Drop-Out is a concept I have been tweaking with for a long time. Basically a street samurai/tank that that is magical enough to also to engage in astral combat. He is resistant to spells, uses drugs to manipulate his physical and astral stats, and has nice cyberlimb gadgetry.
I have a regular runner version made with more restrictive character generation rules interpretations that is playable:
https://drive.google.com/file/d/0B6kA-rvHAq-rZmRPZmhGZG9RY0U/view However, the primary issue that has come up has been that he is just not good enough a tank. Anything that the Drop-Out can't dodge is coming through with enough DV that even 32ish soak dice still lets in too much damage. Coupled with high Armor, everything comes in as stun (which is disadvantageous because he can take a few physical hits to spread the track). Relying on cram for initiative, the character still doesn't usually get more than 2 passes (not great for a combat character) so he can't end fights quick enough. He is still quite lethal, and it is only a lopsided battle that he shouldn't enter to begin with that is dangerous, but it could be better.
Basically, he needs a Pain Editor. Bonus Willpower is always a plus for him, and staying on his feet going through his Stun and Physical track can keep him on his feet for a very long time (13 Stun, 14 Physical, 21 full defense dice, 32+ soak). It would be tough to fit one into the regular runner version as is at chargen, so I thought I would try a Prime Build for it, and save the character for a Prime campaign.
Karma Expenses: 34 Positive Qualities, 1 Nuyen, 10 skills, 10 Logic, 15 Magic, -35 Negative Qualities = 0.
Drop-Out Prime
[spoiler]
== Info ==
Street Name: Drop-Out
Movement: 4/8, 2m/ hit, Swim: 3, 2m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Dwarf
Composure: 13
Judge Intentions: 9
Lift/Carry: 6 (45 kg/30 kg)
Memory: 11
Nuyen: 180
== Priorities ==
Metatype: C(2) - Dwarf
Attributes: D(1) - 14 Attributes
Special: B(3) - Magician
Skills: E(0) - 18 Skills/0 Skill Groups
Resources: A(4) - 500,000¥
== Attributes ==
BOD: 3
AGI: 1 (2)
REA: 3
STR: 3
CHA: 4
INT: 5
LOG: 2
WIL: 7 (9)
EDG: 2
MAG: 2
== Derived Attributes ==
Essence: 2.00
Initiative: 8 + 1d6
Rigger Initiative: 8 + 1d6
Astral Initiative: 10 + 2d6
Matrix AR Initiative: 8 + 1d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 14
Stun Damage Track: 13
== Limits ==
Physical: 4
Foot Anchor [+1] (Only for Knockdown Test, Must be engaged)
Foot Anchor [+1] (Only for Knockdown Test, Must be engaged)
Mental: 6
Attention Coprocessor [+1] (Only for Perception)
Medkit [+6] (Only for First Aid and Medicine)
Orientation System [+2] (Only for Navigation)
Social: 7
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Vashon Island: Ace of Cups [+1] (Must be visible)
Astral: 7
== Active Skills ==
Assensing : 1 Pool: 6
Astral Combat : 6 [[Blades Foci] Pool: 15 (17)
Automatics : 6 [Machine Pistols] Pool: 8 (10)
Blades : 6 [Knives] Pool: 8 (10)
Counterspelling : 4 Pool: 6
Etiquette : 1 Pool: 5
Perception : 1 Pool: 6 (9 with Tetrachromatic Vision)
Ritual Spellcasting : 1 Pool: 3
Sneaking : 1 Pool: 3
Spellcasting : 1 Pool: 3
== Knowledge Skills ==
Bars and Clubs : 1 Pool: 6
Corporate Etiquette : 1 Pool: 6
English : N Pool: 0
Japanese : 1 Pool: 6
Magical Theory : 1 [Astral World] Pool: 6 (
Parazoology : 1 [N. America] Pool: 6 (
Political Theory : 1 [Anarchy] Pool: 6 (
Security Design : 1 [Magical] Pool: 6 (
Street Drugs : 1 Pool: 6
Underworld : 1 [Blackmail] Pool: 6 (
== Contacts ==
; Fixer - Drugs/Biotech (5, 2)
; Antiquities and Oddities Dealer (3, 4)
; CyberSurgeon (4, 3)
; Armorer (2, 1)
== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Biocompatability (Cyberware)
Creature of Comfort (Middle)
Cyber-Singularity Seeker
Impassive
Jack of All Trades Master of None
Magician
Mentor Spirit (Bear)
Resistance to Pathogens/Toxins
Restricted Gear
Thermographic Vision
Weak Immune System
== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (14))
Alleviate Addiction DV: F-6
Circle of Healing DV: Special
Detox DV: F-6
Homunculus DV: Special
Increase [Charisma] (CHA) DV: F-3
Levitate DV: F-2
Ward DV: Special
== Lifestyles ==
Med 1 months
== Cyberware/Bioware ==
Datajack (AGI 0, STR 0, Physical 2) (ALPHA)
Muscle Toner Rating 1 (USED)
Narco (AGI 0, STR 0, Physical 2)
Obvious Full Arm (AGI 9, STR 11, Physical 10) (Left)
+Armor (AGI 0, STR 0, Physical 2) Rating 3
+Customized Agility (AGI 0, STR 0, Physical 2) Rating 6
+Customized Strength (AGI 0, STR 0, Physical 2) Rating 8
+Enhanced Agility (AGI 0, STR 0, Physical 2) Rating 3
+Enhanced Strength (AGI 0, STR 0, Physical 2) Rating 3
+Radar Sensor Rating 4
+Telescoping Limb Rating 1
+Bulk Modification Rating 1
Obvious Full Leg (AGI 6, STR 3, Physical 4) (Right) (ALPHA)
+Armor (AGI 0, STR 0, Physical 2) Rating 2
+Customized Agility (AGI 0, STR 0, Physical 2) Rating 6
+Orientation System
+Attention Coprocessor
+Magnetic System
+Foot Anchor
+Biomonitor
+Built-in Medkit
Obvious Full Leg (AGI 6, STR 3, Physical 4) (Left) (ALPHA)
+Armor (AGI 0, STR 0, Physical 2) Rating 2
+Customized Agility (AGI 0, STR 0, Physical 2) Rating 6
+Large Smuggling Compartment
+Foot Anchor
Pain Editor (AGI 0, STR 0, Physical 2)
Smartlink (ALPHA)
Synthetic Full Arm (AGI 6, STR 3, Physical 4) (Right) (ALPHA)
+Armor (AGI 0, STR 0, Physical 2) Rating 2
+Customized Agility (AGI 0, STR 0, Physical 2) Rating 6
+Magnetic System
+Improved Synthskin Rating 1
+Fingertip Compartment
Tetrachromatic Vision (AGI 0, STR 0, Physical 2)
== Armor ==
Armor Clothing 6
Armor Jacket 14
+Biofiber Pocket
+Chemical Protection 2
+Fire Resistance 2
+Gel Packs
+Insulation 2
+Nonconductivity 2
+Thermal Damping 2
Ballistic Mask 2
+Gas Mask
Vashon Island: Ace of Cups 9
+Biofiber Pocket
== Weapons ==
AK-97
+Personalized Grip
+Sling
+Smartgun System, Internal
Pool: 8 Accuracy: 8 DV: 10P AP: -2 RC: 2
Combat Knife
+Concealed Quick-Draw Holster
+Personalized Grip
Pool: 8 (10) Accuracy: 7 DV: 5P AP: -3 RC: 2
Combat Knife
Pool: 8 (10) Accuracy: 6 DV: 5P AP: -3 RC: 2
Grapple Gun
Pool: 0 Accuracy: 3 DV: 7S AP: -2 RC: 2
Remington Suppressor
+Concealed Quick-Draw Holster
+Personalized Grip
+Smartgun System, Internal
+Sound Suppressor
Pool: 8 (10) Accuracy: 9 DV: 7P AP: -1 RC: 2
Survival Knife
Pool: 8 (10) Accuracy: 5 DV: 5P AP: -1 RC: 2
Unarmed Attack
Pool: 1 Accuracy: 4 DV: 3S AP: - RC: 2
== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
+Biomonitor
+Micro-Transceiver
+Subvocal Mic
+Sim Module
== Gear ==
Ammo: APDS (Assault Rifles) x30
Ammo: APDS (Machine Pistols) x30
Ammo: Regular Ammo (Assault Rifles) x100
Ammo: Regular Ammo (Machine Pistols) x100
Ammo: Stick-n-Shock (Assault Rifles) x80
Ammo: Stick-n-Shock (Machine Pistols) x80
Backpack (Good)
Cram x10
Fake SIN Rating 5
+Fake License (Weapon License) Rating 5
+Fake License (Augmentation License) Rating 4
+Fake License (Concealed Carry Permit) Rating 5
+Fake License (Bounty Hunter's License) Rating 5
+Fake License (Driver's License) Rating 5
+Fake License (Talismonger License) Rating 5
+Fake License (PharmaLicense) Rating 5
Grapple Gun
+Standard Rope (100m)
Kamikaze x2
Magical Lodge Materials Rating 4
Medkit Rating 6
Novacoke x5
Psyche x10
Spare Clip (AK-97)
Spare Clip (Remington Suppressor)
Survival Kit
Sustaining Focus, Health Rating 4 (not bound)
Weapon Focus (Combat Knife) Rating 3 (not bound)
Zen x5
== Vehicles ==
Chrysler-Nissan Jackrabbit (Subcompact)
+Sensor Array Rating 2
== Karma Expenses ==
== Nuyen Expenses ==
== Description ==
Leaving the Corporate Enclave and learning the streets has sucked the remainder of post-bourgeois babyfat from Drop-Out's face, which he keeps shaven. While his confidence used to derive from his jokes and connections, learning he can make it on his own has transformed his nervous demeanor to an almost prideful tranquility.
His streetwear is fashionable, too influenced by his Corp upbringing than he even knows, and comes off a little street-chic. However, most people don't call him on it when they see his chrome left arm.
== Background ==
Drop-Out grew up the son of a upper-middle level wage mage father who had the resources to ensure a quality education and future path for his children. While born with some magical potential (his father was thrilled with the early testing), he did not have the natural knack for magic his father did nor the intellect to excel in school.
He was determined to not disappoint and stayed with his studies for a long time, however the only things he was able to excel at was goofing off and using/selling drugs to try to keep up with his classmates and cheat on tests. An illicit incident where another student ratted him out brought a lot of heat down on his dad who nearly lost his job, Corporate SIN, and caused a big riff in their relationship. It also got Drop-Out expelled from school with few prospects for a future career in magic or much else with the Corp.
Disillusioned with the path he had been on, the magical elite, and his family, Drop-Out burnt his SIN, accessed as much of his trust fund as he could, stole some magical goods, and became determined to fight the Corps as a shadowrunner. He gets heavily cybered, because hey, he was never much of a magician, and becomes determined to learn more about physical combat (which he surprisingly finds more natural with his new limbs).
His magical training hasn't been fully wasted however, as exploring the astral world and its denizens had been one of his passions, particularly with the aid of psychotropics. While he thought he was just getting by in school, he learned how manipulating his conciousness affected his presnce on the astral. As he learned more about physical fighting, he found he could hone his astral form's skills as well.
== Concept ==
Astral Samurai
Basic Muscle/Street Sam that trades the more typical typical stealth expertise for some magical abilities (particularly astral scouting and combat). Drop-Out blends a latent magical capacity, 'ware, drugs, and combat training to take down smug wage-mages and their allies on both the physical and astral planes.
Key Areas:
*Physical Combat - Handy with Automatics and Blades, Drop-Out can provide muscle at far and close ranges.
*Astral Combat - A unique talent in the shadows. Perfect for fighting dual-natured creatures and materialized spirits at range. Also helpful for chasing off spotting spirits/magicians, creating astral distractions, as well as scouting and sending messages.
*Protecting - His high Willpower, cyberlimbs, built-in armor, Counterspelling, and Mentor Spirit help him survive some punches.
*Cyberlimbs - Drop-Out's cyberlimbs are legal to inspection and don't draw much attention (nothing Forbidden or not covered under a liscense, mostly synthetic) and come with useful features. While not super stealthy, his astral senses and built-in radar sensor can help him see what's behind a wall or coming 'round a corner to help not be caught offguard. Magnetic Systems help climb and cling to ferrous building supports. He has secret storage for items of various sizes. Foot Anchors let him fire weapons in more difficult to esacpe firing modes. His telescoping arm helps him level the field a bit in melee when fighting bigger opponents with larger weapons. And more!
*Drugs -With his knowledge and use of drugs and his Narco modification, Drop-Out knows how to mix and match cocktails to suit his needs, whether flying through the astral or holding it down in the meat. He can (usually) cast his Detox spell to help mitigate the side effects of drug use or clear his system if plans change and new drugs are needed. He got addicted to some more common drugs when in school (psyche and cram to help with studying, novacoke to feel more comfortable at parties), but he knows how to better manage his drugs than most.
Notes:
Prime runner build - Available max is 15.
[/spoiler]
Before getting to the meat of a run, Drop-Out usually pops a Psyche and Cram. This gives +2 Logic, +2 Intuition, +2 Reaction, and +1d6 initiative. This adds to physical initiative and defense (11-12+2d6 initiative, 11-12 + 9-10 Full Defense, variation based on whether Pain Editor is on or not), as well as astral initiative/defense, assensing, and perception.
Buying 2 Magic back with karma lets Drop-Out take advantage of his free spells (4 spells, 3 rituals). He is playable without much investment in magic, but being able to cast Improved Charisma I think is a boon, and it's tough to waste those free spells when you have them.
Foci are unbound at char-gen. The R3 weapon focus when bound adds some nice close combat and astral combat bonuses. The Health Sustaining focus is intended to get some Charisma boosts before astral combat for more astral damage. With 3 more karma, Drop will roll 6 dice for health spells. An R4 may seem like a lot for that, but I figured I'd rather have the room for a good roll than not.
Drop-Out is basically an exercise in making Astral Combat work. With foci bound and Pain Editor running, Drop-Out rolls Willpower 10 + Astral Combat 6 + Weapon Focus Spec 2 + Weapon Focus 3 = 21 astral combat dice, with up to DV 10 (Charisma 4 + Sustained improved charisma anddrugs up to 4 + combat knife focus 2). This is likely to one hit take-down all but some of the toughest astral/dual-natured foes (ex. F10 spirit defends astral attacks with 20 dice have 10 to soak). This is best done against dual natured creatures (paracritters, HMHVV, materialized spirits, etc.) from range.
I would love help better optimizing if possible. Funds were tighter in this build than the regular build (even with the prime Resources bonus, fitting in the Pain Editor and taking a standard limb over a used limb brought up his 'ware cost considerably).