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Wakshaani's SR5 Archetype Challenge.

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Stoneglobe

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« Reply #45 on: <09-08-15/0624:50> »
So here's my shot at the Brawling Adept. I quite liked the concept as it was described so have tried to keep the flavour similar.

Brawling Adept

Growing up on the streets of Chinatown is tough, but you were tougher. First you learnt to take your beatings, then one day your mind filled with the howl of Wolf and you learned to give them as well. The fact that by this time you had a guru probably helped as well. It was him, along with the influence of Wolf that set you down your current path. He taught that might doesn't necessarily make right and Wolf taught you that the pack comes first. The street people are your pack and you do everything in your power to protect them from other predators. Like Wolf you prefer to travel light when you roam and your life fits in a single bag. Just remember Wolf wins every fight but her last.

== Info ==
Street Name:
Name: Unnamed Character
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 6
Judge Intentions: 6
Lift/Carry: 10 (75 kg/50 kg)
Memory: 6
Nuyen: 120

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000¥

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

== Derived Attributes ==
Essence:                   6
Initiative:                8 (10) + 3d6
Rigger Initiative:         10 + 3d6
Astral Initiative:         6 + 2d6
Matrix AR Initiative:      10 + 3d6
Matrix Cold Initiative:    3 + DP + 3d6
Matrix Hot Initiative:     3 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         10

== Limits ==
Physical:                  8
Mental:                    4
Social:                    5
Astral:                    5

== Active Skills ==
Athletics Skill Group: 4
Electronics Skill Group: 1
Blades                     : 4
Clubs                      : 5 [Batons+2]
Escape Artist              : 2
Etiquette                  : 3 [Street+2]
Sneaking                   : 4 [Urban+2]
Throwing Weapons           : 4
Tracking                   : 2 [Urban+2] +2 bonus from Mentor Spirit
Unarmed Combat             : 5 [Jeet Kune Do+2] 

== Knowledge Skills ==
Area Knowledge: Seattle    : 4
Bars and Clubs             : 2 [Sports+2]
English                    : N
Cantonese                  : 2
Japanese                   : 2
Sports                     : 2
Sprawl Life                : 6
Syndicates                 : 2 [Triad+2]

== Contacts ==
; Street Doc (2, 2)
; Jeet Kune Do Guru (1, 4)
; Fixer (4, 1)

== Qualities ==
Adept
Ambidextrous
Code of Honor (Protect the pack, only use lethal force against those who use it first)
High Pain Tolerance (Rating 2)
Mentor Spirit (Wolf)
Simsense Vertigo

== Powers ==
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 2
Critical Strike (Unarmed)
Improved Reflexes 2
Improved Sense (Low-Light Vision)
Improved Sense (Flare Compensation)
Mystic Armor Rating: 3

== Lifestyles ==
Squatter  1 months

== Armor ==
Urban Explorer Jumpsuit             9
   +Electrochromic Clothing
   +Nonconductivity 4
   +Shock Frills
   +Biomonitor

== Weapons ==
Combat Knife
   Pool: 9   Accuracy: 6   DV: 7P   AP: -3   RC: 3
Extendable Baton
   Pool: 10 (12)   Accuracy: 5   DV: 7P   AP: -   RC: 3
Extendable Baton
   Pool: 10 (12)   Accuracy: 5   DV: 7P   AP: -   RC: 3
Grenade: Flash-Bang
   Pool: 9   Accuracy: 8   DV: 10S (10m Radius)   AP: -4   RC: 3
Katana
   Pool: 9   Accuracy: 7   DV: 8P   AP: -3   RC: 3
Knucks
   Pool: 10   Accuracy: 8   DV: 7P   AP: -   RC: 3
Shock Gloves
   Pool: 10   Accuracy: 8   DV: 9S(e)   AP: -5   RC: 3
Throwing Knife
   Pool: 9   Accuracy: 8   DV: 6P   AP: -1   RC: 3
Unarmed Attack
   Pool: 10   Accuracy: 8   DV: 6S   AP: -   RC: 3

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear ==
Earbuds Rating 3
   +Audio Enhancement Rating 1
   +Select Sound Filter Rating 1
Fake SIN (Fake SIN) Rating 4
Grenade: Flash-Bang x3
Medkit Rating 3
Restraint, Plastic x10
Slap Patch, Stim Patch Rating 3 x2
Throwing Knife x5

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Sensor Array Rating 2
´Wonderful´, the Flatline said,´I never did like to do anything simple when I could do it ass-backwards.´ - William Gibson, Neuromancer
“Before you diagnose yourself with depression or low self-esteem, first make sure that you are not, in fact, just surrounded by assholes.” - William Gibson

Azrael_from_Oz

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« Reply #46 on: <09-08-15/0836:42> »
Another take on the brawling adept that I've been poking around on a phone sized screen making, so there might be one or two small errors. I call her the Devil under the Troll Bridge.


The Pitch

As a child growing up in the hard streets of the sprawl you quickly learned that violence was an answer, to the right question. For you, that question was how to do you protect your home and those you care for.?

Are you a saint? No. But while the cops struggle to control a city spiralling out of control, you're micromanaging the heck out 4 square blocks.

How? Because the true animals on the street know that when the sun sets a devil rises from beneath the Fremont Troll Bridge, and pray to God that it only beats the hell out you.


Priorities

A - Attributes (24)
B - Skills (36/5)
C - Magic (rating 4, rating 2 active skill)
D - Resources ($50k)
E - Metatype (Human [1])
Stating karma - 25


Qualities

Ambidextrous -4 karma
Natural Athlete -7 karma
Home ground (street politics) -10 karma
Code of honour (look your enemy in the eye and challenge them openly) +15 karma
Dependents +3 karma
Distinctive style (masked vigilante with clubs) +5 karma

Karma balance carried forwards: 27


Attributes

Starting stats

Body : 1/6
Agility : 1/6
Reaction : 1/6
Strength : 1/6
Willpower : 1/6
Logic : 1/6
Intuition : 1/6
Charisma : 1/6
-------
Edge : 2/7
Essence : 6
Magic : 4
Ini : Rea + Int +1d6

Stats after priorities & karma & magic

Body : 5/6
Agility : 6/6
Reaction : 4(5 with improved reflexes)/6
Strength : 5/6
Willpower : 3/6 (25 karma spent)
Logic : 3/6
Intuition : 5/6
Charisma : 3/6
-------
Edge : 2/7
Essence : 6
Magic : 5 (1 special point spent)
Ini : 9 (10) + 1d6 (2d6)

Derived Stats

Physical damage track = 11
Stun damage track = 10
Mental limit = 5
Physical limit = 7
Social limit = 5


Skills (16 free knowledge / language points, 1 free rating 2 active skill)

Skill Groups

Athletics: 4 - [Running and Gymnastics get +2 from Natural Athlete]
Outdoors: 1

Active Skills

Automatics: 2 (free active skill)
Clubs: 5
Computer: 1
Escape Artist: 2
Etiquette: 2
First Aid: 1
Freefall: 3
Intimidation: 2
Locksmith: 2
Negotiation: 2
Perception: 4
Pilot Ground Craft (Bike) - 1 (3)
Sneaking: 3
Throwing Weapons (non aerodynamic): 1 (3)
Unarmed: 5

Knowledge Skills

Seattle Geography: 3
Seattle Gangs: 3
Organised Crime: 3
Police Procedures: 3
Japanese: 2
Spanish: 2


Adept Powers

Combat Sense Level 2: 1 pp
Danger Sense Level 1: 0.25 pp
Improved Ability (Clubs) Level 2: 1 pp
Improved Ability (Unarmed) Level 1: 0.5 pp
Improved Reflexes Level 1: 1.5 pp
Improved Sense (ultrasound): 0.25 pp
Killing Hands: 0.5 pp


Weapons

Melee

Extendable baton x2, $200
Knucks (hardliner gloves), $100
Stub baton x2, $1500
Survival knife, $100
Telescoping staff, $350

Firearms

Ceska Black Scorpion, $270
Colt Cobra TZ-120, $660
AK-97, $950
Concealable holster for machine pistol, $150
Laser sight for machine pistol, $125
Silencers for all firearms, $1500
Regular ammo 200 rounds, $400


Armour

Urban explorer jumpsuit, $650
Urban explorer jumpsuit helmet, $100
Armour clothing, $450
Lined coat, $900


Gear

Middle lifestyle 2 months, $10000
Transys Avalon commlink, $5000
Trodes for use with UEJ, $70
Trodes mounted in glasses uses 2 capacity, $70
Subvocal mic, $50
Tag Eraser, $450
Fake SIN rating 4, $10000
Fake license for possession of a firearm rating 4, $800
Fake license for carry concealed firearm rating 4, $800
Glasses capacity 4 with image link, $425
Earbuds capacity 1, $50
Climbing gear, $200
Flashlight, $25
Gecko tape gloves, $250
Survival kit, $200
Medkit rating 4, $1000
Suzuki Mirage, $8500

$3930 remaining


Contacts (9 points from Charisma, 2 karma spent)

Street Doc Connection 2 Loyalty 4
Fixer Connection 3 Loyalty 2
« Last Edit: <09-08-15/0841:36> by Azrael_from_Oz »

Hobbes

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« Reply #47 on: <09-08-15/1759:07> »
Elven Face

This is an elven face with a bunch of inobvious cyberware ;-)
I prefer bio-adept faces myself but they won't work without some of the supplements.
I followed the one skill at 6 and the rest at 4 or below with only one specialization restrictions.

This chap is a rather good starting face focussed on Con (19) and subterfuge (Sneaking 18 in a city, with his Chameleon suit on).
He's not too shabby at Gymnastics (13) to aid in climbing, B&E etc. and he can sprint when the going gets tough (Running 7).
He's a decent Negotiator (17) and Impersonator (17).
He can also shoot a pistol straight (15) and pick a lock (16) or even a maglock (15).
He's a Native English and Sperethiel speaker and can chat very well in Russian (10) and Japanese (10)

The Ruger would load a few tracker tags and gel rounds (simple action to select the specific chambered round you want to fire).
The Beretta lives in the hidden arm slide.
He's got a pretty good load-out of B&E gear.


*thumbs up*  itty-bitty gear points.  Lockpick set is needed for all Locksmith tests (I don't think they're a collection of bent wires and hairpins anymore...).  Tracker rounds are in the basic book?   

adzling

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« Reply #48 on: <09-08-15/2157:41> »
I think lock pick set is just for mechanical locks by the description and he has that covered with the auto picker.
Tracker tag is in core iirc.

Hobbes

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« Reply #49 on: <09-08-15/2158:43> »
So someone somewhere will want to play an alchemist, and the Occult Investigator seems to be tagged with that role.  Here we have about the most utility I can get out of Alchemy and Detection spells while still covering the standard Mage capabilities.  I'm pleased with the way she turned out, I'll throw some back story in later.  Anyway, stacking buffs to hand out to the team either as Preparations and spells, info gathering both magic and mundane.  And the bread and butter Manabolt and a Browning Ultra-Power for mop up.


== Info ==
Occult Investigator
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 11
Judge Intentions: 11
Lift/Carry: 4 (15 kg/10 kg)
Memory: 7
Nuyen: 55

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 6,000¥

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

== Derived Attributes ==
Essence:                   6
Initiative:                10 + 1d6
Rigger Initiative:         10 + 1d6
Astral Initiative:         10 + 2d6
Matrix AR Initiative:      10 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    5
Social:                    8
Astral:                    8

== Active Skills ==
Alchemy                    : 4 [Contact]            Pool: 12 (14)
Arcana                     : 1  (+1 from Karma)     Pool: 3
Assensing                  : 4                      Pool: 9
Banishing                  : 4                      Pool: 10
Binding                    : 4                      Pool: 10
Counterspelling            : 4 [Combat]             Pool: 10 (12)
Etiquette                  : 4                      Pool: 10
Gymnastics                 : 1                      Pool: 6
Pistols                : 4                      Pool: 9
Perception                 : 4                      Pool: 9
Running                    : 1                      Pool: 2
Sneaking                   : 4                      Pool: 9
Spellcasting               : 6                      Pool: 12 (14 Manipulation from Fire-Bringer)
Summoning                  : 4                      Pool: 10
Swimming                   : 1                      Pool: 2


== Knowledge Skills ==
Latin                      : 2                      Pool: 7
Magical Theory             : 6                      Pool: 8
Parazoology                : 6                      Pool: 8

== Contacts ==
; Fixer (4, 1)
; Talismonger (3, 1)
; Hermetic Academic (3, 1)
; TerraFirst! Activist (1, 4)

== Negative Qualities ==
Astral Beacon
Allergy, Mild, Bee Stings
Prejudiced (Specific, Outspoken) (Anyone corrupting/polluting Astral space)
SINner (National) (UCAS)


==Positive Qualities==
Focused Concentration (Rating 4)
Magician
Mentor Spirit (Fire-Bringer)

== Spells ==
(Tradition: Shamanic, Resist Drain with WIL + CHA (11))
Analyze Truth              DV: F-2
Combat Sense               DV: F
Detect Life, Extended      DV: F-1
Heal                       DV: F-4
Improved Invisibility (Alchemical) DV: F-1
Increase [Attribute] (Alchemical) (INT) DV: F-3
Increase Reflexes          DV: F
Influence                  DV: F-1
Levitate                   DV: F-2
Manabolt                   DV: F-3

== Armor ==
Armor Jacket                        12

== Weapons ==
Browning Ultra-Power
  Pool:9   Accuracy: 6  DV 8P  AP -1   RC:1
Unarmed Attack
   Pool: 4   Accuracy: 4   DV: 1S   AP: -   RC: 1

== Commlink ==
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)

== Gear ==
AR Gloves
Browning Ultra-Power
  +Laser Sight
  +Silencer
  +Concealable Holster
10 Ammo: Regular Ammo (Heavy Pistols)
Contacts Rating 2
   +Flare Compensation
   +Image Link
Fake SIN (Nancy) Rating 2
   +License 2 - Mage License
Gas Mask
Subvocal Mic
Survival Kit
Trodes

Karma:
Positive Qualities 21 Karma
Nuyen 2 Karma
Skills 2 Karma
Spells 25 Karma

==Description==
Well that went to hell, quickly.  And literally.  The Johnson's screams will haunt you for a long time.  Ditching everything and jumping to a new city wasn't part of the plan, but here you are.  At least the fake SIN held up.  You've made the rounds and introduced yourself to the local shadow runner network.  Still living in a coffin hotel but that will change once the work starts coming in.  And the work will come in.  There is always work for anyone that understands the Sixth world like you do.  Spirits, spells, potions, all part of your business.  And for a runner that can navigate the Sixth world like you, business is good.
« Last Edit: <09-11-15/2100:03> by Hobbes »

Hobbes

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« Reply #50 on: <09-08-15/2208:46> »
I think lock pick set is just for mechanical locks by the description and he has that covered with the auto picker.
Tracker tag is in core iirc.

Huh, how 'bout that.  Apparently RAW you pick Maglocks with your bare hands.  I swear you needed a tool set of some kind, but I don't see any mention of it.  Rock on then!

jim1701

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« Reply #51 on: <09-08-15/2221:37> »
IMO Locksmithing would require a Locksmith Tool Kit at a minimum just like any other technical skill.  Lockpicks (or auto-picker) for mechanical locks would be an exception as you don't have to disassemble a mechanical lock to pick it. 

Quote from: Shadowrun Fifth Edition Core Rulebook pp 443
Building and repairing items requires the right tools for the job. Tools must be bought separately for a specific skill (for example, an Armorer shop, a Disguise kit, a Nautical Mechanic facility, etc.). A kit is portable and contains the basic gear to make standard repairs.

Feel free to disagree but at my table you would need a locksmith tool kit if you want to take one apart to circumvent it.

FST_Gemstar

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« Reply #52 on: <09-08-15/2225:44> »
Can't find a direct reference anywhere except the description of the lockpick set itself "They are necessary tools for picking locks." I guess I assumed this meant both key locks and maglocks. I'm with Jim, other technical skills require tools to perform their actions, it makes sense for lockpicking too. 

FasterN8

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« Reply #53 on: <09-09-15/0953:58> »
Tracker tag is in core iirc.

The CRB doesn't have anything specifically called a tracker tag, but if you're looking for a RFID that can track something, that's just any wireless RFID, but most likely a security tag or stealth tag.  RFIDs built into bullets are tracker rounds and are in Run and Gun pg 55. 

Jimmy_Pvish

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« Reply #54 on: <09-09-15/1037:22> »
Modifying my old character (use to be human)

IMO, Guns Adept are always the most strange forward build.
He doesn't have much use outside of shooting somethings but when it's come to shooting somethings, nobody is better than him.
With 24 dices pool for semi-auto pistols, not much can survive his bullets.
Defiance EX Shocker is legal, you can carry it almost everywhere.
Streetline Special for passing MAD scan.
L36 is easy to conceal and have silencer.
Predator V is for tough job.
With high sneaking dice pool + chameleon suit + themal damping 6, he can infiltrate like a ghost, too.
Buy some rating 1 social skill with karma, to have 4 dices pool (enough to buy 1 hit) to give this build some utility and not to be totally useless in legwork.

Gunslinger Adept

== Priorities ==
Metatype: D - Elf (0)
Attributes: A - 24 Attributes
Special: B - Adept (6 Magic, Pistols 4)
Skills: E - 18 Skills/0 Skill Groups
Resources: C - 140,000¥

== Qualities ==
Positive
- Adept
- Ambidextrous
- Low-Light Vision
- Mentor Spirit (Eagle)

Negative
- Code of Honor (Assassin's Creed)
- Distinctive Style (Full Body Tattoo)
- SINner (National; NAN)
- Allergy (Common, Mild) (Pollution)

== Attributes ==
BOD: 5
AGI: 7 (10)
REA: 5 (8 )
STR: 3
CHA: 3
INT: 5
LOG: 2
WIL: 5
EDG: 2
MAG: 5
Essence: 5.01

Karma Gain (50)
25    Starting Karma
15    Code of Honor (Assassin's Creed)
5       Distinctive Style (Full Body Tattoo)
5      SINner (National; NAN)

Karma Spend (50)
10   20,000 Nuyen
10   Edge 2
8   Bonding Qi Focus Rating 4 (Improved Reflexes)   
5   Athletic Group 1
5   Mentor Spirit (Eagle)
4   Ambidextrous
2   Con 1   
2   Etiquette 1
2   Negotiation 1
2   Pilot Ground Craft 1

Initiative: 10(13) + 4d6
Physical Damage Track: 11
Stun Damage Track: 11
Composure: 8
Judge Intentions: 8
Lift/Carry: 8 (45 kg/30 kg)
Memory: 7
Nuyen: 190¥ + (3D6+60¥)

== Limits ==
Physical: 7
Mental: 5
Social: 6
Astral: 6

== Active Skills ==
Athletics Skill Group : 1
Pistols : 6 [Semi-Auto+2]
Sneaking : 4 [Urban+2]
Perception : 4 [ Visual +2]
Palming : 4
Intimidation : 1
Con : 1
Etiquette : 1
Negotiation : 1
Pilot Ground Craft : 1

== Knowledge Skills ==
Area Knowledge: Seattle : 6
Firearms : 3
Martial Art Trids : 2
Urban Brawl : 2

== Language ==
Lakota : N
English : 6
Sperethiel : 2

== Contacts ==
; Street Doc (2, 1)
; Fixer (5, 1)

== Common Dice Pools ==
Firearms                Semi-Auto Pistols 24, Tasers 22, Holdout Pistols 20
Perception      Visual 16, Hearing 14, Other 11
Athletic         Gymnastics 11, Running 4, Swimming 4
Stealth         Sneaking 14 (Urban 16), Palming 14
Defense test      15 (20 Full Defense)
Resist Damage   17 (Armor Jacket), 14 (Chameleon Suit), +2 with Helmet

== Powers ==
Combat Sense Rating: 2
Improved Reflexes 3
Improved Ability (Skill) (Pistols) Rating: 3
Enhanced Accuracy (Skill) (Pistols)
Light Body Rating: 1

== Augmentation ==
[Alpha] Smartlink
[Alpha] Reflex Recorder (Pistols)
[Used] Muscle Toner Rating 3

== Lifestyles ==
Low 1 months

== Armor ==
Armor Jacket                               12
   +Nonconductivity 6
   +Chemical Protection 6
Chameleon Suit                           9
   +Themal Damping 6
Helmet                                           2

== Weapons ==
Defiance EX Shocker
                Pool: 22   Accuracy: 7   DV: 9S(e)   AP: -5   RC: 2
Streetline Special
             Stick-n-Shock
                Pool: 20   Accuracy: 5   DV: 4S(e)   AP: -5   RC: 2
             APDS
                Pool: 20   Accuracy: 5   DV: 6P   AP: -4   RC: 2
Colt American L36
             Stick-n-Shock
                Pool: 24   Accuracy: 10   DV: 5S(e)   AP: -5   RC: 2
             APDS
                Pool: 24   Accuracy: 10   DV: 7P   AP: -4   RC: 2
2x Ares Predator V
              Stick-n-Shock
                Pool: 24   Accuracy: 8   DV: 6S(e)   AP: -5   RC: 2
              APDS
                Pool: 24   Accuracy: 8   DV: 8P   AP: -5   RC: 2

== Commlink ==
Meta Link (use in public, broadcasting fake sin)
Transys Avalon (use for shadowrunning)

== Gear ==
Defiance EX Shocker
   +Smartgun System, Internal
   +Quick-Draw Holster
Streetline Special
Colt American L36
   +Smartgun System, External
   +Concealable Holster
   +Silencer
2x Ares Predator V "Crazy" & "Insane"
   +Quick-Draw Holster
   +Silencer
40 Ammo :Tasers Dart (Tasers)
60 Ammo :Stick-n-Shock (Holdouts)
100 Ammo :Stick-n-Shock (Light Pistols)
150 Ammo :Stick-n-Shock (Heavy Pistols)
30 Ammo :APDS (Holdouts)
50 Ammo :APDS (Light Pistols)
90 Ammo :APDS (Heavy Pistols)
Earbuds Rating 3
   +Audio Enhancement Rating 3
Contact Rating 3
   +Vision Enhancement Rating 3
Glasses Rating 4
   +Flare Compensation
   +Image Link
   +Thermographic Vision
   +Vision Magnification
Fake SIN Rating 4
Fake License (Adept) Rating 4
Fake License (Firearms) Rating 4
Fake License (Concealed Carry) Rating 4
Fake License (Driver's) Rating 4
Medkit Rating 6
Simrig
Jammer, Directional Rating 6
Jammer, Area Rating 4
Micro-Transceiver
Miniwelder
Gas Mask
AR Gloves
Gecko Tape Gloves
Qi Focus Rating 4

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Sensor Array Rating 2
« Last Edit: <09-20-15/1234:54> by Jimmy_Pvish »

adzling

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  • Guest
« Reply #55 on: <09-09-15/1046:28> »
thanks guys.
Fastern8 & Hobbes are right my memory was foggy, tracker rounds are in R&G not Core.

Regarding lockpick set here's the description:
Lockpick set: These mechanical burglary devices have undergone only slight improvements in the last sev- eral centuries. They are necessary tools for picking locks.

This clearly indicates they are for picking mechanical locks (you can't "pick" a non-mechanical lock) and is in line with the current common understanding of what comprises a lockpick set.

I think you guys are thinking about a Locksmith Toolkit ($500).

I will edit the character to add the Locksmith Toolkit, remove the tracker rounds and just for completeness add in a pistol license and a Maglock Sequencer.

;-)

adzling

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  • Guest
« Reply #56 on: <09-09-15/1104:47> »
ok edited him to add in a fake Private Investigator license and a Fake Sin ratings 4 as well as a locksmith kit and a keycard sequencer.
Had to delete the tracker rounds, mnemonic enhancer and maglock passkey to make it all fit.
thanks for the feedback ;-)

FasterN8

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  • Omae
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  • Posts: 607
  • Err on the side of awesome.
« Reply #57 on: <09-09-15/1157:04> »
No sweat.  It's a nice build, I like it a lot.

FasterN8

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  • Catalyst Demo Team
  • Omae
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  • Posts: 607
  • Err on the side of awesome.
« Reply #58 on: <09-09-15/1157:38> »
There's a lot of good builds here.  We should totally make a repository of these character files in either Chummer5, Herolab and/or pdf format.  I would definitely like to have a nice library like this available for walk-ons at my open games.

If anyone wants to send me the character files, I'll post a public Dropbox folder link for everyone to delve as needed.  I can turn chummer files into pdf, but not Herolab files.  My address is just my handle at gmail.
« Last Edit: <09-09-15/1427:57> by FasterN8 »

Jimmy_Pvish

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  • Newb
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  • Posts: 75
« Reply #59 on: <09-09-15/1405:25> »
How we handle overall average attribute if character has cyberlimb(s)?

Like Sneaking skill
1. Use average AGI of all 5 limbs (Arms, Legs and Torso) ?
2. Use average AGI of all 6 limbs ((Arms, Legs, Torso and Head) ?
3. Use average AGI of Legs only ?
4. Use natural AGI only ?