay for.

The individual programs can't run at a higher rating than the Response, and you don't want to run more of them at once than the System, but they add their rating to particular things.

Since you're not a hacker, you really only need the basic stuff to get by (one of the Common Use Program Suites should do) and some defensive stuff. Analyze adds to Firewall to spot hacking attempts. Stealth makes it harder for them to even find your commlink to hack it. Encrypt will keep people from eavesdropping on your communications and if you encrypt your link then they'll have to decrypt it before they can even try to hack you. ECCM lets you cut through jamming. You probably want to buy these at Rating equal to your Response, except with the Hacking programs (Stealth, ECCM) which you might just get at Rating 3, since after that the price jumps up. I noticed that you have an Agent, which is sort of a weak A.I. that you can have do your matrix sutff for you. You can assign it to watch your link for hacking, but if you want to use it to do any hacking for you, then it will need more programs.

TacSoft is very powerful, but it requires all of your teammates (minimum Rating + 2) also running it and having enough sensor channels (minimum Rating x 2) for it to work.

I'm not familiar with the mapping software. Sounds cool, tho.


Battle rifles are okay, but they're military hardware, while a good hunting rifle wouldn't draw near as much attention
It's Restricted, and he has a license for it, so it shouldn't be problem. And honestly, you can't really carry any rifle openly in a city without the cops coming down on you. Hunting rifles are not a normal sight in an urban environment.

(Keep your licenses on the Ruger Thunderbolt up to date, by the way. It's the standard gun of Lone Star, and they get very touchy when they see anyone else, especially a metahuman, carrying it. But then, Lone Star aren't the police in Seattle anymore. Knight Errant is.)

Speaking of pistols, a machine pistol would use your Automatics skill, which is better than your Pistols skill, even if it was slightly weaker in damage. If you decide to, then I recommend the FN 5-7C.  Also, consider a hold-out pistol that you could smuggle into places, especially one of the ones with no metallic parts that are immune to metal detectors.

Plus, as I said, he could get a shotgun with Shock Lock ammo for "emergency exit" times.
The variety of things that you can fire out of a shotgun is pretty handy, but there are at least two pistols (Remington Roomsweeper and Eichiro Hatamoto II) that can fire shotgun shells if it comes down to that.

I like the Firearms group and try to get it for my own characters for background reasons, but in this case he's already got a weapon with more range than a sport rifle, and the damage of a shotgun. Unless he's going to grab one of the anti-materiel sniper rifles for cracking hardened targets, Longarms just doesn't offer him that much. Sorry.

All4BigGuns

  • *
  • Prime Runner
  • *****
  • Posts: 7531
« Reply #36 on: <09-14-12/0314:28> »
Wired 2 is overkill, as I stated before. That 3rd pass isn't necessary in the majority of cases.
I must strongly disagree. Three initiative passes has been the norm for starting characters in every game I've ever played.

Number of actions is one of the most important things, if not the most important, in deciding the outcome of a combat situation.

Well, I was speaking from experience as well. I've never had a situation where I've needed more than 2 passes, and it wasn't because of a GM "going easy-mode" or from being extremely broken in build.

Wired 2 is overkill, as I stated before. That 3rd pass isn't necessary in the majority of cases.
I must strongly disagree. Three initiative passes has been the norm for starting characters in every game I've ever played.

Number of actions is one of the most important things, if not the most important, in deciding the outcome of a combat situation.

Battle rifles are okay, but they're military hardware, while a good hunting rifle wouldn't draw near as much attention
It's Restricted, and he has a license for it, so it shouldn't be problem. And honestly, you can't really carry any rifle openly in a city without the cops coming down on you. Hunting rifles are not a normal sight in an urban environment.

I can see this one depending on the GM, but personally I wouldn't be as hard on someone with a sport rifle as I would someone with a battle rifle. To each his own, I guess.

Plus, as I said, he could get a shotgun with Shock Lock ammo for "emergency exit" times.
The variety of things that you can fire out of a shotgun is pretty handy, but there are at least two pistols (Remington Roomsweeper and Eichiro Hatamoto II) that can fire shotgun shells if it comes down to that.

I like the Firearms group and try to get it for my own characters for background reasons, but in this case he's already got a weapon with more range than a sport rifle, and the damage of a shotgun. Unless he's going to grab one of the anti-materiel sniper rifles for cracking hardened targets, Longarms just doesn't offer him that much. Sorry.

There is always the main thing that I was mentioning, the versatility of being able to pick up any gun and use it proficiently. That alone can make it well worth it. I guess I don't just look at things in the way of "mechanically optimized", which IMO is a good thing.
(SR5) Homebrew Archetypes

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

rasmusnicolaj

  • *
  • Omae
  • ***
  • Posts: 733
  • Не бойся смерти
« Reply #37 on: <09-14-12/0318:18> »
Firearms group is 2 dices less than automatics 6 and cost 16 BP more.
Battle rifles ære military gear yes but if you start sniping you do it to murdet-kill and then lone star or KE really doesnt care about what weapon you use. You can load a SMG with stick-and-shock not just a shotgun.
Get thermographic and flare compensation for your eyes. Get dæmper for your ears.
Stick with +2 IP. It is rather cheap and defenitely worth it. It is the fourth IP that is really pricy and not worth it from the start.
Its a fine build. Maybe shift 1 from palning to another skill like heavy weapons.
And I would drop Pistols and the Ruger and just get a easily concealed maschine pistols. You really only need one way to kill people and that is automatics for you ;)

Rasmus
« Last Edit: <09-14-12/0320:14> by rasmusnicolaj »
Deplore killings made in the name of religion. Can't it just be for fun?

All4BigGuns

  • *
  • Prime Runner
  • *****
  • Posts: 7531
« Reply #38 on: <09-14-12/0330:48> »
Firearms group is 2 dices less than automatics 6 and cost 16 BP more.

Again, versatility, and a maxed out skill right out of character creation can generate as much aggro as a 1 in an attribute depending on the GM.

You can load a SMG with stick-and-shock not just a shotgun.

When did I ever mention Stick-and-Shock? I said Shock Lock, the rounds that are better for breaching doors...
(SR5) Homebrew Archetypes

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

rasmusnicolaj

  • *
  • Omae
  • ***
  • Posts: 733
  • Не бойся смерти
« Reply #39 on: <09-14-12/0412:44> »
You can load a SMG with stick-and-shock not just a shotgun.

When did I ever mention Stick-and-Shock? I said Shock Lock, the rounds that are better for breaching doors...
[/quote]
Sorry my bad.
And you are right that a characters power level should depend on the table it is used at.
Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?

TheNarrator

  • *
  • Omae
  • ***
  • Posts: 712
« Reply #40 on: <09-14-12/0534:19> »
I'm going to go ahead and argue the other side of this one for a moment. I want to present a balanced perspective so that he can make his own reasoned decision. (In fact, in the course of this, I think I actually changed my mind.)

Automatics 6 + Pistols 4 = 40 BP, which is the same as getting Firearms Group 4. And since Strungest seems attached to his Ruger Thunderbolt, has a Taser, and could probably use a holdout pistol to smuggle into places, he's probably not getting rid of Pistols. So the cost is the same either way.

Sure, his Automatics would only be 6 instead of 4, but he'd get a whole other skill at 4 and access to a whole new class of weapons. It's not like his shooting won't still be pretty fantastic, with Agility 9 + Automatics 4 and +2 for a smartlink, with the option to specialize for another +2 after his first run. Later on he might want to get that Barret Model 121 sniper rifle for killing armored vehicles from a mile away. And characters could stand to have a little versatility, instead of being one-trick ponies. Circumstances don't always let you have things in the way most optimal to you. Especially when your primary weapon works best with a gyromount that takes 5 minutes to strap on and has all the subtlety of a raging bull in a minefield.



Speaking of which, I can't really stress enough the need to have silenced/suppressed options and less-lethal options while on runs. If you're just dealing with some street thugs, then it's fine to let loose with the firepower, but if you're being paid to break into a corporate facility, then it pays to keep the body count down. The client generally doesn't want a big bloody mess that will attract a lot of attention and retaliation. So having options to quietly and non-lethally take down guards without alerting the whole facility is a good idea. I see you've got gel rounds and a taser and shock gloves, which is good, but you might want a Sound Suppressor for at least one of your guns, for stunning guys quietly when the alarm hasn't sounded yet.


(Side note on something I just noticed: the bonus from tracer ammo doesn't stack with a smartlink. Might want to trade that for another type.)



Quote
I can see this one depending on the GM, but personally I wouldn't be as hard on someone with a sport rifle as I would someone with a battle rifle. To each his own, I guess.
Either way it would be a "keep in the trunk of the car until it's go time" sort of thing, because carrying a rifle on your person in a city is an instant panic-causer for everyone in the area.

Mind you, some of the mods on that battle rifle of his take it way out of the realm of something you'd expect a civilian to own. But you have to expect Shadowrunners to have illegal gear.


(Speaking of, Strungest, you need a vehicle. You can't carry all your gear on the bus with you, there's too much of it. And you need an actual Lifestyle, rather than Street, because right now you're homeless, starving, have no clothes other than your armor, and won't be allowed into anywhere outside the Barrens because you haven't bathed in a month.)

Strungest

  • *
  • Newb
  • *
  • Posts: 24
« Reply #41 on: <09-14-12/1027:59> »
There is no doubt that gearing up in my "legal" full armor outfit, complete with helmet, and carrying around an BR with a 100 round drum magazine will cause disturbance. whenever he doesn't plan for combat, a Machine pistol and less armor will be carried. I think I will go with the automatics+pistols+1 point in heavy weapons. Any recommendations on a silenced concealable pistol for self defense?

Ethan

  • *
  • Omae
  • ***
  • Posts: 403
« Reply #42 on: <09-14-12/1054:31> »
Colt Government 2066 fires electronically. Meaning, it's quieter since there's no "action" with the hammer. Build it with a Silencer and you're good.

You already have a taser, take that where you go.

I've found the need for two pistols: one for concealed carry, and another for intimidation purposes. Usually an Ares Predator IV suffices for the latter, or even a Ruger Super Warhawk. Just something you wear openly while walking around bad neighbourhoods in case some idiot doesn't realize how dangerous you are.

If you have chummer, there's a pistol using Ceramic components that was in Gun Heaven 2. Forgot what it's called. Could be useful since you won't be able to get the HK Urban series at chargen.

I used to really modify and customize my pistols, but I've decided on a "disposable" setup for most of them now. Browning Ultra Power is cheap and doesn't require linking with your smartlink. Stuff like that. You can throw it away after a run and not feel bad about it.


TheNarrator

  • *
  • Omae
  • ***
  • Posts: 712
« Reply #43 on: <09-14-12/1107:06> »
How concealable do you want it?

The Morrisay Elan is a holdout pistol made entirely of non-metallic composites and polymers, and if loaded with non-metallic Hi-C ammunition it's utterly impossible to detect with metal detectors. That plus the small size should make it hard to spot. Use modification rules to add a smartlink, an integral silencer (holdouts can't take accessories) and something to gain a point of recoil comp (personalized grip?) and you have very stealthy little weapon. Load gel, capsule or (most potent of all) Stick-n-Shock if you want it non-lethal.

(I love the Elan. Almost all my characters have had one as a concealed backup weapon.)

If you want a little more damage, there's a couple heavy pistols that are also non-metallic, but sadly the Availability is too high for a starting character. The HK Urban Fighter also uses hermetically sealed magazines to defeat chemical sensors and bomb-sniffing dogs, while the WW Infiltrator breaks down into smaller parts that appear harmless.

If you're not concerned with beating metal detectors, then all the holdout pistols are easy to conceal, but the Cavalier Scout has the most ammo (at a whopping 7 rounds).

If you want heavy pistol damage, then the Walther Secura Kompakt is a heavy pistol that's smaller and more concealable than the rest and can have a smartlink for +200¥. Any heavy pistol (that's not a revolver) can be equiped with a silencer accessory.

The Ares Predator IV is probably the best "normal" heavy pistol, having the largest magazine (15 rounds) and a smartlink already installed, but it's no more concealable than your Thunderbolt (which is also a great pistol, thanks to its burst fire and inherent recoil comp).

A Concealed Holster improves the Concealability of any pistol, and a Hidden Gun Arm Slide can let you hide one literally up your sleeve.

Strungest

  • *
  • Newb
  • *
  • Posts: 24
« Reply #44 on: <09-14-12/1144:16> »
You guys are awesome. I think my char is reaching completion. I decided that versatility is never bad, so battle rifle, heavy pistol, shotgun pistol, non-metallic holdout, tazer, and stunglove are the current offensive loadout. This char looks VERY different from my first, all thanks do you dudes. Now I just need to mess around with the bells and whistles.

== Info ==
Street Name:
Name: Unnamed Character
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Ork
Composure: 5
Judge Intentions: 7
Lift/Carry: 13 (60 kg/40 kg)
Memory: 5
Nuyen: 0

== Attributes ==
BOD: 8 (9)
AGI: 5 (10)
REA: 5 (8)
STR: 3 (4)
CHA: 2
INT: 5
LOG: 2
WIL: 3
EDG: 1

== Derived Attributes ==
Essence:                   1.185
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: 9
Armorer                    : 1                      Pool: 3
Artisan                    : 0                      Pool: 4
Automatics                 : 7                      Pool: 17
Blades                     : 0                      Pool: 9
Climbing                   : 0                      Pool: 3
Clubs                      : 0                      Pool: 9
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: 9
Etiquette                  : 1                      Pool: 3
First Aid                  : 0                      Pool: 1
Flight                     : 0                      Pool: 3
Forgery                    : 0                      Pool: 9
Gunnery                    : 0                      Pool: 9
Gymnastics                 : 4                      Pool: 17
Hacking                    : 0                      Pool: 1
Heavy Weapons              : 0                      Pool: 9
Infiltration               : 1                      Pool: 11
Instruction                : 0                      Pool: 1
Intimidation               : 0                      Pool: 1
Leadership                 : 0                      Pool: 1
Locksmith                  : 0                      Pool: 9
Longarms                   : 0                      Pool: 9
Navigation                 : 0                      Pool: 4
Negotiation                : 0                      Pool: 1
Palming                    : 1                      Pool: 11
Parachuting                : 0                      Pool: 8
Perception                 : 4                      Pool: 9
Pilot Ground Craft         : 0                      Pool: 7
Pilot Watercraft           : 0                      Pool: 7
Pistols                    : 4                      Pool: 14
Riding                     : 0                      Pool: 7
Running                    : 0                      Pool: 3
Shadowing                  : 0                      Pool: 4
Survival                   : 0                      Pool: 2
Swimming                   : 0                      Pool: 3
Throwing Weapons           : 0                      Pool: 9
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 3                      Pool: 13

== Knowledge Skills ==
                           : 0                      Pool: 0

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

== Lifestyles ==
Low  1 months

== Cyberware/Bioware ==
Cyberears Rating 1
   +Ear Recording Unit
   +Sound Link
   +Audio Enhancement Rating 3
   +Damper
Cybereyes Basic System Rating 3
   +Eye Recording Unit
   +Image Link
   +Smartlink
   +Low-Light Vision
   +Vision Enhancement Rating 3
   +Flare Compensation
   +Thermographic Vision
Datajack
Genetic Optimization (AGI)
Muscle Toner Rating 4
Orthoskin Rating 3
Radar Sensor Rating 4
Skinlink
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 ==
AVC-7.62
   +Gas-Vent 3 System
   +Gyro Stabilization
   +Shock Pad
   +Smartgun System, External
   +Barrel Extension
   +Extended Clip, 100 Drum
   +Firing Selection Change, Small Mod (FA)
   +High Velocity
   +Skinlink
   DV: 7P   AP: -1   RC: 11
Morrissey Élan
   +Concealable Holster
   +Gas Vent 2
   +Personalized Grip
   +Silencer
   +Skinlink
   +Smartgun System
   DV: 4P   AP: -   RC: 3
Remington Roomsweeper
   +Concealable Holster
   +Gas-Vent 3 System
   +Smartgun System, External
   +Additional Clip, Pistol
   +Barrel Extension
   +Folding Stock, Powered
   +Personalized Grip
   +Skinlink
   DV: 5P   AP: -1   RC: 5
Ruger Thunderbolt w/ Smartgun
   +Concealable Holster
   +Gas-Vent 3 System
   +Extended Clip
   +Folding Stock, Powered
   +Personalized Grip
   +Skinlink
   +Smartgun System
   +Underbarrel Weight
   DV: 5P   AP: -1   RC: 8
Shock Glove
   DV: 5S(e)   AP: -half   RC: 0
Unarmed Attack
   DV: 2S   AP: -   RC: 0
Yamaha Pulsar
   +Concealable Holster
   +Extended Clip
   +Skinlink
   DV: 6S(e)   AP: -half   RC: 0

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

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

== Gear ==
Ammo: APDS (Assault Rifles) x900
Ammo: EX-Explosive Rounds (Heavy Pistols) x60
Ammo: Hi-C Plastic Rounds (Holdouts) x30
Ammo: Shock Lock Rounds (Heavy Pistols) x10
Ammo: Stick-n-Shock (Holdouts) x30
Ammo: Stick-n-Shock (Heavy Pistols) x30
Ammo: Taser Dart (Tasers) x30
Fake License (Wired Reflexes) Rating 3
Fake License (AVC-7.62) Rating 3
Fake License (Morrissey Élan) Rating 3
Fake License (Ruger Thunderbolt w/ Smartgun) Rating 3
Fake License (Remington Roomsweeper) Rating 3
Fake SIN (Michel) Rating 4
Medkit Rating 6
« Last Edit: <09-14-12/1159:14> by Strungest »