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5e Basic Street Samurai

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SoulGambit

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« on: <11-08-14/2214:57> »
Creating a generic Street Samurai base I can work from / alter as necessary. Sort of a psuedo-archetype. Negative Qualities, Contacts, and Knowledge skills can be edited to change concept.

STREET SAMURAI
A = Attribute, B = NuYen, C = Skills, D = Metatype (Human), E =Magic
    Attributes: Body 3, Strength 4, Agility 5 ( 8 ), Reaction 5 (9), Charisma 4, Willpower 4 (5), Intuition 6 (5), Logic 1, Edge 5, Essence 0.495
    Limits: Physical 7, Social 5, Mental 5
    Skills: Athletics Skill Group 2, Long-Arm [Sniper Rifle] 6, Pistols [Semi-Automatics] 6, Perception [Searching] 6, Sneaking [Urban] 6, Heavy Weapons 1, Thrown Weapons 1, Palming 1, Pilot Ground Craft 1, Escape Artist 1, Etiquette 1 Karma:12
    Knowledges: 12 Points to spend.
    Qualities: Agile Defender (-3) Restricted Gear [Pain Editor] (-10), Black Market Pipeline [Cybersurgeon, 'Ware] (-10), 25 Points in Negative Qualities of Choice (+25) Karma: -2
    Defenses: Physical DM 10, Stun DM 10, Soak (3 + 16 Armor +7 vs (e) +11 vs (r)), Defense Roll 14 (+9 during Full Defense)
    Initiative: 14+2d6 (+2d6 on Kamikaze)
    Contacts: Arms Dealer (Loyalty 1, Connected 6), Cybersurgeon (Loyalty 1, Connected 6), Fixer (Loyalty 6, Connected 1) Karma: 9
    Attacks:
Defiance EX Shocker [Taser, Accuracy 4 (6), Attack 16, DV 9(e), AP -5, SS, 4(m)]
Defiance EX Shocker (Melee) [Taser, Accuracy 3, Reach 0, Attack 15, DV 9(e), AP -5, SS]
          10 Taser Darts
Savalette Guardian [Heavy Pistol, Accuracy 5 (7), Attack 18, DV 8P, AP -1, SA/BF, RC 3, 12(c); Extra Clip, Shock Pad, Silencer/Suppressor, Concealed Holster]
          20 Stick-n-Shock Rounds (-2S, -5 AP); 20 Explosive Rounds (+1P, -1 AP)
Mossberg AM-CMDT [Shotgun, Accuracy 5 (7), Attack 16, DV 12P, AP -1, SA/BF/FA, RC 6 (12), 10(c); Extra Clip, Shock Pad, Gas Vent System 3]
          20 Stick-n-Shock Rounds (-2S, -5 AP); 20 Explosive Rounds (+1P, -1 AP); 20 Flechette Rounds (+2P, +5 AP)
Cavalier Arms Crockett EBR [Sniper Rifle, Accuracy 6 ( 8 ), Attack 18, DV 12P, AP -3, SA/BF, RC 3 (9), 20(c); Extra Clip, Shock Pad, Silencer/Suppressor]
          20 Stick-n-Shock Rounds (-2S, -5 AP); 20 APDS (+0P, -4 AP)

    Augmentations:
    Total: 221,569 x 0.9 = 199,412
72,000 E0.75 Used Muscle Toner 3
62,400 E0.30 Pain Editor [Restricted Gear]
29,250 E2.50 Used Wired Reflexes 1
29,250 E1.125 Used Reaction Enhancers 3
12,750 E0.25 Used Platelet Factory
07,969 E0.25 Used Cyberears Rating 1 ([2] Spacial Recognizer, [1] Damper, [1] Selective Sound Filter (Talking))
06,750 E0.25 Used Cybereyes Rating 1 ([1] Flare Compensation, [3] Smartlink)
01,200 E0.08 Alphaware Datajack

    Equipment:
Weapons
    Sub-Total: 17,615
2,055 Mossberg AM-CMDT with Extra Clip, Shock Pad, Gas Vent System 3
11,355 Cavalier Arms Crockett EBR with Extra Clip, Shock Pad, Silencer/Suppressor
1,055 Savalette Guardian with Extra Clip, Shock Pad, Silencer/Suppressor, Concealed Holster
650 Defiance EX Shocker with Internal Smartgun System, Concealed Holster
1,400 Gyro-Mount
1,200 Aztechnology Striker
100 Survival Knife

Ammo
    Sub-Total: 4,300
2,000 Fragmentation Rocket
240 APDS Rounds x20
480 Stick-n-Shock x60
130 Flechette rounds
375 Flash-pak x3
300 Fragmentation Grenade x3
300 High Explosive Grenade x3
180 Thermal Smoke Grenade x3
175 Gas Grenade (Pepper Punch) x3
120 Smoke Grenade x3

Armor
    Sub-Total: 10,700
4,550 Armored Coat with built-in Medkit Rating 6, Biomonitor, Nonconductivity 1 and Radiation Shielding 6
2,000 Executive Suit
2,550 Helmet with Thermographic Vision and Nonconductivity 2 and Radiation Shielding 5
550 Securetech PPP Legs Kit with Nonconductivity 1
1050 Forearm Guards with Nonconductivity 3

Electronics
    Sub-Total: 14,920
5,100 Transys Avalon with Sim Module
3,300 Goggles with Vision Enhancement 6
1,650 Earbuds (Audio Enhancement 3)
1,350 Contacts 3 with Low-Light Vision and Magnification
800 Area Jammer 4
600 Rating 6 Bugscanner
450 Tag Eraser
300 White Noise Generator 6
300 Metalink x3
200 Trid Projector
150 AR Gloves
100 Micro-Transceiver
100 Certified Credstick x20
50 Subvocal Mic
50 Datachip x10
50 Security Tag x10
50 Stealth Tag x10
20 Standard RFID Tags x20

Identity
    Sub-Total: 29,400
10,000 High Lifestyle
10,000 Fake SiN(4)
5,000 Fake SiN(1) x2
800 Fake License(4): Firearms
800 Fake License(4): Concealed Carry
800 Fake License(4): Restricted Cyberware
800 Fake License(4): Restricted Bioware
400 Fake License(1): Firearms x2
400 Fake License(1): Concealed Carry x2
400 Fake License(1): Restricted Cyberware x2

Basic Utility
    Sub-Total: 2,880
450 Glue Sprayer x3
300 Respirator(6)
270 Glue Solvent x3
250 Miniwelder
250 Gecko Tape Gloves
200 Myometric Rope 10 Meters
200 Climbing Gear
200 Survival Kit
175 Microflare Launcher
125 Light Stick x5
125 Microflare x5
80 Miniwelder Fuel Canister
50 Flashlight x2
50 Rapelling Gloves
50 Backpack
50 Swiss Army Knife
20 Metal Restraint
20 Crowbar
10 Duct Tape
5 Plastic Restraints

Medical
    Sub-Total: 1,100
500 Trauma Patch
300 Stim Patch 6 x2
300 Antidote Patch 6

Vehicles
    Sub-Total: 5000
5,000 Yamaha Growler

Drugs
    Sub-Total: 300
200 Kamikaze x2
100 Long Haul x2

Total: 285,628
Leftover NuYen: 1372+5d6*500 Karma Spent: 6
Leftover Karma: 0

Plans to Advance
Next 40,000 Nuyen
10,000 High Lifestyle
8,600 Ammo Budget
2,755 Auto Assault 16 with External Smartgun System, Extra Clip, Shock Pad, Gas Vent System 3
12,000+ Sleeping Tiger with mods

Next 24 Karma
Not sure. Probably Magic Resist 1-2

Notes
Nabbing Resources A has some value in that it lets you pick up Wired Reflexes 2 (which in turn lets you get +1 Agility), upgrade everything to Alphaware and frees up the Karma spent on Resources and Black Market Pipeline. Requires dropping Charisma to 1 though.
« Last Edit: <06-21-15/2129:57> by SoulGambit »

Whiskeyjack

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« Reply #1 on: <11-09-14/0010:15> »
I don't think the LOG 3 is doing a whole lot for you other than free Knowledge skills (most of which are INT tied anyway). I'd probably bump BOD to 5 if I could.

I feel like there's a better use for .25 Essence than olfactory boosters. YMMV of course. Synthcardium will do more for survivability by boosting Gymnastics (dodging). But that is significantly more expensive, of course.

I like contact lenses with thermo/low-light added. That selective sound might be very niche, certainly not usable anywhere in public and, I dunno..it might just wind up picking up your team breathing than anything else.

Never gotten any mileage out of a DocWagon contract in any game I've been in. Again, YMMV.
Playability > verisimilitude.

ZeldaBravo

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« Reply #2 on: <11-09-14/0455:34> »
That karma leftover should bump up your contacts. And Whiskeyjack is right about logic and body.
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

JackVII

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« Reply #3 on: <11-09-14/0825:00> »
You have 27 points of Positive Qualities.
|DTG|Place|Address in Brackets
"Dialogue"
PC/NPC Names
>>Matrix/Comm
"Astral"
<<Text/Email>>
Thoughts/Subvocal

SoulGambit

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« Reply #4 on: <11-09-14/0850:56> »
Adjusted Logic, moving it into Willpower actually, largely for the resist rolls. With 23 Defense Dice on a Full Defense (which I plan on using frequently) and 24 Soak dice (35 vs (e)) I'm probably good on the bullet front. Good call on the contact lenses, the helmet technically wasn't legal anyways. I changed the selective sound to something more generally useful. Synthacardium would be more useful, but it costs way too many credits.

Fixed Qualities, good catch.

I have considered lowering Strength by 2 and Willpower by 2 to move Attributes to Priority B and bumping NuYen up to A. Not sure if that's worth it, though.
« Last Edit: <11-09-14/0859:48> by SoulGambit »

8-bit

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« Reply #5 on: <11-09-14/1105:43> »
I have considered lowering Strength by 2 and Willpower by 2 to move Attributes to Priority B and bumping NuYen up to A. Not sure if that's worth it, though.

I mean, you could shuffle some augmentations around, but you are already sitting at such a low essence that Resources A wouldn't allow you to fit more 'ware in if you tried. The only reason to go Resources A on a Street Sam over Attributes A, is if you plan to make up (and then some) your lost attributes with expensive 'ware. Although, if you convert a few things to their bioware equivalent, you would probably be fine.

SoulGambit

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« Reply #6 on: <11-09-14/1836:14> »
Turns out I did some math wrong. Had to get rid of Olfactory Boosters and the DocWagon to make room. Also made enough room in my Essence to pick up a Pain Editor asap.

If I went Resources A I'd probably get Synaptic Boosters 2 to make more room in my Essence. But I doubt what else I could buy after that would make it worth it. Although it would make room for future purchases? *shrugs* Probably won't, unless someone has a compelling set of purchases.

Anyone have any suggestions re: Martial Arts? They are completely new to me.

Whiskeyjack

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« Reply #7 on: <11-09-14/1838:10> »
If I went Resources A I'd probably get Synaptic Boosters 2 to make more room in my Essence. But I doubt what else I could buy after that would make it worth it. Although it would make room for future purchases? *shrugs* Probably won't, unless someone has a compelling set of purchases.
I'd make fewer things Used if I had more money to play with. That'd give you more Essence. Synaptic Boosters 2 are wayyyy too nuyen-expensive imo.
Playability > verisimilitude.

8-bit

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« Reply #8 on: <11-10-14/1201:30> »
If I went Resources A I'd probably get Synaptic Boosters 2 to make more room in my Essence. But I doubt what else I could buy after that would make it worth it. Although it would make room for future purchases? *shrugs* Probably won't, unless someone has a compelling set of purchases.

Muscle Augmentation 3; Titanium Bone Lacing over Bone Density; Internal Air Tank; and Better Cybereyes and Cyberears. Then there are all the niche purchases like Mnemonic Enhancers, Reflex Recorders, Synthacardium, and Smuggling Compartments. It's not a huge bonus, but it's worth thinking about.

Anyone have any suggestions re: Martial Arts? They are completely new to me.

Martial Arts are so niche and expensive, that I don't think I would ever get one. However, here are my suggestions.

Finishing Move is incredibly powerful, although expensive due to needing to spend Edge and initiative. Counterstrike is useful for Unarmed Combat. Those are about the only two that I like (I am also not too familiar with Shadowrun Martial Arts, but those are the only two that seem that great to me).

The Wildcat Martial Art has both of the above techniques.

SoulGambit

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« Reply #9 on: <11-11-14/1832:27> »
So, after a lot of deliberation I realized that Long Arms are probably better than Automatics if your goal is to deal the most damage possible in the shortest amount of time. Fully Automatic Shotguns do horrible, horrible things, easily being capable of dropping someone's defense to 0 or near-0 and Multi-attacking up to 9 people with those defense penalties. They can clear a room, or you can pile on the 14 DV + Net Hits to take out a single person or 12 DV to take out up to 9 people. There is also a lot more room for advancement going with Long-Arms.

I also changed Unarmed to Pistols, figuring that Tasers and Heavy Pistols will deal more damage and be more generally useful given my mediocre Strength.

Changed the Drug Dealer for a Fixer for the purposes of selling equipment.

Sneaking Long-Arms around is more difficult, and a problem I've been contemplating. Ranger Arms may help with that later on, though. I'm also surprised there's no saw'd off shotgun option.
« Last Edit: <11-11-14/1849:15> by SoulGambit »

Beaumis

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« Reply #10 on: <11-11-14/1852:07> »
You are missing:

weapons
Sub-Total: 100
100 Survival Knife

Armor: (To be added to an armor of choice, best option is a form fitting that you always wear.)
Sub-Total: 1,800
1500 Autoinjector [Mod]
300 Biomonitor [Mod]

Identity: (Could probably get away with skipping the Bioware on the (1) SINs because its hard to detect.)
Sub-Total: 4,800
800 Fake License(4): Firearms
800 Fake License(4): Concealed Carry
800 Fake License(4): Restricted Cyberware
800 Fake License(4): Restricted Bioware

200 Fake License(1): Firearms
200 Fake License(1): Concealed Carry
200 Fake License(1): Restricted Cyberware
200 Fake License(1): Restricted Bioware

200 Fake License(1): Firearms
200 Fake License(1): Concealed Carry
200 Fake License(1): Restricted Cyberware
200 Fake License(1): Restricted Bioware

Basic Utility
Sub-Total: 110
10 Duct Tape
50 Swiss Army Knife
50 Backpack

Drugs
Sub-Total: 100
100 Long Haul x2

SoulGambit

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« Reply #11 on: <11-11-14/1938:48> »
Thanks! I'm... pretty horrible at shopping lists, so that's a huge help. I thought I needed a liscence for each individual thing that was restricted, which is why I didn't bother. Glad to get that cleared up.

I got the Biomonitor seperately because I didn't want to get in the way of my armor's capacity. I like being essentially immune to most electrical weapons and resistant to radiation. On that note, why the Autoinjector? I don't even think I have anything I'd put in it?


8-bit

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« Reply #12 on: <11-11-14/1942:42> »
On that note, why the Autoinjector? I don't even think I have anything I'd put in it?

The autoinjector is for Kamikaze. Although it is an inhalation drug, it isn't that far of a stretch to talk to your GM about having an autoinjector be able to give it. You can set the autoinjector to give you a dose of Kamikaze under whatever conditions you want (such as increased Adrenaline; you would need a biomonitor hooked up to be able to monitor that). That way you don't need to spend any actions to get your drug into you during combat.

Beaumis

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« Reply #13 on: <11-11-14/1951:07> »
The rules on licenses are actually a bit unclear, but I doubt any GM wants to bother with the book keeping for each individual item.

As for the auto injector, I use them for stim, antidote and trauma patches. Slap Patches are designed as dermal drug dispensers but I'm pretty sure the chemicals contained are available in liquid intravenous form too. The trauma patch at least has an injection vector version in Bullets and Bandages called Crash.

8-bit

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« Reply #14 on: <11-11-14/1953:17> »
As for the auto injector, I use them for stim, antidote and trauma patches. Slap Patches are designed as dermal drug dispensers but I'm pretty sure the chemicals contained are available in liquid intravenous form too. The trauma patch at least has an injection vector version in Bullets and Bandages called Crash.

That ... is actually a really good trick. Never thought about that.

 

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