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Street Sam needs criticism

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Relic_Zero

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« on: <11-27-12/1752:38> »
Hey fellow runners,  I was hoping I could get some advice on my Sammy for an up coming game.

Race: Ogre


Bod: 7
Agi: 5 (7)
Rea: 5 (7)
Str : 3
Cha : 2
Int : 5
Log : 2
Wil : 3
Ess :
Edge : 2

Active skills :
Pilot ground craft (wheeled) 2 (4)
Unarmed combat (boxing ) 4 (6)
Perception 3
Intimidate 4
Automatics 6
Infiltration 4
Athletes group 4

Positive Qualities :
Biocompatablity (cyber)
Adrenline Surge

Negative qualities :
Amenisa lv 1
Dayjob lv 1
Gremlins lv 1
In debt lv 1
Hung out to dry

Cyberware:
Full right arm w/ enhancements include
- B: 7.    S: 3.     A:9
-Gyromount
-Armor rating 2
Wired reflexes lv 2
Dermal sheath lv 2
Internal airtank
Attention coprossor lv 3
Muscle Toner lv 2
Smartlink
Platelet Factories

Gear :
Camouflage suit
- gel packs
- chem 2, non cond 2, fire 2, Therm damp 3
FFBA full suit
- chem 4, non cond 3, fire 2
Micro rangefinder
Micro motion sensor
Contact rt 3 (image link,  flare compensation )
Glasses rt 3 (vision magnification, vision enhancement 3, Thermographic )
Earbuds rt 3 ( audio enhancement 3)
Helmet
Commlink: Meta link running vector xim (public )
Commlink: fairlight Caliban running novatech navi (hidden )
Fake SIN rt 4
Fake SIN rt 3
Thermographic flashlight
Stimpatch rt 4 x 2
Gecko tape gloves
Glue sprayer
Tag eraser
Medkit rt 6

Weapons : (I wont worry about listing all their mods / accessories unless needed)
FN P93 Praetor (smg)
Colt M22A3 (ar)
Ares crusader (machine pistol )
Survival knife
Shock gloves
« Last Edit: <11-29-12/0917:34> by Relic_Zero »

Relic_Zero

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« Reply #1 on: <11-27-12/1754:18> »
Any advice would be great.

Crunch

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« Reply #2 on: <11-27-12/2005:35> »
As spare as your skill points are I would drop dodge and use the points(16) to increase your Athletics group to 4 (10) your perception to 4(4) and give yourself as specialty in either infiltration or intimidation depending on style (2). Unless you plan on going full defensive a lot of the time there are very few cases where dodge will be useful if you already have a good unarmed and gymnastics. Your pilot ground craft is pretty darn high, I might drop it by a couple of points to free up some room for other skills. Personally i feel naked with out at least one point of Computer but YMMV.

The negative qualities seem a little disjointed, but I suppose that's an issue for background rather than build.

All4BigGuns

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« Reply #3 on: <11-27-12/2033:17> »
Yeah, for a Street Sam Pilot Groundcraft (Wheeled) 1 (3) will do ya just fine.
(SR5) Homebrew Archetypes

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

Whiskeyjack

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« Reply #4 on: <11-27-12/2103:59> »
Athletics Group 4 is needlessly pricier than just buying Gymnastics, an R3 Synthcardium, and defaulting on other Athletics skills.

Consider higher STR and AGI. Muscle Toner/Muscle Augmentation...that's your bread and butter as a street sam. Ceramic bone lacing isn't a bad idea either for unarmed.

What's Logic 5 doing for you? Some of that is better spent on STR and BOD.
Playability > verisimilitude.

Relic_Zero

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« Reply #5 on: <11-28-12/1055:13> »


What's Logic 5 doing for you? Some of that is better spent on STR and BOD.

Typo, put it at 3.

emsquared

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« Reply #6 on: <11-28-12/1147:45> »
Am I right in reading this as you have cyber-eyes and contacts and glasses? Drop the cyber-eyes, the ESS and Y cost vs just contacts and glasses = not worth it. You may not be able to start with all the tricks, but you'll be glad for it in the long run.

As is (3 LOG) you've spent 190 on Attributes. You're a street-sam Ogre with min STR and near min BOD, I don't understand. Seems more like a build strategy for a combat hacker or something. I'd drop the CHA and LOG by 1 ea. and the WIL by 2 (you can bump them later on if you want, use the BP efficiency now) and give those points to you're combat attributes as you please (add 1 AGI 2 STR 2 BOD IMO - i.e. use 200 pts on Attributes). Also, where's your Muscle Aug and Toner? The caveat being, if you're doing a stun glove or something, you can de-emphasize STR, but otherwise you're not going to be an effective unarmed combatant at the moment.

You have 8 BP in specializations worth 8 Karma, which could be used to get you up to 16 Karma worth of base skill points (raising 3s to 4s). BP efficiency right now favors getting those base skills up and forgoing specializations until play. I'd drop that Pilot down to 1 too.

You only have 20 BP in Neg Quals, find 15 more.

Redo your armor appropriate for your new BOD.

'bout it for now, I guess.

Relic_Zero

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« Reply #7 on: <11-28-12/1232:30> »
Am I right in reading this as you have cyber-eyes and contacts and glasses? Drop the cyber-eyes, the ESS and Y cost vs just contacts and glasses = not worth it. You may not be able to start with all the tricks, but you'll be glad for it in the long run.

As is (3 LOG) you've spent 190 on Attributes. You're a street-sam Ogre with min STR and near min BOD, I don't understand. Seems more like a build strategy for a combat hacker or something. I'd drop the CHA and LOG by 1 ea. and the WIL by 2 (you can bump them later on if you want, use the BP efficiency now) and give those points to you're combat attributes as you please (add 1 AGI 2 STR 2 BOD IMO - i.e. use 200 pts on Attributes). Also, where's your Muscle Aug and Toner? The caveat being, if you're doing a stun glove or something, you can de-emphasize STR, but otherwise you're not going to be an effective unarmed combatant at the moment.

You have 8 BP in specializations worth 8 Karma, which could be used to get you up to 16 Karma worth of base skill points (raising 3s to 4s). BP efficiency right now favors getting those base skills up and forgoing specializations until play. I'd drop that Pilot down to 1 too.

You only have 20 BP in Neg Quals, find 15 more.

Redo your armor appropriate for your new BOD.

'bout it for now, I guess.

Ok did a few adjustments, with stats, I don't want any lower than 2 which is why I kept CHA at that level.  I also wanted to keep pilot at 2 for background story reasons. 
I am going the shock glove route which is why I didn't feel the need to pump str up above average. 
On a side note my GM is is either using FFBA or PPP but we can't combine both.  With my new bump in Body what sort of armor out there will help me max that out at character creation?  Right now the highest I have found was 8/6 (both on armor jacket and camouflage suit).

Whiskeyjack

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« Reply #8 on: <11-28-12/1237:46> »
You also want an odd-numbered BOD because of how rounding works for determining damage boxes.

Restricted Gear isn't a bad idea for Muscle Toner 4 and a Suprathyroid Gland, the latter being the only implant that directly augments your BOD. IMO, AGI is more important than STR because net hits boost damage, but it's also good to have an okay base STR as a Street Sam even if you don't buy augmentation for it.

I like high Will on a Sammy because you'll be drawing fire and stunbolts, but there's ware that can compensate there, I.E. Platelet Factory + Trauma Damper combo and having some antistun derm patches.

I sorta like cybereyes/ears just because you always have them as opposed to potentially being deprived of glasses etc. But YMMV and there's definitely more optimal stuff to spend your initial money on.
Playability > verisimilitude.

Relic_Zero

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« Reply #9 on: <11-28-12/1249:59> »
You also want an odd-numbered BOD because of how rounding works for determining damage boxes.

Restricted Gear isn't a bad idea for Muscle Toner 4 and a Suprathyroid Gland, the latter being the only implant that directly augments your BOD. IMO, AGI is more important than STR because net hits boost damage, but it's also good to have an okay base STR as a Street Sam even if you don't buy augmentation for it.


   Restricted gear is something were not allowing at character generation as a house rule or I would have grabbed it for the suprathyroid gland, I am keeping that one in the back of my mind for the future howerver.

Tsuzua

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« Reply #10 on: <11-28-12/1437:21> »
Out of curiousity, did you use the Ronin as a base?  If not, you should check that link out.

Your attributes are mostly fine.  I'll consider lowering your Willpower to 3 and thinking about increasing your edge.  1 die isn't going to save your from a mage and 1 more edge is helpful. 

For skills, I'll drop the specializations since they're so cheap in play.  Then use the points to buy your perception to 4.  I'll also lower the Athletics to 1 and buy a Synthacardium.  The 30 BP can go into cash and/or edge.  You also could consider buying Adrenaline Surge for its auto-edge to go first effect.  Just to warn you, you aren't going to be that intimidating.  You'll be rolling 6 dice base which is likely lower than what the face gets.  Yeah SR kindof messed up intimidate that way, but whatcha going to do?

Now for 'ware.  Your cyberarm's statistics are off.  You can't have an agility of 11.  You can have agility 9 though via customization to 6 and then cyberlimb enhancement 3.  However, I'm not sure if you need a cyberarm for this character.  You want a high base agility for sneaking and the cyberlimb's main advantage is that you can cheaply get an agility 9 for shooting.  Eventually you'll have 9 agility from bioware and thus the cyberlimb is just even to your meat.  Cyberlimb armor is good, but with good stacking you can armor yourself to hell and back.  I can also see if I can arrange for no-recoil on FA automatics as well if you go cyberlimbless.

The rest of the ware is decent.  I think dermal sheaths are a bit too expensive, but they're defendable.  I'll get a rating 3 attention coprocessor since it costs only 3000Y more at no additional soul.  The internal air tank is cakeware and ought to go in your cyberlimb if you keep that as well.

I would also just get smartlink as an eyewear mod since it's cheap and saves Essence.

I'll also see about good armor setups for when you want to walk around in public and when you're on the job as well.

Whiskeyjack

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« Reply #11 on: <11-28-12/1451:55> »
A partial cyberlimb can be worth it for installing other ware in Capacity instead of Essence. But if it's your off-hand or a leg its stats really don't need to be that great since the situations where your whole body averaged stat comes up are rare. A gyro mount built into the arm is nice though.
Playability > verisimilitude.

Relic_Zero

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« Reply #12 on: <11-28-12/1615:14> »
I did begin the process off of the Ronin build to begin with than began modifications to make it more my own.

I edited the attention coprosser to 3, that was a typo, and thank for the cyber arm input trying to figure out all the rules for them was kinda daunting.  The reason I had one initially was off of the Robin build.  I would still like to keep it for the armor value and the gyro mount (since I have all BF/FA type guns).  I'd also like to put in ultimate champion later.  I did t know I could put the airtank in there, using capacity instead. 
I have been going back and forth about the smartlink,  since it gives two extra dice I would hate to be robbed of it if I was without gear for some reason.
Should I really boost perception to 4?  I figured the attention coprocessor and sensory gear would be more than adequate to save me 4BP.
Also with my charisma being low and having a face in the party do I really even need intimidate?

Tsuzua

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« Reply #13 on: <11-28-12/1645:29> »
Perception is one of those "the more's the merrier" since it helps prevent you from getting ambushed.  However, via visual/aural enhancement gear, attention coprocessor, and a high intuition, you have a perception roll of 12 with perception 1.  That's quite nice, but 15 is better.  So I'll leave the choice to you. 

As for the arm, that's an acceptable reason.  My sig also has the full loaddown on how cyberlimbs work. 

As for intimidate, I'll say maybe.  Your base roll is 6 and with Steet Cred, you can get up to 8.  That's enough to beat most people who aren't faces.  You may however have penalties that will greatly increase the chances of failure.  It's an appropriate social skill for street sams.  On the other hand, your face could quite easily be rolling 9+ dice base*.  You have some wiggle room so you can take it or leave it.

As for armor, here's some base outfits.  Do you have access to Attitude and/or War?  They makes some of the armor stacking easier.

Here's a sample outfit:
Street Wear: 17/14 (you can get 17/15 depending on how you think a SecureTech PPP helmet works or own Attitude)
Armor Jacket 8/6
Helmet 1/2
Full Suit FFBA 6/2
SecureTech PPP Vitals Protector, Forearm & Shin Guards, Leg and Arm Casings 2/4

During play, you might want to think about buying Full Body Armor with Ruthenium.  With that and FFBA, you can stack a helmet, and the forearm and shin guards and be at your max.

*-Charisma 5 + Intimidate 1 + Tailored pheromones 3 

Relic_Zero

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« Reply #14 on: <11-28-12/1744:39> »
I don't have attitude or war, but I do have arsenal so was going to add gel packs to the armor jacket.   Do they count towards encumbrance?   Also our house rule is FFBA  or PPP, but not both.   Side question,  is there a ballistic mask somewhere?  If so does it stack or replace a helmet?


Also I was playing around and do you think Adrenal surge or apptitude (automatics 7) would give me more bang for my BP?
« Last Edit: <11-29-12/0931:03> by Relic_Zero »