I'm going to start in a 250 BP-Gang-Game and I'd like to play a face/technomancer.
First the rules:
250 BP
130 max. on Attributes (not including Magic/Resonance and Edge
Awakened/Technomancer are allowed, but only available as latent [...]. Every Magic/Resonance-User has to have a mentor spirit/ paragon.
They are allowed to by up to Magic/Resonance 3, up to 8 BP on Special Skills (like spellcasting, summoning or compiling), mages and mystic adepts may buy one spell, available to them when they awake, technomancers may spend 3 BP on complex forms, available when they emerge. The Gamemaster can give awakening/emerging characters one additional spells/ 3 complex forms on rating 1, suited to the situation, they awake/emerge.
Technomancers don't have to buy their skills a second time, rather their old skills are limited by their resonance attribute, while using the matrix as a technomancer (of course, if they use it the old-fashioned way via comms and programs, the old skill-rating still counts).
There are a few qualities (like Born Rich, Trust Fund, Evil Twin, Para/Quadriplegic and similar ones) that are not allowed in the game.
Base availability is 8, if there's something the character really, really needs, he may con the GM to get it.
Books: SR 4A, Augmentations, Unwired, Arsenal, Runners Companion, WAR, Street Magic, Gun Heaven, Attitude
The character (fixed version 0.1)
Metatype
30 – Elf
120 +20 – Attributes
10 – Body 2
0 – Agility 2
10 – Reaction 2
10 – Strength 2
20 – Charisma 6
10 – Logic 2
20 – Intuition 3
30 – Willpower 4
20 – Resonance 3
0 – Edge 1
Qualities:
5 – Latent Technomancer (Technoshaman; Drain: Willpower+Charisma)
5 – Analytical Mind (+2 on Software and Data-Search-Tests)
5 – Paragon (01; +1 on compiling and registering sprites of any time)
5 – First Impression (+3 on Social-skill-tests on the first meeting)
10 – In Debts II (10.000; 15.000 +10% p. month)
5 – Reduced Hearing (Right Ear; -3 on Perception(Hearing))
5 – Prejudiced (Biased: Authorities)
Skills (74)
8 – Etiquette 2
8 – Con 2
4 – Pistols 1
30 – Electronics 3
(Computer, Data Search, Hardware, Software)
8 – Hacking 2
(8 – Compile 1, Registering 1)
4 – Electronic Warfare
4 – Perception 1
Knowledge (15 free)
Conspiracy-Theories 3
Confidence-Schemes 4
Gambling 2
Trid-Shows 3
English N
Spanish 3
Contacts:
5 – Gang-Member (C 2/ L 3)
3 – Complex Forms:
Stealth III
1 – Gear (1 GP – 5.000+10.000; 2.695 left)
Weapons (900)
900 – Yamaha-Pulsar (6S(e), -half; HM; 4(m); 24 Schuss; internal smartgun)
Armor (1.100)
1.100 – Globetrotter Camouflage-Jacket (6/4; Softweave)
Electronics (10.305)
5.000 – Hermes Ikon/Novatech Navi (Re 4/Sy 4/Fi 3/Si 3; Optimization: Exploit +1)
480 – FTL Matrix NetWizard (Analyze 3, Browse 3, Command 1, Edit 2, Purge 3)
550 – Shamus (Browse 3, Exploit 3, Sniffer 4; pirated)
450 – Command 3 (Ergonomic)
1500 – Spoof 3
300 – SimModule (Hot-Sim-Mod.) + Trodes
250 – AR-Gloves
200 – Emotitoy Rt. 2
500 – Hardware-Toolkit
725 – Glasses (Rt.4; Image Link, Smartlink, Vision-Enhancement(1))
350 – Headphones (Rt.3; Audio Enhancement (1), Spatial Recognizer)
Lifestyle:
0 – Low (spoofed)
Story: He is a 17 year old geek, who's living of his talents as a con-artist, including mails from nigerian princes etc. He's a fan of the gang and his contact in the gang offered him the chance to join the ranks (this is where the campaign starts).
What do you think? Any ideas on how to improve him? What equipment should I get for the money I have left? I thought about augmentations, but I'm not sure what would be suitable (especially given the quite restricted ressources)
Thanks in advance,
Liam