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Character creation and critique / Astral Samurai advice 5E
« Last post by FST_Gemstar2 on <04-13-24/1843:11> »
Using this space as a link to a page on the shadowrun subreddit.

== Personal Data ==
Name: Unnamed Character                 Alias:
Elf                                     
Movement: 6/12 (2m/hit)                 
Swim: 2 (1m/hit)                       
                                        Composure: 15
Street Cred: 0                          Judge Intentions: 12
Notoriety: 3                            Lift/Carry: 8 (75 kg/50 kg)
Public Awareness: 0                     Memory: 10
Karma: 0                                Nuyen: 2,555
Age:                                    Skin:
Eyes:                                   Hair:
Primary Arm: Right                     

== Priorities ==
Metatype: D
Attributes: B
Special: C
Skills: E
Resources: A

== Attributes ==
BOD: 3                                  CHA: 7
AGI: 2(8)                               INT: 5
REA: 5                                  LOG: 1(2)
STR: 2(5)                               WIL: 6(8)
EDG: 2                                  MAG: 1

== Derived Attributes
Essence: 2.06                           Initiative:          10 +1d6
Physical Damage Track: 14               Rigger Initiative:   10 +1d6
Stun Damage Track: 12                   Astral Initiative:   10 +3d6
Physical: 6                             Matrix AR:           10 +1d6
   Skates [-1] (Only when in use)
Mental: 6                               Matrix Cold:         5 + DP +3d6
   Attention Coprocessor [+1] (Only for Perception)
   Medkit [+6] (Only for First Aid and Medicine)
   Orientation System [+2] (Only for Navigation)
Social: 9                               Matrix Hot:          5 + DP +4d6
   Ballistic Mask [+1] (Only for Intimidation, Must be visible.)
Astral: 9

== Active Skills ==
Assensing (Astral Signatures)
                              Base: 6  + Karma: 0  = 6   Pool: 11 (13)
Astral Combat (Handblade)     Base: 6  + Karma: 0  = 6   Pool: 14 (16)
Automatics (Assault Rifles)   Base: 6  + Karma: 0  = 6   Pool: 14 (16)
Perception (Visual)           Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Unarmed Combat (Cyber Implants)
                              Base: 6  + Karma: 0  = 6   Pool: 14 (16)

== Knowledge Skills ==
English                       Base: 0  + Karma: 0  = 0   Pool: 0
Cybertechnology               Base: 1  + Karma: 0  = 1   Pool: 6
Law Enforcement Procedures (Street) (Magical)
                              Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Magical Theory (Street) (Astral World)
                              Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Popular Music (Dwarven Punkbilly)
                              Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Street Drugs (Cram)           Base: 1  + Karma: 0  = 1   Pool: 6 (8)
Trids (Sci-fi)                Base: 2  + Karma: 0  = 2   Pool: 7 (9)

== Qualities ==
Addiction (Mild) (Cram)
Addiction (Mild) (Psyche)
Cyber-Singularity Seeker
Explorer
Gremlins
Jack of All Trades Master of None
Low Pain Tolerance
Low-Light Vision
Poor Self Control (Thrill Seeker)
Restricted Gear

== Cyberware/Bioware ==
Cerebral Booster Rating 1
Datajack (alpha)
Gastric Neurostimulator (alpha)
Obvious Full Arm (AGI 8, STR 3, Physical 5) (Left) (alpha)
   + Customized Agility Rating 6
   + Enhanced Agility Rating 2
   + Armor Rating 2
   + Magnetic System
   + Smuggling Compartment
Obvious Full Arm (AGI 9, STR 9, Physical 9) (Right) (alpha)
   + Customized Agility Rating 6
   + Enhanced Agility Rating 3
   + Customized Strength Rating 6
   + Enhanced Strength Rating 3
   + Armor Rating 2
   + Hand Blade
   + Shock Hand
   + Cyberfinger (Glass Cutter)
Obvious Full Leg (AGI 6, STR 3, Physical 5) (Left) (alpha)
   + Customized Agility Rating 6
   + Armor Rating 2
   + Skates
   + Attention Coprocessor
   + Orientation System
   + Magnetic System
Obvious Full Leg (AGI 6, STR 3, Physical 5) (Right) (alpha)
   + Customized Agility Rating 6
   + Armor Rating 2
   + Built-in Medkit
   + Skates
   + Magnetic System
Pain Editor

== Lifestyle ==
Low (Low) 1 Month
   + Grid Subscription (Public Grid) [+50]

== Armor ==
Ballistic Mask                          +2
   + Flashlight, Low-light
   + Gas Mask
Vashon Island: Sleeping Tiger           15
   + Custom Fit
   + Gel Packs
   + Newest Model
   + Ruthenium Polymer Coating 3
   + Holster
Vashon Island: Synergist Business Line Longcoat10/+3
   + Custom Fit (Stack)
   + Shock Weave
   + Holster

== Weapons ==
AK-97
   + Gas-Vent 3 System
   + Hip Pad Bracing System
   + Personalized Grip
   + Sling
   + Smartgun System, External
   + Underbarrel Weight
   Pool: 17     Accuracy: 5 (8) DV: 10P      AP: -2    RC: 8
Grapple Gun
   Pool: 0      Accuracy: 3     DV: 7S       AP: -2    RC: 3
Hand Blade
   Pool: 20     Accuracy: 6     DV: 11P      AP: -2    RC: 4
Remington Suppressor
   + Concealed Quick-Draw Holster
   + Gas-Vent 3 System
   + Personalized Grip
   + Smartgun System, External
   + Sound Suppressor
   Pool: 15     Accuracy: 6 (9) DV: 7P       AP: -1    RC: 6
Shock Hand
   Pool: 17     Accuracy: 6     DV: 9S(e)    AP: -5    RC: 4
Unarmed Attack
   Pool: 14     Accuracy: 6     DV: 5S       AP: -     RC: 3

== Commlink ==
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   + Commlink Form Factor, Non-Standard (Bracelet)
   + Commlink Functionality [Camera, Micro, Chip Player, Credstick Reader, Earbuds 1, GPS Guidance System, Micro Trid-Projector, Music Player, RFID Tag Scanner, Shock- and Water-Resistant Case, Touchscreen Display]
   + Micro-Transceiver
   + Subvocal Mic

== Gear: Equipped ==
Ammo: APDS (Machine Pistols) 15
Ammo: APDS (Assault Rifles) 38
Ammo: Regular Ammo (Machine Pistols) 30
Ammo: Regular Ammo (Assault Rifles) 76
Ammo: Stick-n-Shock (Machine Pistols) 45
Ammo: Stick-n-Shock (Assault Rifles) 114
Backpack (Good)
Biomonitor
Contacts Rating 2
   + Smartlink
   + Flare Compensation
Cram 5
Fake SIN Rating 4
   + Fake License (Weapon License) Rating 4
   + Fake License (Aug License) Rating 4
   + Fake License (Bounty Hunter's License) Rating 4
   + Fake License (Driver's License) Rating 4
   + Fake License (Concealed Carry Permit) Rating 4
Grapple Gun
Medkit Rating 6 "Implanted"
Psyche 5
Slap Patch, Stim Patch Rating 6 2
Standard Rope (100m) 5
Weapon Focus (Bonded Foci) (Hand Blade) Rating 3

== Vehicles ==
Renault-Fiat Funone
   + Anti-Theft System Rating 2
   + GridLink
   + GridLink Override
   + Metahuman Adjustment Rating 2
   + Morphing License Plate
   + Sensor Array Rating 2

== Contacts ==
(Fixer), (Connection: 4, Loyalty: 3)

(Cybersurgeon), (Connection: 5, Loyalty: 2)

(Shark Lawyer), (Connection: 5, Loyalty: 2)
3
Small group 3-4 (maybe 5) online players seeking a GM for a weekly Thursday night game. 8-12 EST. We are currently playing 5th ed. Discord and roll20 or foundry.
thanks
4
General Discussion / Re: Posters in Berlin core?
« Last post by taranion on <04-11-24/0507:01> »
I would like to point out that there are options to get some posters/illustrations here:
https://www.redbubble.com/de/people/raben-aas/shop
Or here: https://www.artstation.com/artwork/3938D2
5
General Discussion / Re: Posters in Berlin core?
« Last post by Ragnarok on <04-10-24/1100:19> »
Personally, I like them.  They provide the artistic vibe that help enhance the setting.

If you're dead-set in getting them, why not purchase the pdf version and print the specific pages.  1) It'll save the book from unnecessary mutilation, and 2) Having the pdf allows the printing off of any specific pages for yourself (and others in your group).

Just a thought.
6
Shadowrun: Anarchy / Re: SR:Anarchy page design elements
« Last post by FastJack on <04-08-24/0758:13> »
Check out the Free Stuff on Holostreets. It might not be the same, but if you dress it properly, you can then post as Holostreets material and sell it!
7
Shadowrun: Anarchy / SR:Anarchy page design elements
« Last post by Lipe82 on <04-07-24/1728:42> »
Just so we can make cool looking homebrew material, is there any pack with the design elements of SR:A? I got the fonts, but that grunge background of the pages would be cool too.

Anyone?
8
Shadowrun: Anarchy / Re: Armor Avoidance questions
« Last post by Lipe82 on <04-07-24/0904:38> »
Interestingly, the French edition allows you to keep net hits over the original DV. So, in your example, 6P would apply directly to the PCM, and the remainder would apply as normal (deducting from armour first, if there is any). That seems a little better.

Sorry for such a late reply, but if you could please screenshot or take a picture of the part that says this is ok, I'd be much grateful.
9
Shadowrun: Anarchy / Re: Armor in Anarchy
« Last post by Lipe82 on <04-05-24/1517:40> »
I guess the only slightly different aspect here would be the actual ratings.

I don't like the idea of someone willingly striding under heavy fire like they're Black Panther impervious (or Chrome Bison impervious). The idea of glitch die on hit degrading the type of armor also makes it less safe.

On another topic, but for this same game - I've been trying to think ways to make do with less rolling. I already use target hits instead of contested roll against the player's pool on skills; I'm trying to figure out a way to make defense a static number you need to beat as well. Maybe that deserves its own post.
10
Shadowrun: Anarchy / Re: Armor in Anarchy
« Last post by Tecumseh on <04-04-24/1832:31> »
Ha, I've been rereading this thread too. I joined an Anarchy game in mid-February and I found myself revisiting this to remind myself what I used to know/think. The game only lasted a month, as generally happens.

Yes, what you're describing is pretty much the same as my Method #2.

The one thing I debate is the best armor:soak ratio. I suggested 3:1, which is what you have here. I can think of arguments for other ratios, but I suppose a lot of it comes down to personal preference about how effective you want armor to be and what sort of balance you like to maintain between offense and defense.

Another possibility is to borrow an idea from 4E and have there be a comparison between the armor rating and the base weapon damage to determine whether the resulting damage is Stun or Physical. Right now in Anarchy all damage erodes armor equally, and after the armor is gone the damage goes to the appropriate Condition Monitor. 

For example, what if we say Light 4, Medium 6, Heavy 8. Then compare those armor ratings to the base weapon damage (before net hits). If the Armor is equal to the incoming damage rating, it converts it from Physical to Stun. That means Light armor will mostly be to defend against melee attacks, while Medium armor could stop pistols, and Heavy armor could soak an assault rifle but not a sniper rifle. Damage could be based on net hits and go straight to the condition monitor determined by the comparison. So you're still getting hit, and you're still taking damage, but maybe a less-lethal type of damage that's easier to endure. Or add net hits to the comparison if you want more Physical damage to encourage folks to retreat more quickly.

Just spitballing.
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