Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: FST_Gemstar on <10-30-17/1124:50>

Title: Updated Astral Samurai Concept with Explorer
Post by: FST_Gemstar on <10-30-17/1124:50>
I have a street sam/tank character that is also proficient at astral combat (https://drive.google.com/file/d/0B6kA-rvHAq-rZmRPZmhGZG9RY0U/view), previously made as a full magician at priority B. I finally tried to see if making the character as a Explorer. It works ok... 

Long story short: 
Explorer helps the character start with higher Magic/Edge 
Character basically trades counterspelling proficiency for assensing proficiency. (With  a few ranks of counterspelling needing to be picked up in play) 
Character plays as a standard drug fueled street sam, can start doing more astral work after binding weapon focus (using Increase Charisma and Novacoke to increase astral damage), and then can start full on "tanking" after getting a Pain Editor. 

Growth: 
Bind the cheesy spur focus.
Pick up supporting skills (palming, grapple gun, counterspelling, more social, etc.). 
Get Pain Editor (this concept really works best as a prime runner when the character could start with a Pain Editor with 10 more karma of PQ space for Restricted gear and an extra 50k for the Pain Editor). 
Bind Sustaining focus (or just forget about it as it is probably not worthwhile... just need some more things to buy at chargen then). 

Karma expenses: 10 on Agility, 4 on skills, 24 on PQs, 10 on spells, -25 on NQs = 2 remaining. 



== Personal Data ==
Name: Unnamed Character         Alias:
Dwarf                           Movement: 12/24 (1m/hit)     Swim: 10 (1m/hit)     
                                Composure: 13
Street Cred: 0                  Judge Intentions: 9
Notoriety: 2                    Lift/Carry: 8 (75 kg/50 kg)
Public Awareness: 0             Memory: 11
Karma: 0                        Nuyen: 829¥
Age:                            Skin:
Eyes:                           Hair:
Primary Arm: Left

== Priorities ==
Metatype: B,3
Attributes: D,1
Special: C,2
Skills: E,0
Resources: A,4
Bonus Skill: Astral Combat
Bonus Skill: Assensing

== Attributes ==
BOD: 3                          CHA: 4
AGI: 2 [8 av limb]           INT: 5
REA: 3                          LOG: 1 (2)
STR: 3 [5 av limb]        WIL: 7 (9)
EDG: 4                          MAG: 2

== Derived Attributes
Essence: 2.32                   Initiative:          8 +1d6
Physical Damage           Track: 14Rigger Initiative:   8 +1d6
  Stun Damage           Track: 13Astral Initiative:   10 +3d6
Physical: 6                     Matrix AR:           8 +1d6
   Foot Anchor [+1] (Only for Knockdown Test, Must be engaged)
   Foot Anchor [+1] (Only for Knockdown Test, Must be engaged)
   Hydraulic Jacks [+1] (Only with Jumping and Sprinting)
   Hydraulic Jacks [+1] (Only with Jumping and Sprinting)
   Skates [-1] (Only when in use)
   Skates [-1] (Only when in use)
Mental: 6                       Matrix Cold:         5 + DP +3d6
   Attention Coprocessor [+1] (Only for Perception)
   Math SPU [+1] (Only for Scientific or Technical Knowledge Skills)
   Medkit [+6] (Only for First Aid and Medicine)
   Orientation System [+2] (Only for Navigation)
   Vision Enhancement [+1] (Only for visual Perception)
Social: 7                       Matrix Hot:          5 + DP +4d6
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Securetech PPP: Arms Kit [-1] (Must be visible)
   Securetech PPP: Legs Kit [-1] (Must be visible)
   Securetech PPP: Vitals Kit [-1] (Must be visible)
Astral: 7

 == Active Skills ==
Assensing                       Base:  6  + Karma:  0  =  6   Pool: 11
Astral Combat (Implanted)       Base:  6  + Karma:  0  =  6   Pool: 15 (17)
Automatics (Machine Pistols)    Base:  6  + Karma:  0  =  6   Pool: 14 (16)
Con                             Base:  0  + Karma:  1  =  1   Pool:  5
Perception (Visual)             Base:  2  + Karma:  0  =  2   Pool:  7 (9)
Sneaking                        Base:  0  + Karma:  1  =  1   Pool:  9
Spellcasting (Health)           Base:  2  + Karma:  0  =  2   Pool:  4 (6)
Unarmed Combat (Cyber Implants) Base:  3  + Karma:  0  =  3   Pool: 11 (13)

 == Knowledge Skills ==
English                         Native
Awakened Hangouts (Seattle)     Base:  1  + Karma:  0  =  1   Pool:  6 (8)
Corporation: Federated-Boeing (Seattle Operations) Base:  1  + Karma:  0  =  1   Pool:  6 (8)
Fashion                         Base:  1  + Karma:  0  =  1   Pool:  6
Magical Theory (Street) (Astral World) Base:  1  + Karma:  0  =  1   Pool:  6 (8)
Rare Books                      Base:  1  + Karma:  0  =  1   Pool:  6
Street Drugs (Cram)             Base:  1  + Karma:  0  =  1   Pool:  6 (8)
Underworld (Black Magic)        Base:  1  + Karma:  0  =  1   Pool:  6 (8)

 == Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Aspected Magician
Biocompatability (Cyberware)
Creature of Comfort (Middle)
Cyber-Singularity Seeker
Jack of All Trades Master of None
Mentor Spirit (Bear)
Phobia (Uncommon, Moderate) (TBD)
Resistance to Pathogens/Toxins
Thermographic Vision

 == Tradition ==
Chaos Magic, Resist Drain with  WIL + INT (14)

 == Spells ==
Detox                    DV: F-6
Increase [Attribute] (CHA)DV: F-3

 == Lifestyle ==
Medium (Medium) 1 Months

 == Cyberware/Bioware ==
Cerebral BoosterRating 1 (alpha)
Datajack (alpha)
Narco
Obvious Full Arm (AGI 9, STR 11, Physical 10) (Left) (used)
   + ArmorRating 3
   + Customized AgilityRating 6
   + Enhanced AgilityRating 3
   + Customized StrengthRating 8
   + Enhanced StrengthRating 3
   + Bulk ModificationRating 4
   + Shock Hand
   + Spurs
   + Telescoping LimbRating 1
Obvious Full Leg (AGI 6, STR 3, Physical 4) (Left) (alpha)
   + ArmorRating 2
   + Customized AgilityRating 6
   + Built-in Medkit
   + Foot Anchor
   + Magnetic System
   + Skates
   + Hydraulic JacksRating 1
Obvious Full Leg (AGI 6, STR 3, Physical 4) (Right) (alpha)
   + ArmorRating 2
   + Customized AgilityRating 6
   + Magnetic System
   + Foot Anchor
   + Large Smuggling Compartment
   + Skates
   + Hydraulic JacksRating 1
   + Internal Air TankRating 3
   + Math SPU
   + Orientation System
Synthetic Full Arm (AGI 8, STR 3, Physical 4) (Right) (alpha)
   + ArmorRating 2
   + Customized AgilityRating 6
   + Enhanced AgilityRating 2
   + Attention Coprocessor
   + Fingertip Compartment
   + Magnetic System

 == Armor ==
Ares Victory: Globetrotter Jacket  14
   + Auto-Injector
   + Drag Handle
   + Gel Packs
   + Insulation 1
   + Liner - Fire Resistance (4)
   + Nonconductivity 1
   + Shock Weave
   + Thermal Damping 2
   + Holster
Ballistic Mask                      2
Mortimer of London: Berwick Suit    9
   + Concealability
   + Custom Fit
   + Electrochromic Clothing
   + Shock Weave
Securetech PPP: Arms Kit            1
Securetech PPP: Legs Kit            1
Securetech PPP: Vitals Kit          1

 == Weapons ==
AK-97
   + Gas-Vent 3 System
   + Personalized Grip
   + Sling
   + Smartgun System, Internal
   Pool: 14     Accuracy: 8     DV: 10P      AP: -2    RC: 6
Ares Crusader II
   + Concealed Quick-Draw Holster
   + Gas-Vent 2 System
   + Personalized Grip
   + Smartgun System, Internal
   Pool: 14 (16)Accuracy: 8     DV: 7P       AP: -     RC: 5
Grapple Gun
   Pool: 0      Accuracy: 3     DV: 7S       AP: -2    RC: 3
Remington Suppressor
   + Concealed Quick-Draw Holster
   + Gas-Vent 3 System
   + Personalized Grip
   + Smartgun System, Internal
   + Sound Suppressor
   Pool: 14 (16)Accuracy: 9     DV: 7P       AP: -1    RC: 6
Shock Hand
   Pool: 11 (13)Accuracy: 6     DV: 9S(e)    AP: -5    RC: 3
Spurs
   Pool: 11 (13)Accuracy: 6     DV: 14P      AP: -2    RC: 3
Survival Knife
   Pool: 7      Accuracy: 5     DV: 7P       AP: -1    RC: 3
Unarmed Attack
   Pool: 11     Accuracy: 6     DV: 5S       AP: -     RC: 3

 == Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   + Sim Module
   + Subvocal Mic
   + Micro-Transceiver

== Gear: Equipped ==
Ammo: APDS (Assault Rifles) x38
Ammo: APDS (Machine Pistols) x40
Ammo: Regular Ammo (Assault Rifles) x38
Ammo: Regular Ammo (Machine Pistols) x70
Ammo: Stick-n-Shock (Machine Pistols) x100
Ammo: Stick-n-Shock (Assault Rifles) x38
Backpack (Good)
Biomonitor
Contacts Rating 2
   + Smartlink
   + Vision Enhancement Rating 1
Cram x10
Fake SIN Rating 4
   + Fake License (Weapon License) Rating 4
   + Fake License (Bodyguard License) Rating 4
   + Fake License (Driver's License) Rating 4
   + Fake License (Concealed Carry Permit) Rating 4
   + Fake License (Pharma License) Rating 4
   + Fake License (Restricted Aug License) Rating 4
Grapple Gun
   + Standard Rope (100m) x3
Magical Lodge Materials Rating 4
Medkit Rating 6
Novacoke x10
Psyche x5
Survival Kit
Sustaining Focus, Health Rating 4
Weapon Focus (Spurs) Rating 3
Zen x10

 == Vehicles ==
Renault-Fiat Funone
   + Amenities (Middle)
   + GridLink
   + Metahuman Adjustment Rating 1
   + Morphing License Plate
   + Sensor ArrayRating 1

 == Contacts ==
 (Fixer (Drugs/Biotech)), (Connection: 4, Loyalty: 3)
 (Bartender), (Connection: 1, Loyalty: 1)
 (Wiz Kid Ganger (Black Market Talismonger)), (Connection: 2, Loyalty: 1)
Title: Re: Updated Astral Samurai Concept with Explorer
Post by: The Bald Man on <11-06-17/1949:27>
I didn't think explorers got spells or counterspelling. 
Title: Re: Updated Astral Samurai Concept with Explorer
Post by: Mestoph on <11-29-17/1202:16>
I didn't think explorers got spells or counterspelling.
i think they got Assesing and Astral Combat only + no weapon focuses.
Title: Re: Updated Astral Samurai Concept with Explorer
Post by: ShadowcatX on <11-29-17/1219:13>
I didn't think explorers got spells or counterspelling.
i think they got Assesing and Astral Combat only + no weapon focuses.

You're right on skills, but they absolutely can bond weapon foci, the only requirement to bond weapon foci is being awakened, which they are.