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[SR5] Please help me build a street samurai

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PunkxRonin

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« on: <11-01-13/0501:34> »
Hey guys I'm desperate. I've got a new 5th edition Shadowrun game starting up tomorrow night, and I've been too busy with work and family drama to have had time to make a character. I have some loose ideas and know what role i need to fill for the party. I really hate to ask the board to "build my character" but I've got work all day tomorrow and will only have a little time before game starts. I've been looking forward to this all month and really don't want to have to sit out building a character while the others start a run.

So here's the party structure. There's 4 players. We've got a Face and Fixer character. She has high social, knows lots of people and can get us jobs and negotiate on our behalf. She's probably how we all know each other. We've got a Mage who operates out of an S&M Club at night and runs the shadows the rest of the time. Forceful and domineering with spirits she summons makes for an interesting mage. She's got the standard mage compliment of powers, offense to defense, healing, to illusion, dispelling, counter spelling, etc. We've got a tehcnomancer who'll be our matrix and all things electronic support. Hes a little guy so how often he's on the front fighting will remain to be seen but he'll be our Matrix Guardian Angel

This leaves me. I'm suppose to be the party's Muscle. I'm The Big Bad who lays down led and takes damage so the party can survive. I want to be augmented (no adept stuff thank you). Thinking twin cyber arms (customized for str + agi +, one with shock pads the other with cyber spur) and what ever else i can fit in. The GM is allowing 1 item that breaks char gen rules so I am going to want to take Wired Reflexes as my 12R item. He uses heavy pistols, sub machine guns, assault rifles and shotguns (maybe a cyber gun) he needs to be the party death dealer... he's the one who puts people down and can survive some incoming damage.

As for his personality I was drawing a lot of inspiration from Gabriel from Last Man Standing Hero soldier turned criminal (framed) now working as a bounty hunter/shadowrunner to get revenge, or some thing like that. I see him being the party wheel man as well with an interest in racing and driving (both cars and motorcycles) if I can squeeze it in a pilot would be useful.

I see him as a Human ideally, though elf an ork would work also. But that's it. I'm trying to wrack my brain for more but I got to sleep soon and work all day tomorrow. Please, can some one help me?

I'm not looking for a min-maxed character, through the Emsquared has some really cool math set up on the subject that I'd like to adhere by as a guideline. http://forums.shadowruntabletop.com/index.php?topic=10206.0

I know this is last minute, but please any idea or suggestion would be great. My mind has been a blank with all thats going on in my real life that this is the best I can do right now and I really want to play tomorrow.

Thanks in advance.

Elektrycerze3

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« Reply #1 on: <11-01-13/0820:55> »
Hoi!

OK, I'm no expert and I've just made this in my lunch brake. You have 15 Karma left to round some rough edges, like buying additional skills or some missing gear. Otherwise I tried sticking to your guidelines: two cyberhands, very tanky, proficiency with multiple guns... No wired reflexes, sorry, got him synaptic booster.

Mind you, he has no contacts and no knowledge skills. Moreover, check with your GM how he handles licenses.

Enjoy:
[spoiler]Proirities

(A) - Resources
(B) - Attributes
(C) - Skills
(D) - Metatype
(E) - Magic

Attributes (20) (10 Karma)

B = 1 + 5 = 6
A = 1 + 1 = 2
R = 1 + 4 = 5
S = 1+ 1 = 2
W = 1 + 4 = 5
L = 1+ 0 + 1= 2 (10 Karma)
I = 1 +4 = 5
C = 1 + 1 = 2

E = 2 + 3 = 5

Skills (28/2)

Athletics Skill Group = 2
Pistols = 4
Automatics = 6
Longarms = 4
Pilot Ground Craft = 3
Stealth = 4
Perception = 4
Automotive Mechanic = 3

Stuff (0 Karma Spent)

https://docs.google.com/spreadsheet/ccc?key=0At0Gqmk8CkMhdGlTbDRZemJJOHVuakthNHY3WnpiNkE&usp=sharing[/spoiler]
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Elektrycerze3

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« Reply #2 on: <11-01-13/0825:21> »
Aaaaand I forgot to buy a lifestyle... :D
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Crunch

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« Reply #3 on: <11-01-13/0859:00> »
The thread you sighted for math issues is the SR4 Build Point Math, it's not directly applicable to SR5 Priority gen.

Unless you really need the Cyberlimbs, I'd suggest going against them. Here's where I might start for a heavily cybered Sam under your guidelines (the Titanium Bone Lacing breaches standard chargen rules).

Hmm

[spoiler]

Attributes A
Skills B
Resoures C
Meta D (Human)

Body 4 (7)
Agility 6 (8)
Reaction 5 (6)
Strength 4 (6)
Will 3
Int 5
Log 3
Cha 2
Edge 5
Essence 0.5
Initiative 11 +2D6
Physical Str +3P
+3 Armor

Cyber
Titanium Bone Lacing
Alpha Muscle Replacement 2
Alpha Wired Reflexes 1

Skills
Firearms Group 5
Perception 6
Sneaking 6
Gymnastics 4
Unarmed 5 (Striking)
Running 4
Etiquette 4
Throwing Weapons 4
First Aid 1
Swimming 1
Pilot Ground Vehicle 1

20,200 Nuyen Unspent
No Karma or Qualities used.
No knowledge points or contacts picked
An Elf version would have 7 Agi, 4 Charisma and only 1 Edge.
[/spoiler]

Elektrycerze3

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« Reply #4 on: <11-01-13/0919:53> »
Unless you really need the Cyberlimbs, I'd suggest going against them.

Seconded.

I included them for the sole purpose of following your guidelines, PunkxRonin, but Crunch is right mechanics-wise.
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Kincaid

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« Reply #5 on: <11-01-13/0936:56> »
A quick note to start: 12R is legal for starting characters.  All that matters is the number and 12 is the cap.  The R simply means it's a good idea to get a fake license for it.  With that in mind, probably the best non-standard starting item for your character is titanium bone lacing, wires 3 takes too much Essence for your guy to still have 2 cyberarms.

Each of this guy's cyberarms is specialized--one for melee and the other for ranged (hence the ambidextrous quality).  He's very tough (soaks with 30 dice), very accurate (18 dice with an assault rifle), alert (13 dice for visual perception), and doesn't have a crippling Charisma or Logic.  I left Knowledge/Language skills blank since those are character-driven.  He has lethal and non-lethal options at every size category (rifle, smg, pistol, unarmed), so no matter where he's going, he should have options.  His SMG is his quiet option (and his 12P Spur), which is why it doesn't have explosive ammo.  I didn't find room for the shotgun aspect of things and having both arms with melee characteristics would make things much more expensive, so I'd suggest picking up the Shock Hand in-game (maybe buying a glove if you really need to with his starting money).  Note that his ranged-specialized arm only has 2 capacity left.

Chrome!

Metatype: D (Human/+3 Edge)

Attributes: B (20)

Magic/Resonance: E (0)

Skills: C (28/2)

Resources: A (450,000)

Karma: 31 (+6 from negative qualities of your choice)

[spoiler]

Body 5( 8 )           
Strength 3 (see arms)       
Agility 3 (see arms)   
Reaction 4(6)   
Willpower 4   
Logic 3       
Intuition 5   
Charisma 2   

Essence 0.04 (He’s more machine now than man…)   

Edge 5   

Physical Boxes: 13
Stun Boxes: 10       

Initiative 11+3d6

Physical 6
Mental     5
Social 3

Automatics 5
-Assault Rifles +2                       
Unarmed Combat 5
-Cyber Implants +2           
Perception 5               
Sneaking 3               
Heavy Weapons 2       
-Grenade Launchers +2       
Etiquette 2               
-Street+2               
First Aid 2               

Athletics Group 2           

Karma Expenditures           
Ambidextrous (4)
Toughness (9)
+1 Charisma (10)
+2 Pilot Ground Vehicle (6)
+4,000 nuyen (2)



Augmentation

Smartlink, alpha                    4,800     
Reflex Recorder (Automatics)            14,000   
Wired Reflexes (2, alpha)                178,800
Titanium Bone Lacing, alpha                36,000

Obvious Cyberarm                    15,000
-Agility Customization (+3)                15,000
-Agility Enhancement (+2)                13,000
-Armor Enhancement (+2)                10,000
-Cyberarm Gyromount                6,000

Obvious Cyberarm                    15,000
-Strength Customization (+3)                15,000
-Agility Customization (+3)                15,000
-Agility Enhancement (+2)                 13,000
-Strength Enhancement (+3)                19,500
-Armor Enhancement (+2)                10,000
-Spur                            5,000
Datajack                        1,000   

Subtotal                        386,100/5.96 Ess

Glasses [4 capacity]                    400
-Vision Enhancement (3)                1500
-Low-Light                        500

Contact Lenses [3 capacity]                600
-Thermographic                    500
-Low-Light                        500
-Image Link                        25
-Flare Compensation     250

Miniwelder                        250
Jammer (4)                        800
Crowbar                        20
1 month low lifestyle                     2,000
Fake SIN (4)                        10,000
Fake Firearms License (4)                800
Fake Conceal & Carry License (4)            800
Fake Restricted Cyberware License (4)        800
Respirator (6)                        300
Transys Avalon (6)                    5,000
Micro-Transciever                    100

Subtotal                        24,645

Ares Alpha                        2,650
-Shock Pad                        50
-Gas Vent 3 (barrel)                    600
-Imaging Scope (top)                    300
-Airburst Link                        600
x210 rounds of Gel AR ammo            525
x210 rounds of Explosive AR ammo            1,680
x3 AR spare clip                    15
x6 Flash Bang microgrenades            600
x9 High Explosive microgrenades            900

Ingram Smartgun X                    800
x3 SMG spare clip                    15
x96 rounds of APDS SMG ammo            1152
x96 rounds of Stick-n-Shock SMG ammo        768

Yamaha Pulsar                    180
-Internal Smartlink                    180
x12 taser darts                    60

Ares Crusader II                    830
x2 spare MP clips                    10
x80 rounds Explosive MP ammo            640

Armor Jacket                        1,000
-Non-Conductivity (5)                    1,250
-Fire Resistance (5)                    1,250
Helmet                            100

Toyota Gopher                     25,000

Subtotal                        41,155

Grand Total                        451,900 (+4,000 from karma)

Starting Nuyen: 2100 + (3d6 x 60)

Common Dice Pools/Limits:

Soaking Damage: 30 (Wearing Jacket and Helmet)

Ares Alpha AR: 18/5(7)
Grenade Launcher: 14/4(6) (Buy 3 hits)
Ingram SMG: 16/4(6)
Ares Crusader MP: 16/5(7)

Unarmed Combat/Spur: 12/6

Perception (Visual): 13/8
Perception (Other): 10/5

[/spoiler]

« Last Edit: <11-01-13/1422:28> by Kincaid »
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martinchaen

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« Reply #6 on: <11-01-13/1037:35> »
If you can take one item that breaks chargen rules, for the love of all cyber sams everywhere, take a pain editor and load up your cyber with armor... You can thank me later.

Kincaid

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« Reply #7 on: <11-01-13/1041:35> »
If you can take one item that breaks chargen rules, for the love of all cyber sams everywhere, take a pain editor and load up your cyber with armor... You can thank me later.

Yeah, this is what I would do too and I'd cap out at one limb most likely.  If you're somewhat flexible when it comes to concept, consider something along these lines.
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Jimmy_Pvish

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« Reply #8 on: <11-01-13/1051:07> »
A quick note to start: 12R is legal for starting characters.  All that matters is the number and 12 is the cap.  The R simply means it's a good idea to get a fake license for it.  With that in mind, probably the best non-standard starting item for your character is titanium bone lacing, wires 3 takes too much Essence for your guy to still have 2 cyberarms.

Each of this guy's cyberarms is specialized--one for melee and the other for ranged (hence the ambidextrous quality).  He's very tough (soaks with 30 dice), very accurate (19 dice with an assault rifle), alert (13 dice for visual perception), and doesn't have a crippling Charisma or Logic.  I left Knowledge/Language skills blank since those are character-driven.  He has lethal and non-lethal options at every size category (rifle, smg, pistol, unarmed), so no matter where he's going, he should have options.  His SMG is his quiet option (and his 12P Spur), which is why it doesn't have explosive ammo.  I didn't find room for the shotgun aspect of things and having both arms with melee characteristics would make things much more expensive, so I'd suggest picking up the Shock Hand in-game (maybe buying a glove if you really need to with his starting money).  Note that his ranged-specialized arm only has 2 capacity left.

Chrome!

Metatype: D (Human/+3 Edge)

Attributes: B (20)

Magic/Resonance: E (0)

Skills: C (28/2)

Resources: A (450,000)

Karma: 29 (+4 from mild addiction of your choice)

[spoiler]

Body 5( 8 )           

Strength 3 (see arms)       

Agility 3 (see arms)   

Reaction 4(6)   

Willpower 4   

Logic 3       

Intuition 5   

Charisma 2   

Essence 0.04 (He’s more machine now than man…)   

Edge 5   

Physical Boxes: 13

Stun Boxes: 10       

Initiative 11+3d6

Physical 6

Mental     5

Social 3

Automatics 5

-Assault Rifles +2                       

Unarmed Combat 5

-Cyber Implants +2           

Perception 5               

Sneaking 3               

Heavy Weapons 2       

-Grenade Launchers +2       

Etiquette 2               

-Street+2               

First Aid 2               

       

Athletics Group 2           

Karma Expenditures           

Ambidextrous (4)

Toughness (9)

+1 Charisma (10)

+2 Pilot Ground Vehicle (6)



Augmentation

Smartlink, alpha                    4,800     

Reflex Recorder (Automatics)            14,000   

Wired Reflexes (2, alpha)                178,800

Titanium Bone Lacing, alpha                36,000

Obvious Cyberarm                    15,000

-Agility Customization (+3)                15,000

-Agility Enhancement (+3)                19,500

-Armor Enhancement (+2)                10,000

-Cyberarm Gyromount                6,000

Obvious Cyberarm                    15,000

-Strength Customization (+3)                15,000

-Agility Customization (+3)                15,000

-Strength Enhancement (+3)                19,500

-Armor Enhancement (+2)                10,000

-Spur                            5,000

Datajack                        1,000   

Subtotal                        379,600/5.96 Ess

Glasses [4 capacity]                    400

-Vision Enhancement (3)                1500

-Flare Compensation [1]                250

Contact Lenses [3 capacity]                600

-Thermographic                    500

-Low-Light                        500

-Image Link                        25

Miniwelder                        250

Jammer (4)                        800

Crowbar                        20

1 month low lifestyle                     2,000

Fake SIN (4)                        10,000

Fake Firearms License (4)                800

Fake Conceal & Carry License (4)            800

Fake Restricted Cyberware License (4)        800

Respirator (6)                        300

Transys Avalon (6)                    5,000

Micro-Transciever                    100

Subtotal                        24,645

Ares Alpha                        2,650

-Shock Pad                        50

-Gas Vent 3 (barrel)                    600

-Imaging Scope (top)                    300

-Airburst Link                        600

x210 rounds of Gel AR ammo            525

x210 rounds of Explosive AR ammo            1,680

x3 AR spare clip                    15

x6 Flash Bang microgrenades            600

x9 High Explosive microgrenades            900

Ingram Smartgun X                    800

x3 SMG spare clip                    15

x96 rounds of APDS SMG ammo            1152

x96 rounds of Stick-n-Shock SMG ammo        768

Yamaha Pulsar                    180

-Internal Smartlink                    180

x12 taser darts                    60

Ares Crusader II                    830

x2 spare MP clips                    10

x80 rounds Explosive MP ammo            640

Armor Jacket                        1,000

-Non-Conductivity (5)                    1,250

-Fire Resistance (5)                    1,250

Helmet                            100

Toyota Gopher                     25,000

Subtotal                        41,155

Grand Total                        445,400

Starting Nuyen: 4600 + (3d6 x 60)

Common Dice Pools/Limits:

Soaking Damage: 30 (Wearing Jacket and Helmet)

Ares Alpha AR: 19/5(7)

Grenade Launcher: 15/4(6) (Buy 3 hits)

Ingram SMG: 17/4(6)

Ares Crusader MP: 17/5(7)

Unarmed Combat/Spur: 13/6

Perception (Visual): 13/8

Perception (Other): 10/5

[/spoiler]
Your contact lenses is not allow at chargen (it's avail 16), Contact lenses has base avail 6.
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Crunch

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« Reply #9 on: <11-01-13/1054:59> »
Kincaid, to get 19 dice on Assault Rifles with that build (if I'm reading it right) your GM would have to treat Assault Rifles as one handed weapons for Cyberarm stats. One of the reasons I hate the Cyberarm rules is because how the stats are treated is so table dependent, but I doubt most GMs would allow single arm stats for anything larger than a Machine Pistol or SMG.

Kincaid

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« Reply #10 on: <11-01-13/1103:36> »
Kincaid, to get 19 dice on Assault Rifles with that build (if I'm reading it right) your GM would have to treat Assault Rifles as one handed weapons for Cyberarm stats. One of the reasons I hate the Cyberarm rules is because how the stats are treated is so table dependent, but I doubt most GMs would allow single arm stats for anything larger than a Machine Pistol or SMG.

Yeah, I've had GMs rule both ways on that.  From a hyper-realistic standpoint, your shooting stance involves a whole lot more than your arms, but no game wants to get to that level of minutiae.  For any number of reasons, I'm not a huge fan of limbs, but this reason is certainly on the list.
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Michael Chandra

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« Reply #11 on: <11-01-13/1123:06> »
Didn't Arsenal have guidelines on what is two-handed? I am used to anything above SMG.
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All4BigGuns

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« Reply #12 on: <11-01-13/1212:19> »
From a hyper-realistic standpoint, your shooting stance involves a whole lot more than your arms...

As much as I hate hyper-realism, this is a decent reason for requiring "careful coordination" and using either average or lowest for shooting. (Now that lowest is an option, I believe that I will be doing that for every test to prevent Cyber Arm Cheddar.)
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martinchaen

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« Reply #13 on: <11-01-13/1229:31> »
Note to self; never play a game with All4BigGuns as a GM. While that is certainly your prerogative, "preventing cheddar" would be having a chat with that player at chargen to prevent what you perceive as abuse of the rules in the first place...

A GM "abusing" the rules to "punish" a player for making an (arguably) rules-legal character is not out to make the game FUN, which is the whole point of the game, but is instead out to "get" the players who enjoy playing the game a certain way.

But that's just my thoughts.

To the OP; given the fact that cyber limbs are fairly controversial, I'd check with your GM how he intends to run the rules for them before committing to it.

These are valuable questions to my mind:
Will he allow cyberlimbs to affect limits (i.e. firing a one handed pistol with a cyberarm, is the limit calculated with the unaugmented stats of the character, or the cyberlimb stats...)
How will he allow cyberlimbs to affect tests? (Singular, average, or lowest attribute, one of which will be more likely)
What limbs count towards (most) tests? (left and right arms and legs, torso, skull)
Will he allow cyberlimbs to affect calculated stats such as carrying capacity and running speeds.

Crunch

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« Reply #14 on: <11-01-13/1237:24> »
Limits have no effect on firing a gun Martin, as the accuracy overrides the physical limit.