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[5E] SRM Human Technomancer - GM Karma

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Hibiki54

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« on: <09-22-15/0122:06> »
I've been GMing SRM mods in my area at some stores and at a local Con along with doing slot zeros for the Con GMs. I decided to take all my GM Karma and Nuyen and make a Technomancer.

Comments appreciated.

Total Karma = 292 (with Working for the People)

Quote
Electro
METATYPE: HUMAN
B 3, A 4, R 4, S 1, W 6, L 5, I 5, C 4, ESS 6, EDG 4, R 9, S 3
Condition Monitor (P/S): 10 / 11
Armor: 14
Limits: Physical 3, Mental 7, Social 10
Physical Initiative: 9+1D6
Matrix Initiative: 10+5D6
Active Skills: Automatics (Assault Rifles +2) 6, Compiling (Crack Sprites +2) 7, Computer (Matrix Perception +2) 6, Con 1, Cracking Group 5, Etiquette 1, Gunnery 2, Hardware 3, Perception 3, Pilot Aircraft 2, Registering (Crack Sprites +2) 9, Sneaking 2, Software 6
Knowledge Skills: Corporate Society 3, Matrix Cafes 1, Matrix Community 2, Matrix Engineering 6, Matrix Games 1, Security Measures 2, Shadow Community 2, The Foundation 3
Languages: English N
Qualities: Allergy, Uncommon (Moderate): Grass, Focused Concentration (2), I C U, Perceptive (2), SINner (National SIN): CAS, Technomancer, Weak Immune System
Complex Forms: Puppeteer, Resonance Veil, Static Veil
Echoes: (Submersion Grade 3) MMRI, Overclocking, Skinlink
Vehicles:
. . F-B Bumblebee [Handling 3, Speed 2, Accel 1, Body 4, Armor 14, Pilot 3, Sensor 3]
. . . . Gear:
. . . . . . Handheld Sensor Housing (3) w/ Camera, Motion Sensor, Ultrasound
. . . . . . Maneuvering (6)
. . . . . . Targeting: Stoner-Ares M202 (6)
. . . . Weapons:
. . . . . . Stoner-Ares M202 [MMG, Acc 8, DV 10P, AP -7, FA, RC (1), 100 (belt)] w/ (500x) APDS, Personalized Grip, Safe Target System, Shock Pad, Silencer/Suppressor, Smartgun System, External, (200x) Tracer Rounds, Underbarrel Weight
. . GMC Bulldog Step-Van [Handling 3/3, Speed 3, Accel 1, Body 16, Armor 12, Pilot 1, Sensor 2, Seats 6]
. . . . Gear:
. . . . . . Morphing license plate
. . . . . . Rigger Interface
. . . . . . Smuggling compartment (Troll)
. . . . . . Spoof chips
Gear:
. . Ace of Coins w/ Concealable Holster, Increase Social Limit by 3, Insulation (6), Lightly Worn
. . AR Gloves
. . Argentum Coat w/ -3 modifier for concealability, Auto-Injector, Chemical Protection (6), Custom Fit, Custom Fit (Stack), Fire Resistance (6), Increase Social Limit by 1, Nonconductivity (6), YNT Softweave
. . Ballistic Mask (Customized) w/ Gas Mask, Micro-Tranceiver, Trodes
. . Certified Credstick, Silver
. . Certified Credstick, Standard x3
. . Contacts (3) w/ Image Link, Smartlink, Vision Magnification, Electronic
. . Flashlight
. . Gecko Tape Gloves
. . Glasses (4) w/ Thermographic Vision, Vision Enhancement (3)
. . Jazz x3
. . Medkit (3)
. . Medkit Supplies
. . Miles Miechum - NeoNet w/ Fake License: Concealed Carry (6), Fake License: Firearms (6), Fake License: Matrix Engineer (6), Fake License: Private Investigator (6), Fake SIN (6)
. . Orenthal James - CAS w/ Fake SIN (3)
. . Satellite Link
. . Shop, Automotive Mechanic
. . Stim Patch (6) x3
. . Survival Kit
. . Tag Eraser
. . Tool Kit, Hardware
. . Transys Avalon w/ Diagnostics, P2.1, Receiver, Ticker: Police
. . Trodes
Weapons:
. . AK-97 [Assault Rifle, Acc 8, DV 10P, AP -2, SA/BF/FA, RC 3(4), 38 (c)] w/ (200x) APDS, Foregrip, Gas-Vent System (3), Personalized Grip, (192x) Regular Ammo, Sling, Smartgun System, External, (5x) Spare Clips, (100x) Stick-n-Shock
. . Ingram Smartgun X [SMG, Acc 7, DV 6S(e), AP -5, BF/FA, RC 2(3), 32 (c)] w/ Folding Stock, Gas-Vent System (2), Personalized Grip, (160x) Regular Ammo, Safe Target System, Silencer/Suppressor, Sling, Smartgun System, Internal, (5x) Spare Clips, (160x) Stick-n-Shock
. . Remington Suppressor [Machine Pistol, Acc 8, DV 7P, AP -1, SA/BF, RC 3, 15 (c)] w/ (30x) Capsule, DMSO Narcoject, Gas-Vent System (3), Gecko Grip, (60x) Regular Ammo, Safe Target System, Silencer/Suppressor, Smartgun System, Internal, (6x) Spare Clips
. . Yamaha Raiden [Assault Rifle, Acc 9, DV 11P, AP -6, BF/FA, RC 4(5), 60 (c)] w/ (200x) APDS, Foregrip, Gas-Vent System (3), Personalized Grip, Safe Target System, Silencer/Suppressor, Sling, Smartgun System, Internal, (10x) Spare Clips, (120x) Stick-n-Shock
Contacts:
Artholomew Johnson (Connection 5, Loyalty 4)
Becky 99 (Connection 4, Loyalty 4)
Elizabeth Nunn (Connection 3, Loyalty 2)
Goober (Connection 4, Loyalty 3)
Harlen Hale (Connection 4, Loyalty 2)
Hellbent (Connection 3, Loyalty 2)
Horizon P2.0 Network (Connection 2, Loyalty 2)
Juam Xihault (Connection 5, Loyalty 2)
Julio Fernandex (Connection 6, Loyalty 2)
Laurent Nazaire (Connection 5, Loyalty 4)
Lothan the Wise (Connection 4, Loyalty 4)
Patty PB Beaumont (Connection 3, Loyalty 2)
Quantum Princess (Connection 4, Loyalty 2)
Sarah Silverleaf (Connection 5, Loyalty 2)
Sid Gambetti (Connection 3, Loyalty 2)
Simon Andrews (Connection 5, Loyalty 4)
Theodore "Tosh" Athack (Connection 3, Loyalty 2)
Wanda Thompson (Connection 3, Loyalty 1)
William MacCallister (Connection 5, Loyalty 3)

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With SRM rules, I can use the buy method for compiling and registering. I can get Level 8 Crack Spites with 3 tasks and any other sprite at Level 7 with 4 tasks. Not shown, but I would have 2 Level 8 Crack Sprites, 1 Level 7 Fault and 2 Level 7 Machine. And with 16 Compiling dice and 15 Fading pool, I can easily compile on the fly. If I don't want to waste registered services, I can compile a Machine Sprite and drop Static Veil on it at Level 2 with Focused Concentration. The idea is to use Machine Sprites to buff my weapons, drones and vehicles as needed.

Level 7 = 5 hits(4.67 rounded up) for Diagnostic

So all shooting, vehicle and drone actions would be increase by 5.
Rigged Gunnery = AGI (4) + MMRI (1) + Hot-Sim (2) + Smart Link (1) + Skill (2) + Diagnostic (5) = 15
Rigged Piloting = REA (4) + MMRI (1) + Hot-Sim (2) + Skill (2) + Diagnostic (5) = 14
Automatics = AGI (4) + Spec (2) + Smart Link (1) + Skill (6) + Diagnostic (5) = 16
« Last Edit: <09-22-15/0139:15> by Hibiki54 »

Csjarrat

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« Reply #1 on: <09-22-15/0432:32> »
If you can afford it, I'd be tempted to pick up the quality that gives extra D6 for initiative, light ING reflexes or whatever it's called. Would help a lot in physical combat and AR hacking
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FST_Gemstar

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« Reply #2 on: <09-22-15/1044:23> »
Cram might help too. With 11 dice to throw at the highest addiction test to meet the threshold of 3, you are likely to not get addicted. If you can edge the test you are pretty safe. Cram is cheap and doesn't take the Karma of Lightning Reflexes.

Hobbes

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« Reply #3 on: <09-22-15/1615:36> »
I'd spend post char gen karma to bump logic up to 6.  One more Registered Sprite and more dice pool on logic skills.

Is Sprite affinity a thing?  AFB can't recall if Technomancers got an equivalent PQ as Mages.  Even at post-chargen PQ costs it'd be worth considering.

You've got Electronic warfare skill, Drones, sensors and huge ass Machine Sprites, you have evolved past the need for the Perception skill.  Stick a Sprite in a Drone with a good sensor package and just watch the Sensor feed with your EW skill.

Stealth bonus from Armor?  Sleeping Tiger is the mechanical choice, aesthetics are questionable.  Chameleon suit or Ruthinium Fibers are also options.  But anyway, Diagnostics bonus to sneak tests, very nice.  If you jam a few sensors or other gear into the same armor suit you're getting double duty out of the Machine Sprite living in the Armor. 

Trivial notes, Ingram and one of the Assault Rifles are extra's.  If you're burning Karma for Nuyen or not maxing out working for the people you could scrounge some there.  Ditto Tag Eraser, you can make any tag report back anything you want.