Hi everyone,
Long time lurker, first time poster. Apologies in advance for the long post!
The group I play with will be starting up a 5th Edition Shadowrun campaign in a few weeks. We've been playing together for a couple of years but this will be our first time playing Shadowrun as a group save for a few one shot sessions.
I have some experience, but mostly from 2nd and 3rd Edition a long while ago. I've been jonesing to play a long running campaign of Shadowrun forever, so super psyched!
Some notes on house rules for our campaign: We're using Sum to 10 and we all also start with 10 extra free Knowledge/Language skills.
Some notes on my character: While we're all veteran players, most people are new to Shadowrun. Most of the rest of the group's experience comes from more narrative systems such as Masks or FFG's Edge of the Empire, so I'm a bit worried about the lethality/consequences of Shadowrun (We had a short stint with Rogue Trader in the 40K universe that ended...poorly). Additionally, other players' characters tend to be pretty extra/zany, so I am usually the Team Dad/Straight Man. Which means I feel it's mostly my responsibility to make sure we have our bases covered and I can (hopefully) deal with the consequences of our actions. Our GM is very fair but will make us live with the consequences of our actions. Our group consists of a Decker, an Elf Mage (new to Shadowrun), and a not-so-subtle chainsaw arm wielding Street Samurai (also new to Shadowrun). In case anyone is interested we're actually going to be running through the original 1E - 2E 2050 modules in 5E.
This has led me to take a pretty optimized approach to character generation. Baseline role filled is mundane Street Samurai with a secondary focus on B&E and Face roles from the high Agility and Charisma of Elf. So let's get into it:
"Casper" is a Tir Tairngire Ghost washout. Originally from a rich and influential connected family in Tir Tairngire, Casper increasingly relied on cutting edge augmentation to keep up with other awakened Ghost recruits (Prototype Transhuman is re-fluffed with GM permission as his family helping him get access to cutting edge bioware). Eventually though, he couldn't keep up and was uncerimoniously tossed. Listless, he ended up working muscle/protection for the Ancients until he finally couldn't stomach it and eventually found work in the Shadows (this backstory is still somewhat malleable).
PRIORITY (Sum to 10):
A: Attributes, Resources
B: -
C: Elf (+3 Special Attributes)
D: -
E: Skills, Magic (Mundane)
I know Skills E leaves a HUGE weak point with Skills. I originally had the build with Skills D and Elf D, but figured the extra Edge was worth the drop to Skills E (which cost mainly some specializations). My thinking is that the high attributes will allow for fairly good pools and good limits even with low skill investment. Post-gen, my first priority is on increasing B&E and Face skills with JoaT to 1 - 3 and using Edge to supplement until then. Gear-wise I tried to buy as much high-availability stuff in CharGen as possible. 'Ware wise I'd love to add in an internal airtank and Sleep Regulator after we get some $$$ and then look at upgrading.
I know it looks like I'm trying to build a solo "do anything" type (and I sort of am), but my main goal is to be able to come in and fill in a good variety of roles for the group.
I'm using HeroLab and the stat output is as below:
Casper
METATYPE: ELF
Body 5
Agility 7/10
Reaction 5/7
Strength 2/5
Willpower 3
Logic 2
Intuition 5
Charisma 7
Essence 0.41
Edge 4
Condition Monitor (P/S): 11 / 10
Armor: 20
Limits: Physical 8, Mental 4, Social 8
Physical Initiative: 10/12+3D6
Active Skills: Automatics 6, Con 1, Hardware 1, Locksmith 1, Perception 1, Sneaking 6, Unarmed Combat 6
Knowledge Skills: Military 2, Small Unity Tactics 4, Street Gangs 3, Tir 3
Languages: Chinese 2, English N, Japanese 3, Or'Zet 1, Salish 2, Sperethiel 4
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Agile Defender, Allergy, Common (Mild): Seafood, Big Regret, Biocompatibility (Cyberware), Jack of All Trades, Master of None, Phobia, Uncommon (Mild): Tight Spaces, Poor Self Control - Vindictive, Prejudiced (Specific) (Outspoken): Gangers, Prototype Transhuman: Allergy, Common (Mild): Seafood, Quick Healer, SINner (National SIN): Tir
Augmentations:
Bone Lacing (Aluminum)
Datajack (Alphaware)
Muscle Replacement (Used) (3)
Orthoskin (Prototype) (Alphaware) (2) w/ Prototype Transhuman
Smartlink (Alphaware)
Striking Callus (Alphaware)
Striking Callus (Alphaware)
Synaptic Booster (2)
Synch
Tailored Pheromones (Prototype) (3) w/ Prototype Transhuman
Vehicles:
Suzuki Mirage [Handling 5/3, Speed 6, Accel 3, Body 5, Armor 6, Pilot 1, Sensor 2, Seats 1]
Gear:
Armor Clothing
Armor Jacket w/ Chemical Protection (2), Fire Resistance (3), Nonconductivity (3), Thermal Dampening (4)
Ballistic Mask w/ Flare Compensation, Gas Mask, Vision Enhancement (2)
Bug Scanner (6)
Bug-Out Identity w/ Fake SIN (1)
Certified Credstick, Silver
Certified Credstick, Standard x5
Chisel/Crowbar
Concealed Quick-Draw Holster
Contacts (3) w/ Flare Compensation, Image Link, Vision Enhancement (1)
Data Tap
Datachip x20
Directional Microphone (6)
Dufflebag
Ear buds (3) w/ Audio Enhancement (2), Select Sound Filter (1)
Executive Suite w/ Custom Fit, Increase Social Limit by 2, Newest Model, Nonconductivity (4)
Flashlight, Thermographic
Forearm Guards w/ Auto-Injector, Biomonitor
Gecko Tape Gloves
Identity: Specify Name w/ License: Aug, License: Concealed Carry, License: Military, License: Weapons
Jammer, Directional (6)
Johnny Come Lately w/ Fake License: Concealed Carry (4), Fake License: Ware (4), Fake License: Weapons (4), Fake SIN (4), (1 month) Low Lifestyle
Laser Microphone (2) w/ Audio Enhancement (1), Select Sound Filter (1)
Long Haul x3
Metal Restraints x2
Micro-camera
Micro-Tranceiver
Miniwelder
Omni-directional Microphone (6)
Omni-directional Microphone, Micro w/ Select Sound Filter (1)
Plastic Restraints x10
Securetech PPP Legs Kit w/ Decrease Social Limit by 1
Security Tags x10
Sony Emperor
Standard Tags x10
Stealth Tags x10
Stim Patch (6) x4
Subvocal Microphone
Survival Kit
Tag Eraser
Telescoping Mirror on a Stick
Tool Kit, Disguise
Tool Kit, Locksmithing
Weapons:
Ares Alpha [Assault Rifle, Acc 7, DV 11P, AP -6, SA/BF/FA, RC 5(7), 42 (c)] w/ (80x) APDS, Bipod, Flashlight, Thermographic, Folding Stock, Foregrip, Gas-Vent System (3), Grenade Launcher, Imaging Scope, (20x) Regular Ammo, Smartgun System, Internal, (10x) Spare Clips, (10x) Stealth Tag Tracker, (20x) Stick-n-Shock, Tracker
Ares Alpha Grenade Launcher [Grenade Launcher, Acc 6, DV By Ammo, AP –, SS, 6 (c)] w/ Smartgun System, Internal
Ares Alpha Grenade Launcher [Grenade Launcher, Acc 6, DV By Ammo, AP –, SS, 6 (c)] w/ Smartgun System, Internal
Enfield AS-7 [Shotgun, Acc 6, DV 13P, AP -1, SA/BF, RC 3(4), 24 (d)] w/ (30x) APDS, Gas-Vent System (3), Laser Sight, (100x) Regular Ammo, Shock Pad, Smartgun System, External, Underbarrel Weight
FN HAR [Assault Rifle, Acc 7, DV 10P, AP -6, SA/BF/FA, RC 2(3), 35 (c)] w/ (100x) APDS, Gas-Vent System (2), Laser Sight, Shock Pad, Silencer/Suppressor, Smartgun System, Internal, (100x) Stealth Tag Tracker, (100x) Stick-n-Shock, Underbarrel Weight
Ingram Smartgun X [SMG, Acc 6, DV 8P, AP -4, BF/FA, RC 2(3), 32 (c)] w/ (80x) APDS, Flashlight, Thermographic, Folding Stock, Gas-Vent System (2), Silencer/Suppressor, Sling, Smartgun System, Internal, (10x) Stealth Tag Tracker, (80x) Stick-n-Shock
Steyr TMP [Machine Pistol, Acc 6, DV 5S(e), AP -5, SA/BF/FA, RC (1), 30 (c)] w/ (80x) APDS, Flashlight, Thermographic, Folding Stock, Laser Sight, Silencer/Suppressor, Smartgun System, Internal, (60x) Stick-n-Shock
Streetline Special [Hold-out, Acc 4, DV 6P, AP –, SA, 6 (c)] w/ (30x) Regular Ammo, Spare Clips
Shock Glove [Unarmed, Acc 8, DV 8S(e), AP -5] w/ Internal Battery
Survival Knife [Blade, Acc 5, DV 7P, AP -1]
Flash-Bang Grenade x5 [Grenade, non-aerodynamic, Acc 8, DV 10S, 10m R, AP -4]
Fragmentation Grenade x15 [Grenade, non-aerodynamic, Acc 8, DV 18P(f), -1/m, AP +5]
High Explosive Grenade x15 [Grenade, non-aerodynamic, Acc 8, DV 16P, -2/m, AP -2]
Smoke Grenade x5 [Grenade, non-aerodynamic, Acc 8, DV Smoke, 10m R, AP –]
Thermal Smoke Grenade x3 [Grenade, non-aerodynamic, Acc 8, DV Th. Smoke, 10m R, AP –]
Contacts:
Fixer (Connection 5, Loyalty 2)
Mechanic (Connection 2, Loyalty 5)
Street Doc (Connection 2, Loyalty 5)
Starting ¥: 134 + (3D6 × 60)¥
I feel fairly confident in this build but it's been a long time since I've played Shadowrun and am interested what everyone thinks regarding how this would play in the the wild. Thanks for bearing with me and any feedback is greatly appreciated!