Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Stainless Steel Devil Rat on <03-22-18/1206:22>

Title: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Stainless Steel Devil Rat on <03-22-18/1206:22>
Riggers were always my favorite archetype ever since SR1, and I've been playing a Decker lately in Chicago SRM.  There's a lot of overlap in their skill sets in SR5, so I'm testing the waters to see if I want to try a hybrid of the two when the new campaign kicks off.  Point of clarification: This character picked "brute force" over "hack on the fly".  He's less about hacking corporate hosts and more about combat bricking.  Or if he should be so lucky to have them present: hijacking enemy drones :)

== Personal Data ==
Name: SINless Alias: Spitfire
Human, Male Movement: 4/8 (2m/hit) Swim: 3 (1m/hit)
68 kilo, 168 cm Composure: 5
Street Cred: 0 Judge Intentions: 5
Notoriety: 1 Lift/Carry: 5 (30 kg/20 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 2,470¥
Age: 25 Skin: pale
Eyes: Epicanthoplasty Hair: Dyed Blonde
Primary Arm: Right

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

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

== Derived Attributes
Essence: 2.92 Initiative: 9 +1d6
Physical Damage Track: 10Rigger Initiative: 9 +1d6
Stun Damage Track: 10Astral Initiative:
Physical: 5 Matrix AR: 9 +1d6
Mental: 7 Matrix Cold: 3 + DP +3d6
Audio Enhancement [+1] (Only for audio Perception)
Social: 4 Matrix Hot: 3 + DP +4d6
Astral: 7

== Active Skills ==
Aeronautics Mechanic Base: 1 + Karma: 0 = 1 Pool: 8
Armorer Base: 0 + Karma: 1 = 1 Pool: 8
Automotive Mechanic Base: 1 + Karma: 0 = 1 Pool: 8
Chemistry Base: 0 + Karma: 1 = 1 Pool: 8
Computer Base: 4 + Karma: 0 = 4 Pool: 11
Cybercombat (Devices) Base: 6 + Karma: 0 = 6 Pool: 13 (15)
Cybertechnology Base: 0 + Karma: 1 = 1 Pool: 8
Electronic Warfare (Sensor Operations) Base: 6 + Karma: 0 = 6 Pool: 13 (15)
Etiquette Base: 0 + Karma: 1 = 1 Pool: 3
Gunnery (Ballistic) Base: 3 + Karma: 0 = 3 Pool: 5 (7)
Hacking Base: 4 + Karma: 0 = 4 Pool: 11
Hardware Base: 4 + Karma: 0 = 4 Pool: 11
Industrial Mechanic Base: 1 + Karma: 0 = 1 Pool: 8
Medicine Base: 0 + Karma: 1 = 1 Pool: 8
Nautical Mechanic Base: 1 + Karma: 0 = 1 Pool: 8
Negotiation Base: 0 + Karma: 1 = 1 Pool: 3
Perception Base: 0 + Karma: 1 = 1 Pool: 4
Pilot Aircraft (Remote Operation) Base: 1 + Karma: 0 = 1 Pool: 7 (9)
Pilot Ground Craft (Wheeled) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
Pilot Walker Base: 1 + Karma: 0 = 1 Pool: 7
Software Base: 4 + Karma: 0 = 4 Pool: 11
Unarmed Combat Base: 4 + Karma: 0 = 4 Pool: 6

== Knowledge Skills ==
Japanese Native
Club Music (Neo-J Pop) Base: 2 + Karma: 0 = 2 Pool: 5 (7)
Cosplay (Dieselpunk) Base: 3 + Karma: 0 = 3 Pool: 10 (12)
Matrix Base: 2 + Karma: 0 = 2 Pool: 9
Matrix Games (Awakening: 1949) Base: 1 + Karma: 0 = 1 Pool: 4 (6)
Police Procedures (Street) Base: 1 + Karma: 0 = 1 Pool: 4
Street Racing Circuit Base: 4 + Karma: 0 = 4 Pool: 11

== Qualities ==
Chaser
Codeslinger (Brute Force)
Creature of Comfort (Middle)
Go Big or Go Home
Incompetent (Firearms)
Prejudiced (Common, Outspoken) (Law Enforcement Personnel)
Social Appearance Anxiety (Rating 1)
Speed Demon
Steely Eyed Wheelman

== Lifestyle ==
Gaming Cave (Medium) 1 Months

== Cyberware/Bioware ==
Cerebral BoosterRating 2
Control RigRating 2
Datajack
Reaction EnhancersRating 2

== Armor ==
Bike Racing Armor 8
+ Auto-Injector
+ Biomonitor
Bike Racing Helmet 2
+ CameraRating 1
+ Flare Compensation
+ Select Sound FilterRating 2
Securetech PPP: Arms Kit 1
Securetech PPP: Legs Kit 1
Securetech PPP: Vitals Kit 1
Vashon Island: Steampunk 10
+ Custom Fit
+ Electrochromic Clothing

== Weapons ==
Unarmed Attack
Pool: 6 Accuracy: 5 DV: 2S AP: - RC: 2

== Commlink ==
Hermes Chariot (ATT: 5, SLZ: 4, DP: 4, FWL: 2)
+ Satellite Link
+ Receiver
+ Vectored Signal Filter
+ Signal Scrub
+ Encryption
+ Browse
+ Armor
+ Decryption
+ Exploit
+ Fork
+ Hammer
+ Tantrum
+ Cat's Paw
+ Virtual Machine
+ AgentRating 4

== Gear: Equipped ==
[Model] Maneuvering Autosoft (MCT Fly-Spy) Rating 3
[Model] Maneuvering Autosoft (MCT-Nissan Roto-Drone) Rating 3
[Model] Stealth Autosoft (Aztechnology Crawler) Rating 4
[Model] Stealth Autosoft (MCT Fly-Spy) Rating 3
[Weapon] Targeting Autosoft (Defiance EX Shocker) Rating 4
[Weapon] Targeting Autosoft (AK-97) Rating 3
Ammo: Regular Ammo (Assault Rifles) x80
Ammo: Taser Dart (Tasers) x10
Clearsight Autosoft Rating 3 x2
Clearsight Autosoft Rating 4
Earbuds Rating 3
+ Sound Link
+ Audio Enhancement Rating 1
+ Select Sound Filter Rating 1
Fake SIN (JIS: Biro Idoru) Rating 4
+ Fake License (Driver's License) Rating 4
+ Fake License (Drone License) Rating 4
+ Fake License (Cyberdeck License) Rating 4
+ Fake License (Restricted Cyberware License) Rating 4
Goggles Rating 6
+ Image Link
+ Flare Compensation
+ Thermographic Vision
Jammer, Directional Rating 6
Micro-Transceiver
Tool Kit (Aeronautics Mechanic)
Tool Kit (Automotive Mechanic)
Tool Kit (Hardware)

== Vehicles ==
Aztechnology Crawler (Small)
+ Gecko Tips (Bod 1-3)
+ Sensor Enhancement Rating 3
+ Weapon Mount Type (Light)
++Defiance EX Shocker Taser
+ Sensor ArrayRating 6
Hyundai Shin-Hyung (Sport Sedan)
+ Armor (Concealed) Rating 4
+ GridLink Override
+ Handling Enhancement Rating 1
+ Rigger Interface
+ Spoof Chips
+ Sensor ArrayRating 2
MCT Fly-Spy (Minidrone)
+ Realistic Features Rating 2
+ Sensor ArrayRating 3
MCT-Nissan Roto-drone (Medium)
+ Sensor Enhancement Rating 3
+ Weapon Mount Type (Standard)
++ AK-97
+ Sensor ArrayRating 6

== Contacts ==
Comic Book Store Owner (Cult Member), Neo Tokyo (Connection: 1, Loyalty: 1)
Street Racer (Go-Ganger), Neo Tokyo (Connection: 2, Loyalty: 3)


My own thoughts:  I'm using a 1980's pic of Billy Idol for the guy's mugshot.  Should make some of my fluff decisions clear :D   Neo-Tokyo's gun culture is something we're all probably going to have to wrap our minds around.  I feel that sprawl is probably the one place you can get away with being incompetent with firearms, and I love the idea of a self-professed badass who actually thinks guns work the way they do in his beloved matrix games.  Hey, they mostly work that way via Gunnery, right?  Of course if he's basically hands off on guns, and his stats don't justify strong investment in close combat skills, what's his plan A?  Combat Bricking!  Go Big or Go Home and Codeslinger lets him go for 3 marks all at once and still throw 11 dice.  That sets up powerful followup Data Spikes or better still flat out jumping in to hostile drones and flipping their guns from their side to our side.

Plan B is pretty much the AK-97 in his Roto-Drone.  If the opposition has no drones and no electronic gear (going against a Shedim or Bug Spirit pack...) just good old fashioned high velocity lead is pretty much all a mundane can do anyway.  Hell, if he brings a threat response drone by firing the AK, then hey!  Another drone just showed up asking to be hacked and turned to help us win this fight!
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Marcus on <03-22-18/1319:29>
I Object Sir!!! I Object. There is not Katana on this character sheet!!! You can't go to Neo-Tokyo and not have a Katana, or at-least a stun baton. How will you defend your honor in the streets Sir?
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Stainless Steel Devil Rat on <03-22-18/1323:51>
I Object Sir!!! I Object. There is not Katana on this character sheet!!! You can't go to Neo-Tokyo and not have a Katana, or atleast a stun button. How will you defend your honor in the streets Sir?

The good old fashioned way: A street race.. winner gets the loser's car!  When he's not decking or geeking out in a matrix game, he's still a member of the Tokyo Drift Race scene :D
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: tequila on <03-22-18/1327:54>
How about making one of your contacts police officer or detective?  It would make sense from the street racing scene that you'd probably been busted a few times and you found one that would look the other way for some nuyen.  That contact will would also be a help if/when you get caught with something you shouldn't (fake sin, a gun) to make the consequences go away.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Stainless Steel Devil Rat on <03-22-18/1335:53>
How about making one of your contacts police officer or detective?  It would make sense from the street racing scene that you'd probably been busted a few times and you found one that would look the other way for some nuyen.  That contact will would also be a help if/when you get caught with something you shouldn't (fake sin, a gun) to make the consequences go away.

It's certainly a great idea.  Perhaps doubly so if I'm resigning my AK-97 to being a Police Drone Summoning Device.... it'd certainly be smart to have someone who can help smooth over correct accusations of having hacked police drones.

Reason it's not that way already is I'm just short on contact points, and didn't invest because rigger drones and decker matrix-ing are individually already pretty damn super for legwork/recon and taken together I wouldn't really need strong contact help in either aspect of a Shadowrun.   Agreed the smart thing might be to combine all contact points into one good police contact, but I didn't do so because I took a prejudice against cops :D  Didn't feel right that his one and only contact would be in law enforcement....

Still you're absolutely right.  I might do what I did for my socialite covert ops character and make a District Attorney a contact.. not technically a cop but could pretty clearly still count as being in Law Enforcement for the SRM purposes.  And the prejudice needn't even be a problem... the DA could also hate police corruption to the extent that he enjoys helping this particular law-breaker...
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: ZeldaBravo on <03-22-18/2043:05>
The good old fashioned way: A street race.. winner gets the loser's car!

[Deja Vu blasting in the background]
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Tarislar on <04-11-18/0018:30>
Any chance of using Sum-2-10 to trade 2 Edge on for 4 Attr or a bunch of skills?

Small changes, but get the Mechanic group later & focus all 5 Group points into a single group now.
I'm all for fluff skills, but in this case the Karma efficiency & extra dice in a main group matters.

Maybe drop single skills Armorer, Negotiation, & Cybertechnology for now to buy the Mechanic group for 5 Karma.

Move STR/REA/CHA into ITN &/or LOG for better skill checks/dodge/initiative.

I agree with the comments about a Cop being a good contact for this guy, also, everyone needs a fixer, lol
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Stainless Steel Devil Rat on <04-11-18/1215:18>
Any chance of using Sum-2-10 to trade 2 Edge on for 4 Attr or a bunch of skills?

Using Sum-to-Ten makes your character subject to GM approval at a SRM game.  I'd rather just stick with priority rather than even give possibility of being subject to "Not at My Table!".  Besides, using that method is kind of dirty for the elf/human metatypes... it's like playing pathfinder with 25 point arrays when everyone else is only using 20..

Quote
Small changes, but get the Mechanic group later & focus all 5 Group points into a single group now.
I'm all for fluff skills, but in this case the Karma efficiency & extra dice in a main group matters.

Maybe drop single skills Armorer, Negotiation, & Cybertechnology for now to buy the Mechanic group for 5 Karma.

Move STR/REA/CHA into ITN &/or LOG for better skill checks/dodge/initiative.

I agree with the comments about a Cop being a good contact for this guy, also, everyone needs a fixer, lol

He's still very much a work in progress.  I'm actually toying around with your recommendation of putting all 5 skill group points into the same group, but in the Computer group.. and using leftover karma to buy back into Mechanic for groundcraft and aero.  Mechanic skills seem to be pretty useless in SRM, but maybe that's just because there's the Goober contact in Chicago who you can hire to just do the work for you.. if Neo-Tokyo doesn't have a Goober analogue, a Rigger could very well be in trouble w/o decent mechanic skills...

SRM also gives out fixer and Mr Johnson type contacts virtually every mission it seems.  I'm actually leaning towards not buying a fixer at all and just collect the free ones handed out in play :D  But the way SRM governs buying and selling gear/loot, what I think every team really needs is a good fence.  You're required to use the 5% per loyalty rating option, and SRM doesn't seem to give out fences as free contacts.  A nice high loyalty fence may well go further than a face's negotiation skill for making good money per mission...

Point absolutely taken though about the usefulness of police contacts in the upcoming Neo-Tokyo, though.  My concern about taking one at this point is the FAQ is only v1.0... who knows what it'll say by the time the campaign launches.  And even if police contacts work the exact same way as in 1.0, they'll be SO useful that probably every other runner at the table will have one... that cuts down on the party's breadth of contacts and what the hell if we need a police contact, there'll be plenty across the table even if I lack one.  I suppose I recognize that it's a very good idea to have one... just kinda leaving some details in a "still working on it" limbo until it gets closer to Neo-Tokyo time :D
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: evilaustintom on <04-12-18/1703:19>
Any chance of using Sum-2-10 to trade 2 Edge on for 4 Attr or a bunch of skills?

Using Sum-to-Ten makes your character subject to GM approval at a SRM game.  I'd rather just stick with priority rather than even give possibility of being subject to "Not at My Table!".  Besides, using that method is kind of dirty for the elf/human metatypes... it's like playing pathfinder with 25 point arrays when everyone else is only using 20..

Quote
Small changes, but get the Mechanic group later & focus all 5 Group points into a single group now.
I'm all for fluff skills, but in this case the Karma efficiency & extra dice in a main group matters.

Maybe drop single skills Armorer, Negotiation, & Cybertechnology for now to buy the Mechanic group for 5 Karma.

Move STR/REA/CHA into ITN &/or LOG for better skill checks/dodge/initiative.

I agree with the comments about a Cop being a good contact for this guy, also, everyone needs a fixer, lol

He's still very much a work in progress.  I'm actually toying around with your recommendation of putting all 5 skill group points into the same group, but in the Computer group.. and using leftover karma to buy back into Mechanic for groundcraft and aero.  Mechanic skills seem to be pretty useless in SRM, but maybe that's just because there's the Goober contact in Chicago who you can hire to just do the work for you.. if Neo-Tokyo doesn't have a Goober analogue, a Rigger could very well be in trouble w/o decent mechanic skills...

SRM also gives out fixer and Mr Johnson type contacts virtually every mission it seems.  I'm actually leaning towards not buying a fixer at all and just collect the free ones handed out in play :D  But the way SRM governs buying and selling gear/loot, what I think every team really needs is a good fence.  You're required to use the 5% per loyalty rating option, and SRM doesn't seem to give out fences as free contacts.  A nice high loyalty fence may well go further than a face's negotiation skill for making good money per mission...

Point absolutely taken though about the usefulness of police contacts in the upcoming Neo-Tokyo, though.  My concern about taking one at this point is the FAQ is only v1.0... who knows what it'll say by the time the campaign launches.  And even if police contacts work the exact same way as in 1.0, they'll be SO useful that probably every other runner at the table will have one... that cuts down on the party's breadth of contacts and what the hell if we need a police contact, there'll be plenty across the table even if I lack one.  I suppose I recognize that it's a very good idea to have one... just kinda leaving some details in a "still working on it" limbo until it gets closer to Neo-Tokyo time :D

"Hey, don't worry, buddy!  Just ride with the Candyman - I'll get you what you need!  I got the connections...I got the money...you wanna sell that ganger's cyberdeck?  No problem!  Need a new set of wheels at a good price?  I'm your man!  Want some quickened spells at a good price?  I got you covered!"

- Candyman, Fixer/Shadowrunner, Neo-Tokyo
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Marcus on <04-13-18/0153:39>

"Hey, don't worry, buddy!  Just ride with the Candyman - I'll get you what you need!  I got the connections...I got the money...you wanna sell that ganger's cyberdeck?  No problem!  Need a new set of wheels at a good price?  I'm your man!  Want some quickened spells at a good price?  I got you covered!"

- Candyman, Fixer/Shadowrunner, Neo-Tokyo


That guy makes me nervous.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Tarislar on <04-14-18/1538:17>
Using Sum-to-Ten makes your character subject to GM approval at a SRM game.  I'd rather just stick with priority rather than even give possibility of being subject to "Not at My Table!".  Besides, using that method is kind of dirty for the elf/human metatypes... it's like playing pathfinder with 25 point arrays when everyone else is only using 20..
I have to ask, Why is it dirty for Elf but not other metas? 


Quote
but in the Computer group
I actually meant concentrate in Electronics, suggesting Mechanic was a typo.
That said I wouldn't buy Ground/Aero single, better to keep it the Engineering group since its one of only 2? that have 4 skills instead of 3.  Better to spend only 1 more Karma for 2 bonus skills.
I like having mechanic, I'd just do it after your first mission or 2,  no need to have it till some gear actually takes damage & you have to repair it in downtime.
I say use that starting Karma for things needed on the very first run.
Or more positive qualities that cost double post Chargen.


Quote
SRM also gives out fixer and Mr Johnson type contacts virtually every mission it seems.  I'm actually leaning towards not buying a fixer at all and just collect the free ones handed out in play :D  But the way SRM governs buying and selling gear/loot, what I think every team really needs is a good fence.  You're required to use the 5% per loyalty rating option, and SRM doesn't seem to give out fences as free contacts.  A nice high loyalty fence may well go further than a face's negotiation skill for making good money per mission...
This is a great idea, I wasn't thinking about Missions giving out free contacts, but yes, a Fence is far more useful than a Fixer at Chargen.

Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Stainless Steel Devil Rat on <04-15-18/0201:25>
I have to ask, Why is it dirty for Elf but not other metas? 

Kind of off topic, but to answer: because you can be an Elf for D/1.  And the flip side of that means the priorities A-C are all available for doubling up upon, whereas that's not true for Orks/Trolls/Dwarves. 

More importantly, while SRM technically permits Sum to Ten, it expressly discourages it and such a character can only be played after the GM scrutinizes the character and approves its use at his table.  In organized play pushing that envelope doesn't seem worth it.  Where *I* might personally have no problem with an Ork/Troll/Dwarf using Sum To Ten and look dimly upon Humans and Elves built that way, that's just me.  No telling what another GM might say... you're skirting edge hard using Sum To Ten and I think that's fundamentally a bad thing in SRM.. I feel you really have to have a good reason that can't be built otherwise to even subject yourself to the uncertainty of being able to play your character.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid (Now just a Rigger!)
Post by: Stainless Steel Devil Rat on <03-02-19/2356:19>
I've been long wrestling with making a Rigger-Decker Hybrid work, and I haven't liked any iteration.  While the skills involved have a lot of crossover, the hardware is maddeningly difficult to reconcile inside a starting character's budget.

Problems:
You can't give Attack or Sleaze Dongles to a RCC.
You can't duplicate the RCC's functionality with Autosofts on a Cyberdeck.
You can't share cyberprograms between Cyberdecks and RCCs.
Even at Resources A, you can't have a good Cyberdeck, a good RCC, AND the vehicles/drones to make Rigging relevant.
You CAN get away with a RCC and a Commlink w Dongle, but getting one up to credible value ends up costing what a Cyberdeck would have anyway.
While Smoke and Mirrors exists to loophole your way past 0 Sleaze on a RCC, there's no comparable way to get around 0 Attack.
If you don't have viable Attack/Sleaze values, you have to pre-Edge every hacking test.

With all that, I was still bound and determined to find the magic combination that makes it all click.  I love the idea of a Nerdraging E-sports "athlete" who's both a Decker and Rigger... the concept seems so right it naturally SHOULD work, right?

Today in the course of researching a tangentially related issue (https://forums.shadowruntabletop.com/index.php?topic=28996.0) I realized there's another snag I hadn't previously noticed: When using Control Device, a low Data Processing value sets the low ceiling on your actions... good Acc/Sensors/Handling/Speed be damned.  Frag!  You simply MUST have a good Data Processing stat... that's the straw that broke the cyberdeck's back.  I can't get by with Scratch Built Junk just to field Autosofts; I NEED a good DP stat and that means a good RCC.  And I can't use a custom cyberdeck since they don't reconfigure limits.

With that, I decided I had to kill the "oh yeah, and I'm a Cybercombat specialized Decker, too!" angle to being a Rigger.  Killed it, buried it.

Since I wasn't able to quite make this concept work, but hadn't been willing to kill the concept, I've also been working on an alternate character (https://forums.shadowruntabletop.com/index.php?topic=28975.0) as my backup Neo-Tokyo character.  That ork cyberboi is as focused on one thing as this one was spread out in focus, and they're both competing for GM credits I've accrued over the past few months.  Like the brute, this character is looking at being a juicer to help stretch capabilities.  I had also been messing around with cyberlimbs on both; on this character I was toying with building an anthropomorphic tank for the rigger to virtually pilot into harm's way.  I changed it up a bit though, using the drones as an alternative to skillwires. Fun discovery: Rating 6 Skillsofts cost 30,000.  Rating 6 Autosofts cost 3,000!

Although I dropped the Decking aspect, the Computer skill remains as a sort of sentimental relic. Plus I had to redo the qualities, and I ended up giving homage to almost being a Decker in Down the Rabbit Hole and Well Actually...  It sounds fun to play out "correcting" the proper Decker's obviously incorrect matrix legwork discoveries...

As with my other character I'm refining, there are deliberately holes left open since there'll be GM credits to apply.  In this character's case, I'll be buying the basic social skills with karma, and spending money on more Autosofts. Now Duellists are Demolition experts!  Now they're Medics!  Now they're Mechanics!  I'm expecting to work out SO much better than trying to do Skillwires...

== Personal Data ==
Street Name: Jäger
Name: SINless
Movement:10/20 (2m/hit)
Swim:3.5 (1m/hit)
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 25
Height 168 cm Weight 68 kilo
Composure: 5
Judge Intentions: 7
Lift/Carry: 5 (30 kg/20 kg)
Memory: 9
Nuyen:119.9¥


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

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

== Derived Attributes ==
Essence:                                2.07
Initiative:                             12 +1d6                     
Matrix AR:                              12 +1d6
Matrix Cold:                            10 +3d6
Matrix Hot:                             10 +4d6
Physical Damage Track:                  10
Stun Damage Track:                      10

== Limits ==
Physical:                               5
Mental:                                 7
   Audio Enhancement (Earbuds): +1, Only for audio Perception
   Vision Enhancement [+3] (Only for Perception (Visual))
Social:                                 4

== Active Skills ==
Aeronautics Mechanic                    Base:2          Pool:8
Automotive Mechanic                     Base:2          Pool:8
Computer (Matrix Search)                Base:4          Pool:10(12)
Electronic Warfare (Sensor Operations)  Base:1          Pool:7(9)
Gunnery (Ballistic)                     Base:6          Pool:11(13)
Industrial Mechanic                     Base:2          Pool:8
Nautical Mechanic                       Base:2          Pool:8
Perception (Visual)                     Base:1          Pool:6(8 )
Pilot Aircraft (Remote Operation)       Base:1          Pool:8(10)
Pilot Ground Craft (Wheeled)            Base:5          Pool:12(14)
Pilot Walker (Remote Operation)         Base:1          Pool:8(10)
Sneaking (Urban)                        Base:1          Pool:6(8 )

== Knowledge Skills ==
German                                                         Base:0          Pool:6
Japanese                                                       Native
Bosozoku (Neo-Tokyo)                                    Base:4          Pool:9(11)
Matrix Games (Awakening: 1949)                    Base:4          Pool:10(12)
Police Procedures (Street) (Traffic Enforcement) Base:2          Pool:7(9)
Street Drugs (Betameth)                                  Base:2          Pool:7(9)
Trivia                                                              Base:2          Pool:7

== Contacts ==
Armorer(5, 1)
Street Racer(2, 2)

== Lifestyle ==
Gaming Cave(Medium)1 Month

== Cyberware/Bioware ==
Cerebral Booster Rating 2
Control Rig Rating 2
Datajack Plus Rating 3
Narco
Nephritic screen Rating 6
Perfect Eyes
Reaction Enhancers Rating 1

== Armor ==
Bike Racing Armor                        8
   + Auto-Injector
   + Biomonitor
Bike Racing Helmet                      +2
   + CameraRating 1
   + Flare Compensation
   + Select Sound FilterRating 2
Securetech PPP: Arms Kit                +1
Securetech PPP: Legs Kit                +1
Securetech PPP: Vitals Kit              +1
Vashon Island: Steampunk                10
   + Custom Fit
   + Electrochromic Clothing

== Commlink ==
Shiawase Cyber-6(ATT: 0,SLZ: 0,DP: 5,FWL: 5)
   + Commlink Functionality[Camera, Micro, Chip Player, Credstick Reader, Earbuds 1, GPS Guidance System, Micro Trid-Projector, Music Player, RFID Tag Scanner, Shock- and Water-Resistant Case, Touchscreen Display]

== Gear: Equipped ==
Autosofts
   + Clearsight Autosoft Rating 6
   + Smartsoft Rating 3
   + Group Autosoft Rating 2
   + Swarm
   + [Model] Maneuvering Autosoft (Ares Duellist) Rating 6
   + Skill Autosoft (Restricted) (Locksmith) Rating 6
   + Skill Autosoft (Hardware) Rating 6
   + [Weapon] Melee Autosoft (Swords) Rating 6
   + [Weapon] Targeting Autosoft (Remgington 950) Rating 6
   + Electronic Warfare Autosoft Rating 6
Cyberprograms
Earbuds Rating 3
   + Sound Link
   + Audio Enhancement Rating 1
   + Select Sound Filter Rating 1
Fake SIN (JIS: Biro Aidoru) Rating 4
   + Fake License (Driver's License) Rating 4
   + Fake License (Drone License) Rating 4
   + Fake License (Restricted Bodyware License) Rating 4
Goggles Rating 6
   + Flare Compensation
   + Vision Enhancement Rating 3
   + Low Light
Jammer, Directional Rating 6
Sandwich Bag
   + Betameth ×10
   + Long Haul ×10
   + Novacoke ×10
Tool Kit (Aeronautics Mechanic)
Tool Kit (Automotive Mechanic)
Tool Kit (Hardware)

== Vehicles ==
Ares Duelist (Medium) ("Inky")     
   + Gecko Grips (Drone)
Ares Duelist (Medium) ("Blinky")   
   + Gecko Grips (Drone)
Ares Duelist (Medium) ("Pinky")   
   + Gecko Grips (Drone)
Ares Duelist (Medium) ("Clyde")   
   + Gecko Grips (Drone)
GMC Bulldog Step-Van (Van)         
   + Anti-Theft System Rating 2
   + GridLink Override
   + Increased Seating
   + Passenger Protection System Rating 6
   + Rigger Interface
   + Spoof Chips
Hyundai Shin-Hyung (Sport Sedan)   
   + Anti-Theft System Rating 2
   + Chameleon Coating
   + GridLink Override
   + Rigger Interface
   + Spoof Chips
MCT-Nissan Roto-drone (Medium)     
   + Large Popout Weapon Mount(Drone)
     + Remington 950 w Laser Sight, Silencer
   + Sensor (Drone) Rating 6
   + Sensor Array Rating 6
Shiawase Kanmushi (Microdrone)     
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: PiXeL01 on <03-03-19/0429:12>
Drones can run their own programs though that makes each drone more expensive
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: DigitalZombie on <03-03-19/0613:03>
Wouldnt drone autosofts be limited by their pilot rating?

On the decking aspect, you could put a sleaze dongle on your commlink, and with a bit of programs, etc. Yoy could end up with a decent sleaze score. Then use "watchdog" from kill code to gain marks on opponents- no need for hacking/cybercombat.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid (Now just a Rigger!)
Post by: Hobbes on <03-03-19/0932:44>

Problems:
You can't give Attack or Sleaze Dongles to a RCC.
You can't duplicate the RCC's functionality with Autosofts on a Cyberdeck.
You can't share cyberprograms between Cyberdecks and RCCs.
Even at Resources A, you can't have a good Cyberdeck, a good RCC, AND the vehicles/drones to make Rigging relevant.
You CAN get away with a RCC and a Commlink w Dongle, but getting one up to credible value ends up costing what a Cyberdeck would have anyway.
While Smoke and Mirrors exists to loophole your way past 0 Sleaze on a RCC, there's no comparable way to get around 0 Attack.
If you don't have viable Attack/Sleaze values, you have to pre-Edge every hacking test.


Vulcan Liegelord RCC, Modification Add Attribute (Sleaze) gets that to 2, Smoke and Mirrors, Stealth programs gets it to 8, Overclocker drags it to 9.  Attack 0, still stopped cold by Encryption/Data Bombs.  For Attack actions, Datajack +, Erika Cyberdeck, Low End Custom Cyberdeck, or Evotech Himsu with a low end Attack Dongle will work. But that's an Additional 45K Nuyen by the time it's all said and done.  You can get it under 30k if you go with the Himsu and a rating 1 Attack Dongle. 

Alternatively, go with just a Cyberdeck and skip the RCC.  RCC does 3 things, lets you run the Swarm Program, lets you Share Autosofts, lets you hop around between vehicles and Drones fast.  If you go with a Vehicle and one good drone, the Cyberdeck works fine.  Realistic Features 4 I Doll with Gecko grips in Sleeping Tiger Armor, Taser in one arm, Machine Pistol in the other.  Would be nice if either the FAQ or Errata team would clarify Anthrodrones wearing armor.

And there is nothing stopping you from having a cheap Flyspy or Kanmushi Recon drone.  Drones only use Autosofts if you're not controlling them directly, so do your recon pass with the disposable drone.  Hop in the I Doll and jog along with the team.  Optional go limp noodle in something like a Horseman or other vehicle that fits through doors. 

It's a workable concept, but you've got to compromise somewhere.  Either drop a bunch of Nuyen on a Cyberdeck, or skip Drone Swarms. 
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid (Now just a Rigger!)
Post by: Stainless Steel Devil Rat on <03-03-19/1021:44>
It's a workable concept, but you've got to compromise somewhere.  Either drop a bunch of Nuyen on a Cyberdeck, or skip Drone Swarms.

I was convinced it'd work for a very long time. I'm just simply not convinced anymore.  Part of the problem is neither transporting nor decking is really relevant in combat.  (despite how much I want combat decking to be a thing). And while there are indeed ways to loophole a Sleaze value (which I'll still be exploiting so that my drones can credibly run silent), you just need a cyberdeck for Attack.  Sleazing your way into a host doesn't do any good if the data you want is encrypted.  Nor can you Nerdrage and fling Data Spikes without a good Attack (or an inexhaustible amount of Edge...)

If I keep the car and lose the truck, drones, autosofts, and RCC I can replace them all with a Cyberdeck. (I'd have to swap skill and attribute priorities as well to cover the necessary hacking skills).  I'm looking at what's more useful to a team: a driver and a decker, or a driver, drone rigger with a skillsoft (well, autosoft) for team hole-plugging?  I suppose the answer of course is whether or not the team already has a decker... but what's pushing it the other way for me is how much  more useful drones are in combat than decking.

Drones can run their own programs though that makes each drone more expensive
Wouldnt drone autosofts be limited by their pilot rating?

No, that's the beauty of a RCC.  It's largely the reason a RCC exists. You ignore the # and rating cap for a drone's pilot program when it comes to Autosofts.  Plus I don't have to buy an Autosoft per drone; they all just use what I have running on the RCC.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Ajax on <03-03-19/1234:16>
The vehicle-specialist “Wheelman” is an important archetype in a lot of films that inspire Shadowrun, but it just isn’t an archetype that sees much use during actual play... Kind of a shame, because I do love a good car chase. I’m not even that much of a “car guy,” but I still get kind of aroused watching Bullitt’s famous car chase.

I suspect the reason is two-fold:

First, gamers and game designers have been trying to steadily eliminate (or at least, minimize) the “solo mini-game” scenario where one PC and the GM play out a scene and everyone else goes for pizza. Early editions of Shadowrun were kind of infamous for the jacked in Decker and astrally projecting Mage basically needing separate game sessions. When the Rigger is driving the car, there’s not much for the rest of the ‘runners to do during a car chase... Lean out the window and shoot? Slap a trauma patch on the injured guy? Watch ‘Neil the Orc Barbarian’ re-runs in AR?

Second, and I realize upfront this might sound odd, but Riggers are almost too good at doing what they do. Go watch any of the famous car chases, car races, or stunt driving sequences in cinema: Bullitt, Baby Driver, The Road Warrior, The Italian Job, all 24,601 installments of The Fast and the Furious. The thing they have in common is that it’s all about ups and downs, gaining a temporary advantage here, overcoming a temporary setback there, jockeying for position... Heck the phrase “jockeying for position” literally comes from racing! But, go look at the stats for even an average fresh-out-of-CharGen newbie Rigger. Now, go look at the stats for the average Lone Star/Knight Errant beat cop in a squad car. It’s not even close. The Rigger absolutely outclasses his opposition from Day Zero... and once the Karma and Nuyen start rolling in, it just gets worse.

The only way to save the “Wheelman” Rigger as an archetype is to see some major changes in the game’s assumptions on what he is supposed to be capable of and expected to do.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Hobbes on <03-03-19/1237:43>
I am the Firewall, Tag, and Calibration are solid Matrix actions for Combat.  No where near as good as 200,000 Nuyen of killer Drone Squads, but nothing really is.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Ghost Rigger on <03-03-19/1247:49>
Second, and I realize upfront this might sound odd, but Riggers are almost too good at doing what they do. Go watch any of the famous car chases, car races, or stunt driving sequences in cinema: Bullitt, Baby Driver, The Road Warrior, The Italian Job, all 24,601 installments of The Fast and the Furious. The thing they have in common is that it’s all about ups and downs, gaining a temporary advantage here, overcoming a temporary setback there, jockeying for position... Heck the phrase “jockeying for position” literally comes from racing! But, go look at the stats for even an average fresh-out-of-CharGen newbie Rigger. Now, go look at the stats for the average Lone Star/Knight Errant beat cop in a squad car. It’s not even close. The Rigger absolutely outclasses his opposition from Day Zero... and once the Karma and Nuyen start rolling in, it just gets worse.
Enemy riggers are a good hard counter for that though.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid (Now just a Rigger!)
Post by: Stainless Steel Devil Rat on <03-03-19/1250:10>
...
The only way to save the “Wheelman” Rigger as an archetype is to see some major changes in the game’s assumptions on what he is supposed to be capable of and expected to do.

I don't disagree with what you said.

On top of that, you have the SRM-specific phenomenon of GMs being encouraged to just hand-waive any liabilities involved with the team lacking a core competency.  "Oh, noone has a car?  That's fine, Neo-Tokyo is an ultra modern place and you can ride public transportation/your lifestyle covers calling a Johnny Cab/you can just use a Spirit's movement power to outrun traffic anyway".

if there's no penalty for NOT having a driver, there's no need for a driver.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Ajax on <03-03-19/1331:00>
Enemy riggers are a good hard counter for that though.

This leads to a different problem, where the verisimilitude of the setting starts to get stretched too thin. When every street ganger and mafia goon in Metropolis is packing a kryptonite laser, Superman’s invulnerability is no longer a superpower it’s a joke. A Rigger is supposed to be a fairly rare and elite specialist, as the Street Samurai is to the average Security Goon or the Decker is to the average IT Guy. If every other facility the ‘runners infiltrated had a Rigger in a pursuit car waiting to give chase, well, that’s just silly.

I think the main changes necessary would be to reduce the bonuses a Rigger gets when driving. Not elongating them, just paring them down a little to give “mundanes” a better chance. The chase rules also need to be adjusted to allow the outnumbering side a better advantage. Again, look at cinematic car chases: Hero McCool is always a better driver than the Faceless Goons and Hero McCool is always in a better car... But Hero McCool is also trying to outrun and outwit dozens of baddies.

One Street Samurai versus one CorpSec Goon is no contest. One Street Sam versus four goons? He might have to work a bit. One Sam versus a dozen goons and they’re being led by a Red Samurai? Things just got risky.

I think our hypothetical “Wheelman” Rigger should feel the same way. Out gunning or out maneuvering a single pursuer should be trivial. Having to deal with the two or three escort cars guarding the big rig with the cargo container the ‘runners want? That should be a bit of effort, but doable. Evading and eluding the entire squad car compliment of the North Bellevue K-E Precinct when they’ve been joined by a K-E Pursuit Specialist Rigger and a couple of “Bear in the Air” Yellowjackets? Drek just got real.

And, of course, more of the official modules need to include a scene or two where the “Wheelman” gets to strut his stuff. Not every adventure, sure, but just as their are some modules that let the magicians shine and others that let the hackers have their time in the spotlight, we need to give the “Wheelman” some love.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Stainless Steel Devil Rat on <03-03-19/1338:38>
There's also the issue of Spirits trivializing everything.  We need to escape from these mooks?  Fine, Angel Summoner will have a spirit make them crash... because last time Angel Summoner just had a spirit materialize inside the vehicle and wipe the driver out, time for a Spirit to win in a new and different way this chase?

Oh sorry Mr Rigger, I forgot you were here...

The one thing Spirits can't do better than your specialized mundane is Decking, which I suppose is a point in favor of dropping the drones/etc and going back to Rigger-Decker hybrid, lol.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Hobbes on <03-03-19/1409:57>

I think the main changes necessary would be to reduce the bonuses a Rigger gets when driving. Not elongating them, just paring them down a little to give “mundanes” a better chance. The chase rules also need to be adjusted to allow the outnumbering side a better advantage. Again, look at cinematic car chases: Hero McCool is always a better driver than the Faceless Goons and Hero McCool is always in a better car... But Hero McCool is also trying to outrun and outwit dozens of baddies.

Multiple vehicles in pursuit could use Assist tests, or someone using Leadership, just to keep the dice pools close.  You don't need a Rigger on site, a remote Rigger with Pursuit Drones works just as well.  Or a Spirit, Riggers hate Spirits.  Or hack the Riggers ride and start tracing. 
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Ajax on <03-03-19/1410:54>
Especially given the way they allow the Movement power to affect vehicles. BMX Bandit’s incredible skills with BMX riding seem to pale in comparison when Angel Summoner’s summoned angels can enchant any bike riden by anyone into a super-cycle.

I recently played through the “Neo-Tokyo Drift” mission, we had an Adept in the group that was a highly specialized wheelman... But it was the summoned Spirit using Movement on the car that basically did 90% of the work for us. We could have put anyone in the driver’s seat and won that race...
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Stainless Steel Devil Rat on <03-03-19/1522:55>
As for spirits materializing inside my rigger's vehicle... I'm planning on using "specialized equipment" to install a fire extinguisher system inside the cabin... spraying DMSO + Blight instead of fire suppressant.  Frag off, spirit. Witness what 4 sword wielding drones will do to you without your ItnW.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Fedifensor on <03-03-19/1727:40>
The one thing Spirits can't do better than your specialized mundane is Decking, which I suppose is a point in favor of dropping the drones/etc and going back to Rigger-Decker hybrid, lol.
Depends.  Are Sprites considered "Techno-spirits"?  Though if you have a technomancer, he's basically filling the same role as a decker - not as good as other characters in meatspace, but great in the Matrix.


The group I was running Neo-Tokyo for has a technomancer who is focused on rigging (he was the driver in Neo-Tokyo Drift).  I recently showed him Kill Code, and he's about to become a Machinist.  So, while you may not be able to have everything at character creation, it is possible to fill the decker and rigger roles on a team with a technomancer.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Ajax on <03-03-19/1811:33>
Depends.  Are Sprites considered "Techno-spirits"?  Though if you have a technomancer, he's basically filling the same role as a decker - not as good as other characters in meatspace, but great in the Matrix.

Although Sprites are distinct from Spirits from an "in universe" sense, from a "game play" standpoint they serve the same function. So whilst our characters see a huge difference between Spirit and Sprite (or even an Agent or Pilot Program) there isn't that much of a difference for us, the players, sitting around the table. Spend some resources (karma and/or cash) and roll some dice. Presto, you've got an NPC "pet" that will do things for you...

It's like the Adept's Improved Reflexes Power and the Street Samurai's Wired Reflexes Cyberware. They are different, but they aren't exactly distinct.
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Tarislar on <03-03-19/2041:28>
Can we just get that living moss crap on the outside of buildings to grow on my Bulldog?

Make it so they can't get inside  :P
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Ajax on <03-03-19/2058:15>
Can we just get that living moss crap on the outside of buildings to grow on my Bulldog?

(https://cimg7.ibsrv.net/gimg/www.f150online.com-vbulletin/475x375/picture_php_pictureid_40198_dfca80b5b4ea16d876eaf614fc8cc8a8ac0ba021.jpg)
Title: Re: Neo-Tokyo SRM Rigger-Decker Hybrid
Post by: Myriad on <03-05-19/1003:14>
Haha, nice pic.

That reminds me that there is smuggling shielding with "Astral" as one of the options and could technically get the ork/human/dwarf sized ones.  Hide in there?

Normally, it seems like a trap if you're just hiding a person bound/gagged... but place your rigger cocoon inside, and the mage would technically have a tough time and slap on electromagnetic shielding for the deckers of the world.