Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: khalmatt on <01-19-15/2022:14>

Title: SR5 Prime Runner Cyber-infiltrator
Post by: khalmatt on <01-19-15/2022:14>
So I'm about to be playing in my second ever SR game, and my first ever in SR5.  The GM (who hopefully doesn't read the forums ;D) said that I'm free to do what I like, but if possible he'd like me to do something with cybernetics, since it's the only thing not really represented in the group.  The group has a Rigger/Decker/, and occult investigator and de facto face, Mystic Adept commando, and an NPC decker. That gave me an awesome (or maybe terrible?) Idea:

In my only game of Shadowrun (SR4), I made Sterling Archer (Mundane face/infiltrator with a bad ass car, a drinking problem, and a prejudice against cyborgs).  So now I'd like to remake him after a horrific accident as left him a cyborg.  I'm thinking at least one cyber-limb, and all very obvious enhancements.

As a total newb I would take any and all help I can get.  My biggest thing is that he's giving us an extra 200 bonus karma and 100K nuyen (and Prime Runner level), so I'm having a hard time with priorities (But I'd happily take full builds, too).  I also can't find good guides for cybernetics-- I see things comparing them to adept powers, but nothing about good pick-ups and pitfalls.  Also looking for good negative qualities--can I keep my prejudice to cyborgs if I am one now?  Also what other negative qualities would work well with this concept?
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: 8-bit on <01-19-15/2031:45>
First thing you should realize is that Cyborgs (true ones, anyway) are not in SR5, yet. The closest you can get is almost full body replacement (legs, arms, torso and skull). One cyberlimb does not make a cyborg.

If you aren't dead set on that, there are a lot more options you can look at.

My first question is: 200 bonus Karma and 100,000 nuyen? Are you using normal Priority setup? Because there is a lot of stuff you can do with that. What other limitations do you have? Do you have a cap on skills? Grade of 'ware?

As for Priorities, I would look at something like this:

A - Resources
B - Attributes
C - Skills
D - Human/Elf (Elf is more Charismatic and has slightly more Agility, but Humans are much more lucky)
E - Mundane

I'll see if I can get a build up soon.
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: MijRai on <01-19-15/2037:42>
I'd suggest Resources A, and ask about whether or not Betaware is available.  Attributes B or C perhaps, Magic E, Metatype sounds like D would work.  Put Skills in whatever slot is left.  Apply karma to adjust what's needed.

What do you want him to be, exactly?  Still an infiltrator/face, or do you want him to get stabby with the new 'ware?  As far as 'ware options go, I generally skip limbs, but Muscle Replacement, Wired Reflexes, Tailored Pheremones, Bone Lacing, Cybereyes and Ears, headware...  The options are plentiful.  I'd need to know more about what you want before putting in specific suggestions, though. 

Prejudice against 'wared up people is still a good option, and a nice character quirk; he hates what he's become.  Other qualities could include (Core) Addiction (Painkillers), Bad Luck, Insomnia, Weak Immune System, (Run Faster) Driven, Flashbacks or Records on File.  All of them fit the situation, in my mind.

Side-note; being 'wared up and being a cyborg are two very different things in Shadowrun.  A cyborg is literally a brain in a jar with a life-support system.  Some corporations have been doing it to infants, children and adults, trying to figure out how to make them last more than 5 years without going insane. 
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: Spooky on <01-20-15/0104:10>
Definitely ask if beta grade is available. Going for fbr means (to me) all cyber limbs and torso, higher grades allow more stuff in addition. Alpha totals 7.45 (pre discount), beta totals 8.5. Fbr is 5.5, so what to add is debatable, based on grade.
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: khalmatt on <01-20-15/0318:09>
Just shot him an email about higher availability for cyberware, will respond with answer.

As for this characters roll, I see him filling out a similar roll, (though maybe lessened with Loss of Confidence for Driving as a potential negative quality and explanation for the accident), though I would totally see him crushing foes with his horrible new appendages (maybe even by accident--a nonlethal take-down with a super-strong cyber-limb can become lethal...),  for flavor reasons I want him to have knowledge of Krav Maga, as well as pistols, automatics, and long-arms (as long as it doesn't nerf the character--I'm for RP over Optimization, but I don't wanna hump myself here).  And I want him to still have maybe some face skills, but probably no face implants (In fact, his loss of confidence could be with a Face skill, too).  I see him as ultimately capable in long and close range combat, and with some stealth and B&E skills (Augmented with his implants, if possible), and a tertiary roll as a face, with a decent CHA and skills.
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: revolverocelot420 on <01-20-15/0907:01>
If it was me buddy I'd go with priorities like this
A-attributes( 24)
B- skills(36/5)
C-resources(140,000)(convert 10 karma for 10000)
D- metatype(human(3)
E-magic(mundane)
The reason for this set up is because high charisma for face skills high logic for infiltration and agility for weapons and locksmithing or lock picking you're going too need high skills and firearms group? I like the rule of thumb one ranged one melee or two ranged but any more and it seems redundant to me I'm sorry that's just my opinions. I would also think about betaware tailored pheromones its bioware so can't see it maybe a cerebral boosters might be good as well
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: 8-bit on <01-20-15/1113:50>
The only thing that I see could be a problem for your character is the amount of stuff you are trying to do. That's hard to fit into Priorities, but since you have 200 extra Karma, well, it's probably doable.

I'll get something up today or tomorrow for you to get some inspiration from.
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: khalmatt on <01-20-15/1437:21>
Just heard from the GM, He says I can ignore availability, and can purchase beta and delta ware.  He's also giving me 250K instead of 100K nuyen. (I'm joining the game late, so that's to make up for stuff the others got)

He also says I can use anything from the 4E augmentation book...I just went from too many options to waaaay to many options.   

Oh, and thanks again to everyone for the advice and info!
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: Whiskeyjack on <01-20-15/1439:21>
4th is MUCH kinder in terms of Essence cost for most ware and is largely cheaper in nuyen too. Use anything you can from that resource.

Keep in mind that even then, buying beta- and deltaware will eat through your money at a ridiculous rate and honestly is not really very worth it.
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: 8-bit on <01-20-15/1442:47>
You can put together pretty much anything at this rate.

A few questions.

Do you want a cyberlimb? All of your limbs replaced with cyberlimbs? No cyberlimbs, just a lot of 'ware?
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: khalmatt on <01-20-15/1512:57>
At least one cyberlimb, but open to more. 
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: Spooky on <01-20-15/2226:14>
With delta grade you can put in up to 11.95 (pre discount). I personally would go with as much delta grade as possible, because I don't have to upgrade, ever. How much ware do you want?
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: 8-bit on <01-20-15/2233:05>
With delta grade you can put in up to 11.95 (pre discount). I personally would go with as much delta grade as possible, because I don't have to upgrade, ever. How much ware do you want?

Deltaware is also really bloody expensive. Betaware, while expensive, is 60% of the cost of Deltaware.
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: 8-bit on <01-21-15/1027:51>
Okay, here's my take on it. He's got some good infiltration skills, some good B&E, and strong Unarmed Combat and Automatics. I was, unfortunately, not able to fit in the whole Firearms group. He's completely loaded up with 'ware, and I'm not 100% satisfied with how he turned out, but hopefully it helps or at least gives you some inspiration. I'm not really sure if this is what you're looking for, but here we go.



-- Priorities --
Metatype D (Elf)
Attributes B
Magic E
Skills C
Resources A

-- Karma Expenditure --
35 Starting Karma
+200 Bonus Karma
-20 Positive Qualities
+35 Negative Qualities
-25 for 50,000 nuyen
-10 for Strength 2
-10 for Logic 2
-10 for Edge 2
-12 for Krav Maga w/ 2 Techniques
-15 for Athletics 2
-90 to raise Stealth Group from 2 to 6
-6 for Etiquette 2
-6 for Impersonation 2
-27 for Negotiation 4 w/ Specialty
-19 for Perception 3 w/ Specialty
-20 for Pilot Ground Craft 4

0 Remaining

-- Nuyen Total --
500,000 Starting Nuyen
+50,000 Converted Karma
+ 250,000 Bonus Nuyen

800,000 Total

-- Attributes --
Body 3
Agility 7 (11)
Reaction 5 (7)
Strength 2 (6)
Willpower 3
Logic 2
Intuition 5
Charisma 6
Edge 2
Essence 0.0400

Initiative - 12 + 3d6
Physical Condition Monitor - 11
Stun Condition Monitor - 10
Overflow Boxes - 3
Physical Limit - 8
Mental Limit - 4
Social Limit - 9

-- Qualities --
Bilingual (-5 Karma)
First Impression (-11 Karma)
Sharpshooter (-4 Karma)
Allergy - Uncommon, Moderate (+10 Karma) [Fill in with whatever you want]
Distinctive Style (+5 Karma)
Loss of Confidence - Pilot Ground Craft (+5 Karma)
Prejudiced - Cybered Individuals, Outspoken (+5 Karma) [Fill in with whatever you want]
Weak Immune System (+10 Karma)

-- Skills --
Automatics 6 (+2 Submachine Guns)
Con 6 (+2 Fast Talk)
Etiquette 2
Impersonation 2
Locksmith 6 (+2 Maglock)
Negotiation 4 (+2 Bargaining)
Perception 3 (+2 Visual)
Pilot Ground Craft 4
Unarmed Combat 6 (+2 Krav Maga)

-- Skill Groups --
Athletics 2
Stealth 6

-- Knowledge/Language Skills --
TBD - 12 Free Points; 2 Languages at N rating

-- Martial Arts --
Krav Maga
 - Called Shot (Disarm)
 - Releasing Talons

-- Augmentations --
Rating 3 Cybereyes - Standard - 28,000 nuyen | 0.4 Essence
w/ Flare Compensation, Low-Light Vision, Smartlink, Thermographic Vision, Vision Magnification, Vision Enhancement 2
Datajack - Deltaware - 2,500 nuyen | 0.05 Essence
Muscle Replacement 4 - Betaware - 150,000 nuyen | 2.8 Essence
Obvious Right Full Arm - Standard - 102,000 nuyen | 1.0 Essence
w/ Customized Agility 7, Customized Strength 6, Enhanced Agility 3, Enhanced Strength 3, Shock Hand, Large Smuggling Compartment
Voice Modulator 6 - Alphaware - 36,000 nuyen | 0.16 Essence
Skin Pocket - Standard - 12,000 nuyen | 0.1 Essence
Synaptic Boosters 2 - Betaware - 285,000 nuyen | 0.7 Essence
Tailored Pheromones 3 - Used - 69,750 nuyen | 0.75 Essence

-- Gear --
Vashon Island: Sleeping Tiger w/ Custom Fit, Newest Model, Ruthenium Polymer Coating 3, Thermal Damping 6, Nonconductivity 4, Electrochromic Clothing - 18,000 nuyen
Armante Suit w/ Electrochromic Clothing, Nonconductivity 4 - 4,000 nuyen
Custom Ballistic Mask w/ Biomonitor, Micro-transceiver, Gas Mask, Audio Enhancement 3, Electrochromic Clothing, Select Sound Filter 1 - 3,150 nuyen
HK Urban Combat w/ Internal Smartgun, Sound Suppressor, 2 Spare Clips - 2,310 nuyen
Yamaha Raiden w/ Sound Suppressor, Internal Smartgun, Personalized Grip, Sling, 2 Spare Clips - 2,725 nuyen
Submachine Gun Ammunition: 72 APDS, 108 Flechette, 108 Regular, 108 Gel Rounds - 2,052 nuyen
Assault Rifle Ammunition: 120 APDS, 120 EX-Explosive, 180 Gel Rounds, 180 Regular, 180 Flechette - 4,860 nuyen
Rating 6 Medkit - 1,500 nuyen
Medkit Supplies - 100 nuyen
Rating 6 Autopicker - 1,500 nuyen
Rating 4 Cellular Glove Molder - 2,000 nuyen
Crowbar - 20 nuyen
Miniwelder - 250 nuyen
5 Miniwelder Fuel Canisters - 400 nuyen
Rating 6 Sequencer - 1,500 nuyen
Fairlight Caliban Commlink w/ Sim Module - 8,100 nuyen
2 Renraku Sensei Commlinks - 2,000 nuyen
Rating 6 Bug Scanner - 600 nuyen
Micro-transceiver - 100 nuyen
Tag Eraser - 450 nuyen
Rating 6 White Noise Generator - 300 nuyen
5 doses of Long Haul - 250 nuyen
Grapple Gun - 500 nuyen
1,000 meters of Microwire - 500 nuyen
Rapelling Gloves - 50 nuyen
Gas Mask - 200 nuyen
Gecko Tape Gloves - 250 nuyen
Survival Kit - 200 nuyen
Disguise Kit - 500 nuyen
Electronics Kit - 500 nuyen
1 Platinum, 4 Silver, 4 Standard Credsticks - 600 nuyen
Rating 6 Fake SIN w/ Rating 6 Fake License (Restricted Cyberware and Bioware), Rating 6 Fake License (Concealed Carry), Rating 6 Fake License (Security Consultant) - 18,600 nuyen
Toyota Gopher w/ Morphing License Plate, Spoof Chips - 26,500 nuyen
1 Month of High Lifestyle - 10,000 nuyen

Remaining Money -  183 + (5d6 x 500)

-- Contacts --
TBD - 36 Free Points



Hope that helps.

Edit: As a note, I used nothing from Run Faster or Augmentation. If you have access to the former, there are some interesting options in there. As for the latter, all of the nanotech and genetech stuff is just so expensive and complicated that I decided not to use it. Anything that's cheaper in Essence and money in 4E seems like trying to game the system, in my mind. If your GM is okay with it, feel free to use anything that's cheaper in 4E. Honestly, you have enough options in the Core Book that stuff from Augmentation is not necessary.
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: McGuffin on <01-21-15/1357:53>
I like the inhumane stuff that comes along with excessive cyberlimbs, like having hydraulic jacks built into two legs: Being capable of jumping down 12m without even rolling a dice is awesome. With solid armor such a character could easily fall 20m without breaking a sweat. "Using robes'n wires is for suckers!"

Also, the cyberarm gyromount is awesome. It not only compensates 3 additional points of recoil, but also negates 3 points of movement modifiers, meaning your character can shoot running all the time without penalty. That is in effect an additional defense bonus of +2 without the need to hunker down.
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: khalmatt on <01-21-15/1836:03>
8-bit, that is totally awesome!  Thank you!  I had originally planned him as a human--to make him more like Archer--but I think I like what you've done better.

I forgot to mention, I need some kind of docwagon (in this game they can go anywhere without permission, and come highly advised.)  Also, as a newb, I'm not sure about certain things...extra armor and comlinks just in case my main stuff gets stolen/destroyed?  Also are the parenthesis stats only for the cyber arm? (or just the str and agi?) also I assume the smuggling compartment and skin flap are just  for sneaky ways of hiding stuff? 
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: 8-bit on <01-21-15/2019:48>
Smuggling Compartment and Skin Flap are to hide all your B&E stuff, and your HK Urban Combat. Since it can fit the SMG into it, and the HK is undetectable by MAD Scanners, it's a pretty decent way to smuggle a weapon.

The Armante Suit is your social stuff. That's really high class, but you don't want to appear dressed down if you don't have to. The Sleeping Tiger is your standard stealth Armor. The highest tier commlink is to slave devices to, so that they are protected from Hackers. The lower ones are for general use and illegal use. You want a commlink you can afford to drop if you have to, as you don't want illegal activity to be able to be linked back to you. If the concept of a "burner phone" (in this case, "burner commlink") means anything, that's basically what the lower ones are for.

I would get a Standard DocWagon Contract at that point. Not 100% sure what to drop, but you can find something.

Edit: Ah, right the parentheses.

When a stat is Augmented, you write the base stat and then the augmented stat in parentheses. In this case, those are the ones that are Augmented due to Synaptic Boosters, and Muscle Replacement. The stats of the Cyberarm are in the Augmentation section of the stat block (10 Agility, 9 Strength, Shock Hand, and Large Smuggling Compartment; to sum it up).
Title: Re: SR5 Prime Runner Cyber-infiltrator
Post by: khalmatt on <01-26-15/1612:35>
Awesome, Thanks again for all the help! Much appreciated!