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 Character Concepts: Hackers/Technomancers

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T_Hawk
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 12:11 am

Ok, here are the ones I'm looking at:

Uncouth: Uncouth characters are antisocial or sociopathic and have a difficult time interacting with others. Same effect as "Infirm" but for Social skills. * I thought that this would fit the character well. A Witch ( or Völva ) as a rule wasn't known for being stellar a personality. Something to do with wielding the dark forces and consorting with knowledge not meant for this world, I suppose. And hackers aren't much better, for similar reasons plus a certain disdain for physical interaction. It could possibly work to make her "sociopathic" in that she is extremely manipulative, or perhaps obsessed with (obscure) data. Which leads into:

Addiction: I have to admit I'm just fond of this one for RP value (though the BP value is nice too.) Working off of the above, her addiction could be somewhat off center in that it could be a purely psychological affair. She might be addicted to manipulation, or she might be addicted to finding new and ever rarer forms of knowledge and data. Something to think of, anyway.

Geas: A geas is a restriction an Awakened character imposes on his own magical power. If a character brakes his geas, then his Magic attribute is reduced by 1. * I believe this may apply to technomancers since they're technically a sort of magician, right? We could work most of the textbook examples of a condition ( talisman, mentor's, fasting, etc) into the character easily.

With just these 3, we have a potential of the full 35 pts negative. This give a nice bit to put into skills and positives.

If you guys want the more people friendly version, the "obsessed with lore" angle is a good one to go with. I've got to admit though, I like the idea of a manipulative (perhaps even vindictive?) character. One with little physical or social power, but who nevertheless can make life terrible for her enemies with cunning.

Let me know if you guys think of any you'd like to see her take.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 11:30 am

a few things:


  1. How much is Paragon in the first place, i don't have the emergence book, sorry.
  2. But either way i can see her as a cryptome, most witches and wizards are really secretive with thier work.
  3. a problem that i'm seeing is that is she going to build her own drones, or have an armorer do it for her? i vote for a contact armorer.
  4. what would we need to skill wise to use drones, or is it just the command CF and buying autopilots
  5. for negative qualities i put down; vindictive, low pain tolerance, and sensitive system
  6. for positive qualities i put down only natural hardening, because code slinger would only add 2 dice to one matrix test; that had to be a success test; and it can only be taken once, with those restrictions its not good points wise
  7. as much as it hurts, ive listed cracking, electronics, and tasking at 3
  8. this thus far puts us at 380 points leaving 20 points for everything else, gear, drones, autosofts, contacts, other skills
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 11:58 am

my idea for trimming the fat is fairly simple, we weed through the CF's and the three skill groups to find what we need.



  • Skill group wise, tasking could be a need, its the equivalent to the astral abilites for mages, so it might not even be that neccessary, so we could in theory take that down, unless of course you want to focus her on sprites, manipulating them, using them, that sort of thing.

tasking:

  • if we go this route we can make it less painful and take the whole group down to a 2 which would bring us to 360 points, she still can create sprites, we just lean on her other abilities to get what we need out of them, which isnt that bad, a rating three machine sprite is pretty darn good, and we get 7 dice to throw against it for net hits.

cracking

  • since our character is mostly a hacker with a splash of rigger, i say we leave this one alone at 3, if we have the points at the end, maybe bring it up to a 4

electronics

  • this group i only semi-understand so stop me if i'm wrong on any part, but thus far i understand it helps us use computers (computer), use search engines/find info (data search), build and repair computers and other electronic devices (hardware), creating our own programs (software)
  • thus far as i can tell she can have a contact build her computer components for her, it won't be that bad so she can fix it if an emp gets hit or if sand gets inside a drone, so maybe have a 2 in hardware, even a 1 becuase her logic is pretty high
  • data search could be pretty useful, as it would augment her CF's in finding information once she has hacked something, considering we have logic at a 5, a 2 or 3 here could be nice
  • computer skill might not be that good considering the sheer amount of wireless networks, although since our charcter has a pride issue ,it would almost be like dumbing down for her to actually have to use a keyboard, augmenting with her logic i can see this as maybe a 1 or 2
  • Software, fairly useful for us if we have to code our own programs, like making autosofts, hacking programs, the only problem i see is that this skill CAN NOT be used on the fly to even make a hacking program takes a solid month. i can see its usefullness but that is about it


with what i've said here, if we go utilitarian on skills we should have cracking at a 3, tasking at a 2, and just have data search at a 3 instead of the whole group. taking my suggestions we would be at 342 points, 58 left over for everything else.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 12:06 pm

my last question is, What do we need specifically for rigging, Skills, CF, etc.?
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 7:35 pm

Paragon is 5

What about these negative Qualities:
Virtual Personality:(5,10,20) You are only comfortable when in the anonymity of the virtual world. When not interacting with others as an icon, you suffes a -1 dice pool mod to all Social Skill Tests for each level of this quality (max 3) Not compatable with Chatty quality.

Reality Impaired:(5) You are so accustomed to the Matrix and AR that you have lost any sense of what is real or not. You tend to mistake real objects as AROs and vice versa, resulting in odd behavior; -1 to all Social Tests when in the physical world.

At level 3 VP gives us 15BP + RI is 20, with Sensitive System it's 35. It's a total of -4 to Social Tests in the Meat, but not the Trix. So her Charisma doesn't suffer there... unlike Uncouth, which effects all Social Tests no matter the situation.

I'll read up on Technomancers and "rigging" but We can probably get away with good pilot progs and a decent Control CF. Unless she actually wants to be jacked in like a real rigger, then she'll need piloting skills.

I think an armorer/drone builder contact is a great idea. what about a 2/4 or 3/3? Then she doesn't need to put skills into mechanics either.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 7:48 pm

Okay, after double checking, I was right. She doesn't need pilot/gunnary skills if we give the drones good pilot/autosofts. Which aren't cheap, but cheaper than skill points.

She's going to need Command CF, and a strong Signal. Other than that, we can do what we want. Command is mostly for her to take over other drones, or to issue commands to her subscribed drones (meaning, change what she wants them to do).
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 9:03 pm

fairly simplistic then, we just need to buy good pilots and probably decent autosofts. pilot upgrades are not that expensive even nuyen wise, if we are bit careful that is. figure ¥10k for a pilot of 4, and autosofts are fairly cheap, just rating times ¥500 (¥3000 maximum)

also note that all drones that i have found naturally have a pilot of 3.

Figure we are going to need 3 drones maximum, one as a 'sword (weapons platform basically), a 'shield' (i had an idea about a flying drone with a ballistic shield the other day, i'm looking into it), and either a vehicle drone or a surveilance drone, altogether 3, maybe 4 drones. Maximum ¥40k for the pilot programs, and probably 1 targeting autosoft rating 6, 1 defense autosoft rating 6, 3 clearsight autosoft rating 6, 3 rating 6 maneuver autosofts for whatever drones we decide to get. that is a maximum of ¥24,000 for the autosofts, altogether ¥64,000 for the programs. yeah thats a bit steep.

But if we apply this correctly, it won't be that bad, i have an idea as a matter of fact:

Metatype : Dwarf
Technomancer

Attributes
Body: 2
Agility: 3
Reaction: 4
Strength: 3
Charisma: 4
Intuition: 5
Logic: 5
Willpower: 4

Edge: 2
Resonance: 5
Initiative: 9
Essence: 6

Active Skills
Cybercombat : 3
Electronic Warfare : 3
Hacking : 3
Compiling : 2
Decompiling : 2
Registering : 2
Data Search : 3
Dodge : 1
Perception : 1

Positive Qualities
Natural Hardening
Paragon "Norns" (Cryptome)

Negative Qualities
Vindictive
Sensitive System
low pain tolerance

Armors
Leather Jacket
Securetech PPP leg and arm casings
Securetech PPP vitals protector plate


Attack drone
MCT-Nissan Roto-drone (Medium)
Targeting (Weapon) Autosoft (Rating 6)
Maneuver (aerocraft rotodrone) Autosoft (Rating 6)
Defense Autosoft (Rating 6)
Agent/IC/Pilot (Rating 4)
new weapon mount (internal visibility, flexible flexibility, normal size)
Ares Alpha
+ personalized Grip
21x EX-Explosive Rounds (10 shots, 5 full clips)
6x High Explosive Grenades

Commlinks
OS : Vector Xim
Commlink : Meta Link

Equipments
Fake Sin (Rating 4)
Fake License (Rating 4)
Glasses
+Low Light Vision
+Image Link
+Smartlink
+Flare Compensation
DocWagon Contract (Gold - per Year)
Earbud
+ Audio Enhancement (Rating 2)
+ Spatial Recognizer

Complex forms
Command (5)
Edit (5)
Blackout (5)
Exploit (5)
Stealth (5)
Spoof (5)
Browse (5)
Decrypt (5)
Analyze (5)

Contacts
Rigger/armorer (L:3 C:3)

unless i am mistaken this is bare minimum what we need for the whole character. we can keep the autosofts becuase they will only function at the pilot rating, and becuase they are a pain in the butt to upgrade cost wise, we would effectivly be paying double. i upgraded the single drones pilot to 4, and all together our cost is 375 BP, and we have a total of 25BP that we can spend on anything else that we want.


Last edited by wngd_phantom on Tue Mar 03, 2009 9:48 pm; edited 1 time in total
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 9:39 pm

The autosofts will only operate at the System Rating of the Pilot, in this case 4. So, if we need to make cuts for gear then I say cut the autosofts back down to R4.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 9:52 pm

fairly simplistic then, we just need to buy good pilots and probably decent autosofts. pilot upgrades are not that expensive even nuyen wise, if we are bit careful that is. figure ¥10k for a pilot of 4, and autosofts are fairly cheap, just rating times ¥500 (¥3000 maximum)

also note that all drones that i have found naturally have a pilot of 3.

Figure we are going to need 3 drones maximum, one as a 'sword (weapons platform basically), a 'shield' (i had an idea about a flying drone with a ballistic shield the other day, i'm looking into it), and either a vehicle drone or a surveilance drone, altogether 3, maybe 4 drones. Maximum ¥40k for the pilot programs, and probably 1 targeting autosoft rating 6, 1 defense autosoft rating 6, 3 clearsight autosoft rating 6, 3 rating 6 maneuver autosofts for whatever drones we decide to get. that is a maximum of ¥24,000 for the autosofts, altogether ¥64,000 for the programs. yeah thats a bit steep.

But if we apply this correctly, it won't be that bad, i have an idea as a matter of fact:

Metatype : Dwarf
Technomancer

Attributes
Body: 2
Agility: 3
Reaction: 4
Strength: 3
Charisma: 4
Intuition: 5
Logic: 5
Willpower: 4

Living Persona
Firewall 4
Response 5 (6 in VR)
Signal 3
System 5

Biofeedback filter 3 + 1
VR Matrix Initiative 12
VR Matrix Initiative passes 3

Edge: 2
Resonance: 5
Initiative: 9
Essence: 6

Active Skills
Cybercombat : 3
Electronic Warfare : 3
Hacking : 3
Compiling : 2
Decompiling : 2
Registering : 2
Data Search : 3
Dodge : 1
Perception : 1

Positive Qualities
Natural Hardening
Paragon "Norns" (Cryptome)

Negative Qualities
Vindictive
Sensitive System
low pain tolerance

Armors
Leather Jacket
Securetech PPP leg and arm casings
Securetech PPP vitals protector plate


Attack drone
MCT-Nissan Roto-drone (Medium)
Targeting (Weapon) Autosoft (Rating 6)
Maneuver (aerocraft rotodrone) Autosoft (Rating 6)
Defense Autosoft (Rating 6)
Agent/IC/Pilot (Rating 4)
new weapon mount (internal visibility, flexible flexibility, normal size)
Ares Alpha
+ personalized Grip
21x EX-Explosive Rounds (10 shots, 5 full clips)
6x High Explosive Grenades

Commlinks
OS : Vector Xim
Commlink : Meta Link

Equipments
Fake Sin (Rating 4)
Fake License (Rating 4)
Glasses
+Low Light Vision
+Image Link
+Smartlink
+Flare Compensation
DocWagon Contract (Gold - per Year)
Earbud
+ Audio Enhancement (Rating 2)
+ Spatial Recognizer

Complex forms
Command (5)
Edit (5)
Blackout (5)
Exploit (5)
Stealth (5)
Spoof (5)
Browse (5)
Decrypt (5)
Analyze (5)

Contacts
Rigger/armorer (L:3 C:3)

unless i am mistaken this is bare minimum what we need for the whole character. we can keep the autosofts becuase they will only function at the pilot rating, and becuase they are a pain in the butt to upgrade cost wise, we would effectivly be paying double. i upgraded the single drones pilot to 4, and all together our cost is 375 BP, and we have a total of 25BP that we can spend on anything else that we want.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 10:18 pm

Before we go further, let me make a suggestion and see how it goes down. I did some fiddling with her race and attributes.

As dwarf and current attrs. we have her sitting at 260 BP

Now, I turned her human, and filled her attributes this way:

Body: 2
Agility: 3
Reaction: 3
Strength: 2
Charisma: 4
Intuition: 5
Logic: 5
Willpower: 4

Edge: 2
Resonance: 5
Initiative: 8
Essence: 6

This sets at 245 BP. Not a great improvement, but from the way this character is shaping up so far, she seems to be almost like a weapon specialist in that Skills will be where a lot of her abilities come from. And 15 points stuck into skills could make a great difference.
I really don't see the character getting herself into a lot of physical situations, and when she does I see her using her drones for pretty much every action. So I don't think the lost phys attributes are a real loss... I'd even go so far as to say that if we manage to really jack up the drones, we could pull a phys. point and put it into either charisma or willpower. Plus, we're not having to buy a point of edge.

As for the negatives: How about we take VP (3) 15 BP, Vindictive, 10 BP, and Addiction (Mod) Matrix (i.e. She gets twitchy when she's not jacked in. Heck, I have this with my computer half the time anyway. Although a GM might not allow this, since Technomancers are supposed to get twitchy when they're not in contact with the Network. Still, it actually give some tangibility to what is otherwise a simple RP tool. It also complements VP well, I think.) Alternatively, I propose VP (2), Vindictive, and Sensitive System. This would at least result in a few less will checks.
I just threw these in purely for RP value, since they don't have much more impact gameplay-wise than the ones already taken.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 10:35 pm

Couple of things I would change.

First, IF we keep her a dwarf, I would move one point from Reaction to either Charisma or Willpower. Depending on the Stream she uses (technoshaman, the one that T_Hawk suggested uses Char) she will use different attributes to soak Fading. Those also both boost her regular defenses (Biofilters or Firewall).

Next, I think Hawk's idea of some sort of Social Negative Quality is better than Low Pain Tolerance. She might be weak in body, but not in mind... and Low Pain Tolerance doesn't discriminate.

Last, Let's switch Blackout with Attack. She can't hurt pilots, progs, or sprites with Blackout.

I also have a question. How does the rotodrone change clips?

What about the Doberman? I know that it doesn't fly or move as fast, but it does already have Clearsight and Targeting autosofts at R3 built into it. It also comes with one LMG or smaller weapon already on it! So that's a freebie weapon!

Also, there are rules for busting the copyright protection and copying progs that you have onto more than one device. It only takes a Software + Logic Test (10~20, 1hr interval). That's stupid easy to do. Even if GM made you do it in game, you could be done before you go meet your Johnson. So we only have to buy the progs once. If we are really desperate for skills/CFs we can just steal the autosofts off of the Doberman and load them onto any other drones, then we only have to buy a pilot and firewall.

T_Hawk has a point about the dwarf vs human thing. We aren't really using her to her full dwarf-potential. Meaning... Will power 6... My god that would be awesome! She'd be the only "hacker" that could start with a firewall that strong!
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 11:11 pm

What about this for the Dwarf Attributes?

Body: 2
Agility: 2
Reaction: 2
Strength: 3
Charisma: 5
Intuition: 5
Logic: 5
Willpower: 6

Edge: 1
Resonance: 5
Initiative: 7
Essence: 6

Living Persona
Firewall: 6
Response: 5(6VR)
Signal: 3
System: 5

The other nice thing about having a higher Willpower is that it increases her Stun Damage Track, The one she'd be using in the matrix.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Tue Mar 03, 2009 11:34 pm

Can't argue with those stats. That's a nice long line of 5's... with a 6 on top. Very nice.

We do lose a point of edge, but the way she's going to be built, I don't think it will hurt gameplay any.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Wed Mar 04, 2009 3:00 pm

that sounds all good, great, grand, and wonderful, but has any here actually considered what happens when our girl here gets shot at? she won't be in VR at that moment, so id say having a decent reaction and intuition to amp up our initiative would be useful, such as this.

Body: 2
Agility: 2
Reaction: 4
Strength: 3
Charisma: 4
Intuition: 5
Logic: 5
Willpower: 6

albeit this does only give us a biofeedback filter of 4(5) instead of 5(6).

and a few other things

  • both VP (at the levels your talking about) and uncouth would torch any chance this character has of ever being able to talk with people.
  • if we get a strict GM, the way her negative qualities are shaping out, she pretty much won't ever be able to leave the matrix or chat her way through anything.
  • i'm working on a drone that is built for defense, the doberman is cool, i'm just trying to think of what would work for our girl if she was in a three on one situation, in that kind of deal she would need at least one flying drone, what about my rotodrone, a doberman, and a vehicle outfitted to be used by a rigger such as herself, kind of a tank.
  • like i said, the only books i have are the asenal and the core book, so the extra technomancer qualites are a bit foreign to me.
  • if you and hawk want to re-write the brief charcter sheet i wrote to better fit with what you guys think, go for it, i'll retire back to making the drones.

the drone can't change clips, but its a big trog clip, and it has a built in grenade launcher when you need that extra little something., either way i listed the cost of everything i made, pilots, autosofts, ammo, etc.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Wed Mar 04, 2009 7:55 pm

never mind, i just picked up the rest of the books. Now if someone could please steer me into the direction of where this stuff for technomancers is, i would be very greatful.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Wed Mar 04, 2009 9:08 pm

I agree with Phantom on the reaction thing. I think that agility and strength can be bypassed fairly safely, given her rigging options, but she will still need a decent init score (I'm thinking at least a 9).

I did find this though:

Lightning Reflexes (Runner's Companion, pg. 98 )

Allows an unaugmented character a +2 to her reaction score. Is not cumulative with other reaction bonuses, cyber or magical.

This gives a nice bit of room to work. She just needs an intuition of 5 and a reaction of only 2! to get an init of 9.

Downsides: The perk costs 15 BP. Right now I've only got her listed with the Hardening and mentor spirit qualities positively, so she should be okay as far as buying it. Still, it eats up a lot of points that could be spent elsewhere.

I can see where you're coming from on the social negs, Phantom. I do want to keep some for her, for purely RP purposes. Reducing VP to a level 1 could make the penalties manageable, though we may have to buy a new flaw to cover the price (I'm really thinking that we're going to need all the BP we can get to really make this character work.) Vindictive fits her (plus it'll be nice in terms of RP since all the characters we have will have this trait. Can you imagine? Tick one of them off, and all of a sudden the whole crew's gunning for you to protect the honor of the gang. Warms you heart, neh?) But if you think it leaves her at too much of disadvantage, we can reduce or remove it.

Oh, and the book I've been going over, Emergence, has so far only fleshed out the IC and rules for Technos. It hasn't (yet) given much more than can be found in the Corebook for them. Still, it's been helping me get my head around playing a techno.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Wed Mar 04, 2009 11:36 pm

I've got a lot to do ATM, but I'll get back to this ASAP. The book you want is Unwired.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Thu Mar 05, 2009 12:35 am

Okay, how about Virtual Personality (5) and From Augmentation; Nano Intolerance(5): Nanoware systems degrade by 1/4 days instead of 1/week. She just can't ever have a Nanohive. We aren't in fear of this since a Nanohive would make her lose essence. Sound good? Then we still have a little RP anti-social behaviorism as well as a simple game mod that we don't have to fear.
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Race: Human
Sex: Male

PostSubject: Re: Character Concepts: Hackers/Technomancers   Thu Mar 05, 2009 1:08 am

Attributes
Body: 2
Agility: 2
Reaction: 3
Strength: 3
Charisma: 4
Intuition: 5
Logic: 5
Willpower: 6

Edge: 1
Resonance: 5
Initiative: 7
Essence: 6

Knowledge Skills
: N

Active Skills
Computer : 3
Data Search : 3
Hardware : 3
Software : 3
Cybercombat : 3
Electronic Warfare : 3
Hacking : 3
Perception : 2
Dodge : 2
Compiling : 3
Decompiling : 3

Qualities
Positive
Natural Hardening (10)
Paragon (5)
Technomancer (5)

Negative
Sensitive System (15)
Vindictive (10)
Virtual Personaility (5)
Nano Intolerance (5)

Weapons
Ares Predator IV
+Personalied Grip

Armors

Vehicles
MCT-Nissan Roto-drone (Medium)

Commlinks/Software
Agent/IC/Pilot (Rating 4)
Targeting (Weapon) Autosoft (Rating 6)
Defense Autosoft (Rating 6)
Clearsight Autosoft (Rating 6)
Firewall (Rating 6)

Equipments
Fake Sin (Rating 4)
Fake License (Rating 4)

Complex forms
Stealth (5)
Browse (4)
Decrypt (3)
Attack (5)
Armor (5)
Spoof (5)
Edit (4)
Command (5)
Exploit (5)
Analyze (5)

Contacts
Armorer (L:3 C:3)

Okay, this is totally a rough draft. I know that it only has a Reaction 3, but this is at 388BP. Now, What I'm thinking about is this. unless we are going to use charisma at max, Natural Hardening isn't really that useful. We could drop it in exchange for those 10BP to boost charisma up to 5 or leave it at 4 and boost Reaction. We aren't getting anything extra out of Natural Hardening with Charisma 4, At Charisma 5 it saves us 15BP by giving us 6BioFilt CF vs 6 Charisma. Lets face it, we want high Charisma for Biofilter, not social tests. She's not a face, she was never intended to be one.

I dropped the Tasking Group, It was cheaper for her to have Compile and Decompile at 3 than all three skills at 2. So she can't really Register a Sprite. Big whoop. They can be a pain in the butt to Register anyway. This way she can still try and compile them for use, or decompile enemy sprites. It also gave me the BP to boost Dodge and Perception like Phantom wanted.

I've trimmed some of the CFs, and they can be trimmed some more. They aren't expensive to buy with Karma later, the most difficult part is finding/compiling a tutor for an Instruction Test between games. So we only need her to have a couple important ones be higher. Like Stealth, Armor, and Exploit.

I'm going to read up more on Technomancer's and hacking... I'm trying to figure out how important that firewall thing is. If it turns out that it's not that important... then we could switch to an elf or human. Elf gives the biofilter Charisma boost, Human gives an edge increase. I'll get back to you guys tomorrow.
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T_Hawk
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Thu Mar 05, 2009 1:31 am

Looks pretty good. Depending on what you find out about the firewall deal, we may not need to worry about taking Lightning Reflexes at all. And that would be great, because we'd have more BP to spend on skills and drones/equipment.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Thu Mar 05, 2009 7:28 am

A few suggestions.

1) It would be cheaper to buy Electronics, Cracking, and Tasking groups than doing all those skills separately. If you have three or more skills out of a group, its cheaper to just buy the group.

2) Are those softs on the drone? Because otherwise you'll need to purchase a sim module or simrig to use them.

3) If you're going to rig, you should have at least a rank or two of a Pilot skill.

4) Smartgun on the Predator and grab some glasses with the smartlink addon will help overcome the lack of any weapons skill. I'd still buy one rank at least in the appropriate skill, though.

5) Stealth and Armor are the only forms you really need at 5. Drop Attack to 4, and the others to 3.

6) I'd drop Strength to 2, and bump Agility and Body to 3. Extra die to combat, and a whole extra box for the physical track. Both of which make a big difference.

7) If this character is supposed to be one of those hackers that are basically in the full immersion lifestyle, then you seriously need to boost his pilot skills, and I'd grab some ranks of Gunnery, too. Toss in a few more drones as well, with enhanced sensor packages. Otherwise, you need to seriously boost his survivability in combat. Doesn't have to be a street sammy, but you gotta be able to at least hit the broad side of a barn if it comes to fighting.

Cool Contacts. Don't forget to budget points for them. If you're doing full immersion, contacts become even more important.

9) Don't forget knowledge skills. They can provide for some useful information.

10) Do you really want someone with no combat skills to have Vindictive? That's a good way to end up dead. Media Junky or some other addiction would be a much better choice.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Thu Mar 05, 2009 1:43 pm

1: Cracking and Electronics skills were purchased as Group Skills. Tasking wasn't because I dropped Registering, Saved 6BP.

2: Yes, the softs are for the drone. Which reminds me; Arsenal has an update on pirated pilots . Pilots only work for the type of vehicle/drone these are originally purchased for. Meaning, if we only have one type of drone, we can get away with one pilot. But if we get multiple types of drones, then we have to buy multiple pilots. It doesn't specify autosofts this way, but the implication is such.

3: Pilot Prog R4 costs 2BP, Pilot Skill R1 costs 4BP. It's cheaper for her to rely on the drone's abilities than her own.

4: The Pred IV currently listed is the Drone's weapon, not hers.

5: I agree, but we'll drop those as we need points.

6: Can't drop Strength, she's a Dwarf. That's as low as it goes.

7: We are going to give her at least two more drones, minimum.

8: She's got one 3:3 contact already

9: These aren't forgotten, but we usually leaves those until the end, as that is more specific to the player than to a whole group of people.

10: Vindictive doesn't mean she's going to jump up and slap you, cuss you, or shoot you. She could just as easily let the Star know where you live, hack your cred-account and send your money to a starving child in Zimbabwe, or set you up as a patsy for her next crime.

Thanks for the input!
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Thu Mar 05, 2009 2:01 pm

okay, Wreck is right, we don't need to be able to pilot our drone if she is only a partial rigger, not really intending on jumping into them, just manipulating them.

I think i've come up with a solution to most of our point problems, this configuration, while human, is 377 points.

Metatype : Human
Technomancer


Attributes
Body: 1
Agility: 2
Reaction: 2 (4)
Strength: 1
Charisma: 5
Intuition: 5
Logic: 5
Willpower: 5

Edge: 2
Resonance: 5
Initiative: 9
Essence: 6

Living Persona
Firewall 5
Response 5 (6 in VR)
Signal 3
System 5

Biofeedback filter 5
VR Matrix Initiative 12
VR Matrix Initiative passes 3

Knowledge Skills
: N

Active Skills
Cybercombat : 3
Electronic Warfare : 3
Hacking : 3
Computer : 3
Data Search : 3
Hardware : 3
Software : 3
Perception : 2
Dodge : 2
Compiling : 3
Decompiling : 3

Positive Qualities
lightning reflexes
Paragon (cryptome)
Technomancer

Negative Qualities
Sensitive System
Vindictive
Virtual Personaility
Nano Intolerance

Armors (2/2)
Leather Jacket
Clothing (Regular)



Vehicles
MCT-Nissan Roto-drone
new weapon mount (internal visibility, flexible flexibility, normal size)
Ares Alpha
+ personalized Grip
21x EX-Explosive Rounds (10 shots)
3x High Explosive Grenades

Commlinks/Software
Subvocal Microphone
Commlink : Meta Link
OS : Vector Xim
Agent/IC/Pilot (Rating 4)
Targeting (Weapon) Autosoft (Rating 6)
Defense Autosoft (Rating 6)
Clearsight Autosoft (Rating 6)
Firewall (Rating 6)

Equipments
Glasses
+Flare Compensation
+Image Link
+Smartlink
+Thermographic Vision
Earbud
+ Select Sound Filter (Rating 2)
+ Spatial Recognizer
Fake License (Rating 4)
Fake Sin (Rating 4)
DocWagon Contract (Gold - per Year)

Complex forms
Stealth (5)
Browse (4)
Decrypt (3)
Attack (5)
Armor (5)
Spoof (5)
Edit (4)
Command (5)
Exploit (5)
Analyze (5)

Contacts
Armorer (L:3 C:3)

remeber our girl has the skills and stats for threading, so we don't per se have to have all of our CF's nearly maxed out, or even really have them. give me your opinion on this guys.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Thu Mar 05, 2009 3:53 pm

Since we keep going back and forth on Attributes and race, lets look at all the main factors and decide.

For a mancer that will mostly be focused on the Trix, using her drones to protect her meat, we need to think about the cyber world a bit more than the meat world.

These are the combat situations that she will face

Matrix Attack: Cybercombat + Attack Program
Matrix Defense: Firewall + Matrix Response

Also, Technomancer's don't get the Matrix Damage Track. It goes straight to Stun.
Stun Damage Track: 8 + Willpower/2(Round up)

Fade Tests will be made every time she threads or compiles/decompiles a sprite.
Fade Resistance: Typical mancer is Willpower + Resonance

There are other "Streams" that a mancer can have. Streams are like a magician's Tradition. Different Streams use different Attributes to resist Fading. For instance a Technoshaman resists Fading with Charisma.

So the Willpower stat is very important for a traditional mancer. It's not as important for Other Streams, but it still matters.

Here are some examples: (Assuming that Logic and Resonance are both 5)
Willpower 6 Willpower 5
Firewall: 6 Firewall: 5
Stun Damage Track 11 Stun Damage Track 11
Resist Fade: 11 Resist Fade: 10

Granted those are not huge differences. Here are some basic Race Profiles
AttributeHuman:245BP(200BPAttrib)Dwarf:250BP(180BPAttrib)Elf:255BP(180BP Attrib)
Body: 22 2
Agility: 22 2
Reaction: 33 4
Strength: 23 2
Charisma: 44 5
Intuition: 55 5
Logic: 55 5
Willpower: 56 5
Edge: 21 1
Resonance: 55 5

We can move points around if we need to, but this was just an idea to give you to plug numbers into dice pools.
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PostSubject: Re: Character Concepts: Hackers/Technomancers   Thu Mar 05, 2009 3:56 pm

I also have some other concerns...

Help me make sense of this:

Personas, Sprites, IC, and agents can't be crashed. They must be defeated in cybercombat

Attack Program: (Cybercombat/Hacking) This program is used to crash programs/icons
Black Hammer: (Cybercombat/Hacking) This program causes Stun Damage to Cold Sim users, and Physical Damage to Hot Sim users. This program doesn't Affect AR users. No effect on programs, agents, IC, or sprites.
Blackout: (Cybercombat/Hacking) Same as Black Hammer, but Stun Damage only.

Does this mean that there is a contradiction, and that agents, IC, and sprites are untouchable, or does it mean that you can't use Hacking Skill with the Attack Program, you have to enter Combat and use the Cybercombat Skill?

More food for thought:

Black Hammer/out: If you are successfully hit (doesn't require damage) with one of these, you can't logout unless you crash the the Black IC attacking you. You can only Jackout with an Opposed Test; if you're successful you suffer Dump Shock. DV for Dump Shock is 5S for cold sim and 5P for Hot sim. Technomancers are always considered to be Hot Sim users unless they are in AR mode.

Biofeedback Filters are used to defend against Black IC (Black Hammer/out). For a mancer that means Charisma.
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