Difference between revisions of "Ganger Technomancer"

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|Metatype=Human
|Metatype=Human
|Threat Level= 2
|Threat Level= 2
|Faction=
|Faction=Generic Unit
|Resource Link=link to resource, if any
|Resource Link=link to resource, if any
|Has Thematics Approval=No
|Has Thematics Approval=Yes
|Has Mechanics Approval=No
|Has Mechanics Approval=Yes
}}
}}
==Description==
==Description==
This ganger is here to crush the matrix competition. They're a bit sneakier than their fellows
This ganger is here to crush the matrix competition. They've got a bit of a drug problem, but that won't stop them from ruling the matrix<br>
[https://docs.google.com/spreadsheets/d/1ULY7mYEGQtszKFHAv3Wh6qRwzRlyIpuVKxvbjz1SoCs/edit?usp=sharing Matrix Sheet]


==Standard Operating Procedure/Rules of Engagement==
==Standard Operating Procedure/Rules of Engagement==
Under Construction
The ganger technomancer behaves differently depending on whether they are alone, or in a group. If they are alone, then they will attempt to Run Silent and pepper their enemies with Derezz and Resonance Spikes. Once they are detected, they'll attempt to compile a R3 Fault Sprite to help them fight their enemy.
If the ganger technomancer is accompanied by allies, then they will try to compile a R3 Fault Sprite. From there, they'll use Infusion of Firewall or Infusion of Attack on their allies while they try to avoid getting taken out with Matrix Full Defense. Any extra initiative not spent defending should be used on performing teamwork actions with the other hackers.<br>
 
 
If there are no enemy deckers, then the ganger technomancer will use "I am the Firewall" as well as compiling a R3 Fault sprite to attack a piece of enemy gear. In the event an ally of the ganger technomancer requires 1 point of initiative to gain another pass, then they will attempt to use Calibration.<br>
 
 
A ganger technomancer is '''not''' capable of supporting a PAN using their living persona. <br>
Files belonging to the ganger technomancer can be assumed to possess R2 Encryption and R3 Data bombs.


==Stat Block==
==Stat Block==
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|Intuition=4
|Intuition=4
|Charisma=4
|Charisma=4
|Essence=5.1
|Essence=5
|Special Att=2
|Special Att=2
|Condition Monitor= 10
|Condition Monitor= 10
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*Cold-Sim VR:8+3d6
*Cold-Sim VR:8+3d6
*Hot-Sim VR: 8+4d6
*Hot-Sim VR: 8+4d6
|Skills= Cybercombat 5, Electronic Warfare 3 Hacking 3, Computer 5, Software 5, Automatics 1 Tasking 3, Influence 1
|Skills= Cybercombat 5, Electronic Warfare 3, Hacking 2, Computer 3, Software 5, Hardware 3 Automatics 1 Tasking 3, Influence 1
|Knowledge Skills= Local Language (N), Matrix 2, Gangs 1
|Knowledge Skills= Local Language (N), Matrix 2, Gangs 1
|Augmentations= Narco, Datajack, Cyberears (Antennae*3), Damage Compensators R3 Stun, Smartlink  *
|Augmentations= Narco, Datajack, Cyberears (Antennae*3), Damage Compensators R3 Stun, Smartlink  *
|Spells= Infusion of Firewall, Infusion of Attack, Derezz, Resonance Spike, Diffusion of Attack, Diffusion of Firewall
|Spells= Infusion of Firewall, Infusion of Attack, Derezz, Resonance Spike, Diffusion of Attack, Diffusion of Firewall
|Gear= Psyche*17, Zen*16 Ares Alpha, 100 standard ammo, 100 Stick-n-Shock Ammo, Meta Link
|Gear= Psyche*17, Zen*16, 100 standard ammo, 100 Stick-n-Shock Ammo, Meta Link
|Weapons=Ares Alpha
}}
}}

Latest revision as of 00:01, 21 April 2024


Ganger Technomancer
Placeholder.png
Base MetatypeHuman
Threat Level2
Typical FactionGeneric Unit
Thematics ApprovalYes
Mechanics ApprovalYes

Description

This ganger is here to crush the matrix competition. They've got a bit of a drug problem, but that won't stop them from ruling the matrix
Matrix Sheet

Standard Operating Procedure/Rules of Engagement

The ganger technomancer behaves differently depending on whether they are alone, or in a group. If they are alone, then they will attempt to Run Silent and pepper their enemies with Derezz and Resonance Spikes. Once they are detected, they'll attempt to compile a R3 Fault Sprite to help them fight their enemy. If the ganger technomancer is accompanied by allies, then they will try to compile a R3 Fault Sprite. From there, they'll use Infusion of Firewall or Infusion of Attack on their allies while they try to avoid getting taken out with Matrix Full Defense. Any extra initiative not spent defending should be used on performing teamwork actions with the other hackers.


If there are no enemy deckers, then the ganger technomancer will use "I am the Firewall" as well as compiling a R3 Fault sprite to attack a piece of enemy gear. In the event an ally of the ganger technomancer requires 1 point of initiative to gain another pass, then they will attempt to use Calibration.


A ganger technomancer is not capable of supporting a PAN using their living persona.
Files belonging to the ganger technomancer can be assumed to possess R2 Encryption and R3 Data bombs.

Stat Block

Stat Block

B A R S W L I C Ess Special Att
2 3 4 3 4 4 4 4 5 2
Condition Monitor 10
Limits Physical 4, Mental 6, Social 6
Initiative
  • AR:8+1d6
  • Cold-Sim VR:8+3d6
  • Hot-Sim VR: 8+4d6
Qualities Technomancer, Addiction(Severe, Psyche)
Skills Cybercombat 5, Electronic Warfare 3, Hacking 2, Computer 3, Software 5, Hardware 3 Automatics 1 Tasking 3, Influence 1
Knowledge Skills Local Language (N), Matrix 2, Gangs 1
Augmentations Narco, Datajack, Cyberears (Antennae*3), Damage Compensators R3 Stun, Smartlink *
Spells Infusion of Firewall, Infusion of Attack, Derezz, Resonance Spike, Diffusion of Attack, Diffusion of Firewall
Adept Powers N/A
Gear Psyche*17, Zen*16, 100 standard ammo, 100 Stick-n-Shock Ammo, Meta Link
Weapons Ares Alpha
Vehicles N/A