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Prime Runner: Drop-Out -Updated Astral Samurai

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FST_Gemstar

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« on: <10-25-16/1651:22> »
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 (8)
Parazoology                : 1 [N. America]         Pool: 6 (8)
Political Theory           : 1 [Anarchy]            Pool: 6 (8)
Security Design            : 1 [Magical]            Pool: 6 (8)
Street Drugs               : 1                      Pool: 6
Underworld                 : 1 [Blackmail]          Pool: 6 (8)

== 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).

« Last Edit: <10-25-16/1737:45> by FST_Gemstar »

Kuirem

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« Reply #1 on: <10-25-16/1814:33> »
It's worth to mention that instead of going for four cymberlimbs you could pick Exceptional Attribute coupled with Genetic Optimization to reach 9 WIL on your dwarf. Not only that but if you play with Custom Drugs (though I don't think most table allow it) you can raise it to 4 more getting a total of 13 WIL. Or you can take a big drain and cast Increase Attribute Force 9. With this build you don't need much nuyen (so Attributes A/B for high mental stats?) and you can keep around 4-5 Magic easily. Or if you still want to go Tank/Samurai go into Bone Lacing and Muscle Toner.

Now if you want to stick with Cyberlimbs a couple of things you could do:

  • Reduce STR on the limbs to save money and rely on Shock Gloves/Hand or Monofilament Whip instead for melee (which wouldn't prevent you from having a Knife as combat foci since it use Astral Combat skill)
  • Switch Metatype and Magic. Extra Edge will be useful and you can get 2 Magic with Special Attributes. You do lose 4 Skill points but maybe you can buy them back with Karma? Two skills at level 2 are 12 Karma so a little less than Magic 1 to 2 (15 Karma). And you can reinvest some of that Karma into the weapon focus.
  • Try to fit Daredrenaline, the wording seems to imply it doesn't directly increase your WIL, only all the dice pool involved so that's an extra dice on top of your 11.

If you don't mind 'snowflaking' you can go Changeling or Infected for even more WIL.
« Last Edit: <10-25-16/1822:08> by Kuirem »

FST_Gemstar

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« Reply #2 on: <10-25-16/1849:12> »
I go back and forth with going full cyberlimb or not. I haven't tried a Prime version that doesn't yet, but other versions seem less "stable." Basically, they are kamikaze/Narco builds that end up with Resources A, Meta B/E, Magic C, Skills D, Attributes E/B .

[spoiler]
== Info ==
Street Name:
Name: Unnamed Character
Movement: 14/28, 14m/ hit, Swim: 8, 7m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 10
Judge Intentions: 10
Lift/Carry: 5 (30 kg/20 kg)
Memory: 8
Nuyen: 4745

== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: C(2) - Adept, Magician, or Technomancer
Skills: D(1) - 22 Skills/0 Skill Groups
Resources: A(4) - 450,000¥

== Attributes ==
BOD: 3
AGI: 5 (7)
REA: 3
STR: 1 (2)
CHA: 4
INT: 5 (6)
LOG: 1 (2)
WIL: 6
EDG: 2
MAG: 2

== Derived Attributes ==
Essence:                   4.02
Initiative:                8 (9) + 1d6
Rigger Initiative:         9 + 1d6
Astral Initiative:         12 + 2d6
Matrix AR Initiative:      9 + 1d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    6
Social:                    7
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Mortimer of London: Berwick Suit [+1] (Must be visible)
   Securetech PPP: Arms Kit [-1] (Must be visible)
Astral:                    7

== Active Skills ==
Animal Handling            : 0                      Pool: 3
Archery                    : 0                      Pool: 6
Armorer                    : 0                      Pool: 1
Assensing                  : 1                      Pool: 7
Astral Combat              : 6 [[Weapon Focus Type]] Pool: 12 (14)
Automatics                 : 6 [Machine Pistols]    Pool: 13 (15)
Blades                     : 0                      Pool: 6
Clubs                      : 0                      Pool: 6
Computer                   : 0                      Pool: 1
Con                        : 0                      Pool: 3
Counterspelling            : 4                      Pool: 6
Cybercombat                : 0                      Pool: 1
Demolitions                : 0                      Pool: 1
Disguise                   : 0                      Pool: 5
Diving                     : 0                      Pool: 2
Escape Artist              : 0                      Pool: 6
Etiquette                  : 1                      Pool: 5
First Aid                  : 0                      Pool: 1
Forgery                    : 0                      Pool: 1
Free-Fall                  : 0                      Pool: 2
Gunnery                    : 0                      Pool: 6
Gymnastics                 : 0                      Pool: 6
Hacking                    : 0                      Pool: 1
Heavy Weapons              : 0                      Pool: 6
Impersonation              : 0                      Pool: 3
Instruction                : 0                      Pool: 3
Intimidation               : 0                      Pool: 3
Leadership                 : 0                      Pool: 3
Longarms                   : 0                      Pool: 6
Navigation                 : 0                      Pool: 5
Negotiation                : 0                      Pool: 3
Perception                 : 1                      Pool: 7
Performance                : 0                      Pool: 3
Pilot Ground Craft         : 0                      Pool: 2
Pilot Watercraft           : 0                      Pool: 2
Pistols                    : 0                      Pool: 6
Running                    : 0                      Pool: 1
Sneaking                   : 1                      Pool: 8
Spellcasting               : 1                      Pool: 3
Survival                   : 0                      Pool: 5
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 6
Tracking                   : 0                      Pool: 5
Unarmed Combat             : 4                      Pool: 11

== Knowledge Skills ==
Bars and Clubs             : 1 [Hip Events]         Pool: 7 (9)
English                    : N                      Pool: 0
Magical Theory             : 1 [Astral World]       Pool: 7 (9)
Magical Threats            : 2 [Blood Magic]        Pool: 4 (6)
Small Unit Tactics         : 2                      Pool: 8
Trids                      : 1                      Pool: 7
Underworld                 : 1 [Drugs]              Pool: 7 (9)

== Contacts ==
; Fixer -Drugs (5, 2)
; Antiquities and Oddities Dealer (2, 1)
; Wiz Kid Ganger (1, 1)

== Qualities ==
Addiction (Mild) (Kamikaze)
Addiction (Mild) (Psyche)
Creature of Comfort (Middle)
Impassive
Jack of All Trades Master of None
Magician
Mentor Spirit (Bear)
Quick Healer
Restricted Gear

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (12))
Alleviate Addiction        DV: F-6
Detox                      DV: F-6
Increase [Attribute] (CHA) DV: F-3
Increase [Attribute] (REA) DV: F-3

== Lifestyles ==
Med  1 months

== Cyberware/Bioware ==
Cerebellum Booster (AGI 0, STR 0, Physical 2) Rating 1
Cerebral Booster (AGI 0, STR 0, Physical 2) Rating 1
Datajack (AGI 0, STR 0, Physical 2)
Muscle Augmentation (AGI 0, STR 0, Physical 2) Rating 1
Muscle Toner (AGI 0, STR 0, Physical 2) Rating 2
Narco (AGI 0, STR 0, Physical 2)
Nephritic screen (AGI 0, STR 0, Physical 2) Rating 4
Pain Editor (AGI 0, STR 0, Physical 2)
Platelet Factories (AGI 0, STR 0, Physical 2)
Smartlink (AGI 0, STR 0, Physical 2)
Tetrachromatic Vision (AGI 0, STR 0, Physical 2)

== Armor ==
Armor Jacket                        14
   +Auto-Injector
   +Biofiber Pocket
   +Chemical Protection 2
   +Fire Resistance 2
   +Gel Packs
   +Nonconductivity 2
   +Thermal Damping 2
Ballistic Mask                      2
   +Gas Mask
Mortimer of London: Berwick Suit    9
   +Biofiber Pocket
   +Custom Fit
   +Electrochromic Clothing
   +Shock Weave
Securetech PPP: Arms Kit            1

== Weapons ==
AK-97
   +Personalized Grip
   +Sling
   +Smartgun System, Internal
   Pool: 13   Accuracy: 8   DV: 10P   AP: -2   RC: 2
Grapple Gun
   Pool: 0   Accuracy: 3   DV: 7S   AP: -2   RC: 2
Plasteel Toe Boots
   +Personalized Grip
   Pool: 11   Accuracy: 4   DV: 3P   AP: -   RC: 2
Remington Suppressor
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Smartgun System, Internal
   +Sound Suppressor
   Pool: 13 (15)   Accuracy: 9   DV: 7P   AP: -1   RC: 2
Shock Gloves
   +Personalized Grip
   Pool: 11   Accuracy: 4   DV: 8S(e)   AP: -5   RC: 2
Unarmed Attack
   Pool: 11   Accuracy: 4   DV: 2S   AP: -   RC: 2

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

== Gear ==
Ammo: APDS (Machine Pistols) x60
Ammo: APDS (Assault Rifles) x60
Ammo: Regular Ammo (Machine Pistols) x200
Ammo: Regular Ammo (Assault Rifles) x200
Ammo: Stick-n-Shock (Machine Pistols) x120
Ammo: Stick-n-Shock (Assault Rifles) x120
Backpack (Good)
Biomonitor
Bug Scanner Rating 6
Data Tap
Fake SIN Rating 4
   +Fake License (Weapon License) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4
   +Fake License (Bounty Hunter's License) Rating 4
   +Fake License (Augmentation License) Rating 4
   +Fake License (Driver's License) Rating 4
   +Fake License (Pharma License) Rating 4
   +Fake License (Talismonger License) Rating 4
Grapple Gun
   +Standard Rope (100m)
Kamikaze x10
Magical Lodge Materials Rating 4
Medkit Rating 6
Psyche x10
Reagents, per dram x250
Slap Patch, Stim Patch Rating 3 x5
Slap Patch, Tranq Patch Rating 6 x10
Slap Patch, Trauma Patch x3
Spare Clip (Remington Suppressor)
Spare Clip (AK-97)
Survival Kit
Sustaining Focus, Health (Bonded Foci) Rating 4
Tool Kit (Disguise)
Weapon Focus (Bonded Foci) (Shock Gloves) Rating 3

== Vehicles ==
Ford Americar (Sedan)
   +Morphing License Plate
   +Sensor Array Rating 2

== Karma Expenses ==

== Nuyen Expenses ==
[/spoiler]

  Going the Exceptional Attribute/Genetic Optimization route I feel always leaves me cold somewhere, as it requires a lot of attribute allotment, but ditching strength might make it work. I find attributes have to be raised higher (basically to A) while Resources can't really drop below C (which is 1 point of char gen priority more expensive than then going Attributes D/Resources A). A prime builds Resources D is standard build C, so a prime version like this may work. I am still afraid it is too kamikaze centric (I am kamikaze-phobic) SURGEing is an option too, but I always seem to find this character to karmic-ly tight too.

Switching Magic/Meta the character loses 8 points (4 counterspelling and 4 astral combat). I could live without the counterspelling (and pick up a few points later) for the higher edge and some more karma to use at chargen. Basically the character would give up as strong melee skills (but if going unarmed/shockglove, they don't need to be super high anyway). This may be more efficient, allowing for a focus to be bound at chargen. I was just scared to have a character start with just Skills E and maxing 3 combat skills (something I usually advise against).

 
« Last Edit: <10-25-16/1910:08> by FST_Gemstar »

FST_Gemstar

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« Reply #3 on: <10-25-16/2027:56> »
A possible tweak without changing much is to:
Get rid of Strength mods cyberarm (to get some more cash, turn that used muscle toner alpha, and get some nephritic screen).
Replace Blades with Unarmed 6
Move free skillpoint to health spellcasting spec
get a shock glove focus instead a knife focus   

Foci still unbound at chargen.

Shock glove gives a nice non-lethal melee option. Physical limit/accuracy is lowish, but with a personalized grip and Cram  accuracy is boosted 6 and wins on a tie vs the combat knife's acc 7, with the same  attack dice (touch dice +2 vs knife spec +2). Though rules are unclear with shock glove foci in astral combat, as long as the astral attack uses astral limit (not the accuracy of the physical glove) as accuracy I am ok using a shock glove basically as an astral winter glove with no DV modifier. If I can get astral attack DV to 8 in other ways (increase charisma/drugs) and get some solid net hits, it should  be fine. 

Remaining cash can be used to move around some 'ware and get the glove implanted (though I am often wary of implanted 'ware) and/or fill up the rest of capacity slots.

Kuirem

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« Reply #4 on: <10-26-16/0156:14> »
The character is indeed tricky to build when using Genetics Optimization + Exceptional Attribute. The question is, what role do you absolutely wants him to fill? If it is a Magician + Astral Fighter you do not need a lot of AGI/REA/BOD and can go away with lower Attributes priority and just take one point of essence for Dareadrenaline + Genetic Optimization + Narco + whatever.

Building a mix of Astral fighter and melee fighter require a lot of attributes  and even if it means being limited to your meat body it would likely be easier to build with an Adept but I expect you don't want to give up on Projection.

So what do you really want? An optimized Astral Fighter or a mix Street Samurai/Astral Samurai?

By the way RAW allows Monofilament Whip to be used as Weapon Focus with their original DV, which means your Charisma don't affect the equation. Some GM might not allow this though.

FST_Gemstar

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« Reply #5 on: <10-26-16/0238:14> »
Interesting re: whip focus. 

The character is a combat focused character. Intended do deal with physical combat encounters. He does not advertise as a magical specialist and shouldn't be taking work that requires a the services of a more typical magician. A quirk is that he also  is an astral combat pro.I have found that optimizing astral combat seems to work best when a magician really eschews being good at other magical skillsets, and focuses and builds on the synergies between physical and astral combat (weapon focus used in both, perks of having high willpower, non Magic linked magic skills like combat sense and assensing, drugs that are useful in meat and astral, not needing a high Magic rating [really just 1] etc.). Astral combat is really redundant when you are a solid spellcaster and/or can summon powerful spirits. Astral combat is a way for this street sam with magical roots to still bring something magical and unique to the team. Basically, instead of being hybrid stealthy, he is hybrid magic. 

Kuirem

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« Reply #6 on: <10-26-16/0246:50> »
Have you considered an Elf? Starting with 8 base damage in Astral is huge and a better AGI is always good for meat fights. You will lose 2 points of WIL but I think it could be worth it.

EDIT : Just realized something. With 2 Magic every time you use your Weapon Focus you will start the timer on the Focus Addiction because its force is higher than your Magic. Same for your Sustaining Focus.

EDIT 2: Ok I tried building an Elf without Cyberlimbs on the same idea. Priority are: A - Attributes; B - Resources; C - Magician; D - Elf; E - Skills. This is a Gun Bunny rather than a Street Sam
[spoiler]
Attributes: 3 BOD; 6 (9) AGI; 3 (5) REA; 2 STR; 7 CHA; 5 INT; 2 LOG; 7 WIL; 1 EDG; 1 MAG (with 5 Karma)

You can sacrifice 4 Karma worth of Positive Qualities to start with 2 EDG.

Skills: 2 Assensing; 6 Astral Combat (Baton Focus); 6 Automatics (SMG); 1 Clubs (Batons); 2 Counterspelling; 2 Etiquette; 2 Perception; 2 Sneaking

Assensing, Counterspelling, Perception and Sneaking bought with Karma.

Wares: Bone Lacing (Titanium, Used), Datajack, Reaction Enhancers (Rating 1), Smartlink, Wired Reflexes (Rating 1), Dareadrenaline, Genetic Optimization (WIL), Muscle Toner (Rating 3, Used), Narco

49 080 Nuyen left for gear.

Qualities: Exceptional Attribute (WIL), Prototype Transhuman
[/spoiler]

You have a character with solid meat space skills, a decent initiative (even before the Cram) that deal 9 DV in Astral with a pool of 17 to hit (with a Weapon Focus 1 to avoid addiction). As weapon use Stun Baton for Meat Space and Extendable Baton for Astral Combat, the Baton should even fit in a Biofiber pocket. As a bonus it throw 9 dice for Etiquette and 11 for Sneaking with minimal investment in those skills.
« Last Edit: <10-26-16/0453:59> by Kuirem »

FST_Gemstar

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« Reply #7 on: <10-26-16/1326:22> »
Addiction is par for the course for this concept. Even with a R4 sustaining focus and an R3 Weapon focus, Focus addiction is rating is 7 with threshold of 2. Not much different than the addiction specs of Psyche. I think it's managable. It's not a drug, so Narco/nephritic screens won't impact the addiction tests, but 11 dice has pretty good odds at hitting a threshold of 2 (or less based on timing). 

I have an elf versions that are full cybered and not. I think they work too. For astral combat, the difference between a willpower of 7 and 9 isn't much and 7 is plenty, especially if you can boost damage from charisma (on average you need +3 willpower to get a net hit to increase damage by 1 DV that just 1 charisma will get you). It's the wrap-out elegance of  Willpower of 9 that I have hard time giving up that fits the character concept (spell defense, higher stun track, addiction resistance, etc.). Also, if using a melee weapon that is based on strength (that a cyberarm can take advantage of), the racial strength max of dwarves goes a long way. If going for a stun weapon though, that strength is irrelevant.



I never think to, but can you mix cram and wireless reflexes?
« Last Edit: <10-26-16/1337:10> by FST_Gemstar »

Kuirem

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« Reply #8 on: <10-26-16/1433:53> »
I never think to, but can you mix cram and wireless reflexes?

Sadly I don't think it was ever answered officially so it is up to the GM. I allow it at my table because both has their own cost. The problem is the wording, "Wired reflexes are incompatible with augmentations that affect Reaction or Initiative." thing is cyberware/bioware are sometimes referred as Augmentations (page 23, "'Wares: Paying With Your Soul" mention it notably) so if you assume that's what they are talking here it can be mixed. If you assume augmentations is for everything that raise initiative it can't.

Synaptic Booster use a different wording that leave no doubts : "The synaptic booster cannot be combined with any other form of Reaction or Initiative enhancement." the different wording make me think that Wired Reflexes do indeed stack with other form than augmentations.

EDIT: Tt is possible to build Cyberlimbs and add Exceptional Attribute and Genetic Optimization on top for up to 13 WIL (14 with Dareadrenaline). Biocompatibility (Cyberware), Exceptional Attribute (WIL), Cyber-Singularity Seeker for the qualities. For Attributes lower REA to 1 (and use Karma to get it back to 2) to get some points into WIL. For wares Datajack, 3 obvious limbs 6 AGI + 3 Armor and one with 9 AGI/11 STR, Smartlink, Dareadrenaline, Genetic Optimization (WIL), Narco and Pain Editor. Everything is Alpha exception the Genemods and Pain Editor. It leaves with 57580 Nuyen so you will likely have to give up most of the toys in the limbs or go to Magic 1 to afford them.
« Last Edit: <10-26-16/1712:49> by Kuirem »

The Bald Man

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« Reply #9 on: <11-05-16/1256:39> »
Away from books, but Isn't pain editor cultured bioware - which means you can't take used - which means you can't get a creation without the restricted gear quality. 

FST_Gemstar

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« Reply #10 on: <11-05-16/1516:29> »
There is debate on used cultured bioware. 

I don't think any of the builds though have it used - just standard or alpha. 

As for the debate. Used can be seen more of a measure of quality and not just actual used by someone else. I tend not to view it this way, but I am not too hung up on seeing characters with used cultured 'ware. Ex. The 'ware had a mutation that was discovered too late to avoid any damage but soon enough to keep it functional when it was being grown, so the doc offers you a discount if you still want it (trying to keep the sale), and you agree (so it will cost less nuyen but take up more essence).

 

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