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Neo-Tokyo Missions Character Optimization

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Fedifensor

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« on: <09-06-18/0025:52> »
I'm working on some pregens for Missions in Neo-Tokyo, and thought I'd explore the optimization potential to see what is the upper limit of what a starting character could bring to the table.   Anything I post in this thread isn't my first choice of what I would bring.  However, I admit being a "pro from Dover" is tempting, and I think I could roleplay anything I post here.  Feel free to add your own.

First up, Zephyr, and his golden cyberlimbs...

Zephyr
METATYPE: HUMAN
B 5, A 4/6, R 6/9, S 2/4, W 5, L 2, I 5, C 2, ESS 0.85, EDG 5
Condition Monitor (P/S): 9 / 11
Armor: 26
Limits: Physical 8, Mental 5, Social 6
Physical Initiative: 11/14+2D6
Active Skills: Con (Fast Talking +2) 6, Influence Group 1, Perception (Visual +2) 6, Pistols (Semi-Automatics +2) 6 (7), Stealth Group 1, Unarmed Combat (Cyber-Implants +2) 6
Knowledge Skills: Criminal Groups (Yakuza +2) 2, Police Protocols (NTMP +2) 5
Languages: English N, Japanese 5
Qualities: Ambidexterous, Biocompatibility (Cyberware), Creature of Comfort (Middle Lifestyle), Distinctive Style: Golden Cyberlimbs, Impassive, Prejudiced (Specific) (Biased): Technomancers, Redliner
Augmentations:
. . Cyber Arm (Obvious) (Alphaware) (Main Hand) w/ Cybergun Modification, Light Pistol, Cyberlimb Agility (10), Cyberlimb Optimization, Munden QuickDraw, Cyberlimb Strength (9), Enhanced Agility (2), Enhanced Armor +2 (2), Enhanced Strength (3)
. . Cyber Arm (Obvious) (Alphaware) (Off Hand) w/ Cyberlimb Agility (10), Cyberlimb Optimization, Munden QuickDraw, Cyberlimb Strength (9), Enhanced Agility (2), Enhanced Armor +2 (2), Enhanced Strength (3)
. . . . Spurs
. . Cyber Leg (Obvious) (Alphaware) w/ Cyber Holster, Cyberlimb Agility (6), Cyberlimb Strength (5), Enhanced Armor +2 (2), Hydraulic Jacks (5)
. . . . Skimmers
. . Cyber Leg (Obvious) (Alphaware) w/ Cyberlimb Agility (6), Cyberlimb Strength (5), Enhanced Armor +2 (2), Hydraulic Jacks (5), Large Smuggling Compartment
. . . . Skimmers
. . Cybereyes (Alphaware) (3) w/ Flare Compensation, Image Link, Smartlink, Targeting Laser (infrared), Thermographic Vision, Vision Enhancement (1)
. . Datajack (Alphaware)
. . Reaction Enhancers (Alphaware) (2)
. . Reflex Recorder (Alphaware): Pistols
. . Wired Reflexes (Alphaware) (1)
Gear:
. . AR Gloves
. . Biomonitor
. . Bob w/ Fake License: Bodyware (3), Fake License: Cyberlimb Enhancements (3), Fake License: Cyberware Accessories (3), Fake License: Eyeware (3), Fake License: Implant Weapons (3), Fake SIN (3), (4 months) Middle Lifestyle
. . Fashion Respirator (6)
. . Sleeping Tiger w/ Chemical Protection (2), Custom Fit, Electrochromic Modification, Gel Packs, Holster, Newest Model, Nonconductivity (5), Ruthenium Polymer Coating (3), Synergist Business Line Longcoat, Thermal Dampening (3)
. . Spare Clips x4
. . Transys Avalon w/ Diagnostics, Mapsoft: Neo-Tokyo, Modify the Firewall Attribute: Data Processing, Theme Music
Weapons:
. . Colt America L36 cybergun [Light Pistol, Acc 11, DV 7P, AP -4, SA, 11 (c)] w/ (55x) APDS, External Clip Port [22 dice]
. . Savalette Guardian [Heavy Pistol, Acc 10, DV 8P, AP -5, SA/BF, RC 2, 12 (c)] w/ (36x) APDS, Custom Look, Electronic Firing, Extreme Environment Modification (1), (24x) Gel Rounds, Improved Range Finder, Smartgun System, Internal, (4x) Spare Clips, Trigger Removal [22 dice]
. . Spurs [Unarmed, Acc 8, DV 12P, AP -2] [18 dice]
Contacts:
Fixer (Connection 6, Loyalty 1)
Starting ¥: 1,880 + (4D6 × 100)¥

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[Revised 9/11/18]
« Last Edit: <09-11-18/2244:55> by Fedifensor »

Fedifensor

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« Reply #1 on: <09-06-18/0034:50> »
Next, a former DocWagon mage who lost her job when her SIN disappeared under mysterious circumstances...possibly caused by Humanis Policlub.  Not as optimized as Zephyr, but she's still a Mystic Adept with 7 Magic and 7 points of Adept powers.

Former DocWagon Mage
METATYPE: HUMAN
B 3, A 4, R 3/6, S 1, W 5, L 6, I 5, C 5, ESS 6, EDG 2, M 7
Condition Monitor (P/S): 10 / 11
Armor: 9 [12 dice total for soak]
Limits: Physical 4, Mental 8, Social 7
Physical Initiative: 8/11+4D6
Active Skills: Assensing (Aura Reading +2) 1, Con (Fast Talking +2) 3, Counterspelling (Combat Spells +2) 5, Disguise (Trideo & Video +2) 1, First Aid (Resuscitation +2) 1, Impersonation (Elf +2) 1, Influence Group 2, Medicine (Magical Health +2) 1, Pistols (Semi-Automatics +2) 1, Spellcasting (Health Spells +2) 6, Summoning (Spirits of Man +2) 6
Knowledge Skills: Corporate Procedures (DocWagon +2) 4, Magical Theory 3, Medical Procedures 1, Sprawl Life 2
Languages: English N, German 2, Japanese 4, Latin 5
Qualities: Addiction (Mild): Deepweed, Elf Poser, Exceptional Attribute: Magic, Hermetic Mystic Adept, Incompetent: Close Combat Group, Prejudiced (Specific) (Biased): Humanis Policlub, Spirit Bane: Spirits of Beasts
Spells: Acid Stream, Heal, Improved Invisibility, Influence, Resist Pain, Stabilize, Stunball
Adept Powers: Astral Perception, Combat Sense (1), Heightened Concern (up to -4), Improved Reflexes (3), Improved Sense: Flare Compensation, Improved Sense: Thermographic Vision, Traceless Walk
Gear:
. . AR Gloves
. . Certified Credstick, Gold
. . Deepweed
. . Mage w/ Fake License: Spellcasting (2), Fake SIN (2), (1 month) Squatter Lifestyle
. . Meta Link
. . Rapid Transit w/ Biomonitor, Electrochromic Modification
. . Subvocal Microphone
Contacts:
Beat Cop (Connection 2, Loyalty 1)
DocWagon Receptionist (Connection 3, Loyalty 2)
Fixer (Connection 5, Loyalty 2)
Starting ¥: 100 + (2D6 × 40)¥
Ammunition & Resources:
. . Edge Pool - 0/2

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Fedifensor

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« Reply #2 on: <09-06-18/0041:17> »
The final character in this batch is Samson, a stone-cold killer troll who doesn't need guns to hurt people, either up close or at a distance.  His bolas have a longer range than a heavy pistol!

Samson
METATYPE: TROLL
B 8, A 4/6, R 1/2, S 11/13, W 3, L 1, I 4, C 2, ESS 2.07, EDG 6
Condition Monitor (P/S): 12 / 10
Armor: 21 [32 dice total for soak]
Limits: Physical 12, Mental 3, Social 5
Physical Initiative: 5/6+2D6
Active Skills: Con (Fast Talking +2) 1, Exotic Ranged Weapon: Bolas 6, Influence Group 1, Intimidation (Physical +2) 6, Unarmed Combat (Subduing Combat +2) 6 (7)
Knowledge Skills: Fashion 3, Sprawl Life 3
Languages: English N, Japanese 4
Metatype Abilities: Armor (+1), Enhanced Senses: Thermographic Vision
Qualities: Biocompatibility (Cyberware), Elevated Stress, Exceptional Attribute: Strength, Force of Chaos, Gremlins (1), Impassive, Superhuman Psychosis
Augmentations:
. . Bone Lacing (Titanium) (Used)
. . Damage Compensators (Alphaware) (2)
. . Muscle Augmentation (Alphaware) (2)
. . Muscle Toner (Alphaware) (2)
. . Reflex Recorder (Alphaware): Unarmed Combat
. . Wired Reflexes (Alphaware) (1)
Gear:
. . AR Gloves
. . Ballistic Mask (Customized) w/ Fashion Gas Mask, Image Link, Vision Enhancement (2), Vision Magnification, Electronic
. . Berwick Suit w/ -2 modifier for concealability, Argentum Coat, Custom Fit, Gel Packs, Increase Social Limit by 1, Nonconductivity (5)
. . Biomonitor
. . Bruce Banner w/ Fake License: Basic Bioware (3), Fake License: Bodyware (3), Fake SIN (3), (2 months) Low Lifestyle
. . Certified Credstick, Silver
. . Chisel/Crowbar
. . MCT Blue Defender w/ Increase a Matrix Attribute: Firewall, Receiver
. . Micro-Tranceiver
. . Voice Warper (1)
Weapons:
. . Bolas x4 [Exotic Ranged Weapon, Acc 12, DV 16S, AP +4] [12 dice]
. . Unarmed Strike [Acc 12, DV 16P] [14 dice]
Contacts:
Fixer (Connection 6, Loyalty 1)
Starting ¥: 3D6 × 60¥

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Fedifensor

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« Reply #3 on: <09-08-18/0351:08> »
Salon is a fashion-conscious, stunningly beautiful elf mage.  The Fashion and Makeover spells are what inspired her street name.  However, she's a very talented illusionist, whose signature move is freaking out the opposition with illusionary bug swarms before they get a chance to act.  She also typically handles the negotiations with Mr. Johnson, and functions as the backup face.

One of the big pitfalls of mages in Missions is their low Initiative.  Salon starts at 2 actions, can use Improve Reflexes to get more (and sustain it with Focused Concentration), and normally goes first with Adrenaline Surge.

Salon
METATYPE: ELF
B 3, A 6, R 5, S 1, W 5, L 2, I 5, C 8, ESS 6, EDG 2, M 6
Condition Monitor (P/S): 10 / 11
Armor: 9
Limits: Physical 4, Mental 5, Social 9
Physical Initiative: 10+1D6
Astral Initiative: 10+3D6
Active Skills: Acting Group 1, Assensing 4, Counterspelling 4, Etiquette 1, Gymnastics (Climbing +2) 1, Negotiation (Bargaining +2) 6, Spellcasting (Illusion Spells +2) 6, Summoning (Spirits of Air +2) 6
Knowledge Skills: Druidism 5, High Fashion 2
Languages: English 6, Gaelic 1, Japanese N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Accident Prone, Adrenaline Surge, Creature of Comfort (Middle Lifestyle), Did You Just Call Me Dumb?, Focused Concentration (3), Mentor Spirit: Cat, Social Appearance Anxiety (SAA) (2), Traditional Druid Magician
Spells: Acid Stream, Fashion, Improved Invisibility, Increase Reflexes, Makeover, Manabolt, Stunball, Swarm, Trid Phantasm [12 dice, or 16 dice for Illusion spells.  13 dice to resist drain.]
Gear:
. . Ace of Wands w/ Gear Access
. . Armor Vest
. . Meta Link w/ Receiver
. . Michima w/ Fake License: Spellcasting (3), Fake License: Summoning (3), Fake SIN (3), (1 month) Middle Lifestyle
. . Reagents, tainted raw (dram): Druidic (Traditional) x5
Contacts:
Club Bouncer (Connection 2, Loyalty 1)
NTMP Dispatcher (Connection 4, Loyalty 3)
Small-Time Fixer (Connection 1, Loyalty 6)
Yakuza Enforcer (Connection 3, Loyalty 4)
Starting ¥: 4D6 × 100¥
Ammunition & Resources:
. . Edge Pool - 0/2

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Marcus

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« Reply #4 on: <09-08-18/2324:13> »
I think those are pretty nice Fedi, but i recommend taking the gun off the sam. Newbies probably  won't understand the gun issue in NT setting.
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Stainless Steel Devil Rat

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« Reply #5 on: <09-08-18/2344:31> »
Well a gun isn't the kiss of doom in of itself.  But using a gun w/o having a good palming skill IS a poor idea.  Rather risky to just assume a smuggling compartment can take the place of the palming skill.
« Last Edit: <09-08-18/2347:11> by Stainless Steel Devil Rat »
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Fedifensor

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« Reply #6 on: <09-09-18/1116:15> »
I think those are pretty nice Fedi, but i recommend taking the gun off the sam. Newbies probably  won't understand the gun issue in NT setting.

Well a gun isn't the kiss of doom in of itself.  But using a gun w/o having a good palming skill IS a poor idea.  Rather risky to just assume a smuggling compartment can take the place of the palming skill.

Stealth group includes Palming.  It may only be at 1, but with his high Agility cyberarms his dice pool is pretty good, and the concealment provided by a Cyber Holster and/or a Large Smuggling Compartment also helps.  I chose the holster over building the gun into the cyberarm so he'd have more flexibility.  After character creation, he may want to pick up an HK Urban Fighter and multiple sealed clips to avoid MAD scanners and chem sniffers.  That's why he has the targeting laser - the HK won't take a smartlink.


I did have a friend comment that the mage (Salon) should have the Heal spell.  Is it essential, or can the character get away without it?  I'm not sure what spell I'd drop to add it, since the Fashion and Makeover spells are needed for roleplaying reasons (and Fashion is very useful to shadowrunners).

Stainless Steel Devil Rat

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« Reply #7 on: <09-09-18/1139:45> »
Stealth group includes Palming.

Ah yes, missed that you had that.

Quote
It may only be at 1, but with his high Agility cyberarms his dice pool is pretty good..

Well unfortunately the rules for Cyberlimbs are unecessarily complex... but I'm pretty sure you've both got 1) an illegally high AGI on the arms and 2) the arms' high AGI isn't quite as helpful as you're thinking it is.

1)= Cyberlimbs start at 3s (SR5 pg 456).  You can customize the base stats of a cyberlimb, but in practical terms you can't go beyond 6s as a Human metatype (also pg 456) You can then buy up to 3 levels of enhancement, bringing stats to 9s.

2)= Whether the arm's AGI is 9 or 11, if you're hiding it in the cyberholster or smuggling compartment you're using the cyberleg's 6 AGI for your palming test anyway.
Quote from: SR5 Page 455-456
When a particular limb is used for a test (such as
leading an attack with your cyberarm), use the attribute
for that limb (natural or cyber); in any other case, take the
average value of all limbs involved in the task. If a task
requires the careful coordination of several limbs, use the
value of the weakest limb.

(bolded for emphasis)

It gets even worse if you're hiding it somewhere on your torso (4 AGI).
« Last Edit: <09-09-18/1142:07> by Stainless Steel Devil Rat »
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Fedifensor

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« Reply #8 on: <09-09-18/1150:39> »
Well unfortunately the rules for Cyberlimbs are unecessarily complex...
Yes.  Yes, they are.  And yet they're crystal clear compared to the Rigging rules... ;)

Quote
but I'm pretty sure you've both got 1) an illegally high AGI on the arms and 2) the arms' high AGI isn't quite as helpful as you're thinking it is.

1)= Cyberlimbs start at 3s (SR5 pg 456).  You can customize the base stats of a cyberlimb, but in practical terms you can't go beyond 6s as a Human metatype (also pg 456) You can then buy up to 3 levels of enhancement, bringing stats to 9s.
Base 6, Enhanced Agility 3, Redliner positive quality.  That's how Hero Lab calculates it, and at least the German errata supports that interpretation of the quality.  It makes the character significantly less durable (those lost Physical Condition boxes hurt), but makes up for it with the other increases.

Quote
2)= Whether the arm's AGI is 9 or 11, if you're hiding it in the cyberholster or smuggling compartment you're using 6 AGI for your palming test anyway.
Quote from: SR5 Page 455-456
When a particular limb is used for a test (such as
leading an attack with your cyberarm), use the attribute
for that limb (natural or cyber); in any other case, take the
average value of all limbs involved in the task. If a task
requires the careful coordination of several limbs, use the
value of the weakest limb.
You don't use your legs when Palming (well, unless you have Monkey Feet).  The only two limbs involved are arms, and the value of the weakest limb would be 11, or 9 if Hero Lab is wrong about Redliner.  Either way, 10+ dice and the concealment modifier should make hiding the weapon pretty safe for the player, at least until the MAD scanner or chem sniffer comes into play.  Heck, even 7 dice isn't bad when you include concealment.

Stainless Steel Devil Rat

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« Reply #9 on: <09-09-18/1157:24> »
Since the smuggling compartment and cyber holster are in the legs, it's impossible to NOT be involving your legs if that's where you're hiding the gun.

And of course going back to the unnecessary complication to the cyberlimbs rules, it's all debateable as to when a palming attempt is 'requiring the careful coordination of several limbs' clause that invokes the "use the lowest stat" rule.  But even if you're not using the lowest stat, then you're using the average of ALL your AGI stats (the sentence preceeding the bolded one in my quote) so either way, you're not using 9/11 AGI when palming as the only time you'd use the full arm's AGI stat is when you're using that limb to lead with an attack. (the first sentence in my quote)
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Michael Chandra

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« Reply #10 on: <09-09-18/1214:40> »
If I'm palming something in a pocket, or in a plant, or in a hidden compartment, I'd say how well I palmed it matters, so the roll of the arm. Otherwise I'd have to use the agility of the plant.
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Fedifensor

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« Reply #11 on: <09-09-18/1413:41> »
Since the smuggling compartment and cyber holster are in the legs, it's impossible to NOT be involving your legs if that's where you're hiding the gun.
Michael's quote pretty much sums up my thoughts on that.  But, regardless, there's more than one cyber holster.  The arm has one as well.

Quote
And of course going back to the unnecessary complication to the cyberlimbs rules, it's all debateable as to when a palming attempt is 'requiring the careful coordination of several limbs' clause that invokes the "use the lowest stat" rule.  But even if you're not using the lowest stat, then you're using the average of ALL your AGI stats (the sentence preceeding the bolded one in my quote) so either way, you're not using 9/11 AGI when palming as the only time you'd use the full arm's AGI stat is when you're using that limb to lead with an attack. (the first sentence in my quote)
I don't think we're reading that the same way.  The quote is "take the average value of all limbs involved in the task."*  The two limbs involved are arms.

So, there are three general cases that paragraph covers:
* If there is one limb involved, use the agility for that limb.
* If there are multiple limbs involved, use the average of all involved limbs.
* If there are multiple limbs involved and it requires careful coordination of them, use the value of the weakest limb involved.

In none of those cases, including the weakest limb quote, does it state to include a limb not involved in the task for the calculations.  And even if we go 100% with your interpretation, that's still an Agility of 6, which would give 7 dice.

* (italics added for emphasis)

Fedifensor

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« Reply #12 on: <09-10-18/2129:53> »
Had a request from a player specifically for a Dwarf Decker.  Given the C+ Race requirement and non-optimal stat bonuses (Deckers don't need Strength), it can be rough designing a well-rounded character.  I ended up creating a Koborokuru (appropriate, since this is Neo-Tokyo), putting Resources and Skills as the A and B picks, and compensated for Priority D Attributes by spending 20 Karma to raise 2 attributes from 1 to 2.  The cyberarm also helps with the stat issue, and gives a good weapon option for when the character can't stay in VR. 

Sleaze 10 + Logic 6 + 2 Data Anomaly gives 18 dice to resist Matrix Perception tests, and the character has 14 dice (16 versus hosts) to Hack on the Fly.  When it's time to fight, the character can switch Attack with Firewall, change out Toolbox and Signal Scrub for Decryption and Hammer, and start tearing down enemy personas.  It's not the safest way to fight, but it can be effective.

Dwarf Decker
METATYPE: KOBOROKURU
B 3, A 2, R 1/3, S 2, W 6, L 6, I 5, C 2, ESS 4.67, EDG 2
Condition Monitor (P/S): 11 / 11
Armor: 13
Limits: Physical 4, Mental 8, Social 5
Physical Initiative: 6/8+1D6
Matrix Initiative: 10+3D6
Active Skills: Cybercombat (vs. Personas +2) 6, Electronic Warfare 3, Electronics Group 5, Etiquette (Yakuza +2) 1, Hacking (vs. Hosts +2) 6, Palming (Legerdemain +2) 1, Pistols (Semi-Automatics +2) 6, Sneaking (Urban +2) 1, Unarmed Combat 6
Knowledge Skills: Criminal Organizations (Yakuza +2) 2, Matrix Security (Neo-Tokyo +2) 6, Police Procedure (NTMP +2) 4, Street Drugs (BTLs +2) 1
Languages: English 5, Japanese N
Metatype Abilities: Enhanced Senses: Thermographic Vision, Resistance: Pathogens and Toxins +2
Qualities: Biocompatibility (Cyberware), Celerity, Codeslinger: Hack on the Fly, Creature of Comfort (Middle Lifestyle), Data Anomaly, Dry Addict (Moderate): BTLs, Emotional Attachment: Shiawase Cyber-4, Force of Chaos, Overclocker, Unusual Hair: Lion-like Mane
Augmentations:
. . Cyber Arm (Obvious) (Alphaware) (Main Hand) w/ Cybergun Modification, Light Pistol, Cyberlimb Agility (9), Cyberlimb Optimization, The Greatest, Cyberlimb Strength (3), Enhanced Agility (3), Enhanced Armor +2 (2)
. . . . Shock Hand w/ Internal Battery
. . Datajack (Alphaware)
. . Reaction Enhancers (Alphaware) (2)
. . Smartlink (Alphaware)
Gear:
. . AR Gloves
. . Contacts (2) w/ Flare Compensation, Image Link
. . Micro-Tranceiver
. . Shiawase Cyber-4 w/ Baby Monitor, Browse, Decryption, Fork, Hammer, Signal Scrub, Sim Module, Modified for Hot Sim, Stealth, Toolbox, Vectored Signal Filter, Virtual Machine
. . Tom w/ Fake License: Bodyware (3), Fake License: Cyberdeck (3), Fake License: Cyberlimb Enhancements (3), Fake License: Shock Hand (3), Fake SIN (3), (1 month) Middle Lifestyle
. . Tool Kit, Hardware
. . Urban Explorer Jumpsuit
. . Urban Explorer Jumpsuit Helmet
Weapons:
. . Colt America L36 cybergun [Light Pistol, Acc 8, DV 7P, AP -4, SA, 11 (c)] w/ (11x) APDS, Silencer/Suppressor [19 dice]
. . Shock Hand [Unarmed, Acc 5, DV 9S(e), AP -5] w/ Internal Battery [15 dice]
Contacts:
Fixer (Connection 6, Loyalty 1)
Starting ¥: 1,035 + (4D6 × 100)¥

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Fedifensor

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« Reply #13 on: <09-11-18/0139:42> »
The last one for tonight is Authority, a Dryad Social Adept.  Really high social skills - even the ones with minimal investment exceed 10 dice.  Commanding Voice is the character's main combat ability, but 23 dice with Leadership can get the entire group 3 or 4 extra initiative at the cost of a Complex Action.  Defense pool of 11 dice, with +9 dice when using Full Defense.

Authority
METATYPE: DRYAD
B 3, A 6, R 5/6, S 1, W 5, L 2, I 5, C 9, ESS 6, EDG 3, M 6
Condition Monitor (P/S): 10 / 11
Armor: 7
Limits: Physical 4, Mental 5, Social 12
Physical Initiative: 10/11+2D6
Active Skills: Acting Group 1, Clubs (Batons +2) 1, Etiquette 1, Intimidation (Mental +2) 1, Leadership (Command +2) 6 (9), Locksmith 5, Negotiation (Bargaining +2) 6, Perception 1, Pistols (Tasers +2) 6, Stealth Group 1
Knowledge Skills: Fashion 2, High Society 2, NTMP 2, Small Unit Tactics 6, Yakuza 2
Languages: English N, Japanese N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Adept, Bilingual, Did You Just Call Me Dumb?, Distinctive Style: Glamour, Exceptional Attribute: Charisma, Glamour, One Born Every Minute, Sensitive System (8dicepool vs. 4), Symbiosis (600 meters) (8dicepool (3)), Too Pretty to Hit
Adept Powers: Authoritative Tone (3), Commanding Voice (20 dicepool vs.  Willpower + Intuition), Improved Ability (3): Leadership, Improved Reflexes (1), Linguistics (7dicepool (Varies)), Ventriloquism (6m)
Gear:
. . Ace of Clubs w/ Holster
. . AR Gloves
. . Contacts (2) w/ Flare Compensation, Image Link
. . Helen w/ Fake License: Adept (3), Fake License: Taser (3), Fake SIN (3), (1 month) Low Lifestyle
. . Lockpick Set
. . MCT-3500
. . . . Stun Dongle w/ Internal Battery, Personalized Grip
. . Micro-Tranceiver
. . Sequencer (5)
Weapons:
. . Yamaha Pulsar [Taser, Acc 7, DV 7S(e), AP -5, SA, 4 (m)] w/ Laser Sight, Personalized Grip, (20x) Taser Dart [15 dice]
. . Stun Dongle [Club, Reach 1, Acc 5, DV 9S(e), AP -5] w/ Internal Battery, Personalized Grip [9 dice]
Contacts:
Gaijin with a Van (Connection 1, Loyalty 6)
NTMP Commander (Connection 4, Loyalty 3)
Renraku Event Coordinator (Connection 6, Loyalty 1)
Yakuza Enforcer (Connection 4, Loyalty 2)
Starting ¥: 20 + (3D6 × 60)¥

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« Last Edit: <10-12-18/1520:06> by Fedifensor »

Hobbes

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« Reply #14 on: <09-11-18/0911:10> »
Well unfortunately the rules for Cyberlimbs are unecessarily complex...
Yes.  Yes, they are.  And yet they're crystal clear compared to the Rigging rules... ;)

Quote
but I'm pretty sure you've both got 1) an illegally high AGI on the arms and 2) the arms' high AGI isn't quite as helpful as you're thinking it is.

1)= Cyberlimbs start at 3s (SR5 pg 456).  You can customize the base stats of a cyberlimb, but in practical terms you can't go beyond 6s as a Human metatype (also pg 456) You can then buy up to 3 levels of enhancement, bringing stats to 9s.
Base 6, Enhanced Agility 3, Redliner positive quality.  That's how Hero Lab calculates it, and at least the German errata supports that interpretation of the quality.  It makes the character significantly less durable (those lost Physical Condition boxes hurt), but makes up for it with the other increases.


Humans are capped at 10 STR/AGI on Cyberlimbs.  3 Base, +3 Custom, then +4 Augmentation limit from whatever combination of Redliner, Enhancement, or anything else that's bumping your stats.  Redliner and 4 Cyberlimbs lets you take just +2 Stat Enhancement and hit the cap.