Chris Hurley - Combat Biker, Pimping my character |
Chris Hurley - Combat Biker, Pimping my character |
May 28 2010, 09:25 AM
Post
#1
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Hurley – Combat Biker
Hurley is (was) a street gang combat biker with a slight problem, he gambled, on himself. What was worse, he lost. He also lost with other people’s money – to be more exact, Mob money. Lonesharks are seldom known for their charity, which mean that Hurley needed another income after being booted from the team and had to leave the gang after the mob had a “talk” with them. After a few years of barely managing to get enough money to stay alive he has finally begun to get slightly more high-paying jobs. And the mob is watching, after all, he is an investment that has earned them back their loan tenfold. All they need is a well placed threat now and then. The problem with Hurley is that he is not easily scared standing a 2,8 meters above the ground as the average Fomori Troll. He is fit, well trained and equipped with the ware for the job. He’s an adept with a few abilities that raise him above his peers, and a cyberarm to augment it to ludicrous levels. He prefers to rely on unconventional weaponry and unarmed combat. He lacks a bit in the social department and his usually focused on what he can se and is easily distracted unless looking at it. Combat Tactics Throw things. Seriously. In melee he usually waits for the enemy to make a move and then goes full defense and throw them away. When they are more than melee range away he can throw a steel ball bearing with the force of a small cannon [STR 26/2= 13P or 13S]. With chameleon modified armor and bike he can make some nasty melee hit and run attacks with a base damage of 11P with killing hands The Character Chris Hurley [AKA Hurley, Hurl, /&¤%&#¤, Smash, Elfslinger] Attributes Body: 9 Agil: 5 Reaction: 4 (5) Strength: 9 (22) Charisma: 2 Logic: 2 Intuition: 2 Willpower: 2 Edge: 2 Magic: 6 (2) Essence: 2,07 Initiative: 7 Passes: 2 Qualities Restricted Gear: Cyberlimb Enhancements Restricted Gear: Cyberlimbs Restricted Gear: Suprathyroid Gland Adept Buggy Ware [Cyberarm] 1 In Debt [30K Mafia] Martial Art: Boxing Contacts Street Fixer: C:2 / L:4 Cyberware Technician: C:2 / L:4 Adept Powers Missile Mastery Power Throw 2 Killing Hands Ware Second Hand Synthetic Cyberlimb (AV: 3) Second Hand Customized Cyberlimb [STR:15 AGI: 5 BOD: 10] (AV:17) Second Hand Synthetic Cybertorso [Internal Biomonitor] Second Hand STR Improvement: STR+7 (AV: 20) Second Hand Syprathyroid Gland Synaptic Booster I Reflex Recorder: Throwing Reflex Recorder: Boxing Autoinjector: [Reusable, X3 doses Trauma Patches X3 Guts] [Skills] Athletics Group 1 Stealth Group 1 Groundcraft [Bike] 1/3 Perception [Visual] 1/3 Etiquette [Gangs] 1/3 Martial Arts [Boxing] 2/4 [Defense Tests +1D6] Melee Maneuver [Throw] Dodge [Ranged] 1/3 Throwing 6 Main Equipment Full bike armor with helmet and full securetech system Entertainment System Cyclops variant (Bod 7 /Arm 1) Bike is armoured with 12 points of armor, chameleon coating and a smart wheel. The bike armor is also equipped with chameleon coating. Main Weapon Steel ball bearings the size of marbles, carries around about a hundred of them. He also carries around an equal amount of small steel ball bearings the size of shot round. Count these as his regular throwing damage with Flechette rules [+2 Damage +5 armor] He also has a backpack large enough to store his bike in so that he can carry it on his back when needed. |
|
|
May 28 2010, 10:02 AM
Post
#2
|
|
Moving Target Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 |
Great, now I need to get the picture of a 2.8m Troll sitting on an monocycle throwing marbles out of my mind! (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/biggrin.gif)
-CJ |
|
|
May 28 2010, 10:37 AM
Post
#3
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Great, now I need to get the picture of a 2.8m Troll sitting on an monocycle throwing marbles out of my mind! (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/biggrin.gif) -CJ I'm thinking of giving him some kind of custom maneuver like "Bike Swing" or something as he can use the bike as a melee weapon and most likely throw it since he can carry it on his back. |
|
|
May 28 2010, 11:20 AM
Post
#4
|
|
Runner Group: Members Posts: 2,705 Joined: 5-October 09 From: You are in a clearing Member No.: 17,722 |
So, he rides around on a regular bike, which looks like a pocket bike in comparison? Hilarious.
|
|
|
May 28 2010, 11:24 AM
Post
#5
|
|
Target Group: Members Posts: 37 Joined: 22-December 08 Member No.: 16,704 |
QUOTE (SR4A pg.343) ....They allow the user to raise their starting Body, Strength, and Agility attributes up to the character’s natural attribute maximum (p. 68).... Emphasis added. |
|
|
May 28 2010, 11:36 AM
Post
#6
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
|
|
|
May 28 2010, 11:50 AM
Post
#7
|
|
Target Group: Members Posts: 37 Joined: 22-December 08 Member No.: 16,704 |
Ah, that means I can get up to 11 with Metagenic Improvement or Exceptional Attribute and then add +7 for Strength Improvement? So a maximum cyberlimb as a starting character at 18? For a starting character with a natural attribute maximum of 11, the maximum enhanced attribute a customized cyberlimb can have is 18, assuming all requirement are fulfilled. |
|
|
May 28 2010, 11:53 AM
Post
#8
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
For a starting character with a natural attribute maximum of 11, the maximum enhanced attribute a customized cyberlimb can have is 18, assuming all requirement are fulfilled. I can live with that. I'm pretty sure Hurley is satisifed with his throwing damage of 11P as well. |
|
|
May 28 2010, 11:56 AM
Post
#9
|
|
Moving Target Group: Members Posts: 297 Joined: 11-April 10 From: Raleigh, NC Member No.: 18,443 |
Cyberlimbs start with attributes of 3. How do you get to 20 strength with one?
Mesh |
|
|
May 28 2010, 12:13 PM
Post
#10
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
On another note.
When an adept use Improved Physical attribute, does it only affect natural attributes or are cyberlimb affected as well? After all, it IS magic. The easy solution is to simplay pay the higher cost to have it apply to an overpowered cyberlimb. |
|
|
May 28 2010, 12:27 PM
Post
#11
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Cyberlimbs start with attributes of 3. How do you get to 20 strength with one? Mesh Restricted Gear: Cyberlimbs (Max Availability 20) Second hand limb availability: 3 Customized Cyberlimb to Natural maximum STR 11 (+8 ) Availability for second hand: +8 Customized Cyberlimb to AGI 5 (+2) Availability for second hand: +2 Customized Cyberlimb to BOD 9 (+6) Availability for second hand: +6 TOTAL Availability: 19 Restricted Gear: Cyberlimb Customization (Second Hand - Availability -1) Str modification +7 (availability 21-1) TOTAL Availability: 20 STR11+7=18 Power Throw adept power lvl 2= +4 STR for throwing Total STR for throwing 22 / 2 = 11P with missile mastery |
|
|
May 28 2010, 01:26 PM
Post
#12
|
|
Target Group: Members Posts: 37 Joined: 22-December 08 Member No.: 16,704 |
Just seen it in your other thread about bows and thought I should mention it here: You cant get anything with a rating above 6 on character generation. Meaning +7 Strength enhancement is out of the window, and its a good question if customized attributes are considered as rating.
|
|
|
May 28 2010, 01:45 PM
Post
#13
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Just seen it in your other thread about bows and thought I should mention it here: You cant get anything with a rating above 6 on character generation. Meaning +7 Strength enhancement is out of the window, and its a good question if customized attributes are considered as rating. Hmm, this is a new thing from SR4A right? And I also assume that rating has no bearing on Restricted gear quality. |
|
|
May 28 2010, 01:50 PM
Post
#14
|
|
Moving Target Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 |
Good point, cyberlimb enhancements (the kind that costs capacity) do have a rating, so at character generation you are limited to rating 6 regardless of availability (s. SR4A p. 86).
Cyberlimb customization (the kind that only increases base availability of the limb) on the other hand does not have a rating, so buying Str up to natural maximum is totally legal. Fortunately, while Chris Hurley's Str in his throwing arm is therefore reduced to 17 (11 from customization + 6 from enhancements), his throwing damage stays the same. Oh, and I'm AFB at the moment, but wasn't there an optimized cyberlimb in Augmentation that gives a DP Modifier to throwing? Don't know if this messes with the arms availability, but it could be another option for Chris. -CJ -Edit: Added reference |
|
|
May 28 2010, 01:54 PM
Post
#15
|
|
Target Group: Members Posts: 37 Joined: 22-December 08 Member No.: 16,704 |
|
|
|
May 28 2010, 02:07 PM
Post
#16
|
|
Old Man Jones Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
|
|
|
May 28 2010, 02:10 PM
Post
#17
|
|
Moving Target Group: Members Posts: 109 Joined: 27-March 10 Member No.: 18,374 |
Oh, and I'm AFB at the moment, but wasn't there an optimized cyberlimb in Augmentation that gives a DP Modifier to throwing? Don't know if this messes with the arms availability, but it could be another option for Chris. Yeah, the one intended for Baseball players. My copy of Augmentation is at my GM's house, so I can't quote the crunch. You were probably already aware of this, but all of the optimized limbs have a reduced slot limit for modifications, so that might jack up your setup a bit. |
|
|
May 28 2010, 02:20 PM
Post
#18
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Oh, and I'm AFB at the moment, but wasn't there an optimized cyberlimb in Augmentation that gives a DP Modifier to throwing? Don't know if this messes with the arms availability, but it could be another option for Chris. -Edit: Added reference There is, but an Optimized cyberlimb loose 2 capacity and raise availability by +4. Makes it a bit hard to squeeze in. Oh, can be done. Synthetic Limb: Capacity 8 Avail 3 Optimized Throwing Limb Cap-2 Avail +4 Limb Avail 7 STR 11 (+8 ) Avail +7 BOD 9 (+3) Avail +5 AGI 5 (+2) Avail +1 Limb Availability: 20 So, yea, we can squeeze that in. |
|
|
May 28 2010, 02:53 PM
Post
#19
|
|
Runner Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
We basically get a similar thrower as an troll adept/bioware combo.
Changeling II : Metagenic Improvement (STR+1) Rest Gear: Muscle Aug (Second hand R4) Rest Gear: Suprathyroid Gland Base: 5 Metagenic: +1 Muscle Aug 4: +4 Syprathyroid Gland: +1 Bought: +5 Total: 16 Power Throw 3 to a total of STR 22 (11P with a brick with missile mastery) |
|
|
Lo-Fi Version | Time is now: 3rd January 2025 - 03:25 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.