Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Titus on <06-07-15/1552:00>
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Hey, I'm joining a campaign and it'll be the first time I'll be playing a hacker of any sort. If my toon sucks, best to let me know now so I can change it. Rules are standard, but characters have gained 50 karma and 50 k nuyen at level up. I've included both versions of the toon.
Concept: Cab Driver works in Hong Kong as an extraction person, get away driver and information gatherer. She's not a big fan of fighting, but is not totally useless in a fight. Her business is referral only. The only customer to betray her wound up being run over with his own car in broad daylight. There are no current pictures of the cab driver. Calling her the "Cab Driver" is a misnomer as she uses her technomancer abilities to send a driverless car to pick up her targets.
She has two rules: Pay up front, and don't lose your lunch in the backseat, especially if you drink Alcohol.
[spoiler=Concept RP Narrative]The phone rang 5 minutes ago with an extraction referral. This one was a little messy. A bunch of noob runners decided to take on a small fry corporate headquarters straight on. They thought they were the shit because they could take over their block and this wasn't a large corp. It's easy to push around people with no resources though. By the time she'd get there, half of them would likely already be dead, but the remaining living sole would pay up for being able to live. This group got the basic extraction package. Clean up the cyber traces and get their asses out. No questions asked. Competent Shadowrunners could get an even cheaper package just to send the car and get them out, but these guys were not the type that would be walking out.
The Cab Driver parked her car, which she made look like a Corporate Security Vehicle. Her camouflage armor looked like Corporate Security. This was an extraction she had done a few times before, so she had the mechanics down cold. This corp knew her as Amelia Randolph. It was a simple name for a simple job and she was a simple cop. She entered the base, no one even bothered to harass the corporate security when there was a firefight a few stairs up.
She starts to walk up the stairs to the third floor. On the way up, she assesses the cyber damage, the Patrol and Combat ICs were all focused around the icon labeled "Secure Files". The Cab Driver chuckles to herself. Amateurs... Secure files isn't actually where they keep the secure files. It's either some banal filename or a random string of numbers to deter Shadowrunners. She does a quick search of the files for dirt to blackmail an executive in case the run goes to hell. She sends Hotbot,her data sprite, when her quick search doesn't find anything.
Hotbot fails to notice any particularly juicy dirt but does notice some corporate research into dragons. She uses Hardison, her crack sprite, to remove the protections from the file. The Cab Driver creates a copy of the file for herself. She doesn't want this research to be shared widely as it appears to be deadly to the public, and having the corp track her down isn't exactly the best. She tasks, Hell on Keys, to attach a databomb to the research directory and then threads an eraser program over the work so no one is aware of anything being amiss.
Lastly, she throws a resonance veil over the cyber combat making it appear as if the noob deckers were force rebooted.
The third floor has a large firefight in progress. The Cab Driver throws a flashbang grenade into the crowd, at the team she's supposedly rescuing. "I'm Officer Randolph, here to take the prisoners into custody. They can either come with me or die as if they were being skewered by a rusty dragon's paw." The rusty dragon's paw was a tip off to the runners that she was actually their get away. "They'll make good bodies for the project cross town."
The two living runners, the decker and the phys ad., resigned and put their weapons down. The mage and the troll were bleeding out all over the floor. "Officer Randolph" cuffed them and began heading towards her car. They took the stairs down, because it was faster than hacking the elevator for two stories. Plus, stairs cannot be hacked if someone saw through her disguise.
On the way out, there was a guard on patrol. He was muttering something about Officer Randolph's gait looking funny. Shit, this look is burned.. The group waited for him to pass, then Officer Randolph jumped onto him. A quick taser shock eliminated any resistance he would put up. He wouldn't be dead, but he wouldn't know enough to be a threat, doubly so since "Officer Randolph" always wore AR gloves.
They made it back to the car, where the runners paid up with the cred sticks. They were babbling incessently.
All The Cab Driver had to say was simple. "Don't talk as much. Listen. Don't puke in my car, especially if you had poison juice. Don't tell anyone you don't trust with your life about me. If I find out you've been leaking shit, you're dead. Crystal clear?"
The runners nodded and The Cab Driver dropped them off in their protected neighborhood.[/spoiler]
[spoiler=Character at Char Gen]== Info ==
Street Name: The Cab Driver
Name: Melgana Shockfire
Movement: 4/8
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Dwarf Female Age 32
Height At Least 5'0" Weight At least 130 pounds
Composure: 7
Judge Intentions: 11
Lift/Carry: 6 (45 kg/30 kg)
Memory: 5
Nuyen: 0
== Priorities ==
Metatype: B - Any metatype
Attributes: E - 12 Attributes
Special: A - Magician or Technomancer
Skills: D - 22 Skills/0 Skill Groups
Resources: C - 140,000¥
== Attributes ==
BOD: 3
AGI: 2
REA: 1
STR: 3
CHA: 5
INT: 6
LOG: 3
WIL: 2
EDG: 5
RES: 6
== Derived Attributes ==
Essence: 6
Initiative: 7 + 1d6
Rigger Initiative: 7 + 1d6
Astral Initiative:
Matrix AR Initiative: 7 + 1d6
Matrix Cold Initiative: 6 + DP + 3d6
Matrix Hot Initiative: 6 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 9
== Limits ==
Physical: 4
Mental: 5
Social: 6
Astral: 6
== Active Skills ==
Animal Handling : 0 Pool: 4
Archery : 0 Pool: 1
Armorer : 0 Pool: 2
Automatics : 0 Pool: 1
Blades : 0 Pool: 1
Clubs : 0 Pool: 1
Compiling : 6 Pool: 12
Computer : 4 Pool: 7
Con : 0 Pool: 4
Cybercombat : 2 Pool: 5
Decompiling : 6 Pool: 12
Demolitions : 0 Pool: 2
Disguise : 0 Pool: 5
Diving : 0 Pool: 2
Electronic Warfare : 2 Pool: 5
Escape Artist : 0 Pool: 3
Etiquette : 0 Pool: 4
First Aid : 0 Pool: 2
Forgery : 0 Pool: 2
Free-Fall : 0 Pool: 2
Gunnery : 0 Pool: 1
Gymnastics : 0 Pool: 1
Hacking : 2 Pool: 5
Hardware : 4 Pool: 7
Heavy Weapons : 0 Pool: 1
Impersonation : 0 Pool: 4
Instruction : 0 Pool: 4
Intimidation : 0 Pool: 4
Leadership : 0 Pool: 4
Longarms : 0 Pool: 1
Navigation : 0 Pool: 5
Negotiation : 0 Pool: 4
Perception : 0 Pool: 5
Performance : 0 Pool: 4
Pilot Ground Craft : 2 Pool: 3
Pistols : 2 Pool: 4
Registering : 6 Pool: 12
Running : 0 Pool: 2
Sneaking : 0 Pool: 3
Software : 4 Pool: 7
Survival : 0 Pool: 1
Swimming : 0 Pool: 2
Throwing Weapons : 0 Pool: 1
Tracking : 0 Pool: 5
Unarmed Combat : 1 Pool: 3
== Knowledge Skills ==
Area Knowledge: Hong-Kong : 6 Pool: 12
Bars and Clubs : 6 Pool: 12
Security Tactics : 6 Pool: 9
== Contacts ==
Han-Za (3, 2)
Joslin (4, 4)
Vorid (1, 1)
== Qualities ==
Addiction (Moderate) (Real Coffee)
Allergy (Common, Moderate) (Alcohol)
Catlike
Double Jointed
Focused Concentration (Rating 3)
Resistance to Pathogens and Toxins
Technomancer
Thermographic Vision
== Lifestyles ==
Dispatch 2 months
== Armor ==
Chameleon Suit 9
+Chemical Protection 6
== Weapons ==
Defiance EX Shocker
+Hidden Gun Arm Slide
+Smartgun System, Internal
Pool: 4 Accuracy: 6 DV: 9S(e) AP: -5 RC: 1
Grenade: Flash-Pak
Pool: 1 Accuracy: 4 DV: Special AP: - RC: 1
Shock Gloves
Pool: 3 Accuracy: 4 DV: 8S(e) AP: -5 RC: 1
Unarmed Attack
Pool: 3 Accuracy: 4 DV: 3S AP: - RC: 1
== Commlink ==
Erika MCD-1 (ATT: 4, SLZ: 3, DP: 2, FWL: 1)
Living Persona (ATT: 5, SLZ: 6, DP: 3, FWL: 2)
== Gear ==
AR Gloves
Fake License (Driver's License) Rating 1
Fake License (Concealed Carry Permit) Rating 1
Fake License (Drone License) Rating 1
Fake License (Pistol License) Rating 1
Fake SIN (Sarah Caldwell) Rating 1
Grenade: Flash-Pak x2
Smartlink
== Vehicles ==
Ares Duelist (Medium)
+Weapon Mount
+Weapon Mount
+Sensor Array Rating 3
GM-Nissan Doberman (Medium)
+Weapon Mount
+Sensor Array Rating 3
GM-Nissan Doberman (Medium)
+Weapon Mount
+Sensor Array Rating 3
Hyundai Shin-Hyung (Sport Sedan)
+Chameleon Coating
+Morphing License Plate
+Rigger Interface
+Sensor Array Rating 2
Sikorsky-Bell Microskimmer (Microdrone)
+Sensor Array Rating 3
Sikorsky-Bell Microskimmer (Microdrone)
+Sensor Array Rating 3
== Concept ==
There isn't much on file about The Cab Driver. Only a select few know who she is, and that's the way she likes it. She runs a "taxi cab company". Her company is a pure cash, anonymous type transaction. Calls come in, she'll pilot a driverless car to pick up the caller. Extractions, social or otherwise, are an extra fee. There's not a trail of bodies behind her. No body recognizes her, or has incentive to find her. That's just the way she likes it. The "picture" she advertises her business with is a hand drawn sketch of a dwarf, so it's presumed she is a dwarf with pale skin.
There's just one rule, puke in her car due to booze, and you're next ride is costing double. Leaving real coffee in the rig is a method to get on her nice side.[/spoiler]
[spoiler=Leveled Toon]== Info ==
Street Name: The Cab Driver
Name: Melgana Shockfire
Movement: 6/12
Karma: 51
Street Cred: 5
Notoriety: 0
Public Awareness: 1
Dwarf Female Age 32
Height At Least 5'0" Weight At least 130 pounds
Composure: 7
Judge Intentions: 11
Lift/Carry: 6 (45 kg/30 kg)
Memory: 5
Nuyen: 21615
== Priorities ==
Metatype: B - Any metatype
Attributes: E - 12 Attributes
Special: A - Magician or Technomancer
Skills: D - 22 Skills/0 Skill Groups
Resources: C - 140,000¥
== Attributes ==
BOD: 3
AGI: 3
REA: 3
STR: 3
CHA: 5
INT: 6
LOG: 3
WIL: 2
EDG: 5
RES: 6
== Derived Attributes ==
Essence: 6
Initiative: 9 + 1d6
Rigger Initiative: 9 + 1d6
Astral Initiative:
Matrix AR Initiative: 9 + 1d6
Matrix Cold Initiative: 6 + DP + 3d6
Matrix Hot Initiative: 6 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 9
== Limits ==
Physical: 4
Mental: 5
Social: 6
Astral: 6
== Active Skills ==
Animal Handling : 0 Pool: 4
Archery : 0 Pool: 2
Armorer : 0 Pool: 2
Automatics : 0 Pool: 2
Automotive Mechanic : 1 Pool: 4
Blades : 0 Pool: 2
Clubs : 0 Pool: 2
Compiling : 6 Pool: 12
Computer : 4 Pool: 7
Con : 0 Pool: 4
Cybercombat : 2 Pool: 5
Decompiling : 6 Pool: 12
Demolitions : 0 Pool: 2
Disguise : 1 Pool: 7
Diving : 0 Pool: 2
Electronic Warfare : 2 Pool: 5
Escape Artist : 0 Pool: 4
Etiquette : 0 Pool: 4
First Aid : 0 Pool: 2
Forgery : 0 Pool: 2
Free-Fall : 0 Pool: 2
Gunnery : 0 Pool: 2
Gymnastics : 0 Pool: 2
Hacking : 2 Pool: 5
Hardware : 4 Pool: 7
Heavy Weapons : 0 Pool: 2
Impersonation : 1 Pool: 6
Instruction : 0 Pool: 4
Intimidation : 0 Pool: 4
Leadership : 0 Pool: 4
Locksmith : 1 Pool: 4
Longarms : 0 Pool: 2
Navigation : 0 Pool: 5
Negotiation : 0 Pool: 4
Perception : 0 Pool: 5
Performance : 0 Pool: 4
Pilot Ground Craft : 2 Pool: 5
Pilot Watercraft : 0 Pool: 2
Pistols : 2 Pool: 5
Registering : 6 Pool: 12
Running : 0 Pool: 2
Sneaking : 1 Pool: 6
Software : 4 Pool: 7
Survival : 0 Pool: 1
Swimming : 0 Pool: 2
Throwing Weapons : 0 Pool: 2
Tracking : 0 Pool: 5
Unarmed Combat : 1 Pool: 4
== Knowledge Skills ==
Area Knowledge: Hong-Kong : 6 Pool: 12
Bars and Clubs : 6 Pool: 12
Security Tactics : 6 Pool: 9
== Contacts ==
Han-Za (3, 2)
Joslin (4, 4)
Vorid (1, 1)
== Qualities ==
Addiction (Moderate) (Real Coffee)
Allergy (Common, Moderate) (Alcohol)
Catlike
Double Jointed
Focused Concentration (Rating 3)
Resistance to Pathogens and Toxins
Technomancer
Thermographic Vision
== Lifestyles ==
Dispatch 2 months
== Armor ==
Chameleon Suit 9
+Chemical Protection 6
== Weapons ==
Defiance EX Shocker
+Hidden Gun Arm Slide
+Smartgun System, Internal
Pool: 5 Accuracy: 6 DV: 9S(e) AP: -5 RC: 1
Grapple Gun
Pool: 0 Accuracy: 3 DV: 7S AP: -2 RC: 1
Grenade: Flash-Pak
Pool: 2 Accuracy: 4 DV: Special AP: - RC: 1
Shock Gloves
Pool: 4 Accuracy: 4 DV: 8S(e) AP: -5 RC: 1
Unarmed Attack
Pool: 4 Accuracy: 4 DV: 3S AP: - RC: 1
== Commlink ==
Erika MCD-1 (ATT: 4, SLZ: 3, DP: 2, FWL: 1)
Living Persona (ATT: 5, SLZ: 6, DP: 3, FWL: 2)
== Gear ==
AR Gloves
Autopicker Rating 6
Catalyst Stick
Cellular Glove Molder Rating 4
Chisel
Fake License (Driver's License) Rating 1
Fake License (Concealed Carry Permit) Rating 1 x2
Fake License (Drone License) Rating 1 x2
Fake License (Pistol License) Rating 1
Fake License (Driver's License) Rating 6
Fake License (Cyberdeck License) Rating 6
Fake License (Pistol License) Rating 6
Fake License (Private Investigator License) Rating 6
Fake License (Drone License) Rating 6
Fake SIN (Sarah Caldwell) Rating 1
Fake SIN (Alex Donovan) Rating 6
Flashlight
Gas Mask
Grapple Gun
Grenade: Flash-Pak x2
Keycard Copier Rating 6
Lockpick Set
Miniwelder
Sequencer Rating 1
Smartlink
Stealth Rope (100m) x2
== Vehicles ==
Ares Duelist (Medium)
+Weapon Mount
+Weapon Mount
+Sensor Array Rating 3
GM-Nissan Doberman (Medium)
+Weapon Mount
+Sensor Array Rating 3
GM-Nissan Doberman (Medium)
+Weapon Mount
+Sensor Array Rating 3
Hyundai Shin-Hyung (Sport Sedan)
+Chameleon Coating
+Morphing License Plate
+Rigger Interface
+Sensor Array Rating 2
Sikorsky-Bell Microskimmer (Microdrone)
+Sensor Array Rating 3
Sikorsky-Bell Microskimmer (Microdrone)
+Sensor Array Rating 3
== Concept ==
There isn't much on file about The Cab Driver. Only a select few know who she is, and that's the way she likes it. She runs a "taxi cab company". Her company is a pure cash, anonymous type transaction. Calls come in, she'll pilot a driverless car to pick up the caller. Extractions, social or otherwise, are an extra fee. There's not a trail of bodies behind her. No body recognizes her, or has incentive to find her. That's just the way she likes it. The "picture" she advertises her business with is a hand drawn sketch of a dwarf, so it's presumed she is a dwarf with pale skin.
There's just one rule, puke in her car due to booze, and you're next ride is costing double. Leaving real coffee in the rig is a method to get on her nice side.[/spoiler]
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I'm going to wait and hear what the more experienced technomancers players have to say (trisk, hobbes?)
But the thing that jumps out at me right away is reshuffle those priorities.
Stats A (max out willpower & logic)
Resonance B (use one point from Metatype C and 30 of that bonus karma to raise your resonance to 6).
Metatype C: dwarf
Skills: D
Resources: E (you're gonna get +$50k to buy stuff)
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this thread is helpful:
http://www.reddit.com/r/Shadowrun/comments/2q94e8/viable_technomancer_builds/
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First - you cannot be a technomancer/rigger/infiltrator out of char-gen. Its impossible.
You can be an 'ok' technomancer if you build it properly, and thats it. Dwarf isn't really doable (due to skills), but the below is my best effort.
If you want to tack rigger on later thats fine; you can buy the stuff after some adventures.
I'll comment on each section below:
== Priorities ==
Metatype: B - Any metatype
Attributes: E - 12 Attributes
Special: A - Magician or Technomancer
Skills: D - 22 Skills/0 Skill Groups
Resources: C - 140,000¥
You cannot have such low stats as technomancer - its no viable. You can't really start with money as a technomancer; again, not viable.
You need Attributes A, and Resources E. If you want to be a dwarf you'd need resonance B and Metatype C. That leaves skills D ... which is really too low, to be honest ... you really can't start as a dwarf if you want to be maximally effective, but if you want to this is the only 'doable' way.
The only really viable way to make a technomancer is Attributes A, Skills B, Resonance C, Metatype D, Resources E. You'll see why later in my 'skills' comments.
== Attributes ==
BOD: 3
AGI: 2
REA: 1
STR: 3
CHA: 5
INT: 6
LOG: 3
WIL: 2
EDG: 5
RES: 6
These are far too low. A few comments:
Will and Body should be even numbers. You also want to max your WILL score at 7 because it helps with a ton of things.
Logic is incredibly important - its tied with software, one of your most important skills. That needs to be at a 5.
INT is important, so that should be up there, it should also be a 5.
Charisma is not that important; raising agility up should be a higher priority so you can shoot.
Reaction is useful, but you're not going to be fast in meatspace so its not a big deal.
Strength should be dumped - its useless for you.
A body of 3 is ideal.
== Active Skills ==
Compiling : 6 Pool: 12
Computer : 4 Pool: 7
Cybercombat : 2 Pool: 5
Decompiling : 6 Pool: 12
Electronic Warfare : 2 Pool: 5
Hacking : 2 Pool: 5
Hardware : 4 Pool: 7
Pilot Ground Craft : 2 Pool: 3
Pistols : 2 Pool: 4
Registering : 6 Pool: 12
Software : 4 Pool: 7
Unarmed Combat : 1 Pool: 3
With only a D for skills you have 0 room for excess skills. You must have the following:
Compiling = 6 - specialize in machine sprites
Registing = 6 - specialize in machine sprites
Software = 6 - specialize in puppeteer
Computers = 6 - specialize in matrix perception
So thats 22 points ... but you also need perception ... (buy it for karma) and some sort of firearm (not pistols, you won't have the pool for it, so you need automatics where you can FA)
I'm not sure the ideal way to do this, because you really don't have the skill points for this ... maybe the following:
Compiling = 6 - specialize in machine sprites
Registing = 6 - specialize in machine sprites
Software = 6 - specialize in puppeteer
Computers = 4 - specialize in matrix perception
Automatics = 1 - specialize in machine pistols or SMGs
Perception = buy with karma
== Knowledge Skills ==
Area Knowledge: Hong-Kong : 6 Pool: 12
Bars and Clubs : 6 Pool: 12
Security Tactics : 6 Pool: 9
== Contacts ==
Han-Za (3, 2)
Joslin (4, 4)
Vorid (1, 1)
== Qualities ==
Addiction (Moderate) (Real Coffee)
Allergy (Common, Moderate) (Alcohol)
Catlike
Double Jointed
Focused Concentration (Rating 3)
Resistance to Pathogens and Toxins
Technomancer
Thermographic Vision
Drop Catlike and Double-Jointed; they're useless for you.
You only need Focused Concentration at level 2.
If you weren't a dwarf you should probably have exceptional attribute for will, otherwise you don't need it.
You should use all of your remaining karma for skill points, as you're going to be in desperate need of them.
== GEAR + Lifestyle ==
You can't afford any of what you have. Buy basic stuff.
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Yeah. Not everyone has to go my rout of maxing out Willpower (Though I always recommend it over maxing logic) but with 2 points of will, you're just begging to get ripped apart on the matrix.
I'm going to break down your matrix defenses here real quick.
Brute Force - 4 defense dice
Data Spike - 6 defense dice
Erase Mark - 4 defense dice
Hack on the Fly - 6 defense dice
Jacking out - 6 dice to use it. 8 dice to stop someone else from using it.
Jump into Rigged Device - 4 defense dice.
Resist Dmage - 6 dice
Resist Bio feedback - 4 dice
If a drone/car/thing you're jumped in is bricked you'll be disoriented for 8 minutes
Basically, you're very easy to hack. The one thing you've got really going for you is a 9 dice so far for running silent.
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Hey Titus, so I built this for you based on your o.p. above.
I had to make some sacrifices to get it to work.
This dronomancer is mostly a 'mancer with a newly developing side of rigging.
Right now you don't have the right skills to jump into your drones so you'll mostly be controlling them via command and relying on their autosofts (and your sprite) to do the work.
You'll need to spend some karma from your first runs to pump youre meatworld skills (pilot ground craft, pilot rotorcraft, pistol, etc).
I took some 'ware for the boost to logic and the smarlink, down the road you can get a pain editor ;-0
I got you two drones, a roto-drone combat drone with some good weaponry and a dragonfly stealth drone for recce work.
You Submerged once and boosted your resonance back up to 6 with some of the bonus 50 karma.
We'll let you start with 3 bound Sprites (i think that's the max you can have for your CHA).
Prolly a good idea to take a diagnostic sprite, not sure what do with your other two registered sprites.
Overall most of her dice pools are at 12 or higher (14 for Resonance Spike) so with a sprite aiding you I think you'll be a solid decker/mancer type.
You're gonna get crushed in combat so try to stay out of the way and buff your party members with diagnostics or yourself. You *might* hit something with your Remington Roomsweeper set to wide choke, firing a semi-auto burst and using a sprite to help.
You will need to focus all your early karma earnings on boosting your drone and driving skills to put all this to good use.
As you get money down the road better drones, pain editor and an RCC might make sense.
The RCC will let you fly a small fleet of drones at once.
Melgana Shockfire
METATYPE: HUMAN
B 2, A 4, R 4, S 1, W 6, L 5/7, I 5, C 3, ESS 5.2, EDG 3, R 6, S 1
Condition Monitor (P/S): 9 / 11
Armor: 14
Limits: Physical 3, Mental 9, Social 6
Physical Initiative: 9+1D6
Matrix Initiative: 12+3D6
Active Skills: Athletics Group 1, Compiling 5, Computer 5, Cybercombat 5, Electronic Warfare 5, Hacking 5, Influence Group 1, Perception 1, Pilot Ground Craft 2, Pistols 1, Registering 6, Software (Resonance Spike +2) 6
Knowledge Skills: Hong Kong Bars and Clubs 5, Hong Kong Local 5, Small Unit Tactics 6
Languages: Chinese N, English 4
Qualities: Addiction (Moderate): Coffee, Allergy, Common (Moderate): Alcohol, Codeslinger: Hack on the Fly, Gearhead, Technomancer
Complex Forms: Cleaner, Editor, Puppeteer, Resonance Spike, Resonance Veil
Echoes: (Submersion Grade 1) Mind Over Machine
Augmentations:
Cerebral Booster (2)
Datajack
Pistols
Smartlink
Vehicles:
Cyberspace Designs Dragonfly [Handling 4, Speed 3, Accel 2, Body 1, Armor 1, Pilot 3, Sensor 2]
MCT-Nissan Roto-drone [Handling 4, Speed 4, Accel 2, Body 4, Armor 4, Pilot 3, Sensor 3]
Gear:
Weapon Mount
Weapon Mount
Weapons:
AK-98 [Assault Rifle, Acc 5, DV 10P, AP -2, SA/BF/FA, RC 3, 38 (c)] w/ Airburst Link, Gas-Vent System (3), Smartgun System, External
AK-98 Grenade Launcher [Grenade Launcher, Acc 3, DV By Ammo, AP –, SS, 6 (m)]
AK-98 [Assault Rifle, Acc 5, DV 10P, AP -2, SA/BF/FA, 38 (c)] w/ Airburst Link, Silencer/Suppressor, Smartgun System, External
AK-98 Grenade Launcher [Grenade Launcher, Acc 3, DV By Ammo, AP –, SS, 6 (m)]
Gear:
Armor Jacket
Glasses (4) w/ Low Light Vision, Thermographic Vision, Vision Enhancement (2)
Helmet
Melgana Shockfire w/ (1 month) Low Lifestyle
Stim Patch (1)
Trauma Patch
Weapons:
Colt Agent Special [Light Pistol, Acc 8, DV 8P, AP –, SA, 8 (c)] w/ Personalized Grip, Smartgun System, Internal
Remington Roomsweeper [Heavy Pistol, Acc 7, DV 7P, AP -1, SA, 8 (m)] w/ Personalized Grip, Smartgun System, Internal
Walther Palm Pistol [Hold-out, Acc 6, DV 7P, AP –, SS/BF-2, 2 (b)] w/ Smartgun System, Internal
Contacts:
Bartender (Connection 2, Loyalty 2)
Fixer (Connection 3, Loyalty 2)
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I was working on this as well. I did decide to make some of the same sacrifices you did. Playing a dwarf was far too expensive for the character to do and do everything I wanted. I was able to drop meta down to E by playing a human, which gave me much more in the way of skills to play with even with having magic at B. Plus, I did a good chunk of this without cyberware. Melee combat is out. Stealth physical combat will need some more work but it's passable.... I think. I also started looking at more elaborate weapons.
I made some final edits with some of the suggestions you put here (namely the weapon mounts). The weapon mounts are a pretty decent idea. I was figuring the drones would get in hot water though if caught with weapons.
I changed the name a bit. So I wouldn't just go back and try to be the old character again. :) Same concept.
== Info ==
Street Name: The Cabbie
Name: Jordan "Aiko" Jones
Movement: 8/16
Karma: 51
Street Cred: 5
Notoriety: 0
Public Awareness: 1
Human Female
Composure: 10
Judge Intentions: 9
Lift/Carry: 4 (15 kg/10 kg)
Memory: 11
Nuyen: 75
== Priorities ==
Metatype: E - Human
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: D - 50,000¥
== Attributes ==
BOD: 3
AGI: 4
REA: 4
STR: 1
CHA: 4
INT: 5
LOG: 5
WIL: 6
EDG: 2
RES: 6
== Derived Attributes ==
Essence: 6
Initiative: 9 + 1d6
Rigger Initiative: 9 + 1d6
Astral Initiative:
Matrix AR Initiative: 9 + 1d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 3
Mental: 7
Social: 7
Astral: 7
== Active Skills ==
Animal Handling : 0 Pool: 3
Archery : 0 Pool: 3
Armorer : 0 Pool: 4
Automatics : 6 [Machine Pistols] Pool: 10 (12)
Blades : 0 Pool: 3
Clubs : 0 Pool: 3
Compiling : 6 [[Sprite Type] Machine] Pool: 12 (14)
Computer : 6 [Matrix Perception] Pool: 11 (13)
Con : 0 Pool: 3
Cybercombat : 0 Pool: 4
Demolitions : 0 Pool: 4
Disguise : 2 Pool: 7
Diving : 0 Pool: 2
Escape Artist : 0 Pool: 3
Etiquette : 0 Pool: 3
Exotic Ranged Weapon : 1 [Tiffani Elegance Shooting Bracers] Pool: 5
First Aid : 0 Pool: 4
Forgery : 0 Pool: 4
Free-Fall : 0 Pool: 2
Gunnery : 0 Pool: 3
Gymnastics : 0 Pool: 3
Hacking : 0 Pool: 4
Heavy Weapons : 0 Pool: 3
Impersonation : 1 Pool: 5
Instruction : 0 Pool: 3
Intimidation : 0 Pool: 3
Leadership : 0 Pool: 3
Locksmith : 1 Pool: 5
Longarms : 0 Pool: 3
Navigation : 0 Pool: 4
Negotiation : 0 Pool: 3
Palming : 2 Pool: 6
Perception : 6 Pool: 11
Performance : 0 Pool: 3
Pilot Ground Craft : 1 Pool: 5
Pilot Watercraft : 0 Pool: 3
Pistols : 1 Pool: 5
Registering : 6 [[Sprite Type] Machine Type] Pool: 12 (14)
Sneaking : 2 Pool: 6
Software : 6 [[Complex Form] Puppeteer] Pool: 11 (13)
Survival : 0 Pool: 5
Throwing Weapons : 0 Pool: 3
Tracking : 0 Pool: 4
Unarmed Combat : 0 Pool: 3
== Knowledge Skills ==
Area Knowledge: Hong-Kong : 6 Pool: 11
Bars and Clubs : 6 Pool: 11
Cantonese : 2 Pool: 7
Security Tactics : 6 Pool: 11
== Contacts ==
Hanza (3, 3)
Joslin (3, 3)
== Qualities ==
Addiction (Moderate) (Real Coffee)
Allergy (Common, Moderate) (Alcohol)
Focused Concentration (Rating 2)
Technomancer
== Lifestyles ==
Dispatch Business 2 months
== Armor ==
Chameleon Suit 9
+Chemical Protection 6
== Weapons ==
Defiance EX Shocker
+Concealed Quick-Draw Holster
Pool: 5 Accuracy: 4 DV: 9S(e) AP: -5 RC: 1
Grapple Gun
Pool: 5 Accuracy: 3 DV: 7S AP: -2 RC: 1
Monofilament Chainsaw
Pool: 0 Accuracy: 3 DV: 8P AP: -6 RC: 1
Pioneer 60
+Laser Sight
+Shock Pad
+Silencer
Pool: 3 Accuracy: 6 DV: 10P AP: -1 RC: 2
Remington Suppressor
+Gas-Vent 3 System
+Sound Suppressor
Pool: 10 (12) Accuracy: 6 DV: 7P AP: -1 RC: 4
Remington Suppressor
+Gas-Vent 3 System
+Sound Suppressor
Pool: 10 (12) Accuracy: 6 DV: 7P AP: -1 RC: 4
Tiffani Elegance Shooting Bracers
Pool: 5 Accuracy: 6 DV: 7P AP: - RC: 1
Tiffani Elegance Shooting Bracers
Pool: 5 Accuracy: 6 DV: 7P AP: - RC: 1
Unarmed Attack
Pool: 3 Accuracy: 3 DV: 1S AP: - RC: 1
== Commlink ==
Living Persona (ATT: 4, SLZ: 5, DP: 5, FWL: 6)
== Gear ==
AR Gloves
Autopicker Rating 6
Catalyst Stick
Cellular Glove Molder Rating 4
Chisel
Grapple Gun
Keycard Copier Rating 6
Maglock Passkey Rating 4
Monofilament Chainsaw
Stealth Rope (100m)
== Vehicles ==
GM-Nissan Doberman (Medium)
+Weapon Mount
+Weapon Mount
+Sensor Array Rating 3
Hyundai Shin-Hyung (Sport Sedan)
+Chameleon Coating
+Sensor Array Rating 2
Sikorsky-Bell Microskimmer (Microdrone)
+Sensor Array Rating 3
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ok looking good!
i would take either pistol or automatics: machine pistol not both.
i would consider taking pistols in lieu of automatics.
you can get burst fire pistols (Savellette Guardian is a good one) that make them on par with machine pistols and you can almost always have a pistol on you.
if you were more of a main combat toon sure automatics.
your drones will fire those weapons themselves so you don't need automatics for them (if you were jumped in you would use your gunnery and logic iirc).
but you will need to get a pilot and gunnery autosoft for them and be prepared to dedicate a sprite to enhance it's firing or you'll miss everything.
the drone i built for you had two cheap but effective weapons (ak with underbarrell grenade launcher is a deal), one was recoil comp'd the other was silenced.
both had GLs, one could be loaded with HE or Frag and the other with Smoke or Tear Gas.
Which makes a very cost-effective pairing of full-auto high ex mayhem vs. some silenced death from above and smoke cover for escapes and getting people out of buildings etc.
without a control rig or Submerging and taking the man over machine echo you can't jump in, which is probably a good idea as you have no relevant skills (gunnery and/ or pilot rotorcraft or tracked) to drive them directly.
I dont' see your Resonance Complex forms listed anywhere.
You'll need to choose them, carefully.
I like Resonance Spike as you can brick enemy gear (cars, guns, eyes etc) but ymmv.
You've got no hacking, no cybercombat and no electronic warfare.
I would consider pumping those as the team has no decker.
I would for sure not pass up hacking and electronic warfare.
you should get two skill groups to spend with your skills priorities, I don't see them anywhere (due to the weird sequence of chargen its usually better to spend them on skill groups you only want some basic competence in, i spent it on social skills and athletics).
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here's a new one based on the choices you are showing in your most recent chargen post.
I bumped up your meatworld skills (perception, pistol and pilot ground vehicle), ditched your submersion and man over machine echo.
your primary matrix skills lost a point or two as result.
this person is better at sneaking/ shooting but not as good in the matrix as the previous toon i posted.
haven't spent her money yet ($59k), so you've got room for drones, weapons and such.
Aiko
METATYPE: HUMAN
B 2, A 5, R 4, S 1, W 6, L 5, I 5, C 4, ESS 6, EDG 3, R 6
Condition Monitor (P/S): 9 / 11
Armor: 0
Limits: Physical 3, Mental 7, Social 7
Physical Initiative: 9+1D6
Matrix Initiative: 10+3D6
Active Skills: Athletics Group 1, Compiling 5, Computer 5, Cybercombat 5, Electronic Warfare 5, Hacking 5, Locksmith 2, Perception 4, Pilot Ground Craft 3, Pistols (Semi-Automatics +2) 5, Registering 5, Sneaking 2, Software 6, Stealth Group 1
Knowledge Skills: Hong Kong Bars and Clubs 4, Hong Kong Local 6, Small Unit Tactics 6
Languages: Chinese N, English 4
Qualities: Addiction (Moderate): Coffee, Allergy, Common (Moderate): Alcohol, Focused Concentration (2), Technomancer
Complex Forms: Cleaner, Puppeteer, Resonance Spike, Resonance Veil, Static Veil
Gear:
Aiko w/ (1 month) Low Lifestyle
Contacts:
Bartender (Connection 3, Loyalty 2)
Fixer (Connection 4, Loyalty 3)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2015 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
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You pretty much never want to jump into any drone other than a sniping rotodrone sitting at extreme range for other weapons. Biofeedback is just too a huge a risk and drones are just too squishy. This goes for wired riggers too. Control Device is more than good enough.
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I'd drop a point of charisma to up your will to 7. You get another stun box, and it will be very helpful in a lot of tests you'll make. Charisma, not so much.
Your skills look solid; if you want to switch to a sniping focus you could do longarms instead of automatics, but I think automatics are where you'd want to be (you can conceal a machine pistol, for one).
That pistols 1 skill is totally wasted; maybe put it in a pilot skill or something instead?
I'd also move your impersonation skill to etiquette; more useful overall.
Gear:
Get rid of the taser (you don't have the dice for it), the exotic weapon (you don't have the dice for it), the chainsaw (you aren't a troll, you never want to be in close combat like that), and your pistols. If you're going automatics stick to machine pistols, smgs, and assault rifles.
Buy a burner commlink so everyone doesn't know you're a technomancer off the bat.
I don't see a Fake SIN or licenses - those are basically required.
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So titus any preference for your toon from the options above?
I like the one with higher matrix skills I posted for Melgan with the drone's kitted out and the 'ware.
That cerebral enhancer is pretty suite as it pumps your logic to 7.
But I could see how you would prefer a toon with some meatworld skills so the toon you posted and the last one I posted are also options.
One thing to consider is to be competent you will need a dice pool of at 12 dice.
To be good you should have a pool of about 15 dice.
To be very good up around 18 dice.
cheers!
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here are a few new qualities from data trails that would be helpful as a technomancer:
OTAKU TO TECHOMANCER
COST: 10 KARMA
You were an otaku, a child of the Matrix, bending the Matrix to the will of your mind alone, before it was cool to do so. Most of your kind, assuming they even sur- vived this long, did not emerge as technomancers. But for you, lightning struck twice—you went from otaku to
technomancer. Having known your abilities for longer than just about anyone else alive, dealing with these strange powers is second nature to you. You gain +2 dice when resisting Fading from any source.
DATA ANOMALY
COST: 3 KARMA
An incessant code tinkerer, you know very effective ways to hide your icon, making it look like nothing more than a piece of errant code. You gain +2 dice when resisting a Matrix Perception test while running silent. Unfortunately, whatever it is you’re doing to hide yourself has one little flaw—sprites, those mysterious creatures of the Matrix, can spot you instantly, exactly as if you weren’t running silent at all.
NINJA VANISH
COST: 5 KARMA
Even the best sometimes get clipped. Maybe you’re in a host, holding off some IC, but there are just too damn many of them. Maybe you’re in the middle of a firefight and the enemy hacker is getting the best of you, and you’re moments away from having your deck reformat- ted, when suddenly, the Matrix glitches. A little local- ized reset saves your bacon. Just like that. What are the odds, neh? Maybe GOD is on your side? That can’t be— you must just be that good.
As a Free Action, the character can spend 1 point of Edge to remove all marks a single opponent has on him. Note that in cases where other targets were sharing marks with your target, such as IC in a host, the others also lose their marks.
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here are a few new qualities from data trails that would be helpful as a technomancer:
OTAKU TO TECHOMANCER
COST: 10 KARMA
You were an otaku, a child of the Matrix, bending the Matrix to the will of your mind alone, before it was cool to do so. Most of your kind, assuming they even sur- vived this long, did not emerge as technomancers. But for you, lightning struck twice—you went from otaku to
technomancer. Having known your abilities for longer than just about anyone else alive, dealing with these strange powers is second nature to you. You gain +2 dice when resisting Fading from any source.
DATA ANOMALY
COST: 3 KARMA
An incessant code tinkerer, you know very effective ways to hide your icon, making it look like nothing more than a piece of errant code. You gain +2 dice when resisting a Matrix Perception test while running silent. Unfortunately, whatever it is you’re doing to hide yourself has one little flaw—sprites, those mysterious creatures of the Matrix, can spot you instantly, exactly as if you weren’t running silent at all.
NINJA VANISH
COST: 5 KARMA
Even the best sometimes get clipped. Maybe you’re in a host, holding off some IC, but there are just too damn many of them. Maybe you’re in the middle of a firefight and the enemy hacker is getting the best of you, and you’re moments away from having your deck reformat- ted, when suddenly, the Matrix glitches. A little local- ized reset saves your bacon. Just like that. What are the odds, neh? Maybe GOD is on your side? That can’t be— you must just be that good.
As a Free Action, the character can spend 1 point of Edge to remove all marks a single opponent has on him. Note that in cases where other targets were sharing marks with your target, such as IC in a host, the others also lose their marks.
I don't know that any of these are 'worth' the karma expenditure. Maybe Otaku to Technomancer, and even that is borderline.
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I would say Otaku to TM is extremely worth it. Would you say a flat +2 to Drain that stacks with other sources for that wouldn't be worth it? I honestly feel like TMs are more dependent on Threading to do their thing than mages are to casting (since they can always just shoot a gun in combat) so it seems like a good quality to me especially if you want to throw CFs at higher levels or get higher level sprites.
Data Anamoly is sort of ok especially since the likelihood of running up against another TM is fairly minimal. Though it does create a potentially dangerous exploit in your defenses. Better safe than sorry IMO.
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I would say Otaku to TM is extremely worth it. Would you say a flat +2 to Drain that stacks with other sources for that wouldn't be worth it? I honestly feel like TMs are more dependent on Threading to do their thing than mages are to casting (since they can always just shoot a gun in combat) so it seems like a good quality to me especially if you want to throw CFs at higher levels or get higher level sprites.
I'd rather do Exceptional willpower (if you have 6 willpower) and move a stat point over to boost willpower to 7. You spend 4 karma more, and you have 1 drain die less, but ... you get lots more benefits.
Otaku to Technomancer would be good later, I'd argue.
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I just hate the Exceptionals in general. Though Exceptional WIL I would actually consider for a TM because of how bad they could use it. Really the only worthwhile iteration of that PQ IMO.
TMs will continue to be screwed so long as they lack equivalents to traditions, foci, and mentor spirits. Again I am super shocked that Data Trails provided NONE of this.
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The ninja one where you spend 1 edge point to remove all marks instantly seems rather useful....
Or do you just not get any marks on you in the first place?
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Hokay titus here's another tweaked build for you.
You could of course substitute Automatics: Machine Pistol for Pistols:Semi-Automatic.
You could also swap out one or more Complex Forms and/ or swap out a specialization (for example Perception: Visual) for a Complex Form.
You're agility is pretty good so you should be ok at shooting stuff if push comes to shove (5agility+3pistols+2semi-auto+1smartlink) = 10 dice The bonus for a Machine Sprite running Diagnostics in your gun should add Sprite level x 2 /3 on average. So assuming level 4 or 5 Sprite thats an extra 3 dice on average.
13 dice for your shooty skill is ok for a backup shooty character like you (most of your time should be spent doing matrixy things or bricking gear imho).
If you purchase a pair of Vision Enhanced glasses you can get your Perception up around 14 which is ample.
Without the glasses you will have @10 perception for spotting things in the meatworld which is not bad.
I think this gives you what you were looking for (technomancer who can drive and infiltrate a bit).
Haven't spent any of your @$58,000 but that should be enough for basic equipment and two drones (see my previous post for drone recommendations).
cheers!
Aiko
METATYPE: HUMAN
B 2, A 5, R 4, S 1, W 6, L 5, I 5, C 4, ESS 6, EDG 3, R 6
Condition Monitor (P/S): 9 / 11
Armor: 0
Limits: Physical 3, Mental 7, Social 7
Physical Initiative: 9+1D6
Matrix Initiative: 10+3D6
Active Skills: Athletics Group 1, Compiling 5, Computer 5, Cybercombat 5, Electronic Warfare 5, Hacking 6, Perception (Visual +2) 3, Pilot Ground Craft 3, Pistols (Semi-Automatics +2) 3, Registering 5, Sneaking (Urban +2) 3, Software 6, Stealth Group 1
Knowledge Skills: Hong Kong Bars and Clubs 4, Hong Kong Local 6, Small Unit Tactics 6
Languages: Chinese N, English 4
Qualities: Addiction (Moderate): Coffee, Allergy, Common (Moderate): Alcohol, Focused Concentration (2), Ninja Vainsh, Otaku, Technomancer
Complex Forms: Puppeteer, Resonance Spike
Gear:
Aiko w/ (1 month) Low Lifestyle
Contacts:
Bartender (Connection 3, Loyalty 2)
Fixer (Connection 4, Loyalty 3)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2015 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
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The ninja one where you spend 1 edge point to remove all marks instantly seems rather useful....
Unless you have multiple things with marks on you. It's only one at a time. And there are better things to use Edge for.
And it's better to not get detected at all.
Or do you just not get any marks on you in the first place?
This. TMs can't compete with deckers or IC in cybercombat.
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Very nice.
I'd suggest a Program carrier and a Rating 4 Agent for gang Sprite hacking. Or maybe wait until you can swing the rating 6 Agent, but without Hacking or Electronic Warfare skill you're blowing off a huge part of what you can do.
*or*
You can use Electronic Warfare as Perception when you use Sensors (p.445 of the basic book), so buy a handheld sensor or keep a drone around full time and swap the points in Perception for Electronic Warfare maybe? And I'd strongly consider holding off on the specializations in order to pick up as much Hacking as you can. That way you're not missing any critical Matrix skills. You don't have to come out and say you're a hacker, but you're 90% of the way there, you may as well. And of course Sprite abuse to cover up the cracks.
Consider Sleeping Tiger armor instead of the Chameleon suit, and don't forget to use Machine Sprites to buff your stealth checks.
I'm not sure that the Exotic Weapon and Pistols and Automatics [Machine Pistols] is the most efficient use of your resources. And with as small of a dice pool you've got you're mechanically ahead if you keep one of the Remingtons loaded with Stick and shock instead of the Taser.
Lockpicking is going to be a problem since you can't use any of the +gear or likely any bonus from a Machine Sprite for removing the Housing and bypassing any tamper switches. You're better off hacking the locks usually. And, that frees up some Karma and Moneys. :)
And since Trisk hasn't been by yet to mention it, Drugs, Drugs, Drugs. At least one dose of Jazz or Cram, and a shot of Psyche, Long Haul, and a stim patch. Basic starter cocktail.
Qualities Code of Honor: Like a Boss is hilarious. More Karma. Consider keeping 7 Karma banked at the end of Chargen so you can probably grab Mind over Machine after the first run. For sure after the second.
And as was mentioned, never jump into a Drone. Just let the Sprites drive.
Otaku to Technomancer is certainly not bad. And as was mentioned, exceptional Attribute Willpower is also a consideration.
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Whiskey can you elaborate on why Technomancers aren't as good as deckers in cybercombat (i would assume they can't get their dice pools high enough and / or their meatdeck can't compete with a cyberdeck stats)?
The ninja one where you spend 1 edge point to remove all marks instantly seems rather useful....
Unless you have multiple things with marks on you. It's only one at a time. And there are better things to use Edge for.
And it's better to not get detected at all.
Or do you just not get any marks on you in the first place?
This. TMs can't compete with deckers or IC in cybercombat.
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Whiskey can you elaborate on why Technomancers aren't as good as deckers in cybercombat (i would assume they can't get their dice pools high enough and / or their meatdeck can't compete with a cyberdeck stats)?
Deckers are often faster, and can frequently hit harder because Technomancer's living personas are usually inferior to a cyber deck. Technomancers should just cheat and Thread something awful in the decker's general direction and swamp them with Sprites and get on with whatever they're doing instead of trading punches. IMO hackers in general shouldn't sit around trading punches with anything unless it's absolutely mission critical to stick around.
And if your Hacker frequently has marks, much less multiple marks, on them you're doing something terribly wrong.
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TMs will continue to be screwed so long as they lack equivalents to traditions, foci, and mentor spirits. Again I am super shocked that Data Trails provided NONE of this.
Yeah - I couldn't believe that there were no mentor spirit equivalents at the least. Not to mention Foci equivalents ...
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Hobbes doesnt the deck's stats just affect limits?
So you can keep more of your hits if you have a better deck but it wont increase your pool.
Right?
Besides that It seems like dice pools will be similar, no?
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The ninja one where you spend 1 edge point to remove all marks instantly seems rather useful....
Unless you have multiple things with marks on you. It's only one at a time. And there are better things to use Edge for.
And it's better to not get detected at all.
Or do you just not get any marks on you in the first place?
This. TMs can't compete with deckers or IC in cybercombat.
In what way can a TM not compete with a decker in Cybercombat?
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In what way can a TM not compete with a decker in Cybercombat?
Hobbes nailed it.
But, in addition, programs >>>> CFs. Having a deck and the options/defense it entails (with appropriate mode) > everything you get hit with in the Matrix affecting your actual brain and condition monitor. The benefits from AR hacking that TMs can never actually match without screwing their Resonance.
Stuff like that.
If you send sprites in, then you're wasting a resource on a form of combat that fundamentally doesn't matter in 99% of circumstances. Once again, it's much better to avoid detection than to fight things out on the Matrix. A TM is going to be worse at fighting simply due to the constraints of being MAD. Or he can throw sprites at the enemy for no real gain. Lose/lose.
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Okay first off
1) AR hacking - A Technomancer can easily do AR hacking. No they don't need to get any gear or datajacks or nothing like that. They can see the world in AR naturally. About the only issue they have over a Decker, is the lack of initiative boosters in AR.
2) Programs being four times stronger than CFs - You're not being very creative with your CF usage then. Either that or your GM is not allowing you to be creative with it. I don't think you know how strong something like Resonance Veil can be. Though it does fall a bit into the whole "Don't get seen." but just cause your seen, or even having people actively attempting to send their little data spikes at you, don't think for a moment that the technomancer is some sort of gnat. You can easily use this to create a 'ghost decker' while you run in silent mode, resonance spiking the enemy. They have no reason to even look for you then, because the ghost decker is clearly what is attacking them. Or perhaps you do get spotted. Well.. replicate your persona. Suddenly there isn't one of you, but 10 of you. Granted, this does take some working out with your GM.. so if the GM is a sourpuss who won't let you have the fanciful matrix illusions that a mage can do in the meat world, come up with other methods. Tattletell isn't as bad as one would think it to be, especially when your making technomancers like I do, with 7+ will power and a whole bag full of Nitro.
3) Your Brain and Condition monitor - Actually with the Pain Editor Echo or Bioware, I don't think you know just how strong this could be instead of being a weakness. Again, using my technomancers as a base, with 7 Willpower, That 12 on their stun track. Then 3~5 body, adds another 2~3 on their physical track. giving them a total of 10-11 physical tracks. A Decker's deck only has what? 10 or so? With a Stim patch, I can remove a good load of that stun damage. So in terms of boxes, My Technomancer has twice as much, or more than your decker's deck.
In terms of trading blows, the Technomancer will actually come out on top there, due to having more boxes than a decker, provided they have that echo/bioware. They've usually got a much higher defense than a decker would, with that 7 will power. Against a data spike, my techonomancers usually got 12 dice initially, and since my first action in any cyber combat test is to take a total defense action, increasing me up to 19 dice, and following it up with some Nitro, maybe even a dose of psyche as well, I can increase that to 23~25 dice easily. Nothing is worse than attempting to data spike someone with 25 or so dice, who blows the limit on the defense check.
A quick run for this -defense roll vs dataspike, blow the limit. (http://orokos.com/roll/299293): 29d6h5 12,
That is one roll with my Tobbis character. I don't need to hack you.. I can just have you hack yourself for me. Granted, I did use a number of limited resources for this. Nitro, Psyche, Edge, but where else would you find a way to so easily let someone else kill them self for you?
That is probably one of the bigger things there. Especially if you can find some way to pump out noise.
AR Hacking? Get yourself a coat with Universal Mirror weave and flensal fabric. Using these two things together, you can create noise against stuff you don't want, while focusing the flensal on things you do want. Cause remember defense tests are not affected by noise. While any attempt to hack you is. If you're going crazy high defense.. its very unlikely you could get effectively hacked, while sending out nasty little spikes at enemies.
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Hobbes doesnt the deck's stats just affect limits?
So you can keep more of your hits if you have a better deck but it wont increase your pool.
Right?
Besides that It seems like dice pools will be similar, no?
Charisma is usually the problem. If a TM has bumped up Cha to the point of being able to punch out an IC they're usually in a wheelchair. Presuming the TM has a pack of Sprites boosting them the dice pools will work out about the same, but the Decker will often have some kind of initiative booster augments. Even a Cha of 3 means a TM's attacks are mostly useless unless they've managed to heard up a pack of Sprites to assist. And typically you'll have the Sprites doing more useful stuff than standing around waiting to team punch.
Seriously, Puppeteer, reboot his deck, get the job done, get gone before the decker even gets back online.
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Not being able to go fast and often in AR hacking is an incredibly big deal.
It doesn't help how many of the better CFs are vague and require GM adjudication to determination their usefulness. This has been abundantly clear given the number of topics on the subject since 5E came out.
The Pain Editor echo is pretty good, before that you're screwing your Resonance with Essence loss.
How are you hitting drugs while in limp noodle VR state without switching out and back in?
I will say, cool notions with bouncing Data Spikes.
And I agree with Hobbes, there are better things to do in the Matrix than fight. Such things are typically pretty pointless. I can't think of a good reason for it to happen unless you're waiting on another sprite to hack into something and you have to defend them or wait out a timer or something.
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3) Your Brain and Condition monitor - Actually with the Pain Editor Echo or Bioware, I don't think you know just how strong this could be instead of being a weakness. Again, using my technomancers as a base, with 7 Willpower, That 12 on their stun track. Then 3~5 body, adds another 2~3 on their physical track. giving them a total of 10-11 physical tracks. A Decker's deck only has what? 10 or so? With a Stim patch, I can remove a good load of that stun damage. So in terms of boxes, My Technomancer has twice as much, or more than your decker's deck.
My out of chargen 200Kish Cyberdeck has a Firewall of 10 and could take the same Willpower, bioware and drugs. *shrug* You'll be sitting around all day plinking one or two boxes off each other. I don't understand building to do that. It can certainly be done, but as you point out, do something clever instead and just win. And a TM can build to win out of chargen and save Karma for other priorities. But, yes a TM can Brute force. Purpose built Deckers can do it better, and it doesn't play to what I perceive as a TM's strengths. YMMV.
Puppeteer or Resonance Veil > Brute Force. IMO.
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Rather your out of Chargen 200k-ish cyber deck can have a fire wall of ten. Taking the Pain Editor Bioware doesn't at function quite the same way as the Technomancer does, in terms of "increasing" one's boxes
Loss of Resonance doesn't hurt a Technomancer anywhere near as badly as it would a mage. Before the Echo came out, I pretty much always had it in my mind that I'd use 1 point of essence for bio/cyberware. I think that still hasn't changed for me.
And yes, it doesn't help that the CFs are vague.. or really everything about a technomancer is vague. If anything happens in the new book, I hope we have the side bars like in the Street Grimore going over the finer details of what they can and cannot be. I think its generally safe to say you could make someone see a ghost decker with CF.
And for Drugs. Auto injector. With Trodes and a datawire, you don't have to have it running wirelss. Just connect that drek to your biomonitor and your mind. Then send out the command for it to juice you when needed. Or set it up to trigger the moment you take a full defense action or something along those lines.
And yes, don't get me wrong, I'm not saying you should just have your technomancer go all leeeeroy jenkins and stuff. But, rather I'm just saying that in cybercombat, as a technomancer you don't just roll over and die.
Squishyness has nothing to do with how much attack power you can throw out, Rather how much defense power you have. The worst a Decker could do to a Technomancer without getting a mark on him, is doing a dataspike. Even if he gets a mark, there is still another action he's got to take.
Focusing more on defense, A Technomancer doesn't have to keep up with A decker in speed. Rather a Technomancer just needs to keep up a good defense. The better a Technomancer's defense, ultimately the stronger they'll be in the cybercombat.
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thanks for all the input guys
here's another option for you titus, this one uses a dwarf metatype and some bioware to amp up your willpower and logic to 7.
You have to sacrifice something to pull this off and in this case you Resonance is one lower at 5 and your skills suffered.
Still good at all matrix activity, can summon MORE sprites and with the high logic really could improve very fast in logic related skills such as Hardware (good for all kinds of things including transferring ownership (i.e. stealing) items, breaking and entering, repairing stuff.
She has $34,000 left to spend so enough room for a drone or two and some basic gear.
Unnamed Hero
METATYPE: DWARF
B 3, A 5, R 4, S 3, W 7, L 5/7, I 5, C 5, ESS 5.4, EDG 2, R 5
Condition Monitor (P/S): 10 / 12
Armor: 0
Limits: Physical 5, Mental 9, Social 8
Physical Initiative: 9+1D6
Matrix Initiative: 12+3D6
Active Skills: Compiling 5, Computer 5, Electronic Warfare 5, Hacking 5, Hardware 1, Perception 2, Pilot Ground Craft 1, Pistols 2, Registering 5, Software 5
Knowledge Skills: Bars and Clubs 6, Hong Kong Local 5, Small Unit Tactics (Urban +2) 5
Languages: Chinese N, English 4
Metatype Abilities: Enhanced Senses: Thermographic Vision, Resistance: Pathogens and Toxins +2
Qualities: Addiction (Moderate): coffee, Allergy, Common (Moderate): alcohol, Focused Concentration (2), Technomancer
Complex Forms: Cleaner, Resonance Spike, Resonance Veil, Static Veil
Augmentations:
Cerebral Booster (2)
Smartlink
Gear:
Aiko w/ (1 month) Low Lifestyle
Contacts:
Bartender (Connection 3, Loyalty 3)
Fixer (Connection 3, Loyalty 3)
Mechanic (Connection 1, Loyalty 2)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2015 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
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Looking through this now, and I'll have a new version up in the next few hours. This'll likely be the finalish version for now.
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I'd drop a point of charisma to up your will to 7. You get another stun box, and it will be very helpful in a lot of tests you'll make. Charisma, not so much.
Your skills look solid; if you want to switch to a sniping focus you could do longarms instead of automatics, but I think automatics are where you'd want to be (you can conceal a machine pistol, for one).
That pistols 1 skill is totally wasted; maybe put it in a pilot skill or something instead?
I'd also move your impersonation skill to etiquette; more useful overall.
Gear:
Get rid of the taser (you don't have the dice for it), the exotic weapon (you don't have the dice for it), the chainsaw (you aren't a troll, you never want to be in close combat like that), and your pistols. If you're going automatics stick to machine pistols, smgs, and assault rifles.
Buy a burner commlink so everyone doesn't know you're a technomancer off the bat.
I don't see a Fake SIN or licenses - those are basically required.
The taser uses pistol dice, so I should have dice for that. The chainsaw is NOT there as a weapon, but as a breaking and entering equipment, and its own description indicates that it's not intended as a weapon. The character will go back to specializing in pistols, like I had originally postulated.
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FYI Titus Errata changed Technomancer's max Sprite's bound from Cha to Log.
So your Logic will drive how many sprites you can have at once.
For example Logic 4 = up to 4 Sprites at once.
So I think you can drop your Cha stat a point or two if you like as it will only effect your Matrix Attack power...I think...
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FYI Titus Errata changed Technomancer's max Sprite's bound from Cha to Log.
So your Logic will drive how many sprites you can have at once.
For example Logic 4 = up to 4 Sprites at once.
So I think you can drop your Cha stat a point or two if you like as it will only effect your Matrix Attack power...I think...
Oooh. I don't have the Errata. This is really helpful. I thought Cha was much more necessary than it was.
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Yeah I only learned that today ;-)
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Cha still limits your starting sprites because of silly reasons. But max sprites is logic after that.