Difference between revisions of "Ganger Technomancer"

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{{Grunt NPC
{{Grunt NPC
|Body=3
|Body=2
|Agility=3
|Agility=3
|Reaction=4
|Reaction=4
|Strength=2
|Strength=3
|Willpower=4
|Willpower=4
|Logic=4
|Logic=4
Line 31: Line 31:
|Mental Limit=6
|Mental Limit=6
|Social Limit=6
|Social Limit=6
|Qualities=Technomancer
|Qualities=Technomancer, Addiction(Severe, Psyche)
|Initiative=*AR:8+1d6   
|Initiative=*AR:8+1d6   
*Cold-Sim VR:8+3d6
*Cold-Sim VR:8+3d6

Revision as of 17:06, 16 April 2024


Ganger Technomancer
Placeholder.png
Base MetatypeHuman
Threat Level2
Typical Faction
Thematics ApprovalNo
Mechanics ApprovalNo

Description

This ganger is here to crush the matrix competition. They're a bit sneakier than their fellows

Standard Operating Procedure/Rules of Engagement

Under Construction

Stat Block

Stat Block

B A R S W L I C Ess Special Att
2 3 4 3 4 4 4 4 5.1 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 3, Computer 5, Software 5, 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 Ares Alpha, 100 standard ammo, 100 Stick-n-Shock Ammo, Meta Link
Weapons
Vehicles N/A