Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Dinendae on <03-02-16/0205:51>

Title: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-02-16/0205:51>
So, going off of some of the older threads by Hobbes and Triskavanski, and wanting to try out some of the older archetypes (with a new twist), I decided to take a look at Run Faster's Investigative Reporter (Run Faster, P. 163). Not happy with the choices made, especially the attributes being too low given how much harder a technomancer has it than a decker, I started playing around with builds. Switching priority assignments around always left something lacking (not enough skill points to cover the basics, or not enough attribute points to get them with good mental/matrix attributes, etc.); if the archetype was just a Face or a Technomancer, it wouldn't have been OK.

I also tried Life Modules and Point buy, but neither of those were friendly to the archetype; Life Modules seem to be particularly harsh on the attribute heavy technomancer, no matter which modules I bought. Finally I tried Sum to 10; after several builds, I think I have something that approximates the archetype and should allow it to be decent:

Sum to 10 Priorities:
Attributes: A
B: Magic/Resonance (Technomancer), Skills
E: Metatype (Human), Resources

Attributes:
Body: 3
Agility: 4
Reaction: 3
Strength: 1
Willpower: 6
Logic: 5
Intuition: 5
Charisma: 5

Special Attributes:
Edge: 2
Resonance: 5
Essence: 6

Qualities & Karma Spent:
Negative Qualities:
Allergy, Common (Air Pollution) 10
Codeblock (Set Databomb) 10
Electronic Witness 5

Positive Qualities:
Focused Concentration 4
Lightning Reflexes 20

Karma Spent:
Complex Form 4
Registered Crack Sprite (Level 5, 4 tasks) 4
Registered Machine Sprite (Level 5, 4 tasks) 4
Registered Machine Sprite (Level 5, 4 tasks) 4
10 Karma into nuyen

Derived Stats:
Initiative: 8(9) + 2d6
Physical: 3
Mental: 7
Social: 10

Active Skills:
Compiling: 6 (11) * 4 points from free skill points for choosing B Resonance
Computer: 5 (10)
Con: 5 (10)
Cracking Group: 5
Intimidation: 1 (6)
Negotiation: 5 (10)
Perception: 1 (6)
Pistols: 6 (10)
Registering: 6 (11) * 4 points from free skill points for choosing B Resonance
Sneaking: 3 (7)
Software: 6 (11)

Knowledge Skills:
Area Knowledge (Chicago): 4 (9)
Bars & Clubs: 1 (6)
Data Havens: 1 (6)
Gangs: 1 (6)
Journalism: 4 (9)
Organized Crime: 1 (6)
Politics: 1 (6)
Resonance Realms: 1 (6)
Safe Houses: 2 (7)
Security Tactics: 1 (6)
Technomancy: 2 (7)
Underworld: 1 (6)

Complex Forms:
Puppeteer
Static Veil
Cleaner (bought with karma)

Gear:
Browning Ultra-Power (w/ Personalized Grip, 30 APDS rounds, 30 SnS rounds, 3x spare clips) 1,335¥
Tiffani-Defiance Protector (w/ 20 taser darts) 400¥
Executive Suite 2,000¥
Transys Avalon Commlink 5,000¥
Concealed Quick-Draw Holster 275¥
Contacts (R3 w/ Flare Comp, Image Link, Low Light Vision) 1,375¥
Earbuds (R3 w/ Audio Engancement 2, Select sound Filter) 1,400¥
Micro-Camera (Base model records video & sound) 100]¥
Respirator (R6) 300¥
Fake Sin (R4 w/ 2x R4 Fake Licenses (Firearms, Concealed Carry), 1x Month Low Lifestyle) 13,600¥

Contacts:
Becky 99 (4/1)
Nick Ryder (3/1)
Goober (4/2)
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-02-16/0215:48>
Sorry for breaking this up into two posts, I started getting that weird tag bug that likes to change size down to 1 pixel and randomly set fonts.  :-\


So that was what I was able to come up with, using Sum to 10. It covers a lot of the bases that I think an investigative journalist should (contacts on various sides of the law, a wide range of knowledge skills on important subjects, etc.), and I think it captures the essence of the original. Some cuts had to be made due to differences in priorities of course, and there were some other alterations as well: investigative journalism and journalism knowledge skills on the original (the former sounds more like a skill focus of the latter to me). I made a change in qualities to be Missions legal (I wasn't sure about the Code of Honor choice, as some of those are legal now and some aren't), and I felt that the Codeblock: Set Databomb fit in nicely with the Electronic Witness.

Questions I do have is concerning having a Resonance at 6: Is that absolutely necessary at start? If not I could go back in, drop that back to 5, get the Positive Quality Lightning Reflexes (+1 initiative and +1d6 to roll for initiative), as well as get that Strength up to 2. I just didn't have the Karma to get more Complex Forms, nor start with any Sprites; hopefully I chose the right CFs and the first game won't be too matrix heavy. Priorities for Karma are registered sprites and a few more complex forms, then start submerging. Nuyen-wise, I need to get some better electronics, including some spy type drones w/autosofts, an agent for the commlink to scan for marks (and so the character doesn't scream "Technomancer!" to casual checks, upgrade the armor a bit with some armor mods, and get a vehicle eventually, even if only a scooter.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-02-16/0250:39>
Ok, I think I got all the random tags removed from the original post. Sorry about that!
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: kyoto kid on <03-02-16/0508:09>
...two words: Combat Drugs.

Unless the character is going to hide in an armoured Bulldog van, he needs something to give him a little more speed edge in the meat world. 

Cram would be the optimal choice. 

Cram adds 1 reaction & +1d6 to initiative and lasts 12 hours - Body (for this character a total of 9 hours). When it wears of you take 6 boxes of unresisted stun. It also has a fairly low threshold for addiction (3) and addiction rating (4). Subtract the addiction rating from a base of 11 weeks for when the character has to make an addiction test (so with Cram one can go 7 weeks before needing to make the test)

Jazz is a faster acting combat drug that adds +1 to Reaction, +1 to physical limit and +2 D6 to initiative however it has a higher addiction rating (8) and requires two addiction tests instead of just one to resist both psychological (LOG + WIL) and physical (BOD + WIL) dependency (Cram only requires a LOG + WIL test).  When Jazz wears off, the character becomes disoriented for the same duration the drug was in effect (1 D6 x 10 min) during which he would receive a -2 penalty to all tests.

For every week the character does not use a drug, the threshold is reduced by 1 so for example if he goes without using Cram for three weeks (which can include downtime), no addiction test needs to be made.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-02-16/0634:37>
That's the plan for the short term, although I can't afford any right now; a pair of Gecko Grip Gloves puts me over the spending limit.  :-\
I could afford the Lightning Reflexes quality, but that solely depends on if I can get away with Resonance 5 instead of 6. With a Decker I could lose an attribute point and still be OK; I could always make it up with either a program or by rearranging the deck's attributes. Technomancers seem to be riding too close to the edge, and thus not as forgiving; I need to check back with the book and see if it's possible to drop that point of Resonance and pick it up later before submerging.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: ZeldaBravo on <03-02-16/0757:22>
Wait, you're a Human, their E priority is Human(1). You don't need to spend karma for Reonance.
Disregard that, your Resonance is B...
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-02-16/0828:33>
Wait, you're a Human, their E priority is Human(1). You don't need to spend karma for Reonance.
Disregard that, your Resonance is B...


Yep! I would like Resonance A, but I just can't afford it with this archetype. Now if I was just making a pure technomancer, then it would no issue. I am going to tweak the character though; after checking through the SR5 core rulebook, I can't find anything preventing raising Resonance after character generation. In fact it's the opposite; Resonance is listed as one of the attributes that can be advanced on the karma cost for advancement tables. I'm not sure why I was thinking you can't, other than perhaps getting them confused with power points.  ???
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-02-16/0853:01>
OK, dropped Resonance back down to 5, picked up Lightning Reflexes for a boost to initiative, Cleaner complex form, and registered three sprites with 4 tasks each (1x Crack, 2x Machine). I did have to drop Hawk Eye and Quick Healer; I should be able to reacquire Quick Healer after the first run (it'll only cost 6 karma there).
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: FST_Gemstar on <03-02-16/1148:07>
Focused Concentration 1 is debatable for technomancers (I go back and fourth), because it is in function only useful for sustaining static veil on the public grid. This isn't nothing, but it is somewhat of an investment for a specific issue. For technomancer face/investigators, I often like Profiler. It is also a bit limited, but when you are on your way to talk with specific people and have a little time to prep, a Matrix search with the teamwork help of sprites can offer some extra social dice for important encounters.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: kyoto kid on <03-02-16/1419:35>
...if you are using the Chicago contacts, they have been fleshed out a bit more as to what their uses are. 

If you are looking for someone to help get you gear, Goober or Maggie Goldberg would be more helpful  As the character is a private investigator, I agree, Nick Ryder is a good choice as is Becky99 for info on what's going down in the CZ (always good to have a gang contact). Simon Andrews is more useful for adepts and spellcasters.

If you can squeeze it in, I'd get a Private Investigator's s licence (My Face had one and it helped on occasion).  Tasers are legal so you would only need a licence for the Browning. A Concealed Weapons permit should be enough.

Combat drugs are pretty cheap, Cram and Jazz are only 10¥ per dose each. get a couple doses of one, and after your first mission, you should have enough to maintain a reasonable supply.

-----

When the character gets a couple runs under his belt I'd look into upgrading the armour a bit. If he's one to sneak around an hide, Sleeping Tiger would be the best as it subtracts 3 dice from perception pools for others spotting him (Ruthenium Polymer 3). It's expensive though well worth the money.   The Vashon Synergist Longcoat stacks with the Sleeping Tiger suit for a total of 16 armour but also negates the ruthenium polymer bonus so it's a bit of a tradeoff. Of course when you need to be really sneaky you can just take the coat off. 

Also, don't forget armour mods like fire resistance (good against flamethrower spells from fire elementals), non conductivity (helpful when someone shoots a taser at you or touches you with a stun baton or shock glove), and  insulation (particularly good on some of the Chicago missions). These mods take up armour capacity slots ( see below)

A ballistic mask would also be a big help (300¥) as it adds +2 to your total armour. but may also affect encumbrance with only a STR of 1

Another less expensive combination would be the Mortimer Berwick suit with the Argentium Longocat (total 13 armour).  The Argentium Longcoat adds +1 to the wearer's social limit. and +1 to the social pool if wireless is activated. It also has a good Capacity rating (14) for mods and grants a -3 concealability modifier. The Berwick suit has a 5 capacity.

Sleeping Tiger has a capacity rating 10 and the Synergist Longoat, 6

As the character only as a 1 STR the "custom fit (stackable)" armour is probably the best way to go as it does not affect armour encumbrance since it is effectively custom tailored for the owner (hence the high cost).
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-02-16/2053:34>
Focused Concentration 1 is debatable for technomancers (I go back and fourth), because it is in function only useful for sustaining static veil on the public grid. This isn't nothing, but it is somewhat of an investment for a specific issue. For technomancer face/investigators, I often like Profiler. It is also a bit limited, but when you are on your way to talk with specific people and have a little time to prep, a Matrix search with the teamwork help of sprites can offer some extra social dice for important encounters.


I planned on picking that up post-generation; it's cheap and learning new complex forms seems to not take too long. I do have a lot of gear I need to get (gecko grip gloves, R4 glasses with R3 vision enhancement and either vision magnification or thermographic vision, some scouting type drones, autopicker, medkit, etc.), so I'm going to be stuck on the Public Grid for a bit. Ah the joys of a new, struggling journalist! I do want that one, though it may be slightly less useful in Missions: It's been my experience that Missions tends to throw you into a meet right away (understandable, considering the time constraint the games are under).
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-02-16/2112:36>
...if you are using the Chicago contacts, they have been fleshed out a bit more as to what their uses are. 

If you are looking for someone to help get you gear, Goober or Maggie Goldberg would be more helpful  As the character is a private investigator, I agree, Nick Ryder is a good choice as is Becky99 for info on what's going down in the CZ (always good to have a gang contact). Simon Andrews is more useful for adepts and spellcasters.

If you can squeeze it in, I'd get a Private Investigator's s licence (My Face had one and it helped on occasion).  Tasers are legal so you would only need a licence for the Browning. A Concealed Weapons permit should be enough.

Combat drugs are pretty cheap, Cram and Jazz are only 10¥ per dose each. get a couple doses of one, and after your first mission, you should have enough to maintain a reasonable supply.

-----

When the character gets a couple runs under his belt I'd look into upgrading the armour a bit. If he's one to sneak around an hide, Sleeping Tiger would be the best as it subtracts 3 dice from perception pools for others spotting him (Ruthenium Polymer 3). It's expensive though well worth the money.   The Vashon Synergist Longcoat stacks with the Sleeping Tiger suit for a total of 16 armour but also negates the ruthenium polymer bonus so it's a bit of a tradeoff. Of course when you need to be really sneaky you can just take the coat off. 

Also, don't forget armour mods like fire resistance (good against flamethrower spells from fire elementals), non conductivity (helpful when someone shoots a taser at you or touches you with a stun baton or shock glove), and  insulation (particularly good on some of the Chicago missions). These mods take up armour capacity slots ( see below)

A ballistic mask would also be a big help (300¥) as it adds +2 to your total armour. but may also affect encumbrance with only a STR of 1

Another less expensive combination would be the Mortimer Berwick suit with the Argentium Longocat (total 13 armour).  The Argentium Longcoat adds +1 to the wearer's social limit. and +1 to the social pool if wireless is activated. It also has a good Capacity rating (14) for mods and grants a -3 concealability modifier. The Berwick suit has a 5 capacity.

Sleeping Tiger has a capacity rating 10 and the Synergist Longoat, 6

As the character only as a 1 STR the "custom fit (stackable)" armour is probably the best way to go as it does not affect armour encumbrance since it is effectively custom tailored for the owner (hence the high cost).


Unfortunately, the Browning Ultra-Power is Restricted, so I still need the R4 Fake Firearms License. I only have enough nuyen to get a R1 Fake License (P.I.), which wouldn't hold up to any kind of decent check. I did want some non-conductivity on the armor, but again didn't have the nuyen. Resource E HURTS, even after cashing in 10 karma; the biggest blow always comes from the R4 Fake SIN. I am looking at picking up some decent street wear armor post character-gen, but I felt it would be best to start with more Face-appropriate armor for now; stacking armor isn't going to be in the cards until I can kick that strength up to 2.


Good catch on the contacts; I hadn't seen that! I switched to Goober (4/2) and also tweaked knowledge skills just a bit (I took two points from resonance Realms and put them into Technomancy).  I like Maggie, but she works for MCT and there is no way I could justify a Technomancer taking an MCT employee over Goober; later on I should get her anyway, as Missions gives at least one contact (or a loyalty upgrade if you have them already) per mission. Besides, it seemed like Goober would be a better source for some of the tech toys, like the glasses and drones I want.


I always could drop the spites, or a few of the sprites and cleaner to bump that Strength up to a 2, but I'm leery of doing anything more that will impact the Matrix side of things.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: kyoto kid on <03-03-16/0012:12>
...this is why I never take resources at priority "E"  Could you possibly free up one point of Staring Karma to get 2,000¥?
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-03-16/0028:44>
...this is why I never take resources at priority "E"  Could you possibly free up one point of Staring Karma to get 2,000¥?


Unfortunately not; I could get that point of Karma by reducing one of the Sprite's tasks, but I've spent the 20,000¥ (from the maximum 10 points of karma you can trade in), all but about 200 ¥. Trading in the 10 karma, in combination with the 6,000¥ Resource E gives, gave me 26,000¥, of which 13,600¥ went just for the R4 SIN, 2x R4 Fake Licenses, and one month of Low Lifestyle. I almost couldn't afford an audio/visual recording device to meet the requirements of the Electronic Witness negative quality: I had to drop the amount of ammo I bought (it was originally 100 APDS & SnS, then 50, then finally 30).
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: kyoto kid on <03-03-16/2018:14>
...ouch.

Used just the Standard Priority build for my Physad KK so I applied "D" to Resources as she was human.  The downside was she started with an Edge of only 1 as I allocated the single special attribute point to Magic since that was Priority C to start her as a burnout (1 ESS to bio and geneware). Still was not able to start her with a Weapon Focus as bio/genetics aren't cheap.

One Sum to Ten scheme I find works great is B, B, B, D, E. That is how I built my demolitionist Leela: Attributes, Skills Resources, Metatype (to get a 5 staring Edge) & Magic in that order..  Generally for missions you have to show that the character is not imbalanced to be allowed to use this method.  Looking over your character, I would say he'd be fine as technos really start out on the short end.

One thing you could do is purchase a couple doses of say, Cram with your starting nuyen just to get through the first mission. That one extra die of initiative + 1 to Reaction could be a lifesaver when the air gets thick with lead.

Something else to consider after you get several payments is handloaded ammo. (Hard Targets which is now legal for Missions), it costs 20% more than the base ammo price, but adds either + 1 to the DV or -1 to the AP (must be chosen when purchased).   It may not seem like much but it would give a bit more edge when it's time to pull out the gun as that Browning would then have the same DV of a Ruger Warhawk, but with more bullets and is semi automatic. Since he has Goober as a contact, shouldn't be an issue to procure.

KK has handloded EXEX (DV) in her drum fed shotgun giving it a base of 16P before adding Net Successes (almost as rude as a Panther XXL but with burst fire capability).  For her Remington 950 she has handloaded APDS (AP) fimproving the total AP to  -9..  Her Rugers also have handloaded APDS (DV) giving them a starting DV of 10 and AP of -6.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-04-16/0016:35>
...ouch.

Used just the Standard Priority build for my Physad KK so I applied "D" to Resources as she was human.  The downside was she started with an Edge of only 1 as I allocated the single special attribute point to Magic since that was Priority C to start her as a burnout (1 ESS to bio and geneware). Still was not able to start her with a Weapon Focus as bio/genetics aren't cheap.

One Sum to Ten scheme I find works great is B, B, B, D, E. That is how I built my demolitionist Leela: Attributes, Skills Resources, Metatype (to get a 5 staring Edge) & Magic in that order..  Generally for missions you have to show that the character is not imbalanced to be allowed to use this method.  Looking over your character, I would say he'd be fine as technos really start out on the short end.

One thing you could do is purchase a couple doses of say, Cram with your starting nuyen just to get through the first mission. That one extra die of initiative + 1 to Reaction could be a lifesaver when the air gets thick with lead.

Something else to consider after you get several payments is handloaded ammo. (Hard Targets which is now legal for Missions), it costs 20% more than the base ammo price, but adds either + 1 to the DV or -1 to the AP (must be chosen when purchased).   It may not seem like much but it would give a bit more edge when it's time to pull out the gun as that Browning would then have the same DV of a Ruger Warhawk, but with more bullets and is semi automatic. Since he has Goober as a contact, shouldn't be an issue to procure.

KK has handloded EXEX (DV) in her drum fed shotgun giving it a base of 16P before adding Net Successes (almost as rude as a Panther XXL but with burst fire capability).  For her Remington 950 she has handloaded APDS (AP) fimproving the total AP to  -9..  Her Rugers also have handloaded APDS (DV) giving them a starting DV of 10 and AP of -6.

If it was anything other than a Technomancer, I could get away with several B's in Sum to 10 generation. Unfortunately Technomancers are insanely attribute dependent just for the matrix side of things. Given that their Resonance takes a hit once you start playing with ware, you need points in their physical stats as well to not be completely useless in meatspace. If the concept was just a technomancer, standard priority would be fine, and I believe you could get a decent build with point buy or life modules (although life modules would require the majority of your build karma to still go into attributes).

With the latest Missions FAQ, I saw that the hand loads were available for purchase. I plan on getting some (probably the -av), but I need nuyen from a run first.

When playing with pure adepts, I have found that archetype to be far more friendly in regards to metahumans. One of my early builds was a troll decker adept, and it worked great. If I remember correctly, I was able to take attributes E and still had great skills in decking, as well as longarms and blades. That was with buying a pretty good deck at start.: with Missions now allowing you to upgrade from one deck to another, like cyberware and foci, you could probably get away with having Resources lower and switching around some of the other priorities.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: kyoto kid on <03-04-16/0135:48>
....yeah the resonance and 'ware issue is what turned me off from ever wanting to run a Techno.  At least Spellslingers and Adepts have other means to compensate for the lack of cyber, bio, or genetic augmentations.

In 3E I played an Otaku and they not only didn't' suffer from implants, but were required to have at least two, a Datajack and ASIST Converter. . They were also encouraged to get more as they grew so they'd be prepared for dealing with the outside world after their natural abilities faded.  My character got to the point where she had a Synaptic Accelerator 1 (Synaptic Booster in 5E), Cerebral Booster 2, Muscle Toner 2, (cultured), Enhanced Articulation (cultured), Headware Memory, Math SPU, a couple eye mods (Low Light and Flare Comp), 2 slot Chipjack, and even a Smartlink (all cyber was Beta as she was a member of a fairly wealthy tribe).  She was also in the process of building what would have been a pretty killer deck for when her powers faded but the campaign ended before that..
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Rift_0f_Bladz on <03-04-16/1359:12>
If I remember correctly, Lightning Reflexes doesn't stake with anything, including drugs. Otherwise, looks kinda fun to play. But, I am currently solely and awakened style player, and most Combat Adepts.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-05-16/0105:01>
If I remember correctly, Lightning Reflexes doesn't stake with anything, including drugs. Otherwise, looks kinda fun to play. But, I am currently solely and awakened style player, and most Combat Adepts.

Yep, you are correct on that. I took it to get the extra +1 to initiative, as well as the +1d6. Barring anything interfering with my initiative, I'll automatically get two combat passes per turn. For a support character that's decent enough for my tastes, and means I don't have to worry about getting more initiative enhancements. Given what I need to spend in karma and nuyen during play, it's nice to be able to focus on the rest of the needed improvements.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: kyoto kid on <03-05-16/0145:48>
...didn't realise Lightning Reflexes also granted +1 D6.  I thought it only added to reaction.
Title: Re: Sum to 10 Investigative Reporter (Missions Technomancer)
Post by: Dinendae on <03-05-16/0438:16>
...didn't realise Lightning Reflexes also granted +1 D6.  I thought it only added to reaction.


Yep, +1 initiative and +1d6; there's no way in heck I'd pay 20 karma for just a +1 initiative.