Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Bushw4cker on <02-19-16/0453:42>
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I took some of Gemstar's advice and went back to the Drawing Board with my Technomancer.
I wanted a Jack of All Trades, but it left character lacking in a lot of areas, so I tried making Technomancer Ork. Only way I felt I could do justice was by using Karma Gen.
Concept is Ex Go-Ganger, who got busted by law (Criminal SIN) and now has to pay Restitution (In Debt-4), but the only work he can get is at a Seedy Ork/Troll Bar (Day Job-1)
I wanted to make Technomancer that could not only hold in own in Matrix, but could also do well in a real fight.
Any Thoughts, Comments or Suggestions are always appreciated.
Thanks )
Also would really like some feedback on my character sheets, they are a work in progress.
Attachment looks soo much better, but think more people will check out character if I post info as spoiler too
ATTRIBUTES
BOD 5 WIL 5 WALK 8
AGI 4 LOG 5 RUN 16
REA 4 INT 5 SPRINT +2m/hit
STR 5 CHA 4 COMP 9
EDG 3 ESS 6 JUDGE 9
RES 6 LIFT 10 MEM 10
Initiative: 9 + 1D6 Edge Points: OOO
LIMITS
Physical: 7 Social: 7 Mental: 7
POSITIVE QUALITIES
Tough as Nails-3 (Stun)
Codeslinger (Hack On The Fly)
NEGATIVE QUALITIES
Did You Just Call Me Dumb?
Day Job (1,000¥ a Month, 10 Hours a Week)
Prejudiced (Bias, Law Enforcement)
SINner (Criminal, UCAS)
In Debt-4 (Restitution, 30,000¥)
ACTIVE SKILLS
Etiquette 1
(Street +2)
Intimidation 2
Animal Handling 1
Perception 2
(Visual +2)
Pistols 1
Longarms 2
(Shotguns +2)
Unarmed Combat 2
Sneaking 1
Pilot Ground Craft 1
(Bike +2)
Automotive Mechanic 1
Hacking 6
(Devices +2)
Cybercombat 3
Electronic Warfare 3
Computer 3
(Matrix Perception +4)
Hardware 1
Software 3
Compiling 2
Registering 4
(Fault Sprites +2 )
KNOWLEDGE SKILLS
Forensics 1
Security Design 1
(Matrix +2) -
Local Gangs 1
Sports 1
(Combat Biker +2) -
Trid Shows 1
Music 1
(Goblin Rock +2) -
Police Procedures 1
Iconography 1
Munitions 1
LANGUAGE SKILLS RTG
English N
Japanese 2
Russian 1
Cantonese 1
Salish 1
Sperethiel 1
Or'zet 2
LIVING PERSONA (Device Rating 6)
Attack: 4 Sleaze: 5 Data Proc: 5 Firewall: 5
o Hot-Sim (Initiative: 10 + 4D6, +2 DP Matrix Actions)
o Running Silent (-2 DP Matrix Actions)
COMPLEX FORM TARGET DUR FV
Transcendent Grid Self I L - 2
COMMLINK RTG SILENT MODE
o Renraku Sensei 3 O
ID TYPE RTG
o John A. Smith Criminal SIN N
o John B. Smith Fake SIN 4
RANGED WEAPONS CON AC DAMAGE AP RC MODE MODS
o Krime Boss w/ Sling 6 4(5) 13P -1 1 SA Personalized Grip, Holographic Sight
o (Drum) Explosive (14P, -2AP) OOOOO OOOOO OOOOO o (Drum) Gel (13S, 0AP) OOOOO OOOOO OOOOO o (Drum) APDS (13P, -5AP) OOOOO OOOOO OOOOO
o Ruger Super Warhawk -2 6(7) 9P -2 - SS Personalized Grip, Holographic Sight
o (cy) APDS (9P, -6AP) OOOOOO o Speed Loader (APDS) OOOOOO o Speed Loader (APDS) OOOOOO
ARMOR
o Helmet
o Armor Jacket
o Armor Clothing (Casual)
o Securetech PPP (Arms)
o Securetech PPP (Legs)
MELEE WEAPONS RCH DM ACC AP
o Shock Gloves - 8Se -5
CONTACTS TYPE ETHNICITY META LOCATION CON LOY NOTES
Smiley Fixer Mixed Ork Downtown Seattle 4 2 ______________________________________
Max Biker/Skraacha Ganger Mixed Ork Ork Underground 3 4 Gold Tusks
LIFESTYLE MONTHS PAID
Low (2,000¥ a Month) OOOOOO OOOOOO
DAY JOB
Bartender at Ork and Troll Bar in Puyallup
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Hmmm....
still not sure about this. IMO Resonance is too high for having software 3 (and only CF of transcendent Grid, which is the CF that needs the fewest hits of all of them to do its job) and Compiling/Registering. You are going to have trouble compiling/registering high level sprites without edge. I guess that's not a huge deal if most of your registering is done off hours.
While technomancer tactics are still up in the air due to a lot of rules issues, there are some basics for the kind of technomancer you seem to be wanting to make (a matrix specialist using conventional matrix skills who can hold ground in the meat). For hacking, you are going to want to high Hacking/Computer skills for breaking into things and Matrix Perception. Hosts are tough to get into without skinlink but some are doable and hopefully GMs arent putting intense hosts in front of a starting technomancer. You are going to want a few registered sprites to call upon once you are in if needed, but often enough a single compiled sprite once in can be a big help (fault sprites for holding off IC if spotted, crack sprites for for holding off IC or to help with a hacking action, etc.). Registered Sprites can do all sorts of remote tasks for you too against target devices (tracing icons, cookie power, snooping). They don't have to be amazing sprites, but capable of doing their specific niches. Deckers need (and usually have) versatility as they have to handle everything that comes their way, but technomancers trade versatility to have sprites that fill in the gap (ex, fault sprites for cybercombat). In the meatworld, machine sprites are stars, boosting dice pools on test with diagnostics, and potentially Gremlin-ing when it feels right. If they want to directly participate in a fight, technomancers need a combat skill at high enough to benefit from the Diagnostics power of the best registered sprite they can muster. This helps them get around usually having lower agility or not having 'ware.
Looking over your character, I am just seeing so many skills at 1 or 2, especially combat. these lose the potential advantage a machine sprite can give you, and do not make the character strong in a fight. If you are also going for a jack of all trades route as well, technomancers arguably make the best skillwired jack of all trades, as they can effectively double the skill rating of any skillsoft they use, and as they usually don't have a lot of nuyen needs, they can funnel their earnings into increasing their skillsoft library or paying for subscriptions.
Below is a mock-up of a skillwired ork technomancer (built using priority) that has a lot of the same gear and qualities. Low skill priority causes the character to hyperspecialize in Hacking, Compiling, and Registering. These are focused as these are a hacking technomancer's bread and butter. Also, because you can't use edge with skillsofts, these are the skills that benefit a lot from a high edge rating (marking a host without skinlink can need a lot of dice, and high edge helps register those high level sprites). Skillsofts are for other basic matrix/fighting, and can take advantage a machine sprite's diagnostic power. So all of the rating 2 skillsofts are effectively rating 4. I gave him a cyberarm to help with shooting (9 Agility + 2 Pistols + 2 Diagnostics + 2 Smartlink = 15 dice). I gave the character a basic 2k knowsoft subscription that effectively gives a rating 2 in every knowsoft or language, and consolidated knowledge skills. I left enough essence for another upgrade a cerebral booster or to get a cerebellum booster in the future. As you initially wanted drug use as part of the character, so I gave him Narco. Even with Narco, you have a good shot of avoiding addiction to Psyche and Novacoke, but even if you get a mild addiction, Narco will help keep them there. Running just Psyche guarantees two passes per combat term in the physical world.
Karma Expenditures: 15 Positive Qualities, 35 Attributes, -25 negative qualities. 0 Remaining.
Nuyen: Still has 2.5k nuyen to buy drugs/ammo/accessories.
== Info ==
Name: Unnamed Character Alias:
Ork Movement: 4/8
Composure: 8
Street Cred: 0 Judge Intentions: 9
Notoriety: 0 Lift/Carry: 8 (45 kg/30 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 2555
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: A(4) - Ork, 7 Special Attribute points
Attributes: D(1) - 14 Attributes
Special: C(2) - Technomancer (Res 3, Complex Form 1: Static Veil)
Skills: E(0) - 18 Skills/0 Skill Groups
Resources: B(3) - 275,000¥
== Attributes ==
BOD: 5 CHA: 3
AGI: 2 INT: 6
REA: 2 LOG: 4 (5)
STR: 3 WIL: 5
EDG: 6 RES: 3
== Derived Attributes ==
Essence: 4.16 Initiative: 8 + 1d6
Physical Damage Track: 12 Rigger Init: 8 + 1d6
Stun Damage Track: 12 Astral Init:
Physical: 5 Matrix AR Init: 8 + 1d6
Mental: 7 Matrix VR Cold Init: 6 + DP + 3d6
Social: 6 Matrix VR Hot Init: 6 + DP + 4d6
Securetech PPP: Arms Kit [-1] (Must be visible)
Securetech PPP: Legs Kit [-1] (Must be visible)
Astral: 7
== Active Skills ==
Compiling (Crack) Base: 4 + Karma: 0 = 4 Pool: 7 (9)
Hacking (Devices) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Registering (Machine) Base: 5 + Karma: 0 = 5 Pool: 8 (10)
== Knowledge Skills ==
English N
Gangs (Seattle) Base: 4 + Karma: 0 = 4 Pool: 10 (12)
Music (Goblin Rock) Base: 4 + Karma: 0 = 4 Pool: 10 (12)
Security Design (Matrix) Base: 4 + Karma: 0 = 4 Pool: 9 (11)
Sports (Combat Biking) Base: 4 + Karma: 0 = 4 Pool: 10 (12)
== Contacts ==
(Fixer) (CON: 3, LOY: 1)
(Gang Leader) (CON: 2, LOY: 3)
== Qualities ==
Codeslinger (Hack on the Fly)
Day Job (10 hrs)
Did You Just Call Me Dumb?
In Debt IV
Low-Light Vision
Prejudiced (Specific, Biased) (Law Enforcement)
SINner (Criminal)
Technomancer
Tough as Nails Stun I
== Lifestyles ==
Low (Low) 1 months
== Cyberware/Bioware ==
Cerebral Booster Rating 1 (Alpha)
Chipjack Rating 1 (Alpha)
Narco
Skilljack Rating 2 (Alpha)
Skillwires Rating 2 (Alpha)
Smartlink (Alpha)
Synthetic Full Arm (AGI 9, STR 3, Physical 5) (Right) (Alpha)
+Customized Agility Rating 6
+Enhanced Agility Rating 3
== Armor ==
Armor Clothing 6
Armor Jacket 12
Bike Racing Helmet 2
Securetech PPP: Arms Kit 1
Securetech PPP: Legs Kit 1
== Weapons ==
Ares Predator V
+Concealed Quick-Draw Holster
+Personalized Grip
+Smartgun System, Internal
Pool: 4 Accuracy: 8 DV: 8P AP: -1 RC: 2
Ruger Super Warhawk
+Concealed Quick-Draw Holster
+Personalized Grip
Pool: 4 Accuracy: 6 DV: 9P AP: -2 RC: 2
Shock Gloves
Pool: 1 Accuracy: 5 DV: 8S(e) AP: -5 RC: 2
Unarmed Attack
Pool: 1 Accuracy: 5 DV: 3S AP: - RC: 2
== Commlink ==
Living Persona (ATT: 3, SLZ: 6, DP: 5, FWL: 5)
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
+Fake SIN Rating 4 [Fake License 4 (Concealed Carry Permit), Fake License 4 (Weapon License), Fake License 4 (Driver's License), Fake License 4 (Restricted Cyberware License)]
== Gear ==
Activesoft (Pistols) Rating 2
Activesoft (Software) Rating 2
Activesoft (Perception) Rating 2
Activesoft (Computer) Rating 2
Activesoft (Electronic Warfare) Rating 2
Activesoft (Pilot Ground Craft) Rating 1
Activesoft (Hardware) Rating 1
Lingua/Knowsoft Basic Subscription
== Vehicles ==
Harley-Davidson Scorpion (Chopper)
+Sensor Array Rating 2
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Thanks for the Response Gemstar.
For the longest time I thought Living Persona Attributes could be no higher than Resonance Rating. Guess I was wrong, because I can't find it anywhere in the book.
Personally not a fan of my technomancers having a lot of ware.
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As it stands, TMs only really shine with skillwires or as a pet class.
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Meatworld technomancers are tough to also make matrix specialists at character generation. Deckers don't have to worry about Tasking skills and are usually more flush with nuyen/essence/edge than technomancers. This allows for easier crossover for combat deckers or decker/riggers or stealth deckers. 'wareless technomancers who want to engage meatworld activities I find need to have high attributes and skills and enough nuyen for gear. Because of this, Meta/Resonance tends to drop lower, so not being a Human/Elf, edge, and Resonance don't get too high. As hacking s skill intensive in itself, meatworld skllls are tough to spread around, and with lower Resonance, the max level of Machine sprite Diagnostics bonus is more limited.
Technomancer generation is definitely a big balancing act and cost/benefit calcs. I don't like being prescriptive, but especially for physical world technomancers who don't want 'ware and also want more than one or so physical skills and also be matrix specializing, you are looking for a few things:
1.Low-Mid Resonance
2. Compiling/Registering at minimums to register machine sprites at the level of your Resonance.
3. Specialized Hacking skills. Because your resonance is going to be on the lower end, sprites can't do all of your work, but they can be used to fill in your gaps. So it is indulgent to take Hacking and Cybercombat for a build like this. Pick one, and let Crack or Fault Sprite do the other when you need. High enough computer to do your own matrix perception if you like, but matrix searches can be done/teamworked by a data/crack sprites too. A technomancer who functions in the meat and matrix is just not going to be the matrix jockey a standard decker is.
4. Complex Forms - Because of lower resonance, it's tough to invest a lot here, as dice pools for opposed tests are not going to give great odds/results and lower resonance correlates lower fade resistance. I prefer unopposed/threshold CFs like Static veil, Resonance Channel (if you are remote hacking), Transcendent Grid. Resonance Veil against individuals (cops, security, goons, etc) might be nice to have too. Lower Resonance technomancers just have a tough time with meatier opposed test Complex Forms (Diffusions, Puppeteer, etc.)and the Fade is unforgiving (especially as this type also has lower Edge).
5. Enough skill ranks to benefit from diagnostic power. Skill areas you want to focus on should be at a rank equal or above your resonance. This allows Diagnostics to have the maximum effect.
6. Gear that Diagnostics work on. This is not always so clear, but any gear that gives a wireless bonus when used is a good place to start (smart-linked weapons, social dice boosting armor, chameleon suits, vehicles, some climbing gear, some kits, etc.). If not 'ware, than this gear is what allows a technomancer to have dicepools on par with non-technomancers with similar skill focuses.
Even with all of this. A dedicated matrix specialist is going to be better at matrix things. A higher resonance technomancer is going to have more Complex Forms and Sprite oomph (more of a pet class). Mundanes/Adepts are going to be better at a lot of the meat world skill areas. What this kind of technomancer brings is someone who can fill a gap and switch roles when needed, but probably isn't going to start near the top of their fields. They do have some breadth, but shadowrun mechanics skews characters/teams/character advancement to more specialized builds character generation that take on secondary roles later on. This character does the opposite (strong secondaries that become primaries), so starting off may be more difficult, but later in play and with slower advancement can have several specialty areas.
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Just mocked this up as an example (qualities aren't my favorites) of a physical world enabled technomancer that is also (enough of) a matrix specialist:
A 'wareless soft matrix specialist (read: not really a matrix specialist but can get by doing some things, sprites can help with others, skinlink will help a lot) that doubles as a covert ops/Jack of All trades (secondary combat, secondary face, secondary B&E). Dicepools don't look so high, but combined with boostable gear and machine sprite support they can get high enough. Skills A (yes I did it) allows investment in skill areas that can take solid advantage of machine sprite support.
Another problem with 'wareless technomancers (and technomancers generally) is meatworld initiative/defense. This character should be making surprise attacks and/or staying behind cover as much as possible if fighting, as even drugs are a limited value here and can only be used sparingly.
However, I don't really know how I would build this with any meta except human so it can be pretty limited (maybe an elf or dwarf could work, but I think trolls/orks are out). There is some brittleness to a character like this (lowish edge, no dice pools in super high range, sprite reliance), especially of playing with a team that expects higher starting challenges with specialized team roles.
Character can keep 3 registered sprites. I would keep at least 2 registered level 4 machine sprites around that have enough tasks to be potentially switched out a few times during a run (and to potentially reroll a bad teamwork test). The third would be another machine sprite or fault sprite. Leaving the possibility to probably to compile a crack sprite or data/courier sprite when needed on the fly. Lower Willpower/Resonance makes excessive on a run sprite compiling dangerous though.
Karma expenditures: 10 on Strength, 15 on reaction, 25 on positive qualities, -25 on negative qualities= 0 remaining.
== Info ==
Name: Unnamed Character Alias:
Human Movement: 10/20
Composure: 8
Street Cred: 0 Judge Intentions: 11
Notoriety: 0 Lift/Carry: 5 (30 kg/20 kg)
Public Awareness: 0 Memory: 6
Karma: 0 Nuyen: 20
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: C(2) - Adept, Magician, or Technomancer
Skills: A(4) - 46 Skills/10 Skill Groups
Resources: D(1) - 50,000¥
== Attributes ==
BOD: 3 CHA: 5
AGI: 5 INT: 6
REA: 3 LOG: 3
STR: 2 WIL: 3
EDG: 2 RES: 4
== Derived Attributes ==
Essence: 6 Initiative: 9 + 1d6
Physical Damage Track: 10 Rigger Init: 9 + 1d6
Stun Damage Track: 10 Astral Init:
Physical: 4 Matrix AR Init: 9 + 1d6
Mental: 5 Matrix VR Cold Init: 6 + DP + 3d6
Social: 7 Matrix VR Hot Init: 6 + DP + 4d6
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Mortimer of London: Argentum Coat [+1] (Must be visible)
Mortimer of London: Berwick Suit [+1] (Must be visible)
Astral: 7
== Active Skills ==
Automatics (Machine Pistols) Base: 4 + Karma: 0 = 4 Pool: 9 (11)
Compiling (Fault) Base: 3 + Karma: 0 = 3 Pool: 7 (9)
Computer Base: 2 + Karma: 0 = 2 Pool: 5
Con Base: 4 + Karma: 0 = 4 Pool: 9
Disguise Base: 4 + Karma: 0 = 4 Pool: 10
Gymnastics Base: 3 + Karma: 0 = 3 Pool: 8
Hacking (Devices) Base: 6 + Karma: 0 = 6 Pool: 9 (11)
Hardware Base: 2 + Karma: 0 = 2 Pool: 5
Impersonation Base: 4 + Karma: 0 = 4 Pool: 9
Locksmith Base: 3 + Karma: 0 = 3 Pool: 8
Negotiation (Bargaining) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Palming Base: 4 + Karma: 0 = 4 Pool: 9
Perception (Visual) Base: 4 + Karma: 0 = 4 Pool: 10 (12)
Performance Base: 4 + Karma: 0 = 4 Pool: 9
Registering (Machine) Base: 6 + Karma: 0 = 6 Pool: 10 (12)
Sneaking Base: 4 + Karma: 0 = 4 Pool: 9
Software Base: 2 + Karma: 0 = 2 Pool: 5
Unarmed Combat (Touch Attacks) Base: 4 + Karma: 0 = 4 Pool: 9 (11)
== Knowledge Skills ==
Bars and Clubs Base: 6 + Karma: 0 = 6 Pool: 12
Data Havens Base: 6 + Karma: 0 = 6 Pool: 12
English N
Shadow Community Base: 6 + Karma: 0 = 6 Pool: 12
Sprawl Life Base: 6 + Karma: 0 = 6 Pool: 12
Syndicates Base: 6 + Karma: 0 = 6 Pool: 12
Underworld Base: 6 + Karma: 0 = 6 Pool: 12
== Contacts ==
(JackPoint) (CON: Group(5), LOY: 3)
(Fixer) (CON: 4, LOY: 3)
(ID Manufacturer) (CON: 3, LOY: 1)
(Lawyer) (CON: 3, LOY: 1)
== Qualities ==
Agile Defender
Blandness
Codeblock (Set Data Bomb)
Consummate Professional
Driven
Prime Datahaven Membership
Quick Healer
School of Hard Knocks
Technomancer
Weak Immune System
== Lifestyles ==
Low (Low) 1 months
== Armor ==
Armor Clothing 6
Armor Jacket 12
Ballistic Mask 2
+Respirator Rating 6
Chameleon Suit 9
Mortimer of London: Argentum Coat 12
+Concealability
+Custom Fit (Stack)
Mortimer of London: Berwick Suit 9
+Custom Fit
== Weapons ==
Ares Crusader II
+Concealable Holster
+Gas-Vent 2 System
+Personalized Grip
+Smartgun System, Internal
Pool: 9 (11) Accuracy: 8 DV: 7P AP: - RC: 4
Shock Gloves
Pool: 9 Accuracy: 4 DV: 8S(e) AP: -5 RC: 2
Survival Knife
Pool: 4 Accuracy: 5 DV: 4P AP: -1 RC: 2
Unarmed Attack
Pool: 9 Accuracy: 4 DV: 2S AP: - RC: 2
== Commlink ==
Living Persona (ATT: 5, SLZ: 6, DP: 3, FWL: 3)
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
+Fake SIN Rating 4 [Fake License 4 (Weapon License), Fake License 4 (Concealed Carry Permit), Fake License 4 (Driver's License)]
+Subvocal Mic
+Earbuds Rating 1
+Micro-Transceiver
== Gear ==
Ammo: Regular Ammo (Machine Pistols) x100
Autopicker Rating 4
Briefcase (Good)
Bug Scanner Rating 6
Certified Credstick, Silver
Climbing Gear
Contacts Rating 2
+Smartlink
+Flare Compensation
Crowbar
Data Tap
Datachip x10
Gecko Tape Gloves
Lockpick Set
Medkit Rating 4
Novacoke x5
Polychromic Lens
Prepaid Commlink (Cheap) x2
Psyche x3
Rapelling Gloves
Roll of Duct Tape
Sequencer Rating 4
Smart Wig
Stealth Tags x10
Stimtouch Hosiery
Survival Kit
Tag Eraser
Tool Kit (Disguise)
Tool Kit (Hardware)
White Noise Generator Rating 6
== Vehicles ==
Chrysler-Nissan Jackrabbit (Subcompact)
+Sensor Array Rating 2