Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Onion Man on <06-27-11/2102:29>
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Okay, so my rigger in a local game turned out to be comically incompetent (he's fallen out of a van twice, hurt himself doing it once), so he's either grave-bound or retiring in Lagos at the end of this run and I've got a role to fill with his replacement. After seeing Byte-size and Lifeseeker in action at Origins, I'm way sold on Technomancers being wicked-awesome once they get rolling, but I haven't a clue how to get one built with the regular 400 BP and not have it be a total drain on the party until I can karma-up some.
Help please! All I have for sure about them is that they'll have a near-east name like Subudai or some variant of that, run under the handle "Sue" and not have the cultural savvy to understand the inevitable "Boy named Sue" jokes that will be slung his way on a regular basis. Outside of that I'm still in recovery mode from today being moving day and yesterday being ten hours in a car to get home from Origins.
Thanks in advance.
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Started to work on it tonight, crazy tired here though so I'll finish it up tomorrow. Not a ton of points left for gear and he needs to pick knowledge and language skills. Not sure I'll stick with Automatics as the weapon skill, might switch it to heavy and use the MGL-6 instead, but no matter what it won't be reduced to pistol. Pistols just scream get me first unless you show yourself as a gun bunny in the first pass.
Early Karma would go into Tasking, then submergence, then cracking, then split up the groups and specialize around, then submerge more... or at least that's what I'm thinking now while way tired.
Name:
Tag: "Su"
Metatype: Dwarf 25
Attributes: Physical/Mental:185, Special: 85, Total: 270 295
BOD 4 20
AGI 2 10
REA 1 0
STR 3 0
CHA 4 30
INT 6 65
LOG 4 20
WIL 6 40
EDGE 3 20
RES 6 65
Qualities: 35 positive, 35 negative 295
Technomancer 5
Photographic Memory 10
Chatty 5
Paragon: Flow 5
Synthetic Sympathy 10
Media Junkie (Moderate) -10
Reality Impaired -5
Sensitive System -15
Lost Loved One (Daughter) -5
Active Skills: 359
Athletics Group 1 10
Tasking Group 1 10
Cracking Group 1 10
Electronics Group 3 30
Automatics 1 4
Knowledge skills and languages: 30 free
Connections: 9 pts 368
Fixer (Peaceful) (C1 L1) 2
Matrix Fixer (Squidz) (C4 L3) 7
Complex Forms: 14 pts 382
Analyze 1 1
Scan 1 1
Command 1 1
Edit 1 1
Encrypt 1 1
Scan 1 1
ECCM 4 4
Stealth 4 4
Gear:
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The advantage of a TM is where you specialize you will be the best, and if you need to you can always do anything else you need to that uses the Matrix.
The basic choices for specialization are Hacking/Rigging and Sprite/CF. Within Rigging you can also specialize in the control mode, check how the various pools are built for the common tasks in the chart in the rigging section.
You have a lot of choice in how you speciliaze from the Swarm Dronomancer to the Cybercombat specialist, and even when you hyper specialize you are more then capable in the basics in other areas.
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I see you are trying to build a technomancer… would you like help with that?
http://forums.shadowrun4.com/index.php?topic=3839.msg50965#msg50965
You have mentioned Byte-size and Lifeseeker, is this also for Missions?
What do you want to be good at, and how much do you care about being optimal at it?
Edit to include another post:
http://forums.shadowrun4.com/index.php?topic=3982.msg53690#msg53690
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I see you are trying to build a technomancer… would you like help with that?
http://forums.shadowrun4.com/index.php?topic=3839.msg50965#msg50965
You have mentioned Byte-size and Lifeseeker, is this also for Missions?
What do you want to be good at, and how much do you care about being optimal at it?
This would be a replacement for a comically incompetent rigger in a local game. I most likely won't have the time to get back to Missions for at least a couple months and am hoping to continue to use Jolly without being "that guy". My last look at Technomancers was when the local GM had said the game would be SR4A only... then he caved and most of the books were allowed, so I'm digging into Unwired but there's a lot of info to get through. I'll check out that thread right away.
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Oh hey Jolly. I played Cypher in “Threads of the Past” with you. The best way to rig is: Technomancer, Command 6 (or 5), Thread to 10 (or 12). Then use remote control which makes all tests Command + Skill. This gives you 9 – 11 dice to default on all actions. Throw in tacnet, smartlinks, and the like and you can roll around at 15 dice before buying skills.
The disad is that you only get a complex action (you cannot do 2 simples), so go with a full auto weapon and use full bursts. I prefer a Lonestar Flash Flood Water Cannon, but that’s mostly for lols.
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Hey Cypher.
There's only two reasons I'm a bit shy about going rigger again. For one, we're in Lagos at the moment and tech has been a major hassle to come by, even for repairs... For two, we have a melee battle gnome who has proven to be most expensive and destructive to my drones in the past... it seems every time he draws a firearm it's one of my drones that ends up toast (KE had a little something to do with the first few) and now my comically incompetent rigger is down to an automated bipod and a fistful of espionage microdrones.
Our group doesn't really have a matrix user other than the rigger who is likely to drown in shallow water (or be found in a bathtub full of dirty icewater with most of his insides removed if the Black Lotus catches up with him... the rest of the group doesn't know about that part though) and our face is what I'd call a counter-optimizer and our magician, so all of the hacking and matrix legwork is going to fall on me and we end up in a situation where I can't stay in the van more often than not.
Overnight I've gone from having no real concept of where I'd be heading with Su, to being somewhat in love with the mental image of a living ECM (after a few other echoes to have the ECM rating not be totally useless). I assume that if I go Info Savant and pick up Skinlink and Biowire with the first two submersions I'll still be able to rig reasonable effectively between touched vehicles and machine spirits. Being optimized isn't all that important in the local game, but having more than one counter-optimized runner might become a problem, so that's my biggest concern.
Looks like I'm going to have to make some room in the build for different complex forms. It was late and I had already taken my ambien for the night and now I can't remember why I wanted so many of the common use ones at rank 1. Fortunately with draft 0.1 having a maxed mental and a maxed special stat, it should be easy to find the BP to make some tweaks.
Thanks for the advice, I'll probably have a v0.2 on here sometime late tonight or tomorrow.
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Okay, made some major revisions, this time before taking sleeping pills instead of after...
Name: Sully Whaler
Tag: "Su"
Metatype: Dwarf 25
Attributes: Physical/Mental:185, Special: 60, Total: 245 245
BOD 4 20
AGI 2 10
REA 1 0
STR 3 0
CHA 4 30
INT 6 65
LOG 4 20
WIL 6 40
EDGE 3 20
RES 5 40
Qualities: 35 positive, 35 negative 245
Technomancer 5
Photographic Memory 10
Chatty 5
Paragon: Flow 5
Synthetic Sympathy 10
Media Junkie (Moderate) -10
Reality Impaired -5
Sensitive System -15
Lost Loved One (Daughter) -5
Active Skills: 90 335
Athletics Group 1 10
Tasking Group 1 10
Cracking Group 1 10
Electronics Group 4 40
Automatics 1 4
Clubs 1 4
Artisan 2 8
Pilot: Groundcraft 1 4
Knowledge skills and languages: 30 free 335
English N
Sperethiel 2 4
Or'zet 2 4
Chinese 3 6
Spanish 2 4
Pacific Rim Data Havens 4 8
Matrix Security Design 2 4
Connections: 13 pts 348
Fixer (Peaceful) (C1 L1) 2
Matrix Fixer (Squidz) (C4 L3) 7
Anti-corporate Blogger (CCC {Three-C}) (C2 L2) 4
Complex Forms: 40 pts 388
Analyze 5 5
Spoof 5 5
Command 5 5
Shield 5 5
Exploit 5 5
Disarm 5 5
ECCM 5 5
Stealth 5 5
Gear: 59,500 (12 pts) 400
Bike Racing Armor [4/7, cap 6] 500
Softweave [4/4] 50
Commlink (specs later) [2]
Nonconductivity 3 [2] 600
Chemical Protection 6 [2] 1500
Helmet [+1/+2, Cap 6] 200
Wireless, Image Link, Flare Compensation
Smartlink [2] 4R 500
Olfactory Sensor 4 [1] 2000
Low Light [1] 100
Camera 1 [1] 100
Directional Microphone [1] 50
PPP System: Forearm, Helmet, Leg and Arm, Shin, 1000
& Vitals [+2/+5]
FFBA, Full Suit [6/2, 3/1 enc.] 900
Softweave [3/2, 1/1 enc.] 90
Fire Resistance 3 300
Colt Cobra TZ-110 | 5R 550
Folding Stock, Gas Vent System 2
Top mounted smartgun system 4R 400
Melee Hardening 300
3 Spare Clips 30
40 Regular rounds 80
120 Gel rounds 360
Horizon Doble Revolution 8000
Motorcycle Gyro Stabilization
Smart Tires
Sidecar 1500
Rigger Adaptation 2500
(21710)
Commlink
Transys Avalon (Response 4, Signal 4) 5000
Iris Orb OS (Firewall 3, System 3) 1000
Singularity Seeker software package 8200
Browse (Crashfuard) 5
Browse Agent (Browse 3 Pilot 3)
FTL Matrixware Power Suite 1240
Analyze 3
Command 2
Edit 4
Purge 4
Scan 2
2 VR Games (SimCiv, Horizon Flight Simulator 2072) 100
Satellite Link 500
High Lifestyle (1 month) 10000
Fake ID (Simon Whaler) 4 4000
Fake ID (Sully Wheeler) 4 4000
2 sets of Fake Licenses (Weapon, Armor) 1600
Gecko Tape Gloves 250
Respirator 6 150
Gas Mask 200
Survival Kit 100
Biomonitor 300
Medkit 6 600
2 extra Medical Supplies 100
5 Antidote Patch 6 1500
10 Stimpatch 6 1500
10 Tranq Patch 6 1200
2 Trauma Patch 1000
Spare Clothes 250
(59500)
Starting Nuyen (4d6+5)x500
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I won’t waste time with telling you what you did right. Just assume the stuff I don’t mention is fine. Getting right to the issues…
Agility 2 is a waste of points, photographic memory is a waste of points (just get a finger nail data storage and a simrig), Chatty was errata’d to 10 points (making it terrible).
Cracking group 1 is bad, just get EW and Hacking, skip cybercombat (if you are cyber combating, you deserve to die). Buy Clubs, Automatics, and Pilot: Groundcraft 1 with karma (or wait and get biowires).
5 ECCM is useless, the highest jammer in the game is rating 10, so a rating 8 sat uplink and threading 3 ECCM wins every time.
There are better SMGs than the Colt Cobra, I direct you towards the Praetor, Supermach-100 and Executive Protector.
If you are a TM, don’t waste money on a good comlink, just get a bad one to slave to a tacnet, and a fake one to use your SIN on.
Also, for a rigger, I’m not seeing any drones.
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Alrighty then, made some "tweaks" after getting nojose on the phone and verifying that I wasn't going to be facing another situation where I'd have to abandon any large gear on the way out of Lagos like we did on the way out of Calfree... Little things, like getting a truck with some drone racks and a pile of drones for fire support, espionage, and counter-drone apps.
Commlink is tuned down a bit, but if our group ever does get around to running TacSofts, it's probably going to fall on me so 3's around the board is about as low as I'm really comfortable going (plus it will make me look more like a crappy hacker if I face any real scrutiny around someone interested in dissecting TMs).
Going Info Savant, so I'd plan on compiling and registering a Machine Sprite and Paladin Sprite ASAP, with early karma (we're pretty fast earners) going to submersion twice to pick up biowire and skinlink echoes, then tuning up compiling, registering, software, and hacking based on how Su plays in nojose's campaign before turning my attention to resonance.
Thanks again for all the advice. I feel much better about v1.1 than I did about v1.0, and lets all just pretend that I didn't even try to patch a TM together while on Ambien (v0.1).
Name: Sully Whaler
Tag: "Su"
Metatype: Dwarf 25
Attributes: Physical/Mental:175, Special: 60, Total: 235 235
BOD 4 20
AGI 1 0
REA 1 0
STR 3 0
CHA 4 30
INT 6 65
LOG 4 20
WIL 6 40
EDGE 3 20
RES 5 40
Qualities: 35 positive, 35 negative 235
Technomancer 5
Linguist 5
Restricted Gear x2 10
Paragon: Flow 5
Synthetic Sympathy 10
Media Junkie (Moderate) -10
Reality Impaired -5
Sensitive System -15
Lost Loved One (Daughter) -5
Active Skills: 76 311
Athletics Group 1 10
Tasking Group 1 10
Electronic Warfare 1 4
Hacking 1 4
Electronics Group 4 40
Artisan 2 8
Knowledge skills and languages: 30 free 311
English N
Sperethiel 2 4
Or'zet 2 4
Chinese 3 6
Spanish 2 4
Pacific Rim Data Havens 4 8
Matrix Security Design 2 4
Connections: 13 pts 324
Fixer (Peaceful) (C1 L1) 2
Matrix Fixer (Squidz) (C4 L3) 7
Anti-corporate Blogger (CCC {Three-C}) (C2 L2) 4
Complex Forms: 36 pts 360
Analyze 5 5
Spoof 5 5
Command 5 5
Shield 5 5
Exploit 5 5
Disarm 5 5
Smartlink 1
Stealth 5 5
Gear: 198800 (40 pts) 400
Bike Racing Armor [4/7, cap 6] 500
Softweave [4/4] 50
Commlink (specs later) [2]
Nonconductivity 3 [2] 600
Chemical Protection 6 [2] 1500
Helmet [+1/+2, Cap 6] 200
Wireless, Image Link, Flare Compensation
Laser Range Finder [1] 100
Cyberware Scanner 4 [1] 300
Olfactory Sensor 4 [1] 2000
Low Light [1] 100
Camera 1 [1] 100
Directional Microphone [1] 50
PPP System: Forearm, Helmet, Leg and Arm, Shin, 1000
& Vitals [+2/+5]
FFBA, Full Suit [6/2, 3/1 enc.] 900
Softweave [3/2, 1/1 enc.] 90
Fire Resistance 3 300
Ingram Supermach 100 975
Gas Vent 3 Modification [2] 400
Gecko Grip Modification [1] 100
Smartgun System [1] 975
Melee Hardening [1] 300
3 Extended Clips 75
60 Normal Rounds 120
120 Gel Rounds 360
Horizon Doble Revolution 8000
Motorcycle Gyro Stabilization
Smart Tires
Sidecar 1500
Weapon Mount
Normal Size 1500
Concealed Visibility 4000
Turret Flexibility 5000
Remote Control 500
SA Nemesis LMG 3500
High Velocity Mod 7000
Smartgun System 3500
Gyro Stabilization 3000
Rigger Adaptation 2500
Commlink (Installed in armor)
Novatech Airwave (Response 3, Signal 3) 5000
Iris Orb OS (Firewall 3, System 3) 1000
FTL Matrixware Power Suite 1240
Analyze 3
Browse 4
Command 2
Edit 4
Purge 4
Scan 2
2 VR Games (SimCiv, Horizon Flight Simulator 2072) 100
Mapsoft 5 (Lagos) 50
Satellite Link 500
Disposable Commlink 300
High Lifestyle (1 month) 10000
Fake ID (Simon Whaler) 4 4000
Fake ID (Sully Wheeler) 4 4000
2 sets of Fake Licenses (Weapon, Armor, Drones, Truck) 3200
Gecko Tape Gloves 250
Respirator 6 150
Gas Mask 200
Survival Kit 100
Biomonitor 300
Medkit 6 600
2 extra Medical Supplies 100
5 Antidote Patch 6 1500
10 Stimpatch 6 1500
10 Tranq Patch 6 1200
2 Trauma Patch 1000
Spare Clothes 250
300 Gel Rounds for LMGs 9000
100 Explosive Rounds for LMGs 500
Extra "Layabout"/Work Clothes 15
Hardware Kit 500
Automotive Mechanic Kit 500
Aeronautic Mechanic Kit 500
Fancy Clothes 1000
2 Flash Paks 400
Simrig 1000
Tag Eraser 150
White Noise Generator 6 300
Gear(101500)
GAZ P-179 (14 Body) 12000
Rigger Adaptation 2500
Multi-fuel Engine
Multilaunch Drone Rack [5] 10000
2 Small Drone Racks [4] 2000
Metahuman Adjustment (2 Dwarf sized seats) 1000
Off Road Suspension [1] 3000
Winch [1] 600
Satellite Communication [1] 500
Searchlight [1] 1200
2 Cyberspace Designs Dragonflies, Standard Model 5000
2 Cyberspace Designs Dragonflies, Anti-vehicle Model 5000
4 Cyberspace Designs Dragonflies, c-12 Model 10000
2 MCT Fly-Spies 2000
Ford LEBD-1 Aerial Law Enforcement Backup Drone (3 Body) 4500
Mechanical Arm
Weapon Mount (external, fixed, remote control)
SA Nemesis LMG 3500
High Velocity Mod 7000
Smartgun System 3500
Gyro Stabilization 3000
Improved Takeoff/Landing 2
Special Machinery (2 Handcuffs)
MCT-Nissan Roto-drone (3 Body) 2000
Improved Takeoff/Landing 2
Weapon Mount (external, fixed, remote control) 2000
SA Nemesis LMG 3500
High Velocity Mod 7000
Smartgun System 3500
Gyro Stabilization 3000
Vehicles/Drones(97300)
1200 Unspent for bonus to random wealth
Edit: Saw a wrong number.
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Question: I have looked at couple of these threads about technomancers and it seems no one takes attack as a CF and that in general people seem to claim that cybercombat is a waste of points. Is the general idea that its stealth or nothing? You sneak in and get an admin account and do what you need and if you trigger an alert and get hit with IC the only thing to do at that point is run? I don't have much experience with matrix based characters first hand, and have never played a technomancer, but it seems kind of counter intuitive. Can you thread a decent attack or is the idea that if you need to you are already busted?
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I'm very inexperienced with matrix characters (and actually find the matrix in general hugely confusing), but I seem to recall that the reason that Technomancers are advised to avoid cybercombat is that their meat bodies can, and quite easily do, die during it. I could be wrong, though :)
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That's my reason for generally avoiding cybercombat with this character... it just looked like it would, in general, be a much better idea to compile a beefy Tank or Paladin Sprite and run like water down a slide.
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Pretty much the point of a TM is to sneak by and not get in trouble. Considering that you can Thread your Stealth CF to 8-12 depending on your Resonance, it's not an unfair stance, and since TMs suffer real damage from cybercombat attacks.
Even if sometimes cybercombat is unavoidable, it's best to let your Sprites do it for you. The Paladin and Tank Sprites, if they're part of your TM's Stream, are rather good at it. The Paladin can even protect you, directly. (I think the two Sprites should have their names swapped...)
If you really needed to, and you didn't have one of those Sprites (or they're busy) then you could Thread an Attack CF with a few options yourself.
Sometimes, running away isn't an option and you have to take down the IC.
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Again, skills at 1 are best learned with Karma (4 BP > 4 Karma), so dump the Athletics, Tasking, EW and Hacking. Tasking is bad as decompiling is bad. Just get registering and compiling.
Smartlink complex form is unneeded, just get some contacts with smartlink in them.
Drone racks have little support as it is unclear how fast drones can leave a vehicle. The rack takes a complex action to unload, but you could just order the drone to leave (and it can move for a free action) and also leave an open van. So I’d dump the drone racks.
RE: Cybercombat
A corp can load infinite ice, and near infinite riggers to fight you if you start something. When your cover is blown, you need to get out of there as you cannot match a corp for security resources. It’s not about death, it’s about the fact that you cannot realistically win, as any IC can respawn as a complex action taken by the node. It takes you a complex action to kill something if you 1 shot it, so you can never make headway.
I do want to play an AR hacker without stealth, who logs onto a node with a public account and just challenges their security to a duel, or he’ll nuke their node. I think that would be funny because he has literally 0 risk besides a team of red samurai showing up and killing him (and we all have that).
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Is decompiling really so useless as to not have it even at 1? The last thing I want to do is arrive at the table and be completely unable to do something that is expected from my trope, the second last thing I want to do is be defaulting on skills that I have already low dice pools for (my rigger was injured jumping out of a van, twice, which could have likely been avoided by having a rank or tow to work with instead of defaulting and having only 1 die to work with, the TM would have 0).
Athletics I'll drop, I had thought that it would be all around useful to not be defaulting on those and to break out gymnastics for dodge purposes, but with Agility down at one it makes more sense to get Dodge and forget athletics now that I look again.
About the drone racks, I had pictured them as essentially locking the drones in rather than just leaving them loose in the back of a pickup truck. This image left me thinking that if it takes a complex action to release them by command it would take some sort of extended test to remove them manually, like by a gang of Lagos' street kids looking for some quick naira. Maybe not anything that would stop a mechanic or a hacker from getting at them, but something that would stop your average dishonest youth from just helping themselves to the parts in the entirely too likely case that I end up in some attenuation heavy cell and unable to remote control the drones or truck (most likely because of our gnome... gnomes always get me in trouble and this one's a real doozer).
If I've got the drone racks pictured wrong I'll drop them like a deuce, I'm already going to be juggling around some nuyen to add a modded Ares Air Supply to facilitate getting the truck out of Africa (I'll pick up the contacts while I'm doing that juggling too). I went straight to the racks remembering that Lifeseeker (I think it was Lifeseeker) had a drone rack with the ECM shielding compartment mod applied to it.
Smartlink I picked up without putting any real thought into it. I didn't want to invest in any of the cybercombat oriented complex forms or the complex forms that are super common use ordeals. I'll have to look through the programs list again tonight after I've returned my neice to my borther and can stare at books for a while.
Thanks again for all the advice.
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It’s not that Decompiling is absolutely terrible, it is Decompiling + Resonance vs. Rating with net hits removing tasks. The problem is sprites come up so infrequently that you may as well just have your larger sprites beat them up. Also in missions they don’t usually define how many tasks a sprite has. You can have it if you want, but expect to seldom use it.
Athletics is ok, but with a low STR score you will never be that good at it, that’s the real answer.
For drone racks, all I know is what is in Arsenal. They allow for quick disembarking and embarking of drones. I have no idea what the regular action is to release drones, as that is never specified. I just travel around in a van with my drones in the back, spring open the doors, and order them to march. Quick and simple. Talk this one over with your GM. Also I’m not sure if you can apply mods to a mod.
You have all of the quality CFs that I saw, I’m not sure there are any you are missing.
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One last stab at it. made a few more tweaks based on squee's advice, added an antique Air-Supply drone for just in case and juggled around my contacts (it's become clear the only good way to get that GAZ out of Africa in the end will be to have a well connected smuggler friend).
Let me know if there's anything more botched in it, otherwise I'm on to fine tuning the personality of a high-rolling Azanian TM and drone pirate. 8)
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Can't believe I didn't actually post this in the last post. Changed some languages around to make more sense coming out of Cape Town, I've got a feeling that Su is going to have an attitude regarding savages and peasant drek... Should make for some good interaction with Solomon, our battle-gnome, and his highly disruptive, "it's not like there's consequences to our actions, we're in Africa" mindset.
Name: Sully Whaler
Tag: "Su"
Metatype: Dwarf 25
Attributes: Physical/Mental:175, Special: 60, Total: 235 235
BOD 4 20
AGI 1 0
REA 1 0
STR 3 0
CHA 4 30
INT 6 65
LOG 4 20
WIL 6 40
EDGE 3 20
RES 5 40
Qualities: 35 positive, 35 negative 235
Technomancer 5
Linguist 5
Restricted Gear x2 10
Paragon: Flow 5
Synthetic Sympathy 10
Media Junkie (Moderate) -10
Reality Impaired -5
Sensitive System -15
Lost Loved One (Daughter) -5
Active Skills: 72 307
Compiling 2 8
Registering 2 8
Hacking 2 8
Electronics Group 4 40
Artisan 2 8
Knowledge skills and languages: 30 free 307
English N
Sperethiel 2 4
Or'zet 2 4
Chinese 3 6
German 2 4
Pacific Rim Data Havens 4 8
Matrix Security Design 2 4
Connections: 13 pts 322
Fixer (Hippo) (C1 L1) 2
Arms Smuggler (Squidz) (C4 L5) 9
Anti-corporate Blogger (CCC {Three-C}) (C2 L2) 4
Complex Forms: 35 pts 357
Analyze 5 5
Spoof 5 5
Command 5 5
Shield 5 5
Exploit 5 5
Disarm 5 5
Stealth 5 5
Gear: 213,800 (43 pts) 400
Bike Racing Armor [4/7, cap 6] 500
Softweave [4/4] 50
Commlink (specs later) [2]
Nonconductivity 3 [2] 600
Chemical Protection 6 [2] 1500
Helmet [+1/+2, Cap 6] 200
Wireless, Image Link, Flare Compensation
Laser Range Finder [1] 100
Cyberware Scanner 4 [1] 300
Olfactory Sensor 4 [1] 2000
Low Light [1] 100
Camera 1 [1] 100
Directional Microphone [1] 50
PPP System: Forearm, Helmet, Leg and Arm, Shin, 1000
& Vitals [+2/+5]
FFBA, Full Suit [6/2, 3/1 enc.] 900
Softweave [3/2, 1/1 enc.] 90
Fire Resistance 3 300
Ingram Supermach 100 975
Gas Vent 3 Modification [2] 400
Gecko Grip Modification [1] 100
Smartgun System [1] 975
Melee Hardening [1] 300
3 Extended Clips 75
60 Normal Rounds 120
120 Gel Rounds 360
Horizon Doble Revolution 8000
Motorcycle Gyro Stabilization
Smart Tires
Sidecar 1500
Weapon Mount
Normal Size 1500
Concealed Visibility 4000
Turret Flexibility 5000
Remote Control 500
SA Nemesis LMG 3500
High Velocity Mod 7000
Smartgun System 3500
Gyro Stabilization 3000
Rigger Adaptation 2500
Commlink (Installed in armor)
Novatech Airwave (Response 3, Signal 3) 5000
Iris Orb OS (Firewall 3, System 3) 1000
FTL Matrixware Power Suite 1240
Analyze 3
Browse 4
Command 2
Edit 4
Purge 4
Scan 2
2 VR Games (SimCiv, Horizon Flight Simulator 2072) 100
Mapsoft 5 (Lagos) 50
Satellite Link 500
Disposable Commlink 300
High Lifestyle (1 month) 10000
Fake ID (Simon Whaler) 4 4000
Fake ID (Sully Wheeler) 4 4000
2 sets of Fake Licenses (Weapon, Armor, Drones, Truck) 3200
Gecko Tape Gloves 250
Respirator 6 150
Gas Mask 200
Survival Kit 100
Biomonitor 300
Medkit 6 600
2 extra Medical Supplies 100
5 Antidote Patch 6 1500
10 Stimpatch 6 1500
10 Tranq Patch 6 1200
Dress Clothes 500
250 Gel Rounds for LMGs 7500
100 Explosive Rounds for LMGs 500
Extra "Layabout"/Work Clothes 15
Hardware Kit 500
Automotive Mechanic Kit 500
Aeronautic Mechanic Kit 500
2 Flash Paks 400
Simrig 1000
Tag Eraser 150
White Noise Generator 6 300
Contacts 3 150
Smartlink 500
Vision Magnification 100
Gear(99000)
GAZ P-179 (14 Body) 12000
Rigger Adaptation 2500
Multi-fuel Engine
Multilaunch Drone Rack [5] 10000
2 Small Drone Racks [4] 2000
Metahuman Adjustment (2 Dwarf sized seats) 1000
Off Road Suspension [1] 3000
Winch [1] 600
Satellite Communication [1] 500
Searchlight [1] 1200
2 Cyberspace Designs Dragonflies, Standard Model 5000
2 Cyberspace Designs Dragonflies, Anti-vehicle Model 5000
4 Cyberspace Designs Dragonflies, c-12 Model 10000
2 MCT Fly-Spies 2000
Ford LEBD-1 Aerial Law Enforcement Backup Drone (3 Body) 4500
Mechanical Arm
Weapon Mount (external, fixed, remote control)
SA Nemesis LMG 3500
High Velocity Mod 7000
Smartgun System 3500
Gyro Stabilization 3000
Improved Takeoff/Landing 2
Special Machinery (2 Handcuffs)
MCT-Nissan Roto-drone (3 Body) 2000
Improved Takeoff/Landing 2
Weapon Mount (external, fixed, remote control) 2000
SA Nemesis LMG 3500
High Velocity Mod 7000
Smartgun System 3500
Gyro Stabilization 3000
Ares Air-Supply (6 Body) 8500
Obscolescent
Improved Take Off and Landing 2
Special Storage
Chameleon Coating [2] 6000
Suncell [1] 3000
Vehicles/Drones(114800)
1200 Unspent for bonus to random wealth