Silent Wayfarer wrote:So here's the ork Sam I came up with.
Samuel Vega
Metatype: Ogre (Ork Metavariant) (20 BP)
Ogre gets you -20% lifestyle and Distinctive Style over ork. Some GM's interpret Distinctive Style as fuck you forever you will die immediately and every corporation and government knows where you live and is coming for you the second you do anything, so check with your GM about that one.
Attributes (170 + 20 BP)
BOD 5/9 (10 BP)
AGI 5(7)/6 (40 BP)
REA 5(9)/6 (40 BP)
STR 4(6)/8 (10 BP)
CHA 2/5 (10 BP)
INT 5/6 (40 BP)
LOG 2/6 (10 BP)
WIL 2/6 (10 BP)
INI 10(14)/12
EDG 3/6 (20 BP)
Willpower is actually fairly important because it gives you stun boxes, and you are more likely to go down from stun damage than physical damage. It's worth having odd willpower because this rounds up. Strength is largely irrelevant except for particular specialists. -1 Strength +1 Willpower is my recommendation.
Skills (150 BP)
Gymnastics 6 (Gymnastic Dodge) (26 BP)
Unarmed 4 (Krav Maga) (18 BP)
Automatics 4 (Assault Rifles) (18 BP)
Heavy Weapons 4 (Grenade Launchers) (18 BP)
Perception 4 (Visual) (18 BP)
Infiltration 4 (16 BP)
Palming 1 (Hiding Guns) (6 BP)
First Aid 1 (EMT) (6 BP)
Climbing 1 (4 BP)
Etiquette 1 (4 BP)
Armorer 1 (4 BP)
Throwing Weapons 1 (4 BP)
Data Search 1 (4 BP)
Pilot Groundcraft 1 (4 BP)
Skills you don't really need:
Pilot Groundcraft. You can default to 8 dice. 10 dice versus 8 dice on a task that isn't your job doesn't really matter.
Data Search: You don't even have Browse. You can buy a commlink with an agent that can Google Search for you for less than 4 bp of resources.
Throwing Weapons: Throwing grenades in SR is a retard move because of the time they take to detonate. Airburst Link or don't bother. Throwing Weapons are for specific adept builds only.
Since the smallest weapons you have are Machine Pistols, I really recommend more Palming so you can shove them up your ass more effectively. Ass guns are usually important in SR.
I'm not a big fan of going that hardcore for dodging and I think you'd be better served with a better Automatics skill. Passive defenses are generally better than Active defenses, and killing people before they can shoot you is generally better than trying to dodge them and hoping they don't have one of the many ways of hitting you anyways.
Knowledge Skills (1 BP)
Professional: Military 6
Professional: Business 4 (Logistics)
Street: Street Culture 4
Street: PMCs 4
Street: Seattle Underground 1
Interest: Cooking 1
Interest: Guns 1
Language: English N
Positive Qualities (20)
Ambidextrous (5 BP)
Erased (5 BP)
Martial Arts (Krav Maga x2: Take Aim and Ready Weapon as Free Actions) (10 BP)
Restricted Gear (SPARTAN Armor) (5 BP)
I'm not a big fan of Milspec Armor for a few reasons.
1) It is really fucking obvious and illegal. You can't walk around looking like an assault squad 24-7, you should expect to have to wear more subtle armor quite often.
2) It's not actually very good except for very particular characters - namely, people with low-range Body and Strength, like 2-4. This is because it doesn't stack with other shit.
3) It's expensive.
Negative Qualities (-35)
SINner (5 BP)
In Debt (30 BP)
Gear (280k) (50 BP)
SH Alphaware Wired Reflexes 2 (2.88E, 32k)
SH Alphaware Reaction Enhancers 2 (0.57E, 20k)
I'd give some serious thought to making that RG into RG: Move-by-wire, and getting non-alphaware MBW 2. That does the same thing as WR2/RE2 combined, for 3 essence, and you get free skillsofts. It costs 85k, but is quite good. And it gives you magic epilepsy powers because SR is retarded.
SH Attention Coprocessors 3 (0.36E, 4.5k)
R2 Cybereyes (0.3E, 0.75k + 6.5k)
- Ultrasound Sensor (2 Cap, 1k)
- Vision Enhancement 3 (3 Cap, 4.5k)
- Smartlink (3 Cap, 1k)
Cybereyes aren't worth it. You can't actually get Ultrasound in your cybereyes because it is not eyeware; it has Capacity so it can go in your cyberarm and shit. You can also get all this stuff on goggles instead. And it doesn't cut into your immortal soul. And is cheaper.
R2 Cyberears (0.3E, 0.75k + 9.5k)
- Audio Enhancement 3 (3 Cap, 4.5k)
- Balance Augmenter (4 Cap, 5k)
- Datajack (1 Cap, 0.5k)
Again, not worth it. You can't put a Datajack into cyberears. If you really really want a Balance Augmenter I guess you can have that but IMO it isn't worth the cost to your holistic well-being; just get earbuds.
[4.41E, 73.25k]
SH Enhanced Articulation (0.36E. 20k)
SH Muscle Augmentation 2 (0.48E, 7k)
SH Muscle Toner 2 (0.48E, 8k)
SH Synthacardium 3 (0.36E, 15k)
SH Orthoskin 1 (0.3E, 15k)
Orthoskin is way the fuck too expensive for what it does. If you want to be tougher, get a Cyber Lower Leg or two and slap Armor 2 in it. You can throw other shit in it too; particularly good things include Foot Anchors for more recoil compensation (and a totally legal lethal weapon, albeit one you have to default on because it is Exotic Melee Weapon).
SH Electroshock (0.3E, 12.5k)
Is this a Shock Hand? I'm not sure what "Electroshock" is.
[1.14E, 77.5k]
2x Machine Pistols: Ares Crusader (1.625k) x2
- External Smartgun (Top Mount) (0.4k)
- Personalized Grip (-1) (0.1k)
- Suppressor (0.3k)
- Concealable Holster (75)
- Skinlink (50)
As you are Ambidextrous, the cutoff for this being usable properly is 5 RC on the mainhand and 3 on the offhand (fire a Short Burst with your main as a simple, then a Long Burst with your offhand as a second simple). You don't have this, but I think you can get there easily enough.
Assault Rifle: AK-98 (1k +1.15k)
- External Smartgun (0.4k)
- Foregrip + Sling (-2) (60)
- Shock Pad (-1) (50)
- Gas Vent 3 (-3) (0.4k)
- Personalized Grip (-1) (0.1k)
- Skinlink (50)
The magic number for Recoil Compensation is 8, and I don't think you're there, but you should be able to make it.
Assault Rifle: Ares Alpha (1.7k + 4.35k)
- Foregrip + Sling (60)
- Shock Pad (50)
- Gas Vent 3 (0.4k)
- Personalized Grip (0.1k)
- High Velocity (3.4k)
- Firing Selection Change for grenade launcher: SS to SA (0.3k)
- Skinlink (50)
The Ares HVBR does this job a lot better, if WAR! is allowed.
Non-Airburst-Linked grenades are worthless. Get an Airburst Link.
I would think about the following weapons: Ingram Smartgun X (R sound suppressor, they are normally F), Ares Executive Protector (murder briefcase).
M79B1 LAW x4 (3k)
Rockets suck. Don't bother.
Ammo (18k)
50x HE Grenades (2.25k)
50x Frag Grenades (1.75k)
50x Thermal Smoke Grenades (1.75k)
50x Smoke Grenades (1.5k)
10x Neurostun Gas Grenades (0.8k)
10x Nausea Gas Grenades (0.45k)
10x Flashbang (0.3k)
Holy shit, this is way more grenades than most people will use in their entire life, and also a lot of shitty grenades. Frag and HE grenades are very questionable. Thermal Smoke is solid. Smoke is generally just less good Thermal Smoke. Flashbangs are solid.
Chemical grenades are good but those are subpar chemicals. The reason is that they are quite slow (immediate = end of combat turn, 1 combat turn = end of next combat turn, anything longer = after the fight is over anyways). Also, chemical grenades are 4+toxin avail, so you need 8 or less availability toxins to start. So no Neuro-stun anyways.
What you want is Splash Grenades of (nasty chemical)+DMSO. Generally speaking, your best bets are Narcoject+DMSO splash grenades - two of them will KO the majority of people at the end of the combat turn quite reliably. The other one you can get at chargen that's worth using is Pepper Punch gas grenades, which are oddly enough more effective than Tear Gas most of the time. The reason is that anyone who takes more boxes of damage after resistance (7-hits) than they have Willpower is nauseated, which removes them from the rest of the fight (3 turns of doing nothing), and it's very, very cheap. However, end of the next combat turn means you can really only use this in select circumstances.
The other ones worth using that you can't get now are Ringu (which will flatten anyone who isn't outright immune to contact vector and inhalation toxins at the end of the combat turn, but is really REALLY expensive and hard to get) and Gamma-scopalamine+DMSO splash grenades, which are faster than Pepper Punch and have power 8, but target Reaction rather than Willpower.
The other grenade type that's sometimes useful is White Phosphorus because of its ability to punch through armor.
1x Flashpak (0.2k)
2000x Regular Ammo (4k)
500x Stick and Shock (4k)
Holy shit that is a lot of ammo too. I suggest using Ex-explosive instead of regular ammo and redistributing your money. Armor Piercing Flechette and APDS ammo are both very good, but not available at chargen.
Lined Coat (0.7k + 1k)
- PPP Forearm Guards (0.2k)
- PPP Helmet (0.1k)
- PPP Leg and Arm Casings (0.35k)
- PPP Shin Guards (0.15k)
- PPP Vitals Protector (0.2k)
You aren't using Form-fitting Body Armor. Everyone should be wearing it unless they have something against their internal organs. You can easily hit your maximum encumbrance by stacking FFBA, PPP, and a regular armor item.
SPARTAN Armor (Heavy Military Armor) (20k + 30k)
- Military Helmet (10k)
- Gyromount (4 Cap, 4k)
- YNT SoftWeave Armor (2k)
- Hydraulic Jacks 5 (6 Cap, 7.5k)
- Chemical Seal (4 Cap, 5k)
- Nonconductivity 6 (3 Cap, 1.2k)
- Fire Resistance 3 (1 Cap, 0.3k)
2 Months Low Lifestyle (4k)
If you do decide to keep ogre, you forgot the discount.
R4 Fake SIN ("Samwell Haight", Bounty Hunter) (4k)
- R4 Concealed Carry License (0.4k)
Renraku Sensei (1k)
- Renraku Ichi OS (0.6k)
BTL Sim Module (RAS Override deactivated) (250)
Subvocal Mike (50)
Biomonitor (0.3k)
R6 Medkit (0.6k)
- 2 refills (0.1k)
Glue Sprayer (0.15k)
Gas Mask (0.2k)
Grapple Gun (0.5k)
Standard Rope (1km) (0.5k)
Lots of ninja flippiness, perception, guns, kung fu and stealth. I picked Automatics and Heavy Weapons because they seemed the most versatile. Since combat is his thing, I tried to make sure he could apply his combat power in as many arenas as possible. Among other things, I'm wondering how firing dual bursts from two machine pistols will work out.
Any feedback would be appreciated.