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Street Samurai/Face

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TheLonewolfA

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« on: <12-04-12/2054:57> »
This is my first Shadowrun character, and I've never tried actually playing with the mechanics.  After reading 4e, I had a very clear character concept, and did my best to build that with 400 BP.  If it's ridiculous, please let me know.  I used "Chummer", and the corebook to create the character, and I think there's some bugs or limitations.

Name: Alexander Whitehall
Alias: "Paladin"
Metatype: Elf

Attributes
BOD: 3 (3)
AGI: 6 (6)
REA: 4 (5)
STR: 3 (3)
CHA: 5
INT: 3
LOG: 3
WIL: 4
EDG: 2

Skills: (Active)
Blades: 5 (Swords +2)
Leadership: 5 (Tactics +2)
Pistols: 4
Dodge: 3
Athletics Group: 3
Unarmed Combat: 2
Intimidation: 2
Etiquette: 2
Perception: 2
Pilot Ground Craft: 1

Skills: (Knowledge)
English: N (Read/Write)
Japanese: 3
Combat Tactics: 2 (Urban)
Security Tactics: 2 (Security Company)
Security Companies: 2 (Knight-Errant)
Firearms: 1
Gaming: 1
History: 1
Literature: 1
Politics: 1
Religion: 1

Qualities: (Positive)
Ambidextrous
Aptitude: (Blades)
First Impression
Guts
Low-Light Vision

Qualities: (Negative)
Bad Luck
SINner: (Renraku)

Contacts
Fixer: (Loyalty 1, Connections 3)
Street Doc: (Loyalty 2, Connections 2)

Enemies
Mr. Johnson: (Connection 4, Incidence 2)

Resources: 18 (90,000 nuyen)

Cyberware
Obvious Full Arm: Alpha (Armor 2, Enhanced Agility 3, Enhanced Body 3, Enhanced Strength 3)
Wired Reflexes: Alpha (1)

Street Gear
Lifestyle: Low (3 Months)
Lined Coat: (Fire Resist 6, Insulation 6, Nonconductivity 6)
Katana
Ares Predator IV: (Smartlink, Quick-Draw Holster, Spare Clips)
Renraku Sensei Commlink: (Renraku Ichi OS)
Contact Lenses: 2 (Imagelink, Smartlink)
Fake SIN: 3
Fake License: 3 (Katana)
Fake License: 3 (Ares Predator IV)
300 Regular Ammo: (Heavy Pistols)
90 Explosive Rounds: (Heavy Pistols)
90 APDS Rounds: (Heavy Pistols)
90 Stick-n-Shock Rounds: (Heavy Pistols)
90 Flechette Rounds: (Heavy Pistols)
Mercury Comet (Sedan)

His mother, a Renraku Exec, raises him to use him as her own personal Shadowrunner, and sends him to join Ares' Knight-Errant, . He does well enough, until his mother's rival within Renraku, determined to see the both of them fail, sends his own team of Shadowrunners to make sure her boy on the inside is eliminated.  Alexander is not killed in the attack, but loses his arm. Fed up with simply existing to do his mother's bidding, and unwilling to live his life according to the whims of the corporations, Alexander leaves Knight-Errant, and sets out to begin a new life; one that he dictates.

Taking his savings and severence from Ares, "Paladin" intends to gain friends and resources, to regain his personal honor by helping others who might be used as the pawns of the corps, and maybe one day, teach his mother that people's lives are not to be toyed with.

Captain Karzak

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« Reply #1 on: <12-05-12/0027:16> »
Okay. Not a bad first attempt. Combining the Street Sam and Face party roles are what Elves are for.

My proposed changes are designed to make you better at: Face skills, Fighting, Driving, Investigating, and not getting dead. These are useful things to be good at. I haven't added anything that will make you brokenly good. Just various modest boosts to many aspects of your character.

Attributes:

Agility: 6 (this is a good natural score to have before we begin augmenting it). We can get this to 9 with appropriate augmentations. After earning some more money in game you'll be able to get this to 10 - your augmented maximum. Agility is very useful. It is worth the effort to max.

Body: 3 is perilously low. Body affects the amount of armor you can wear and how many boxes of physical damage you can take based on the formula 8 + 1/2 body rounded UP. Due to rounding, it's more efficient to have you body score be an odd number. I'd suggest 4 or 5, before augmentations. You could get this to 4 by dropping strength to 2. Try to aim for 5, if you can find the points though.

Charisma: a elf should aim for 7. We are going to find the points for this by removing points from reaction.

Intuition: You want this at 5. It's an extremely important stat that is very hard to boost. It helps determine your initiative and your chance to perceive things. Your character will live or die by these rolls.

Logic: You want this stat low. If your GM is a jerk, set it to 2. If he's not, drop it to 1. None of your active skills Logic, so it's a complete waste for you. Take points out of this and pump up Intuition.

Reaction: Reaction is also very important. However it is also very easy to augment. Drop it down to 3, and our choice of augmentations will take this all the way up to 9. You really want to get to 9 because of how important initiative is.

Strength: Also not a really good stat. Drop it to 1 and we'll use inexpensive augmentations to bring this back up to a decent number. Electrical weapons like stun batons, shock gloves, and armor equipped with shock frills are very useful in hand to hand combat, and deal damage that is not based on your strength. Your chance to hit is always based on agility, so for most people, being effective in melee has nothing to do with their strength. We want our strength score, after augmentation, at 2 to 3 just so you can still carry around a decent amount of gear.

Willpower: Drop this to 3, or all the way down to 1. Willpower tends to come into play when resisting magic (although sometimes intuition is used instead). Even a 5 willpower won't stop most mages from seriously messing you up (you win by killing them first). Aim for an odd number because your stun damage track is 8 + 1/2 Willpower rounded UP.

Comments on Your Augmentations:

Cyperarm: These are used for stat replacement. Like if you had a really shitty agility, you could just lop of one of your arms and buy a replacement that had a really awesome agility. Then for tasks that only use that arm, you'd be awesome. For some types of characters, this an awesome option. For your elf, not so much.

Wired reflexes rating 1 is pretty feeble. If you want to survive combat, you want a much higher reaction score, and it wouldn't hurt to have more than 2 initiative passes.

My suggested augmentations: (note you'll need to change your character's qualities to qualify for some of this gear)

Attention Coprocessor (from augmentation): It's a +3 to all perception rolls for 9000 Nuyen and 0.3 essence. It's a fantastic deal. You probably roll perception more than you will roll all other skills combined. And oftentimes, the results of a perception check are really, really important.

Move-by-wire rating 2. This is from the Augmentation sourcebook. It gives you Skillwires for free and huge boost to your reaction score. You'll have 3 initiative passes, which is rock solid for someone who expects to do combat. Because of it's high availability rating, 

Reaction enhances rating 1 from the core rulebook. These stack by move-by-wire and Superthyroid gland. Between these 3 augmentations, you're increasing your reaction from 3 all the way to your augmented maximum of 9! That's really good.

Muscle Toner Rating 2 from the core rulebook. This will give a much appreciated boost to your agility taking it from 6 to 8. High agility is very, very useful because agility is used for so many important skills. After character generation, when you have the cash, you'll want to replace these with a Rating 4 version to max out your agility. It won't cost very much, so this is a good goal to have.

Superthyroid Gland: from the core rulebook. This will boost your Agility, Body, and Strength by 1.

Muscle Augmentation Rating 1 or 2 from the core rulebook: Buy (or don't buy) up to rating 2. Whatever it takes to get your strength up to a number that you feel comfortable with. This MUCH cheaper than buying up your natural strength attribute at 10 BP per point. Also, remember that your superthyroid gland is also adding 1 to your strength.

Platelet Factories from the core rulebook: Kinda optional. This is very good for reducing the amount of physical damage you take.

 
Commentary on Your Positive Qualities:

Ambidexterity is very mediocre. Dual-weilding weapons is actually not very effective because you have to split your dicepools when making simulatneous attacks.

Aptitude,- regardless of what skill you take it for - is worthless. It's just a SUPER expensive way to gain a solitary extra die for a single skill. It's garbage.

First Impression: This a keeper. Good choice. Very low cost for a frequently applicable, situational bonus to all your social skills.

Guts: Well at least it's cheap, but I can't recommend it. A +2 bonus to a very small number of rolls that may never come into play is not really a great deal. While it's the same number of bonus dice as First Impression, at least with that quality will get frequent use.

Commentary on Your negative qualities:

Bad Luck: Never take this. NEVER. Even if it gave you 35 BP back, it would still be a raw deal. You are a danger to yourself and your party. Almost any other negative quality you could choose would be less harmful than this.

Sinner: It's okay. In the game I'm in, this should be a positive quality. That's not typical though. Sinner combines very nicely with another  positive quality called Erased (talked about later).

My suggested positive qualities:

First Impression: as I said, it's a keeper.

Restricted Gear: Move-by-wire rating 2. This allows you to buy this awesome augmentation during character generation.

Restricted Gear: Superthyroid Gland: This allows you to buy this awesome augmentation during character generation.

Erased: Take the 10 point version. This will keep unwanted personal information from getting into the hands of your enemies. It's very, very good, especially for a Sinner. Even if the rest of your group consists of nothing but hackers, they still couldn't do as good of job of sweeping away your unwanted data trail as the 10 point version of this quality.

10 points left over. With these 10 points, my characters would pick up Class II SURGE (Runner's Companion sourcebook). I don't know how much power your character needs. SURGE can help make you considerably better at either fighting or face duties, as well as making you less vulnerable to all kinds of magic. You do end up being very distinctive, however. More conservatively - if you are running out of gear NuYen, you could pick up Generitc Heritage (Augmentation sourcebook) and choose Genetic Optimization for either Agility or Reaction.

My suggested negative qualities:

NOT Bad Luck
NOT Gremlins

Enemy and Sinner are okay by me.

let's see. I tend to like 30 points of the In-debt quality (Runner's companion), but some GM's have some very stupid ideas about how it works. Safer suggestions then: Addiction (Mild) to something appropriate - like Betel, which you are going to end up addicted to anyway, since it's a fantasticly useful drug. Prejudiced is not to bad either. Dependents is a real vulnerability, but nice for fleshing out a character. Scorched would be okay for explaining why your guy hasn't built up any matrix skills.

But don't take Bad Luck. Or Gremlins. Seriously.

Skills

Blades 5 - You really can't dabble in melee combatant and expect to survive. You have to be really good at melee combat to get good results. However, if you use electrical weapons like stun gloves, or armor modified by shock frills, you can do okay with just a high agility and 4 ranks of unarmed combat. But a katana with only 2 IP's, a  3 body, 4 Str, 5 Reaction, 6 Agility, will just get you killed. Recommend you replace with unarmed rank 4.

Various Social Skills: Drop these and buy the influence group at 4. Con, Etiquette, Leadership, and Negotiate are all very useful skills. Most skill groups suck, but the Influence skill group is outstanding, especially for an elf. If you have enough  BP, you can also buy Intimidate, if for some reason you think that the four above skills aren't enough variety.

Perception: Really try to get this up to 4.

Pistols: I think pistols suck. I'd rather see 6 ranks in automatics. Use a machine pistol if you want something small. SMG's, Assault Rifles, and Battle Rifles are all very good weapons groups that are all governed by the Automatics skill. Many of these weapons are only restricted, not Illegal, so you can actually wander around many civilized urban areas with an assault rifle, unlike IRL.

Infiltration: You don't have this skill, and you really should. It can help you avoid some needless conflict. It is part of the Stealth skill group, which is an okay group to buy, but you probably won't have the BP to afford another group. So just buy up Infiltrate.

Driving stuff: 1 rank is okay, because if you use the suggested augmentations, your reaction attribute is going to be doing the heavy lifting.

Other Gear:

You should allocate 50 BP to Gear NuYen (that's 250,000 NuYen). As a non-magical character, you will live or die based on the quality of your gear (including augmentations). Buy A LOT of augmentations. Probably more than 175,000 should go into your augmentations. The rest should go to other types of gear.

Buy contact lenses (rating 3) and glasses (rating 4). On the contacts: Image Link + Smart Link + Vision Enhancement (at rating 3). On the Glasses: Ultra-wideband RADAR (uses 2 capacity), flare compensation, and vision magnification.

For armor, start with Form Fitting Body Armor (FFBA), and add pieces of PPP (both from Arsenal sourcebook). Then pick any kind of armored clothing (there are several lines mentioned in the armor section of Arsenal) to wear on top of them. None of this armor is obvious, so you will enjoy good protection, without looking like you are geared up to fight a ground war. Note that FFBA only counts 1/2 towards encumbrance, so you'll be able to exceed the 2xbody cap that normally applies to armor. This will really help your survivability.

Get a Hermes Ikon comlink. Buy a Rating 3 Agent. Buy a bunch of common-use programs at rating 3 (or rating 6 with level 2 optimization program option for each program). Whenever your character needs basic computed stuff done, just tell your agent to take care of it. Not having any computer skills and no agent and no programs is weird.
« Last Edit: <12-05-12/0043:27> by Captain Karzak »

emsquared

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« Reply #2 on: <12-05-12/1326:40> »
Depending on how central of a face you want to be, take the Influence Group and buy yourself some tailored pheromones, it is pretty much a requirement for a mundane face, as it is the only way you're going to be able to compete with (i.e. come close to, because you'll never be as good as) a Face Adept.

All4BigGuns

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« Reply #3 on: <12-05-12/1408:42> »
Okay. Not a bad first attempt. Combining the Street Sam and Face party roles are what Elves are for.

My proposed changes are designed to make you better at: Face skills, Fighting, Driving, Investigating, and not getting dead. These are useful things to be good at. I haven't added anything that will make you brokenly good. Just various modest boosts to many aspects of your character.

Attributes:

Agility: 6 (this is a good natural score to have before we begin augmenting it). We can get this to 9 with appropriate augmentations. After earning some more money in game you'll be able to get this to 10 - your augmented maximum. Agility is very useful. It is worth the effort to max.

Body: 3 is perilously low. Body affects the amount of armor you can wear and how many boxes of physical damage you can take based on the formula 8 + 1/2 body rounded UP. Due to rounding, it's more efficient to have you body score be an odd number. I'd suggest 4 or 5, before augmentations. You could get this to 4 by dropping strength to 2. Try to aim for 5, if you can find the points though.

Charisma: a elf should aim for 7. We are going to find the points for this by removing points from reaction.

Intuition: You want this at 5. It's an extremely important stat that is very hard to boost. It helps determine your initiative and your chance to perceive things. Your character will live or die by these rolls.

Logic: You want this stat low. If your GM is a jerk, set it to 2. If he's not, drop it to 1. None of your active skills Logic, so it's a complete waste for you. Take points out of this and pump up Intuition.

Reaction: Reaction is also very important. However it is also very easy to augment. Drop it down to 3, and our choice of augmentations will take this all the way up to 9. You really want to get to 9 because of how important initiative is.

Strength: Also not a really good stat. Drop it to 1 and we'll use inexpensive augmentations to bring this back up to a decent number. Electrical weapons like stun batons, shock gloves, and armor equipped with shock frills are very useful in hand to hand combat, and deal damage that is not based on your strength. Your chance to hit is always based on agility, so for most people, being effective in melee has nothing to do with their strength. We want our strength score, after augmentation, at 2 to 3 just so you can still carry around a decent amount of gear.

Willpower: Drop this to 3, or all the way down to 1. Willpower tends to come into play when resisting magic (although sometimes intuition is used instead). Even a 5 willpower won't stop most mages from seriously messing you up (you win by killing them first). Aim for an odd number because your stun damage track is 8 + 1/2 Willpower rounded UP.

Comments on Your Augmentations:

Cyperarm: These are used for stat replacement. Like if you had a really shitty agility, you could just lop of one of your arms and buy a replacement that had a really awesome agility. Then for tasks that only use that arm, you'd be awesome. For some types of characters, this an awesome option. For your elf, not so much.

Wired reflexes rating 1 is pretty feeble. If you want to survive combat, you want a much higher reaction score, and it wouldn't hurt to have more than 2 initiative passes.

My suggested augmentations: (note you'll need to change your character's qualities to qualify for some of this gear)

Attention Coprocessor (from augmentation): It's a +3 to all perception rolls for 9000 Nuyen and 0.3 essence. It's a fantastic deal. You probably roll perception more than you will roll all other skills combined. And oftentimes, the results of a perception check are really, really important.

Move-by-wire rating 2. This is from the Augmentation sourcebook. It gives you Skillwires for free and huge boost to your reaction score. You'll have 3 initiative passes, which is rock solid for someone who expects to do combat. Because of it's high availability rating, 

Reaction enhances rating 1 from the core rulebook. These stack by move-by-wire and Superthyroid gland. Between these 3 augmentations, you're increasing your reaction from 3 all the way to your augmented maximum of 9! That's really good.

Muscle Toner Rating 2 from the core rulebook. This will give a much appreciated boost to your agility taking it from 6 to 8. High agility is very, very useful because agility is used for so many important skills. After character generation, when you have the cash, you'll want to replace these with a Rating 4 version to max out your agility. It won't cost very much, so this is a good goal to have.

Superthyroid Gland: from the core rulebook. This will boost your Agility, Body, and Strength by 1.

Muscle Augmentation Rating 1 or 2 from the core rulebook: Buy (or don't buy) up to rating 2. Whatever it takes to get your strength up to a number that you feel comfortable with. This MUCH cheaper than buying up your natural strength attribute at 10 BP per point. Also, remember that your superthyroid gland is also adding 1 to your strength.

Platelet Factories from the core rulebook: Kinda optional. This is very good for reducing the amount of physical damage you take.

The only things I can agree with on the attributes are Willpower 3 and the importance of Agility. Logic 3 is metahuman average, and IMO unless it is key to the concept all characters should at least be of average intellect.

Move-by-Wire rating 2 is a colossal waste.

Commentary on Your negative qualities:

Bad Luck: Never take this. NEVER. Even if it gave you 35 BP back, it would still be a raw deal. You are a danger to yourself and your party. Almost any other negative quality you could choose would be less harmful than this.

Sinner: It's okay. In the game I'm in, this should be a positive quality. That's not typical though. Sinner combines very nicely with another  positive quality called Erased (talked about later).

My suggested positive qualities:

First Impression: as I said, it's a keeper.

Restricted Gear: Move-by-wire rating 2. This allows you to buy this awesome augmentation during character generation.

Restricted Gear: Superthyroid Gland: This allows you to buy this awesome augmentation during character generation.

Erased: Take the 10 point version. This will keep unwanted personal information from getting into the hands of your enemies. It's very, very good, especially for a Sinner. Even if the rest of your group consists of nothing but hackers, they still couldn't do as good of job of sweeping away your unwanted data trail as the 10 point version of this quality.

10 points left over. With these 10 points, my characters would pick up Class II SURGE (Runner's Companion sourcebook). I don't know how much power your character needs. SURGE can help make you considerably better at either fighting or face duties, as well as making you less vulnerable to all kinds of magic. You do end up being very distinctive, however. More conservatively - if you are running out of gear NuYen, you could pick up Generitc Heritage (Augmentation sourcebook) and choose Genetic Optimization for either Agility or Reaction.

My suggested negative qualities:

NOT Bad Luck
NOT Gremlins

Enemy and Sinner are okay by me.

let's see. I tend to like 30 points of the In-debt quality (Runner's companion), but some GM's have some very stupid ideas about how it works. Safer suggestions then: Addiction (Mild) to something appropriate - like Betel, which you are going to end up addicted to anyway, since it's a fantasticly useful drug. Prejudiced is not to bad either. Dependents is a real vulnerability, but nice for fleshing out a character. Scorched would be okay for explaining why your guy hasn't built up any matrix skills.

But don't take Bad Luck. Or Gremlins. Seriously.

Bad Luck isn't necessarily a bad thing to take. Just don't put any points into Edge, and don't use it, and you're golden with Bad Luck. Gremlins, meh, it can be bad, but if it fits the character, it's fine.

With the Restricted Gear qualities, as I stated before, Move-by-Wire rating 2 is a phenomenal waste of resources in creation, and having more than 2 passes is pretty pointless.

Skills

Blades 5 - You really can't dabble in melee combatant and expect to survive. You have to be really good at melee combat to get good results. However, if you use electrical weapons like stun gloves, or armor modified by shock frills, you can do okay with just a high agility and 4 ranks of unarmed combat. But a katana with only 2 IP's, a  3 body, 4 Str, 5 Reaction, 6 Agility, will just get you killed. Recommend you replace with unarmed rank 4.

Various Social Skills: Drop these and buy the influence group at 4. Con, Etiquette, Leadership, and Negotiate are all very useful skills. Most skill groups suck, but the Influence skill group is outstanding, especially for an elf. If you have enough  BP, you can also buy Intimidate, if for some reason you think that the four above skills aren't enough variety.

Perception: Really try to get this up to 4.

Pistols: I think pistols suck. I'd rather see 6 ranks in automatics. Use a machine pistol if you want something small. SMG's, Assault Rifles, and Battle Rifles are all very good weapons groups that are all governed by the Automatics skill. Many of these weapons are only restricted, not Illegal, so you can actually wander around many civilized urban areas with an assault rifle, unlike IRL.

Infiltration: You don't have this skill, and you really should. It can help you avoid some needless conflict. It is part of the Stealth skill group, which is an okay group to buy, but you probably won't have the BP to afford another group. So just buy up Infiltrate.

Driving stuff: 1 rank is okay, because if you use the suggested augmentations, your reaction attribute is going to be doing the heavy lifting.

Blades: If the skill makes more sense for his character than Unarmed, then he should keep it.

Pistols: It is quite all right as a skill, there is no point in taking only Automatics and going full-auto all the time (especially since not even the military trains to use full-auto that much as it's a waste of ammo).

Two or three ranks in Infiltration might not hurt.

Driving: Pilot Groundcraft at 1 with a specialty in Wheeled is a great deal for a non-Rigger.

Other Gear:

You should allocate 50 BP to Gear NuYen (that's 250,000 NuYen). As a non-magical character, you will live or die based on the quality of your gear (including augmentations). Buy A LOT of augmentations. Probably more than 175,000 should go into your augmentations. The rest should go to other types of gear.

Buy contact lenses (rating 3) and glasses (rating 4). On the contacts: Image Link + Smart Link + Vision Enhancement (at rating 3). On the Glasses: Ultra-wideband RADAR (uses 2 capacity), flare compensation, and vision magnification.

For armor, start with Form Fitting Body Armor (FFBA), and add pieces of PPP (both from Arsenal sourcebook). Then pick any kind of armored clothing (there are several lines mentioned in the armor section of Arsenal) to wear on top of them. None of this armor is obvious, so you will enjoy good protection, without looking like you are geared up to fight a ground war. Note that FFBA only counts 1/2 towards encumbrance, so you'll be able to exceed the 2xbody cap that normally applies to armor. This will really help your survivability.

Get a Hermes Ikon comlink. Buy a Rating 3 Agent. Buy a bunch of common-use programs at rating 3 (or rating 6 with level 2 optimization program option for each program). Whenever your character needs basic computed stuff done, just tell your agent to take care of it. Not having any computer skills and no agent and no programs is weird.

Novatech Airware with Iris Orb comm link with rating 6 Analyze and Encrypt (both with Optimization 3) and a rating 3 Browse should be sufficient provided he takes 1 rank in Data Search (without the Data Search, then the Browse program is unnecessary for him).
(SR5) Homebrew Archetypes

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

Novocrane

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« Reply #4 on: <12-06-12/0046:44> »
Just a few comments on things that might not always be the same from group to group;
Quote
Sinner: It's okay. In the game I'm in, this should be a positive quality. That's not typical though. Sinner combines very nicely with another  positive quality called Erased (talked about later).

Erased: Take the 10 point version. This will keep unwanted personal information from getting into the hands of your enemies. It's very, very good, especially for a Sinner. Even if the rest of your group consists of nothing but hackers, they still couldn't do as good of job of sweeping away your unwanted data trail as the 10 point version of this quality.
Where I've played, taking both was the equivalent of putting your true SIN outside the reach of the Erased quality. Definitely something to talk over with your GM first.

Quote
Safer suggestions then: Addiction (Mild) to something appropriate - like Betel, which you are going to end up addicted to anyway, since it's a fantasticly useful drug.
Again, something I'd look deeper into; if your GM takes negative qualities as something chosen by players to bring negative consequences into the game (shock horror), then taking a safe and cheap addiction (Betel addiction never goes beyond mild) is almost asking for it to end up cut with other drugs, or worse.

Quote
Pistols: I think pistols suck. I'd rather see 6 ranks in automatics. Use a machine pistol if you want something small. SMG's, Assault Rifles, and Battle Rifles are all very good weapons groups that are all governed by the Automatics skill. Many of these weapons are only restricted, not Illegal, so you can actually wander around many civilized urban areas with an assault rifle, unlike IRL.
There's a difference between legal and concerning for authorities. If you draw too much attention to yourself, authorities may perceive you as a threat. This is also a world where "Low Threat Subjects" are unarmed SINless beggars, or the like. There are guns specifically intended for use against such targets.
Quote
Buy contact lenses (rating 3) and glasses (rating 4). On the contacts: Image Link + Smart Link + Vision Enhancement (at rating 3). On the Glasses: Ultra-wideband RADAR (uses 2 capacity), flare compensation, and vision magnification.
I'd go with contacts (2) Vision Enhancement (3) + Flare Compensation, then glasses (4) Image Link + Smart Link + Thermographic + Vision Magnification. Ultrawideband Radar is a sensor, not a visual enhancement.
Quote
For armor, start with Form Fitting Body Armor (FFBA), and add pieces of PPP (both from Arsenal sourcebook). Then pick any kind of armored clothing (there are several lines mentioned in the armor section of Arsenal) to wear on top of them. None of this armor is obvious, so you will enjoy good protection, without looking like you are geared up to fight a ground war. Note that FFBA only counts 1/2 towards encumbrance, so you'll be able to exceed the 2xbody cap that normally applies to armor. This will really help your survivability.
Form-fitting body armour at 6/2 is as obvious as this, unless your group specifically ignores the description. It covers your torso, every limb, gloves, booties and skintight hood. You will be conspicuous while wearing the full suit, but more like a ninja or stage hand than geared up for war. That's milspec armour. On that note, if you are using War! (the book), get Softweave armour fabrics.

All4BigGuns

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« Reply #5 on: <12-06-12/0059:26> »
Where I've played, taking both was the equivalent of putting your true SIN outside the reach of the Erased quality. Definitely something to talk over with your GM first.

If the data trail of the real SIN isn't being affected by the Erased, then you're getting screwed. With both, you're either breaking even or spending 5 points, so it's a wash.

Form-fitting body armour at 6/2 is as obvious as this, unless your group specifically ignores the description. It covers your torso, every limb, gloves, booties and skintight hood. You will be conspicuous while wearing the full suit, but more like a ninja or stage hand than geared up for war. That's milspec armour. On that note, if you are using War! (the book), get Softweave armour fabrics.

The booties will probably be covered by your shoes, the hood does not have to always be worn up (and no, the protection does NOT decrease without GM-Screw ruling). Torso and limbs are the same as the booties, they'll be covered by clothing. The gloves, big whoop. Wearing gloves will NOT make you conspicuous.
(SR5) Homebrew Archetypes

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

TheLonewolfA

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« Reply #6 on: <12-06-12/0116:52> »
Thanks for the replies! I appreciate all the input.

Are the mechanics really that unforgiving? The GM was pretty clear that we would start off at the beginning of our career, after reading the corebook, I assumed that meant like... street-gang stuff, low-level courier, etc.. Not exactly making high-level corp raids, yet, right?

I should've been clearer on the concept. When I read "Street-Samurai", I imagined a cybered-up version of say, Jin from Samurai Champloo, but slightly more social.  Slightly. Just another facet of him that could get him out of trouble, should combat not be viable. So I'm not looking to be competing who focuses on Face duties, just have sort of a secondary of skills that might get me out of a jam. Also, if three is average for an Attribute score, then yeah, I can't let him be a moron.

As for Bad Luck, I kinda got that based on the idea that I wouldn't use Edge much. I've played a lot of World of Darkness, and the Willpower stat  works a bit like Edge in that game. I'd maintain a high Willpower score to represent my character's will, but I'd hardly ever burn the points. I get that Bad Luck clearly has the potential to mess my world up in a hurry, but honestly, unless things were going majorly south in the first place, I probably wouldn't use it very often.
 
The cyberarm/sword combo. The way I read it, the arm itself has the base attributes of BOD 3, AGI 3, and STR 3.  The three enhancements boosts each of these to 6.  The book says that an attack made with that limb uses its own enhanced stats, rather than averaging with the whole body. So with Ambidextrous, couldn't I in theory, take semi-accurate potshots with the heavy pistol in my left hand as I close ground, and then hack apart what's left with the katana in my cybered right arm? Supposing, of course that I'm against a "reasonable" force for a starting runner. Obviously, I'd have a team to back me up in an optimal situation.

So, even as a non-hacker/rigger, I need to really get detailed in the commlink, eh? That was kind of confusing me. And could I use his SIN for personal, non-law-breaking stuff, and the fake SIN for his Runner stuff?

Thanks again.

All4BigGuns

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« Reply #7 on: <12-06-12/0126:46> »
Thanks for the replies! I appreciate all the input.

Are the mechanics really that unforgiving? The GM was pretty clear that we would start off at the beginning of our career, after reading the corebook, I assumed that meant like... street-gang stuff, low-level courier, etc.. Not exactly making high-level corp raids, yet, right?

I should've been clearer on the concept. When I read "Street-Samurai", I imagined a cybered-up version of say, Jin from Samurai Champloo, but slightly more social.  Slightly. Just another facet of him that could get him out of trouble, should combat not be viable. So I'm not looking to be competing who focuses on Face duties, just have sort of a secondary of skills that might get me out of a jam. Also, if three is average for an Attribute score, then yeah, I can't let him be a moron.

As for Bad Luck, I kinda got that based on the idea that I wouldn't use Edge much. I've played a lot of World of Darkness, and the Willpower stat  works a bit like Edge in that game. I'd maintain a high Willpower score to represent my character's will, but I'd hardly ever burn the points. I get that Bad Luck clearly has the potential to mess my world up in a hurry, but honestly, unless things were going majorly south in the first place, I probably wouldn't use it very often.
 
The cyberarm/sword combo. The way I read it, the arm itself has the base attributes of BOD 3, AGI 3, and STR 3.  The three enhancements boosts each of these to 6.  The book says that an attack made with that limb uses its own enhanced stats, rather than averaging with the whole body. So with Ambidextrous, couldn't I in theory, take semi-accurate potshots with the heavy pistol in my left hand as I close ground, and then hack apart what's left with the katana in my cybered right arm? Supposing, of course that I'm against a "reasonable" force for a starting runner. Obviously, I'd have a team to back me up in an optimal situation.

So, even as a non-hacker/rigger, I need to really get detailed in the commlink, eh? That was kind of confusing me. And could I use his SIN for personal, non-law-breaking stuff, and the fake SIN for his Runner stuff?

Thanks again.

With the Bad Luck, as I said, just drop the Edge to a 1 (your base since you're an elf), and don't ever use it.

As to the cyberarm/katana thing, keep in mind that generally a katana is wielded two-handed (it can be one-handed, but I'm talking 'usually').

You don't need to go too far into detail with your comm, but the suggestions I made would make it harder to hack it, though you could just have that one with wireless turned off on runs and have a little Metalink with Vector Xim (1 Response, 2 Signal, 1 System, 1 Firewall) being the one that's actually broadcasting in those cases. Also, with the setup I gave, just take at least 1 in Electronic Warfare and say you have your comm set up with 'strong encryption' with an interval of 1 day (how long between their rolls to successfully hack it).
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TheLonewolfA

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« Reply #8 on: <12-06-12/0132:34> »
Interesting. I figured I'm about a strength 2, and sure, I'd need two-hands to swing one of mine, but I would've imagined a strength 6 arm could probably easily swing one. I'll hafta bring that up with my GM.

All4BigGuns

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« Reply #9 on: <12-06-12/0135:10> »
Interesting. I figured I'm about a strength 2, and sure, I'd need two-hands to swing one of mine, but I would've imagined a strength 6 arm could probably easily swing one. I'll hafta bring that up with my GM.

You think you are below average on your strength? Remember that a 3 is average. Now, me I would be strength 2, but I am definitely below average in that as physical activity has never been something I enjoyed much.
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TheLonewolfA

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« Reply #10 on: <12-06-12/0139:28> »
Hah. Yup. I've done physical activity intermittently in my life, but I'm also 5'5", 130 lbs. It's just not there, lol.

Novocrane

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« Reply #11 on: <12-06-12/0142:20> »
[snipped down to "That's GM-screw!"]
If you're getting the BP for your standard SIN, you should probably come up with a reason why it hasn't been erased. (and won't be fully erased til you pay off the karma cost)
If you aren't going to wear the headgear for your fully covering protective armour, get a refund on it - you paid 700 nuyen for something you don't seem to want.

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So, even as a non-hacker/rigger, I need to really get detailed in the commlink, eh? That was kind of confusing me. And could I use his SIN for personal, non-law-breaking stuff, and the fake SIN for his Runner stuff?
It's a good idea to have one you can throw, if you aren't really interested in what it does or what it holds. Unwired has disposable (one month burnout) commlinks for 300 nuyen. If you had more than one fake SIN (which can be a good thing), then I'd suggest a more permanent solution with a spoof chip. (Arsenal)
« Last Edit: <12-06-12/0144:02> by Novocrane »

All4BigGuns

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« Reply #12 on: <12-06-12/0208:51> »
If you're getting the BP for your standard SIN, you should probably come up with a reason why it hasn't been erased. (and won't be fully erased til you pay off the karma cost)
If you aren't going to wear the headgear for your fully covering protective armour, get a refund on it - you paid 700 nuyen for something you don't seem to want.

First point, Erased specifically states that anything you wish to remain does so, so no "reason" is required. It's in the quality. Why should someone have to waste their karma when the combination of the two means breaking even or even still paying? Since you're not actually "getting points", it's ridiculous to expect you to "grin and bear it" when it comes to "suffering the consequences" of the SIN.

Second point, when did I say never wear it? I didn't, it's attached, so it can just be hanging like the hood of a "hoodie" when not in use.
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Novocrane

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« Reply #13 on: <12-06-12/0325:34> »
Quote from: SR4a, 271
If the gamemaster feels that a character has made the necessary changes to shrug off a negative quality, he can allow that character to pay twice the quality’s BP cost to remove it.
If you have a SIN, but are actively keeping it from looking like a real SIN / it's a negative quality you can shrug off, buy it off as a negative quality. Here's an official list of what you would expect on fake SINs, though I'd assume rating 6 to be pretty close to real. It *is* an unfortunate amount of information to leave lying about.

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Rating 1: Basic physical description of the subject (height, weight, hair/eye color), current history (current address, current employment, vehicle registration), no confirming databases
Rating 2: As included in 1, plus fingerprint records, five years of employment history, one local database (e.g., A or AA corporate branch tied to former employer)
Rating 3: As included in 2, plus employment and criminal background check, two local databases (local city plus a shopping database)
Rating 4-5: As included in 3, plus voiceprint, five or more data trail history searches, three or four general databases containing corroborating data (e.g., issuing government, meFeeds, city and shopping databases)
Rating 6: As included in 4, plus DNA profile, check of most major available databases (e.g., issuing government, AAA corporations, meFeeds, information from social networks and blogs, and several local security and city databases)

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when did I say never wear it? I didn't, it's attached, so it can just be hanging like the hood of a "hoodie" when not in use.
Only going from what you're saying in the context of assuming relevance. I wouldn't consider a skintight hood to be anything like a hoodie to put on, either, but there's a limit to the point that people want to deal with minutiae; that's mine.
If I wanted to be less conspicuous, I'd go for a holowear jumpsuit / hood / gloves from Attitude, with Ruthenium Polymer Coating. (assuming the GM allows holowear / RPC)
You can't project the hologram outside your actual location by the description, but the RPC should leave whatever you do project appearing more realistic (Perception threshold 2 test, with -6 to the dice pool) and you can turn it off. It's not something you pick for a fight, though.

All4BigGuns

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« Reply #14 on: <12-06-12/0328:32> »
Quote from: SR4a, 271
If the gamemaster feels that a character has made the necessary changes to shrug off a negative quality, he can allow that character to pay twice the quality’s BP cost to remove it.
If you have a SIN, but are actively keeping it from looking like a real SIN / it's a negative quality you can shrug off, buy it off as a negative quality. Here's an official list of what you would expect on fake SINs, though I'd assume rating 6 to be pretty close to real. It *is* an unfortunate amount of information to leave lying about.

The thing is, seeing as you'd be breaking even or paying more, there is not a single problem in the world with enjoying the legal citizenship while Erased destroys any evidence you happen to leave behind.
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