NEWS

Academic Shadowrunners

  • 31 Replies
  • 10415 Views

Hobbes

  • *
  • Catalyst Demo Team
  • Prime Runner
  • ***
  • Posts: 3078
« on: <06-27-15/1026:59> »
Welcome to 5th Edition Shadowrun chummer! 

So you've decided to be the smart guy of the group.  Maybe you're the Dwarven Armorer, or the Combat Doc.  Either way, I'll try and guide you through the basics of 5th Edition character generation for characters with a focus on or maybe just a side of Logic skills.

First rule, you're a Shadowrunner, be good at Shadowrunning.  Whatever your main focus is for the team you should be aiming to be at 12 dice or more for skills with opposed tests.  Hacking, Spellcasting, Combat or Social tests should be your main thing.  You still have a team to support, don't let them down.  Deckers and Hermetic mages have a mechanical advantage here since Logic is an attribute they'll be putting points into, or even maxing out.

Second rule:  Know your unopposed skills.  Unopposed skills:Arcana, Mechanic, Armorer, Cybertech, Biotechnology, Medicine, Chemistry and Demolitions don't need large dice pools.  8 Dice is enough to buy two hits and automatically succeed at Average difficulty tests.  Literally with a Dice pool of 8 and the right gear you can install your buddies new Datajack for him.  Extended tests with an Easy threshold of 6 are also automatically successful with a dice pool of 8 if your GM is letting you buy hits.

Third rule:  Don't be an NPC.  Is Mr. Johnson more likely to call to have you build a custom drone for an extraction job, or call you for the extraction job.  Are you going to go into a quarantine zone and get samples of a new mystery disease, or are you more useful back in the lab analyzing the samples.  Why not booth?  Deckers and Hermetic mages can sometimes pull off both, others characters will likely be stretched too thin.  Troll Samurai PHD just ain't gonna happen out of chargen, sorry chummer.  Troll Samurai lab tech, certainly doable. 

Forth rule: Match dice pools to expectations, and NPCs are a bunch of cheaters.  If you look at the NPC contacts in the book they've got a ton of skill points.  The beat cop has 46! skill points.  The Mechanic has 37, the Street Doc has 31.  You can't match them point for point and still manage all the other things a Shadowrunner needs to do.  Several of the NPCs have skills higher than 6.  NPCs run dice pools of 12ish in their specialty that covers 3 or 4 individual skills.   

Rule Four A.  You don't need to match the Street Doc's dice pools to say you're a surgeon.  If your backstory is a drek-hot Neurosurgeon adrenaline junkie that moonlights as a shadowrun team's combat mage, then you are.  Dice pools of 8 to 10 in First aid and Medicine are all you really need for your backstory.  You don't need a 12 to 14 dice pool in your day job. 

Fifth rule: Edge is how you make a specialist a generalist.  Shhh, don't tell anyone, it's a secret.  The way you make your 10 dice pool Shadowrunner come off as a drek-hot Neurosurgeon is when it really matters you throw 15 dice re-rolling 6's.  There are three important steps in for this to work.  Step one, knowing what skills you're going to need to roll infrequently, but you want to be good at (See First and Second Rule above).  Step two, have 5 or more edge at chargen.  Step three, Edge when it matters. 

Simple to execute, difficult to set up.  Mages have a heck of time with step two, but they're likely starting with a decent skill pool anyway so they'll be okay.  Deckers just kinda win since they're at 10 dice with two skill points for Logic skills and 5 edge is pretty much the default start for a Human Decker.

GM's and adventure writers like to set up out throw away skill tests.  “Anyone have Cybertech?”  Don't bite, just buy your two hits, listen to whatever exposition crumbs you've won and move on.

Hobbes

  • *
  • Catalyst Demo Team
  • Prime Runner
  • ***
  • Posts: 3078
« Reply #1 on: <06-27-15/1027:13> »
How does this look in practice?  Here are a few sample builds to get the idea.  Most of these builds have a little Nuyen and/or Karma left over.  And it's simple enough to change around the secondary skill choices.  Want a Mage Mechanic?  Same basic build with some different skill choices. 

Lets look at the poster geek child the Medi-Decker!  Her first love is obviously hacking, but has started dabbling in medicine and picked up a bit of tinkering too.  Light on Cybercombat, but Brute Force is for Newbs anyway.  A truly silly amount of dice for First aid with the Medkit.  20 Dice with an aimed burst from the Savalette Guardian.  Handy for most every stage of a run, the starting legwork, the hack, the inevitable running, screaming, shooting, and bleeding at the end.

Still needs tool kits and a place to put them, and a few licenses, and transportation.  Still has the budget Dodge Scoot and a apartment full of tool boxes if desired.  *shrug*   

== Info ==
Street Name: Medi-Decker
Movement: 6/12
Karma: 9
Human
Composure: 4
Judge Intentions: 6
Lift/Carry: 4 (15 kg/10 kg)
Memory: 11
Nuyen: 5405

== Priorities ==
Metatype: D - Human
Attributes: C – 16 Attributes
Special: E - Mundane
Skills: B – 36 Skills/5 Skill Groups
Resources: A - 450,000¥

== Attributes ==
BOD: 3
AGI: 3
REA: 4 ( 8 )    
STR: 1
CHA: 1
INT: 5
LOG: 6 ( 8 )
WIL: 3
EDG: 5

== Derived Attributes ==
Essence:                                     0.98
Initiative:                               13 + 2d6
Rigger Initiative:                 13 + 2d6
Astral Initiative:                 
Matrix AR Initiative:           13 + 2d6
Matrix Cold Initiative:       5 + DP + 3d6
Matrix Hot Initiative:         5 + DP + 4d6
Physical Damage Track:         11
Stun Damage Track:                 10

== Limits ==
Physical:                                   4
Mental:                                       8
Social:                                       3
      Ballistic Mask [+1] (Only for intimidation, Must be visible)
      Vashon Island: Sleeping Tiger [+1] (Must be visible)
Astral:                                       8

== Active Skills ==
Biotechnology                           : 4                                           Pool: 12
Computer                                     : 6                                           Pool: 14
Cybertechnology                       : 4                                           Pool: 12
Electronic Warfare                 : 6 [Sensor Operations]                Pool: 14 (16)
First Aid                                   : 4         Pool: 12
Hacking                                       : 6 [Devices]                      Pool: 14 (16)
Medicine                                     : 4                                           Pool: 12
Pistols                                       : 6 [Semi-Automatics]      Pool: 10 (12)
Software                                     : 1 [Data Bombs]                Pool: 9 (11)
Stealth                                        :6 [Urban]                          Pool:9(11)
Aeronautics Mechanic             : 1                                           Pool: 9
Automotive Mechanic               : 1                                           Pool: 9
Industrial Mechanic               : 1                                           Pool: 9
Nautical Mechanic                   : 1                                           Pool: 9


From Karma
Armorer : 1 Pool : 9
Chemistry: 1 Pool: 9
Hardware: 1 Pool:9
Cybercombat : 1 Pool:9

Note: Group Skill Biotech@4.  Group Skill Engineering@1

== Knowledge Skills ==
22 points

== Qualities ==
Allergy (Uncommon, Mild) (Seafood)
Code of Honor: Like a Boss
Incompetent (Athletics)
Overclocker
Perfect Time

== Lifestyles ==
Low   1 months

== Cyberware/Bioware ==
Cerebral Booster Rating 2

Antennae
Antennae
Antennae

Datajack
Obvious Full Arm (AGI 9, STR 8, Physical 9) (Right)
      +Armor Rating 3
      +Customized Agility Rating 6
      +Customized Strength Rating 5
      +Enhanced Agility Rating 3
      +Enhanced Strength Rating 3
Smartlink
Reaction Enhancers Rating 3
Wired Reflexes Rating 1

== Armor ==
Ballistic Mask                                           2
      +Flare Compensation
      +Gas Mask
      +Single Sensor Rating 2
            +Ultrasound
      +Vision Magnification
Vashon Island: Sleeping Tiger              13
      +Custom Fit
      +Newest Model
      +Ruthenium Polymer Coating 3
     

== Weapons ==
Savalette Guardian
      +Concealed Quick-Draw Holster
      +Gas-Vent 3 System
      +Personalized Grip
      +Smartgun System, Internal
      +Spare Clip
      +Spare Clip
      Pool: 10 (12)      Accuracy: 8      DV: 8P      AP: -1      RC: 5
Unarmed Attack
      Pool: 3      Accuracy: 4      DV: 1S      AP: -      RC: 1

== Commlink ==
Microtronica Azteca 300 (ATT: 7, SLZ: 5, DP: 3, FWL: 1)
      +Browse
      +Signal Scrub
      +Toolbox
      +Smoke and Mirrors
      +Stealth
      +Wrapper
      +Program Carrier [Encryption]
      + One other Mod

== Gear ==
Ammo: APDS (Heavy Pistols) x30
Ammo: Stick-n-Shock (Heavy Pistols) x20
Fake License (Cyberdeck License) Rating 4
Fake SIN (Casey) Rating 4
Handheld Housing Rating 3
      +Single Sensor Rating 3 [Camera]
      +Sensor Array Rating 3 [Omni-directional Microphone]
      +Sensor Array Rating 3 [Motion Sensor]
Medkit Rating 3
Slap Patch, Trauma Patch

== Vehicles ==

Next up, the Gun Bunny!  Full Combat Specialist, with a side of fixin'.  Fixes bricked devices, flat tires, and jammed guns in the field.  Gotta love a girl with a truck!

Rednecks...

== Info ==
Street Name: Gun Bunny
Movement: 18/36
Karma: 0
Human
Composure: 5
Judge Intentions: 7
Lift/Carry: 5 (30 kg/20 kg)
Memory: 7
Nuyen: 5,190

== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: A - 450,000¥

== Attributes ==
BOD: 3
AGI: 6 (9)
REA: 5 (10)
STR: 2
CHA: 2
INT: 5
LOG: 4
WIL: 3
EDG: 5

== Derived Attributes ==
Essence:                   0.10
Initiative:                15 + 3d6
Rigger Initiative:         15 + 3d6
Astral Initiative:         
Matrix AR Initiative:      15 + 3d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  6
Mental:                    6
Social:                    3
   Custom Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral:                    6

== Active Skills ==
Aeronautics Mechanic       : 2                      Pool: 6
Armorer                    : 4 [Firearms]           Pool: 8 (10)
Automatics                 : 6 [SMG]                     Pool: 15 (17)
Automotive Mechanic        : 2                      Pool: 6
Etiquette                  : 2                      Pool: 4
Gymnastics                 : 1                      Pool: 10
Hardware                   : 4         Pool: 8
Heavy Weapons              : 1                      Pool: 10
Industrial Mechanic        : 2                      Pool: 6
Locksmith                  : 1                      Pool: 10
Nautical Mechanic          : 2                      Pool: 6
Palming                    : 1                      Pool: 10
Perception                 : 6                      Pool: 11
Pilot Ground Craft         : 1                      Pool: 11
Sneaking                   : 6                      Pool: 15
Throwing Weapons           : 1                      Pool: 10


== Knowledge Skills ==

== Qualities ==
Acrobatic Defender
Addiction (Moderate) (Cigs)
Allergy (Uncommon, Mild) (Garlic)
Biocompatability (Cyberware)
Combat Junkie
Poor Self Control (Thrill Seeker)

== Lifestyles ==
Gun Shop  1 months

== Cyberware/Bioware ==
Cybereyes Basic System Rating 2
   +Image Link
   +Smartlink
   +Flare Compensation
   +Thermographic Vision
   +Vision Magnification
Datajack
Muscle Toner Rating 3
Orthoskin Rating 3
Reaction Enhancers Rating 3
Reakt
Wired Reflexes Rating 2

== Armor ==
Ares Victory: Wild Hunt             12
   +Gear Access
   +Insulation 2
   +Liner - Fire Resistance (6)
   +Nonconductivity 2
   +Thermal Damping 6
   +Holster
Custom Ballistic Mask               2
   +Single Sensor Rating 2
      +Ultrasound
Forearm Guards                      1

== Weapons ==
Ares Alpha
   +Foregrip
   +Gas-Vent 3 System
   +Personalized Grip
   +Sling
   +Smartgun System, Internal
   +Spare Clip
   +Underbarrel Weight
   Pool: 15   Accuracy: 8   DV: 11P   AP: -2   RC: 7
Ares SIGMA 3
   +Folding Stock
   +Foregrip
   +Gas-Vent 3 System
   +Personalized Grip
   +Slide Mount
   +Sling
   +Smartgun System, Internal
   Pool: 15   Accuracy: 7   DV: 8P   AP: -   RC: 7
Grenade: Flash-Bang
   Pool: 10   Accuracy: 6   DV: 10S (10m Radius)   AP: -4   RC: 1
Grenade: Fragmentation
   Pool: 10   Accuracy: 6   DV: 18P(f) (-1/m)   AP: +5   RC: 1
Minigrenade: Thermal Smoke
   Pool: 10   Accuracy: 0   DV: (10m Radius)   AP: -   RC: 1
Remington Suppressor
   +Concealed Quick-Draw Holster
   +Personalized Grip
   +Sound Suppressor
   Pool: 15   Accuracy: 7   DV: 7P   AP: -1   RC: 1
Unarmed Attack
   Pool: 8   Accuracy: 6   DV: 2S   AP: -   RC: 1

== Commlink ==
Nixdorf Sekretar (ATT: 0, SLZ: 0, DP: 6, FWL: 2)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   +Add Module (Add Cyberdeck Module) [Program Carrier]

== Gear ==
Ammo: APDS (Assault Rifles) x100
Ammo: APDS (Submachine Guns) x100
Ammo: APDS (Machine Pistols) x20
Earbuds Rating 3
   +Audio Enhancement Rating 3
Fake SIN (Charlie) Rating 4
   +Fake License (Restricted Cyberware License) Rating 4
   +Fake License (Automatic Weapons License) Rating 4
   +Fake License (Restricted Bioware License) Rating 4
   +Fake License (Driver's License) Rating 4
Five-Pack, Electronic Parts
Gecko Tape Gloves
Grenade: Flash-Bang
Grenade: Fragmentation
Lockpick Set
Medkit Rating 6
Minigrenade: Thermal Smoke x6
Survival Kit
Tool Kit (Armorer)
Tool Kit (Hardware)
Tool Kit (Mechanical)
Tool Shop (Armorer)

== Vehicles ==
Toyota Gopher (Heavy-Duty Pickup)
   +Sensor Array Rating 2
« Last Edit: <07-10-15/2134:35> by Hobbes »

Hobbes

  • *
  • Catalyst Demo Team
  • Prime Runner
  • ***
  • Posts: 3078
« Reply #2 on: <06-27-15/1027:33> »
Here we have the Evac Specialist.  Before first aid you either need to clear the field of hostiles or get the patient out.  Full combat capabilities and a qualified EMT.  Complete with ambulance and vectored thrust armored stretcher.

== Info ==
Street Name: HTR Paramedic- Evac Specilist
Movement: 16/32
Human
Composure: 5
Judge Intentions: 7
Lift/Carry: 6 (45 kg/30 kg)
Memory: 7
Nuyen: 4250

== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: A - 450,000¥

== Attributes ==
BOD: 3
AGI: 6 ( 8 )
REA: 5 (10)
STR: 2 (3)
CHA: 2
INT: 5
LOG: 4
WIL: 3
EDG: 5

== Derived Attributes ==
Essence:                   0.28
Initiative:                15 + 3d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  7
Mental:                    6
Social:                    3
   Custom Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Securetech PPP: Arms Kit [-1] (Must be visible)
   Securetech PPP: Legs Kit [-1] (Must be visible)
Astral:                    6

== Active Skills ==
Automatics                 : 6 [Assault Rifles]     Pool: 14 (16)
Biotechnology              : 2                      Pool: 6
Cybertechnology            : 2                      Pool: 6
Disguise                   : 2                      Pool: 7
First Aid                  : 3 [Gunshot Wounds]     Pool: 7 (9)
Gymnastics                 : 1                      Pool: 9
Intimidation               : 6 [Physical]           Pool: 8 (10)
Locksmith                  : 1                      Pool: 9
Medicine                   : 2                      Pool: 6
Palming                    : 1                      Pool: 9
Perception                 : 6 [Visual]             Pool: 11 (13)
Pilot Ground Craft         : 1                      Pool: 11
Sneaking                   : 6 [Urban]              Pool: 14 (16)

== Knowledge Skills ==

== Qualities ==
Agile Defender
Allergy (Uncommon, Mild) (Dairy)
Day Job (20 hrs)
Distinctive Style
Poor Self Control (Thrill Seeker)
Records on File (Ares)

== Lifestyles ==
Low  1 months

== Cyberware/Bioware ==
Datajack
Muscle Augmentation Rating 1
Muscle Toner Rating 3
Reaction Enhancers Rating 3
Reakt
Smartlink
Wired Reflexes Rating 2

== Armor ==
Ares Victory: Wild Hunt             12
   +Gear Access
   +Holster
Custom Ballistic Mask               2
   +Gas Mask
   +Single Sensor Rating 2
      +Ultrasound
   +Thermographic Vision
   +Vision Enhancement Rating 3
   +Vision Magnification
Forearm Guards                      1
Securetech PPP: Arms Kit            1
Securetech PPP: Legs Kit            1

== Weapons ==
Ares Alpha
   +Gas-Vent 3 System
   +Personalized Grip
   +Sling
   +Smartgun System, Internal
   +Spare Clip
   Pool: 14 (16)   Accuracy: 8   DV: 11P   AP: -2   RC: 6
Ares Crusader II
   +Gas-Vent 2 System
   +Smartgun System, Internal
   +Spare Clip
   Pool: 14   Accuracy: 7   DV: 7P   AP: -   RC: 3
Monofilament Chainsaw
   Pool: 0   Accuracy: 3   DV: 8P   AP: -6   RC: 1
Unarmed Attack
   Pool: 7   Accuracy: 7   DV: 3S   AP: -   RC: 1

== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
Ammo: APDS (Assault Rifles) x100
Ammo: APDS (Machine Pistols) x100
Contacts Rating 2
   +Flare Compensation
   +Image Link
Crowbar
Fake SIN (Pat) Rating 4
   +Fake License (Automatic Weapons License) Rating 4
   +Fake License (Restricted Bioware License) Rating 4
   +Fake License (Restricted Cyberware License) Rating 4
   +Fake License (Military Armor License) Rating 4
Gecko Tape Gloves
Lockpick Set
Medkit Rating 3
Miniwelder
Monofilament Chainsaw
Survival Kit

== Vehicles ==
Aeroquip M.E.D.-1 'Dustoff' Medical Evacuation Drone (Large)
   +Sensor Array Rating 3
GMC Bulldog Step-Van (Van)
   +Sensor Array Rating 2


Now a Hermetic mage.  Fresh from Med School, and a full blown Mystic Adept.  Ever met a Surgeon you didn't want to punch in his cocky face?  This guy won't change that at all.  Arrogant, but worth it if you need Docwagon, when you can't afford Docwagon. 

Wasn't able to swing the 5 Edge with this build, but 16 dice for First aid, not really sure he needs it.  Will usually have Increased Reflexes at force 4 sustained while running.  First simple action in combat is typically Agility boost. 

Cash is an issue, welcome to Resources E.  Needs to pick up a few things as soon as the checks start coming in.  Mentor Spirit would likely be the first thing bought with Karma.

== Info ==
Street Name: Heri-medic
Movement: 6/12
Karma: 4
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 6
Judge Intentions: 6
Lift/Carry: 4 (15 kg/10 kg)
Memory: 11
Nuyen: 2735

== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: A - 46 Skills/10 Skill Groups
Resources: E - 6,000¥

== Attributes ==
BOD: 3
AGI: 3
REA: 4
STR: 1
CHA: 1
INT: 5
LOG: 6
WIL: 5
EDG: 2
MAG: 6

== Derived Attributes ==
Essence:                                     6
Initiative:                               9 + 1d6
Rigger Initiative:                 9 + 1d6
Astral Initiative:                 10 + 2d6
Matrix AR Initiative:           9 + 1d6
Matrix Cold Initiative:       5 + DP + 3d6
Matrix Hot Initiative:         5 + DP + 4d6
Physical Damage Track:         10
Stun Damage Track:                 11

== Limits ==
Physical:                                   3
Mental:                                       8
Social:                                       5
      Custom Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral:                                       8

== Active Skills ==

Assensing                                   : 6                                           Pool: 11
Banishing                                   : 6                                           Pool: 12
Binding                                       : 6                                           Pool: 12
Biotechnology                           : 4                                           Pool: 10
Counterspelling                       : 6 [Combat]                        Pool: 12 (14)
Cybertechnology                       : 4                                           Pool: 10
First Aid                                   : 4                                           Pool: 10
Computer                                  :6                                              Pool: 12
Medicine                                     : 4                                           Pool: 10
Perception                                 : 6                                           Pool: 11
Pistols                                       : 6 [Semi-Automatics]      Pool: 12 (14)
Sneaking                                     : 6 [Urban]                          Pool: 9 (11)
Spellcasting                             : 6 [Health]                        Pool: 12 (14)
Summoning                                   : 6                                           Pool: 12

Notes: Conjuring skill group at 6 and Biotech group at 4.
== Knowledge Skills ==

== Qualities ==
Addiction (Mild) (Alcohol)
Day Job (20 hrs)
Distinctive Style
Focused Concentration (Rating 4)
In Debt II
Mystic Adept
Poor Self Control (Compulsive I, Personal) (Personal Hygiene)

== Spells ==
(Tradition: Hermetic, Resist Drain with WIL + LOG (11))
Heal                                             DV: F-4
Increase Reflexes (Limited) DV: F-2
Manabolt                                     DV: F-3
Mob Mind                                     DV: F+1
Physical Mask                           DV: F-1

== Powers ==
Astral Perception
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 6
Improved Ability (skill) (Pistols) Rating: 3

== Armor ==
Armor Jacket                                                12
Custom Ballistic Mask                              2
      +Sensor Rating 3
            +Ultrasound
      +Thermographic Vision
      +Vision Magnification

== Weapons ==
Browning Ultra-Power
      +Concealed Quick-Draw Holster
      +Gas-Vent 3 System
      +Laser Sight
      +Personalized Grip
      +Spare Clip
      +Spare Clip
      +Spare Clip
      Pool: 12 (14)      Accuracy: 7      DV 8P      AP: -1      RC: 4
Unarmed Attack
      Pool: 2      Accuracy: 3      DV: 1S      AP: -      RC: 1

== Commlink ==
Nixdorf Sekretar (ATT: 0, SLZ: 0, DP: 6, FWL: 2)
Agent Rating 3

== Gear ==
Ammo: APDS (Heavy Pistols) x30
Ammo: Stick-n-Shock (Heavy Pistols) x10
AR Gloves
Contacts Rating 3
      +Image Link
      +Flare Compensation
      +Vision Enhancement Rating 1
Fetish
Medkit Rating 3
Slap Patch, Trauma Patch
Trodes

Put on your Black Trenchcoat and mirrorshades, here we have the Samurai Decker.  Not quite as combat ready as the other two combat focused characters, but really close.  A bit shy of a full on Decker's abilities but can handle most hacking tasks.  Much micro managing of program juggling required to keep the stats up for the budget RCC as a cyberdeck.  Could be done with one of the low end cyberdecks or one of the specialty cyberdecks, but the RCC provides a higher device rating for the budget. 

 == Info ==
Street Name: Samurai Decker
Movement: 18/36
Karma: 7
Human
Composure: 4
Judge Intentions: 5
Lift/Carry: 4 (15 kg/10 kg)
Memory: 10
Nuyen: 2300

== Priorities ==
Metatype: D - Human
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: A - 450,000¥

== Attributes ==
BOD: 3
AGI: 6 (9)
REA: 5 (10)
STR: 1
CHA: 1
INT: 4
LOG: 5 (7)
WIL: 3
EDG: 5

== Derived Attributes ==
Essence: 0.28
Initiative: 14 + 3d6
Rigger Initiative: 14 + 3d6
Astral Initiative:
Matrix AR Initiative: 14 + 3d6
Matrix Cold Initiative: 4 + DP + 3d6
Matrix Hot Initiative: 4 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 10

== Limits ==
Physical: 5
Mental: 7
Social: 2
Vashon Island: Sleeping Tiger [+1] (Must be visible)
Astral: 7

== Active Skills ==
Automatics : 6 Pool: 15
Biotechnology : 1 Pool 8
Computer : 6 Pool: 13  (+2 from Karma)
Cybertechnology : 1 Pool 8
Electronic Warfare : 6 Pool: 13
First Aid : 1 Pool 8
Gymnastics : 1 Pool: 10
Hacking : 6 Pool: 13
Medicine : 1 Pool 8
Running : 1 Pool: 2
Sneaking : 6 Pool: 15
Swimming : 1 Pool: 2

Group Skills: Athletics 1; Biotech 1. 

From Karma:
Hardware : 1 Pool 8
Locksmith : 1 Pool: 10
Palming : 1 Pool: 10
Pilot Ground Craft : 1 Pool: 11
Software : 1 Pool 8

== Knowledge Skills ==
18 Skill points

== Qualities ==
Addiction (Mild) (Cigs)
Agile Defender
Allergy (Uncommon, Mild) (Stuff)
Code of Honor (Like A Boss)
Hawk Eye
Perfect Time
Records on File (Aztechnology)

== Lifestyles ==
Low 1 months

== Cyberware/Bioware ==
Antennae
Antennae
Antennae
Cerebral Booster Rating 2
Datajack
Muscle Toner Rating 3
Orthoskin Rating 1
Reaction Enhancers Rating 3
Smartlink
Wired Reflexes Rating 2

== Armor ==
Bike Racing Helmet2
+Biomonitor
+Gas Mask
+Single Sensor Rating 3
+Camera [Thermographic Vision]
Vashon Island: Sleeping Tiger13
+Custom Fit
+Newest Model
+Nonconductivity 4
+Ruthenium Polymer Coating 3
+Thermal Damping 6

== Weapons ==
Remington Suppressor
+Concealed Quick-Draw Holster
+Gas-Vent 3 System
+Personalized Grip
+Smartgun System, Internal
+Spare Clip
+Sound Suppressor (removed for Gas Vent)
Pool: 15Accuracy: 9DV: 7PAP: -1RC: 4
Unarmed Attack
Pool 8 Accuracy: 5DV: 1SAP: -RC: 1

== Commlink ==
Vulcan Liegelord (ATT: 0, SLZ: 2, DP: 5, FWL: 6)
+Add Sleaze Modification
+Increase Sleaze Modification
+Browse
+Toolbox
+Signal Scrub
+Encryption
+Smoke and Mirrors
+Stealth
+Wrapper

== Gear ==
Contacts Rating 2
+Flare Compensation
+Low Light
Fake SIN (Neo) Rating 4
+Fake License (Automatic Weapons License) Rating 4
+Fake License (Restricted Bioware License) Rating 4
+Fake License (Cyberdeck License) Rating 4
+Fake License (Military Armor License) Rating 4
+Fake License (Restricted Cyberware License) Rating 4
Five-Pack, Electronic Parts x3
Gecko Tape Gloves
Handheld Housing Rating 3
+Single Sensor Rating 3 [Camera [Thermographic Vision] ]
+Single Sensor Rating 3 [Omni-directional Microphone]
+Single Sensor Rating 3 [Ultrasound]
Handheld Housing Rating 3
+Single Sensor Rating 3 [Motion Sensor]
+Single Sensor Rating 3 [Olfactory Sensor]
+Single Sensor Rating 3 [Laser Microphone]
Lockpick Set
Medkit Rating 3
Survival Kit

== Vehicles ==
Suzuki Mirage (Racing Bike)
+Sensor Array Rating 2
« Last Edit: <07-10-15/2101:20> by Hobbes »

Hobbes

  • *
  • Catalyst Demo Team
  • Prime Runner
  • ***
  • Posts: 3078
« Reply #3 on: <06-27-15/1052:23> »
As a side note, yes Riggers and Technomancers will have a decent Logic stat too.  However, just covering the basics of Shadowrunning and their chosen specialty is usually enough of a build challenge.  Tacking on a PHD is likely going to pull from something they need.

You can build a Social as a secondary in a similar way, but its not as effective.  The main reason is that Social tests are usually opposed.  Rule two bites these characters pretty hard, but move the points from Logic to Charisma, shuffle the skill points to Con, Etiquette, Negotiation, and swap out Cerebral boosters for Tailored Pheromones and you've still got a playable character that can talk the cleaning staff into letting you in after hours.  Just don't try pulling one over on Mr. Johnson without help   ;)

You can also try building a Face character with decent logic skills, but you're going to be pulling resources out of Combat abilities or out of your main focus.  It will likely require some kind of compromise somewhere.

Metahumans can be smart too!  Any of these builds can swap around Attributes and Metatype priority and still retain basic functionality.  Dice pools will likely take a small hit, but typically nothing terminal.  Gnomes are particularly well suited, Trolls variants less so.  Shifters probably need not apply, though.  Sorry.

Overbyte

  • *
  • Omae
  • ***
  • Posts: 517
« Reply #4 on: <06-27-15/1112:17> »
First thing.. You overlooked Perception on some of your chars.
But the fact that every single one of them, mages and deckers alike, has: 6 Gun, 6 Sneak, and 6 Perception (except for the ones that you forgot), to me is a problem in the way you approach character making (for my taste). Your Decker has as many (more?) dice with gun than your Gun Bunny. Your hermetic mage is "fresh from Med School" and still has 6 Sneaking and 6 Gun. That med school must be a pretty tough place at test time.  ;D
Nothing is foolproof. Fools are so ingenious.

Hobbes

  • *
  • Catalyst Demo Team
  • Prime Runner
  • ***
  • Posts: 3078
« Reply #5 on: <06-27-15/1200:26> »
First thing.. You overlooked Perception on some of your chars.
But the fact that every single one of them, mages and deckers alike, has: 6 Gun, 6 Sneak, and 6 Perception (except for the ones that you forgot), to me is a problem in the way you approach character making (for my taste). Your Decker has as many (more?) dice with gun than your Gun Bunny. Your hermetic mage is "fresh from Med School" and still has 6 Sneaking and 6 Gun. That med school must be a pretty tough place at test time.  ;D

Electronic Warfare and Sensors can be used instead of Perception P445 basic book.  So, yes on characters looking to save skill points that have Electronic Warfare I skipped Perception.  Decker has Agility 9 (cyberarm), skill 6, the combat characters have Agility 9, skill 6, so the same.  Variation is from Specialization or lack of.  But the Medi-Decker has less dodge, Initiate and soak than the combat characters. 

6 Gun, 6 Sneak, 6 Perception (Electronic Warfare) is most certainly a way I approach most character builds.  Those are all critical opposed tests and really should be a high priority for most builds IMO, of course.  Mages can skip gun if they have a spam-able attack spell.  "Guy in the Van" Riggers/Deckers that aren't going to be physically present on the run wouldn't need the Sneak skill or if a Mage has appropriate magical spells and spirits they could skip Sneak as well.

And yes, it was a med school for the SINless, so it was pretty rough.

Overbyte

  • *
  • Omae
  • ***
  • Posts: 517
« Reply #6 on: <06-27-15/1237:33> »
Yah.. For me personally.. I wouldn't play, and probably wouldn't allow to be played any of these write-ups in my game. I approach character creation MUCH differently. To each his own though.
Nothing is foolproof. Fools are so ingenious.

FST_Gemstar

  • *
  • Omae
  • ***
  • Posts: 905
« Reply #7 on: <06-27-15/1239:04> »
Thanks for the build, Hobbes. I did have a question re: sensors and electronic warfare for perception tests. Are the tests tied to Logic or Intuition? My thought would be that Perception tests are tied to Intuition, that the dice role would be EW + Intuition limited by Sensor Rating. Is this correct? Also, how do you go about picking sensor functions to mirror a more natural perception? Does using sensors for perception require wireless to be running to feed the data to character DNI?

Overbyte

  • *
  • Omae
  • ***
  • Posts: 517
« Reply #8 on: <06-27-15/1240:59> »
According to the rules it is EW + Sensor Rating.
Which in my world doesn't mean you can use EW to make perception rolls looking through your own eyes but...
Nothing is foolproof. Fools are so ingenious.

FST_Gemstar

  • *
  • Omae
  • ***
  • Posts: 905
« Reply #9 on: <06-27-15/1253:32> »
The rule I found on 445 in core is "When you use the sensor array for Perception Tests, you may use your Electronic Warfare skill in place of your Perception skill, and you may use the sensor’s Rating as your limit. " Sensor rating sets the limit, but I am not seeing it as part of the the dice pool. I did not do a big search though, just how I read it.

Overbyte

  • *
  • Omae
  • ***
  • Posts: 517
« Reply #10 on: <06-27-15/1424:42> »
Sorry. Misread that. I would assume you use your normal stat then - i.e. Logic.
Nothing is foolproof. Fools are so ingenious.

FST_Gemstar

  • *
  • Omae
  • ***
  • Posts: 905
« Reply #11 on: <06-27-15/1426:59> »
But the normal attribute stat for Perception Tests is Intuition.

Overbyte

  • *
  • Omae
  • ***
  • Posts: 517
« Reply #12 on: <06-27-15/1429:27> »
My read is that "Skill" here means Skill + Attribute, as it does in the general context of saying... use SKill X for doing Y.
Nothing is foolproof. Fools are so ingenious.

Hobbes

  • *
  • Catalyst Demo Team
  • Prime Runner
  • ***
  • Posts: 3078
« Reply #13 on: <06-27-15/1721:51> »
It is perfectly unclear which stat to use.  GM call as far as I can tell.  As a GM I go with Logic since reading a sensor is a pretty standard use of Electronic Warfare IMO.  But YMMV. 

Herr Brackhaus

  • *
  • Prime Runner
  • *****
  • Posts: 3041
« Reply #14 on: <06-27-15/1749:14> »
A Perception test is normally Perception + Intuition [Mental]. The rules for sensors allow you to replace Perception for Electronic Warfare and Sensor in place of Mental limit "when you use the sensor array for Perception Tests". Using simple substitution, that means a Perception test using sensors could be EW + Intuition [Sensor Rating] instead of Perception + Intuition [Mental].
« Last Edit: <06-27-15/1925:08> by Herr Brackhaus »