Fun build that made me lol. Currently has krime stinger grenades, which can be replaced with stun grenades if for some reason they do not become legal. Also should be a minotaur instead of troll when they become legal for that extra +1 body.
Fat Larry
Priorities:
Attributes A (24 points)
Metatype B (Troll, 11 points)
Skills C (20 points)
Magic D (Adept, 1 Magic)
Resources E (8,000Y)
Attributes:
Body 10 (14)
Agility 1
Reaction 1
Strength 1
Willpower 6
Logic 5
Intuition 6
Charisma 4
Edge 5
Essence 4.17
Magic 4
Derived Attributes:
Composure: 10
Judge Intentions: 12
Memory: 11
Initiative/Actions: 7 + 1d6/1 Major, 2 Minor
Condition Monitor (P/S): 19/11
Defense Rating: 19
Defense Test: 15
Damage Resistance Test: 14 (w/all incoming DV -5; reduce damage taken after test by 1, minimum 1)
Movement: 8/11/+1
Skills:
Athletics 7 ( 8 ) (Archery +2)
Con 5
Influence 5 (Negotiation +2)
Perception 3
Qualities:
Aptitude (Athletics), -12 Karma
Built Tough 4, -8 Karma w/free levels
Dermal Deposits, free
Exceptional Attribute (Body), -12 Karma
Exceptional Attribute (Intuition), -12 Karma
Exceptional Attribute (Willpower), -12 Karma
Thermographic Vision, free
Allergy (Soy, Extreme), +20 Karma
Stolen Gear, +20 Karma
Adept Powers:
Combat Sense 8
Ware: (Essence -1.83, 73,150Y)
Bone Density Augmentation (Alphaware; Essence -0.96, 26,400Y)
Cyberlimb Hand (Obvious, Left) (Used; Essence -0.275, 11,000Y)
Accessories: Attribute Increase (Agility) 3
Cyberlimb Hand (Obvious, Right) (Used; Essence -0.275, 11,000Y)
Accessories: Attribute Increase (Agility) 3
Platelet Factories (Used; Essence -0.22, 9,350Y)
Reflex Recorder (Athletics) (Essence -0.1, 15,400Y)
Gear: (42,294Y)
Jazz x20 (1,650Y)
Psyche x20 (4,400Y)
Commlink, Tansys Avalon (8,800Y)
Credstick, gold (110Y)
Earbuds (275Y)
Enhancements: Single Sensor (Ultrasound)
Fake SIN, rating 6 (16,500Y)
Armor License, rating 6 (1,320Y)
Bow Hunting License, rating 6 (1,320Y)
Grenade License, rating 6 (1,320Y)
Skilled Trade License (Pharmacist, Drugs and Toxins), rating 6 (1,320Y)
Weapon Modification License, rating 6 (1,320Y)
Goggles, rating 6 (3,960Y)
Enhancements: Flare Compensation, Low-Light Vision, Smartlink, Ultrasound Link,
Vision Magnification
Armor: (63,250Y)
Securetech Invisi-Shield Armor (27,500Y)
Accessories: Mystic Weave 2
Security Armor (35,750Y)
Modifications: GelWeave 4
Weapons: (15,433Y)
Collapsible Heavy Crossbow (10,483Y)
Accessories: Laser Sight, Tactical Sling
Modificiations: Internal Smartgun System, Nanoconstruction, Personalized Grip
Injection Bolt w/dose of Nacrojet x20 (2,200Y)
Krime Stinger Grenade x20 (2,750Y)
13,873Y left to buy temporary lifestyle before switch to high, real food during, tweak list, and carry into play
Combat:
Collapsible Crossbow (w/20 injection bolts filled with Nacroject) [15 dice + Wild Die to hit, Bow, DV 4P plus Nacroject,
7/15/8/6/-]
20 x Krime Stinger Grenades [DV 16S/12S/8S, Blast 20m, 2/1/0/-/-]
Karma:
+50 Base
+40 negative Qualities
-56 Positive Qualities
-20 Nuyen
-5 Athletics Specialization
-5 Influence Specialization
4 remaining
Design Note:
If you play with GMs whom do not allow cyber hand stats to work for pulling triggers of ranged weapons, that's cool. It wouldn't often help anyhow. Drop both of them and use essence vacuum and remaining nuyen for Toxin Extractor. The build is stronger with that option anyhow.
Build Features:
So security armor with GelWeave provides you an amazing -5 vs. all incoming DV. Unfortunately, when GelWeave is used for this purpose it reduces your Agility, Reaction, and Movement by several points for 3 full rounds after the last hit. When one of those is reduce to 0, you gain the Immobilized status. . .which humorously enough does not prevent you from making Dodge Tests, it just eliminates your ability to add Reaction to that test.
So we compensate for that by expecting to get Immobilized, totally dumping Agility and Reaction, but buying a ludicrous amount of Combat Sense to still be able to dodge well. With an automatic -5 off the DV of incoming attacks and 14 soak dice, even grenades start to look less imposing.
While Immobilized, you're going to have 0 Agility and a further -3 on all attack rolls, which currently leaves this with a mediocre 8 (1 wild) dice for the bow, and 5 dice for the grenades. Make liberal use of Edge to manipulate that Wild Die to max value. Rolled a 1? Spend an Edge to re-roll it. Rolled a 4? Spend 2 Edge to turn it into a 5 worth 3 hits.
Late game, your Combat Sense will be so high that pretty much any attack that allows a Defense Test is going to miss, so the nemesis inflicting Immobilized will only be explosives and indirect combat spells typically. You're attack pools will also be substantially higher even when Immobilized, so the penalty will be less impactful.
You're going to start every Mission down 4 P and S CM, due to Stolen Gear. As for the S portion of that, you can flat out buy it off after an hour of game time, so it is essentially negligible the majority of the time. Being down 4 P still leaves you with 15, which is plenty due to how much incoming DV you reduce. It will also be fully healed after an evenings rest, which happens in a good 50% or more of Missions.
Finally, it also works decently as a back up face, and drugs drugs drugs! If you are not on Jazz and Psyche at all times, it's being done wrong, and Fat Larry is a little less jolly!
Advancement Path:
A full Missions season (12 SRMs, 8 CMPs, 2 PMs) will net ballpark around 150 karma and 264,000Y, before adjustments for Working for the Man or People. We'll also be down 90,000Y to maintain that High Lifestyle for maximum amusement, and to avoid soy food at all costs! Fat Larry only eats real meats (tm), son!
Use 130 Karma to get to Magic 6, Initiate Grade 6, and buy Improved Ability (Athletics) 3 and Combat Sense 18. Use another 10 Karma for Athletics Expertise (Bows) and Specialization (Throwing). A little Working for the People should be able to get you enough leftover Karma to raise Athletics to 8.
Money is pretty much a straight shot in either an armorer or decker contact to find you a suit of Heavy MilSpec with GelWeave 4 and Tough Weave 2. The armor alone will run you 77,000Y, before factoring in what you have to spend on Contacts to locate it. Once you have it, use Edge for the same Wild Die manipulation for your soak. Get that 5 worth 3 hits when needed, or re-roll that 1 to most likely prevent loss of your other 5's.
If any karma/yen remain, focusing on small qi foci boosts will be the most bang for the buck, but I wanted to relying on those as the primary power source due to how easy they are to shut down currently.
Once done, and while Immobilized, you will have 24 defense dice (lol while stuck to the ground), and reduce all incoming DV by a massive -9 (3 from Heavy MilSpec, 4 from GelWeave, 2 from Tough Weave) before you even factor in your 14 soak dice and reducing anything that actually gets through by 1 (min 1) from platelet factories. Your crossbow attack will have 12 dice + wild (20 while not Immobilized, which should be most of the time now), and grenades 11 dice (19 while not Immobilized).
Personality:
Fat Larry is incredibly fat and extremely jolly. He's always laughing, even at his own misfortune. Whether it is a good outlook on life or faking it to make it, not even Larry is sure!
Fat Larry has a devestating allergy to soy, which almost all food is made of, so he has worked hard to attain a lifestyle that allows him to eat actual real food. Despite his lifestyle, his pad is not particularly impressive, due to the oppressive costs of having a personal chef with real food on hand at all times. Lucky for you though, Fat Larry loves to share!
Fat Larry also routinely shows up to every meet and gathering with an assortment of bruises, most often a black eye, noticeable limp, and two pieces of tissue stuffed up each bloodied nostril. Man those guys really want their stuff back, but that won't stop Fat Larry from leaving the house and enjoying life! Besides, he already ate those truffles. . .
You could easily tweak the build to be even more combat hyperspecialized, but the main thing to avoid is melee stuff, since you are going to spend a lot of early career Immobilized. The main weaknesses are direct combat spells (because your resistance pool is only so-so, and they do not have a DV value, it's just eat damage), manipulation spells (again, so-so resistance pool), toxins (but they fuck everyone currently), and explosives (again, fuck everyone currently).