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Spider Decker Adept - Working on it...

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FST_Gemstar

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« on: <01-28-17/1820:25> »
I'm trying to get a decker who has a spidersilk gland to work. I figured it might make sense to combo it with the spider mentor spirit so making him magical also seemed like a way to go. I have a few iterations, none I am thrilled with, probably because it is trying to cram a lot into one character. 

Concept: B&E Decker 

Characters Goals: 
1. Matrix Specialist - Character has to be a good enough decker to get paid to deck. Doesn't have to be the best, but should be able to handle hosts if marking up a slaved device first (hence the B&Eness). 
2. Has Spider Mentor Spirit - Basically the character has to be magical. While I like mage deckers, it seemed to make sense to go adept for this character. I didn't try any magicians though. Being an adept helps give spidersilk dice (see below).
3. Can use Spidersilk well - While I heard the author of this  'ware  description only put it in because it's been in other editions, believes no on ever uses it, and he didn't really put any actual thought into it, I think it could be useful for an agile/sneaky decker to have. It's not picked up by scanners, so the character can go in places weaponless. And when used to call shot, it can have meaningful effects (ex. disabling people's hands so they can't use weapons, binding their feet so they are stuck in place, covering their mouth so they can't yell, etc.).  It is quicker to use in combat that gear/'ware hacking and is useful when hacking isn't really an option, and supplements more combat-y characters instead of taking a spotlight. Getting high enough dice and limit (assuming it uses physical limit as the limit) is tough because spread thin deckers tend to be squishy, there are no weapon-mods to use to add dice, no specializations (unless a GM allows something like a called shot spec). The only way I could think of was was the adept power improved ability and using .5pp to increase my physical limit and increasing agility. Is there any other adept power that could help?

Getting all of this to work was tough. At first I was trying to avoid Narco/Drug use... but alas, it seems like it may be necessary. 

Looking for advice in how to make this concept more workable. I have different meta versions/etc, this actually ended up turning out the best.

Karma Expenses: 10 for Body, 10 for Reaction, 10 for Charisma, 19 for Positive qualities. -24 of negative qualities still needed. 

== Priorities ==
Metatype: C,2 -Human
Attributes: E,0
Special: D,1 - Adept
Skills: A,4
Resources: B,3

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

== Derived Attributes ==
Essence:                   4.01
Initiative:                6 + 1d6
Rigger Initiative:         6 + 1d6
Astral Initiative:         8 + 2d6
Matrix AR Initiative:      6 + 1d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     9
Stun Damage Track:         10

== Limits ==
Physical:                  4
   Chameleon Suit [+2] (Only for Sneaking, Must be visible)
Mental:                    6
   Medkit [+6] (Only for First Aid and Medicine)
Social:                    4
   Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Vashon Island: Ace of Cups [+1] (Must be visible)
Astral:                    6

== Active Skills ==
Artisan                    : 2 [Knitting]           Pool: 6 (8)
Computer                   : 6                      Pool: 12
Con                        : 2 [Fast Talk]          Pool: 4 (6)
Disguise                   : 4                      Pool: 8
Electronic Warfare         : 4                      Pool: 8
Etiquette                  : 2 [Corporate]          Pool: 4 (6)
Exotic Ranged Weapon       : 6 [spidersilk]         Pool: 18
Free-Fall                  : 1 [Break-Fall]         Pool: 3 (5)
Gunnery                    : 6                      Pool: 14
Gymnastics                 : 4 [Climbing]           Pool: 12 (14)
Hacking                    : 6 [Devices]            Pool: 10 (12)
Hardware                   : 6                      Pool: 10
Palming                    : 4                      Pool: 12
Perception                 : 6 [Visual]             Pool: 11 (13)
Sneaking                   : 4                      Pool: 12
Software                   : 6                      Pool: 10


== Knowledge Skills ==
Engineering                : 3                      Pool: 8
English                    : N                      Pool: 0
Magical Law                : 1                      Pool: 6
Matrix                     : 1 [Host Design]        Pool: 6 (8)
Matrix Threats             : 1                      Pool: 6
Radical Groups             : 3                      Pool: 8
Street Drugs               : 1 [Dealers]            Pool: 6 (8)
Textiles                   : 1                      Pool: 6
Underworld                 : 1                      Pool: 6

== Contacts ==
; Fixer (4, 2)

== Qualities ==
Adept
Jack of All Trades Master of None
Mentor Spirit (Spider)
Overclocker
Perfect Time
Quick Healer

== Powers ==
Combat Sense Rating: 1
Hang Time Rating: 2
Heightened Concern
Improved Ability (skill) (Exotic Ranged Weapon (spidersilk)) Rating: 4
Improved Potential (Physical)
Motion Sense

== Lifestyles ==
Low  1 months

== Cyberware/Bioware ==
Cerebral Booster Rating 1
Datajack (alpha)
Fingertip Compartment (alpha)
Mnemonic Enhancer Rating 1
Muscle Augmentation Rating 1 (used)
Muscle Toner Rating 2 (used)
Narco
Spidersilk Gland (used)
Synch
Tetrachromatic Vision

== Armor ==
Armor Jacket                        12
Ballistic Mask                      2
   +Gas Mask
Chameleon Suit                      9
Vashon Island: Ace of Cups          9

== Weapons ==
Survival Knife
   +Concealable Holster
   Pool: 7   Accuracy: 5   DV: 4P   AP: -1   RC: 2
Unarmed Attack
   Pool: 7   Accuracy: 4   DV: 2S   AP: -   RC: 2
Yamaha Pulsar
   +Concealable Holster
   Pool: 7   Accuracy: 5   DV: 7S(e)   AP: -5   RC: 2

== Commlink ==
Erika MCD-1 (ATT: 4, SLZ: 3, DP: 2, FWL: 1)
   +Baby Monitor
   +Stealth
   +Wrapper
   +Fork
   +Sneak
   +Browse
   +Edit
   +Agent Rating 3
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   +Micro-Transceiver
   +Subvocal Mic
   +Sim Module
   +Biomonitor

== Gear ==
Backpack (Good)
Bug Scanner Rating 6
Certified Credstick, Silver x2
Climbing Gear
Contacts Rating 2
   +Camera, Micro Rating 1
   +Flare Compensation
Cram x5
Crowbar
Data Tap
Datachip x10
Fake SIN Rating 4
   +Fake License (Cyberdeck License) Rating 4
   +Fake License (Matrix Software License) Rating 4
   +Fake License (Augmentation License) Rating 4
   +Fake License (Pharma License) Rating 4
Lockpick Set
Medkit Rating 6
Miniwelder
Miniwelder Fuel Canister
Psyche x2
Rapelling Gloves
Sensor Tags x10
Stealth Tags x10
Survival Kit
Tag Eraser
Tool Belt (Cheap)
Tool Kit (Hardware)
Tool Kit (Locksmith)
Tool Kit (Artisan)

== Vehicles ==
Chrysler-Nissan Jackrabbit (Subcompact)
   +Sensor Array Rating 2
« Last Edit: <01-28-17/2140:46> by FST_Gemstar »

Tarislar

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« Reply #1 on: <01-28-17/1950:12> »
Swap Human & Magic IMHO for the Free Skills you'd get.

drakir

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« Reply #2 on: <01-28-17/2048:58> »
Nice concept! Got intrigued by the idea. Here is my version. Gone heavy on the augmentations and later bought Magic up with karma. This version is a much better decker (higher mental atts) and has a really good deck. Lost some skills but IMO a trade worth doing. Physical Limit of 4 thanks to Strength 3. Knowledge skills will be a lot better too.

Priorities: Money A, Skills B, Attributes C, Magic D, Meta E

Attributes: Bod 2, Agi 5(7), Rea 1(2), Str 1(3), Cha 2, Int 6, Log 5(7), Wil 3, Edge 3, Magic 2, Essence 2.52, Initiative 8+2d6

Qualities: Codeslinger (HotF), Common Sense, JoaT, Mentor Spirit (Spider), Perfect Time. 25 points of negatives to be chosen.

Adept Powers: Imp Reflexes 1, Combat Sense 1

Augmentations: 2xAntennae, Cerebral Booster rat 2, Datajack, Muscle Replacement rat 2, Narco, Spidersilk Gland, Synch, Tetrachromatic Vision

Skills:

13 Exotic Ranged (Spidersilk) 6

13(15) Sneaking 6 + spec Urban

13 Electronic Warfare 6

13(15) Hacking 6 + spec Devices

14 Computer 5 (Electronics Group 5) (Mentor Spirit bonus included in pool)

12 Hardware 5 (Electronics Group 5)

12 Software 5 (Electronics Group 5)

8(12) Gymnastics 1 + spec Climbing (Hang Time included in pool)

8(13) Perception 1 + spec Visual (Tetrachromatic and Synch included)

5(7) Etiquette 3 + spec Corporate

3(5) Con 1 + spec Fast Talk

Gear: Sleeping Tiger Armor, Microtronica Azteca Cyberdeck, Medium Lifestyle, Suzuki Mirage, SIN rat 4+licenses + over 30.000 Nuyen left for programs and other runner stuff.

Karma: Body 10, Magic 15, Pos Qualities 25,
« Last Edit: <01-28-17/2103:54> by drakir »

FST_Gemstar

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« Reply #3 on: <01-28-17/2249:58> »
Tarislar - Good catch. My mind is usually in non-humans and aspected magicians. This does help! 

Drakir: - I will likely be playing this character with houserule you can't hit Magic 0 at chargen without fully burning out (sigh)... I like the idea of going Resources A. So if going Magic 2,  C/D will have to be switched to keep that Magic rating. If getting high Logic and Narco, I was trying to avoid taking Improved Reflexes (I don't think it stacks with Cram, which seems like the easier initiative route if committing to drug use). This frees up some room for Improved Ability: Spidersilk. I'm paranoid about that dicepool the usefulness use of spidersilk is calling shots (big negative modifier) and there are no other ways to boost the pool. I did find the Sharpshooter quality (brings down called shot penalties from -4 to -2). I think this actually works well with a character with Perfect Time. Perfect time is then great for switching deck configurations and making the character's spidersilk "attacks" not take away a free action. 

Karma Spent:  30 Karma for Strength, Reaction, and Charisma, 19 karma for PQs. 24-25 NQs needed. 
Nuyen: After buying just a deck and 'ware: character still has 80kish lettover. 

So maybe something like this? 
[spoiler]
== Priorities ==
Metatype: E,0
Attributes: D,1
Special: C,2
Skills: B,3
Resources: A,4

== Attributes ==
BOD: 3
AGI: 4 (7)
REA: 2
STR: 2 (3)
CHA: 2
INT: 5
LOG: 4 (6)
WIL: 3
EDG: 3
MAG: 2

== Derived Attributes ==
Essence:                   4.00
Initiative:                7 + 1d6
Matrix AR Initiative:      7 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  4
Mental:                    7
Social:                    4
Astral:                    7

== Active Skills ==
Computer                   : 5                      Pool: 13
Con                        : 2 [Fast Talk]          Pool: 4 (6)
Electronic Warfare         : 4                      Pool: 10
Exotic Ranged Weapon       : 6 [Spider]             Pool: 13
Gunnery                    : 4                      Pool: 11
Gymnastics                 : 2 [Climbing]           Pool: 9 (11)
Hacking                    : 6 [Devices]            Pool: 12 (14)
Hardware                   : 5                      Pool: 11
Perception                 : 3 [Visual]             Pool: 9 (11)
Sneaking                   : 6 [Urban]              Pool: 13 (15)
Software                   : 5                      Pool: 11


== Qualities ==
Adept
Biocompatability (Bioware)
Mentor Spirit (Spider)
Perfect Time
Sharpshooter

== Powers ==
Combat Sense Rating: 1
Hang Time Rating: 2
Heightened Concern
Improved Ability (skill) (Exotic Ranged Weapon (Spider)) Rating: 2

== Lifestyles ==
Low  1 months

== Cyberware/Bioware ==
Antennae (alpha)
Cerebral Booster Rating 2
Datajack (alpha)
Muscle Augmentation Rating 1 (alpha)
Muscle Toner Rating 3 (used)
Narco
Nephritic screen Rating 1 (alpha)
Spidersilk Gland (alpha)
Synch
Tetrachromatic Vision

== Commlink ==
Microtrónica Azteca 200 (ATT: 5, SLZ: 4, DP: 3, FWL: 2)
[/spoiler]

So on Psyche the character has decent hacking attributes. On Cram, Reaction increases enough to push physical limit to 5.
Called Shot Spidersilk pool is 13. Because it doesn't do damage, I'm assuming it follows touch attack rules and wins on a time, so averaging 4-5 hits is workable.
I included gunnery for the option of hacking turrets or manning a vehicle mounted weapon.
If I drop Strength down to 1(2), I could get the karma to add Agile Defender and JoaT, and buy up strength pretty quick again after chargen...
« Last Edit: <01-28-17/2343:01> by FST_Gemstar »

Marcus

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« Reply #4 on: <01-29-17/1010:08> »
How is being an Adept helping you deck?
While being a competent at shooting webs is interesting I'm not sure I see it's usefulness.
I feel like I'm missing something in this build.
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FST_Gemstar

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« Reply #5 on: <01-29-17/1158:33> »
It doesn't really help deck...
beyond the slight bonuses from spider mentor, maybe some foci that can be bound later, and perhaps Heightened Concern when doing intense AR work.
 
Being an adept was originally an attempt to find a way to get bonus spidersilk dice. It was a key element the gimmicky concept, and it takes some investment to make it work. I was having trouble pairing it with other roles (maybe face) that makes it worthwhile and complimentary. It was attempted to be something unique the character could bring if things start to go bad (or if a fight happens), as well as provide some thematic elements of being a more sneaky decker.   

My mundane attempts at a spidersilk decker aren't all that much more optimal...

« Last Edit: <01-29-17/1309:00> by FST_Gemstar »

Kuirem

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« Reply #6 on: <01-29-17/1237:30> »
And Adept can reach huge dice pool in hacking/computer thanks to the Spider mentor and Improved Ability. It's also possible to build an AR decker (so immune to Biofeedback) using Improved Reflexes 3.

Now for the character Spidersilk Gland doesn't need that much dice, starting with 6-7 AGI and 6 Exotic Weapon (Spidersilk) should be enough to hit most goons since you only need 1 Hit. The best role to pair with the Spidersilk however is infiltrator. You could always give it some Computer + Hardware + Electronic Warfare to keep a small hacker part and disable alarms for your pals.

FST_Gemstar

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« Reply #7 on: <01-29-17/1321:08> »
Kuirim - 
My initial concept was AR decker and going Improved Reflexes, but I was concerned about getting other pools higher and if using Narco for Psyche, I thought might as well just use cram for initiative and save the PPs. 

12 Dice in Spidersilk doesn't seem like a lot, especially when calling shots. Even with sharpshooter 8-10 dice doesn't seems pretty dodge-able. 
I was wondering if spidersilk could benefit from some of the touch attack benefits, because it is not intended to do damage. The + 2 dice and/or the attacker wins on a tie definitely makes having a smaller investment viable.   

Kuirem

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« Reply #8 on: <01-29-17/1428:15> »
Touch-Only is for Melee.

AR Deckers needs the 4D6 initiative from Improved Reflexes if they hope to be as good as VR Deckers, Cram alone just isn't enough.

I don't think you can properly use Spidersilk Gland while being a good Decker, especially if you plan to go over 12 Dice with it. There is just too much investment in Decker to spare the money, skills and attributes. If you really want to use it doing so on a Street Sam / Infiltrator is easier.