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Neo-Tokyo Missions Character Optimization

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HP15BS

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« Reply #30 on: <09-22-18/1453:37> »
At first, a techno's options are limited on that.
The best numbers you can get are from adding Fresnel Fabric to your clothing, which has an availability of 14R, so isn't available until post-gen.

Also, the fluff talks about needing to point yourself towards whatever you're virtually interacting with, which tends to be ignored since it's pretty dumb. But if the character is staying in AR anyway, then I guess sticking to it could add some flavor or something.

Regardless, I like to keep 2 capacity available in my matrix characters' armor jackets so they can add in some R6 Fresnel Fabric after the first run or two.

(It's in Run & Gun, pg 84/85)
To Deckers the Foundation really is a crazy place from Alice in Wonderland. How does that stuff just happen? How do they work when everything about them defies logic?
Then a Techno comes, high 5's Caterpillar, takes a swig of Mad Hatter's tea, & wanders away chatting up White Rabbit.
- Marcus Gideon

Fedifensor

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« Reply #31 on: <09-25-18/1755:17> »
Marionette is a former simsense performer who got cast out of the biz after her producer was implicated in a scandal.  She's never liked violence, though she has no problem knocking people out with drugs or a well-placed stun baton.


EDIT: Revised to use a Renraku Tradejack.  I'd like to see a revised Missions FAQ with guidelines on how to remove the ads the cyberware broadcasts...it should be pretty inexpensive (a few thousand nuyen) based on the flavor text.


Marionette
METATYPE: ELF
B 2, A 8/10, R 5/8, S 1, W 2, L 5, I 5/6, C 5, ESS 1.76, EDG 1
Condition Monitor (P/S): 9 / 9
Armor: 9
Limits: Physical 4, Mental 8, Social 6
Physical Initiative: 10/14+2D6
Active Skills: Clubs 6, Con (Fast Talking +2) 6, Etiquette 3, Exotic Ranged Weapon: Parashield Dart Pistol 6, Impersonation 6, Perception Activesoft 0 (4), Pilot Ground Craft Activesoft 0 (4), Stealth Group 2
Knowledge Skills: Simsense Performer 5, Yakuza 3
Languages: English 6, French N, Japanese 6
Qualities: Biocompatibility (Cyberware), Electronic Witness, Exceptional Attribute: Agility, Faceless, Human-Looking, Low Pain Tolerance, One Born Every Minute
Augmentations:
. . Cerebellum Booster (1)
. . Cyberears (Alphaware) (1) w/ Antennae, Antennae, Antennae, Damper, Sound Link
. . Cybereyes (Alphaware) (2) w/ Flare Compensation, Image Link, Smartlink, Thermographic Vision, Vision Enhancement (2)
. . Datajack (Alphaware)
. . Mnemonic Enhancer (2)
. . Muscle Toner (2)
. . Reaction Enhancers (Alphaware) (2)
. . Renraku Tradejack
. . Simrig
. . Touch Link (Alphaware)
. . Voice Modulator (Alphaware) (1)
. . Wired Reflexes (Alphaware) (1)
. . Decathlete skillwires (4)
. . Prodigy skilljack (4) w/ Activesoft: Perception (4), Activesoft: Pilot Ground Craft (4)
. . Sidekick chipjack (4)
Vehicles:
. . Suzuki Mirage [Handling 5/3, Speed 6, Accel 3, Body 5, Armor 6, Pilot 1, Sensor 2, Seats 1]
. . . . Gear:
. . . . . . Linguistics: English (local language)
. . . . . . Linguistics: Japanese (Manufacturer's Language)
. . . . . . Morphing license plate
. . . . . . Smuggling Compartment
. . . . . . Spoof chip
Gear:
. . Ace of Cups w/ Chemical Protection (3), Increase Social Limit by 1, Nonconductivity (5)
. . Biometric Reader
. . Marion w/ Fake License: Bodyware (3), Fake SIN (3), (1 month) Low Lifestyle, (1 month) Wireless Skillsoft Networks, Basic
. . MCT Blue Defender
. . Synthskin Face Mask: Marion (6)
. . Tool Kit, Disguise
Weapons:
. . Parashield Dart Pistol [Exotic Ranged Weapon, Acc 8, DV By Chem., AP –, SA, 5 (c)] w/ (15x) Injection Darts, Narcoject, Personalized Grip, Smartgun System, Internal, (3x) Spare Clips [18 dice]
. . Stun Baton [Club, Reach 1, Acc 5, DV 9S(e), AP -5] w/ Internal Battery, Personalized Grip [16 dice]
Contacts:
Fixer (Connection 6, Loyalty 1)
Gang Member (Connection 1, Loyalty 2)
Yakuza Enforcer (Connection 4, Loyalty 1)
Starting ¥: 10 + (3D6 × 60)¥
Ammunition & Resources:
. . Parashield Dart Pistol - Injection Darts, Narcoject x5
. . Stun Baton - Internal Battery x10
. . Edge Pool - 0/1
« Last Edit: <02-20-19/0915:27> by Fedifensor »

Hobbes

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« Reply #32 on: <09-25-18/2153:07> »
Quick question - how does a Technomancer deal with Noise in Neo-Tokyo (which starts at 2 and can go as high as 5)?

In addition to the Frensal Fabric already mentioned, Resonance Actions don't get a Noise penalty so TMs just gotta TM.  The Echo Quiet reduces Noise by 2, or Echo and learn the Signal Scrub Program, Machinist Stream gives Noise reduction equal to Willpower, Positive Quality Silence is Golden reduces Noise by 2, there is a crappy CF that reduces Noise due to distance... there has to be a Sprite Power that I'm forgetting.

But mostly, use Resonance Actions, ignore Noise, it's stupid. 

Fedifensor

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« Reply #33 on: <09-28-18/1019:22> »
In addition to the Frensal Fabric already mentioned, Resonance Actions don't get a Noise penalty so TMs just gotta TM.  The Echo Quiet reduces Noise by 2, or Echo and learn the Signal Scrub Program, Machinist Stream gives Noise reduction equal to Willpower, Positive Quality Silence is Golden reduces Noise by 2, there is a crappy CF that reduces Noise due to distance... there has to be a Sprite Power that I'm forgetting.

But mostly, use Resonance Actions, ignore Noise, it's stupid.
So, at character creation, pretty much the only reasonable option is taking Silence Is Golden.  Afterwards, get Fresnel Fabric ASAP, then consider burning a submersion on noise reduction. 


That said, I’m happy to hear that Resonance Actions ignore Noise.  That really helps, especially for the above build that mostly works in AR.

HP15BS

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« Reply #34 on: <09-28-18/1034:19> »
Fresnel Fabric gives you its rating in NC, and it goes up to R6 (and unlike chem protection, etc, it only ever takes up 2 capacity).  Plus, if you let it be wireless, it gives you an extra +1 NC on top of that.

7 Noise Compensation is more than enough to completely negate anything short of extreme distance or a good jammer.
To Deckers the Foundation really is a crazy place from Alice in Wonderland. How does that stuff just happen? How do they work when everything about them defies logic?
Then a Techno comes, high 5's Caterpillar, takes a swig of Mad Hatter's tea, & wanders away chatting up White Rabbit.
- Marcus Gideon

Fedifensor

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« Reply #35 on: <02-07-19/1004:44> »
I looked at bows to try to come up with an optimized character that uses them, but the limit of Rating 6 bows at chargen made it difficult.  Crossbows, however, work just fine...  :)



Bolt
METATYPE: ELF
B 3, A 8/11, R 5/7, S 2/3, W 3, L 2, I 5/6, C 4, ESS 2.005, EDG 1
Condition Monitor (P/S): 10 / 10
Armor: 16
Limits: Physical 7, Mental 5, Social 6
Physical Initiative: 10/13+3D6
Active Skills: Archery (Crossbows +2) 6 (7), Con (Fast Talking +2) 1, Etiquette 1, Intimidation (Mental +2) 1, Negotiation (Bargaining +2) 6, Perception (Visual +2) 1, Stealth Group 2, Unarmed Combat (Natural Weapons +2) 6
Knowledge Skills: Criminal Groups (Yakuza +2) 3, Sprawl Life 4
Languages: English 6, Japanese N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Agile Defender, Biocompatibility (Bioware), Dry Addict (Moderate): Psyche, Exceptional Attribute: Agility, Impassive
Augmentations:
. . Cerebellum Booster (1)
. . Datajack (Alphaware)
. . Electrical Discharge w/ Voltage Capacity
. . Enhanced Articulation (Used)
. . Muscle Augmentation (Used) (1)
. . Muscle Toner (Used) (3)
. . Nephritic Screen (Used) (6)
. . Orthoskin (3) w/ Insulation
. . Reflex Recorder: Archery
. . Smartlink (Alphaware)
. . Synaptic Booster (2)
Gear:
. . Berwick Suit w/ -2 modifier for concealability, Argentum Coat, Custom Fit, Electrochromic Modification, Increase Social Limit by 1, Nonconductivity (5)
. . Certified Credstick, Silver
. . Emiko w/ Fake License: Bioware (3), Fake License: Crossbow (3), Fake License: Cyberware (3), Fake SIN (3), (1 month) Low Lifestyle
. . Glasses (3) w/ Flare Compensation, Image Link, Thermographic Vision
. . MCT Blue Defender w/ Receiver
. . Quickdraw Quiver
. . Subvocal Microphone
Weapons:
. . Heavy Crossbow [Crossbow, Acc 7, DV 12S(e), AP -5, 4 (m)] w/ (4x) Ares Monotip Bolt, Str Min 0, (4x) Injection Bolt, Narcoject, Personalized Grip, Smartgun System, Internal, (16x) Stick-n-Shock Bolt w/Static Shaft [22 dice]
. . Electrical Discharge [Unarmed, Acc 7, DV 8S(e), AP -4] w/ Voltage Capacity [19 dice]
. . Shock Glove [Unarmed, Acc 8, DV 8S(e), AP -5] w/ Internal Battery, Personalized Grip [17 dice]
Contacts:
Fixer (Connection 5, Loyalty 2)
NTMP Dispatch Supervisor (Connection 4, Loyalty 1)
Starting ¥: 75 + (3D6 × 60)¥

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Fedifensor

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« Reply #36 on: <02-20-19/0853:35> »
Let's get this out of the way now...Skills E sucks.  If you want to have a melee combat skill and a ranged combat skill, especially without things like Smartlink improving your die pool, you're basically useless outside of combat.  Fortunately, if you have high stats, spending your first 20 Karma or so buying skills will give you a passable (not great, but passable) selection of skills to use during your typical Shadowrun.  Low Edge is another problem, that will require some Karma to solve.  Still, once the character gets 40 or 50 Karma, they have a solid base for further advancement.


Legs is an escaped test subject, who made his way to Neo-Tokyo and hid among the ork community there.  Lacking even a name, the community gave him one after he fought off a group of Humanis Policlub that attacked the family offering him shelter.  He's nearly emotionless due to the trauma of his past, and is nocturnal due to his sensitivity to sunlight.  However, his adept powers have fully manifested, to the point where a single kick can punch right through full body armor.

Legs
METATYPE: SATYR
B 5, A 5/7, R 6/9, S 7/9, W 3, L 1, I 5, C 3, ESS 6, EDG 1, M 6
Condition Monitor (P/S): 11 / 10
Armor: 9
Limits: Physical 11, Mental 4, Social 6
Physical Initiative: 11/14+4D6
Active Skills: Etiquette (Street +2) 1, Perception (Visual +2) 1, Sneaking (Urban +2) 1, Throwing Weapons (Blades +2) 4, Unarmed Combat (Muay Thai +2) 6
Knowledge Skills: Martial Arts (Muay Thai +2) 2, Sprawl Life 4
Languages: English 5, Japanese N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Adept, Allergy, Common (Mild): Sunlight, Community Connection, Family Curse, Force of Chaos, Impassive, Prototype Transhuman: Allergy, Common (Mild): Sunlight, Satyr Legs, Simsense Vertigo
Adept Powers: Combat Sense (1), Critical Strike: Unarmed Combat, Improved Reflexes (3), Killing Hands, Penetrating Strike (4)
Augmentations:
. . Damage Compensators (Prototype) (1) w/ Prototype Transhuman
. . Muscle Augmentation (Prototype) (2) w/ Prototype Transhuman
. . Muscle Toner (Prototype) (2) w/ Prototype Transhuman
. . Nephritic Screen (Prototype) (2) w/ Prototype Transhuman
Gear:
. . Ace of Cups w/ Increase Social Limit by 1
. . Bacchus w/ Fake License: Adept (3), Fake SIN (3), (1 month) Squatter Lifestyle
. . MCT Blue Defender
Weapons:
. . Unarmed Strike (Kick) [Unarmed, Acc 11, DV 12P, AP –4, +1 Reach] (15 dice)
. . Throwing Knife x4 [Throwing Weapon, Acc 11, DV 10P, AP -1] (13 dice)
Contacts:
Fixer (Connection 5, Loyalty 2)
Ork Squatter (Connection 1, Loyalty 1)
Starting ¥: 200 + (2D6 × 40)¥
Ammunition & Resources:
. . Edge Pool - 0/1