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[Low-Level] Gang-Face/Technomancer

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Liam oConnor

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« on: <04-19-12/0920:18> »
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
« Last Edit: <04-19-12/1024:14> by Liam oConnor »

CitizenJoe

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« Reply #1 on: <04-19-12/0941:30> »
I think that a rival gang (or organized crime lord) should have taken your ear for snooping where you shouldn't have.  Then keep your hair covering the missing ear.

Liam oConnor

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« Reply #2 on: <04-19-12/0945:40> »
I had thought more along the lines of "his deck exploded while he tried to mod it", but I like your idea! These streets are a nasty place, why not!

All4BigGuns

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« Reply #3 on: <04-19-12/0950:29> »
Only real way I can see to improve this is to get the GM to drop the 250 BP jazz and give you some real points. I mean come on, the only reason you have anything above average attribute-wise is being an elf (which only leaves you with 70 BP for skills, contacts, gear and in the case of the posted character your complex forms). Good luck with the game, but I don't see how you'll get any enjoyment out of it.
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

UmaroVI

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« Reply #4 on: <04-19-12/0950:55> »
First off, you should be aware that those restrictions hurt technomancers way more than they hurt most other characters, because of the way that CF's have karma cost that scales very fast. That said, if your GM is really careful about not handing out tons o' money, you'll still be alright but you need to keep that in mind.

The absolute most important thing you can get at chargen is going to be softcapping your Fade attribute. Having crap CFs is going to mean you will have to Thread and Compile to get anything at all done. You really, really want good Threading, like whoa. Slash what you have to in order to get yourself Charisma 7.

I would reconsider Idoru. I know what you're going for, which is the bonus to Con. However, I actually recommend 01. The reason is that you are going to have to lean heavily on Sprites to get jack shit done. Sprites are really good and are probably about 60% of a technomancer's power. You really want to be good with them and you really need a broad variety of sprites, not just one type.

I would reconsider Networker for Technoshaman. The reasons for this are that Technoshamans have better sprite selection. Code sprites are amazing. Sleuth and Crack sprites are both useful in a niche. Courier and Data sprites are useless. By constrast, Technoshamans get one amazing sprite type (Machine), and three useful ones (Paladin, Sleuth, Crack), and only one crap sprite (Data). Sprite Link lets you get more sprite types so you can eventually collect all the good ones (Sprite Link: Tutor should be your first echo either way). Basically, you are trading out Code sprites for Paladin and Machine sprites, and that's a good trade. Also, Technoshamans have less stupid fluff IMO.

I think you have way too many points spent on Attributes, and too few spent on Skills. You really need better skills, you need them so bad.

I would recommend the following:
Cut the following stats:
1 Agility, 1 Logic, 1 Intuition, 2 Willpower.
Add +2 charisma.
That frees up 30 desperately needed points.

Swap Idoru for 01. Swap Networker for Technoshaman.

Grap yourself another 15 in negative qualities. Criminal SIN, drug addictions (betel is a good one, so is anything that bumps your Charisma and doesn't have really harsh side effects) come to mind, but you need the points so bad.

Get Electronics 4. Computer and Software are both worth it, the other two you at least need to know 1 of anyways. If you really really want to cheap out you can get Software 4 and the others at 1 but this bombs your Matrix Perception and you'll never be able to afford a good Analyze CF. You now have 25 spare.

Get Electronic Warfare 1. You need to at least be able to find nodes and shit and right now you can't even roll. Now 21 spare.

The special skills you want are Compiling 1 and Registering 1 so you can get sprites to help you do things. You really, really want these. Now 13 spare.

Get yourself a cheaper commlink and fit in under 10k nuyen so you can free up 1 more point. You'll wind up not really needing the commlink once you awaken. Now 14 spare.

Get yourself Hacking 3 and Influence 3. That eats the last of your points.

Lastly, reconsider those CFs. You want rank 3 in one CF, because that's 6 karma cost rather than 3. You also want good CFs, not Reality Filter. Lastly, you want to take CFs because you want to be good at something (not OK - that's what threading for) and it's something you want to do yourself rather than outsource.

If your GM allow Empathy Software, take Empathy Software 3 as your CF. If not, I suggest Stealth 3. You need Stealth to get anything done on the matrix.
« Last Edit: <04-19-12/0953:59> by UmaroVI »

JustADude

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« Reply #5 on: <04-19-12/1001:03> »
You need Stealth to get anything done on the matrix.

This. So very, very this.

Even if you blow through their defenses in one roll, if they beat your Stealth on their check to spot you while you're making that one roll, the fight's on.
“What is right is not always popular and what is popular is not always right.”
― Albert Einstein

"Being average just means that half of everyone you meet is better than you."
― Me

Liam oConnor

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« Reply #6 on: <04-19-12/1008:17> »
Thank you for your ideas!
I unfortunately forgot to put it in the rules-spoiler, but we are limited to +/-20 on Qualities! (fixed it in the rules-spoiler).
I'll try to improve him with the input you gave me so far!

[Edit: fixed the character in the first post]
« Last Edit: <04-19-12/1021:42> by Liam oConnor »

Tsuzua

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« Reply #7 on: <04-19-12/1026:56> »
Umaro has made most of the points I was going to make.  These rules really do put the pain on technomancers.  You're going to find yourself leaning on your sprites to get stuff done.  I would make sure you know someone (either another PC, contact, or do it yourself) that has a good first aid roll.  You're going to be taking a lot of fade over your technomantic life. 

As for augmentations, will your Resonance score drop if you take some before you emerge?  If yes, then don't do it.  If no, then I would grab some.  I'll check out which ones you want once I know if your Resonance will be affected or not.

Liam oConnor

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« Reply #8 on: <04-19-12/1033:14> »
No, it's by the book, 'ware taken before I emerge only affects my max Resonance (of course if I took more than 3 points of essence in ware, I wouldn't put my resonance up to 3 in the first place (which again would free points for money and ware...).

Tsuzua

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« Reply #9 on: <04-19-12/1204:14> »
No, it's by the book, 'ware taken before I emerge only affects my max Resonance (of course if I took more than 3 points of essence in ware, I wouldn't put my resonance up to 3 in the first place (which again would free points for money and ware...).
Okay then I would strongly consider getting some ware since it's "free."  Since you're so restricted at creation, I would start off light, but plan for future expansion.

The top ware would be a cyberlimb.  Cyberlimbs are a great source of cheap stat boosts, and cyberlimb armor will help you stay alive.  Eventually you'll want to put in nanohive for Neocortical Nanites, but that's for a long while.

Here's a sample cyberlimb you should be able to get at creation:
Used Standard Grade Cyberlimb Essence 1.2 Avail 8 (remember Used reduces Avail by 1) Cost: 11250Y
Customized: +4 Agility +1 Body
Body 3 [3] 600Y (this is technically avail 9, but I'll try to beg your GM to let you get it now.  If not, get it ASAP)
Agility 2 [2] 500Y (upgrade when possible to 3)
Armor 1 [2] 300Y (upgrade when possible to 3)
Total Cost: 12650Y
You'll have a Body 7, Agility 9, STR 3 arm.  If you use Umaro's averaging assumptions, this will increase your average Body to 3 (letting you wear more armor).  You'll also have agility 9 for shooting your gun (and increasing average agility to 3).  To afford this, I'll drop pistols and use 3 BP from that for 15000Y.  You'll still be a better shot with a base 8 roll rather than 3.  The armor will also help you stay alive.  You should buy some fake licenses for your body and agility enhancements.

After the upgrades and hive, you have 1 slot free for whatever you feel like.  You can reduce your armor to free up more slots if you want, but +3 armor is a good deal.

You're not a street samurai by a long shot so don't pretend to be one.  But you can at least now help in a fight.  You might want to grab some drugs that grant an extra IP depending on how worried you are about addiction.

You then have an additional .8 essence before your resonance drops again.  I suggest leaving it open for now and getting future ware during play.  You will need to submerge at least once to buy up your resonance to 5.

Here's some future ware you'll want.  Platelet factories would also be great since they help with overthreading and overcompiling fade.  Trauma Dampeners are good for the same reason.  Tailored Pheromones are also great for faces*.  PuSHeD should also be on you to buy list for the +1 to almost all hacking related skills it gives.

*- You can make an argument that these help your fade roll.  However, I and most likely your GM will slap you for it.

UmaroVI

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« Reply #10 on: <04-19-12/1424:34> »
Yeah, that definitely changes things. You want to submerge anyways, because lots of Echoes (sprite links in particular, for you) are really good, so max resonance is barely relevant and the upfront bonuses given by ware are way, way more useful.

With that in mind, working off v.01, let me suggest more tweakings:

Neither Intuition nor Willpower are remotely as important as Charisma, and also, neither are as important as skills. I would cut 30 bp by dropping both to 2. I know they seem important because they set your bionode stats, but technomancers play by very different rules than hackers and bionode stats are a lot less important than commlink stats. 10 of those 20 should go to Charisma 7. Not having this is something you will regret a lot.

I'd much rather have Influence 1 than rating 2 in 2 hacking skills. That saves 6 bp, leaving 26.

Because of the way karma vs. bp works, Electronics 4 is 100% worth it. You can pay 10 bp now, or 20 karma later, and it is definitely something you'll want. That leaves 16.

Now, at this point, you have some considerin' to do, depending on how long-term you want to think.

You want some amount of 'ware that eats up more than 2, but at most 3, essence, and notably, you want it even if it's ware you don't need. The reason is that you can rip it out and put in better 'ware later, and less max resonance doesn't matter much because you want to Submerge more times than you want to buy up your Resonance anyways.

I think it's worth it to you to take a few hits on other things to afford decently good ware. Probably a cyberarm and some of the nicer headware. Cyberlimb averaging will let you get away with lousy physical stats and no combat skills but still be meh alright in a fight by 250 bp standards. Headware will help you hugely in hacking. Does this sound like something you are OK with?

Liam oConnor

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« Reply #11 on: <04-19-12/1543:27> »
Sounds great, I'll try to rework the character in this direction!

The new fixed Version 0.2

30 – Elf

110 +20 – Attributes
10 – Body 2 (3)
  0 – Agility 2 (3)
10 – Reaction 2
10 – Strength 2
40 – Charisma 7
10 – Logic 2
10 – Intuition 2
20 – Willpower 3

20 – Resonance 3
 0 – Edge 1
      Essence 3,54

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 type
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)
10 – Influence 1
40 – Electronics 4
   (Computer, Data Search, Hardware, Software)
8 – Hacking 2
(8 – Compile 1, Registering 1)
4 – Electronic Warfare 1
4 – Perception 1

Knowledge (15 free)
Conspiracy-Theories 2
Gang Hideouts 2
Confidence-Schemes 4
Gambling 2
Trid-Serien 2
German N
English 3

6 - Contacts:
6 – Gang-Member (3/3)

3 - Complex Forms:
Stealth III

7 - Gear (7 GP – 35.000+10.000; 45 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 (12.305)
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
1500 – Stealth 3
100 – Scan 2
300 – SimModule (Hot-Sim-Mod.) + Trodes
250 – AR-Gloves
200 – Emotitoy Rt. 2
500 – Hardware-Toolkit
925 – Glasses (Rt.4; Image Link, Smartlink, Vision-Enhancement(3))
550 – Headphones (Rt.3; Audio Enhancement (3), Spatial Recognizer)

Cyberware (30.650)
3000 – Attention Co-Processor Rt.2 – 0,36 Essence
15.000 – Encephalon Rt. 1 – 0,9
12.650 – Obvious Cyberarm (Customized: Agility +4, Body+1; Enhancements: Body 3, Agility 2, Armor 1) – 1,2 Essence

Lifestyle:
0 – Low (spoofed)



I reworked the story:
He lived his whole life in Hamburg, although up to the second crash he had a father and a brother and a quite decent life. After that, it was a shitstorm: His father took his own life, after loosing everything else but his children in the crash. With his brother's help, he survived on the street long enough to find out that knowing how to spoof a soy-automat can make you many friends.
2,5 years ago (at the age of 15) he stood to close, as a small boat exploded in the canal next to him (we're going to play in Hamburg) - the shrapnel did cost him his right arm and the bang the hearing in his right ear. With almost no money, all he got was a clean amputation and painkillers for two more days. He knew he had to do something, so he used his abilities to find people in the matrix who were to dumb to deserve their money - and, oh wonder, he found them! Stealing only small amounts, so the HanSec wouldn't be to motivated to pursue him, he accumulated enough to get himself an old cyberarm and some ware, he thought wouldn't be too bad to have. Now, with his chrome-self-esteem-Booster, he roams the streets again and now recently he decided to offer his knowledge and his abilities to "the gang" [which is yet to be named]

His high charisma makes him actually a decent face (considering the power-level of the campaign), using his cyberarm, he is an amazing shot (10 dice using the smartgunsystem - although all he knows about guns and shooting is due to his excessive trid-experience!) and a not to bad hacker (7 Hacking on the fly, 9 in hotSim).

Thank you all for your help!
« Last Edit: <04-19-12/1739:25> by Liam oConnor »

UmaroVI

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« Reply #12 on: <04-19-12/2149:05> »
Looks good to me. I would look into better guns/armor in game, but I think starting without them is a reasonable choice.

Tsuzua

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« Reply #13 on: <04-20-12/1111:02> »
I actually think you can do better with the armor and guns.

As for the Pulser, it's a decent weapon.  However I think you have the price wrong.  A pulser with an internal smartgun is 300Y and 24 tracers rounds is 120Y for 420Y total.  Slap on a personalized grip for 100Y and you have no recoil.  The total price is 520Y.  That saves you 380Y.

Unless you're willing to cut elsewhere, you aren't getting a noticeably better firearm. You could get an Ares Predator IV with Explosive rounds, but I think you're better off seeing what you find in game.

Assuming average all-around body counts for encumbrance, I would redo your armor.  I'll drop the Camo Jacket.  It's nice, but you have better options.  You want Color-Changing clothing from Attitude.  It's a poor man's ruthenium that gives you -2 to see you no questions asked for 175Y. 

If your GM counts an Urban Explorer Jumpsuit as clothing*, I would get a Color-Changing Softweave Urban Explorer Jumpsuit with helmet.  That gives you 6/8 armor for 797Y.  Eventually you'll want to spend 900Y and get a half-suit of FFBA and ditch the helmet, but 900Y is hard to come by right now.

If your GM doesn't count the Urban Explorer as clothing, I'll get an Softweave Armor Vest, Securetech PPP Forearm and Shin Guards, and a Color-Changing CD Jumpsuit for 1205Y.  Eventually you'll want to get a half-suit of FFBA as well.

*- Some have made the argument that SR has separate categories between armor, armor clothing, and clothing.  Personally I think it's not the case and it's hogwash since they're never clearly defined and there's a lot of overlap (some of the armor clothing is referred to as clothing while others aren't, Securetech PPP is both clothing and armor, an armor jacket is armor but not armored clothing or clothing, etc). 
« Last Edit: <04-20-12/1133:30> by Tsuzua »

UmaroVI

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« Reply #14 on: <04-20-12/1307:23> »
On the pulsar, the internal smartgun is Restricted. Now, are people going to look at it closely/care, probably not, but if you're going restricted, go ahead and get firing selection change: SA on it.