Maybe that's the clincher--multiple agents, vs. only one per deck.
SR5 p. 243 says you can only run one program of any type on your deck. SR5 p. 246 says Agents are autonomous programs. However, the second sentence in the paragraph describing agents says, "Each agent occupies one program slot on your deck", implying you can have more than one (though I imagine that any programs your agent(s) run would also fill that limit). So, maybe the question I should be asking is, which is true--only one agent per deck, or multiple?
With your discussion of deadliness of the NPC Decker, DeathStrobe, I started rethinking just how I wanted to build this character. I was already thinking it would be nice to also have some backup for him, and maybe give him a Technomancer girlfriend to help him do the things that he can't do to the TM PC--sniff out Res signatures, and so on.... But then it occurred to me; if I'm already building the Decker and/or Technomancer as Prime Runner NPCs, and there're two of them to the TM's one (no other hacker types in the party), maybe I should just cool things down a bit and just run standard built NPCs, following all the economic rules for building characters.
I realize now we're starting to get into things less related to the original thread, but briefly: I think I'll make the decker into a Technomancer, who will instead have a decker girlfriend. The technomancer will serve as a much better nemesis to the TM PC, but won't be on his own either thanks to the decker NPC. I'm not sure I'll give them a Host as well, as that seems to really be breaching that cheese zone.... Maybe for the "end battle" kind of thing. An NPC hacker duo needs a place to crash. ...er.. hang. ....er... you know what I mean.
