[SR4] Street Samuarizing some more.

General questions, debates, and rants about RPGs

Moderator: Moderators

Post Reply
Strung Nether
Journeyman
Posts: 153
Joined: Fri May 21, 2010 7:34 pm

[SR4] Street Samuarizing some more.

Post by Strung Nether »

I have been designated as the street samuari for the next run, so I am going for an experienced urban enforcer/assault style with emphasis on heavy bioware. partly because bioware is more subtle, and partly because you can have more of it. I have stole several(many) ideas from This. I would like to keep a good balance of offense, soak and dodge. The other members of the group consist of a melee samuari, an magician focusing on stealth/utility with very basic offense, and a face that borders on pronomancer levels of social skills. I was planning on adding some points in the demolitions/steal skill lines so that I could be the B&E/breaching go to guy, but I have no experience in that area. Nothing but having bioware, guns and no cyberlims is a sacred cow.
Name: Maze
Movement: 10/25, Swim: 5
Ork Male Age 24
Height 5"10" Weight 170
Composure: 5
Judge Intentions: 7
Lift/Carry: 15 (90 kg/60 kg)
Memory: 5

== Attributes ==
BOD: 8 (9)
AGI: 4 (9)
REA: 2 (10)
STR: 3 (6)
CHA: 2
INT: 5
LOG: 2
WIL: 3
EDG: 1

== Derived Attributes ==
Essence: 0.285
Initiative: 7 (15)
IP: 1 (3)
Matrix Initiative: 9
Matrix IP: 1
Physical Damage Track: 13
Stun Damage Track: 10

== Active Skills ==
Animal Handling : 0 Pool: 4
Animal Training : 0 Pool: 4
Archery : 0 Pool: 8
Armorer : 0 Pool: 1
Artisan : 0 Pool: 4
Automatics : 6 [Assault Rifles]Pool: 15 (17)
Blades : 0 Pool: 8
Climbing : 1 Pool: 10
Clubs : 0 Pool: 8
Computer : 0 Pool: 1
Con : 0 Pool: 1
Cybercombat : 0 Pool: 1
Data Search : 0 Pool: 1
Demolitions : 0 Pool: 1
Disguise : 0 Pool: 4
Diving : 0 Pool: 8
Dodge : 0 Pool: 9
Escape Artist : 0 Pool: 8
Etiquette : 0 Pool: 1
First Aid : 0 Pool: 1
Flight : 0 Pool: 5
Forgery : 0 Pool: 8
Gunnery : 0 Pool: 8
Gymnastics : 4 Pool: 16
Hacking : 0 Pool: 1
Heavy Weapons : 4 [Grenade Launchers] Pool: 13 (15)
Infiltration : 0 Pool: 8
Instruction : 0 Pool: 1
Intimidation : 0 Pool: 1
Leadership : 0 Pool: 1
Locksmith : 1 Pool: 10
Longarms : 0 Pool: 8
Medicine : 1 Pool: 3
Navigation : 0 Pool: 4
Negotiation : 0 Pool: 1
Palming : 1 Pool: 10
Parachuting : 0 Pool: 8
Perception : 4 [Visual] Pool: 12 (14)
Pilot Ground Craft : 0 Pool: 9
Pilot Watercraft : 0 Pool: 9
Pistols : 2 Pool: 11
Riding : 0 Pool: 9
Running : 1 Pool: 10
Shadowing : 0 Pool: 4
Survival : 0 Pool: 2
Swimming : 0 Pool: 5
Throwing Weapons : 0 Pool: 8
Tracking : 0 Pool: 4
Unarmed Combat : 4 [Martial Arts] Pool: 13 (15)

== Knowledge Skills ==
Engineering : 2 Pool: 4
English : 3 Pool: 8
Firearms : 4 Pool: 9
Gangs : 4 Pool: 9
Religion : 3 Pool: 8
Security Tactics : 5 Pool: 10

== Contacts ==
Black Market Fence (3, 3)
Police Captain (4, 4)
Street Doc (2, 3)

== Qualities ==
Biocompatability (Bioware)
Biocompatability (Cyberware)
In Debt (30,000¥)
Low-Light Vision
Reduced Sense (Partial) (Taste)

== Cyberware/Bioware ==
Attention Coprocessor Rating 3
Bone Density Augmentation Rating 1
Cyberears Rating 2
+Ear Recording Unit
+Sound Link
+Damper
+Audio Enhancement Rating 3
+Increased Sensitivity
+Select Sound Filter Rating 3
Cybereyes Basic System Rating 3
+Eye Recording Unit
+Image Link
+Smartlink
+Vision Enhancement Rating 3
+Flare Compensation
+Vision Magnification
+Thermographic Vision
Datajack
Genetic Optimization (REA)
Move-by-Wire System Rating 2
Muscle Augmentation Rating 2
Muscle Toner Rating 4
Orthoskin Rating 1
Orthoskin Upgrade: Electroshock
Platelet Factories
Radar Sensor Rating 4
Reaction Enhancers Rating 3
Skinlink
Suprathyroid Gland
Synthacardium Rating 3

== Armor ==
Form-Fitting Full-Body Suit6/2
+Chemical Protection 4
+Nonconductivity 5
Full Body Armor 10/8
Full Body Armor Helmet 2/2
Lined Coat 6/4
SecureTech PPP Armor (Ensemble)3/5
+Gel Packs

== Weapons ==
AK-97
+Gas-Vent 3 System
+Gyro Stabilization
+Shock Pad
+Smartgun System, External
+Barrel Extension
+Extended Clip, 100 Drum
+High Velocity
+Personalized Grip
+Skinlink
Pool: 17 (19) DV: 6P AP: -1 RC: 11
Ares Antioch-2
+Airburst Link
+Additional Clip
+Personalized Grip
+Skinlink
+Smartgun System
Pool: 15 (17) DV: Grenade AP: - RC: 1
Minigrenade: Flash-Bang
Pool: 11 DV: 6S (10m Radius) AP: -3 RC: 0
Minigrenade: Splash
Pool: 11 DV: Chemical (10m Radius) AP: - RC: 0
Minigrenade: Thermal Smoke
Pool: 11 DV: (10m Radius) AP: - RC: 0
Minigrenade: White Phosphorus
Pool: 11 DV: 8P/4P (-1/m) AP: -half RC: 0
Morrissey Élan
+Concealable Holster
+Extended Clip
+Personalized Grip
+Silencer
+Skinlink
+Smartgun System
Pool: 13 DV: 4P AP: - RC: 1
Unarmed Attack
Pool: 13 DV: 3P AP: - RC: 0

== Martial Arts ==
Krav Maga
+Ready Weapon as Free Action
Iaijutsu

== Commlink ==
Hermes Ikon (4, 4, 3, 3)
+Hardening Rating 6
+Novatech Navi [ECCM 3, Encrypt 3, Stealth 3, Suite: Pro User, Tacsoft 2, Tactical Satellite Mapping Software 4, Telematics Infrastructure 3]

== Gear ==
Ammo: EX-Explosive Rounds (Assault Rifles) x900
Ammo: Hi-C Plastic Rounds (Holdouts) x35
Ammo: Stick-n-Shock (Holdouts) x50
Backpack
DMSO x72
Fake License (Reaction Enhancers) Rating 4
Fake License (Move-by-Wire System) Rating 4
Fake License (AK-97) Rating 3
Fake License (Morrissey Élan) Rating 2
Fake SIN (Running) Rating 4
Gamma-Scopolamine x24
Gas Mask
Gecko Tape Gloves
Grapple Gun
Medkit Rating 6
Minigrenade: Flash-Bang x40
Minigrenade: Splash x72
Minigrenade: Thermal Smoke x40
Minigrenade: White Phosphorus x24
Miniwelder
Narcoject x24
Pepper Punch x24
Standard Rope (100 m)
Stimulant Patch Rating 6 x4
Survival Kit
Trauma Patch x2

== Vehicles ==
Conestoga Vista (Bus)
+Amenities, Squatter
+Vehicle Sensor
I have spent over 579 K nuyen, which is way above what is posible at standard char gen so I will strip down some -ware for the final build. This is more of a long term plan in terms of ware/equipment. I would like to keep the eyes/ears as implants as opposed to goggles/buds for reliability reasons. The AR can to two full bursts in a pass with no recoil resulting in great offense, but with piss-poor concealability and legality. The gear is a grab-bag of random utility items, as well as 72x narkojet/pepper punch/gamma-scopolamine +DMSO splash grenades. I have .29 essence and 35 BP left over, and only 160/200 points currently in attributes. My basic combat strategy is to spend my first IP launching thermal smoke/splash grenades to disable/debuff opponents to give my friends some more survivability, posibly spending an IP on avoiding any uberdeath counterattacks, and then just going crazy with my Assault rifle.
Last edited by Strung Nether on Sun Sep 30, 2012 5:34 pm, edited 2 times in total.
-Strung
Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

Post by Korwin »

Any House rules we should know?
You allready wrote you need to tone down your -ware...
so I suppose since you dont have the quality 'Restriced Gear' you will cut the muscle toner down to 2. Move by Wire 2 would also need restricted gear.

I see no surge, is it banned?
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
Strung Nether
Journeyman
Posts: 153
Joined: Fri May 21, 2010 7:34 pm

Post by Strung Nether »

Afaik, no unusual house roules. Surge is ok. I will bring the -ware down to allowed/legal before play, and most money will be spent getting it back to my "goal" levels.
-Strung
User avatar
Whipstitch
Prince
Posts: 3660
Joined: Fri Apr 29, 2011 10:23 pm

Post by Whipstitch »

TBH, from a value proposition perspective Orthoskin, Bone Density augmentations, Move-By-Wire and the Supathyroid are questionable choices anyway, so not blowing points on restricted gear to invest in such things is probably for the best anyway. I'd use some of the point saved from that stuff and lose the biocomp in order to jack Edge up a couple points.

Also, if you have to pick one bypassing devices skill Hardware schools Lockpicking pretty badly since it bypasses the most common SR4 lock type and is a likely candidate for any impromptu sabotage tests you wish to make. Hardware is so much conceptually broader that as a GM I actually fold Lockpicking into the Hardware skill because as written it just plain isn't distinct enough to justify taxing the players for it. If nothing else, you can often defeat traditional locks via some combination of Edge, an Autopicker, and defaulting to high Agility, whereas Hardware is a technical skill that you cannot default to without training. So after a run or two my Street Samurai virtually always end up with Hardware and a Maglock specialization.
Last edited by Whipstitch on Sun Sep 30, 2012 9:18 pm, edited 1 time in total.
Silent Wayfarer
Knight-Baron
Posts: 898
Joined: Sun Jun 21, 2009 11:35 am

Post by Silent Wayfarer »

If you want to do unarmed, there is a certain type of bioware (electroshock dermal augments) which make your bare hands count as shock gloves. Infinite use, nearly undetectable, and can't be taken away. They sound like they'd be fantastic for social/stealth situations where even a simple handshake can take down an unsuspecting bodyguard. Best part is that they halve Ballistic armor and completely ignore strength while being one of the better unarmed weapons, so they go great for a build where unarmed combat is a secondary focus beyond the Gymnastics Full Dodge combo.

Also, shouldn't the first action if you expect heavy resistance to be Full Dodge + dive for cover before laying down the smoke?
If your religion is worth killing for, please start with yourself.
User avatar
Whipstitch
Prince
Posts: 3660
Joined: Fri Apr 29, 2011 10:23 pm

Post by Whipstitch »

He already has Gym Dodge and the orthoskin augment you're talking about. Personally, I think the latter is way overpriced relative to just getting a shockhand, shock frills or shock gloves, however. Particularly since he's an ork and has enough default strength (after augs, anyway) to be reasonably good at subdual attacks. It's too bad, because conceptually it's a really cool mod, but in practice I want more out of 11 BP than a point of armor and a niche ability.
Strung Nether
Journeyman
Posts: 153
Joined: Fri May 21, 2010 7:34 pm

Post by Strung Nether »

A lot of the -ware are there just because they sounded cool. Some are not very good deals, and I have no attachment to any particular -ware, I just want less than .5 essence left once my he can afford all of the -ware he wants. Any suggestions for different/new -ware?
-Strung
Korgan0
Duke
Posts: 2101
Joined: Thu Mar 15, 2012 7:42 am

Post by Korgan0 »

The only real benefit of Move-By-Wire over Wired Reflexes is an extra couple points of reaction, a slightly better dodge, and a decent skillwire system, none of which are worth the tremendous additional expense.

Why the bus?

Other than that, it looks pretty good- you might want something to explain away the radar sensor- I always got a fake SIN as a building surveyor or something.
Strung Nether
Journeyman
Posts: 153
Joined: Fri May 21, 2010 7:34 pm

Post by Strung Nether »

Korgan0 wrote:The only real benefit of Move-By-Wire over Wired Reflexes is an extra couple points of reaction, a slightly better dodge, and a decent skillwire system, none of which are worth the tremendous additional expense.

Why the bus?

Other than that, it looks pretty good- you might want something to explain away the radar sensor- I always got a fake SIN as a building surveyor or something.
Those extra reaction points are a big deal when 1 IP usually means death or not. bus is for transport/storage, and there will be licences for all unusual ware.
-Strung
User avatar
Whipstitch
Prince
Posts: 3660
Joined: Fri Apr 29, 2011 10:23 pm

Post by Whipstitch »

The cost of Move-By-Wire is pretty defensible if you're comparing hard-capped Reaction builds given that you can dump the natural attribute and still be fast. I never bother to go that far though; it makes for a very combat effective character but personally I tend to stop short of such builds and invest in a second shtick instead, and doing that effectively requires carving out some room in your Gear cap for things like Tailored Pheromones.

I'm biased though; if at all possible I try to leave the kick-the-door-down stuff to the rigger given that drones can wide burst with impunity thanks to their disregard for recoil modifiers.
Last edited by Whipstitch on Tue Oct 02, 2012 6:38 am, edited 1 time in total.
User avatar
phlapjackage
Knight-Baron
Posts: 673
Joined: Thu May 24, 2012 8:29 am

Post by phlapjackage »

On the shock hands front, a much cheaper way is to get the magnetic system that can also be overloaded to do taser damage on a touch attack.
Koumei: and if I wanted that, I'd take some mescaline and run into the park after watching a documentary about wasps.
PhoneLobster: DM : Mr Monkey doesn't like it. Eldritch : Mr Monkey can do what he is god damn told.
MGuy: The point is to normalize 'my' point of view. How the fuck do you think civil rights occurred? You think things got this way because people sat down and fucking waited for public opinion to change?
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

if you're going for Gymnastic Dodge there is no point in a Move-by-Wire. Move-by-Wire is essentially NPC gear, because Dodge is an NPC skill. Synaptic Boosters + Synthacardium is what player characters use because it is better overall (also adding to intrusion skills like Climb) and leaves more essence space for the sense gear that PCs need..

-Username17
Strung Nether
Journeyman
Posts: 153
Joined: Fri May 21, 2010 7:34 pm

Post by Strung Nether »

FrankTrollman wrote:if you're going for Gymnastic Dodge there is no point in a Move-by-Wire. Move-by-Wire is essentially NPC gear, because Dodge is an NPC skill. Synaptic Boosters + Synthacardium is what player characters use because it is better overall (also adding to intrusion skills like Climb) and leaves more essence space for the sense gear that PCs need..

-Username17
The reason that Move by Wire was my first choice is that it allows me to have 10 reaction (1 +6 move by wire +1 Superthyrode +2 Reaction enhancer) while only costing 1 attribute point at chargen. I see that if I bump reaction to 3, I can get buy with synaptic booster 3 and still have 10 reaction, so i'm going to do that. Orthoskin and bone density are expensive for what they give you, so I am fairly sure that they are gone, but now I have some extra essence to spend. What do you recommend? Skillwires? Pheromones?
== Attributes ==
BOD: 8 (9)
AGI: 4 (9)
REA: 3 (10)
STR: 3 (6)
CHA: 2
INT: 5
LOG: 4
WIL: 3
EDG: 1

== Derived Attributes ==
Essence: 0.265
Initiative: 8 (15)
IP: 1 (4)
Matrix Initiative: 9
Matrix IP: 1
Physical Damage Track: 13
Stun Damage Track: 10

== Qualities ==
Biocompatability (Bioware)
Biocompatability (Cyberware)
Erased (1 Week)
In Debt (30,000¥)
Low-Light Vision
Reduced Sense (Partial) (Taste)
Restricted Gear (Rating 1)

== Cyberware/Bioware ==
Attention Coprocessor Rating 3
Cyberears Rating 2
+Ear Recording Unit
+Sound Link
+Audio Enhancement Rating 3
+Increased Sensitivity
+Damper
+Select Sound Filter Rating 3
Cybereyes Basic System Rating 3
+Eye Recording Unit
+Image Link
+Smartlink
+Vision Enhancement Rating 3
+Vision Magnification
+Thermographic Vision
+Flare Compensation
Datajack
Genetic Optimization (REA)
Muscle Augmentation Rating 2
Muscle Toner Rating 4
Platelet Factories
Radar Sensor Rating 4
Reaction Enhancers Rating 3
Reception Enhancer Rating 3
Skillwires Rating 5
Skinlink
Suprathyroid Gland
Synaptic Booster Rating 3
Synthacardium Rating 3
-Strung
Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

Post by Korwin »

Traumadämpfer (sorry dont know the english term atm)
Paineditor

are allways nice (more for an Mage, but I suppose an Sam could use them too.)
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
User avatar
Whipstitch
Prince
Posts: 3660
Joined: Fri Apr 29, 2011 10:23 pm

Post by Whipstitch »

I like Pain Editors, but I'm more enthusiastic about it when you're talking about a character with a cyberlimb or two in order to add some armor and extend the damage track without actually having to pay much for Body. That sort of build can nuke your Gear cap pretty quickly, but on the bright side you can dump attributes left and right and that frees up a lot of build points for contacts and skills while still being quite durable. Such characters can make reasonably good combat hackers or riggers, for example. In relative terms they were nerfed a bit though by the introduction of Augmentation and Unwired. Hacking used to be really cheap back before people expected you to blow tens of thousands of nuyen on Encephalons and Simsense boosters.
Last edited by Whipstitch on Wed Oct 03, 2012 12:11 am, edited 2 times in total.
Post Reply