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Another Technomancer... actually a Matrix specialist though!

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FST_Gemstar

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  • Omae
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« on: <10-28-15/1336:04> »
I know I have been working on technomancers who use their resonance abilities to help be non-matrix specialists. These characters really depend on machine sprites to compete with other archetypes at similar tasks. Below I tried to create a cybered technomancer that both actually focuses on matrix work (but isn't useless in meat space) AND doesn't rely on sprites for everything. Basically, what I think turned out is a decker-like character than can use nuyen to pay for 'ware instead of a deck.

There is some cheesiness (Agility 1 Cyberam Agility 9). The character can still keep a stable of level 1 and 2 sprites without much difficulty (machine sprites for boosting cyberware/gear, crack sprites for suppression and hacking help, and fault sprites to help teamwork Attack limited actions to get a limit boost), as well as use a few complex forms to a limited capacity. The character has a basic skillwire/jack system, so can fill in some knowledge/skill areas when needed.  Gave the character the Narco gendemod,  but it isn't subsidized by Prototype Transhuman (I would include under Prototype Transhuman, but there is not consensus). The character uses Electronic Warfare and his built-in ultrasound and radar sensors to perceive. With Psyche, Cracking dice pools should be as high as a lot of deckers with a nice boost to perception and dodging. Partnered with Cram, dodge/initiative shouldn't be horrible either.

Karma spent: 10 to boost Reaction, 10 to boost Charisma, 4 for a second complex form, 25 for positive qualities, and -24 for negative qualities. 0 Karma remaining.

Please let me know what the character is missing and how it can be better!

== Info ==
Street Name:
Name: Unnamed Character
Movement: 2/4
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 7
Judge Intentions: 9
Lift/Carry: 4 (15 kg/10 kg)
Memory: 11
Nuyen: 1065

== Priorities ==
Metatype: E(0) - Human
Attributes: D(1) - 14 Attributes
Special: C(2) - Technomancer
Skills: B(3) - 36 Skills/5 Skill Groups
Resources: A(4) - 450,000¥

== Attributes ==
BOD: 3
AGI: 1
REA: 2 (4 w/Cram)
STR: 1
CHA: 2
INT: 6 (7)  (9 w/ Psyche)
LOG: 4 (6) (8 w/Psyche)
WIL: 5
EDG: 3
RES: 1

== Derived Attributes ==
Essence:                   4.01
Initiative:                8 (9) + 1d6 (13 +2d6 w/ Cram & Psyche)
Rigger Initiative:         9 + 1d6
Astral Initiative:         
Matrix AR Initiative:      9 + 1d6 (13 +2d6 w/ psyche/cram)
Matrix Hot Initiative:     7 + DP + 4d6 (17 + 4d6 w/psyche)
Physical Damage Track:     11
Stun Damage Track:         11

== Limits ==
Physical:                  3
Mental:                    8
Social:                    5
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral:                    8

== Active Skills ==
Compiling                  : 3 [Crack]           
Computer                   : 5                     
Electronic Warfare         : 6 [Sensor Operations]
Forgery                    : 6 [Counterfeiting]     
Hacking                    : 6 [Hosts]             
Hardware                   : 5                     
Pistols                    : 6 [Semi-Automatics]   
Registering                : 3 [Machine]             
Software                   : 5                     

== Knowledge Skills ==
English                    : N                     
Math                       : 6                     
Security Tactics           : 6                     
Shadow Community           : 2 [News]               
Underworld                 : 4 [Forgery]           

== Contacts ==
; Drug Dealer (1, 2)
; Datamonger (2, 1)

== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Biocompatability (Cyberware)
Codeslinger (Hack on the Fly)
Prejudiced (Specific, Biased) (Deckers)
Prejudiced (Specific, Biased) (Dissonant Technomancers)
Prototype Transhuman (Insomnia)
Technomancer
Weak Immune System


== Lifestyles ==
Low  2 months

== Cyberware/Bioware ==
Cerebellum Booster Rating 1 (Alpha)
Cerebral Booster Rating 2
Chipjack Rating 2 (Alpha)
Narco
Obvious Full Arm (AGI 9, STR 3, Physical 4 [5 w/cram]) (Right, Alpha)
   +Armor Rating 2
   +Customized Agility Rating 6
   +Enhanced Agility Rating 3
   +Antennae
   +Antennae
   +Antennae
   +Sound Suppressor
   +Cyberfinger - Mini-fan
   +Light Pistol
Partial Cyberskull (used)
   +Attention Coprocessor
   +Math SPU
   +Bulk Modification Rating 2
   +Radar Sensor Rating 2
   +Ultrasound Sensor Rating 1
Platelet Factories
Reception Enhancer (Alpha)
Skilljack Rating 2 (Alpha)
Skillwires Rating 2 (Alpha)
Sleep Regulator (Alpha)
Smartlink (Alpha)

== Armor ==
Armor Jacket                       
   +Fire Resistance 2
   +Nonconductivity 4
   +Shock Frills
   +Thermal Damping 4
Ballistic Mask                     
   +Respirator Rating 6

== Weapons ==
Ares Predator V
   +Smartgun System, Internal
   Pool: 7 (9)   Accuracy: 7   DV: 8P   AP: -1   RC: 2
Light Cyber Pistol
   +Smartgun System, Internal
   Pool: 7 (9)   Accuracy: 8   DV: 7P   AP: -   RC: 2
Survival Knife
   Pool: 0   Accuracy: 5   DV: 3P   AP: -1   RC: 2
Unarmed Attack
   Pool: 0   Accuracy: 3   DV: 1S   AP: -   RC: 2

== Commlink ==
Living Persona (ATT: 2, SLZ: 7, DP: 6, FWL: 5)
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   +Fake SIN Rating 4 [Fake License 4 (Driver's License), Fake License 4 (Concealed Carry Permit), Fake License 4 (Weapon License), Fake License 4 (Restricted Cyberware License)]
   +Subvocal Mic
   +Micro-Transceiver

== Gear ==
Activesoft (Cybercombat) Rating 2
Activesoft (Palming) Rating 2
Activesoft (Locksmith) Rating 2
Activesoft (Perception) Rating 2
Ammo: Regular Ammo (Heavy Pistols) x200
Ammo: Regular Ammo (Light Pistols) x100
Cram x18
Datasoft (Math)
Dreamchip x3
Lockpick Set
Medkit Rating 6
Moodchip x3
Psyche x18
Satellite Link
Survival Kit
Tool Kit (Hardware)
Tool Shop (Forgery)

== Vehicles ==
Suzuki Mirage (Racing Bike)
   +Sensor Array Rating 2
« Last Edit: <10-29-15/1120:59> by FST_Gemstar »