Again, shoutout to Aria for the awesome
character sheet generator. I built this character using SR CG 6.01, which is being continously updated based on feedback.
Street Sams/weapons specialists have been my bread and butter since 1st Edition, and honestly, they haven't changed much mechanically. They need to be able to both deal and take damage, and if they have any wiggleroom after that their natural abilities lend themselves nicely to backup pilot and infiltrator.
With that in mind, I built a character that has likely been some sort of experiment gone wrong (or right, depending on who you ask); cybered to the gills, death incarnate (at least as much as you can out of chargen). I focused heavily on Agility, actually maxing it out, thinking that I could always focus on skills later. Imagine my surprised when I went back and re-read the advancement charts; I get that skills are now much less complex, but if there is no difference between advancing a single skill (group) and an attribute I'm probably picking attribute 9 times out of 10.
In other words, I intentionally chose to go somewhat light on skills and all in on Attributes, and with a lot of Used grade ware this character will need a drekload of nuyen in order to upgrade his existing ware before he can do much more. That being said, it's frightening how easy it is to get to 20 dice in athletics skills, so I've intentionally toned this back to be more along the lines of what other archetypes can more reliably get to (15 or so dice for primary skills).
PrioritiesMetatype C
Attributes B
Skills D
Magic E
Resources A
Karma ExpendituresStarting Karma 50
Positive Qualities 36
Negative Qualities 24
Attributes 10
Skills 25
Resources 3
Remaining 0
Personal DataName/Primary Alias John Smith/'ZeroSum'
Metatype Elf
Ethnicity Irish
Age Early 20s
Sex Male
Height 6' 4"
Weight 240lbs
Reputation 0
Heat 0
Karma 0
Total Karma 0
MiscAttributesAttribute Description..... | Value.... | Attribute Description..... | Value |
Body | 4 | Essence | 0.30 |
Agility | 7 (11) | Magic/Resonance | NA |
Reaction | 2 (5) | Initiative | 11+4d6 |
Strength | 3 (5) | Matrix Initiative | 9+2d6 |
Willpower | 4 | Astral Initiative | 6+2d6 |
Logic | 2 | Composure | 6 |
Intuition | 6 | Judge Intentions | 10 |
Charisma | 2 | Memory | 6 |
Edge | 2 | Lift/Carry | 250kgs |
Surprise | 11 | Movement | 10/+5 |
Damage Resist | 4 (+4) | Defense Rating | 8 (+1) |
Notes: Adjustment points spent on Agility; Logic, Charisma, and Edge bought to 2 with 10 Karma each.Adjustment points spent on Charisma and Edge. Logic bought with 10 karma.
Core Combat InfoPrimary ArmorArmored Jacket (DR4)
Primary Ranged Weapon: AK-97 (DV 5P, SA/BF/FA, AR 6/13/11/9/3, 38(c))
Primary Melee Weapon Unarmed w/Bone Lacing (DV 5P, AR 14)
Defense Rating: 12 (Body 4, Orthoskin 3, Armored Jacket 4, Helmet 1)
Damage Resist: 4 (+4), reduced by 1 if DV >=2
Condition MonitorPhys 14 (Platelet Factories reduce DV >=2 by 1)
Stun 10
SkillsActive Skill Name ..... | Specialization ..... | Rating ..... | Dice Pool |
Athletics | | 1 | 12 |
Close Combat | | 1 | 12 |
Con | | 0 | 1 |
Electronics | | 0 | 1 |
Engineering | | 0 | 1 |
Firearms | | 5 | 16 |
Influence | | 0 | 1 |
Outdoors | | 2 | 8 |
Perception | Visual | 6 | 12 (+2) |
Piloting | Groundcraft | 3 | 8 (+2) |
Stealth | | 1 | 12 |
Language and Knowledge Skills: English, Sprawl Life, Street Gangs
Notes: Firearms, Outdoors, Perception, and Piloting purchased with Skill Points. Athletics 1, Close Combat 1, Stealth 1, and 2 specializations purchased with Karma.
QualitiesPositive:Built Tough 4
Exceptional Attribute (Intuition)
Quick Healer
Negative:Honourbound (
Black Hat if permitted, otherwise Assassin's Creed)
Uncouth
Weak Immune System
IDs/Lifestyles/CurrencyPrimary Lifestyle: Squatter
Nuyen: ¥2515
Fake IDs / Related Lifestyles / Funds / LicensesFake Sin R3 w/5x Fake License R3 (Permits: Bounty Hunting, Driving; Equipment: Cyberware, Firearms, Explosives)
ContactsTBD
WeaponsAK-97 (DV 5P, SA/BF/FA, AR 6/13/11/9/3, 38(c)) w/Bipod, Gas-vent System, Shock Pad, and Smartgun System (External)
Defiance Super Shock (DV 6S(e), SS, AR 12/8*/-/-/-, 4(m)) w/Hidden Arm Slide, Smartgun System (External)
Unarmed w/Bone Lacing (DV 5P, AR 14)
ArmorArmored Jacket (DR4) w/Chemical Protection 2, Cold/Fire/Electricity Resistance 2
Helmet (DR+1)
Matrix StatsPrimary Device: Transys Avalon (DR6) w/biometric reader, mapsoft, sim module
Attack 0, Sleaze 0, Data Processing 3 (+1), Firewall 1
Attack Rating: 0 Defense Rating: 5 (+2)
Programs: Signal Scrubber, Toolbox, Virtual Machine (Armor, Biofeedback Filter)
Matrix Condition Monitor: 11
AugmentationsDatajack (Standard)
Flare Compensation (Used)
Smartlink (Standard)
Vision Enhancement (Used)
Vision Magnification (Used)
Audio Enhancement (Used)
Bone Density Augmentation R4 (Used)
Muscle Augmentation R2 (Used)
Muscle Toner R4 (Used)
Platelet Factories (Used)
Synaptic Booster R3
VehicleVehicle Name ..... | Handling ..... | Acceleration ..... | Speed Interval ..... | Top Speed ..... | Body ..... | Armor ..... | Pilot ..... | Sensor ..... | Seat |
Peugot 112 | 3/5 | 20 | 15 | 160 | 8 | 4 | 2 | 1 | 3 |
GearExplosive Rounds (Rifle) x150
Gel Rounds (Rifle) x150
Spare Clips (AK-97) x6
Stun Grenades x5
Taser Darts x100
Biomonitor
Chisel bar
Containment Manacles
Credstick (Standard)
Credstick (Silver)
Endoscope
Flashlight (Low-light)
Gecko Tape Gloves
Lockpick Set
Metalink
Micro-transceiver
Myomeric Rope (30m)
Plastic Straps x10
Respirator R6
Survival Kit
Lock R6 (for the case bolted into the back of the car containing everything he's not carrying on him)
Medkit
Medkit Supplies x5
Antidote Patch x2
Chem Patch w/Narcoject x2
Stim Patch R6 x2
EDIT:
Changes v1:
After realizing I was paying too much for used ware (x0.75 instead of 0.5) I made the following changes:
Removed Insomnia (-4 Karma)
Added Weak Immune System (+8 Karma)
Spent 4 net Karma from the above to get more nuyen (+8k)
Removed Sleep Regulator (+0.15 Essence and +12k nuyen)
Removed R3 Orthoskin (+0.83 Essence and 9k nuyen)
Purchased Synaptic Booster R3 up from R2 (-0.5 Essence and -95k nuyen)
Removed 100 rounds each of Explosive and Gel Rounds (+700 nuyen)
Essence now 0.87 (up from 0.4)
Remaining ¥ now 15 (down from 65)
Reaction +1 and one more initiative dice
-3 to Defense Rating
No sleep regulator (not a big loss)
Changes v2:
Swapped Priority C and D (+5 Attribute Points, -4 Skill Points)
Purchased CHA 2 and EDG 5 with Attribute Points (-5 Attribute Points, +20 Karma)
Purchased 4 specializations with Karma (-20 Karma, Skill Points no longer in deficit)
Picked In Depth as 6th Quality (+15k nuyen)
Purchased Damage Compensators R6 (-12k nuyen, -0.6 Essence)
Upgraded Smartlink and Datajack to Standard quality (+.03 Essence, - 3k nuyen)
Essense now at 0.30, remaining nuyen 512
Changes v3:
Lowered Reaction by 2, raised Intuition by 2
Defense pool stays the same, Perception and Outdoors pools increased by 2, Direct Combat and some Illusion spell resist pools are increased by 2, Piloting pool is decreased by 2, certain spell and power resistances are decreased by 2 (Accident (REA+CHA), Petrification (REA+WIL), etc)
Changes v3:
Forgot about attribute maximums; Intuition and Agility were both at max. Lowered Intuition by 1, increased Reaction by 1
Changes in v4:Getting rid of In Debt:
Removed In Debt (+5 karma, -25k nuyen, 5/6 qualities used)
Removed Damage Compensator R6 (+0.6 Essence, +12k nuyen)
Removed Hyundai Shin-hyung (+20k nuyen)
Added Chrysler-Nissan Jackrabbit (-11k nuyen, and functionally identical; same seats and handling, better pilot, body, and armor, worse accel and speed interval)
Spent 2 Karma on resources (+4000 nuyen; balance now 515 nuyen)
Optimizing skills:
Added Exceptional Attribute (Intuition) quality (-12 Karma, 6/6 qualities used, -9 Karma balance)
Reduced Reaction by 1 (+1 Attribute Point)
Increased Intuition by 1 (-1 Attribute Point)
Removed Athletics, Close Combat, Firearms, Outdoors, and Stealth specializations (+25 Karma)
Purchased Athletics, Close Combat, and Stealth 1 with karma (-15 Karma)
Removed Skill Points spent on Athletics, Close Combat, and Stealth (+5 Skill Points)
Purchased Outdoors 2, and increased Firearms to 5 and Piloting to 3 with Skill Points (-5 Skill Points)
Spent 1 additional karma on resources; may or may not alter starting equipment.
Result: minor variances in dice pools, Karma efficiency increased dramatically, rules legal as far as I can tell.