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First ever character

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Mellas

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« on: <09-15-16/1911:32> »
Okay guys, here is the deal:
I am completely new to the game and we are starting one with a GM who is old, but knows his stuff (last time he played was 2e). And I am building a 5e character that is technomancer (I know it is a bad idea, but our goal is to have fun, not play the easiest stuff ever).

We have started the char creation together with a story. My character was born with resonance and soon after sent to an "education camp" in some city in mid-west of North America owned by Saeder-Krupp. In age of 18-20 my technomancer escaped with his mage friend and went to the first place that came to his mind as the paradise of freedom - Seattle.

My priorities are:
A - Technomancer (Since he was born with the abilities)
B - Skills (Spent his whole life studying)
C - Atributes (To survive the life he lived he had to be a bit tough)
D - Elf
E - Money (He has literally nothing)

Now to the toughest part. How to distribute the points. Now I have:
B - 3 A - 3 R - 3 S - 1 W - 4 L - 4 I - 4 Ch - 5
The physical stuff should not be under average because the camp wasn't the easiest place to grow in, but I feel like he should have his mental things a bit stronger (He had to plan and thing over the whole escape thing, also it probably was his main education subject).

With skills I am completely clueless. The only thing I know is that in the camp he wasn't allowed to train anything combat-focused. More like economics and technical skills and language.

I don't know how to even start that character because I am so new to all this. My GM told me to go through the skills myself because there is too many. But because there is too many I feel very discouraged.

And I also have a few things that I don't like about this set-up. The number of atribute points is too low IMO. Edge should be higher (now it's 1), but I am not willing to give up the elven metatype. I am as well very unsure of the complex forms. I have read something and the opinion on then is really not that consistent and knowing nothing about the game I don't really know what could be useful and what useless.

I have faith in you community.
Thanks for any response
Mellas


fseperent

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« Reply #1 on: <09-15-16/2104:11> »
For Technomancers, look at the Tasking, Electronics, and Cracking skill groups.
Start with Computer, Software, Hacking, and either Cybercombat or Electronic Warfare (or both).
That will cover most Matrix needs.
Compiling sprites can help with a variety of operations.
Perception is a necessity for any build. (don't want to get blindsided, right?)
Etiquette springs right to mind, given the corporate education.
I honestly can't see any corp shying away from teaching some self defence, so get
at least one meatspace combat skill.

As for your knowledge skills, I would suggest the following.
Street: Seattle
Professional: Matrix Security Procedures
Academic: Matrix Design
Academic: S-K

Other knowledge skill would depend on what kind of training he underwent.
With your current attributes, you get 16 knowledge points for free.

Last thing, Shadowrun's system rewards min maxing, so think about what you want your character to do.
A good chunk of what you want is going to be Logic and Intuition derived, so consider moving some points into those.

Hobbes

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« Reply #2 on: <09-15-16/2128:14> »
Guide in the Sig.  Feel free to peruse and come back with questions.

Mellas

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« Reply #3 on: <09-15-16/2150:00> »
Guide in the Sig.  Feel free to peruse and come back with questions.

I have already read it.
1. My GM won't let me use sprites to "Help me when I need your help"
2. For RP reasons I can't really be choosing a lot. It is explained in my post - my GM won't let me get resonance at A nor B without getting the corporations interest inn my character.
3. I kinda got that this game is all about min-maxing as a mad-man, but we are going to be a bit more RP oriented. But I still want some suggestions about maybe swapping some priorities and choosing skills/gear and so on. Because I have read the rules and the amount of stuff that I know nothing about i insane.

In short I don't want to make a powerful min-maxed character, but I don't want to screw up entirely.

fseperent

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« Reply #4 on: <09-15-16/2230:47> »
Shadowrun is not easy to learn.
5th is not kind to technomancers, let's get that out of the way.
No sprites is going to make things a little difficult.
Give me a few minutes to make a sample build with what you already put down.

Here's a sample character:
Karma use: 9/25
Didn't touch the qualities, and the sprite related skills came with your Resonance priority.
Moved some of the attributes.
Hope it helps.

Unnamed Hero
METATYPE: ELF
B 2, A 3, R 2, S 1, W 4, L 5, I 5, C 5, ESS 6, EDG 1, R 6
Condition Monitor (P/S): 9 / 10
Armor: 9
Limits: Physical 2, Mental 7, Social 7
Physical Initiative: 7+1D6
Matrix Initiative: 8+4D6
Active Skills: Compiling 5, Cybercombat 4, Electronic Warfare 4, Electronics Group 5, Etiquette 4, Hacking (vs. Personas +2) 5, Perception 4, Pilot Ground Craft 2, Pistols (Holdouts +2) 4, Registering 5, Running 3, Survival 4
Knowledge Skills: Matrix Design 4, Matrix Security 5, Police Procedures 4, S-K 3, Seattle 4
Languages: English N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Technomancer
Complex Forms: Cleaner, Resonance Spike, Static Bomb, Tattletale, Transcendent Grid
Gear:
   AR Gloves
   Armor Vest
   Backpack
   Bug Scanner (6)
   Certified Credstick, Silver
   Concealable Holster
   Datachip x60
   Ear buds (3) w/ Audio Enhancement (3)
   Flashlight, Low-Light
   Glasses (4) w/ Flare Compensation, Image Link, Thermographic Vision, Vision Enhancement (1)
   Identity: Specify Name w/ Fake SIN (3), (1 month) Low Lifestyle
   Jammer, Area (4)
   Lined Coat w/ Chemical Protection (6), Insulation (3)
   Medkit (6)
   Metal Restraints
   Micro-Tranceiver
   Plastic Restraints x10
   Quick-Draw Holster
   Renraku Sensei w/ Mapsoft: Seattle
   Respirator (4)
   Subvocal Microphone
   Survival Kit
   Tag Eraser
   Trodes
   White Noise Generator (6)
Weapons:
   Colt America L36 [Light Pistol, Acc 7, DV 7P, AP –, SA, 11 (c)] w/ (110x) Regular Ammo, (2x) Spare Clips
   Colt Government 2066 [Heavy Pistol, Acc 7, DV 7P, AP -1, SA, 14 (c)] w/ Laser Sight, (280x) Regular Ammo, (3x) Spare Clips
   Knife [Blade, Acc 5, DV 2P, AP -1]
Starting ¥: 2,000 + (3D6 × 60)¥

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2016 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
« Last Edit: <09-15-16/2306:07> by fseperent »

Kuirem

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« Reply #5 on: <09-16-16/0347:41> »
Something interesting about Technomancers is that they are separated into two distincts parts :

The Techno part is similar to what a Decker do, you get your Matrix attributes through mental attributes and you use mostly Cracking + Computer.

The Mancer part is what make Technomancers different, it use mostly Resonance and Willpower along with the Software, Compiling and Registering skills.

Now if you play without sprites the Mancer part lost a lot of its interest, Complex Form are good but alone I don't think it's worth to heavily invest into Resonance just for them. So I would switch Resonance and Attribute in your priority (the free skill from Resonance A aren't used anyway) and raise all your mental stat to the max (with LOG at 6, CHA can be a bit lower than your max since you are an elf), that way you are at least a good Hacker and you can still cast a couple of Complex Form like Static Veil or Transcendant Grid.

The skills you need to have high are Hacking, Computer and Electronic Warfare. You also need a good level of Cybercombat, Software (if you want to use Complex Forms). You need some points in Hardware but there is no need to take it super high.

On top of those skills there is 4 you need at a decent rating (3-4 minimal) : Perception (to see threats), Sneaking (to not be seen by threats), Etiquette (Con or Intimidation can work too but Etiquette is the safer), Gun (Automatics is a favorite, Pistols is nice too, Longarms are strong but easy to spot). This doc was a huge help for me to grasp the B.A.S.I.C.S of Shadowrun.

For equipment the Fake SIN (Rating as high as possible) and the Commlink are pretty much mandatory. Add an Armor and a gun (+ammo) and you have the strictly minimal equipment that every shadowrunner should start with. There is a lot of other useful little stuff you will need like Restraints, Credsticks, Datachip, Flashlight… but all those can be easily bought after chargen (Availability 0). A couple of extra toys I always start with are a Micro-Transceiver (to communicate with your team without having to shout through a building) and a Medkit Rating 3 or 6 (3 fit in the pocket, 6 in a handled case).

Hobbes

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« Reply #6 on: <09-16-16/0930:55> »
Guide in the Sig.  Feel free to peruse and come back with questions.

I have already read it.
1. My GM won't let me use sprites to "Help me when I need your help"
2. For RP reasons I can't really be choosing a lot. It is explained in my post - my GM won't let me get resonance at A nor B without getting the corporations interest inn my character.
3. I kinda got that this game is all about min-maxing as a mad-man, but we are going to be a bit more RP oriented. But I still want some suggestions about maybe swapping some priorities and choosing skills/gear and so on. Because I have read the rules and the amount of stuff that I know nothing about i insane.

In short I don't want to make a powerful min-maxed character, but I don't want to screw up entirely.

If the GM is limiting what Sprites can do and your GM says "You can't take Resonance A or B" that would be the GM telling you "I don't want Technomancers in this game."

Deckers are fun.  Just sayin. 

Presuming you still want to play a TM.

Stats A, Skills B, Resonance C, Metatype D (Human), Resources E.  Use your SAPs to get 6 Resonance, talk with your GM about Complex Forms.  Stats, Willpower 6, Logic, Agility, Intuition at 5, Body 3, do what you can with Charisma, Reaction and Strength.  Skills you want Maxed are Computer ( with Matrix Perception specialization) and Hacking (Hack on the Fly specialization), Software will depend on how your conversation with the GM on Complex Forms goes.  Registering and Compiling are your Sprite Wrangling skills normally I'd say max those out, Electronic Warfare and Cybercombat are useful I'd max those out if you can.  Automatics and Sneaking are all around handy Runner Skills, take some of those.  I'd use your 5 Group Skill points on either Electronics or Cracking skill group, YMMV.

Spend 10 Karma on Nuyen and get your Runner Basics.  Positive Qualities Code Slinger (Hack on the Fly).  More Complex Forms are good, more Edge is also highly recommended.

Gear, Chameleon Suit, decent gun, Psyche, Cram, Jazz, fake SIN, trodes, crappy commlink, cheap vehicle. 

Oh, and the Sprite Power Diagnostics on p. 257.  Point that out to your GM and mention that it is essentially a permanent (until you give the Sprite another command) buff to whatever you're using that piece of gear with.  Chameleon suit for Stealth, your Smartlink glasses with all the Sensors, any Device you're trying to hack.... 

Mellas

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« Reply #7 on: <09-16-16/1018:15> »
Thanks a lot all you guys, I have made something, but I need to consult it with my GM first. I will post the result just for fun and your critique. Hope it will be soon enough.

FST_Gemstar

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« Reply #8 on: <09-16-16/2049:55> »
It's tough to play a technomancer without sprite help... 

Is your GM just not ok with the Diagnostics power, or with sprites in general? 

If sprites are off the table, you really don't need a high resonance or high resonance priority (those free sprite related skills aren't going to do you much good).  As others have said, going Resonance C may be a better bet then. You can play more of a deckless decker with some twists. Or you can even give Resources a higher priority and pick up some 'ware. As long as you keep Resonance 1 you are still a technomancer! :)

FST_Gemstar

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« Reply #9 on: <09-16-16/2105:46> »
Elven Resonance C technomancers make good face/hackers too. Here is a mockup to one of mine at chargen: 

Meta: D, Elf
Attributes: B
Resonance: C
Skills: A
Resources: E

https://drive.google.com/file/d/0B6kA-rvHAq-rT1RKMW5VMUNTZkk/view

The character uses sprites more for help with legwork (matrix search teamwork tests). Resonance/Edge is low that they are not going to be able to sprite boost everything. 
« Last Edit: <09-16-16/2108:41> by FST_Gemstar »

FST_Gemstar

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« Reply #10 on: <09-16-16/2134:24> »
Or a quick mockup of a Resonance C technomancer that has some 'ware.  He is designed to be a team hacker, as well as a logic skills pro.

Only thing done so far are attributes, 'ware, and skills.

Karma expended so far: 10 on Edge and 25 on Reaction. So the character is currently at -10 karma, and will need to balance out with Negative Qualities. 

The character still has 85k nuyen to buy basic runner gear, and perhaps an apartment/van with some workshops in it to do his demolitions/chemistry tinkerings.

Cyberarm is for shooting. It can be optimized for throwing instead, so the character can use put toxins of his own creation in grenades and throw them. 


== Info ==
Street Name:
Name: Unnamed Character
Movement: 4/8
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 6
Judge Intentions: 8
Lift/Carry: 4 (15 kg/10 kg)
Memory: 11

== Priorities ==
Metatype: D(1) - Human or Elf
Attributes: E(0) - 12 Attributes
Special: C(2) - Adept, Magician, or Technomancer
Skills: A(4) - 46 Skills/10 Skill Groups
Resources: B(3) - 275,000¥

== Attributes ==
BOD: 3
AGI: 2
REA: 3
STR: 1
CHA: 3
INT: 4 (5)
LOG: 6 (8)
WIL: 3
EDG: 2
RES: 1

== Derived Attributes ==
Essence:                   4.0
Initiative:                7 (8) + 1d6
Rigger Initiative:         8 + 1d6
Astral Initiative:         
Matrix AR Initiative:      8 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         10

== Limits ==
Physical:                  3
Mental:                    8
Social:                    5
Astral:                    8

== Active Skills ==
Chemistry                  : 6                      Pool: 14
Computer                   : 6                      Pool: 14
Demolitions                : 6                      Pool: 14
Disguise                   : 4                      Pool: 9
Electronic Warfare         : 4                      Pool: 12
Etiquette                  : 1 [Corporate]          Pool: 4 (6)
First Aid                  : 6 [Gunshot Wounds]     Pool: 14 (16)
Hacking                    : 6 [Devices]            Pool: 14 (16)
Hardware                   : 6                      Pool: 14
Palming                    : 4                      Pool: 6
Perception                 : 6 [Visual]             Pool: 11 (13)
Pistols                    : 6 [Semi-Automatics]    Pool: 8 (10)
Sneaking                   : 4                      Pool: 6
Software                   : 6                      Pool: 14


== Knowledge Skills ==

== Qualities ==
Low-Light Vision
Technomancer

== Cyberware/Bioware ==
Cerebellum Booster Rating 1
Cerebral Booster Rating 2
Cyberears Rating 1
   +Sound Link
   +Antennae
   +Antennae
   +Antennae
Narco
Obvious Full Arm (AGI 9, STR 9, Physical 8) (Left)
   +Armor Rating 2
   +Customized Agility Rating 6
   +Enhanced Agility Rating 3
   +Customized Strength Rating 6
   +Enhanced Strength Rating 3

== Weapons ==
Unarmed Attack
   Pool: 1   Accuracy: 3   DV: 1S   AP: -   RC: 2

== Commlink ==
Living Persona (ATT: 3, SLZ: 5, DP: 8, FWL: 3)
« Last Edit: <09-16-16/2136:49> by FST_Gemstar »

Whiskeyjack

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« Reply #11 on: <09-19-16/1849:20> »
Frankly dude a TM who can't use sprites is just a subpar decker. I get your game is focused on RP and not min-max, but there's a big difference between "aggressive optimization" and "my character really can't do anything useful most of the time." Doesn't help that you're picking the most complex archetype to start, which both effectively blends the magic and hacking rules. There's a reason new players are encouraged to start with sams.  :)
Playability > verisimilitude.

FST_Gemstar

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« Reply #12 on: <09-19-16/2003:35> »
Or ask your GM if you can direct connect your living persona with a datajack. Lots of people let technos do this (I don't), but it certainly makes playing a spriteless technomancer a lot easier. Basically it lets your be a Priority C Technomancer that plays like a deckless decker (I swear I'm not a technomancer, I just have an implanted deck!).

Tym Jalynsfein

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« Reply #13 on: <09-20-16/1007:30> »
Frankly dude a TM who can't use sprites is just a subpar decker. ....  :)

Not sure why this myth continues to persist (I do agree that Technomancers do need some love, to be sure). You do not need Sprites to be an effective Technomancer. You must make compromises, to be sure, but I have played a Technomancer (An anal, Sneaky, Hack on the Fly Spy Build) since SR5 came out, and she is quite capable (Think I have compiled a total of 4 Sprites, over a 300 Karma Game, One at Level 4, 2 at Level 3 and one at level 2 - and even so, she always out performed the pure Decker, which we actually lost about 150 Karma in; so she has been the  ONLY Hacker the team has had for a long time). Will a Decker potentially have a few more dice? Maybe, but that is okay. Dice are not the only indicator of a good character.

The trick is to know your limitations. Don't go hacking into a Rating 9 host at chargen.

Forming your Living Persona and then passing through a Datajack is not such a problem... no more so than connecting to any other device, to be sure. We have always allowed that. Definitely not a game breaking issue as you ONLY obtain a point of Noise Reduction, a direct connect capability, and some storage space you would not otherwise have, and you pay a price (though not much of one, admittedly) for the privelege.  :)

Full Disclosure - I am in the camp that believes a Skill fo 3-5 is a viable starting level for a new Shadowrunner. I believe My Technomancer actually started with very similar Stats to what is in FST_Gemstar's post (though her Strength was higher, and her Resonance was a 3). Biggest weakness of the Technomancer is not being able to alter Living Persona Stats and Fading being so brutal, but you can build for that. Resonance 3 is very viable as a build. and that can raise with time and experience. 8)
« Last Edit: <09-20-16/1028:45> by Tym Jalynsfein »
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FST_Gemstar

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« Reply #14 on: <09-20-16/1040:34> »
I am usually a very broad interpreter of technopowers, but the living persona through a datajack still gets me...

I allow Noise Reduction, and the easier ability to form persona through a deck/commlink directly (not your living persona), and I know you pay essence for it, but somehow I feel like living personas are more mystical, and the mystical way of getting direct connection is skinlink. I see it as more as analogous to a magician getting cybereyes being able target spells better in the physical with their enhanced sight, but those eyes don't then make their astral sight any better and aren't going to affect their astral form.

I think allowing it definitely makes playing a technomancer modelled after a decker style a lot easier. Your Resonance is similar to DR of decks (2-3), you can get Logic/Intuition high and can 'ware up some more if you like to get that Logic 8. As long as your mentals are high, drugs + Narco can mimick a lot of programs and lessen the wish that you could switch your matrix stats. And I know I am more unique in not allowing it...