Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Fedifensor on (00:25:52/09-06-18)

Title: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (00:25:52/09-06-18)
I'm working on some pregens for Missions in Neo-Tokyo, and thought I'd explore the optimization potential to see what is the upper limit of what a starting character could bring to the table.   Anything I post in this thread isn't my first choice of what I would bring.  However, I admit being a "pro from Dover" is tempting, and I think I could roleplay anything I post here.  Feel free to add your own.

First up, Zephyr, and his golden cyberlimbs...

Zephyr
METATYPE: HUMAN
B 5, A 4/6, R 6/9, S 2/4, W 5, L 2, I 5, C 2, ESS 0.85, EDG 5
Condition Monitor (P/S): 9 / 11
Armor: 26
Limits: Physical 8, Mental 5, Social 6
Physical Initiative: 11/14+2D6
Active Skills: Con (Fast Talking +2) 6, Influence Group 1, Perception (Visual +2) 6, Pistols (Semi-Automatics +2) 6 (7), Stealth Group 1, Unarmed Combat (Cyber-Implants +2) 6
Knowledge Skills: Criminal Groups (Yakuza +2) 2, Police Protocols (NTMP +2) 5
Languages: English N, Japanese 5
Qualities: Ambidexterous, Biocompatibility (Cyberware), Creature of Comfort (Middle Lifestyle), Distinctive Style: Golden Cyberlimbs, Impassive, Prejudiced (Specific) (Biased): Technomancers, Redliner
Augmentations:
. . Cyber Arm (Obvious) (Alphaware) (Main Hand) w/ Cybergun Modification, Light Pistol, Cyberlimb Agility (10), Cyberlimb Optimization, Munden QuickDraw, Cyberlimb Strength (9), Enhanced Agility (2), Enhanced Armor +2 (2), Enhanced Strength (3)
. . Cyber Arm (Obvious) (Alphaware) (Off Hand) w/ Cyberlimb Agility (10), Cyberlimb Optimization, Munden QuickDraw, Cyberlimb Strength (9), Enhanced Agility (2), Enhanced Armor +2 (2), Enhanced Strength (3)
. . . . Spurs
. . Cyber Leg (Obvious) (Alphaware) w/ Cyber Holster, Cyberlimb Agility (6), Cyberlimb Strength (5), Enhanced Armor +2 (2), Hydraulic Jacks (5)
. . . . Skimmers
. . Cyber Leg (Obvious) (Alphaware) w/ Cyberlimb Agility (6), Cyberlimb Strength (5), Enhanced Armor +2 (2), Hydraulic Jacks (5), Large Smuggling Compartment
. . . . Skimmers
. . Cybereyes (Alphaware) (3) w/ Flare Compensation, Image Link, Smartlink, Targeting Laser (infrared), Thermographic Vision, Vision Enhancement (1)
. . Datajack (Alphaware)
. . Reaction Enhancers (Alphaware) (2)
. . Reflex Recorder (Alphaware): Pistols
. . Wired Reflexes (Alphaware) (1)
Gear:
. . AR Gloves
. . Biomonitor
. . Bob w/ Fake License: Bodyware (3), Fake License: Cyberlimb Enhancements (3), Fake License: Cyberware Accessories (3), Fake License: Eyeware (3), Fake License: Implant Weapons (3), Fake SIN (3), (4 months) Middle Lifestyle
. . Fashion Respirator (6)
. . Sleeping Tiger w/ Chemical Protection (2), Custom Fit, Electrochromic Modification, Gel Packs, Holster, Newest Model, Nonconductivity (5), Ruthenium Polymer Coating (3), Synergist Business Line Longcoat, Thermal Dampening (3)
. . Spare Clips x4
. . Transys Avalon w/ Diagnostics, Mapsoft: Neo-Tokyo, Modify the Firewall Attribute: Data Processing, Theme Music
Weapons:
. . Colt America L36 cybergun [Light Pistol, Acc 11, DV 7P, AP -4, SA, 11 (c)] w/ (55x) APDS, External Clip Port [22 dice]
. . Savalette Guardian [Heavy Pistol, Acc 10, DV 8P, AP -5, SA/BF, RC 2, 12 (c)] w/ (36x) APDS, Custom Look, Electronic Firing, Extreme Environment Modification (1), (24x) Gel Rounds, Improved Range Finder, Smartgun System, Internal, (4x) Spare Clips, Trigger Removal [22 dice]
. . Spurs [Unarmed, Acc 8, DV 12P, AP -2] [18 dice]
Contacts:
Fixer (Connection 6, Loyalty 1)
Starting •: 1,880 + (4D6 ◊ 100)•

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

[Revised 9/11/18]
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (00:34:50/09-06-18)
Next, a former DocWagon mage who lost her job when her SIN disappeared under mysterious circumstances...possibly caused by Humanis Policlub.  Not as optimized as Zephyr, but she's still a Mystic Adept with 7 Magic and 7 points of Adept powers.

Former DocWagon Mage
METATYPE: HUMAN
B 3, A 4, R 3/6, S 1, W 5, L 6, I 5, C 5, ESS 6, EDG 2, M 7
Condition Monitor (P/S): 10 / 11
Armor: 9 [12 dice total for soak]
Limits: Physical 4, Mental 8, Social 7
Physical Initiative: 8/11+4D6
Active Skills: Assensing (Aura Reading +2) 1, Con (Fast Talking +2) 3, Counterspelling (Combat Spells +2) 5, Disguise (Trideo & Video +2) 1, First Aid (Resuscitation +2) 1, Impersonation (Elf +2) 1, Influence Group 2, Medicine (Magical Health +2) 1, Pistols (Semi-Automatics +2) 1, Spellcasting (Health Spells +2) 6, Summoning (Spirits of Man +2) 6
Knowledge Skills: Corporate Procedures (DocWagon +2) 4, Magical Theory 3, Medical Procedures 1, Sprawl Life 2
Languages: English N, German 2, Japanese 4, Latin 5
Qualities: Addiction (Mild): Deepweed, Elf Poser, Exceptional Attribute: Magic, Hermetic Mystic Adept, Incompetent: Close Combat Group, Prejudiced (Specific) (Biased): Humanis Policlub, Spirit Bane: Spirits of Beasts
Spells: Acid Stream, Heal, Improved Invisibility, Influence, Resist Pain, Stabilize, Stunball
Adept Powers: Astral Perception, Combat Sense (1), Heightened Concern (up to -4), Improved Reflexes (3), Improved Sense: Flare Compensation, Improved Sense: Thermographic Vision, Traceless Walk
Gear:
. . AR Gloves
. . Certified Credstick, Gold
. . Deepweed
. . Mage w/ Fake License: Spellcasting (2), Fake SIN (2), (1 month) Squatter Lifestyle
. . Meta Link
. . Rapid Transit w/ Biomonitor, Electrochromic Modification
. . Subvocal Microphone
Contacts:
Beat Cop (Connection 2, Loyalty 1)
DocWagon Receptionist (Connection 3, Loyalty 2)
Fixer (Connection 5, Loyalty 2)
Starting •: 100 + (2D6 ◊ 40)•
Ammunition & Resources:
. . Edge Pool - 0/2

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (00:41:17/09-06-18)
The final character in this batch is Samson, a stone-cold killer troll who doesn't need guns to hurt people, either up close or at a distance.  His bolas have a longer range than a heavy pistol!

Samson
METATYPE: TROLL
B 8, A 4/6, R 1/2, S 11/13, W 3, L 1, I 4, C 2, ESS 2.07, EDG 6
Condition Monitor (P/S): 12 / 10
Armor: 21 [32 dice total for soak]
Limits: Physical 12, Mental 3, Social 5
Physical Initiative: 5/6+2D6
Active Skills: Con (Fast Talking +2) 1, Exotic Ranged Weapon: Bolas 6, Influence Group 1, Intimidation (Physical +2) 6, Unarmed Combat (Subduing Combat +2) 6 (7)
Knowledge Skills: Fashion 3, Sprawl Life 3
Languages: English N, Japanese 4
Metatype Abilities: Armor (+1), Enhanced Senses: Thermographic Vision
Qualities: Biocompatibility (Cyberware), Elevated Stress, Exceptional Attribute: Strength, Force of Chaos, Gremlins (1), Impassive, Superhuman Psychosis
Augmentations:
. . Bone Lacing (Titanium) (Used)
. . Damage Compensators (Alphaware) (2)
. . Muscle Augmentation (Alphaware) (2)
. . Muscle Toner (Alphaware) (2)
. . Reflex Recorder (Alphaware): Unarmed Combat
. . Wired Reflexes (Alphaware) (1)
Gear:
. . AR Gloves
. . Ballistic Mask (Customized) w/ Fashion Gas Mask, Image Link, Vision Enhancement (2), Vision Magnification, Electronic
. . Berwick Suit w/ -2 modifier for concealability, Argentum Coat, Custom Fit, Gel Packs, Increase Social Limit by 1, Nonconductivity (5)
. . Biomonitor
. . Bruce Banner w/ Fake License: Basic Bioware (3), Fake License: Bodyware (3), Fake SIN (3), (2 months) Low Lifestyle
. . Certified Credstick, Silver
. . Chisel/Crowbar
. . MCT Blue Defender w/ Increase a Matrix Attribute: Firewall, Receiver
. . Micro-Tranceiver
. . Voice Warper (1)
Weapons:
. . Bolas x4 [Exotic Ranged Weapon, Acc 12, DV 16S, AP +4] [12 dice]
. . Unarmed Strike [Acc 12, DV 16P] [14 dice]
Contacts:
Fixer (Connection 6, Loyalty 1)
Starting •: 3D6 ◊ 60•

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (03:51:08/09-08-18)
Salon is a fashion-conscious, stunningly beautiful elf mage.  The Fashion and Makeover spells are what inspired her street name.  However, she's a very talented illusionist, whose signature move is freaking out the opposition with illusionary bug swarms before they get a chance to act.  She also typically handles the negotiations with Mr. Johnson, and functions as the backup face.

One of the big pitfalls of mages in Missions is their low Initiative.  Salon starts at 2 actions, can use Improve Reflexes to get more (and sustain it with Focused Concentration), and normally goes first with Adrenaline Surge.

Salon
METATYPE: ELF
B 3, A 6, R 5, S 1, W 5, L 2, I 5, C 8, ESS 6, EDG 2, M 6
Condition Monitor (P/S): 10 / 11
Armor: 9
Limits: Physical 4, Mental 5, Social 9
Physical Initiative: 10+1D6
Astral Initiative: 10+3D6
Active Skills: Acting Group 1, Assensing 4, Counterspelling 4, Etiquette 1, Gymnastics (Climbing +2) 1, Negotiation (Bargaining +2) 6, Spellcasting (Illusion Spells +2) 6, Summoning (Spirits of Air +2) 6
Knowledge Skills: Druidism 5, High Fashion 2
Languages: English 6, Gaelic 1, Japanese N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Accident Prone, Adrenaline Surge, Creature of Comfort (Middle Lifestyle), Did You Just Call Me Dumb?, Focused Concentration (3), Mentor Spirit: Cat, Social Appearance Anxiety (SAA) (2), Traditional Druid Magician
Spells: Acid Stream, Fashion, Improved Invisibility, Increase Reflexes, Makeover, Manabolt, Stunball, Swarm, Trid Phantasm [12 dice, or 16 dice for Illusion spells.  13 dice to resist drain.]
Gear:
. . Ace of Wands w/ Gear Access
. . Armor Vest
. . Meta Link w/ Receiver
. . Michima w/ Fake License: Spellcasting (3), Fake License: Summoning (3), Fake SIN (3), (1 month) Middle Lifestyle
. . Reagents, tainted raw (dram): Druidic (Traditional) x5
Contacts:
Club Bouncer (Connection 2, Loyalty 1)
NTMP Dispatcher (Connection 4, Loyalty 3)
Small-Time Fixer (Connection 1, Loyalty 6)
Yakuza Enforcer (Connection 3, Loyalty 4)
Starting •: 4D6 ◊ 100•
Ammunition & Resources:
. . Edge Pool - 0/2

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Marcus on (23:24:13/09-08-18)
I think those are pretty nice Fedi, but i recommend taking the gun off the sam. Newbies probably  won't understand the gun issue in NT setting.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Stainless Steel Devil Rat on (23:44:31/09-08-18)
Well a gun isn't the kiss of doom in of itself.  But using a gun w/o having a good palming skill IS a poor idea.  Rather risky to just assume a smuggling compartment can take the place of the palming skill.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (11:16:15/09-09-18)
I think those are pretty nice Fedi, but i recommend taking the gun off the sam. Newbies probably  won't understand the gun issue in NT setting.

Well a gun isn't the kiss of doom in of itself.  But using a gun w/o having a good palming skill IS a poor idea.  Rather risky to just assume a smuggling compartment can take the place of the palming skill.

Stealth group includes Palming.  It may only be at 1, but with his high Agility cyberarms his dice pool is pretty good, and the concealment provided by a Cyber Holster and/or a Large Smuggling Compartment also helps.  I chose the holster over building the gun into the cyberarm so he'd have more flexibility.  After character creation, he may want to pick up an HK Urban Fighter and multiple sealed clips to avoid MAD scanners and chem sniffers.  That's why he has the targeting laser - the HK won't take a smartlink.


I did have a friend comment that the mage (Salon) should have the Heal spell.  Is it essential, or can the character get away without it?  I'm not sure what spell I'd drop to add it, since the Fashion and Makeover spells are needed for roleplaying reasons (and Fashion is very useful to shadowrunners).
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Stainless Steel Devil Rat on (11:39:45/09-09-18)
Stealth group includes Palming.

Ah yes, missed that you had that.

Quote
It may only be at 1, but with his high Agility cyberarms his dice pool is pretty good..

Well unfortunately the rules for Cyberlimbs are unecessarily complex... but I'm pretty sure you've both got 1) an illegally high AGI on the arms and 2) the arms' high AGI isn't quite as helpful as you're thinking it is.

1)= Cyberlimbs start at 3s (SR5 pg 456).  You can customize the base stats of a cyberlimb, but in practical terms you can't go beyond 6s as a Human metatype (also pg 456) You can then buy up to 3 levels of enhancement, bringing stats to 9s.

2)= Whether the arm's AGI is 9 or 11, if you're hiding it in the cyberholster or smuggling compartment you're using the cyberleg's 6 AGI for your palming test anyway.
Quote from: SR5 Page 455-456
When a particular limb is used for a test (such as
leading an attack with your cyberarm), use the attribute
for that limb (natural or cyber); in any other case, take the
average value of all limbs involved in the task. If a task
requires the careful coordination of several limbs, use the
value of the weakest limb.

(bolded for emphasis)

It gets even worse if you're hiding it somewhere on your torso (4 AGI).
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (11:50:39/09-09-18)
Well unfortunately the rules for Cyberlimbs are unecessarily complex...
Yes.  Yes, they are.  And yet they're crystal clear compared to the Rigging rules... ;)

Quote
but I'm pretty sure you've both got 1) an illegally high AGI on the arms and 2) the arms' high AGI isn't quite as helpful as you're thinking it is.

1)= Cyberlimbs start at 3s (SR5 pg 456).  You can customize the base stats of a cyberlimb, but in practical terms you can't go beyond 6s as a Human metatype (also pg 456) You can then buy up to 3 levels of enhancement, bringing stats to 9s.
Base 6, Enhanced Agility 3, Redliner positive quality.  That's how Hero Lab calculates it, and at least the German errata supports that interpretation of the quality.  It makes the character significantly less durable (those lost Physical Condition boxes hurt), but makes up for it with the other increases.

Quote
2)= Whether the arm's AGI is 9 or 11, if you're hiding it in the cyberholster or smuggling compartment you're using 6 AGI for your palming test anyway.
Quote from: SR5 Page 455-456
When a particular limb is used for a test (such as
leading an attack with your cyberarm), use the attribute
for that limb (natural or cyber); in any other case, take the
average value of all limbs involved in the task. If a task
requires the careful coordination of several limbs, use the
value of the weakest limb.
You don't use your legs when Palming (well, unless you have Monkey Feet).  The only two limbs involved are arms, and the value of the weakest limb would be 11, or 9 if Hero Lab is wrong about Redliner.  Either way, 10+ dice and the concealment modifier should make hiding the weapon pretty safe for the player, at least until the MAD scanner or chem sniffer comes into play.  Heck, even 7 dice isn't bad when you include concealment.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Stainless Steel Devil Rat on (11:57:24/09-09-18)
Since the smuggling compartment and cyber holster are in the legs, it's impossible to NOT be involving your legs if that's where you're hiding the gun.

And of course going back to the unnecessary complication to the cyberlimbs rules, it's all debateable as to when a palming attempt is 'requiring the careful coordination of several limbs' clause that invokes the "use the lowest stat" rule.  But even if you're not using the lowest stat, then you're using the average of ALL your AGI stats (the sentence preceeding the bolded one in my quote) so either way, you're not using 9/11 AGI when palming as the only time you'd use the full arm's AGI stat is when you're using that limb to lead with an attack. (the first sentence in my quote)
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Michael Chandra on (12:14:40/09-09-18)
If I'm palming something in a pocket, or in a plant, or in a hidden compartment, I'd say how well I palmed it matters, so the roll of the arm. Otherwise I'd have to use the agility of the plant.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (14:13:41/09-09-18)
Since the smuggling compartment and cyber holster are in the legs, it's impossible to NOT be involving your legs if that's where you're hiding the gun.
Michael's quote pretty much sums up my thoughts on that.  But, regardless, there's more than one cyber holster.  The arm has one as well.

Quote
And of course going back to the unnecessary complication to the cyberlimbs rules, it's all debateable as to when a palming attempt is 'requiring the careful coordination of several limbs' clause that invokes the "use the lowest stat" rule.  But even if you're not using the lowest stat, then you're using the average of ALL your AGI stats (the sentence preceeding the bolded one in my quote) so either way, you're not using 9/11 AGI when palming as the only time you'd use the full arm's AGI stat is when you're using that limb to lead with an attack. (the first sentence in my quote)
I don't think we're reading that the same way.  The quote is "take the average value of all limbs involved in the task."*  The two limbs involved are arms.

So, there are three general cases that paragraph covers:
* If there is one limb involved, use the agility for that limb.
* If there are multiple limbs involved, use the average of all involved limbs.
* If there are multiple limbs involved and it requires careful coordination of them, use the value of the weakest limb involved.

In none of those cases, including the weakest limb quote, does it state to include a limb not involved in the task for the calculations.  And even if we go 100% with your interpretation, that's still an Agility of 6, which would give 7 dice.

* (italics added for emphasis)
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (21:29:53/09-10-18)
Had a request from a player specifically for a Dwarf Decker.  Given the C+ Race requirement and non-optimal stat bonuses (Deckers don't need Strength), it can be rough designing a well-rounded character.  I ended up creating a Koborokuru (appropriate, since this is Neo-Tokyo), putting Resources and Skills as the A and B picks, and compensated for Priority D Attributes by spending 20 Karma to raise 2 attributes from 1 to 2.  The cyberarm also helps with the stat issue, and gives a good weapon option for when the character can't stay in VR. 

Sleaze 10 + Logic 6 + 2 Data Anomaly gives 18 dice to resist Matrix Perception tests, and the character has 14 dice (16 versus hosts) to Hack on the Fly.  When it's time to fight, the character can switch Attack with Firewall, change out Toolbox and Signal Scrub for Decryption and Hammer, and start tearing down enemy personas.  It's not the safest way to fight, but it can be effective.

Dwarf Decker
METATYPE: KOBOROKURU
B 3, A 2, R 1/3, S 2, W 6, L 6, I 5, C 2, ESS 4.67, EDG 2
Condition Monitor (P/S): 11 / 11
Armor: 13
Limits: Physical 4, Mental 8, Social 5
Physical Initiative: 6/8+1D6
Matrix Initiative: 10+3D6
Active Skills: Cybercombat (vs. Personas +2) 6, Electronic Warfare 3, Electronics Group 5, Etiquette (Yakuza +2) 1, Hacking (vs. Hosts +2) 6, Palming (Legerdemain +2) 1, Pistols (Semi-Automatics +2) 6, Sneaking (Urban +2) 1, Unarmed Combat 6
Knowledge Skills: Criminal Organizations (Yakuza +2) 2, Matrix Security (Neo-Tokyo +2) 6, Police Procedure (NTMP +2) 4, Street Drugs (BTLs +2) 1
Languages: English 5, Japanese N
Metatype Abilities: Enhanced Senses: Thermographic Vision, Resistance: Pathogens and Toxins +2
Qualities: Biocompatibility (Cyberware), Celerity, Codeslinger: Hack on the Fly, Creature of Comfort (Middle Lifestyle), Data Anomaly, Dry Addict (Moderate): BTLs, Emotional Attachment: Shiawase Cyber-4, Force of Chaos, Overclocker, Unusual Hair: Lion-like Mane
Augmentations:
. . Cyber Arm (Obvious) (Alphaware) (Main Hand) w/ Cybergun Modification, Light Pistol, Cyberlimb Agility (9), Cyberlimb Optimization, The Greatest, Cyberlimb Strength (3), Enhanced Agility (3), Enhanced Armor +2 (2)
. . . . Shock Hand w/ Internal Battery
. . Datajack (Alphaware)
. . Reaction Enhancers (Alphaware) (2)
. . Smartlink (Alphaware)
Gear:
. . AR Gloves
. . Contacts (2) w/ Flare Compensation, Image Link
. . Micro-Tranceiver
. . Shiawase Cyber-4 w/ Baby Monitor, Browse, Decryption, Fork, Hammer, Signal Scrub, Sim Module, Modified for Hot Sim, Stealth, Toolbox, Vectored Signal Filter, Virtual Machine
. . Tom w/ Fake License: Bodyware (3), Fake License: Cyberdeck (3), Fake License: Cyberlimb Enhancements (3), Fake License: Shock Hand (3), Fake SIN (3), (1 month) Middle Lifestyle
. . Tool Kit, Hardware
. . Urban Explorer Jumpsuit
. . Urban Explorer Jumpsuit Helmet
Weapons:
. . Colt America L36 cybergun [Light Pistol, Acc 8, DV 7P, AP -4, SA, 11 (c)] w/ (11x) APDS, Silencer/Suppressor [19 dice]
. . Shock Hand [Unarmed, Acc 5, DV 9S(e), AP -5] w/ Internal Battery [15 dice]
Contacts:
Fixer (Connection 6, Loyalty 1)
Starting •: 1,035 + (4D6 ◊ 100)•

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (01:39:42/09-11-18)
The last one for tonight is Authority, a Dryad Social Adept.  Really high social skills - even the ones with minimal investment exceed 10 dice.  Commanding Voice is the character's main combat ability, but 23 dice with Leadership can get the entire group 3 or 4 extra initiative at the cost of a Complex Action.  Defense pool of 11 dice, with +9 dice when using Full Defense.

Authority
METATYPE: DRYAD
B 3, A 6, R 5/6, S 1, W 5, L 2, I 5, C 9, ESS 6, EDG 3, M 6
Condition Monitor (P/S): 10 / 11
Armor: 7
Limits: Physical 4, Mental 5, Social 12
Physical Initiative: 10/11+2D6
Active Skills: Acting Group 1, Clubs (Batons +2) 1, Etiquette 1, Intimidation (Mental +2) 1, Leadership (Command +2) 6 (9), Locksmith 5, Negotiation (Bargaining +2) 6, Perception 1, Pistols (Tasers +2) 6, Stealth Group 1
Knowledge Skills: Fashion 2, High Society 2, NTMP 2, Small Unit Tactics 6, Yakuza 2
Languages: English N, Japanese N
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Adept, Bilingual, Did You Just Call Me Dumb?, Distinctive Style: Glamour, Exceptional Attribute: Charisma, Glamour, One Born Every Minute, Sensitive System (8dicepool vs. 4), Symbiosis (600 meters) (8dicepool (3)), Too Pretty to Hit
Adept Powers: Authoritative Tone (3), Commanding Voice (20 dicepool vs.  Willpower + Intuition), Improved Ability (3): Leadership, Improved Reflexes (1), Linguistics (7dicepool (Varies)), Ventriloquism (6m)
Gear:
. . Ace of Clubs w/ Holster
. . AR Gloves
. . Contacts (2) w/ Flare Compensation, Image Link
. . Helen w/ Fake License: Adept (3), Fake License: Taser (3), Fake SIN (3), (1 month) Low Lifestyle
. . Lockpick Set
. . MCT-3500
. . . . Stun Dongle w/ Internal Battery, Personalized Grip
. . Micro-Tranceiver
. . Sequencer (5)
Weapons:
. . Yamaha Pulsar [Taser, Acc 7, DV 7S(e), AP -5, SA, 4 (m)] w/ Laser Sight, Personalized Grip, (20x) Taser Dart [15 dice]
. . Stun Dongle [Club, Reach 1, Acc 5, DV 9S(e), AP -5] w/ Internal Battery, Personalized Grip [9 dice]
Contacts:
Gaijin with a Van (Connection 1, Loyalty 6)
NTMP Commander (Connection 4, Loyalty 3)
Renraku Event Coordinator (Connection 6, Loyalty 1)
Yakuza Enforcer (Connection 4, Loyalty 2)
Starting •: 20 + (3D6 ◊ 60)•

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Hobbes on (09:11:10/09-11-18)
Well unfortunately the rules for Cyberlimbs are unecessarily complex...
Yes.  Yes, they are.  And yet they're crystal clear compared to the Rigging rules... ;)

Quote
but I'm pretty sure you've both got 1) an illegally high AGI on the arms and 2) the arms' high AGI isn't quite as helpful as you're thinking it is.

1)= Cyberlimbs start at 3s (SR5 pg 456).  You can customize the base stats of a cyberlimb, but in practical terms you can't go beyond 6s as a Human metatype (also pg 456) You can then buy up to 3 levels of enhancement, bringing stats to 9s.
Base 6, Enhanced Agility 3, Redliner positive quality.  That's how Hero Lab calculates it, and at least the German errata supports that interpretation of the quality.  It makes the character significantly less durable (those lost Physical Condition boxes hurt), but makes up for it with the other increases.


Humans are capped at 10 STR/AGI on Cyberlimbs.  3 Base, +3 Custom, then +4 Augmentation limit from whatever combination of Redliner, Enhancement, or anything else that's bumping your stats.  Redliner and 4 Cyberlimbs lets you take just +2 Stat Enhancement and hit the cap.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (09:19:29/09-11-18)
Humans are capped at 10 STR/AGI on Cyberlimbs.  3 Base, +3 Custom, then +4 Augmentation limit from whatever combination of Redliner, Enhancement, or anything else that's bumping your stats.  Redliner and 4 Cyberlimbs lets you take just +2 Stat Enhancement and hit the cap.
I think the reason Hero Lab is giving 11 instead of capping at 10 is the debate as to whether Redliner (or, for that matter, cyberlimb enhancement) is an augmentation bonus.  Iíll take a closer look tonight - it may be time for another Hero Lab bug report.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Marcus on (22:51:09/09-11-18)
I believe the topic was addressed and the author consulted. I think result was it was intended to break cap. But I'm not sure that was made "official" in the errata sense. I don't trust hero lab a bit.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (22:58:35/09-11-18)
I dropped the Agility by 1, and made a few other minor adjustments.  Doing so gave me more nuyen to play with, and it wasn't worth the rules arguments over 1 extra die.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (12:17:08/09-15-18)
Dollhouse is a rigger who spends all of his / her (no one knows) time on a run inside of an anthropomorphic drone, affectionately called "OrKK" (it's a MCT Kenchiku-Kikai drone with Realistic Features 3).  The character also has a Roto-Drone with a concealed M1 Garand for additional support, and a GMC Bulldog (with Rigger Cocoon) as a base of operations.  Dollhouse's hope is to eventually assemble a small army of anthro drones to jump into based on the situation.



Dollhouse
METATYPE: ELF
B 1, A 6/8, R 7/10, S 1, W 3, L 5, I 5, C 3, ESS 2.87, EDG 2
Condition Monitor (P/S): 9 / 10
Armor: 9
Limits: Physical 5, Mental 6, Social 4
Physical Initiative: 12/15+2D6
Matrix Initiative: 11+3D6
Active Skills: Electronic Warfare 6, Electronics Group 2, Gunnery (Ballistic +2) 6, Pilot Aircraft 1, Pilot Ground Craft (Wheeled +2) 1, Pilot Walker (Biped +2) 6, Pistols (Semi-Automatics +2) 6, Stealth Group 1
Knowledge Skills: Chop Shops 4, Drone Designs (Anthropomorphic +2) 6, Sprawl Life 4
Languages: English 5, Japanese N
Qualities: Agile Defender, Allergy, Uncommon (Mild): Grass, Biocompatibility (Cyberware), Exceptional Attribute: Reaction, Faceless, Force of Chaos, Jack of All Trades, Master of None, Weak Immune System
Augmentations:
. . Control Rig (Alphaware) (1)
. . Cybereyes (Alphaware) (2) w/ Flare Compensation, Image Link, Smartlink, Thermographic Vision, Vision Enhancement (2)
. . Muscle Toner (2)
. . Reaction Enhancers (Alphaware) (2)
. . Wired Reflexes (Alphaware) (1)
Vehicles:
. . GMC Bulldog Step-Van [Handling 3/3, Speed 3, Accel 1, Body 16, Armor 12, Pilot 1, Sensor 2, Seats 6]
. . . . Gear:
. . . . . . Linguistics: English (local language)
. . . . . . Linguistics: Japanese (Manufacturer's Language)
. . . . . . Rigger Cocoon
. . . . . . Rigger Interface
. . MCT Kenchiku-Kikai [Handling 2/3, Speed 2, Accel 1, Body 5, Armor 18, Pilot 2, Sensor 2/3]
. . . . Gear:
. . . . . . Drone Arm (Strength 8, Agility 2) w/ Cybergun Modification, Heavy Pistol, Cyberlimb Optimization, Munden QuickDraw, Drone Limb Agility (2), Drone Limb Strength ( 8)
. . . . . . . . Shock Hand [Unarmed, Acc 3, DV 9S(e), AP -5] w/ Internal Battery
. . . . . . Drone Arm (Strength 8, Agility 2) w/ Cyberlimb Optimization, Munden QuickDraw, Drone Limb Agility (2), Drone Limb Strength ( 8)
. . . . . . Drone Leg w/ Drone Limb Agility (2), Drone Limb Strength (5)
. . . . . . Drone Leg w/ Drone Limb Agility (2), Drone Limb Strength (5)
. . . . . . Handling Upgrade +1
. . . . . . Linguistics: English (local language)
. . . . . . Linguistics: Japanese (Manufacturer's Language)
. . . . . . Realistic Features (3)
. . . . . . Rigger Interface
. . . . . . Sensor Upgrade +1
. . . . . . Skillset: Industrial Mechanic (2)
. . . . . . Sleeping Tiger w/ Custom Fit, Gel Packs, Holster, Newest Model, Nonconductivity (6), Ruthenium Polymer Coating (3), Synergist Business Line Longcoat
. . . . Weapons:
. . . . . . Browning Ultra-Power cybergun [Heavy Pistol, Acc 10, DV 8P, AP -5, SA, 10 (c)] w/ (20x) APDS, Laser Sight, (2x) Spare Clips, (10x) Stick-n-Shock
. . . . . . Shock Hand [Unarmed, Acc 3, DV 9S(e), AP -5] w/ Internal Battery
. . MCT-Nissan Roto-drone [Handling 4, Speed 4, Accel 2, Body 4, Armor 7, Pilot 3/4, Sensor 3/4]
. . . . Gear:
. . . . . . Armor Upgrade +3
. . . . . . Clearsight (4)
. . . . . . Linguistics: English (local language)
. . . . . . Linguistics: Japanese (Manufacturer's Language)
. . . . . . Maneuvering (4)
. . . . . . Pilot (4)
. . . . . . Rigger Interface
. . . . . . Sensor Upgrade +1
. . . . . . Smartsoft
. . . . . . Stealth (4)
. . . . . . Targeting: M1 Garand (4)
. . . . . . Weapon Mount, Large w/ Expanded Ammunition Bay, Doubled, Pop-Up Concealment
. . . . Weapons:
. . . . . . M1 Garand [Sport Rifle, Acc 7, DV 12P, AP -5, SA, 8 (c)] w/ (16x) APDS, Improved Range Finder, Silencer/Suppressor, Smartgun System, Internal, Vintage
Gear:
. . Certified Credstick, Silver
. . Micro-Tranceiver
. . Sam w/ Fake License: Bodyware (4), Fake License: GMC Bulldog (4), Fake License: Headware (4), Fake License: KK Drone (4), Fake License: Roto-Drone (4), Fake License: Taser (4), Fake License: Vulcan Liegelord (4), Fake SIN (4), (1 month) Low Lifestyle
. . Urban Explorer Jumpsuit
. . Vulcan Liegelord w/ Encryption, Signal Scrub, Sim Module, Modified for Hot Sim, Toolbox
Weapons:
. . Defiance EX Shocker [Taser, Acc 7, DV 9S(e), AP -5, SS, 4 (m)] w/ Personalized Grip, Smartgun System, Internal, (4x) Taser Dart
Contacts:
Junk Dealer (Connection 1, Loyalty 1)
Smuggler (Connection 6, Loyalty 1)
Starting •: 90 + (3D6 ◊ 60)•

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com (https://www.wolflair.com)
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.



OrKK (MCT Kenchikku-Kikai)
[Stats are when jumped in]
Drone Attributes
Handling 3 / 4 (jumped-in)
Speed             2 / 3 (jumped-in)
Acceleration         1
Body            5
Pilot            2
Sensor            3
Data Processing      2
Firewall         2
Initiative         15 + 4d6
Armor            3 / 18 (worn)
Damage Resistance      23 diceDefense PoolWeapons
Browning Ultra-Power cybergun [10 shots]
 19 dice, Accuracy 10, Recoil Compensation 5, Munden Quickdraw (2 arms), Smartgun (innate to cybergun), External Clip Port, Silencer
 Ranges 5 (+0) / 20 (-1) / 40 (-3) / 60 (-6)
Shock Hand
      9S(e), -5 AP, Accuracy 5, 7 dice

Other
Realistic Features 3 (Ork)
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (14:39:47/09-15-18)
My daughter has requested a technomancer, and because she hasn't played one before I wanted something that didn't require her to stay in VR.  So, here's a technomancer build focused on acting in augmented reality instead of virtual reality.


Augmented Reality Technomancer
METATYPE: HUMAN
B 3, A 4, R 5, S 1, W 5, L 5, I 6, C 3, ESS 6, EDG 3, R 6
Condition Monitor (P/S): 10 / 11
Armor: 9
Limits: Physical 4, Mental 7, Social 6
Physical Initiative: 11/12+2D6
Matrix Initiative: 11+4D6
Active Skills: Compiling (Fault Sprites +2) 6, Computer (Matrix Perception +2) 6, Hacking 6, Influence Group 1, Pistols (Tasers +2) 6, Registering 6, Software (Resonance Veil +2) 6, Stealth Group 1
Knowledge Skills: Matrix Security (NTMP +2) 6
Languages: English 6, Japanese N
Qualities: Codeblock: Brute Force, Data Anomaly, Designated Omega, Dry Addict (Moderate): BTLs, Electronic Witness, Jack of All Trades, Master of None, Lightning Reflexes, Technomancer
Complex Forms: Cleaner, Editor, FAQ, Puppeteer, Resonance Spike, Resonance Veil, Static Bomb, Transcendent Grid
Gear:
. . Ace of Clubs w/ Holster
. . Armor Vest
. . Concealed Quick-Draw Holster
. . Ear buds (1) w/ Select Sound Filter (1)
. . Glasses (4) w/ Flare Compensation, Image Link, Smartlink, Thermographic Vision
. . Kasumi w/ Fake License: Concealed Carry (3), Fake License: Taser (3), Fake SIN (3), (1 month) Squatter Lifestyle
. . MCT Blue Defender w/ Receiver
. . Subvocal Microphone
. . Trodes
Weapons:
. . Defiance EX Shocker [Taser, Acc 7, DV 9S(e), AP -5, SS, 4 (m)] w/ Personalized Grip, Smartgun System, Internal, (12x) Taser Dart [13 dice]
Contacts:
Fixer (Connection 6, Loyalty 1)
Sewer Worker (Connection 1, Loyalty 1)
Starting •: 5,000 + (2D6 ◊ 40)•
Ammunition & Resources:
. . Defiance EX Shocker - Taser Dart x4
. . Edge Pool - 0/3

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com (https://www.wolflair.com)
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Marcus on (14:45:19/09-15-18)
Take FAQ for sure.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (14:51:35/09-15-18)
Take FAQ for sure.
Wasn't sure on that one, but since she had 7 Karma free - added.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: HP15BS on (09:36:52/09-16-18)
Just being a TM automatically gets her an extra +2 for Matrix Perception; I'd move that spec to HotF.

If there's gonna be a spec for sprites, I'd also move that from compiling to registering.  She's pretty much always going to succeed at compiling, but a L6 resists registering with 12 dice.  (So with a 12 v 12, she'd fail to get a net hit more often than not.)

Drop Resonance Spike; it's pure drek.  It's always better to just sic a Fault sprite on anything that needs to be bricked.
Static Bomb is also pretty weak.  Diffusion of Firewall is much better, and will be even more helpful if she's not gonna take advantage of the VR bonus.

For characters with small shooting pools, I prefer going with a machine pistol like the TMP; it's fairly concealable and can do FA, which lets me just lay down suppressive fire (which is the best combat action that a non-combat character can do in combat. ...yeah).  Load it with cheap pepper punch gel rounds, and it won't even matter that she can barely graze anybody.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (09:50:40/09-18-18)
Just being a TM automatically gets her an extra +2 for Matrix Perception; I'd move that spec to HotF.
Iím strongly considering it.  The group in question may have both a Decker and Technomancer, and Iíve been burned in the past with not getting enough hits on Matrix Perception to find a hidden foe.  Extra dice for the Matrix Perception can allow the Technomancer to act as a spotter.  However, HotF may be more useful in the long run.

Quote
If there's gonna be a spec for sprites, I'd also move that from compiling to registering.  She's pretty much always going to succeed at compiling, but a L6 resists registering with 12 dice.  (So with a 12 v 12, she'd fail to get a net hit more often than not.)
Good point.  I figured the TM would compile more often, but if the test for registering is harder I should switch.  I suspect the character wonít be summoning at Force 6 (at least at the beginning of the adventure) because anything summoned during downtime (before the meet with the Johnson) would involve buying hits.  With or without the specialization, thatís 1 net hit on a Force 5, but no net hits on a Force 6.

Quote
Drop Resonance Spike; it's pure drek.  It's always better to just sic a Fault sprite on anything that needs to be bricked.
Static Bomb is also pretty weak.  Diffusion of Firewall is much better, and will be even more helpful if she's not gonna take advantage of the VR bonus.
Without Resonance Spike, the character doesnít have a way to directly do damage (no Cybercombat skill, though that will be fixed after a module or two).  Yes, sprites can be used, but being able to order a Fault sprite to do damage and follow up with a Resonance Spike should brick things faster.  Itís not ideal, but it works.


I stayed away from Sustained powers as much as possible, because the character primarily functions in AR.  The -2 dice isnít as big of a deal if your body is away from the action (and is countered by the Hot Sim bonus), but the character doesnít need to be taking minuses to Defense rolls.  Static Bomb is a quick way to buy time when discovered.

Quote
For characters with small shooting pools, I prefer going with a machine pistol like the TMP; it's fairly concealable and can do FA, which lets me just lay down suppressive fire (which is the best combat action that a non-combat character can do in combat. ...yeah).  Load it with cheap pepper punch gel rounds, and it won't even matter that she can barely graze anybody.
I would agree in most Shadowrun games, but Neo-Tokyo is a big different.  Guns are already an issue, and so I went with something that could be licensed.  Plus, automatic fire draws a lot of attention, even when suppressed.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: HP15BS on (10:19:01/09-18-18)
anything summoned during downtime (before the meet with the Johnson) would involve buying hits.


That sucks.   A lot.


I stayed away from Sustained powers as much as possible, because the character primarily functions in AR.  The -2 dice isnít as big of a deal if your body is away from the action (and is countered by the Hot Sim bonus), but the character doesnít need to be taking minuses to Defense rolls.  Static Bomb is a quick way to buy time when discovered.

Static Bomb does exactly the same thing as the normal Hide action. The only differences are that it doesn't add OS, and it works on multiple targets simultaneously - which should only be an issue with IC, but she shouldn't have much reason to stay in AR while messing around with a host.

Also, Psyche reduces that sustaining penalty to just -1, and even without that, she can just pass it off to a registered sprite and be finished before the task times out.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Hobbes on (09:05:04/09-20-18)


If there's gonna be a spec for sprites, I'd also move that from compiling to registering.  She's pretty much always going to succeed at compiling, but a L6 resists registering with 12 dice.  (So with a 12 v 12, she'd fail to get a net hit more often than not.)
Good point.  I figured the TM would compile more often, but if the test for registering is harder I should switch.  I suspect the character wonít be summoning at Force 6 (at least at the beginning of the adventure) because anything summoned during downtime (before the meet with the Johnson) would involve buying hits.  With or without the specialization, thatís 1 net hit on a Force 5, but no net hits on a Force 6.

[/quote]

Missions lets you roll if you want to, just have to do it with a GM before or after the run.  Have your dice pools ready to go.  I find two different dice cubes helps.  One color for the Compiling or Registering, another color for the Fade.  Pick up your handful and say "Okay GM roll 6 Dice"... "Now Roll 12 Dice".... "Okay 6 Dice"... "Okay 12 Dice"..... until you're full of Registered Sprites or Rent is due.  Assuming your Compiling and Registering Dice pools are the same anyway. 

As long as you're only taking Stun damage from Fade you can assume you sleep it back, you're really only resisting the Fade in case the GM gets a stupid good roll and you actually take some physical damage.  Two Dice rolls, one level 6 Sprite per day, jot down net success, 0 net successes on the Compiling means nothing unless you take enough Fade to matter, just try again that same "day". 

Should be able to Register several Sprites without using up more than a minute or two of table time if the TM is prepped and ready to go.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (11:53:20/09-20-18)
Missions lets you roll if you want to, just have to do it with a GM before or after the run.  Have your dice pools ready to go.  I find two different dice cubes helps.  One color for the Compiling or Registering, another color for the Fade.  Pick up your handful and say "Okay GM roll 6 Dice"... "Now Roll 12 Dice".... "Okay 6 Dice"... "Okay 12 Dice"..... until you're full of Registered Sprites or Rent is due.  Assuming your Compiling and Registering Dice pools are the same anyway. 

As long as you're only taking Stun damage from Fade you can assume you sleep it back, you're really only resisting the Fade in case the GM gets a stupid good roll and you actually take some physical damage.  Two Dice rolls, one level 6 Sprite per day, jot down net success, 0 net successes on the Compiling means nothing unless you take enough Fade to matter, just try again that same "day". 

Should be able to Register several Sprites without using up more than a minute or two of table time if the TM is prepped and ready to go.

I think this is going to be GM dependent.  I know I would be a bit reluctant to let a Technomancer do ďfreeĒ summoning before the run.  At a minimum, the TM should be using a week of downtime (because the Missions calendar wonít let you use increments shorter than a week) to register sprites before getting the call from their fixer about the new job.  Whether you can roll or have to use downtime rules for the rolls is also GM dependent - with effectively no consequences from drain, I can see the argument for buying hits.

So, if you end up having to use downtime rolls for this character, what can you get?  Iíd suggest a mix of level 5 and level 3 sprites.  The level 5 sprites will do your heavy lifting, while the level 3 sprites can sustain complex forms or other tasks that donít require a high die pool.  The specialization only matters if the TM can use the +2 die bonus for VR on compiling and registering (Iím a bit shaky on that part of the rules).  Without the specialization, thatís 3 tasks for the level 5 registered sprites, and 5 tasks for the level 3 registered sprites.  This writeup has a Logic of 5, so Iíd go with 4 level 5 sprites and 1 level 3 sprite.  Even if you have to spend a task for every sprite to put them on Standby (so you donít draw attention), thatís still a good number of tasks available to use for a 4-hour adventure...and you also have your standard compiled sprite available.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Hobbes on (22:41:31/09-20-18)
p. 24 of the FAQ

"Does Binding a Spirit have to be done as a Downtime Action (and must therefore buy hits)?
No. Bound Spirits have an expiration date (a.k.a., number of services). Further, since they get to resist with
double Force, buying hits makes it nearly impossible to ever bind a higher Force spirit and get a useful number of
services out of it. As such, players may choose to either buy hits or roll. If a player is binding as part of his normal
Downtime between games and wishes to roll his dice, he should let his gamemaster know at the start of his next game
session and quickly get all rolls done before the game starts. Players may spend Edge on rolls made in this fashion,
but they are considered spent at the beginning of the game session and are unavailable until the GM allows Edge to
refresh.

What about Compiling a Sprite?
Same rules as Binding a Spirit apply to sprites."  Emphasis mine.  No GM fiat required, but do ask if they have time, and have your notes and dice ready.  If you're prepped and know what you want and just need the GM to toss dice and tell you number of hits several times, you should be good.  The Pet-ettiqute is the one part of my Technomancer guide that's even remotely relevant. 

You can buy hits if you want.  Honestly for the Compiling part I do, typically it's 2 net hits (12 dice v 6) and not enough Fade to matter. Then just 12 Dice v. 12 Dice until you've "won" enough tests to fill your stable.  And yeah, minimum one week of down time, but you aren't restricted to a single activity if you only have a couple Sprites to Register.  Spend you Karma and Nuyen, Register Sprites, whatever.

Anyway... ask a GM if you can do a bunch of Sprite stuff beforehand you may get an eyeroll.  Ask if them to roll 12 dice 7 times and tell you the results, no problem.  If 7 isn't enough, ask for another 7.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (10:17:56/09-22-18)
Quick question - how does a Technomancer deal with Noise in Neo-Tokyo (which starts at 2 and can go as high as 5)?
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Stainless Steel Devil Rat on (10:44:18/09-22-18)
Get some datajacks?  Preferably betaware (post-chargen) so as to retain their NR wireless bonus in the higher noise values?

If essence is sacrosanct, there's the 7 Karma Signal Scrub program the Technomancer can emulate for the living persona.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: HP15BS on (14:53:37/09-22-18)
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)
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (17:55:17/09-25-18)
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 Ė, 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
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Hobbes on (21:53:07/09-25-18)
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. 
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (10:19:22/09-28-18)
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, Iím happy to hear that Resonance Actions ignore Noise.  That really helps, especially for the above build that mostly works in AR.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: HP15BS on (10:34:19/09-28-18)
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.
Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (10:04:44/02-07-19)
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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Title: Re: Neo-Tokyo Missions Character Optimization
Post by: Fedifensor on (08:53:35/02-20-19)
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 Ė4, +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