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Rigger Bard? Could it work?

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Chalkarts

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« on: <04-21-16/1423:34> »
I was thinking about Bards today at work and was trying to come up with a conceptual equivalent in Shadowrun.
The best I came up with was a Rigger DJ who turns every fight into a Rave.  He has several drones equipped with speakers, theatrical lasers, and smokers to deafen and disorient enemies.  The team on the other hand all get to wear sweet helmets equipped with sound dampener, select sound, commlink, flare comp, thermo to negate all the negatives.
It's gimmicky but I think it might have potential.   

Should I proceed or is it even possible?
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« Reply #1 on: <04-21-16/1530:18> »
Negative Bard! Debuffs for everyone! Noizquitos make it work. :D

Rosa

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« Reply #2 on: <04-21-16/1612:29> »
You forgot to add the huge brightly colored AR arrow that would also hang over the teams heads and point at them. Anti-stealth ftw! No but seriously, you could actually make something very similar to a bard with a social adept or a mage, give them centering and have them link performance ( singing ) to their centering skill.

Chalkarts

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« Reply #3 on: <04-21-16/1713:34> »
Who's the expert Rigger around here that wants to help me out with some specifics?  I'm looking at Rigger for the first time.
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Jahrl Mirkson

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« Reply #4 on: <04-24-16/0211:53> »
Wow. Is there something beyond pink mohawk? Because this build is going to be getting public awareness on every single run.

For something actually helpful (and with the full understanding that I am not a rigger in any way), it sounds like you're going to want some custom modded Citron-Brouillard Smoke Generators, the aforementioned Noizquitos, and maybe a few Horizon CU3 to record the show. All available in Rigger 5.0.
For skills performance, as many pilot skills as you can get, gunnery(you are after all a rigger), and maybe some of the other social skills.
Charisma and reaction should be your primary attributes.(Elf is recommended for that.)
For qualities inspired and gearhead are what I can think of. You'll need to talk to an actual rigger for anything else.

If all else fails you can look at the Rocker and Drone Rigger archetypes for inspiration.
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firebug

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« Reply #5 on: <04-24-16/1128:08> »
Adepts already have a decent amount of Bard covered.  Perform and the couple powers based on it...  Plus you can also be exceptional at social skills, which is the other thing Bards were always best at.  Moreso than the music thing.
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Jeeze.  It would almost sound stupid until you realize we're talking about an immortal elf clown sword fighting a dragon ghost in a mall.

Dinendae

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« Reply #6 on: <04-24-16/2355:03> »
Alternately you can go the cybered bard route, and combine a Rigger with the Rocker archetype (at work right now, but I believe you can find it in Run Faster). Grab a synthlink for your instrument of choice, a performance/artisan skill (which ever you need for music), and pick up a RCC and some drones.

Chalkarts

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« Reply #7 on: <04-25-16/2030:07> »
Rocker?
I might remember that from my very first Shadowrun book, many years gone.
I shall research this thing.
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Dinendae

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« Reply #8 on: <04-26-16/0833:46> »
Rocker?
I might remember that from my very first Shadowrun book, many years gone.
I shall research this thing.


The Rocker archetype is in Run Faster, on page 165. Basically you'll be cyber heavy, and since you'll be a Rigger as well you might want to look at A-Resources, B-Skills, C-Attributes; you can make up some off the attribute points you lose from waiting to assign attributes to C with cyberware and/or bioware. It doesn't show it in that archetypes augmentations, but picking up a synthlink is what lets you "rig" your musical instrument of choice (Chrome Flesh, page 81). I keep tinkering with the idea of a Rocker/Decker or Rocker/Rigger; I'll probably end up building one at some point.

Hobbes

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« Reply #9 on: <04-26-16/1025:13> »
Elf Technomancer, loads of Machine Sprites, skip the hacking skills for Leadership and other social skills, Noizquitos, Smoke Grenades, Flash Grenades, ect, ect.

After you get past the Technomancer First Run Blues and have a stable of Machine Sprites the entire team should be running a couple extra dice from the Machine Sprites.  Leadership buffs and combat Intimidation (the Infrasonic Generator from Hard Targets with a Machine Sprite Running Diagnostics?)    Pretty sure you can get well over 20 dice for Intimidate if you really wanted to. 

Anyway, presuming you can't scare them to death, the Noizquitos and Smoke/Flash grenades and buff the team with Sprites and Leadership.

Be a rough build for the first couple runs since you'll be short on just about everything other than Charisma.  But after three or four decent runs you'll be rocking hard.     

Chalkarts

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« Reply #10 on: <04-26-16/1217:19> »
Elf Technomancer, loads of Machine Sprites, skip the hacking skills for Leadership and other social skills, Noizquitos, Smoke Grenades, Flash Grenades, ect, ect.

I'm still reading through my 5e, haven't been able to find players yet.  I still don't qite understand the matrix rules yet, haven't gone over them to closely.

To the Study!
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Danielmulconry

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« Reply #11 on: <05-19-16/0534:27> »
A burnout way adept could do this quite well. Focusing your augments on voice range enhancer CF 115 and synthlink CF 81, audio analyzer CF 75 will give you a large perform.

For qualities first impression SR5 74, perfect time RF 148, inspired (performance) RF 147.

Enthralling performance from shadow spells and a few others i couldnt pick right now would make all this just start to get out of hand.

For your stage you have flash packs that can be used as your stage lights smoke grenades for more some more nice effects. As for rigger having drones to deliver flash packs and smoke grenades would be quite a good start.

Chalkarts

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« Reply #12 on: <05-25-16/2307:08> »

After you get past the Technomancer First Run Blues and have a stable of Machine Sprites the entire team should be running a couple extra dice from the Machine Sprites.  Leadership buffs and combat Intimidation (the Infrasonic Generator from Hard Targets with a Machine Sprite Running Diagnostics?)    Pretty sure you can get well over 20 dice for Intimidate if you really wanted to. 

Anyway, presuming you can't scare them to death, the Noizquitos and Smoke/Flash grenades and buff the team with Sprites and Leadership.

Be a rough build for the first couple runs since you'll be short on just about everything other than Charisma.  But after three or four decent runs you'll be rocking hard.   

Ok, I'm totally technomancer illiterate, I'll have to look up Machine Sprites and how to use them to buff and what leadership and intimidate can do.
I've been away from the game too long.
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Dinendae

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« Reply #13 on: <05-29-16/0357:21> »

After you get past the Technomancer First Run Blues and have a stable of Machine Sprites the entire team should be running a couple extra dice from the Machine Sprites.  Leadership buffs and combat Intimidation (the Infrasonic Generator from Hard Targets with a Machine Sprite Running Diagnostics?)    Pretty sure you can get well over 20 dice for Intimidate if you really wanted to. 

Anyway, presuming you can't scare them to death, the Noizquitos and Smoke/Flash grenades and buff the team with Sprites and Leadership.

Be a rough build for the first couple runs since you'll be short on just about everything other than Charisma.  But after three or four decent runs you'll be rocking hard.   

Ok, I'm totally technomancer illiterate, I'll have to look up Machine Sprites and how to use them to buff and what leadership and intimidate can do.
I've been away from the game too long.

Do a forum search for "Petnomancer" and that should get you to the thread talking about the Technomancer's only viable build at the moment that doesn't use cyberware. If I remember correctly, that thread has a link to another thread in the original post, and that other thread goes into Technomancers in general and what you need to think about when building one.

Tym Jalynsfein

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« Reply #14 on: <06-01-16/1235:01> »

After you get past the Technomancer First Run Blues and have a stable of Machine Sprites the entire team should be running a couple extra dice from the Machine Sprites.  Leadership buffs and combat Intimidation (the Infrasonic Generator from Hard Targets with a Machine Sprite Running Diagnostics?)    Pretty sure you can get well over 20 dice for Intimidate if you really wanted to. 

Anyway, presuming you can't scare them to death, the Noizquitos and Smoke/Flash grenades and buff the team with Sprites and Leadership.

Be a rough build for the first couple runs since you'll be short on just about everything other than Charisma.  But after three or four decent runs you'll be rocking hard.   

Ok, I'm totally technomancer illiterate, I'll have to look up Machine Sprites and how to use them to buff and what leadership and intimidate can do.
I've been away from the game too long.

Do a forum search for "Petnomancer" and that should get you to the thread talking about the Technomancer's only viable build at the moment that doesn't use cyberware. If I remember correctly, that thread has a link to another thread in the original post, and that other thread goes into Technomancers in general and what you need to think about when building one.

I totally and completely disagree with the sentiment that is bolded. You can make a Technomancer who is a capable hacker in his own right that does not rely upon Sprites. Yes, it is a bit more difficult to do, but it can be done. Of course, if your table thinks that 12-16 dice is insufficient to succeed at their task, then you will likely disagree. 8)

I have been playing a Technomancer since SR5 came out, and she works quite well. Character has used Sprites exactly 4 times in 300 Karma, and none of them were above Level 4 (3 of them were Level 3). Starting Resonance was 3. Current Resonance is 4. But to be fair, she is a Spy Build (with a LOT of support skills to fill the role), though she is also the primary (and only) Hacker in the group. She can comfortably slice Rating 9 and Lower Hosts, Anything below a Rating 5 is candy. I do wish that there were some better options for Submersion, though. She is Grade 3 Submerged. Edge 3.
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