Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Writerski7 on <07-28-16/1331:23>

Title: Decker Washout
Post by: Writerski7 on <07-28-16/1331:23>
Alright, here's my Decker Build up for review/critique. I went exceptional attribute and Genetic Optimization for Logic 8, because I wasn't sure how else to pump my decking skills up to competent levels. Magic D and Aspected Summoner was something I picked up for flavor, and because nobody expects the decker to summon a spirit to protect himself when cornered. However, I'm not sure how well I did with skill allocation, attributes, and nuyen expenditure. So I'm posting this this build here to filter through mistakes and see if I can't spread my skills/attributes/nuyen more efficiently. Also, I have no idea what good knowledge skills are for a decker

In-Sync

Metatype -   Human (Priority E)
Essence -    Aspected Mage (Priority D)

Attributes:   Base   Spent   Total   Final      
Priority B - 20 Points to spend                           
Body      1/6   0   1/6   1      
Agility      1/6   0   1/6   1      
Reaction   1/6   4   5/6   5      
Strength   1/6   0   1/6   1      
Charisma   1/6   1   2/6   2      
Intuition   1/6   4   5/6   5         
Logic      1/8   7   8/8   8 (10)      
Willpower   1/6   4   5/6   5      
                     
Special Attrib:   Base   Spent   Total   Final   
Priority E - 1 Points to spend             
Edge      2/7   1   3/7   3      
Magic      2/6   2   2/6   2      
Essence   6   -3.36   2.64   2.64   
                  
Initiative:            
Normal        8   1D6            
Matrix (VR)     8   3D6            
Astral        8   2D6            

Inherent Limits: (Augmented)      
Mental      9 (10)                
Physical   3                
Social      5                

Damage Capabilities:            
Physical (Body/2)+8        9      
Stun (Willpower/2)+8      11      
Overflow (Body+Aug)        2      

                  
Attribute Checks:            
Composure (Cha+Will)        7      
Judge Intentions (Int+Will)   10      
Lift & Carry (Body+Str)        2      
Memory (Logic+Will)      15      


Karma Purchases:         25k   Effect                  
Day Job (Consultant)      +10k      Must spend 20 hours a week at work, makes
                  2,500 a month
SINner              +5k      Has a National SIN (Japan)
Exceptional Attribute         14k   Increase natural limit of attribute by 1 (Logic)
Quick Config              5k   Can make 2 changes to deck as free action
Perfect Time              5k   1 extra free action per action phase
Spent on skills              6k
Spent on cash            10k


Active Skills         Base   Spent   Total   Pool   
Priority B - 36/5 (51) Points to spend
Summoning (Magic)      0   6   6   8
 - Spec: Spirit of Man         1      10
 Cracking            5
Cybercombat (Logic)      0   0   5   15
Ewar (Logic)         0   0   5   15
Hacking (Logic)         0   0   5   15
Electronics            
Computers (Logic)      0   6   6   16
 - Spec: Data Search         1      18
Hardware (Logic)      0   2k   1   11
Software (Logic)      0   2k   1   11
Pistols (Agility)         0   6   6   7 (14)
Sneaking (Agility)      0   6   6   7
Demolitions (Logic)      0   2k   1   11
Perception (Intuition)      0   6   6   11
Pilot Ground (Reaction)   0   4   4   9


Knowledge Skills      Base   Spent   Total   Pool
(Logic+Intuition*2) = 26 Points to spend
Sprawl Life (Intuition)      0   2   2   7
 - Spec: Remaining Unseen      1      9
Security (Logic)         0   2   2   12
 - Spec: Matrix            1      14
Streetwise (Intuition)      0   2   2   7
Japanese (Intuition)      N   -   N   N
English (Intuition)      0   2   2   7         


Contacts:   Connection   Loyalty                        
Karma Value: 6
Garage Fence      4   2   A black market dealer who works for the Garage. Will
               buy and sell equipment.                        


Matrix Equipment:   Cost   Rating   Effect                     
Little Hornet      89,700   2   Attributes: 6, 4, 1, 0, can hold 2 programs
 - Mod: Modify Attrib     1,000      -1 to one Attribute, +1 Another Attribute
 - MD Coprocessor     1,900      +1d6 Matrix Initiative (Hardwired In)
 - Program Carrier        900      Can carry 1 extra program
 - Program: VM             80      Can run an additional program, +1 damage taken
 - Program: Browse          80      Cut Search check times in half
 - Program: Config          80      Save a second deck config, switching is a free action
 - Program: Edit             80      +2 Data Processing when using Edit
 - Program: Encryption          80      +1 Firewall
 - Program: Signal Scrub       80      +2 Noise Reduction
 - Program: Toolbox          80      +1 Data Processing
 - Program: Armor        250      +2 Dice to resist matrix damage
 - Program: Baby Monitor  250      Always know your Overwatch Score
 - Program: BF Filter        250      +2 Dice to resist Biofeedback
 - Program: Exploit        250      +2 Sleaze to Hack on the Fly
 - Program: Shell        250      +1 Dice to resist matrix damage & Biofeedback
 - Program: Sneak        250      +1 Sleaze
Meta-link x3           300   1   0 A 0 S 1 D 1 F, Can hold 1 program
 

Cyber & Bioware:   Essence Cost   Rating   Effect                  
Genetic Optimization      0.3      
Antennae x3         0.3      +3 Noise Reduction
Used Cerebal Booster R2   0.48   2   Add Rating to Logic Tests
Used Internal Router      0.84      Can get some wireless bonuses while offline
Used Smartlink         0.24      Can get full wireless bonuses
Used Cyberlimb (L Full Arm)   1.2      STR 3, AGI 6, 15 Storage Capacity, Throwback
 - Agility Enhancer         2   +2 Agility, uses 3 Storage
 - Optimization (Pistols)         +1 Limit, +1 dice pool with pistols, uses 2                      Storage
 - Ares V Predator            Ares Predator built into arm, uses 6 Storage,                      Smartlink
 - Silencer               Silences gun, uses 2 Storage
 - External Clip Port            Can load normal mags, uses 1 Storage

      

Equipment:      Funds:     2,355                        
Priority B - 275,000 + 2,000*1k (10): 295,000 nuyen to spend
Armored Jacket (Black)        1,000   
Genetic Optimization      49,000   +1 Attribute Maximum (Logic)
Antennae x3           1,500
Used Cerebral Booster R2   47,250   
Used Internal Router      11,250
Used Smartlink           3,000   
Used Cyberlimb (L Full Arm)   22,500   
- Pistol Optimization        2,000   
 - Agility Enhancement Rating 2 13,000   
Ares Predator V(Cyberlimb)     4,525   5 (7) Acc, 8p, -1 AP, SA, 0 Recoil, 15c Mag
 - Silencer           1,000   Negates Noise Rating
 - External Clip Port        1,000   Can load normal mags
- APDS Rounds x15             90   -4 AP
GMC Bulldog         35,000   3 H, 3 S, 1 Acc, 12 A, 16 B, 1 Pilot, 2 Sensor
 - Micro-Drone Landing Rack     1,000   Can hold up to 10 micro drones.
 - Morphing License Plate     1,000   License Plate can alter itself on command   
 - Spoof Chip              500   Spoofs ID Chip on command
MCT McFly-Spy           2,000   4 H, 3 S, 2 Acc, 1 A, 0 B, 3 Pilot, 3 Sensor
Microtransciever           100   An extremely small two-way radio with a 1km range
Trode                   70   Used as a DNI
Title: Re: Decker Washout
Post by: Hobbes on <07-28-16/1352:17>
Quick Config plus Perfect Time is overkill.  You'll never need to do that much swapping around in a single action.

Throwback Cyberarm?  You have an Internal Router. 

Speaking of Internal Router, you're a Decker, if your cybereyes are getting hacked you've done something terribly wrong.

Datajacks, get some. 

How did your Magic bounce back up to 2?  Should be 0 after -4 from your Cyberware. 

You're well set up to be an AR hacker except for Initiative.  You'll want some boosts of some kind to get more actions, 10+1d6 isn't good for anyone thinking of being anywhere near a firefight.  Narco+Cram+Psyche will get you to a respectable 14+2d6.  If Combat drugs are not appealing then Reaction Enhancers and Wired Reflexes are recommended. 
 
Title: Re: Decker Washout
Post by: Writerski7 on <07-28-16/1440:18>
There is no such thing as overkill in Shadowrun XD All joking aside, do you think Overclocker is better? Which one should I replace?

The throwback is a carryover from a street sam build I was toying with. Forgot to remove it.

If I have my gun out, something has gone terribly wrong.

Datajacks, knew I was forgetting something.

I was under the assumption it didn't start going down until Essence was less than magic. It's listed under p278 of core rulebook for those that are interested. I'll make the necessary changes.

This character was intended to be a decker in a van, not necessarily an augmented reality hacker. I still have 10k worth of negative qualities I can take, though I'm loathe to take more than SINner and Day Job. That said, what changes would you make for an AR hacker?
Title: Re: Decker Washout
Post by: Hobbes on <07-28-16/1609:04>
You're already set up to be an AR hacker, you're just low on the initiative.  Only thing I would change is to jam in some initiative boosters of some kind.

Your Magic drops by one for each point of Essence you use.  You've spent 3.whatever Essence so that would be 4 Magic lost.  Priority D starts at 2 Magic so you'd be at 0.  You can raise it from 0, however, the RAW is unclear on just exactly what point during character generation you do that, check with your GM.  Some tables allow you to drop to 0 and then raise it during Chargen with Karma, other tables rule otherwise.

Perfect Time and Overclocker are my preference.  Perfect Time has some nice meat space perks. 

Title: Re: Decker Washout
Post by: Whiskeyjack on <07-28-16/1718:28>
More Edge is definitely better than conjuring up a weak spirit.
Title: Re: Decker Washout
Post by: Bushw4cker on <07-29-16/0129:58>
Quote
nobody expects the decker to summon a spirit to protect himself when cornered.

But everybody expects the Decker to be able to carry his own Deck...

Strength, Body and Agility all Rating 1...

You're going to have to be carried by your teammates. Figuratively and probably literally. (You have movement speed of 2 Walking, 4 Running)

 As a GM, I don't think I would let someone play this character if they came to my Table.

There are better ways to get good dice pools without crippling your Character.

Title: Re: Decker Washout
Post by: Coyote on <07-29-16/0937:58>
Quote
nobody expects the decker to summon a spirit to protect himself when cornered.

But everybody expects the Decker to be able to carry his own Deck...

Strength, Body and Agility all Rating 1...

You're going to have to be carried by your teammates. Figuratively and probably literally. (You have movement speed of 2 Walking, 4 Running)

 As a GM, I don't think I would let someone play this character if they came to my Table.

There are better ways to get good dice pools without crippling your Character.

Maybe the plan is to have the spirit carry the decker?
Title: Re: Decker Washout
Post by: Bushw4cker on <07-29-16/0957:00>
Quote
nobody expects the decker to summon a spirit to protect himself when cornered.

But everybody expects the Decker to be able to carry his own Deck...

Strength, Body and Agility all Rating 1...

You're going to have to be carried by your teammates. Figuratively and probably literally. (You have movement speed of 2 Walking, 4 Running)

 As a GM, I don't think I would let someone play this character if they came to my Table.

There are better ways to get good dice pools without crippling your Character.

Maybe the plan is to have the spirit carry the decker?

If it's a Guardian Spirit, he could be like Master Blaster...

But I still think having Body, Agility, and Strength all Rating 1 is very bad idea..
Title: Re: Decker Washout
Post by: Whiskeyjack on <07-29-16/1542:21>
Even with Guardian Spirits, I don't think that allocation to MAG is doing anything useful. There are certainly ways to build Decker/Mages. They aren't easy, and there are big choices to make (imo the easiest way is to build a decker whose magic buffs decking and/or utility, because focusing on magic with a secondary in decking means you're a crappy decker and decking doesn't boost magic stuff at all).

But this isn't a good build, it's giving up a useful prio allocation and skill points for basically nothing worth taking. Aspected summoner largely capping out at Force 2-3 spirits, with no spells...it just doesn't synergize.
Title: Re: Decker Washout
Post by: Writerski7 on <07-29-16/1933:37>
Alright here's the updated version of this guy. I ended up going standard as opposed to Sum-to-ten this time, and I'm playing around with life modules because I love skills and positive qualities more than anything else. I can drop Magic to E to increase Human (or Skills/Attributes if I want to go Sum-to-ten again) but right now I think he's fine for what he is. Initial build involved taking Paraplegic and literally being that guy in the wheelchair. I was going to get a combat robot for self-defense, but the RCC+ bug drones with taser-stingers just seemed like a cooler, better option.

The main reason I'm trying to bump that logic that high now is because it's insanely expensive to bump it later, and I don't know what else boosts your dicepools for decking. (10 Logic + 6 Skill + 2 spec + 2 Hot VR = 20 dice). Also need to know what knowledges are good. Kn: Matrix might be a tad too broad, and I don't know how much more specific, exactly, to go.


In-Sync

Metatype -   Human (Priority E)
Essence -    Aspected Mage (Priority D)


Attributes:   Base   Spent   Total   Final      
Priority C - 16 Points to spend                           
Body      1/6   0   1/6   1      
Agility      1/6   0   1/6   1      
Reaction   1/6   1   2/6   2 (4)      
Strength   1/6   0   1/6   1      
Charisma   1/6   10k   2/6   2      
Intuition   1/6   4   5/6   5         
Logic      1/8   7   8/8   8 (10)      
Willpower   1/6   4   5/6   5      
                     
Special Attrib:   Base   Spent   Total   Final   
Priority E - 1 Points to spend             
Edge      2/7   1   3/7   3      
Magic      2/6   2   0/6   0      
Essence   6   -4.722   1.278   1.278   
                  
Initiative:            
Normal        9   3D6            
Matrix (AR)     9   4D6            
Astral        9   2D6            

Inherent Limits: (Augmented)      
Mental      9 (10)                
Physical      2 (3)                
Social      5                

Damage Capabilities:            
Physical (Body/2)+8        9      
Stun (Willpower/2)+8      11      
Overflow (Body+Aug)        2      

                  
Attribute Checks:            
Composure (Cha+Will)        7      
Judge Intentions (Int+Will)   10      
Lift & Carry (Body+Str)        2      
Memory (Logic+Will)      15      


Karma Purchases:         25k   Effect                  
Day Job (Consultant)      +10k      Must spend 20 hours a week at work, makes
                  2,500 a month
SINner              +5k      Has a National SIN (Japan)
Exceptional Attribute         14k   Increase natural limit of attribute by 1 (Logic)
Overclocker              5k   Get a floating +1 to add to device attributes on                      reconfig
Perfect Time              5k   1 extra free action per action phase
Charisma to 2            10k
Spent on skills              6k

 



Active Skills         Base   Spent   Total   Pool   
Priority B - 36/5 (51) Points to spend

Summoning (Magic)      0   6   6   6
 - Spec: Spirit of Man         1      8
 Cracking            5
Cybercombat (Logic)      0   0   5   15
Ewar (Logic)         0   0   5   15
Hacking (Logic)         0   0   5   15
Electronics            
Computers (Logic)      0   6   6   16
 - Spec: Data Search         1      18
Hardware (Logic)      0   2k   1   11
Software (Logic)      0   2k   1   11
Pistols (Agility)         0   6   6   7 (15)
Sneaking (Agility)      0   6   6   7
Demolitions (Logic)      0   2k   1   11
Perception (Intuition)      0   6   6   11
Pilot Ground (Reaction)      0   4   4   8



Knowledge Skills      Base   Spent   Total   Pool
(Logic+Intuition*2) = 26 Points to spend

Sprawl Life (Intuition)      0   2   2   7
 - Spec: Remaining Unseen      1      9
Security (Logic)         0   2   2   12
 - Spec: Matrix            1      14
Streetwise (Intuition)      0   2   2   7
Japanese (Intuition)      N   -   N   N
English (Intuition)      0   2   2   7            


Contacts:   Connection   Loyalty                        
Garage Fence      4   2   A black market dealer who works for the Garage. Will
               buy and sell equipment.                     


Matrix Equipment:   Cost   Rating   Effect                     
Little Hornet      89,700   2   Attributes: 6, 4, 1, 0, can hold 2 programs
 - Mod: Modify Attrib     1,000      -1 to one Attribute, +1 Another Attribute
 - MD Coprocessor     1,900      +1d6 Matrix Initiative (Hardwired In)
 - Program Carrier        900      Can carry 1 extra program
 - Program: VM             80      Can run an additional program, +1 damage taken
 - Program: Browse          80      Cut Search check times in half
 - Program: Config          80      Save a second deck config, switching is a free action
 - Program: Edit             80      +2 Data Processing when using Edit
 - Program: Encryption          80      +1 Firewall
 - Program: Signal Scrub       80      +2 Noise Reduction
 - Program: Toolbox          80      +1 Data Processing
 - Program: Armor        250      +2 Dice to resist matrix damage
 - Program: Baby Monitor  250      Always know your Overwatch Score
 - Program: BF Filter        250      +2 Dice to resist Biofeedback
 - Program: Exploit        250      +2 Sleaze to Hack on the Fly
 - Program: Shell        250      +1 Dice to resist matrix damage & Biofeedback
 - Program: Sneak        250      +1 Sleaze
Meta-link x3           300   1   0 A 0 S 1 D 1 F, Can hold 1 program
EM Dronemaster   16,000   3   0 A 0 S 4 D, 4 F, Can run 3 Autosofts
 - Program Carrier        900      Can carry 1 extra program
 - Progam: VM             80      Can run 1 additional program, +1 damage taken
 - Autosoft: Clearsight     3,000   6
 - Autosoft: Targetting     3,000   6   
 - Autosoft: Stealth     3,000   6
 - Groupsoft        1,000   2   Enables mutliple commands to batches of drones
 - Smartsoft        1,500   3   Enables use of Smartgun systems with drones
 

Cyber & Bioware:   Essence Cost   Rating   Effect                  
Genetic Optimization      0.3      
Antennae x3         0.3      +3 Noise Reduction
Datajack         0.1      +1 Noise Reduction
Used Cerebal Booster R2   0.50   2   Add Rating to Logic Tests
Used Internal Router      0.875      Can get some wireless bonuses while offline
Used Smartlink         0.25      Can get full wireless bonuses
Used Synaptic Booster      1.25      +2 Reaction, +2d6 Initiative Dice
Used Cyberlimb (L Full Arm)   1.25      STR 3, AGI 6, 15 Storage Capacity, Throwback
 - Optimization (Pistols)            +1 Limit, +1 dice pool with pistols, uses 2                      Storage
 - Ares V Predator            Ares Predator built into arm, uses 6 Storage,                      Smartlink
 - Silencer               Silences gun, uses 2 Storage
 - External Clip Port            Can load normal mags, uses 1 Storage

      

Equipment:      Funds:        355                        
Priority A - 450,000 + 2,000*1k (0): 450,000 nuyen to spend
Fake SIN R3           7,500
 - Fake Auto License R3           600
 - Fake Cyber License R3           600
 - Fake Drone License R3        600
 - Fake Weapon License R3        600
Armored Jacket (Black)        1,000   
Genetic Optimization      49,000   +1 Attribute Maximum (Logic)
Antennae x3           1,500   
Datajack           1,000   +1 Noise Reduction
Used Cerebral Booster R2   47,250   
Used Internal Router      11,250
Used Smartlink           3,000
Used Synaptic Booster R2          142,500   
Used Cyberlimb (L Full Arm)   22,500   
- Pistol Optimization        2,000      
Ares Predator V(Cyberlimb)     4,525   5 (7) Acc, 8p, -1 AP, SA, 0 Recoil, 15c Mag
 - Silencer           1,000   Negates Noise Rating
 - External Clip Port        1,000   Can load normal mags
- APDS Rounds x15             90   -4 AP
GMC Bulldog         35,000   3 H, 3 S, 1 Acc, 12 A, 16 B, 1 Pilot, 2 Sensor
 - Micro-Drone Landing Rack     1,000   Can hold up to 10 micro drones.
 - Morphing License Plate     1,000   License Plate can alter itself on command   
 - Spoof Chip              500   Spoofs ID Chip on command
MCT McFly-Spy x4        8,000   4 H, 3 S, 2 Acc, 1 A, 0 B, 3 Pilot, 3 Sensor
 - Mini Weapon Mount x4        400   Can hold a light pistol or smaller
 - Defiance EX Shocker x4     2,000   4 (6) Acc, 9s(e), -5 AP, SS, 4m Mag, Smartgun included
Area Jammer R4           800   Creates up to 4 noise in large area.
Microtransciever           100   An extremely small two-way radio with a 1km range
Trode                   70   Used as a DNI
Title: Re: Decker Washout
Post by: Whiskeyjack on <07-29-16/1936:09>
Ok. I'm going to ask. What exactly do you think Magic is giving you?
Title: Re: Decker Washout
Post by: FST_Gemstar on <07-29-16/2333:14>
I like the idea conjurer deckers, though they of course will have a tougher time than more "buff" magic deckers or full cyberdeckers... 

I think conjurer deckers can work in theory (never actually played in session with one) if the decker learns channeling--and gm permitting. Basically, you focus on being a wireless VR hacker - high hacking skill tests and noise reducers. You can hack in VR, using VR initiative. While "you" are out cold and your persona is out host slicing, a spirit can occupy your body. It could keep you out of danger, moving with the team, if a guardian/task spirit, may even be able to help a little with tasks/fighting. When possessed your physical stats are boosted a little and your "body" gets an initiative boost. A Force 2 or Force 4 spirit is going to be squishy, you as a decker seem like you are going squishy, but together you can make a less squishy whole.  It potentially gives your character more "screen" time, but I think it is solid cool factor.   

This route you can focus less on big ticket high essence 'ware (synaptic boosters, cyberlimb, internal router, etc.) and try to figure out how to keep some Magic.  replacing a limb with muscle replacement might just get your physical stats more acceptable for more tables. And if you are going to have high Logic and Willpower anyway for Magic and Decking purposes, double down, get Narco, and some drug addictions. I definitely over use Narco + Psyche/Cram speedballs, but magic deckers can really get the most bang for their buck with it as opposed to other methods.  Psyche is really going to be the key... cram for when you are NOT merged with a spirit and you have to do things in the meat.

Also - maybe look into getting a summoning boosting mentor spirit and a summoning focus. You will have high Drain resistance from your Logic, Willpower and perhaps drugs - You can keep a Magic Attribute of 2 or 3 to safely summon force 4-6 spirits with that drain. 

If channeling isn't your thing. A spirit could just carry or guard you too :)
Title: Re: Decker Washout
Post by: FST_Gemstar on <07-29-16/2339:25>
I had this mockup from a few months ago: http://forums.shadowruntabletop.com/index.php?topic=24115.msg448393#msg448393 

The build is less cyber-heavy and I like where you are going with yours if you can make the Magic rating work.
Title: Re: Decker Washout
Post by: Whiskeyjack on <07-30-16/2112:54>
Those are some great ideas, FST.
Title: Re: Decker Washout
Post by: FST_Gemstar on <08-08-16/1330:03>
Playing around some more with the concept...
I have been sticking with priority and no attributes at 1 for more table acceptability (though I usually prefer sum2ten and don't see attributes at 1 as character deficiencies).

I am a big fan of the Norse tradition for this character type. Decker synergistic Drain stats are nice and are boosted with Psyche. You can optimize to some very helpful spirit types depending on what you want your character to be good at when possessed. The example below is optimized to plant spirits and I had a ecologically minded decker running as a base concept while working on it. It will give the decker powerful defense abilities. Alternatively, you can optimize  to Guardian (probably the most efficient), allowing both defensive abilities and combat utility (carry an Ingram Smartgun X that is dangerous for you to handle but when a spirit takes over is a proficient with).

I squeezed in 'ware to reduce Noise by 4. For those situations when you have to hack on site but on the move (with channeling) but there are wifi blockers present. Or to hack at distance (less to do with spirits).

Playing around with priorities, I feel like going high skills is a waste when you can have spirits do a lot of your skilled work. As a wireless VR hacker and magic user risking physical drain, Edge is probably more important than skills.

So I made a Meta A Dwarf that is able to start as a decent (not great) hacker and provide spirit support. Even when summoning spirits that the character is not optimized to summon, the character can still bust powerful ones out with Edge to mitigate bad rolling. Edge is also nice for hacking tests as hacking pools for VR hacking need to be high. After the character learns channeling is when the real fun starts. The character can bonuses stat bonuses to all physical stats with any Force 4 or above spirit. F4 spirits can statistically be safely cast, but Force 6 spirits are an option (nice for the spirit you optimize to so you can get two optional powers out of it). Force 6 + Psyche you are still statistically likely to absorb all Drain, but some bad rolls could mess you up good (save some edge for this if you are risking.)

Character still needs 25 karma of Negative qualities. Only purchases have been 'ware, a deck, and a summoning focus. 7 Karma remaining to carry over, get more nuyen, buy contacts, etc. Still has 45k nuyen to spend on gear.

Lots  to play with and not terribly efficient - presented as a template to work off from.

== Info ==
Street Name:
Name: Unnamed Character
Movement: 4/8
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Dwarf
Composure: 7
Judge Intentions: 6
Lift/Carry: 6 (45 kg/30 kg)
Memory: 12
Nuyen: 44880

== Priorities ==
Metatype: A(4) - Any metatype
Attributes: E(0) - 12 Attributes
Special: D(1) -  Aspected Conjurer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: B(3) - 275,000¥

== Attributes ==
BOD: 3
AGI: 1 (2)
REA: 3
STR: 3
CHA: 2
INT: 4
LOG: 5 (7)
WIL: 5
EDG: 6
MAG: 3

== Derived Attributes ==
Essence:                   5.00
Initiative:                7 + 1d6
Rigger Initiative:         7 + 1d6
Astral Initiative:         8 + 2d6
Matrix AR Initiative:      7 + 1d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    8
Social:                    5
Astral:                    8

== Active Skills ==
Computer                   : 6 [Matrix Perception] Pool: 13 (15)
Etiquette                  : 2                      Pool: 4
Hacking                    : 6 [Hosts]              Pool: 13 (15)
Leadership                 : 2                      Pool: 4
Negotiation                : 2                      Pool: 4
Perception                 : 2 [Visual]             Pool: 6 (8)
Sneaking                   : 1 [Urban]              Pool: 3 (5)
Software                   : 1 [Data Bombs]         Pool: 8 (10)
Summoning                  : 6 [Plant Spirit]       Pool: 9 (11)


== Knowledge Skills ==

== Qualities ==
Aspected Magician
Common Sense
Jack of All Trades Master of None
Overclocker
Perfect Time
Quick Healer
Resistance to Pathogens/Toxins
Spirit Affinity (Plant)
Thermographic Vision

== Cyberware/Bioware ==
Cerebral Booster Rating 2
Cyberears Rating 1
   +Sound Link
   +Antennae
   +Antennae
   +Antennae
Datajack
Muscle Toner Rating 1
Narco

== Weapons ==
Unarmed Attack
   Pool: 1   Accuracy: 4   DV: 3S   AP: -   RC: 2

== Commlink ==
Little Hornet (ATT: 5, SLZ: 4, DP: 1, FWL: 1)

== Gear ==
Summoning Focus (Bonded Foci) (Plant) Rating 4
Title: Re: Decker Washout
Post by: Writerski7 on <08-11-16/1551:15>
That's a very good base to work from. Honestly, I ended up going Life Modules for a similar character (Lost a lot of nuyen, but ended up with a crap ton of social skills and high charisma :3 ) Somehow found one of the few Shadowrun groups in my area (sneaky little runners they be) and am hoping to enjoy playing with them.

Out of curiosity, why is having 3's in a lot of stats preferred to having 1's in some stats and 5's in others? Especially in a world that, much like ours, demands specialization over generalization? Also, what stats are a "must" at 2/3 or more? What stats aren't needed as high (Besides Logic, because it's far easier to raise Body from 1 to 4 than Logic from 6 to 8)

Title: Re: Decker Washout
Post by: FST_Gemstar on <08-19-16/0004:04>
It has become axiomatic to have Body and Willpower  at least 3 and odd numbers. Basically for damage tracks, important residtance rolls, and healing, statistically it increases your survivability.

A body of 2 is a lot worse than a body of 3, which isnt too different than having a body of 4.

For other stats, there is a debate about whether an attribute of 1 is considered deficient or merely low (i am with the low camp ). Many tables wont play with runners with an attribute at 1. There are debates in the forums about it.
Title: Re: Decker Washout
Post by: gilga on <08-19-16/2227:29>
Just made a decker, a gnome with 12 logic focused on computers and hacking, with basic understanding of all other dice (since 12 logic it gets reasonable dicepool even with 1 skill)
13 in AR and 15 in VR.

in computers/hacking you get 21 dice out of the box, 23 if you go hot sim.

There is a synthetic cyberarm to provide some self defense, but this build is not combat heavy. It shoots an implemented holdout with 19 dice or any other pistol with 17. It also somewhat makes up for being a gnome.

== Info ==
Name: Unnamed Character           Alias:
Dwarf                             Movement: 6/12
                                  Composure: 5
Street Cred: 0                    Judge Intentions: 7
Notoriety: 0                      Lift/Carry: 2 (15 kg/10 kg)
Public Awareness: 0               Memory: 15
Karma: 0                          Nuyen: 223500
Age:                              Skin:
Eyes:                             Hair:

== Priorities ==
Metatype: B,3
Attributes: E,0
Special: D,1
Skills: C,2
Resources: A,4
Bonus Skill: Alchemy
Bonus Skill: Alchemy

== Attributes ==
BOD: 1                            CHA: 2
AGI: 2 (3)                        INT: 5
REA: 1                            LOG: 9 (12)
STR: 1                            WIL: 3
EDG: 2                            MAG: 3

== Derived Attributes ==
Essence: 4.1                      Initiative:           6 + 1d6
Physical Damage Track: 8          Rigger Init:          6 + 1d6
Stun Damage Track: 10             Astral Init:          10 + 2d6
Physical: 2                       Matrix AR Init:       6 + 1d6
Mental: 11                        Matrix VR Cold Init:  5 + DP + 3d6
Social: 4                         Matrix VR Hot Init:   5 + DP + 4d6
Astral: 11

== Active Skills ==
Computer (Edit File)              Base: 6  + Karma: 0  = 9   Pool: 21 (23)
Con                               Base: 2  + Karma: 0  = 2   Pool: 4
Cybercombat                       Base: 1  + Karma: 0  = 1   Pool: 13
Electronic Warfare                Base: 1  + Karma: 0  = 1   Pool: 13
Hacking (Hosts)                   Base: 6  + Karma: 0  = 9   Pool: 21 (23)
Hardware                          Base: 0  + Karma: 1  = 1   Pool: 13
Impersonation                     Base: 2  + Karma: 0  = 2   Pool: 4
Perception                        Base: 5  + Karma: 0  = 5   Pool: 10
Performance                       Base: 2  + Karma: 0  = 2   Pool: 4
Pistols (Holdouts)                Base: 6  + Karma: 0  = 8   Pool: 11 (13)
Software                          Base: 0  + Karma: 1  = 1   Pool: 13

== Knowledge Skills ==

== Qualities ==
Adept
Arcane Arrester
Code of Honor (Woman)
Exceptional Attribute (LOG)
Hobo with a Shotgun
Neoteny
Restricted Gear
Thermographic Vision

== Powers ==
Improved Ability (skill) (Hacking) Rating: 3
Improved Ability (skill) (Computer) Rating: 3
Improved Ability (skill) (Pistols) Rating: 2

== Cyberware/Bioware ==
Cerebral Booster Rating 3
Genetic Optimization (LOG)
Smartlink
Synthetic Full Arm (AGI 9, STR 4, Physical 4) (Right)
   +Customized Agility Rating 6
   +Enhanced Agility Rating 3
   +Armor Rating 2
   +Holdout Pistol
   +Customized Strength Rating 4

== Weapons ==
Cyber Hold-Out
   +Smartgun System, Internal
   Pool: 11 (13)  Accuracy: 6     DV: 6P       AP: -     RC: 2
Unarmed Attack
   Pool: 2        Accuracy: 2     DV: 1S       AP: -     RC: 2

== Karma Expenses ==

== Nuyen Expenses ==
Title: Re: Decker Washout
Post by: Tym Jalynsfein on <08-20-16/1338:29>
Way too many attributes at 1 (and even two) for my tastes. Not a horrible build to be sure, but not my style. Should heave a pretty interesting story for so many low stats, in my opinion.
Title: Re: Decker Washout
Post by: gilga on <08-20-16/1429:08>
A couch potato with bad nutrition ? Spending most of his time in VR never exercising? not so much justification needed, the decker is submerged in his craft barely using his body.
Title: Re: Decker Washout
Post by: Tym Jalynsfein on <08-20-16/1923:32>
Sorry, No... That "background" would not fly for me. :)