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4e Super Sam

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AwesomenessDog

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« on: <01-19-16/2323:28> »
Hi, I am currently building  character to "bend" the rules for a more ad-libbed game i have coming up. To basically describe what the character concept is, My character was born before the Awakening just as Cybernetics were starting to appear as super top-secret "hush hush" stuff; my character, born in the middle east, joined the army at 16 and served for 7 years before being selected for a secret program to outfit him with the latest, most powerful (at the time) cyberware. In a fit of experimentation that left most of the candidates dead, the survivors were genetically re-engineered to be more tolerant to implantation, super human (before implantation), and had their minds altered to function more independently from the body (more on that later). From there, everyone underwent a Full body conversion and received specific gear tailored to their specific "super soldier" role. Basically, the mind was adapted to function as an AI linked in to the "drone" body; a saving grace for when the awakening came, My character was an infiltration squad leader for around 20 years and was fitted with the best infiltration gear, before the almighty chameleon suits.

We were given 1000 BP to start with under the assumption that we were big shots who had recently fallen off the grids for reasons to be later revealed. I talked to the GM about somethings I know are already not 100% ruled on/subject to interpretation. He has allowed me to use both PPP and FFBS with a Milspec suit (described as modular armor pieces that go on the outside of the regular cybernetics that are interchanged as the job calls for it), we are ignoring that low essence basically makes you a zombie on the basis that I function more like an AI and that military life takes away people humanity anyway, he let us ignore creation rules for the sake of being established runners, and medkits are treated as field repair kits.

What I have so far is...


PQ: Ambidextrous (machine wiring isnt partial to limbs), Analytical Mind (super enhanced mind for super enhanced processing), Bilingual (speaking native tongue and english), Bio-compatibility cyber+bio (the two are explained as one although taken separate; the bioware was originally implanted as cyberware and as better versions came out the bioware was plugged into the same slot and the adapsin was the original experimentation manifestation), Exceptional attribute ref (cyber upgrade flavor), High pain tolerance (literally a machine connected a brain, it feels what it wants), Keen eared (cyber upgrade flavor), Perceptive +2 (see keen eared), Perfect time (internal cessium clocks yo), Photographic memory (internal disk drive for all your stuffer food-porn storing pleasure), Photometabolism (who builds a machine in the middle east in the future without solar panels to capitalize on that free power), Quick Healer (internal repair systems), Sharpshooter (its what he did for longer than any of you baby runners have been alive)

NQ: Distinctive style 25 (kindof hard to not the scifi soldier walking down the street and not be able to identify him), Records on File UCAS (after defecting to the US, the government kept tabs on where their high liability threats are, that and i served with UCAS special forces for a while, which gives me a sweet classified SIN with all the licenses i could ever want, doesnt stop a cop from questioning me and potentially stalling a mission), Sinner x2 UCAS and Arabia (Arabia is more of an enemy i left for the GM to decide wanted their toys back)

Attributes (Cyberware moddified): BOD 1(9), AGI 1(9), REA 7(10), STR 1(9),  CHA 3, LOG 5 (8), WIL 4, EDG 4

Martial Arts Krav Maga 1; Iaijutsu

Skills: Athletics 3, Stealth 4, Armorer 1, Automatics (Assault Riffles) 6, Blades (cyber implants) 6, Con 2, Cybertechnology (cyberlimbs) 1, Demolitions 1, Dodge (melee) 4, Escape Artist 1, Gunnery 1,  Hardware 1, Heavy Weaps (Grenade Launchers) 2, Instruction 1, Intimidation (mental) 3, Leadership 1, Longarms (snipers) 6, Pistols (semiauto) 6, Software 1, Survival 3, Unarmed 4, Bars and Clubs (Seattle) 6, Military (special Forces) 6, Security Tactics (government) 6, Shadow community (organizations) 6, Underworld (Fencing) 4

Cyberware (hoh-boy): Beta Titanium bone lacing, Alpha Cyberears 3 (Audio enhancement 3, balance Augmenter, damper, increased sensitivity, Spatial recogniser, Select sound filter 1), Beta Cybereyes 4 (Eye laser system, flare compensation, Smartlink, Therografic vision, vision enhancement 3, Vision magnification, eye light System), Delta Dermal Plating rating 3, Beta Obv full left arm (Arm blade, Custom AGI/BOD/STR 6, Enchanced AGI/BOD/STR 3, Armor 3, Bulkmod 4), Beta Obv full Right arm (Custom AGI/BOD/STR 6, Enchanced AGI/BOD/STR 3, Bulkmod 4, Armor 2, Skinlink, Heavy pistol ("replaced" with an actual pistol that was made as part of the arm)), 2 Beta Full Obv Legs (Custom AGI/BOD/STR 6, Enchanced AGI/BOD/STR 3, Armor 4, Smuggling compartment, Hydrolic Jacks 3,  Grip feet, Bulkmod 4), Beta Obvious Skull (Custom AGI/BOD/STR 6, Enchanced AGI/BOD 3, Bulkmod 4, Armor 1), Beta Obvious Torso (Custom AGI/BOD/STR 6, Enchanced AGI/BOD/STR 3, Bulkmod 4, Armor 2, Cyber safety)

Bioware: Alpha Cerebral Booster 3, Adapsin, Paineditor (correct me if I am wrong, but this negates any stun penalties until the start overflowing into physical damage in which case i only take physical damage), Synaptic Booster 3

Lifestyle: Barrens Apartment, permanent

Armor: FFBS (Chemical Seal, Gel Packs, Thermal Dampening 6, Noncunductivity 6, Insulation 6), Military Helmet (Responsive interface gear cold sim, AR enhanced, Pulse weave, RP coating, Gel packs),  Heavy Military Armor (Chemical protection 6, Fire resistance 3, 2 Internal air tanks, Responsive Interface Gear, Strength upgrade 3, Auto-injector, RP coating, Shock frills, Quick release, Magnetic Systems, Mobility Upgrade 1), Secure Tech PPP ensemble (4 pieces, each: Radiation shielding 6, Pulse weave, internal Airtank)

Weapons: Arm blade from cyberware (personalized grip,  melee hardening (for extra durability)), Shiawase Arms Heavy Tactical (Cybersafety, Flashlight infrared, Lasersight, Red dot dight, Silencer, Spare clips, Advanced Safety basic system, High-powered Chambering, reduced weight, Safe target system, Smartgun system, Chameleon Coating, Powered Slide mount 1, Personalized Grip, Electronic Firing, Gasvent 2), HK 229-X (Cyber safety, Flashlight Infrared, Foregrip, Gasvent 3, Laser sight, Red dot sight, Shock pad, Sound Suppressor, Spare Clips, Chameleon Coating, Skinlink, Personalized Grip, Electronic Firing), Ares Alpha (Cyber Safety, Flashlight Infrared, Foregrip, Laser Sight, Red Dot sight, Shockpad, Gas vent 3, Sound Suppressor, Spare Clips, Chameleon Coating, Electronic firing, Personalizing grip, Skin link, Grenade launcher (airburst link)), Barrett Model 121 (Advanced safety system, Laser sight, Safe target system, Silencer Mod variant, Chameleon coating, Skinlink, Highpowered Chambering, Improved range finder, Smartgun system, Red dot sight)

Ammo: entire books shelves of ammo boxes

Custom Comlink in helmet: Subvocal microphone, Novatech Navi custom, Firewall/System/Response/Signal 6

Vehicle: Edgecrusher: Reinforced, external, flexible, remote weaponmount (Stoner-Ares M202), Complete Skinlink, Chameleon Coating, Firewall 10, Self destruct syste, Vehicle Sensor

Nuyen: 13,200

Essence .06


Obviously there is still room to improve, my question is there anything better for Ware to improve upon later that im missing in the books. The concept will basically stay sammy-dipping heavily into infiltration and lightly into decking?

bdyer

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« Reply #1 on: <01-20-16/1013:50> »
With that much build points is certainly hard to go wrong ...

Don't forget YNT softweave in war for reducing encumbrance...

Genetic optimization is awesome

All this stuff and a baby mage could still drop you like a sack of beans.  I suggest arcane arrestor, astral hazing, and magic resistance.  That should protect you