This guy is brothers with Onion Man's "Baron Jolly" (under thread "Voodoo Touch Mage"), and we have worked the two characters to complement each other at Origins. Because of this, you will notice that I only have one initiative pass unless I actually use the Jazz I'm carrying. The jazz is for just in case we don't have time for Baron Jolly to cast his initiative boost spell on me and we need to start shooting immediately. A last resort so I don't get murdered because I only have the one initiative pass. Jazz will be used very sparingly.
Primarily, Ripon will use the MG-6 grenade launcher if stuck in meat combat, but mostly he will maintain the tacnet and look for targets for spoofs and easy hacks. If someone comes up on him, he will quick-draw the thunderbolt to drop them quickly.
Since the grenades just have to get close and his agility is so preposterously high with his shooting arm, I am not investing too much in the grenade launcher skill. After my first run I will specialize in GL's, maybe later adding one more point to the skill later on, but then I'm leaving it alone.
I know the skill groups spread me thin, but with the advancement track I am taking, I will be rolling a lot of dice for basically anything linked to logic. Since this guy is for Missions play, I would rather have him be pretty good at a lot of things than really good at a thing or two.
Please don't hold back when criticizing my build. Thanks!
Name: (doesn't have one yet)
Tag: Rippon Rhyma
Metatype: 20 pts
Ork (20 pts)
Attributes: 130 pts (150)
Bod 4 (0 pts)
Agi 2 (9 with R. Arm) (10 pts)
Rea 3 (20 pts)
Str 3 (0 pts)
Cha 2 (10 pts)
Int 4 (30 pts)
Log 4 (30 pts)
Will 3 (20 pts)
Ini 7
Low Light Vision
Edge 2 (10 pts)
Qualities: -5 pts (145)
Analytic Mind (5 pts)
Born Rich (10 pts)
Restricted Gear: Response 6 (5 pts)
Restricted Gear: Agent 6 (5 pts)
Restricted Gear: Tacnet 4 (5 pts)
Low pain tolerance (-10 pts)
Spirit Bane (Man) (-10 pts)
Compulsion: Hijacks audio feeds to play his original music. Dance clubs, PAN feeds, etc. (-5 pts)
Distinctive Style: Loud, talks with hands, flaunts his inner city lingo, gold teeth, big sunglasses, etc. (-10 pts)
Active Skills: 178 pts (323)
Mechanics group 1 (10 pts)
Electronics group 4 (7) (40 pts)
Cracking group 4 (7) (40 pts)
Biotech group 1 (10 pts)
Influence Skill Group 1 (10 pts)
Perception 2 (5 vis aud olf)(8 pts)
Dodge 4 (16 pts)
Pistols 6 (24 pts)
Heavy Weapons 1 (4 pts)
Armorer 1 (4 pts)
Artisan (DJ) (6 pts)
-DJ includes beatboxing and sound mixing (and performance). Beat boxing is pure fluff, sound mixing might have in-game uses.
Gymnastics (Dance) (6 pts)
Knowledge skills and languages: (24 free points) 0 pts (323)
English N 0 pts
Physics (Harmonics/wave theory) 3(5)
Ozrut (Trog) 2(4)
L33T 3
Seattle Club Scene 3
Seattle Fine Dining (Chinese) 2(4)
(Last 8 points for useful hacking knowledge, maybe 1 or 2 points into Denver area knowledge to cover backstory)
Contacts: 17 pts (340)
MacCallister: Fixer (C5, L4) (9 pts)
McCoy: Street Doc (C3, L1) (5 pts)
Markus: Club owner (C3, L1) (4 pts)
Gear: 300000 Y
Primary (implanted)
commlink: Transys Avalon 5000 Sig 4, Response 6 (upgraded, paid for restricted gear)
System 6 3000
Firewall 6 3000
Response upgrade +2 (6) 8000
All Common use rating 6 4800
All Hacking programs 68000
at rating 6 except:
Nuke, Corrupt, Disarm (1)
Data Bomb, Blackout (2)
Track, Medic, Defuse (3)
Nonstandard Wireless Link (6) 3000
Armor (10) 500
Optimization (Exploit) 500
Customized Interface 250
Hardening (6) 150
Skinweb Array 200
Agent 6 15000 (Paid for restricted gear)
Expert Defense AS (3) 1500
Homeground 3 1500
Tacsoft 4 12000 (Paid for restricted gear)
Sensor Bundle (For tacsoft) 950
Cybereyes 4 1500 Capacity 16 - 0.5 Essence
Flare comp 750 [1]
Low Light 1000 [2]
Smartlink 1000 [3]
Thermo 1000 [2]
Vision Enhancement 3 4500 [3]
Vision Magnification 1000 [2]
Microscopic Vision 1300 [3]
Protective covers 100
Cyberears 4 1500 Capacity 16 - 0.5 Essence
Audio Enhancement 3 4500 [3]
Damper 750 [1]
Select Sound Filter 4 2000 [2]
Spatial Recognizer 750 [2]
Increased Sensitivity 1000 [1]
Customized Cyberarm 21000 CAPACITY: 15 - 1 essence
Sim module (Hotsim) 5000 [2]
Olfactory Boosters (+3) 3000 [2]
Commlink implantation 2000 [2]
Snake Fingers 1000 [1]
Telescoping Cyberarm 2500 [2]
Agility Enhancement (3) 750 [3]
PuSHeD 15000 0.1 Essence
Encephalon 2 75000 1.5 Essence
Ruger Thunderbolt 750
Extended Clip 500
Personalized Grip 100
Small Fire Selection Change (FA) 300
Sound Suppressor 600
Internal Smartlink 400
Compensating Chamber 0
Quick-draw holster 100
Lanyard 10
Trigger removal 50
Bullets x60 120
Gel Rounds x30 90
Extra Clips x5 25
Morissey Elan 450
Silencer 400
Electronic Firing 1000
Smartgun System 450
Extended Clip 500
Trigger Removal 50
Lanyard 10
Concealed Holster 75
Hi-C Plastic Rounds x20 300
Extra Clip x1 5
MG-6 Grenade Launcher 1600
Additional Clip 1600
Personalized Grip 100
Shortened Barrel 50
Smartgun System 400
Airburst Link 500
Trigger Removal 50
Lanyard 10
Quick-draw holster 100
Flash Bang x5 150
High Explosive x6 270
Thermal Smoke x4 140
CS Grenades x5 200
Extra Clips x2 10
Survival Kit 100
Respirator (6) 150
Medkit (6) 600
Flashlight 25
Wire Clippers 25
Miniwelder 250
Autopicker (6) 1200
Tool kit (hardware) 500
Certified Credstick 25
Industrious Line Coveralls 900
Nonconductivity (4) 800
Fire Resistance (4) 200
Chemical Protection (4) 500
Form-fitting full armor 1600
Hard hat 50
Jazz x6 450
Long Haul x2 100
(Front commlink)
Novatech Airware 1250
Firewall 6 (3) 0
System 6 (3) 0
Fake SIN (3) 3000
Fake License Firearms (3) 300
Fake License Accessories and Mods (3) 300
I still have 900ish Y left, too. Thinking of shifting around some money so I can boost my SiN and licenses one level, or get another one at level one to burn. Once I get a few runs under my belt, I'm totally getting a Fetch module. I'm pretty sure I'll survive until then.
Thanks for looking this over!