UmaroVI wrote:
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.
Point taken; I'll ask my MC about it.
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.
I'd agree too, but the 4 Strength +2 Muscle Augmentation is kind of what I was aiming for to get the -1 RC mod from Strength. I suppose I could scoop a point out of CHA and slap it into WIL, though.
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.
I wasn't aware that Throwing Weapons were that shit, but then you reminded me of the detonate time. I can axe all of these, they're not important to the concept, they just seemed like "basic life skills" that everyone should have.
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.
Good point. I actually did a revision on my own, I'll do another one incorporating this advice.
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.
I guess whoring out Initiative is the way to go, then. I have some thoughts about this below.
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.
Yeah, I have a Lined Coat + PPP armor for situations where I don't want to look like someone out of Halo.
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.
I have a little complex about this because I'm a fan of Exalted's magitech power armor which gives you the functionality of about half a dozen little items in one package, and milspec armor comes with a free R4 commlink and shittons of bells and whistles.
3) It's expensive.
Holy fuck yes. I strongly suspect dropping it entirely would let me afford MBW2 and FFBA to make up the difference. Plus, it doesn't make sense that a guy who is not currently special forces would have SOTA milspec armor rather than guns.
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.
I'm giving it some thought myself. And a free Skillwires 4 is... really fucking handy.
How easy is it for a hacker to hack me some sweet skilsofts?
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.
True enough, and I have this paranoia about being eyehacked like Batou in the second GITS movie. I wasn't aware about the ultrasound, though. I kind of like the idea of that or a radar sensor. Still, I'll look into it.
I'm mainly a fan of cybereyes because targeting / enhanced imaging overlays and they can't be taken away from you.
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.
I'm operating on the dodge-whoring frame of mind so yeah, I do think BA is important.
Fundamentally, the reason I like cybersense is because they can't be taken away, forgotten, knocked off, etc. though they can be hacked and possibly jammed. I'm not sure how often either of the latter will pop up, though.
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).
Is this a Shock Hand? I'm not sure what "Electroshock" is.
The Electroshock augment requires orthoskin, and it basically makes every single part of your body into a stun baton (6S(e) -half Impact armor). You can shake hands and shock people, shock them while grappling you, etc. It just seemed too useful to pass up - it's a quiet nonlethal and nonobvious weapon that can never be taken away or run out of power. Apart from that, orthoskin really is shit and I would not have taken it if it were not a prerequisite.
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.
Strongly considering a cyberhand with a gyromount and all the other fun crap (ultrasound, radar, etc) implanted in it at this point. Also, the intent was two short bursts with each hand, but yeah.
The magic number for Recoil Compensation is 8, and I don't think you're there, but you should be able to make it.
I have -7 from the accessories and -1 from Strengh, total of 8.
The Ares HVBR does this job a lot better, if WAR! is allowed.
I'd agree, though the HVBR doesn't include or allow a grenade launcher, which I like a lot.
Non-Airburst-Linked grenades are worthless. Get an Airburst Link.
Will be there in the next revision.
I would think about the following weapons: Ingram Smartgun X (R sound suppressor, they are normally F), Ares Executive Protector (murder briefcase).
The Ingram also looks pretty cool, but there's concealability factors for ass guns. The Ares Executive Protector also leapt out at me.
Rockets suck. Don't bother.
That bad, huh? Mind telling me why? (my experience with heavy weapons sucks).
Also, I was thinking of the Rocket Briefcase to go with the Murder Briefcase. Just one, for the lulz.
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.
Very good advice here. I just highballed the amount of grenades I thought I'd use - a one-time expense sort of thing.
Grenades should go boom so I picked stuff that went boom. Might not be better than a narrow full burst, though. Smoke is there so I can see through it with thermovision but the enemy can't.
Thanks for the advice on the chemical grenades; I'll revise accordingly.
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.
I'll do that. I got a lot of ammo because I use weapons with burst and full auto fire modes, so I expect to be burning through bullets quickly.
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.
Would you believe I only realised they existed after I finished the sheet?
If you do decide to keep ogre, you forgot the discount.
I did, yup.
Also, I was thinking of a SURGE II for Metagenetic Optimization: Reaction, offset by astral hazing (fuck you, mages). Then Genetic Optimization at some point so I can has an augmented cap of 12 for Reactions that I can fill up with Reaction Enhancers.
Finally, I was thinking about dropping the Krav Maga shit entirely since apparently you only get 1 Free Action per round and if that's the case I can't spam Take Aim actions like I hoped. Also wondering if I should drop the John Woo angle and just shoot people with one gun.