Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: ScytheKnight on <03-06-16/2334:26>

Title: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-06-16/2334:26>
One long standing issue that we've had with my Missions based game is the Decker slot has more or less been cursed, every time there's a player who starts having issues being able to make it to play sessions regularly... it's the Decker.

It's something that got talked around the table a bit, the three players can still make it occasionally, but it's really going to mess up continuity to have three different characters randomly showing up for runs as the Decker, then something else happening when none of them can make it. In the end we decided on the idea of a 'floating character' someone who any of the part timers could play if they showed up, if not then someone else could run two characters. After some more discussion we also figured one way to reign this in somewhat was to have this character an AI, giving them great opportunities for handling Matrix side of thing, but of limited impact in the physical world.

Now yes, I'm well aware that AIs aren't Missions Legal, but we're pretty much doing a home game of pregen content using Missions legality as a guideline.

I'm thinking I might tackle this myself as I have some ideas for how to actually introduce this element to the group... but looking through the AI rules they looks fragging hard to make, especially just standard priority. So while I start trying to figure this out, going to toss things out here for advice, feedback, etc.

The goal is to have a charater able to handle the Matrix aspects of pregen content and Missions (Presently going through Sprawl Wilds, then hitting up London Falling before moving on to the actually Missions seasons), without being so OP as to trivialize that aspect of the game. I'd prefer to stick with standard Priority system to fit in with everyone else, but accept that I may need to resort to Sum to 10 just to make things work.

To be included:
Shiawase i-Doll with Realistic Features 3, Pilot rating upgraded to 4 and a personality kit. It will also come with Skillset Autosofts for Hardware 4, English 4 and Japanese 4 and a set of armoed clothing. (total cost 35,750)

The drone isn't designed to go on runs as a meatspace body, more of an intermediary and maintenance assistant as well as something of a companion.

It's also my general thinking that the AI would have Japanese as their native language.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Pap Renvela on <03-07-16/0102:42>
Does your group have a vehicle rigger...
if not Pilot Origin [3] gives the same bonus as control rig [3] and you can then have the AI be both your driver (making the group vehicle it's home device) and the decker.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-07-16/0115:35>
Does your group have a vehicle rigger...
if not Pilot Origin [3] gives the same bonus as control rig [3] and you can then have the AI be both your driver (making the group vehicle it's home device) and the decker.

No, but there are a few characters with good reaction for driving. Rigger's aren't really a role anyone has gone for due to everyone (myself included) being new to Shadowrun and how big of a clusterfuck the SR5 Rigger rules are and how many holes there are in them.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Pap Renvela on <03-07-16/0130:16>
Does your group have a vehicle rigger...
if not Pilot Origin [3] gives the same bonus as control rig [3] and you can then have the AI be both your driver (making the group vehicle it's home device) and the decker.

No, but there are a few characters with good reaction for driving. Rigger's aren't really a role anyone has gone for due to everyone (myself included) being new to Shadowrun and how big of a clusterfuck the SR5 Rigger rules are and how many holes there are in them.

There is a big difference between a reaction 6 guy trying a threshold 4 maneuver and a guy with half the reaction but control rig [3].

I'm not suggesting to turn him into a full-blown rigger just a Driver.

It also allows him to use autosofts. Build a cybernetic arm inside the van and all of a sudden the AI could be using autosofts to help with repairs, first aid, hand loaded ammo- you name it. Teamwork rolls are just great.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Csjarrat on <03-07-16/1413:21>
Also let's you buy skills with cash instead of skill points. Ewar, clearsight, maneuver etc
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-07-16/1603:24>
Also let's you buy skills with cash instead of skill points. Ewar, clearsight, maneuver etc

Except that AIs are barred from buying software for themselves and must pay karma to write them themselves.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Csjarrat on <03-07-16/1616:38>
Also let's you buy skills with cash instead of skill points. Ewar, clearsight, maneuver etc

Except that AIs are barred from buying software for themselves and must pay karma to write them themselves.

not if they're a pilot. they can use autosofts:
Quote
The AI is
also capable of loading, converting, and using drone au-
tosofts
pg 151, data trails

So you can easily buy electronic warfare, perception (clearsight) skillset: hardware etc as autosofts and take skills at E with little penalty.
Taking a drone of some kind for a meet or hands-on mission is sometimes going to be useful, especially when you can mod a drone to have a sleaze rating so taking pilot origins is pretty neat and well worth it imho.

This is aside from the argument over whether they can or can't make use of normal programs of course, my personal stand is that its bullshit and unnecessarily penalises an already shit character class further.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-07-16/1652:34>
Meanwhile I've spent three days scratching my head over the priority chart, and I simply can not find any standard priority ranking that... well actually works. The minimum Metatype is C, if you go higher than a C in Depth you're going to need all of Resources A just to afford a Deck they can fit in properly. Then you need about Attributes C to have basically any stat points at all.. and well if you want a Decker, much less a Decker Rigger like I'm being recommended, you start needing Skills A or at very least B.

I just don't see how it's actually possible to make a functional AI character at Standard Priority, hell even Sum to 10 would be extremely difficult.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: gradivus on <03-07-16/1941:56>
Skills E
Depth D (because something has to be here and it can;t be meta)
Resources C (go with Az Emmissary...)
Meta B (Raise Depth to with the Special Points)
Attributes A

Go with Pilot origin more to use Autosofts than to actual be a rigger (that's just gravy on top)

You'll be spending a good chunk of post chargen karma on skills to flesh him out but that's why there's JOAT.

By the way...is this character going tp be getting the karma the party has accrued...if so I use all off the skillpoints in Cracking (hacking|hack on the fly 6|+2 especially) and use 15 Karma in chargen for Electroincs SG2... used accrued karma to keep raising Electronics.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-07-16/1944:13>
Yeah he'll get his own Missions calendar.

What would it be using instead of Reaction for pilot ground craft?

Also, that wouldn't really work.. you'd be a Depth 4 trying to fit into a DR 3 cyberdeck that has a single program slot... sure you could use Virtual program to fir in, but then no room for anything else needed to counteract the low stats.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: gradivus on <03-07-16/2026:02>
Yeah he'll get his own Missions calendar.

What would it be using instead of Reaction for pilot ground craft?

Also, that wouldn't really work.. you'd be a Depth 4 trying to fit into a DR 3 cyberdeck that has a single program slot... sure you could use Virtual program to fir in, but then no room for anything else needed to counteract the low stats.
Depth since Pilot would normally replace physical stat and Depth replaces Pilot in vehicle combat.

Module- program carrier (virtual program) solves slot problem.

low attributes are improved with optimization- meaning the cyberdeck must be the home and of course there's overclocker. The little hornet can be modded to 6-3-1-1 and overclocker makes that 7-3-1-1 plus the optimization bonus... your action economy is less then a meat decker since you can't take perfect time quality.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-07-16/2033:14>
Hmm... yeah I see where you're going with that. Programs and Autosofts still seem a bit of a stumbling block.

Almost seems like "Yeah OK, we'll let you plat AIs... but we really don't want you to."

Honestly, I think I've finally found something more nerfed-into-the-ground-unplayable than a Technomancer... and that's REALLY saying something.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Pap Renvela on <03-07-16/2213:36>
Hmm... yeah I see where you're going with that. Programs and Autosofts still seem a bit of a stumbling block.

Almost seems like "Yeah OK, we'll let you plat AIs... but we really don't want you to."

Honestly, I think I've finally found something more nerfed-into-the-ground-unplayable than a Technomancer... and that's REALLY saying something.

AI still can't buy programs and cracking skills as far as I know aren't available as autosofts.

While I think initially an AI is more limited than metahuman, potentially it is more powerful as Depth and EDG and one stat can go to 9 and one other stat has potential unlimited growth.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-07-16/2217:35>
Hmm... yeah I see where you're going with that. Programs and Autosofts still seem a bit of a stumbling block.

Almost seems like "Yeah OK, we'll let you plat AIs... but we really don't want you to."

Honestly, I think I've finally found something more nerfed-into-the-ground-unplayable than a Technomancer... and that's REALLY saying something.

AI still can't buy programs and cracking skills as far as I know aren't available as autosofts.

While I think initially an AI is more limited than metahuman, potentially it is more powerful as Depth and EDG and one stat can go to 9 and one other stat has potential unlimited growth.

Yeah i'm not saying they don't have potential, similar to Technomancers.. it's just the out-of-the-box experience is terrible, largely because trying to actually build something playable is a nightmare.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Tai-Pan on <03-07-16/2251:55>
Problem... No AI in Missions.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Dinendae on <03-07-16/2316:09>
Problem... No AI in Missions.


^Yep! Metasapients (including Changelings and Shifters), Infected, A.I,'s are all forbidden. It makes sense when you factor in that Seasons 5-8 are all going to primarily take place in Chicago, and the default background count over a fairly large chunk of it would adversely affect all of those.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-07-16/2351:43>
Problem... No AI in Missions.


^Yep! Metasapients (including Changelings and Shifters), Infected, A.I,'s are all forbidden. It makes sense when you factor in that Seasons 5-8 are all going to primarily take place in Chicago, and the default background count over a fairly large chunk of it would adversely affect all of those.

*points to first post where I mention this is a home game running pregen content and using Missions rulings as a guideline*
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Dinendae on <03-08-16/0236:52>
Problem... No AI in Missions.


^Yep! Metasapients (including Changelings and Shifters), Infected, A.I,'s are all forbidden. It makes sense when you factor in that Seasons 5-8 are all going to primarily take place in Chicago, and the default background count over a fairly large chunk of it would adversely affect all of those.

*points to first post where I mention this is a home game running pregen content and using Missions rulings as a guideline*

*Points to the part mentioning the reason why they aren't allowed.*

You're going to need to address that somehow, and not just for any runs in Chicago. Buildings/rooms with limited or no matrix access, areas with high BCs, those will all severely hamper an A.I. without it downloading itself into a drone. Just something to think about. Unless you start running actual Missions adventures (which are set in Chicago) it might not come up too often, but it does need to be considered (even if you merely decide to handwave such situations away).
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-08-16/0304:43>
Problem... No AI in Missions.


^Yep! Metasapients (including Changelings and Shifters), Infected, A.I,'s are all forbidden. It makes sense when you factor in that Seasons 5-8 are all going to primarily take place in Chicago, and the default background count over a fairly large chunk of it would adversely affect all of those.

*points to first post where I mention this is a home game running pregen content and using Missions rulings as a guideline*

*Points to the part mentioning the reason why they aren't allowed.*

You're going to need to address that somehow, and not just for any runs in Chicago. Buildings/rooms with limited or no matrix access, areas with high BCs, those will all severely hamper an A.I. without it downloading itself into a drone. Just something to think about. Unless you start running actual Missions adventures (which are set in Chicago) it might not come up too often, but it does need to be considered (even if you merely decide to handwave such situations away).

One of the other runners takes the cyberdeck along? AI is now on sight...
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Pap Renvela on <03-08-16/0346:37>
and even if he's blind the AI is still on site too
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: kasper on <03-09-16/0848:29>
*pokes her nose in, and raises a hand*

heya thought i should come out of the shadows for this since i will be the primary pilot of this AI decker. (i volunteered with enthusiasm)
also the deck carrier, it will be slung at the back of her combat body rig.

my main is also the groups elven bruiser.
think MasterBlaster type thing.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-11-16/2057:25>
So using Sum to 10 managed to get something much more workable. Wound up going BBBDE with low Attributes but high Skills.

I did go a bit into the rigging side with Pilot Origins 1 (Ground Craft), but using skills rather than program shenanigans.

In the end I'm rather happy with how it came out, the high skills means even with fairly low attributes it can solidly cover the basics of hacking and rigging into ground craft (I foresee issues for security riggers using ground based drones in the future  ;D ::) ) it also means it'll be a slow boost into more power with focus on increasing attributes and gaining more qualities.

One issue that is kind of stumping me though... what the heck kind of Contacts do you do for an AI?!
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-17-16/2040:43>
Well made a few tweaks and it looks more or less game ready now... I just need contacts for an AI Decker/Rigger spawned from a ground vehicle pilot program that kinda hates regular deckers.
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: Pap Renvela on <03-18-16/0502:04>
Well made a few tweaks and it looks more or less game ready now... I just need contacts for an AI Decker/Rigger spawned from a ground vehicle pilot program that kinda hates regular deckers.

Technomancers, other AIs, a mechanic if the vehicle is its home, a big ugly troll biker whose combat bike he once inabited...
Did you go with metasapient or E-ghost... an E-ghost might contact people from its previous 'life'
Title: Re: Creating an AI Hacker as a 'floating' character for a Missions game.
Post by: ScytheKnight on <03-18-16/0706:16>
Well made a few tweaks and it looks more or less game ready now... I just need contacts for an AI Decker/Rigger spawned from a ground vehicle pilot program that kinda hates regular deckers.

Technomancers, other AIs, a mechanic if the vehicle is its home, a big ugly troll biker whose combat bike he once inabited...
Did you go with metasapient or E-ghost... an E-ghost might contact people from its previous 'life'

Metasapiant as that's the only 'playable' one. His home is actually a cyberdeck, there just don't seem to be many decker related contacts...