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Neo-Tokyo Missions Character Optimization

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Fedifensor

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« Reply #15 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.

Marcus

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« Reply #16 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.
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Fedifensor

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« Reply #17 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.

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« Reply #18 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)•

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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 ignored (becomes stun) if final damage is < armor (18, adjusted by AP)
Damage Resistance      23 dice
  • vs Electrical      29 dice
Defense Pool
  • vs Ranged   15
  • vs Melee   15
  • vs Sensors   11
Weapons
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)
  • APDS [1 extra clip]:  8P, -5 AP
  • Stick and Shock [1 extra clip]:  6S(e), -5 AP
Shock Hand
      9S(e), -5 AP, Accuracy 5, 7 dice

Other
Realistic Features 3 (Ork)
« Last Edit: (15:12:25/09-15-18) by Fedifensor »

Fedifensor

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« Reply #19 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
Shadowrun © 2005-2018 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
« Last Edit: (14:51:00/09-15-18) by Fedifensor »

Marcus

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« Reply #20 on: (14:45:19/09-15-18) »
Take FAQ for sure.
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Fedifensor

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« Reply #21 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.

HP15BS

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« Reply #22 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.
To Deckers the Foundation really is a crazy place from Alice in Wonderland. How does that stuff just happen? How do they work when everything about them defies logic?
Then a Techno comes, high 5's Caterpillar, takes a swig of Mad Hatter's tea, & wanders away chatting up White Rabbit.
- Marcus Gideon

Fedifensor

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« Reply #23 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.

HP15BS

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« Reply #24 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.
« Last Edit: (15:53:25/09-18-18) by HP15BS »
To Deckers the Foundation really is a crazy place from Alice in Wonderland. How does that stuff just happen? How do they work when everything about them defies logic?
Then a Techno comes, high 5's Caterpillar, takes a swig of Mad Hatter's tea, & wanders away chatting up White Rabbit.
- Marcus Gideon

Hobbes

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« Reply #25 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.

Fedifensor

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« Reply #26 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.

Hobbes

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« Reply #27 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.

Fedifensor

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« Reply #28 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)?

Stainless Steel Devil Rat

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« Reply #29 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.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, youíre fighting dragons with algebra and random number generators.