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Biker-Techno

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FST_Gemstar

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« on: <07-13-17/2315:37> »
I had a vision of a technomancer biker-ganger type, that could grow into rigging if desired.

I am not super thrilled about how it turned out... just being a van rigger would be simpler, but I was feeling a suped up bike type.

Concept: 
Uses Drugs/machine sprites to get driving/gunnery pools/initiative on suped up bike. Capable enough non-rigger driver, but can grow into rigging with rigging echoes. Suped up cyberarm with Diagnostics used for pistol/clubbing while on bike, as well as filled with fun extras.  High skills allows for character to not be drag to team when being on a bike isn't an option. 



Karma expenses: Edge 15, Attributes 20, Skills 4, PQs 11, NQs -25 = 0 



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

== Attributes ==
BOD: 3
AGI: 2
REA: 3
STR: 2
CHA: 3
INT: 6
LOG: 2
WIL: 3
EDG: 3
RES: 2

== Derived Attributes ==
Essence:                   4.09
Initiative:                9 +1d6
Rigger Initiative:         9 +1d6
Matrix AR:                 9 +1d6
Matrix Cold:               6 + DP +3d6
Matrix Hot:                6 + DP +4d6
Physical Damage Track:     11
Stun Damage Track:         10

== Limits ==
Physical:                  4
Mental:                    5
Social:                    5
 

== Active Skills ==
Clubs: 4 (Batons) 
Compiling:4 (Machine)   
Con: 1
Exotic Ranged Weapon (Grapple Gun): 1
Gunnery: 6 (Ballistic)     
Perception: 4
Pilot Ground Craft: 6 (Bike) 
Pistols: 4 (Semi-Automatics)
Registering: 6 (Machine)             
Software: 4
Throwing Weapons: 1 (Non-Aerodynamic)
+Stealth Group 6
+Outdoors Group 4 

== Knowledge Skills ==
English                  Native
Area Knowledge: Seattle  Base:  4       
Black Markets            Base:  2         
Gangs (Thunder Boys)     Base:  1         
Law Enforcement Procedures (Street)Base:  1
Math: 1         
Mechanics (Automotive)   Base:  1         
Street Drugs             Base:  1         
Vehicles (Bikes)         Base:  2           

== Contacts ==
; Fixer (4, 2)
; Mechanic (2, 1)

== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Jazz)
Drug Tolerant
Jack of All Trades Master of None
Phobia (Uncommon, Moderate) (Spirits)
Speed Demon
Technomancer
Weak Immune System

== Complex Forms ==
(Tradition: Default, Resist Fading with WIL + RES (5))
Static VeilTarget: , Duration: , Fading Value:

== Lifestyle ==
Medium ("Medium")  1 Months

== Cyberware/Bioware ==
CyberearsRating 1 (alpha)
   + Sound Link
   + Antennae
   + Antennae
   + Antennae
Narco
Nephritic screenRating 5 (alpha)
Obvious Full Arm (AGI 9, STR 9, Physical 8) (Left) (used)
   + Customized AgilityRating 6
   + Customized StrengthRating 6
   + Enhanced AgilityRating 3
   + Enhanced StrengthRating 3
   + ArmorRating 3
   + Attention Coprocessor
   + Math SPU
   + Radar SensorRating 4
   + Magnetic System
   + Orientation System
   + Bulk ModificationRating 4
   + Fingertip Compartment
Tetrachromatic Vision

== Armor ==
Armor Jacket                       12
   + Auto-Injector
   + Drag Handle
   + Fire Resistance 3
   + Nonconductivity 3
   + Universal Mirror Material 2
Ballistic Mask                      2
   + Gas Mask
Mortimer of London: Berwick Suit    9
   + Concealability
   + Custom Fit
   + Electrochromic Clothing

== Weapons ==
Extendable Baton
   + Concealed Quick-Draw Holster
   + Personalized Grip
   Pool: 6 (8)   Accuracy: 6   DV: 4P   AP: -   RC: 2
Grapple Gun
   Pool: 3   Accuracy: 3   DV: 7S   AP: -2   RC: 2
Grenade: Flash-Pak
   Pool: 3   Accuracy: 4   DV: Special   AP: -   RC: 2
Grenade: Smoke
   Pool: 3 (5)   Accuracy: 4   DV: 0 (10m Radius)   AP: -   RC: 2
Minigrenade: Flash-Bang
   Pool: 1   Accuracy: 0   DV: 10S (10m Radius)   AP: -4   RC: 2
Minigrenade: Flash-Bang
   Pool: 1   Accuracy: 0   DV: 10S (10m Radius)   AP: -4   RC: 2
Minigrenade: High Explosive
   Pool: 1   Accuracy: 0   DV: 16P (-2/m)   AP: -2   RC: 2
Minigrenade: Thermal Smoke
   Pool: 1   Accuracy: 0   DV: 0 (10m Radius)   AP: -   RC: 2
Savalette Guardian
   + Concealed Quick-Draw Holster
   + Personalized Grip
   + Smartgun System, Internal
   Pool: 6 (8)   Accuracy: 8   DV: 8P   AP: -1   RC: 3
Streetline Special
   + Concealed Quick-Draw Holster
   + Personalized Grip
   + Smartgun System, Internal
   Pool: 6   Accuracy: 7   DV: 6P   AP: -   RC: 2
Stun Baton
   + Personalized Grip
   + Sling
   Pool: 6 (8)   Accuracy: 5   DV: 9S(e)   AP: -5   RC: 2
Survival Knife
   + Concealable Holster
   Pool: 1   Accuracy: 5   DV: 4P   AP: -1   RC: 2
Throwing Knife
   Pool: 3   Accuracy: 4   DV: 3P   AP: -1   RC: 2
Unarmed Attack
   Pool: 1   Accuracy: 4   DV: 2S   AP: -   RC: 2

== Commlink ==
Living Persona (ATT: 3, SLZ: 6, DP: 2, FWL: 3)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   + Sim Module
   + Subvocal Mic
   + Micro-Transceiver

== Gear ==
Ammo: APDS (Heavy Pistols) x20
Ammo: APDS (Assault Rifles) x40
Ammo: Regular Ammo (Heavy Pistols) x30
Ammo: Regular Ammo (Assault Rifles) x40
Ammo: Stick-n-Shock (Heavy Pistols) x60
Ammo: Stick-n-Shock (Holdouts) x10
Ammo: Stick-n-Shock (Assault Rifles) x40
Backpack (Good)
Biomonitor
Bug Scanner Rating 6
Certified Credstick, Silver
Contacts Rating 1
   + Smartlink
Cram x6
Datachip x10
Fake SIN Rating 4
   + Fake License (Driver's License) Rating 4
   + Fake License (Restricted Cyberware License) Rating 4
   + Fake License (Weapon License) Rating 4
   + Fake License (Concealed Carry Permit) Rating 4
   + Fake License (Bounty Hunter's License) Rating 4
   + Fake License (Drug License) Rating 4
Goggles Rating 1
   + Flare Compensation
Grapple Gun
   + Standard Rope (100m) x6
Grenade: Flash-Pak x4
Grenade: Smoke x5
Jammer, Directional Rating 6
Jazz x5
Medkit Rating 3
Minigrenade: Flash-Bang x5
Minigrenade: Flash-Bang x4
Minigrenade: High Explosive x4
Minigrenade: Thermal Smoke x4
Psyche x3
Slap Patch, Stim Patch Rating 6
Slap Patch, Trauma Patch
Stealth Tags x20
Survival Kit
Tag Eraser
Throwing Knife x6
Tool Belt (Good)
Tool Kit (Disguise)
Tool Kit (Hardware)
Tool Shop (Aeronautics Mechanic)

== Vehicles ==
Harley-Davidson Nightmare         
   + Anti-Theft System Rating 3
   + Armor (Standard) Rating 2
   + Chameleon Coating
   + Electromagnetic Shielding
   + GridLink
   + Life Support Rating 1
   + Morphing License Plate
   + Off-Road Suspension
   + Rigger Cocoon
   + Rigger Interface
   + Satellite Link
   + Valkyrie Module
   + Weapon Mount
   + Weapon Mount Control (Remote)
   + Weapon Mount Flexibility (Turret)
   + Weapon Mount Type (Standard)
   + Weapon Mount Visibility (Concealed)
   + Sensor Array Rating 3
Renault-Fiat Funone               
   + Metahuman Adjustment Rating 1
   + Sensor Array Rating 1


Major Red Flags:
Skills A - other ways of building just didn't turn out right, at least in priority. Sumtoten and Karma may work different. Karma is probably the best way to build this character. My spread could be more efficient too, and would love some advice!   
Multiple Combat Options - goes against my general advice in this regard to keep combat options to one or two skills. I just had a vision of a biker who can use hand held weapons and their bike weapon (and a throwing option) while on a bike. 
Lucky Diagnostics Dependent -  Registering Lvl 4 sprites for this character is not easy (Low Res, Lowish Edge), let alone getting a Diagnostics role of 4+. But the character is optimized for a cyberarm sprite and a bike sprite (max herd is two with Logic 2).
Low Reaction/Agi/Logic: While I tend to rule jumped in rigging uses physical stats and not mental, key driving/rigger stats are not high. Judicious drug use, diagnostics, and an eventual control rig echo help, but dicepools are kind of cobbled from more sources than usually seen.   


Advice requested! This is prob going to be moved into the NPC bin, but I would like the concept to better work as a PC. I did just make a last minute skills switch (from Electronics group 4 and Auto Mechanic 4 to Outdoors group and Software 4) to give the character a likely more unique outdoors niche (and let a decker handle hardware/computer stuff). 


Marcus

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« Reply #1 on: <07-14-17/0008:21> »
My 2 cents would be

Sum to 10. Something like Attributes 2 (C), Resources 3(B), Techno 2(C), Skill 3(B), Race 0
You got a cyber arm focus on that, drop the stick and just put shock hand in it.

Along the lines of:
Skill: 36/5
Tasking Group 5
Pistols 6 (Cyber implant) +2
Unarmed 6 (Semi-Auto) +2
Pilot Ground Craft 6 (Bike) +2
Perception 4
Software 4
Etiquette 3
Stealth 4

*Play-by-Post color guide*
Thinking
com
speaking

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« Reply #2 on: <07-14-17/2044:40> »
Two words: Data Spike.

Rolling 6 dice against that is going to suuuuuck :p

FST_Gemstar

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« Reply #3 on: <07-15-17/0054:22> »
Two words: Data Spike.

Rolling 6 dice against that is going to suuuuuck :p

Am I doing my math wrong? Data Spike is resisted with Intuition + Firewall, I figured:

Characters living persona is Intuition (Psyche +2) 6 (8) + Willpower (Firewall) 3 = 11

Commlink protected gear would be protected with Intuition 6 (8) plus Commlink Firewall 6 = 14

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« Reply #4 on: <07-15-17/0218:24> »
Woops. My bad ahaha. I was multitasking when I posted that haha :P Nonetheless, Brute Force and Hack on the Fly are worrisome.

FST_Gemstar

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« Reply #5 on: <07-15-17/1022:43> »
Hack on the fly is still defended with with Intuition + Firewall (see above).
Brute Force defend with Willpower + Firewall, so will be less, but if something gets through, at least I'd now and be able to be on the lookout (compile an F4 Fault sprite maybe) and reboot stuff if I need to. 

Myriad

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« Reply #6 on: <07-19-17/0954:43> »
Use special point on edge.  Raise resonance to 2 instead, should save 5 karma.