Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Bewilderbeast on <09-13-13/1939:27>

Title: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <09-13-13/1939:27>
This guy is very much a work in progress. Any feedback is appreciated.

PEPPERFACE

Metatype: D (Human 3)
Attributes: C (16)
Magic: E
Skills: B (36/5)
Resources: A (450,000)

ATTRIBUTES

Body 3
Agility 2
Reaction 3 (4)
Strength 2
Willpower 5
Logic 6 ( 8 )
Intuition 4
Charisma 2
Edge 5
Essence 3.0

Qualities: Insomnia, Corporate Limited SIN, Codeslinger: Hack on the Fly

KARMA EXPENDITURES
+25 Karma from Negative Qualities
-10 Karma for Positive Qualities
-10 Karma for Strength 1 -> 2
-10 Karma for Charimsa 1 -> 2
-10 Karma for Agility 1 - > 2
-6 Karma for First Aid 2
-2 Karma for Perception 1
-2 Karma for Pilot Ground Craft 1

SKILLS
Electronics Group 5
Hacking 6
Pistols 6 (7)
Cybercombat 6
Electronic Warfare 6
Demolitions 6
Etiquette 6
First Aid 2
Perception 1
Pilot Groundcraft 1

KNOWLEDGE SKILLS
English N
French 3
Eco-Terrorism 4
Matrix Crime 4
Computer Science 3
Matrix Security 3
Bomb Design 3
Data Havens 2
Neo-Anarchism 1
UCAS Politics 1

CYBERWARE
Alphaware Right Synthetic Full Arm (-24,000, -.8 Essence) w/ Cyberdeck Slot (-6,000), Agility Enhancement 3 (-23,400), Armor 1 (-7,200)
Cerebral Booster 2 (-.4 Essence, -63,000)
Alphaware Wireless Reflexes Rating 1 (-1.6 Essence, -46,800)
Datajack (-.1 Essence, -1,000)
Reflex Recorder (Pistols) (-.1 Essence, 14,000)

GEAR
Renraku Tsurugi (-214,125) w/ AR Gloves (-150) and Satellite Link (-500)
Renraku Sensei (-1,000) - Slaved to Novatech Navigator
Micro-Transceiver (-100)
Fake SIN 4 (-10,000) w/ Licenses for Cyberdeck 4 (-800), Firearm 4 (-800), Concealed Carry 4 (-800), Cyberware 4 (-800), Driver's License 4 (-800)
Capacity 4 Glasses (-400) w/ Smartlink (-2,000), Vision Magnification (-250), Vision Enhancement 2 (-1,000)
Capacity 3 Earbuds (-150) w/ Audio Enhancement 3 (-1,500)
Ares Predator V (-725) w/ Hidden Arm Slide (-350), Gas Vent System 3 (-600)
Yamaha Pulsar w/ Internal Smartlink (-360) and Concealable Holster (-150)
Honda Spirit (-12,000)
Rating 6 Medkit (-1,500)
Computer Hardware Shop (-5,000)
Bomb Making Kit (-500)
Middle Lifestyle (-5,000)


COMMON USE PROGRAMS (-480)
Browse
Edit
Encryption
Signal Scrub
Toolbox
Virtual Machine

HACKING PROGRAMS (-2,500)
Baby Monitor
Blackout
Decryption
Defuse Demolition
Exploit
Fork
Hammer
Lockdown
Sneak
Stealth

260 nuyen remaining
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <09-13-13/1944:55>
Things I consider central to the character:

1. At least one cyberarm
2. Really good decker with skill in demolitions, too.
3. Pretty locked into Resources at Priority A; necessary for a cybered decker, but also fits the character/background.

Things I'm thinking twice about:
1. Wired Reflexes Rating 1. Worth it?
2. The character's combat-worthiness overall. His main role is obviously decking, with secondaries being fire support and demolitions. Demolitions is obviously a corner case, but again, central to the character. I was trying to salvage some combat ability out of the guy, but not sure how successful I've been.
3. Utter lack of infilitration abilities (whether Sneaking or Face-like stuff) is a concern, but it's an aspect of the character I'm starting to enjoy. He's a good hacker, but will need to lean on his team to get him into facilities and past security checkpoints. Or is he hopelessly gimped in this area?
4. Synthetic cyberlimbs: just plain stupid? Obvious ones offer more capacity, but I kind of like the idea of a guy 'wared to the gills who shows no obvious 'ware.
5. I keep oscillating between Skills B, Attributes C and Skills C, Attributes B. Which is going to give me more bang for my buck?
6. Right now his other cyberarm has capacity 2 still available. An ultrasound sensor is a very attractive option, but I'm not clear on what the advantage of a Rating 6 ultrasound sensor is over a rating 1. Otherwise, I think I might just snap up a smuggling compartment.
7. Should I sacrifice Cybercombat and rely on Hacking/Hack on the Fly entirely? That was the smart thing to do in SR4, but I'm not sure which approach comes out ahead in SR5.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Xenon on <09-14-13/0829:57>
reflex recorder should be for the skill pistol (and not the skill group firearms).

you are spending 1 skill point in perception 1, which would only cost you 2 karma if you used that instead (but you are fresh out of left over karma anyway).

the only agility skill you have is pistols and that will use the agility of your cyberarms no matter what your natural agility is... so you could move one point of agility to intuition (which is used for your physical and matrix initiative, your perception skill as well as a lot of matrix actions).


1. wired reflexes 1 is pretty decent. it move your physical initiative from 1d6+8 (which will be one action phase 50% of the time) to 2d6+9 (which will be 2 action phases 100% of the time with a [small] chance of 3 action phases). It will also increase your hot-sim matrix initiative from 4d6 to 5d6.

3. your job will be running the matrix. taking care of security cameras, locating patrols, sending up the elevator etc. you are also got decent skill for leg work using  matrix search (while the face use his contacts). You will be fine i think (would not hurt with some sort of etiquette though - guess you canstay in the van when it is time to infiltrate a high society dinner party).

4. not really anything else you could fit in them that would benefit you anyway.... might as well run with synthetic. shrug (but you can also get obvious and use an armored jacket or duster + a pair of gloves; you don't have any etiquette anyway...)

5. attributes give more post chargen karma for the buck. but deckers are often very starved for skill points at chargen unless they go A or B in skills. at least if they want to be good at a second role expect decking.

6. i don't know what the difference between a rating 1 ultrasound sensor and a rating 6, but you can't afford a rating 6 ultrasound sensor anyway. Post chargen you can, down the road, replace your rating 2 armor with rating 3 in one of your arms. that will take up 1 capacity. smuggling compartment for a secondary backup light pistol (like a Fichetti Security 600 which come with 30 bullets in one magazine, perfect if you are stripped of your heavy pistol - or a streetline special hold-out pistol made of composite materials which make it even harder to detect with MAD scanners).

7. you might get away without cybercombat as a technomancer (as she can use sprites instead). as a decker i would take it for sure. you don't need it but you can use it to brick devices, kill IC and fight security deckers and riggers. i'd say it is more important than electronic warefare....
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <09-14-13/0925:13>
Thanks for the feedback.

I was aware that the Reflex Recorder is just for Pistols... that's just a typo. Derp.

If I wanted to swap out Attributes B for Skills B, what 4 Attribute points would you recommend getting rid of? I could drop Agility to 2, but anything else I either really need or are already cutting it close with.

As far as cybercombat goes, fighting IC just strikes me as dumb. They only exist in a host, and the host can just re-load a defeated IC next combat turn. I need Electronic Warfare for the Hide action, which seems to be your only recourse when spotted by a Host.

If I were to conceivably get into cybercombat, I'd probably just slap three marks on the enemy via Hack-on-the-Fly, Format Device, and Reboot. A roundabout way of doing it, but the end result is just as good. It doesn't quite fit the character, though... he should be able to take a script kiddie in a stand-up cybercombat fight, so I'll probably keep it for now.

I'm really not satisfied with the low Computer, Hardware and Software scores, as well as the complete lack of Etiquette (does not fit the character at all). At this point I'm thinking I'll probably go Skills B, Attributes C, if I can figure out which Attribute points to cut.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: JackVII on <09-14-13/0931:20>
I'll look over the sheet in full in a bit, but just wanted to note that it only costs 15 karma to raise your Skill Group from 2 to 3. The chart in the book assumes you are starting from a base of 0. To figure out the cost, you subtract the cost of the desired end value from the cost of the starting value. If you are just increasing the Skill Group rating by 1, you simply pay New Skill Group Rating x 5 in Karma.

ETA Suggestions/Comments
- Anything that boosts your meatspace initiative is helpful. If you plan on being in combat, it's helpful to have a high meatspace initiative so you can be effective in both physical combat and AR-based cyberstuff. You don't always want to drop like a sack of potatoes in order to do stuff in the matrix. Alpha Wired 1 is pretty solid. I'm also not sure if we ever got confirmation that Wired Reflexes boosts your Matrix Initiative. I'm inclined towards it not improving Matrix Initiative.
- I would only go with one cyberarm. If you're using pistols, you're only going to need one anyway. The main problem is that synthetics have terrible capacity. The minor problem (although it kind of helps) is that you can't get an alphagrade cyberslide at chargen due to availability, so that's out. If you try to consolidate everything else into one cyberarm, you're going to come up one point over. I would suggest getting rid of one point of armor.
- If you do swap your skills/attributes, I'd lose a point in Body, Agility, Reaction, and Charisma or Strength. The Agility/Strength are basically accounted for with your cyberarm. Reaction is going to just be a loss. Charisma is a bit of a dump-stat for you anyway. For Body, with the essence and money savings from losing one of your cyberarms above, I'd get Aluminum Bone Lacing. It essentially adds 4 dice for Damage Resistance tests. Any stat you drop to one can be brought up to two using the karma savings you get from adjusting the SG issue (plus you should have more SG points, so you may not be spending any of your 30 Karma to boost your skills).
- I'd probably keep Cybercombat. Data Spike can be pretty damn useful. If you're IN cybercombat, the Hack on the Fly, Format Device, Reboot Device thing may not work very well as the target may very well be monitoring their marks and erasing them as you place them. It works well outside of combat, but not necessarily inside combat. Plus, if you slapped three marks on something, your Data Spike is doing anywhere from 3 to 9 additional boxes of damage depending on what programs you and the target are running.

P.S. I believe the rating of the Ultrasound Sensor acts as a Limit to your test, but it may only apply if you're using Electronic Warfare to replace Perception. Not sure on that one.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Xenon on <09-14-13/1245:22>
doesn't look like deckers have much use of software tbh (set and disarm data bombs and if you want to replace the firmware if someone format your device). technomancers need it for threading any and all complex forms... but you need at least a little bit of hardware skill to repair your cyberdeck from matrix damage. is it still hardware if you have an internal headware cyberdeck...? Computer skill, however, is VERY good to bump up (i even have "leg work" characters that are not deckers that invest heavy in Computer skill just because it is so good when used for matrix search etc).

That 2 point in a skill group you get at skills C is a bit hard to utilize as a decker... you rather have cracking and electronics groups at rating 4-6... guess you could use the group for some lower prio skills, but there are no skill group for perception or demolition.... Influence 2? But if you split up Electronics for a high-ish computer skill and a decent hardware skill you run out of standard skill points since you only have a priority of C...



Dropping natural strength or charisma to 1 will have a quite big affect your already small physical and social limits (but you don't really have any skills that use a physical or social limit to start with so it might not be such a big issue after all).



Yes, we never got an official answer if wired reflex provide an initiative dice for astral projection, cold-sim and/or hot-sim matrix VR or not; But in SR5 there is nothing written that would prevent it as far as I can see. You don't benefit from the reaction augmentation though (since initiative attribute is based on double intuition or intuition + data processing).
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <09-14-13/1838:05>
I'll look over the sheet in full in a bit, but just wanted to note that it only costs 15 karma to raise your Skill Group from 2 to 3. The chart in the book assumes you are starting from a base of 0. To figure out the cost, you subtract the cost of the desired end value from the cost of the starting value. If you are just increasing the Skill Group rating by 1, you simply pay New Skill Group Rating x 5 in Karma.
Wow, thanks for pointing this out! I thought the karma price for that skill group was a bit steep... I was completely reading that whole section wrong. Again, thanks for pointing this out to me.
- Anything that boosts your meatspace initiative is helpful. If you plan on being in combat, it's helpful to have a high meatspace initiative so you can be effective in both physical combat and AR-based cyberstuff. You don't always want to drop like a sack of potatoes in order to do stuff in the matrix. Alpha Wired 1 is pretty solid. I'm also not sure if we ever got confirmation that Wired Reflexes boosts your Matrix Initiative. I'm inclined towards it not improving Matrix Initiative.
Yeah, I got it primarily for AR hacking viability. It's good to know that Wired Reflexes 1 will still be good. I was afraid it would be Wired Reflexes 2 or go home.
The minor problem (although it kind of helps) is that you can't get an alphagrade cyberslide at chargen due to availability, so that's out.
Good catch, and rather disappointing. I just think cyberarm slides are cool! I might go for a single, non-alpha obvious cyberarm and try to cram everything into that one. Or I might do one synthetic and cut some stuff. Still trying to decide.

Thanks for the feedback, both of you. Going to take another pass at this guy. I think what I'm going to do is swap Attributes and Skills, drop Agility to natural 1, drop Charisma to natural 1 and buy them both up with karma. Then I just have to figure out where to cut that last Attribute point...
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: JackVII on <09-14-13/1929:23>
Wired Reflexes 2 would be much better but, depending on how your GM views drugs and whether they are an augmentation (I'm of the opinion they are not), you can always carry around some Cram or Kamikaze of other initiative booster to help you out. I built a combat decker with the primary role of bricking the crap out of stuff/secondary role of tossing grenades with his cyberarm.

I'd slide the third one from Body and then pick up Aluminum Bone Lacing for an additional 4 damage resistance dice. The major problem is that you would lose a net two boxes of physical health between the lost cyberarm and the reduction in BOD. Tough decision.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <09-14-13/2248:11>
Okay, he's updated. Still finalizing gear, obviously. Lost a cyberarm, but overall I feel he's improved. I ended up taking the extra attribute point out of Reaction. For some reason I just didn't like the idea of bone lacing with this guy, and I didn't want to dip below 10 physical boxes, so I didn't want to drop body.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: JackVII on <09-14-13/2348:04>
Looks good. You're missing 1 skill point (I'd actually take it as a specialization to Etiquette).
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Xenon on <09-15-13/0812:36>
Wired Reflexes 1 is competitive with the alternative that would be synaptic boosters 1. But I feel that synaptic boosters 2 quite a lot better than Wired reflexes 2, even if you could get alpha wired 2 at chargen (1 essence and 190k at 10R vs 3(!) essence and 149k at 12R or 2,4(!) essence and 186k at 14R with alpha).

Then again, synaptic boosters can not be combined with anything (be it drugs or magic) while wired reflexes can be combined with everything (except bioware).

...and I didn't want to dip below 10 physical boxes, so I didn't want to drop body.
You have 11 physical boxes right now (cyberlimbs add 1 box each).

...you could also skip the cyberlimb and get your agility from rating 3 used muscle toner for .75 ess and 24k, headware deck for .32 ess instead of taking up capacity in a cyberlimb and a point of armor or two with alpha orthoskin for .2 essence and 7,5k per rating (standard grade if you want rating 3 and used grade let you take it up to rating 4). Also, maybe bone density augmentation could be an alternative to bone lacing...?

You're missing 1 skill point (I'd actually take it as a specialization to Etiquette).
(The specialization is "worth" 7 post chargen karma. You could also use it to raise etiquette to 6 (which is "worth" 12 post chargen karma)).
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: JackVII on <09-15-13/1003:47>
You're missing 1 skill point (I'd actually take it as a specialization to Etiquette).
(The specialization is "worth" 7 post chargen karma. You could also use it to raise etiquette to 6 (which is "worth" 12 post chargen karma)).
Sure, but if he anticipates doing more corporate stuff than anything else, he gets a 1 die improvement over simply going Etiquette 6. It also depends on what his post chargen priorities are. If he isn't expecting to ever improve his social skills again,
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <09-16-13/2224:50>
Updated with gear. Post-chargen plans are to pick up a specialization in Etiquette (High Society) for background reasons, so I decided to put the extra skill point into Etiquette.

Pretty happy with this guy as he stands now, but let me know if I'm made any glaring errors or forgotten some important gear.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Rotor on <09-17-13/0342:01>
I'm not nitpicking but curious : I don't see imagelink in your vision enhancements. You don't need it for AR?
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Xenon on <09-17-13/0709:23>
You get a AR if you have DNI (without image link and ear buds etc). You also get a "super AR" experience (taste, smell and taste) if you have a sim module (which he have in the cyberdeck -it is even modded for hot sim).

(Red box on p.222)
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <04-11-16/2116:21>
Please pardon my fell and terrible powers of dark necromancy... but I'm dusting this old character off.

Pepperface was I think the absolute first character I designed when I first picked up 5e. Now that I'm delving back into Shadowrun, I want to try tweaking or recreating him. Significantly, though, I don't have money to pick up extra books so my options are still limited. However if there's something vitally important in Data Trails to a starting out decker, I would consider adding it, but right now my resources are Run Faster, the core rulebook, Chrome Flesh and Street Grimoire (which ain't relevant for this guy).

One piece of wisdom I've heard on these boards is that a super-expensive deck isn't strictly necessary since you'll rarely hit the limits on it. It'd be great to save some nuyen on the deck, but what sort of deck should I go with?

I actually like his skills, still, though if I'm missing anything huge please let me know now.

And finally cyberware. Chrome Flesh opens up lots of options, like PuShEd. If I were to pick up Restricted Gear for one piece of cyberware, what would the general recommendation be for a hacker?

Again, everything I initially said in this thread still holds true. The non-negotiablse are: 1) at least one cyberarm, 2) good at demolitions and as good as possible at decking and 3) not a total slouch in meat space combat. Everything else I'm open to tweaking.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Herr Brackhaus on <04-11-16/2351:22>
If you're going loud as a Decker, a Pain Editor is a pretty amazing piece of kit as it allows you to ignore wound modifiers and stay conscious even after your stun monitor is filled. Unless you're running hot sim all the time, you could take a decent amount of stun damage.

Cerebellum Boosters and various geneware are also good options as they often present unique or rare abilities.

ETA: I like the character concept, and if this is for missions you'll do just fine. I would actually even out Logic and Intuition, as Intuition is used for initiative and defense as well as some hacking tests like Matrix Perception, and having a much higher logic makes you a little lopsided in terms of skill tests. Depends on your focus, of course, but I find it's rarely a good idea to specialize too much on one attribute cause you'll end up needing both.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Hobbes on <04-12-16/1023:26>
Started reading this post and saw the first reply was from Xenon and was "Oh, he's back, yay!"  Then I saw it was from 2013.  *sigh*

Anyway, Decker with Cyberarm:

== Info ==
Street Name: Decker w/cyberarm
Missions Legal: No, Code of Honor and Traveler Lifestyle
Movement: 6/12
Karma: 6
Composure: 4
Judge Intentions: 6
Lift/Carry: 4 (15 kg/10 kg)
Memory: 11
Nuyen: 2650

== Priorities ==
Metatype: C - Human
Attributes: D - 14 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: A - 450,000¥

== Attributes ==
BOD: 3
AGI: 3
REA: 2 (6)
STR: 1
CHA: 1
INT: 5
LOG: 6 (8)
WIL: 3
EDG: 7

== Derived Attributes ==
Essence: 1.06
Initiative: 7 (11) + 2d6
Rigger Initiative: 11 + 2d6
Astral Initiative:
Matrix AR Initiative: 11 + 2d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 11
Stun Damage Track: 10

== Limits ==
Physical: 4
Mental: 8
Social: 3
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 8

== Active Skills ==
Computer : 5 [Matrix Perception] Pool: 13 (15) - Group Skill (Added Spec with Karma)
Con : 2 [Fast Talk]  Pool: 3 (5)
Cybercombat : 6 Pool: 14
Electronic Warfare : 6 Pool: 14
Hacking : 6 [Devices]  Pool: 14 (16)
Hardware : 5 Pool: 13 - Group Skill
Pistols : 6 [Semi-Automatics]  Pool: 9 (11)
Sneaking : 6 [Urban]  Pool: 9 (11)
Software : 5 Pool: 13 - Group Skill


== Knowledge Skills ==
Security Design : 6 Pool: 11
Security Devices : 6 Pool: 14
Shadow Community : 6 Pool: 11
Underworld : 4 Pool: 9

== Contacts ==
Louie; Hot Springs Hotel; Fixer (1, 2)

== Qualities ==
Code of Honor (Like a Boss)
Curiosity Killed the Cat
Jack of All Trades Master of None
Overclocker
Perfect Time
Prejudiced (Specific, Biased) (Newbs, Luddites, techno-illerates, ect)

== Lifestyles ==
Traveler w/options 1 months

== Cyberware/Bioware ==
Antennae - Alpha
Antennae - Alpha
Antennae - Alpha
Cerebral Booster Rating 2
Datajack - Alpha
Datajack - Alpha
Obvious Full Arm (AGI 9, STR 3, Physical 5) (Right) - Used
+Enhanced Agility Rating 3
+Customized Agility Rating 6
+Armor Rating 3
+Cyberdeck
+Large Smuggling Compartment
Reaction Enhancers Rating 3- Used
Smartlink - Alpha
Wired Reflexes Rating 1 - Alpha

== Armor ==
Armor Jacket12
Ballistic Mask2
+Gas Mask
+Single Sensor Rating 2
+Thermographic Vision
Clothing0

== Weapons ==
Savalette Guardian
+Concealed Quick-Draw Holster
+Personalized Grip
+Silencer
+Smartgun System, Internal
+Spare Clip
+Spare Clip
Pool: 9 (11)Accuracy: 8DV: 8PAP: -1RC: 3
Unarmed Attack
Pool: 2Accuracy: 4DV: 1SAP: -RC: 2

== Gear ==
Ammo: APDS (Heavy Pistols) x30
Ammo: Stick-n-Shock (Heavy Pistols) x20
Contacts Rating 3
+Flare Compensation
+Image Link
+Vision Magnification
Cram
Electronic Parts Pack
Fake SIN (Sandy) Rating 4
+Fake License (Restricted Bioware License) Rating 4
+Fake License (Restricted Cyberware License) Rating 4
+Fake License (Firearms License) Rating 4
+Fake License (Cyberdeck License) Rating 4
+Fake License (Driver's License) Rating 4
Handheld Housing Rating 3
+Single Sensor Rating 3 [Ultrasound]
+Single Sensor Rating 3 [Camera]
+Single Sensor Rating 3 [Omni-directional Microphone]
Jazz
Long Haul
Medkit Rating 6
Microtronica Azteca 300
+Mod: Modify a Matrix Attribute
+Browse
+Signal Scrub
+Toolbox
+Wrapper
+Stealth
+Program Carrier [Encryption]
+Cat's Paw
+Virtual Machine
+Exploit
+Bootstrap
+Smoke and Mirrors
+Tantrum
Psyche
Slap Patch, Stim Patch Rating 6
Slap Patch, Trauma Patch
Standard Tags x100
Survival Kit
Tag Eraser
Tool Kit (Hardware)

== Vehicles ==
Chrysler-Nissan Jackrabbit (Subcompact)
+Sensor Array Rating 2
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
Shiawase Kanmushi (Microdrone)
+Sensor Array Rating 3


== Nuyen Expenses ==
-10 +1 Reaction
-15 +1 Agility
-12 Positive Qualities
+25 Negative qualities
-7 Matrix Perception Specialization

6 Karma left

Mechanical Notes: Standard Decker with Cyberarm of shootyness.  Hack stuff, shoot things.
Modify message
« Last Edit: (21:40:26/04-06-16) by Hobbes »


Could downgrade to a Little Hornet if you want more money for things.  Main selling point here is 7 Edge and a decent dice pool in everything that you'll want to do.  Possible tweaks, you could drop Cybercombat completely to free up more skill points.  If your table has stat mins you'll have to shuffle points around.  You may have to drop to Edge 5 to pick up a couple stat points by shuffling Priorities.  Although your stats could be fixed with 'ware if you drop to a Little Hornet.  Several Options. 

Anyway, Decker with Cyberarm, its a classic for a reason. 
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <04-12-16/1343:23>
Hey Hobbes. Thanks for your input, was hoping to get your take in particular. I've seen your cybered decker and like it, but I have an innate aversion to full-on copying someone's build. Still, I'll try to learn what I can from it.

I've heard you say elsewhere that an expensive deck is unnecessary, and the build you posted only has a Microtronica Azteca. Would you mind sharing some of the rationale behind this?

Looking at Run Faster again, I see that Restricted Gear is 10 Karma this edition, not 5. So too rich for my blood, that. I take you're going with wireless wired reflexes and reaction enhancers because, as a hacker, you're confident you can watch your back enough to not get your 'ware bricked? Because that's not a bad idea.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Hobbes on <04-12-16/1415:35>
Little Hornet plus Perfect Time and Overclocker and the assorted programs to boost Matrix Attributes on a deck and the situational awareness  to correctly juggle the stats absolutely works.  Note the long string of conditions.  So for a Generic, here you go, kind of build that had the money to spare I went with the "easy" option of the more expensive deck. 

If you're comfortable with the conditions, then downgrade the deck and profit.  This particular build has "E" stats so they're pretty gawd awful.  A level of old fashioned Muscle Replacement to boost Agility and get the Str out of small child levels would be my choice.  There are lots of other good options too.

Copy/Pasting builds...eh... you're rarely going to straight up take a build verbatim off some post on the interwebs.   You'll change the Negative Qualities, Contacts, and Knowledge skills to what would make sense for your character.  Ultimately Shadowrunners have pretty similar stats and skills, especially compared to other characters of the same Archetype, I wouldn't worry about it.

And yes, if your Decker's gear gets bricked you're a bad decker and you should feel bad.  :  )
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <04-12-16/1437:46>
Ah, I think you misunderstood my question. I was concerned that the Azteca 300 is kind of a weaksauce deck with Limits that are too low; but I'm guessing you would advocate just switching your Matrix Attributes accordingly a lot? Preferably with the very excellent Perfect Time if applicable?
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Hobbes on <04-12-16/1514:23>
Ah, yes.  If the Microtronica 300 has "low" limits you're playing with a different set of expectations than I am. 

IMO as long as you can get a limit of 6 for the thing you're doing, you're fine.  There are several ways of getting there, one is buy a Deck that has the target limits out of the gate.  Costs Nuyen, saves on PQs and action economy, certainly works.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <04-12-16/2238:35>
Ah, yes.  If the Microtronica 300 has "low" limits you're playing with a different set of expectations than I am.

Okay, I just realized (with Google's help) that there was apparently a Microtronica 300 in Data Trails. So you were saying 300, and I was thinking 200, and I was thinking to myself "Wow, that's kind of a lousy deck for a primary decker."

Just to be clear, you're not advising taking the 200? Because I'm thinking with Overclocker and Perfect Time I could swing it.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Richtenstahl on <04-13-16/0912:35>
I'm currently building a decker and I'm very interested int this discussion, to decide what kind of deck to get too.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Hobbes on <04-13-16/1040:22>
I like the Little Hornet from Data Trails, but I don't mind the micromanaging and I don't take the Cybercombat skill so I'm never trying to juggle 4 stats, usually just leave the second highest in Firewall, Highest in Sleaze, and bounce the Sleaze and Data Processing around depending on the action I'm doing that turn.  Attack gets a 1, if I need to crack file protection I'll swap into Attack, but that is really the only time.  The Second highest number just always stays in Firewall.

The 300, IMO, is a lot of Deck.  Especially with Overclocker, programs, and Perfect Time.  You're going to be over 500 Karma into the game before your dice pools get big enough to need to upgrade.  Probably more if you're fixing stats and branching out your skills at all. 

And also, Smoke and Mirrors is essentially, broken.  You can easily pick up a +5 Sleaze and cancel out the noise with Antenna and Datajacks.  That is really the key to making the low end decks function.  With Overclocker, Stealth, Smoke and Mirrors, you've got a +7 to Sleaze potentially.  It's why you can get away with hacking on a Commlink with a dongle.  Your opposed checks are typically Sleaze, the Data Processing tests are typically a threshold (couple key exceptions).  And the one Attack test I ever would use is a Threshold.  IMO, Firewall is your second line of Defense, you should be running silent and have a lot of dice to avoid detection.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Herr Brackhaus on <04-13-16/1531:42>
And also, Smoke and Mirrors is essentially, broken.  You can easily pick up a +5 Sleaze and cancel out the noise with Antenna and Datajacks.  That is really the key to making the low end decks function.  With Overclocker, Stealth, Smoke and Mirrors, you've got a +7 to Sleaze potentially.  It's why you can get away with hacking on a Commlink with a dongle.  Your opposed checks are typically Sleaze, the Data Processing tests are typically a threshold (couple key exceptions).  And the one Attack test I ever would use is a Threshold.  IMO, Firewall is your second line of Defense, you should be running silent and have a lot of dice to avoid detection.
Totally broken. Which is why I get it every time as a non-decker; my missions character will be running with 3 Logic, coupled with an Evotech Himitsu commlink (complete with smuggling compartment and built-in Sleaze 5 module!) with a receiver dongle and a Virtual Machine program carrier running Stealth and Smoke And Mirrors. Total Sleaze dice pool for running silent (on the public grid, of course): 14. Device Rating 2 + Noise Reduction 2 = 5 Noise needed to shut down my comms device.

The recommendation is good, though; you don't need to juggle stats that often, and when you do if you have Overclocker you're good to go.

Bewilderbeast:
You should very much consider the multidimensional copocessor; for 1,400¥, avail 7R, you plug in a module on your deck and get another +1D6 for Matrix initiative (so +4D6 in cold sim, +5D6 in hot sim).
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Bewilderbeast on <04-13-16/1822:11>
Quote
Bewilderbeast:
You should very much consider the multidimensional copocessor; for 1,400¥, avail 7R, you plug in a module on your deck and get another +1D6 for Matrix initiative (so +4D6 in cold sim, +5D6 in hot sim).
Source?
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Herr Brackhaus on <04-13-16/1826:23>
Data Trails, which I think you mentioned you don't have. I can provide a page reference once I'm no longer on the phone.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Hobbes on <04-13-16/1914:33>
MDC is VR only, if you're an AR hacker with Augmented initiative it's really skip-able. 
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Herr Brackhaus on <04-13-16/2001:31>
I'd almost agree with that, Hobbes, if the coprocessor wasn't so darned cheap. If you've got 4d6 physical initiative, sure, skip it, but if not and you ever need that +2 dice and +5d6 initiative and the cost is going full rag doll, at least have the option for maximum initiative.

Especially since decks can have two modules, if desired.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: FasterN8 on <04-13-16/2312:38>
I like the Little Hornet from Data Trails, but I don't mind the micromanaging and I don't take the Cybercombat skill so I'm never trying to juggle 4 stats, usually just leave the second highest in Firewall, Highest in Sleaze, and bounce the Sleaze and Data Processing around depending on the action I'm doing that turn.  Attack gets a 1, if I need to crack file protection I'll swap into Attack, but that is really the only time.  The Second highest number just always stays in Firewall.

The 300, IMO, is a lot of Deck.  Especially with Overclocker, programs, and Perfect Time.  ....

And also, Smoke and Mirrors is essentially, broken.  ....

       I couldn't agree more.  I really think Smoke and Mirrors was originally intended to only resist matrix perception, but somehow it got changed in editing.  I also think the noise from it should affect a PAN generally instead of "any test performed with the deck".   But that's what the text says... <sigh>

    As far as the deck goes, you're spot on again.  Some guys will claim you need crazy expensive decks to call yourself a Decker but it just isn't true.  My only missions character is built around being a good enough Decker for 95% of the challenges that missions will present and I settled on a different R2 deck, the Hermes Chariot.  Even without Smoke and mirrors you can hit a 9 sleaze, and since I'm not at 18 dice yet, I saved the extra cash and gave myself a useful secondary role.  I seriously considered the Little Hornet, but the other R2 decks appealed to me and will get me just a little closer to the next tier down the road if I ever get enough dice to need a deck upgrade.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Hobbes on <04-13-16/2349:08>
I'd almost agree with that, Hobbes, if the coprocessor wasn't so darned cheap. If you've got 4d6 physical initiative, sure, skip it, but if not and you ever need that +2 dice and +5d6 initiative and the cost is going full rag doll, at least have the option for maximum initiative.

Especially since decks can have two modules, if desired.

Module w/Program Carrier = +1 to a Matrix Attribute full time vs. extra initiative when Limp Noodle.  AR hacking is where its at.  Hack stuff, shoot things.  VR is for the weenies in the van   :   ) 

Obviously YMMV, but I just don't see the point to VR, ever.  I've yet to have one of my players even bother except during Legwork phase and they can flop around in the back seat of someone's car.  Most runs the hacker is either sneaking, shooting or running the whole time.  Or crawling.  There was one run with a lot of crawling...
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Herr Brackhaus on <04-14-16/0025:01>
You can have both the program carrier AND the coprocessor; best of both worlds!
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: FasterN8 on <04-14-16/0125:16>
I'd almost agree with that, Hobbes, if the coprocessor wasn't so darned cheap. If you've got 4d6 physical initiative, sure, skip it, but if not and you ever need that +2 dice and +5d6 initiative and the cost is going full rag doll, at least have the option for maximum initiative.

Especially since decks can have two modules, if desired.

Module w/Program Carrier = +1 to a Matrix Attribute full time vs. extra initiative when Limp Noodle.  AR hacking is where its at.  Hack stuff, shoot things.  VR is for the weenies in the van   :   ) 

Obviously YMMV, but I just don't see the point to VR, ever.  I've yet to have one of my players even bother except during Legwork phase and they can flop around in the back seat of someone's car.  Most runs the hacker is either sneaking, shooting or running the whole time.  Or crawling.  There was one run with a lot of crawling...

        I always hated that the best way to hack was to drool on the linoleum while the rest of the team did awesome ninja stuff in realspace.  In my home home I allow a piece of cyber that lets a decker go VR and still control his body to a limited extent.  Not entirely unlike a jumped-in rigger on a motorcycle or a (rigged) synthlink musician, who are both half-in, half-out of VR.  Not a critical piece of 'ware, but an option that lets them walk around with the team while still retaining the VR bonus (but with stiff penalties to realspace actions).  You can still switch to AR easily if you want to shoot and stuff, but it makes the VR option more viable on the fly.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: Herr Brackhaus on <04-14-16/0642:07>
FasterN8
Interestingly, previous editions had a "RAS override" that let you still control your meatspace body while in VR, albeit with a hefty penalty. It meant you didn't go full ragdoll in VR, though, and the penalty was mostly to actions not movement.

Interestingly, I don't think the writers knew what a reticular activation system really is, but they went with it anyway. Still, I'd easily houserule that back into SR5 at my table, and I wish they'd bring it back so it was missions legal too.

In theory, it already exists because any time you slot a simsense chip and retain control of your body, such as with a Personafix chip, you're technically using the same RAS override from previous editions.

But to be fair, deckers going ragdoll is the Matrix equivalent of the magician astrally projecting.
Title: Re: [SR 5] Pepperface, Heavily Cybered Decker
Post by: FasterN8 on <04-14-16/1005:56>
FasterN8
Interestingly, previous editions had a "RAS override" that let you still control your meatspace body while in VR, albeit with a hefty penalty. ...
But to be fair, deckers going ragdoll is the Matrix equivalent of the magician astrally projecting.

Iirc, the penalty was something like -6 for physical actions and perception. My custom 'ware isn't quite that onerous because the system is not shedding sensory and motor nerve impulses like the RAS override did, it's capturing them like a control rig or a Sim rig (notice the common "Rig" moniker?) So you can control your body via remote control and use senses likes a drone, you just don't have autosofts or autopilot and you're penalized so you're not even as good as a real drone.  BUT you get to walk around behind the Sam instead of running to catch up after each VR nap you take behind enemy lines.  I never found a great name for it, so maybe VR Rig? Puppet Rig?  Meat Rig?  Anyway...

The analogy to astral projection is certainly apt but hacking (and the bonuses is required for the high end) is usually far more critical and integral to the Shadowrun in my experience.  Astral projection is very nice, but often optional or can be handled by spirits.  Hacking seems to be more sorely missed than projection when it's missing at my tables.