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Abbandon
Well this chick was pretty easy to whip up. Alot shorter than any of my other characters. Maybe im just getting faster at doing this lol. The character concept is a female ninja assassin character with a cyber arm. She has 7 agility/strength with her cyber arm which would be like 14 dice to hit stuff and 6-7P damage(dont know off hand whether you round up or down). Well you will see the rest..... I dont have augment so i cant use any of the cool things that might be in it.

[ Spoiler ]
Fortune
QUOTE
... dont know off hand whether you round up or down ...


Up! smile.gif
Raven Bloodeyes
Augmentation is the bomb for having Customized cyberarms and such, so if you do get it, it should make your arm, either cheaper or more powerful...you might not even need the torso unless you want it then....or could more easily get more armor for it....

BUT, even still that's a cool build! I always like a few SINs and a couple disposal commlinks for every character, but it depends on your GM. Also, a Synthacardium is GREAT for Athletics and esp. Gymnastic Dodge! Also....no gun?!?! Even just a nice heavy pistol or maybe even a shotgun would be a nice supplement...."Don't bring a sword to a gunfight" and all.....

A cost saving tip would be to dump Dodge and get those BP back...snap up a Synthacardium to up your Gymnastic Dodge by another +1 to +3, and use your sword to parry in melee combat if you want to.
Kyoto Kid
...pretty nice build. So what would be her agility for her Katana DP, the 4 of the Cyberarm or an average of her natural agility + Cyberarm? (Never could quite figure that out). I would switch 1 pt of strength to her agility as her base DV is STR/2 (round up as this is important for her stealth group. You could also take one point form Intuition as well and bump her agility up to 5. For this type of character, nimbleness and gracefulness are much more important.

If she's to be an infiltration specialist you may also want to think about a bit of Hardware skill & an electronics kit so she can hotwire maglocks as well as some security systems knowledge to have an understanding of intrusion countermeasures.

After reading about disease effects in Augmented, I ditched Weak Immune System on all my characters, not worth the 5 BPs especially if your sneaking around in back alleys and sewers. Also depends on what the GM has coming after you. If a lot of security guards are using Neruostun or Narcojet, she could be in big trouble as those are considered toxins.

Definitely a big second on the Synthcardium, considering she has the Athletics group.
I could also see her having a reflex recorder for her blade combat or possibly even her stealth group.

Also, since she is a melee character the smartlink is a waste. I would swap that out with the Vision Enhancement III & ditch the glasses. Later if she decides to pick up a gun skill, she can always get the Smartlink on glasses instead. Vision Enhancement III would be much more valuable for her to have "built in" as it augments her sight perception DV. Perception is a good defence against an ambush.
Teulisch
i think the complete lack of a gun skill is a mistake. you could fix it with skillwires easily enough though.

weak immune system isnt that bad with a high health... but its a bad idea with a body of 4. personaly, i take the 10-point version from augmentation on my 8-body ork, which leaves 6 dice. but as 4-2=2, its gonna hurt on a human.

with augmentation, you can drop the cyber torso and get a better arm, with 9 agility(the human max). either way, you should grab a datajack.
Fortune
QUOTE (Kyoto Kid @ Feb 23 2008, 01:11 PM) *
So what would be her agility for her Katana DP, the 4 of the Cyberarm or an average of her natural agility + Cyberarm? (Never could quite figure that out).


With a normal sword wielded in one hand, you would use that arm's Attributes. Technically though, Shadowrun considers a katana to be a two-handed weapon, so you would use the average of the two limbs (or wield it one-handed using the single limb stats and the DV of a normal sword).
Glyph
KK is right about the hardware skill. I would ditch the lockpicking (which can be duplicated by a lockpick gun) in favor of the hardware skill, which is far more useful for infiltration. KK is also right that even numbers in Strength are a waste - lower it to 3 and put a point into Agility, Charisma, or Logic.

The dodge skill is also a waste - you have a high weapon skill to parry in close combat, and gymnastics dodge for ranged combat. I would replace it with a much-needed ranged skill. Pistols would be my recommendation, but throwing is also good if you want to be ultra-traditional - it gives you the option of throwing knives or shuriken in most circumstances, or grenades when you want some smoke, or a distraction, or need some real firepower.
Abbandon
-Hmmm a synthcardium would be 30k and i squeezed everything out of my 250k. That would make my gymnastics 7 for dodging bullets though?? Gymnastic dodge is nice but some gm's are mean and only let you use it in open spaces.

-If I dropped strength I guess I could add it to logic to improve B&E skills. Hmmm.. I guess I could switch lockpick to hardware and specialize in maglocks. I wouldnt be ale to buy the gizmo's to do it though....

-skillwires are exeptable as far as concept, in fact it would be great to have all of her B&E skills wired. But thats another money sink that I cant afford. I wanted to have synaptic boosters 2 damn it... I guess I will have to bite the bullet and drop to wired reflexes and free up a ton of moey for this other stuff....

-oh and swords... wouldnt a really strong person have no trouble wielding a two handed weapon with one ? Is there any rules to that affect? The monofilament sword doesnt say whether its one or two handed and has the same stats as the katana but it says its more a broadsword. I definately want a japanese style sword. And normal swords dont penetrate armor...

-maybe with the switch to wired reflexes i can also afford better SIN's and commlinks.. Doubt it though lol. Skillwires are expensive.

Ok I will be working on an edit and get back to you guys =)
Cthulhudreams
I was going to butt in with the scrap dodge and use gymnastics dodge, but I have been beaten too it.

I will say that as a sword is not exactly what I would describe as concealable, 1 point of unarmed combat is mandatory as you will not always have the sword

Also, with the capability to take 2 skills to 5, or 1 skill to 6, the second one is strictly better because it is cheaper karma wise to advance from 4->6 than 2 x 5->6

Automatics is the most versatile of the gunnery skills. For a 'bio sammie' with a monowhip, I'd normally recommend longarms so you can use sniper rifles, but again, that sword, not very concealable. So you'll probably want automatics and an FNHAR (because its legal) and a Ingram Smartgun X (Because it is also legal, and made of awesome, and vaguely concealable), and but some concealability gear - if you are using arsenal, a shortened barrel and a suit jacket makes it +0 concealibility.

Also, you don;t have infiltration of the influence skill group, and these are extremely useful.

So I'd suggest

-5 Dodge
-1 STR
+1 Blades
+1 Unarmed Combat
+2 Automatics
+1 Infiltration
+1 Influence Group

-Incompetent (Automatics)
+Incompetent (Longarms)
Abbandon
Ok the new edit is up. I dont think i can get skillwires.. I am down to 1 essense after switching to wired reflexes and picking up some bio.

My main problem now is that I want to take a common,moderate phobia -15bp and maybe codeblock or incompetent -5bp and use that extra BP to get Command and Hacking skills, then buy a bunch of defense programs. Hmmm if your hack stupid an agent would probably be better huh??

Skillwires are .6 essense which would drop me to 0.4...and most people make essense a sink hole instead of letting it regenerate. Lily would be at -6 to heal spells and -3 to first aid lol. I really hate that you have to buy a stupid cyber torso to improve limbs!!!!!!!!!!!!!! You practically get forced to make a cyborg/terminator/cyberzombie if you just want a freaking limb.

You guys keep talking about that one cyberlimb that allows you to not take a torso and it starts with your racial maximum...in one stat or all 3?? A normal cyber arm I can get up to 3 +7 = 10. That one your talking about only goes to 9 for a human ??

Right now I have agility 7 + Blades 8 + reflex recorder 1 = 16 dice to hit. Str 7/2 + 3 = 7P -1ap. Reaction 7 + Gymnastic 4 + synthcardium 3 = 14 dice to evade bullets on full gyym dodge. Reaction 7 + Blades 8x2 = 23 dice for full parry.

Now my character is all complicated and crap.

Did anyone like the background?
Mäx
You should really get augmentation so that you can get a custom cyberlimb with agility/strenth 6 and body 5 before getting capasity eating enchaments. With 9 capacity points worth of enchament you can get to Ag/Str 9 and Bod 8 with out a cyber torso. That hand will cost almost 30 000 nyuen as a standart grade, but you can ditch the torso and save 41 000 nuyen and one poin of essence cyber.gif
Ryu
Spirit Bane (Guardian)... I approve of your audacity!

You don´t really need the cybertorso. Customisation of cyberlimbs is not limited to 3 without.

So:
Customised Arm, +4 agility +4 strength, 54k¥, capacity left 15 (Avail 12, so this is it for chargen)

Less money spend, more than double the room for later upgrades to the arm. Substantially more essence and money due to no cybertorso.


Abbandon
What Ryu?? Its explicitly states that in order to go above rating 3 enhancements on a limb you MUST have a torso also. Oh your talking about custom limbs...
Ryu
Yep. You can spend the full capacity of the arm however you want - unless it has an availability modifer. I would have liked the Evo Kali option, but you are (under avail restriction) better off taking general-utility strength (my group plays avail in such cases very loose). Unfortunately, both customisation and optimisation have to be taken while getting the implant. Price is for alpha.
Glyph
I like the changes. One thing you forgot, though. Raising your Logic by 1 also gives you 3 more points of starting Knowledge skills.
Abbandon
Tada!!! Ok now she has a custom cyber arm and skillwires and a data jack and since none of her enhancements go beyond 3 she doesnt need a torso. Her arm is now Strength 9, Agility 9, Body 5. My Blade pool is 18 dice, and sword damage is 8P. I've got pistols, lockpick, etiquette, con, and computer on my skillwires. This freed up some BP i put into Unarmed Combat so she could subdue people. With strength 9 she should be able to choke out anyone in a single turn(with 3 IP's).

Something Im REALLY going to miss from her torso is the armor upgrade i gave it lol.
Rasumichin
Why ambidexterity?
I don't see where this character might need it, or how it would fit the concept.
I'd recommend to drop it and have 5BP more available.


Besides, bliss?
Isn't that stuff kinda like, well, heroin?
Abbandon
If you got your arm chopped off you just might learn to wipe your butt with your other hand. Besides i was thinking I would want her to be able to shoot weapons from her other hand while she is holding her sword with her cyber arm.

Yes bliss is a drug. I havent worked out exactly when she started taking it. This chick I am specifically making a lesbo and she messes with strippers and stuff so I imagine that she could have started going to strip clubs and taking drugs before she lost her arm when she had completed a few missions and the Yak started to let her live her own life. After she lost her arm im sure she took it to help cope with what had happened to her.
Rasumichin
Well, the ability to wield a pistol and a sword at the same time might become useful...

As far as the drugs are concerned, i'd go for stimulants.
That's mostly personal RP preference, though, since i enjoy playing a hyperactive egomaniac constantly rubbing his nose more than playing someone lumped mumbling apathically in a corner (but, honestly, drunk, derelict, euphoriac shaman party animals are even more fun).
They offer some nice combat boni in SR, too (which you can get anyway, no one limits your character to taking only the drugs she's already hooked on) and would fit equally well with seedy red light establishments.

Don't know what style you're looking for, though.
Kyoto Kid
...the changes look good. I like the "Stealth Kit" concept. Still a little concerned that her DP for Infiltration is rather low as to me this would be a more important focus for the character. Possibly drop Synthcardium to 2 and pick up a reflex recorder, or one level of Muscle Toner (this would improve both her Infiltration/Palming as well as any attacks made with her off hand). I would not see an the Cyberarm's Agility mod figuring into the ability to sneak around a facility though it would come into play for palming if that hand is used.
Abbandon
Heh I just put all those items together and called it a stealth kit to make it easier to add up. Ok im trying to mull over your idea's KK. Instead of dropping my defense abilities (synthcardium/gymnastic dodge) to improve stealth.... what about if I ditch stealth group 4 and go with:

Infiltration 4 16bp
buildings(+2) 2bp
Palming 2 8bp
pickpocketing(+2)2bp
Diguise 3 12bp

That would be 7(9) for infiltration.. 5(7) for pickpocketing.. and 6 for a slapping on my latex. Who needs shadowing...

Hmmm your way would drop my defense by only one dice and make all my stealth skills 8....Hmmm I think your way is better now....wish i could get muscle replacement so I could boost agility and strength but its a fat essense hole.

@anyone Are there any GROUP activesofts for skillwires??? Are they in augment??
Fortune
QUOTE (Abbandon @ Feb 25 2008, 02:31 PM) *
Are there any GROUP activesofts for skillwires??? Are they in augment??


No Group Skillsofts are available in canon SR4.
Ryu
QUOTE (Abbandon @ Feb 25 2008, 04:31 AM) *
Heh I just put all those items together and called it a stealth kit to make it easier to add up. Ok im trying to mull over your idea's KK. Instead of dropping my defense abilities (synthcardium/gymnastic dodge) to improve stealth.... what about if I ditch stealth group 4 and go with:

Infiltration 4 16bp
buildings(+2) 2bp
Palming 2 8bp
pickpocketing(+2)2bp
Diguise 3 12bp

That would be 7(9) for infiltration.. 5(7) for pickpocketing.. and 6 for a slapping on my latex. Who needs shadowing...

Hmmm your way would drop my defense by only one dice and make all my stealth skills 8....Hmmm I think your way is better now....wish i could get muscle replacement so I could boost agility and strength but its a fat essense hole.


I think it would be preferable to have the skill group at 4, seeing that both the skill levels are higher on top of the additional, useful skill provided. Noone needs shadowing, but it can be used.
With your significant skills, I´d shift two points from reaction to agility. An effective reaction of 5 is sufficient for someone with 3 IP, and the higher agility is much more valueable. If things are getting hot, you are going to use gymnastics dodge anyway.

(And maybe my english is acting up, but you might want to call the spec on Unarmed subduing and not submission... the latter should not require a test. wobble.gif )
Kyrn
QUOTE (Ryu @ Feb 25 2008, 11:49 AM) *
(And maybe my english is acting up, but you might want to call the spec on Unarmed subduing and not submission... the latter should not require a test. wobble.gif )


Submission fighting is a common term for what SR calls subduing, I'm guessing he just got a wire crossed.
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