Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: manchuwook on <04-21-18/2333:24>

Title: Technomancer for possible novel
Post by: manchuwook on <04-21-18/2333:24>
While I wouldn't mind playing this character, if there was an option to do play by post - I'm curious what y'all would think of how this character is built.  I'll see if I can attach the PDF as well, but here is the statblock.
A few points on this one:

I kinda want to prep for when TMs get some love with the errata and the next book, but I have a general idea of where I want to go with it

UndeadLord619
METATYPE: HUMAN
B 2, A 3, R 2, S 2, W 5, L 6, I 5, C 5, ESS 6, EDG 3, R 4
Condition Monitor (P/S): 9 / 11
Armor: 7
Limits: Physical 3, Mental 8, Social 10
Physical Initiative: 7+1D6
Matrix Initiative: 11+4D6
Active Skills: Automatics (Machine Pistols +2) 2, Compiling 6, Computer 7, Con 1, Cybercombat 4, Decompiling 4, Electronic Warfare 3, Electronics Group 1, Etiquette 2, Hacking 5, Hardware 4, Perception 1, Registering (Machine Sprites +2) 3, Sneaking 2, Software 5, Tasking Group 2
Knowledge Skills: CAS 1, Data Science 5, Famous Hackers 2, History 1, IC Design 2, Mitsuhama 3, NeoNET 3, Persona Design 4, Robotics 1, Shadow Hosts 1, Technomancy 4
Languages: Arabic 1, English N, Hindi 3, Japanese (Speak +2) 4, Korean 3, Spanish 4
Qualities: Allergy, Common (Mild): Wasps, Data Anomaly, I C U, Ninja Vanish, Otaku to Techomancer, Phobia, Common (Moderate): Wasps, SINner (National SIN): CAS, Technomancer
Complex Forms: Puppeteer, Resonance Spike, Resonance Veil
Vehicles:
. . Suzuki Mirage [Handling 5/3, Speed 6, Accel 3, Body 5, Armor 6, Pilot 1, Sensor 2, Seats 1]
. . . . Gear:
. . . . . . Anti-Theft System (3)
. . . . . . Linguistics: English (local language)
. . . . . . Linguistics: Japanese (Manufacturer's Language)
. . . . . . Run Flat Tires
. . . . . . Smuggling Compartment
. . . . . . Spoof chip: 2065 Ford Panel Van
Gear:
. . Ace of Coins w/ Drag Handle, Increase Social Limit by 3, Nonconductivity (3), Shock Weave
. . . . Pulse Weave (1)
. . Ameris Khudaydatov w/ (3 months) AR Fashion Subscription, Casual, License: Technomancer, (3 months) Low Lifestyle, (1 month) The Data Library of Alexandria
. . Armor Clothing
. . Belt Pouch
. . Betameth x3
. . Black Biker Gloves w/ AR Gloves
. . Bug Scanner (4)
. . Concealable Surveillance Gear w/ Single Sensor (7), Single Sensor (7)
. . Data Tap
. . Datachip x20
. . Doc Martens 1914 Smoothes
. . Dog
. . Dog
. . Electronic Paper
. . Electronic Parts x5
. . Endoscope
. . Fancy T-Shirt w/ Electrochromic Modification
. . Fashion Respirator (6) w/ Long Range Acoustic Device (LRAD), Voice Warper (6)
. . Flashlight
. . Goggles (6) w/ Flare Compensation, Image Link, Smartlink, Vision Enhancement (3)
. . Hidden Gun Arm Slide
. . Home - The Asylum
. . Jazz x3
. . Key/Combination Lock (3)
. . Long Haul x2
. . Meta Link w/ Non-standard Form Factor: Bracer
. . . . Stun Dongle [Club, Reach 1, Acc 4, DV 9S(e), AP -5] w/ Internal Battery
. . Meta Link w/ Non-standard Form Factor: Bracer
. . . . Stun Dongle [Club, Reach 1, Acc 4, DV 9S(e), AP -5] w/ Internal Battery
. . Meta Link
. . Myomeric Rope (m) x10
. . Nausea Gas
. . Nike Hijab
. . Ramset HammerShot x25
. . Reactive Myomer Pack
. . Reality Hackers
. . Robin Ivanoff w/ Fake SIN (3), (3 months) Traveler Lifestyle
. . Security Tags x10
. . Sensor Tags x10 w/ Single Sensor (6)
. . Smart Wig
. . Spare Clips x3
. . Stealth Tags x10
. . Stim Patch (4) x10
. . Trodes
Weapons:
. . Ares Crusader II [Machine Pistol, Acc 7, DV 7P, AP –, SA/BF, RC 2, 40 (c)] w/ (10x) Capsule, CS/Tear Gas, (10x) Capsule, Neuro-Stun VIII, Extended Clip (1), Gas-Vent System (2), (10x) Gel Rounds, (10x) Regular Ammo, (40x) Regular Ammo, (10x) Security Tag Tracker, Smartgun System, Internal, (2x) Spare Clips, (10x) Stick-n-Shock
. . Hammer [Club, Acc 4, DV 3P, AP -1]
. . Survival Knife [Blade, Acc 6, DV 4P, AP -1] w/ Personalized Grip
. . Flash-Pak Grenade x3 [Grenade, non-aerodynamic, Acc 3, DV Flash, AP –]
. . Stun Dongle [Club, Reach 1, Acc 4, DV 9S(e), AP -5] w/ Internal Battery
. . Stun Dongle [Club, Reach 1, Acc 4, DV 9S(e), AP -5] w/ Internal Battery
Contacts:
ID Manufacturer (Connection 4, Loyalty 3)
Infobroker (Connection 4, Loyalty 3)
The Farnell Twins (Connection 3, Loyalty 4)
Starting ¥: 790 + (3D6 × 60)¥

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: Technomancer for possible novel
Post by: Marcus on <04-22-18/0221:37>
What is your generation method?
This is gonna need some work.

Title: Re: Technomancer for possible novel
Post by: manchuwook on <04-22-18/1044:41>
I used the Life Modules system in Hero Lab.
Title: Re: Technomancer for possible novel
Post by: Marcus on <04-22-18/1228:39>
I used the Life Modules system in Hero Lab.

Yeah that explains it. I'd strongly recommend swapping to another generation method.  Sum2ten or, Straight Priority, will give you something that gonna hold up a lot better.
Title: Re: Technomancer for possible novel
Post by: Hobbes on <04-22-18/1537:55>
" Otaku to Techomancer,"  Otaku needed Datajacks IIRC. 

You've got Group Skills that overlap with your Single Skills.  No idea how Life Paths handles that.  Resonance should be 6, it's the stat used for all Threading and Sprite related dice pools, you want that.  Computer, Software, Compiling, Registering are your bread and butter skills.  Editor, Resonance Veil, Puppeteer, and Resonance Spike are your go to CFs, Machine Sprites and the occasional Crack Sprite are your best friends.  Diagnostics Power from Machine Sprites and the Assist Threading power are your dice pool boosts (technomancer equivalent to Cyber augmentations and Adept powers....)
Title: Re: Technomancer for possible novel
Post by: Marcus on <04-22-18/1637:21>
Life models can be so incoherent, the stat line and skills is usually what gives it away, three 2's and a 3 and Computers 7 without the quality. Things no one in their right mind would take, under the normal generation methods.
But most people get to the end of it and just start over so it's interesting to see a full up example of what it looks like.
Title: Re: Technomancer for possible novel
Post by: Marcus on <04-24-18/1616:12>
What's your status with this Manchuwook?
Gonna re-make in alternative generation method? Tough it out?
Title: Re: Technomancer for possible novel
Post by: manchuwook on <04-24-18/2003:13>
I'm trying to rework it so I can get more dice on Compiling, but the numbers just aren't working out with Life Modules.  I really like the system, but it seems to lean heavily more on qualities than appropriately divyying out skills.
Title: Re: Technomancer for possible novel
Post by: Marcus on <04-25-18/0310:32>
Well I admire your dedication to life modules. The end result of life modules, usually look like something training neural network would make.
It looks a lot a character, but if you actually read what it did they don't usually make any real sense.

I do think you will get a much better result from another generation method.