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Tactical Technomancer

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FST_Gemstar

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« on: <01-02-16/0107:36> »
This concept is probably pushing game mechanics too far, as Pi-Tacs and Diagnostics power don't seem intended to be mixed. Just wanted to post it as a possibility, perhaps at least as part of a devious opposing security team.

The goal is place a technomancer at the center of Pi-Tac operations, using the Diagnostic power of a machine sprite for some very useful group buffs. The character probably overinvests in combat/sneaking as a character like this will be spending time in combat directing maneuvers, but this character is built to him/herself take advantage of the boosted pi-tac bonuses to demonstrate a move from underwhelming to average in combat. More combat/stealth foucused teammates could go from expert to hyper-expert.
More on a whim and to avoid spending excess nuyen on resources, I decided to take advantage of the pi-tacs firewall/dataprocessing bonus and have the character support an agent built into a cheap cyberdeck. Not so sure on how agents benefit from diagnostics on a cyberdeck, but if it can, the agent on the deck could be a mediocre hacker, assisted with complex forms from the technomancer to boot. The character has the Perfect Time quality to both issue commands and reconfigure the deck with more ease.
The character also picked up a Bumblebee combat drone for some extra, autonomous FA/supressive fire (though I realize as I am typing that I did not buy any ammo for it yet) that can probably be included in the Pi-Tac network (7 or 8 slots for a level II Pi-Tac). This could make it more skillful without the needing much human intervention.

Of course most GMs would probably not like a character like this at their table, as getting an up to +5 dicepool for combat, sneaking, and perception tests in addition to the pi-tac bonus is pretty ridiculous. It is definitely pushing my generous interpretation of Diagnostics to the limit, but more as a game balance issue than an actual technical one (Pi-Tac is one device that provices group bonuses that is used for making skill tests). I kind of like the concept as a leader of an NPC special ops or syndicate security team, or as someone who joins the team for a particular higher-powered leg of a mission.


As always, I appreciate feedback and ideas of how to make the character more workable (if you are willing to entertain the workability at all).

Karma Expenditures: 10 for Agility, 10 for strength, 10 for charisma, 17 on positive qualities, -25 on negative qualities = 3 remaining
Remaining Nuyen: 770

Priority:
Meta: E
Attributes: D
Resonance: B
Skills: C
Resources: A
(Though dropping Attributes to E, perhaps taking a -2 to Willpower, and upping Resonance to A [and go sum-to-ten] or Meta to D would probably be more efficient and helpful...)

Attributes:
Body: 3
Agility: 2
Reaction: 3
Strength: 2
Charisma: 2
Intuition: 5
Logic: 3
Willpower: 5
Edge: 2
Resonance: 5
Ini: 8 + 1D6
Limits P/M/S: 4/6/5

Positive Qualities:
Jack of All Trades
Perfect Time
Restricted Gear (Pi-Tac II)

Negative Qualities:
Infirm II
Weak Immune System
Prejudiced -Specific/Outspoken (Law Enforcement)

Skills:
Automatics: 5 (SMGs)
Compiling: 6 (Machine)
Perception: 5 (Visual)
Registering: 6 (Machine)
Sneaking: 5 (Urban)
Software: 4
Cracking or Influence: 2

Contact:
ID Manufacturer 4/2

Knowledge Skills:
English: N
Small Unit Tactics: 6 (Urban)
Police Procedures or Syndicates: 4
Shadow Community: 2 (Safe Houses)
Sprawl Life: 1 (Scavenging)

Complex Forms:
Resonance Veil
Static Veil

Gear:
== Lifestyles ==
Low  1 months

== Armor ==
Armor Jacket                        12
Ballistic Mask                      2
   +Respirator Rating 6

== Weapons ==
Ares Crusader II
   +Concealed Quick-Draw Holster
   +Gas-Vent 2 System
   +Smartgun System, Internal
   Pool: 7   Accuracy: 7   DV: 7P   AP: -   RC: 4
Ingram Smartgun X
   +Concealed Quick-Draw Holster
   +Smartgun System, Internal
   +Sound Suppressor
   Pool: 7 (9)   Accuracy: 6   DV: 8P   AP: -   RC: 4
Unarmed Attack
   Pool: 1   Accuracy: 4   DV: 2S   AP: -   RC: 2

== Commlink ==
Living Persona (ATT: 2, SLZ: 5, DP: 3, FWL: 5)
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Fake SIN Rating 4 [Fake License 4 (Cyberdeck License), Fake License 4 (Automatic Weapons License), Fake License 4 (Concealed Carry Permit), Fake License 4 (Matrix Software License)]
Microdeck Summit (ATT: 4, SLZ: 3, DP: 3, FWL: 1) - Probably a persistent +3 to firewall from the Pi-Tac
   +Program Carrier [Agent 4]
   +Browse
   +Encryption
   +Edit
   +Configurator
   +Sneak
   +Exploit

== Gear ==
Ammo: APDS (Submachine Guns) x30
Ammo: Regular Ammo (Submachine Guns) x120
Ammo: Regular Ammo (Machine Pistols) x40
Contacts Rating 1
   +Smartlink
Cram x10
PI-Tac Level II (Novatech Tactician)
Psyche x10
Survival Kit

== Vehicles ==
Dodge Scoot (Scooter)
   +Sensor Array Rating 2
F-B Bumblebee
   +Heavy Weapon Mount
   +Autosoft (Stoner-Ares M202 Targeting Autosoft) Rating 3
   +Autosoft (Perception) Rating 3
   +Autosoft (Maneuvering ) Rating 3
   +Autosoft (Stealth) Rating 3
   +Sensor Array Rating 3

« Last Edit: <01-02-16/1410:27> by FST_Gemstar »

Marcus

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« Reply #1 on: <01-02-16/0132:39> »
Hmmm. I'm not sure Gemstar. This isn't coming together for me. Unless the Pi-Tac adds a LOT more the I recall it doing, I'm not seeing it.
You're running Att D with no cyberlimbs? That doesn't seem like your MOD.
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FST_Gemstar

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« Reply #2 on: <01-02-16/1002:53> »
Pi-Tac II gives +2 to Perception tests, +1 to Sneaking tests, and +1 to a combat skill. Depending on the machine sprite roll and people's skills in those areas, it's another potentially additional +5 bonus to these areas. I was trying to avoid 'ware to keep the Resonance to register sprites. This character him/herself probably won't actually probably be in the thick of it due to low stats, but other more combat focused characters could really find themselves with very high dicepools. I wonder instead of going with the less essential cyberdeck/agent approach, it would be more simple and more useful to just get an RCC, aircraft piloting skills/gunnery, and some more overwatchy drones to include in the pi-tac newtork. With the control rig echoes, the character could jump into the bumblebee and do a lot more damage than the mediocre rolls he/she currently gets even with the pi-tac bonuses.

Marcus

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« Reply #3 on: <01-02-16/1309:52> »
Pi-Tac II gives +2 to Perception tests, +1 to Sneaking tests, and +1 to a combat skill. Depending on the machine sprite roll and people's skills in those areas, it's another potentially additional +5 bonus to these areas. I was trying to avoid 'ware to keep the Resonance to register sprites. This character him/herself probably won't actually probably be in the thick of it due to low stats, but other more combat focused characters could really find themselves with very high dicepools. I wonder instead of going with the less essential cyberdeck/agent approach, it would be more simple and more useful to just get an RCC, aircraft piloting skills/gunnery, and some more overwatchy drones to include in the pi-tac newtork. With the control rig echoes, the character could jump into the bumblebee and do a lot more damage than the mediocre rolls he/she currently gets even with the pi-tac bonuses.

Ok I'm sold +5 to those 3 skill is solid. I can see that being easily worth it at most any table.
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rackhir

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« Reply #4 on: <01-02-16/1532:46> »
I don't see how you are buying that.  In my Run and Gun the price tag for level II Pi-Tac is 824k!  Am I missing an errata?

FST_Gemstar

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« Reply #5 on: <01-02-16/1558:40> »
Run and Gun Errata:

P. 105, ADJUSTMENTS IN PERSONAL
INTEGRATED TACTICAL NETWORK COSTS
Costs are changed as follows:
Level I: Avail 12R, cost 115,000¥
Level II: Avail 18R, cost 325,000¥
Level III: Avail 18F, cost 855,000¥

rackhir

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« Reply #6 on: <01-02-16/2021:24> »
Thanks.  Those are much more reasonable prices for what you get.