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Lurch - Wakyambi Technomancer

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FST_Gemstar

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« on: <01-29-16/1238:45> »
I've made this kind of character before, but never in point buy. It's a take on my combat technomancer that per usual, starts with a very tight skill range but with high attributes/drugs, one or two point skills taken with karma during play are going to be able to go a long way. To avoid Muscle Toner + Celerity issues. I just gave him a cyberarm instead of Used Muscle Toner 3, and dropped Agility a bit (Originally had Agility: 6 (9)) and Agile Defender. This allowed him to invest a bit more in Edge and Charisma at character generation. Though, with Psyche/Cram, Agility 9 + Agile Defender, Full Defense pool would be 26 (opposed to 21).

Growth areas would be Submerging for Skinlink and the Pain Editor echo, taking some stealth/social skills, as well as some basic cracking/electronics skills. While never going to be a primary hacker, Lurch can loan out some sprites to a decker (deck boosting, teamwork hacking). Or if a decker is out of commission, an overcast Crack sprite can help in a pinch.  With just 1 pt in Cracking/Electronics skills, Psyche, and going VR, Logic-linked and Intuition-linked dice pools are 10 and 13 respectively. 1 pt in computer gets Matrix Perception tests to 15.



Still working on a background about how a Wakyambi Technomancer became a Shadowrunner and would love some help with this. Something with a Dreamwalk in a Matrix traffic heavy area that made his Emergent powers really come to life for the first time. Perhaps he had an interest in technology growing up, but never really had the opportunity to fully experience his connection to the Resonance until he left his community. Long story short, he went a little overboard with 'ware before he knew the affects on his abilities. He isn't sure if he could go back home now or if he really wants to.

Meta type: 70
Technomancer: 15
Primary Attributes: 420
Edge: 15
Resonance: 45
Positive Qualities: 5
Negative Qualities: -25
Skills: 136
Nuyen: 111
Complex Forms: 8
Total: 800 pts.

== Info ==
Street Name: Lurch
Name: Unnamed Character
Movement: 15/30
Elf (Wakyambi)
Composure: 8
Judge Intentions: 11
Lift/Carry: 4 (15 kg/10 kg)
Memory: 10
Nuyen: 95

== Attributes ==
BOD: 3
AGI: 5
REA: 5
STR: 1
CHA: 3
INT: 7 (8 )
LOG: 4 (5)
WIL: 5
EDG: 3
RES: 4

== Derived Attributes ==
Essence:                   4.09
Initiative:                12 (13) + 1d6
Rigger Initiative:         13 + 1d6
Astral Initiative:         
Matrix AR Initiative:      13 + 1d6
Matrix Cold Initiative:    8 + DP + 3d6
Matrix Hot Initiative:     8 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    8
Social:                    6

== Active Skills ==
Automatics                 : 6 [Submachine Guns]    Pool: 11 (13)
Compiling                  : 4 [Crack]              Pool: 8 (10)
Perception                 : 2 [Visual]             Pool: 10 (12)
Registering                : 4 [Machine]            Pool: 8 (10)
Software                   : 4                      Pool: 9

== Knowledge Skills ==
Data Havens                : 4                      Pool: 12
English                    : 6                      Pool: 14
Mythology                  : 3                      Pool: 11
News                       : 2 [Technology]         Pool: 10 (12)
Politics                   : 2 [Africa]             Pool: 10 (12)
Security Design            : 2 [Corporate]          Pool: 10 (12)
Zulu                       : N                      Pool: 0

== Contacts ==
; Drug Dealer (5, 1)
; Armorer (2, 1)

== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Celerity
Elongated Limbs
Impassive
Jack of All Trades Master of None
Low-Light Vision
Quick Healer
Technomancer
Weak Immune System

== Lifestyles ==
Low  1 months

== Cyberware/Bioware ==
Cerebellum Booster Rating 1
Cerebral Booster Rating 1
Narco
Obvious Full Arm (AGI 10, STR 3, Physical 5) (Left)
   +Customized Agility Rating 7
   +Enhanced Agility Rating 3
   +Built-in Medkit
   +Armor Rating 1
Platelet Factories
Smartlink
Tetrachromatic Vision

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

== Weapons ==
Ares Crusader II
   +Concealed Quick-Draw Holster
   +Gas-Vent 2 System
   +Personalized Grip
   +Smartgun System, Internal
   Pool: 11   Accuracy: 8   DV: 7P   AP: -   RC: 4
Ingram Smartgun X
   +Personalized Grip
   +Smartgun System, Internal
   +Sound Suppressor
   Pool: 11 (13)   Accuracy: 7   DV: 8P   AP: -   RC: 4
Survival Knife
   Pool: 4   Accuracy: 5   DV: 3P   AP: -1   RC: 2
Unarmed Attack
   Pool: 4   Accuracy: 4   DV: 1S   AP: -   RC: 2

== Commlink ==
Living Persona (ATT: 3, SLZ: 8, DP: 5, FWL: 5)
MCT-3500 (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Fake SIN Rating 4 [Fake License 4 (Weapon License), Fake License 4 (Concealed Carry Permit), Fake License 4 (Hunting License), Fake License 4 (Restricted Cyberware License)]

== Gear ==
Ammo: Regular Ammo (Machine Pistols) x120
Ammo: Regular Ammo (Submachine Guns) x120
Cram x10
Medkit Rating 6
Novacoke x5
Psyche x5
Survival Kit
Zen x10

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Sensor Array Rating 2

« Last Edit: <01-29-16/1330:02> by FST_Gemstar »

Whiskeyjack

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« Reply #1 on: <01-29-16/1243:48> »
I had a Wakayambi TM in 4e. His backstory was that his nation was in civil war and his village was in the area of a warlord, who conscripted him as a child soldier. During one fight he was able to instinctively shut down an enemy tank (government forces thought the rebels had no hacking support, and they were largely right - except for my TM), so that got him a major esteem boost, and the warlord wound up sending him to the US to get a better technical education and support his forces...of course, in the interim, a cease fire was reached and he never went back, so the warlord sent people to drag him back, thus precipitating him running the shadows to stay out of sight.
Playability > verisimilitude.