Difference between revisions of "Corporate Technomancer"

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|Unit Name={{PAGENAME}}
|Unit Name={{PAGENAME}}
|Metatype=Grunt Metatype
|Metatype=Grunt Metatype
|Threat Level= 1-14
|Threat Level= 4
|Faction=NPC faction if any
|Faction=Generic Unit
|Resource Link=link to resource, if any
|Resource Link=link to resource, if any
|Has Thematics Approval=No
|Has Thematics Approval=No
Line 9: Line 9:
}}
}}
==Description==
==Description==
A short blurb describing the NPC grunt, what they do, and goals.
[https://docs.google.com/spreadsheets/d/1NBd122OgMacmbX659rJdCOy_CiVICkSAleSpBXkq-GM/edit?usp=sharing Matrix Spreadsheet]
This technomancer works security for corporations and is ready to hand out a beating to anyone foolish enough to throw down with them.


==Standard Operating Procedure/Rules of Engagement==
==Standard Operating Procedure/Rules of Engagement==
A short description of how to use the grunt in a game.
Once an enemy has been detected, the technomancer begins summoning R4 registered fault sprites to support themselves. Use your best judgement on how many sprites you want to add to the encounter. Once they've called all of the registered sprites that you want, they will attempt to compile an extra R4 fault sprite because they're a technomancer and should get 1 extra. From there, they'll put an infusion of firewall and infusion of attack on themselves and begin data spiking their enemies. If they need to acquire extra marks, then they'll try brute forcing for some extra chip damage.


==Stat Block==
==Stat Block==
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|Mental Limit=9
|Mental Limit=9
|Social Limit=7
|Social Limit=7
|Qualities=
|Qualities=Paragon(IC)
|Initiative=*AR: 8+1d6
|Initiative=*AR: 8+1d6
*Cold-Sim VR:  
*Cold-Sim VR:  
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|Skills= Cybercombat 6, Computer 6, Software 6, Electronic Warfare 3, Hacking 3, Tasking 4, Influence 2
|Skills= Cybercombat 6, Computer 6, Software 6, Electronic Warfare 3, Hacking 3, Tasking 4, Influence 2
|Knowledge Skills=
|Knowledge Skills=
|Augmentations= *Cerebral Boosters R3
|Augmentations= *Cerebral Boosters R3, Datajack, Cyberears with Antenna x3
|Spells=Infusion of Attack, Infusion of Firewall, Derezz, Puppeteer, Primed Charge
|Spells=Infusion of Attack, Infusion of Firewall, Derezz, Puppeteer, Primed Charge
|Gear=*Psychex10  
|Gear=*Psychex10  
*Designer Novacokex10
*Designer Novacokex10
*Firewall Booster x5
*Attack Booster x5
}}
}}

Latest revision as of 13:09, 12 May 2024


Corporate Technomancer
Placeholder.png
Base MetatypeGrunt Metatype
Threat Level4
Typical FactionGeneric Unit
Thematics ApprovalNo
Mechanics ApprovalNo

Description

Matrix Spreadsheet This technomancer works security for corporations and is ready to hand out a beating to anyone foolish enough to throw down with them.

Standard Operating Procedure/Rules of Engagement

Once an enemy has been detected, the technomancer begins summoning R4 registered fault sprites to support themselves. Use your best judgement on how many sprites you want to add to the encounter. Once they've called all of the registered sprites that you want, they will attempt to compile an extra R4 fault sprite because they're a technomancer and should get 1 extra. From there, they'll put an infusion of firewall and infusion of attack on themselves and begin data spiking their enemies. If they need to acquire extra marks, then they'll try brute forcing for some extra chip damage.

Stat Block

Stat Block

B A R S W L I C Ess Special Att
3 3 3 2 5 5(8)"(8)" can not be assigned to a declared number type with value 5. 5 5 5.4 4
Condition Monitor 11
Limits Physical 4, Mental 9, Social 7
Initiative
  • AR: 8+1d6
  • Cold-Sim VR:
  • Hot-Sim VR: 13+4d6
Qualities Paragon(IC)
Skills Cybercombat 6, Computer 6, Software 6, Electronic Warfare 3, Hacking 3, Tasking 4, Influence 2
Knowledge Skills
Augmentations
  • Cerebral Boosters R3, Datajack, Cyberears with Antenna x3
Spells Infusion of Attack, Infusion of Firewall, Derezz, Puppeteer, Primed Charge
Adept Powers N/A
Gear
  • Psychex10
  • Designer Novacokex10
  • Firewall Booster x5
  • Attack Booster x5
Weapons
Vehicles N/A