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Decker concept for Neo Tokyo Missions.

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Marcus

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« Reply #15 on: (15:12:21/12-30-18) »
Well SSDR it maybe silly but the argument has happened more then once.
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Jayde Moon

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« Reply #16 on: (15:16:58/12-30-18) »
A young lady played a male dwarf decker called Phase, and did just this.  Obvious cyberarm, Agility ramped to max, some armor, and an internal shotgun, firing out of the palm.

When the chips were down and their max-cybered gunbunny Capone invariably went down... Phase played clean up and brought everyone home.
That's just like... your opinion, man.

Marcus

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« Reply #17 on: (23:16:16/12-30-18) »
A young lady played a male dwarf decker called Phase, and did just this.  Obvious cyberarm, Agility ramped to max, some armor, and an internal shotgun, firing out of the palm.

When the chips were down and their max-cybered gunbunny Capone invariably went down... Phase played clean up and brought everyone home.

It works well, it won't make a character a primary combatant by itself or anything but it does the job its intended to do very efficiently.
I really like my decker build that uses it. One my all time favorite builds in 5e. I only wish there was an equivalent build for TM.
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Stainless Steel Devil Rat

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« Reply #18 on: (23:29:17/12-30-18) »
Yeah, a cyberarm IS a good way to make a character with bad physical stats contribute in combat, despite the provisio I mentioned about the potential for table variation.

For my Chicago campaign SRM decker, I went with a slightly different tack.  I went with a skill hardwire. Bought 6 Skill in Pistols with essence and money rather than karma.  I used a Savalette Guardian so its capability for burst fire helped offset the inability to edge the attacks, and noone was relying on the decker anyway to be the heavy hitter.  What I found to be even more useful than gunfire was using Leadership, Small Unit Tactics skill, and Flash Paks for those times combat decking wasn't viable... hello Bug Spirits :(
« Last Edit: (23:31:04/12-30-18) by Stainless Steel Devil Rat »

kyoto kid

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« Reply #19 on: (23:30:30/12-30-18) »
...Phase sounds like he'd work well for the Chicago seasons or a home brew. Not sure one could get away with an implanted gun in NT (rules are pretty strict about firearms there and it would show up on a scanner). 

One has to be very discrete to avoid arrest requiring basically a light a pistol with a high conceal factor, low noise, and the character having a good palming skill.  Yeah, the Yaks have guns (from what I've already seen, usually SMGs), but their families have the necessary "influence" to get the authorities to look the other way which PCs don't. Also firearms have a penalty which is added to the base to availability rating: +2 for light pistols, +4 for heavy pistols, Longarms and combat rifles +6, and Heavy weapons +8.  (that Cyberarm Shotgun Phase has would have an availability of 18F in NT instead of 12R meaning it would have to be added later).

Anything more than a Semi Auto burst will attract the authorities like flies to sugar (possibly even an HTR team which usually shoots first and asks questions if anyone is still alive).  NT is very much a "serious big brother" dystopia when it comes to use of excess force which includes spell casting as well (like massive boffo combat spells and mental manipulations). 

Yeah, you basically need a character built more towards black trenchcoat than pink mohawk running which can make them more vulnerable to getting fragged in the season 9 CMPs as those occur outside of Japan where there are few if any restrictions on spells or firearms.  I never have played my adept Snow Lily on any of those as she is primarily blades and archery, as well as not a "walking tank" like my JOT "kid" Leela from the Chicago seasons is (in her Medium Milspec with Beta Titanium Bone Lacing, Beta Orthoskin 4, and while on Kamikaze she effectively has a soak pool of 47 [counting in the hardened armour value of the armour and helmet], yeah a "mini Gundam" complete with double barrel rocket launcher).
« Last Edit: (23:54:02/12-30-18) by kyoto kid »
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Marcus

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« Reply #20 on: (02:41:30/12-31-18) »
In point of fact Cyberweapons are actually optimal for Anti-gun settings like NT

This comes from the core:
For extra concealment, cyberguns are built from
mostly non-metallic compounds, and any metallic
parts are incorporated into the (cyber) arm’s structure.
All cyberguns have internal magazines (m) and can be
equipped with a hidden external ammo port. However,
once you attach a clip to the side of your forearm or
the back of your elbow, the cybergun becomes kind of
obvious. Laser sights and silencers/sound suppressors
are also available; other weapon accessories can’t be
installed in cyberguns. All cyberguns are pre-equipped
with smartgun systems (p. 433).

So in fact if you're gonna pack a gun where it's F to have one a cybergun obvious metal arm is actually really good way to do it.
They scan metal arm they are gonna find it's metal. Shocking.

At 18 dice  you don't need more then one shot. At least in missions play.
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kyoto kid

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« Reply #21 on: (19:22:51/01-07-19) »
...ahh but the character has a synthetic not obvious cyberarm. The nice feature about the Ghost is it's improved conceal (-3) and Electronic Firing which makes it pretty quiet. All she really needs it for in NT is firing Looper Rounds (rating 5: Smart) so she doesn't need to climb up to an external camera to try and jack into it.  Her backup use is firing capsule rounds with DMSO/Narcojet.

Also for the best advantage she would have to take a specialisation in Cyber Implant Weapons which means if she's on a CMP outside Japan and needs more "bang " than a light pistol (like a Savalette Guardian) she doesn't get the specialisation bonus to her pool (her specialisation is in Semiautomatics, which would come into play with any SA pistol she picks up).  Part of the concept here is making a character who is also useful and survivable outside Japan where weapons laws are more relaxed. 

My other NT character Snow Lily is a straight up "classic" Physical Adept trained in archery and swords (basically a 5E version of the Kyoto Kid character I originally played back in 1E as adepts aren't as crocked in NT by a persistent background count like they are in Chicago).  Sadly she would not do well where guns are more accessible plentiful as she's not as heavily armoured and doesn't have a lot of legwork skills (awakened characters tend to be "Karma sinks").

Oh, I did put the question to my local Missions group and as long as it is a single hand weapon (like a pistol), she gets the the cyberarm's full Agility rating (6) as the base for her skill  pool along with the internal smartlink.  Her pool with any smartlinked SA pistol is 16, still not too shabby (and to successfully use Looper rounds requires only 2 hits against an inanimate item so even at a long range she likely would be successful).

Between a having palming pool of 14, the weapon's design and conforming ability, as well as having a concealed pocket in her coat, she has a pretty good chance of it not being found. If she needs to ditch it, a replacement is not expensive.
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kyoto kid

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« Reply #22 on: (20:07:35/01-07-19) »
...here is the revised character.  Still a bit "fluid" as I haven't finalised her in Chummer yet.

Name: Tiger Lily
Metatype: Human
Age: 23
Sex: F
Nationality: Japanese
Ht: 182 CM
Wt: 41 KG
Hair:  Black (variable)
Eyes Brown
Complexion:  Japanese Fair
Handedness: Left

Priorities:

A: Resources
B: Skills
C: Attributes
D: Metatype (Human +3 special attributes)
E: Mundane 

Attributes:

Body: 2
Agility: 2 (3) (6 Left arm)
Reaction: 2
Strength: 1 (2)
Charisma: 2
Intuition: 5
Logic: 6 [8]
Willpower: 4   

Edge: 5

Initiative:

Meat World  7 +1D6

Matrix AR: 7 + 1d6
Matrix Cold: 10 + 3d6
Matrix Hot: 10 + 4d6

Attributes tests:

Composure: 6
Judge Intentions: 7
Memory: 13
Lift/Carry: 4 Lift/Carry Weight: 30 Kg / 20 Kg
Movement: 4/8 (2m/Hit) Swim: 1.5 (1m/Hit)

Limits:

Physical: 3
Mental: 10
Social: 4

Limit Modifiers:

Mental
Psyche [+1]
Audio Enhancement [+3] (Only for Perception (Hearing))
Vision Enhancement [+2] (Only for Perception (Visual))

Social
Custom Ballistic Mask [+2] (Onlyfor Intimidation, Must be visible)
Vashon Island: Sleeping Tiger [+1] (Must be visible)

Qualities

Positive:
[23 Karma]

Analytical Mind (5 K)
Impenetrable Logic (3 K)
Overclocker (5 K)
Perfect Time (5 K)
Quick Config (5 K)

Negative: [23 Karma]

Addiction (Mild) (4 K)
Addiction (Mild) (4 K)
Echo Chamber (10 K)
Electronic Witness (5 K)

Active Skills
 
Computer 6  Pool: 15
Cybercombat 5  Pool: 13
Electronic Warfare 5 Pool: 13
Etiquette (Matrix +2) 3  Pool: 5  (7)
Hacking 6  Pool: 14
Hardware 2  Pool: 13
Perception (Visual +2) 5  Pool: 10 (13 Genemod)
Pistols (Semi Automatics +2 5  Pool  8 (10) (11/13 - left arm)
Palming (Legerdemain) 3 6 [8] (9/11 left arm)
 
Knowledge Skills (all + 1 for Mnemonic Enhancement)

English 2   Pool: 8
Japanese [Native]
Area Knowledge: Neo-Tokyo 3  Pool: 9
Codes 1 (Matrix +2)  Pool: 10 (12)
Cybertechnology 1  Pool: 10
Data Havens 2 (Asia - Pacific +2)  Pool:  8 (10)
Forensics 2  Pool: 11
Law Enforcement Procedures 2  Pool 8
Matrix Threats 2  Pool: 11
Puzzles 1  Pool: 7
Security Procedures 1 (Matrix +2) 10  Pool: 11
Yakuza 1 (Turf +2)  Pool: 7 (9)


Nuyen:
Starting 470,000 (10 Karma to resources) Remaining 4,371

Karma: 7 Career Karma: 0

Augmentations:
 
Cyber:
Antennae (3) [Retractable]
Datajack Plus 3
  Biofeedback Filter
  Configurator
  Signal Scrub
  Universal Connector Cord (Meter)

Smartlink
Synthetic Full Arm (Left)
   Armour (Rating 2)
   Customised Agility Rating (6)


Bio/Genware:
Bone Density Augmentation (Rating 2)
Cerebral Booster (Rating 2)
Increased Myelination
Mnemonic Enhancer  (Rating 1)
Narco
Orthoskin (Rating 3)
Tetrachromatic Vision (Low Light and +3 to visual Perception)

Gear:

Armour
Custom Ballistic Mask (+2) 
  Gas Mask
   Flare Comp
 
Vashon Island: Sleeping Tiger (13)
  Custom Fit;  Newest Model;
  Chemical Protection 4
  Nonconductivity 5
  Concealed Pocket 

Ruthenium Polymer Coating 3
 Holster


Total of equipped single highest armor and accessories 20
 
Weapons:
Browning Ghost (Light Pistol)
   Personalized Grip
   Electonic Firing;
   Smartgun System, Internal


Ammo
Looper Rounds (Rating 6) 20
Capsule Rounds (DMSO/Narcojet) 20

Spare Clips  (4)
 
Other gear:
Contacts 3
  Image Link,
  Vision Enhancement rating 2;

Earbuds 3
  Audio Enhancement rating 3
Endoscope
Low Light Flashlight;
Monocle 1
  Vision Magnification

Disguises:
Faceless (Rating 5 Generic Face) [Earring]
Synthskin Face Mask (2)
Smart Wig

Tools:
Tool Kit
Data Tap (5)

Drugs:
Cram (Designer Grade) Qty 4
Psyche (Designer Grade) Qty  4

ID/Credsticks
Fake SIN (Motoko Kusanagi)
  Fake License rating 3 (Cyberdeck License) ,
  Fake License rating 3 (Projectile License) ,
  Fake License rating 3 (Restricted Cyberware License)


Cyberdeck/Commlink

Novatech Navigator  Dev 3  ASDF: 6 3 4 5
  Hardening 3
  Program Carrier (Baby Monitor)
  Sim Module, Hot,
  Universal Connector Cord (Meter)
  Vectored Signal Filter
  Satellite Link


Programmes:
Browse
Edit
Virtual Machine
Encryption
Blackout,
Decryption
Defuse
Evaluate
Smoke and Mirrors,
Fork
Stealth
Bootstrap
Cat's Paw
Exploit,

Pulse Wave (Commlinks) Dev 6  ASDF 0 0 6 6

Lifestyle:
Low
  Cramped
  Obscure/Difficult to Find
  Grid Subscription (Public Grid);


Contacts:

Dr Okada:  Physician  C5/L2 Metatype: Human (F)  [7 Karma]
Mr. Moto:  Fixer C5/L2 Metatype: Dwarf (Koborokuru) (M) [1 Karma]
« Last Edit: (22:01:30/01-07-19) by kyoto kid »
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Stainless Steel Devil Rat

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« Reply #23 on: (20:23:01/01-07-19) »
if you can find a way to squeeze the karma I think it'd be worth it to take the Cybertechnology active skill, and reallocate the point in it as a knowledge skill.  As an active skill you can actually use it to tinker with your chrome (in the event you need to fix it or such mid-run).  Since all active skills can also be used as knowledge skills, a Logic based Active skill will still give you the same dice pool when used as a professional knowledge skill (before the +1 bonus for mnemonic enhancement)

Grizzly

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« Reply #24 on: (20:55:58/01-07-19) »
KK - I'm just trying to reverse build your character (which generally seems quite solid) in Chummer so as to be able to add something constructive, and I'm not familiar with any differences between normal char gen and SRM...

It looks like you currently have 8 Active Skill Points not allocated (I presume you put your 5 group points into Cracking and then spent 12 Karma to break the group and raise your Hacking to 6).

If I have your Knowledge skills laid out right, it looks like you have 4 points remaining.

Given that you start with 25 karma, you put 10 into Nuyen and then spent 12 on Hacking, that only leaves you with 3 left - and your current qualities cancel each other out in terms of value so you should have 3 Karma at start instead of the 7 you list.

kyoto kid

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« Reply #25 on: (21:27:45/01-07-19) »
...that would be great for a homebrew campaign. 

In Missions, a number of technical and biotech skills are not used actively with some exceptions like First Aid, Demolitions, Locklpicking and Disguise.  Others like Computer, Electronic Warfare, and Software come into play for certain matrix actions.   There is no provision in Missions for performing B&R on devices, vehicles, of augmentations.  Characters with demolitions cannot "cook" their own explosives.  Nor can a character with Biotech and Chemistry create or modify drugs/toxins.  Thus many technical skills end up becoming little more than knowledge skills you pay active points for.  Yeah not incredibly fond of that. 

If this character were in a Hombrew she'd bee looking to make custom mods to her deck, even build her own.  I remember back in the days the credo of any Decker worth his/her salt was, "never trust anyone else's tech except your own."  I had two different Decker characters back then both who designed and built their own cyberdecks [I even wrote up an Excel Spreadsheet to crunch all the test numbers based on successes, time factor, component prices, and lifestyle costs] The second one, Violet, came up with a deck that was somewhere in between Renracku Kraftwerk and Novatech Slimcase for about the same cost as a prebuilt Kraftwerk).
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kyoto kid

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« Reply #26 on: (21:54:15/01-07-19) »
KK - I'm just trying to reverse build your character (which generally seems quite solid) in Chummer so as to be able to add something constructive, and I'm not familiar with any differences between normal char gen and SRM...

It looks like you currently have 8 Active Skill Points not allocated (I presume you put your 5 group points into Cracking and then spent 12 Karma to break the group and raise your Hacking to 6).

If I have your Knowledge skills laid out right, it looks like you have 4 points remaining.

Given that you start with 25 karma, you put 10 into Nuyen and then spent 12 on Hacking, that only leaves you with 3 left - and your current qualities cancel each other out in terms of value so you should have 3 Karma at start instead of the 7 you list.
...I put the Group Points (5) into the Electronics Group hence all ratings for those skills being 5 with no specialisations.  I just purchased the Cracking skills separately with the 36 active skill points. The concept is to be more of a Stealth than Combat Decker.  No Karma was spent on skills at all (not even Knowledge Skills).

As to her Knowledge skills there are four Specialisations that took up the remaining Knowledge points.  Ah forgot to note that she has Forensics 2 and Codes 1 with a specialisation in Matrix Codes.  That would account for the unused 4 points.  I will update the character.

For Missions, Skill Groups cannot be broken at Chargen (that is an optional rule and optional rules are generally disallowed).

One of the boosts she gets is when using Psyche which for her lasts 10 hours and has no real ill side effects. At Designer Grade and having the Genemod, this adds +2 to her Logic and Intuition which affect the linked skill pools, increasing each by 2 as well as reduced crash duration and addiction test threshold.
« Last Edit: (22:07:57/01-07-19) by kyoto kid »
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Grizzly

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« Reply #27 on: (22:14:39/01-07-19) »
Ah-ha - a copy/paste error. That would explain things - the last update above had Computer 6, Hardware 2 and omitted Software completely.

Good to know about SRM not allowing breaking of skill groups.

Though, in that case - what did you spend the other 8 Karma on?  25 base - 10 for nuyen gives 15 and you only declare 7 available.

kyoto kid

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« Reply #28 on: (23:55:58/01-07-19) »
...letsee, 10 for Resources, and 8 on contacts (with a CHA of 2 she only had 6 contact points), which leaves 7 after the qualities balanced out at 23.  Needed to have a fixer who could get a reasonable availability without markup (in Missions you use 2 x the Contact's Connection + 1 x Loyalty to determine the pool. At 5 and 2 respectively that is an effective pool 12.  For them to find an item they have to "buy hits" at the rate of 4 dice for each hit so a pool of 12 = 3 hits and  is sufficient to cover up to availability 15 before adding multipliers. Buying gear through a fixer also incurs a 10% "service charge". 

For her to have access to Designer grade drugs, she needs a Physician or Chemist contact with a 5 Connection (per the Missions FAQ). I like have a bit better relationships than a Loyalty of 1 so I usually purchase my primary contacts at Connection 5 and Loyalty 2. The character also uses Cram for an initiative boost in the Meat World so she's often got two drugs in her system and Designer grade applies a -1 modifier to the Drug Interaction test so she only has a 1 in 6 chance of doubling the crash effects (after the duration for each runs out).  This effectively makes a result of 6, 5 and a result 2, 1  with 1 being the lowest so she has twice the chance (on a 2 or 1) that both drugs' duration could be doubled. For resisting further addiction or needing a fix, she has 14 dice (Logic + Willpower as both substances only have a psychological addiction, not physical) with a threshold of 1 and 2 respectively.
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Grizzly

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« Reply #29 on: (07:39:25/01-08-19) »
Cool.  Thanks for the info.