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Courier/Muscle?

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FST_Gemstar

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« on: <05-10-17/1519:16> »
After rereading Snowcrash, I felt inspired to make a YT style Courier character in Shadowrun. However, being a courier isn't really a "thing" for PCs to really focus on in a team, and I haven't seen much lore re couriers in 5th ed with all of the changes in matrix security and what not. I tried to make a character that can hold his/her own in a fight if need be (hence muscle), but the character is far from a typical street sam/combat adept. 

Concept:  "Legs"
Cyberlegged Adept with a datalock. Designed to be able to jump, leap, fall, hold onto surfaces to cover ground fast and get to hard to reach places. Hydraulic Jacks, Magnetic systems, Hang Time, Light Body, etc. all help in that regard.  If caught in close combat, a shock foot or steel toed boot and lots of kicking would be the goal. a built in light pistol with choice ammo can be used to cover an escape or attack from a bit of range without. Currently has the Horse mentor spirit, but I find it to be pretty OP (picked it because it  fits concept if the character likes spending a big chunk of day couriering around the city), Bat or Cat would also work.

Sheet:
A Dwarf
E Atts
D Adepts
C Skills
B Resources

Karma Expenses: 10 Logic, 10 Strength, 25 Positive Qualities, - 25 negative qualities = 5 karma remaining 
Nuyen: 45.5k for to spend on gear.

[spoiler]
== Info ==
Street Name: Legs
Movement: 18/36, 1m/ hit, Swim: 3, 1m/ hit
Dwarf
Composure: 7
Judge Intentions: 10
Lift/Carry: 6 (45 kg/30 kg)
Memory: 5
Nuyen: 45620


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

== Derived Attributes ==
Essence:                   4.00
Initiative:                10 (12) + 3d6
Physical Damage Track:     12
Stun Damage Track:         10

== Limits ==
Physical:                  5
   Hydraulic Jacks [+6] (Only with Jumping and Sprinting)
   Hydraulic Jacks [+6] (Only with Jumping and Sprinting)
Mental:                    5
   Math SPU [+1] (Only for Scientific or Technical Knowledge Skills)
   Orientation System [+2] (Only for Navigation)
Social:                    5
Astral:                    5

== Active Skills ==
Con                        : 2                     
Gymnastics                 : 6                     
Impersonation              : 2                     
Perception                 : 6 [Visual]             
Performance                : 2                     
Pistols                    : 2 [Semi-Automatics]   
Sneaking                   : 4 [Urban]             
Unarmed Combat             : 6 [Cyber Implants]     

== Knowledge Skills ==
Area Knowledge: Seattle    : 6 [Courier Routes]     Pool: 12 (14)
Awakened Hangouts          : 2                      Pool: 8
Black Markets              : 2                      Pool: 8
Club Music                 : 1 [Wizpunk]            Pool: 7 (9)
Courier Code               : 2                      Pool: 8
English                    : N                      Pool: 0
Foster System              : 2                      Pool: 8
Gangs                      : 2                      Pool: 8
Mathematics                : 2                      Pool: 12
Megacorp Law (Street)      : 2                      Pool: 8
Police Procedures (Street) : 2                      Pool: 8
Shoes                      : 1                      Pool: 7
Street Food                : 2                      Pool: 8

== Contacts ==
; Fixer (Courier service) (3, 3)
; Cyberdoc (2, 1)
; Political Intern (1, 2)

== Qualities ==
Adept
Biocompatability (Cyberware)
Day Job (20 hrs) (Courier)
Jack of All Trades Master of None
Family Curse
Mentor Spirit (Horse)
Natural Athlete
Pacifist I [definitely change-able] 
Resistance to Pathogens/Toxins
School of Hard Knocks
Speed Reading
Thermographic Vision

== Powers ==
Combat Sense Rating: 1
Hang Time Rating: 1
Improved Reflexes 2
Light Body Rating: 1
Motion Sense

== Cyberware/Bioware ==
Data Lock Rating 8
Datajack
Math SPU
Obvious Full Leg (AGI 9, STR 10, Physical 10) (Right)
   +Customized Agility Rating 6
   +Enhanced Agility Rating 3
   +Armor Rating 2
   +Hydraulic Jacks Rating 6
   +Customized Strength Rating 7
   +Enhanced Strength Rating 3
   +Magnetic System
   +Bulk Modification Rating 1
   +Large Smuggling Compartment
Obvious Full Leg (AGI 9, STR 3, Physical 5) (Left)
   +Armor Rating 2
   +Customized Agility Rating 6
   +Enhanced Agility Rating 3
   +Hydraulic Jacks Rating 6
   +Shock Hand
   +Magnetic System
   +Bulk Modification Rating 3
   +Light Pistol
   +Silencer
Orientation System

== Weapons ==
Light Cyber Pistol
   +Smartgun System, Internal
   Pool: 4 (6)   Accuracy: 8   DV: 7P   AP: -   RC: 2
Plasteel Toe Boots
   Pool: 8   Accuracy: 5   DV: 4P   AP: -   RC: 2
Shock Hand
   Pool: 8 (10)   Accuracy: 5   DV: 9S(e)   AP: -5   RC: 2
Unarmed Attack
   Pool: 8   Accuracy: 5   DV: 3S   AP: -   RC: 2
[/spoiler]

Growth: 
Pick up basic running, navigation, tracking, escape artist, free-fall etc. Perhaps get some more courierish adept powers like skate/traceless walk. Getting my hands on a super high rating datalock would be nice too.

Issues: I feel like the character needs more skill. I was playing with a C Elf, E Atts, D Adept, A Skills, B Resources version, that really lets the character be more quirckily self reliant and lend more to a role, but at the cost of some  edge/magic  and I believe a point down in reaction and charisma. It may make for a better character though.

EDIT: The most efficient/useful alternative (I think is a) D Human, E Atts, C Magic, A Skills, B Resources.  For those additional skill points, character loses 2 Reaction, 1 Charisma, 1 Strength,  1 Edge, and 5 karma of positive qualities (and 5 starting karma and a physical limit of 4 instead of 5).  So karmic loss is like 100 karma... the trade off is moderate dicepools in wraparound areas, something like: 

[spoiler]
== Active Skills ==
Artisan                    : 2 [Grafitti]         
Con                        : 3 [Fast Talk]         
Disguise                   : 6                     
Escape Artist              : 2 [Contortionism]   
Etiquette                  : 3 [Street]           
Free-Fall                  : 3 [BASE Jumping]     
Gymnastics                 : 6 [Leaping]           
Navigation                 : 4                     
Palming                    : 6                     
Perception                 : 6 [Visual]             
Performance                : 2 [Acrobatics]         
Pistols                    : 6 [Semi-Automatics]   
Running                    : 1 [Urban]             
Sneaking                   : 6                     
Survival                   : 4                     
Tracking                   : 4                     
Unarmed Combat             : 6 [Cyber Implants]     

[/spoiler]

Instead of buying up skills with karma later on, the character would be focused on buying up Str to 3 (for the limit increase) and picking up power points. 

I would love some help in putting it together and finding a unique and necessary role on the team 
« Last Edit: <05-10-17/1551:29> by FST_Gemstar »

Hobbes

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« Reply #1 on: <05-10-17/1728:15> »
Wall Running strikes me as an easy Power pick for this one.  Skimmers and Digigrade Legs for more movement. 

Alternatively, go Rigger with a Smuggling Compartment and simply slot into the standard Rigger spot on the team.

Prototype Transhuman Wakambi Elf Adept with a Monowhip and a Skin Pocket would also move from point A to point B stupidly fast and about as discretely as a 9 Foot Tall Elf can.