Sunday, August 26, 2018

I am Going to CokoCon

CoKoCon is a traditional science fiction/fantasy con in Phoenix, AZ which will be held over the Labor Day weekend in 2018. You can find all their information here at this link!

I have a proposed game Schedule for my self found here at this link!

If Approved I am planning to run a Varity of Catalyst Game Labs RPGs See the above link for further details.

Your Catalyst Demo Special Agent #783 Captain Earl C. Hedges Jr.

P.S. Pics are to follow an updated post after the convention this coming weekend.




How to Build a Hedge Maze

How to Build a Hedge Maze

Although hedge mazes are common in formal gardens, anyone with a little patience and planning can construct one. A living maze adds creative interest to a back yard. It is a place where you can escape to reflect, read or just be in nature. The maze can be as elaborate as you desire and include benches, solar lights, garden art, reflection pools and fountains. Its design is limited only by imagination and available space.


read the rest of the article here

Monday, August 20, 2018

Shadowrun How to Build a Dwarf Rigger

So today I’m trying out one of the Shadowrun sourcebooks for the game’s fifth edition. Rigger 5.0 is a rules expansion for one of my favorite archetypes in the game: a tech who controls vehicles and drones with his mental cyberware. Some of them specialize in becoming one with their vehicles but I always prefer the swarm of drones surrounding a group of lean, mean, ganger's.


Character Concept


This character is going to be an ex-military rigger, someone who spent a lot of time in hot zones working with state-of-the-art combat drones and vehicles. Now he’s trying to make a living as a shadowrunner in Seattle, working in cobbled-together conditions and making do with equipment that’s constantly in danger of falling to pieces.

Metatype and Attributes


Shadowrun Fifth Edition, in case you’ve forgotten, has a Priority System for character creation. That means you can get a really good metatype, an awesome set of starting resources, or tons of magical ability, but not all of them at once. You rate everything A through E and consult a table to see what you’re working with. Which is found on Page 65 of the 5th Edition Shadowrun Core Rulebook.
I like dwarves for my rigging characters. They have natural toughness and some good abilities which means I don’t have to spend priorities boosting those just to make sure I’m not a weakling when things go to hell (not “if” but “when”). I also need some good resources to buy lots of toys and skills to use them well.
My priorities will be set at Resources ASkills BMetatype CAttributes D, and Magic/Resonance E. This metatype priority row gives me Dwarf (1) which offers thermographic vision, pathogen and toxin resistance, and increased lifestyle cost. I’m spending my Special Attribute point on an increased Edge (always useful).
My Attributes all start off at 1 except for Body and Strength which are at 3 and Willpower which is at 2. I’m spending my 14 points in Attributes to raise Intuition, Logic, and Reaction to boost my rigging abilities. I’ll also push Willpower to reflect his military training.

Qualities

I don’t have any Magic or Resonance so I’m on to picking Qualities for this rigger chum. This is the first chance to use rules materials from Rigger 5.0 so I’ll definitely pull out at least one of those. Definitely going for Juryrigger (10) from the core book which accounts for nearly half of my starting Karma. I’m also getting Subtle Pilot (4) for a few different skills, which allows him to hide while rigging (something I can see coming in handy on runs).
I also want to pick up Dealer Connection (3) for a drone and ground craft dealer who knows my rigger well and offers him a discount. This can be another veteran trying to make a new life, someone who knows what it’s like to come back from war and find a very different world at home. I have to get this Quality twice since it’s for two types of vehicles.
For Negative Qualities, I’m going with Addiction (Severe) for BTL chips. This is how he deals with his post-traumatic stress from combat duty and it gives him 20 extra Karma points. This requires indulging in my vice at least once a week and it also imposes a -2 penalty to all Social rolls, but I’m not trying to make any friends here.
I’m left with 21 Karma points to spend during the game itself, which should help with some further customization.

Skills

I have 36 points to spend on individual skills and 5 to spend on skill groups. Starting with the groups, I’m putting some skills into Cracking (for resisting enemy deckers), Electronics, and Engineering.
The skills I need are the Pilot skills, Perception, Navigation, and Gunnery. I’m also going to get some Pistols in case things go south, especially since my Agility is terrible. Putting four into each of those gives me damn good ratings overall and I have 8 points to spend on knowing stuff. I’m going to use two of those towards a Drones specialty for two Pilot skills and then spend the remainder on Street Knowledge (Criminal Organizations) and Professional Knowledge (Military Service).

Resources

Now the really fun part. Riggers are made or broken by their gear so that’s why I made it Priority A. I’ve got 450,000 ¥ to spend and I’m going to buy some big-ticket items.
First to pick up some “survival gear” including a pistol (a good ol’ Ares Predator with extra clips), a hidden arm slide with a holdout gun, smartgun systems, a lined jacket (gotta have a duster, right?), a silver credstick, a Fake SIN, and a helmet with trodes and such.
I also need a Rigger Command Console and I’m going all out with a Triox Ubermensch (Device Rating 6) control rig and an internal Headgear Control (Rating 2). These will run all my little toys.
Speaking of those toys, here is my loadout that I’m going to be commanding.
  • MCT Fly-Spy (from Core Rule Book).
  • Two MCT-Nissan Roto-Drones (from Core Rule Book).
  • A Steel Lynx Combat Drone (from Core Rule Book).
  • An Aztechnology Hedgehog (from Rigger 5.0).
  • Two Ares Arms Sentry Vs (from Rigger 5.0).
  • A Festo Pigeon 2.0 (from Rigger 5.0).
  • An Evo Proletarian (from Rigger 5.0).

Conclusion

These drones should let me participate in all sorts of runs. I can provide combat backup (with the Lynx, the Roto-Drones, or the Sentries), I can spy on targets (the Fly-Spy or the lifelike Pigeon 2.0), I can provide tech support to teammates (with my tech skills and the help of the Proletarian), I can scope out buildings and help a hacker with infiltration (the Fly-Spy and Hedgehog)… Things are looking up for this dwarf. Plus, I’ve got 140k ¥ still for costs that come up during the game!
However in Missions play you can only come into the game with 7 Karma and 7000k ¥, So if you follow this build spend part of that Money on a Van. Good choices are the Rover 2072 for 68,000k ¥, or the Ares Road Master for 52,000k ¥ both found in the Shadowrun Core Rule Book on PG 465. Also Check out the Caravaner for 28,000k ¥ and/or Econovan for 30,000k ¥ on PG 58 of the Shadowrun Rigger 5.0 book.  
Spending down Karma from 21 to 7 is not so easy as it seems at first glance.
I would spend this Karma on upping his Skills and Skill Groups personally, in the final step of character creation and Maybe bumping a few underpowered attributes as well.. But as always I shall leave the choices up to you the player to find tune your character with what you would like to do with this build.
I hope this helps you understand and how to build a Rigger in Shadowrun if you have questions or comments about this blog entry feel free to leave your comments below.
Yours Captain Earl C. Hedges Jr Catalyst Demo Agent #783


Monday, August 13, 2018

Shadowrun 5e Building a Technomancer

Just like in my mage log post of what makes a good mage and how to build them here are my views on the the quintessential items that must be taken in building a Technomancer
Editor, puppeteer, cleaner, and resonance spike are your core workhorse complex forms.

Technomancers need to maximize their sprite pools before anything else. While being able to hack personally is important, their anemic matrix stats and increased risk means that they can't even consider specializing in it compared to a decker. Any time you want to do serious hacking you will need assistance from multiple sprites to up your limit, where as sprites provide value even if you aren't hacking, so getting a stable pool of sprites is critical.

Resonance, willpower, and logic are critical stats, in that order. Otaku to technomancer is also vital to keep fading down for when you need to use complex forms at high ratings.

Figure out the largest sprite you can routinely grow in downtime, assuming that you spend all your time registering and remembering you lose 1 hit every time you re-register. While the initial compiling roll will get more hits than re-registering, there is a high value in having the ability to "spam" sprite powers and assistance without having to re-compile mid run, as you are already being brutalized by fading. Get one or two workhorses up during downtime with over 10-20 services over a week or two.

Seriously abuse any trick you can find. Technomancers have a lot of neat and unique toys but at the cost of having one of the worst power schemes in the game, being utterly dependent on submerging and more dependent on their resonance stat than mages are on magic to boot. Use complex forms either at low value when the level and net hits don't really matter (Like cleaner), in emergency, or to exploit the unique properties of resonance actions.


Sprites are easily your strongest tool. Sprite powers are often stronger than even a decker's action, and can have physical world effects as well as matrix ones. Machine sprites allow you to both buff allies and force opponents to glitch on many important rolls, so figure out what your teammates do that is gear dependent and figure out when you would want to buff with a machine sprite.


Avoid Static Veil, Tattletale, Stiches, Static Bomb, and Transcendent Grid. Static Veil does not help you avoid detection once you are caught hacking and for the most part does nothing. Tattletale does not work on most anyone you run into because the target must already have an OS score, and security spiders do not gain OS. Furthermore the amount of OS you grant even on illegal hackers is completely irrelevant. Static Veil not only requires sustaining compared to cleaner, but doesn't even help you versus the main source of OS, defender hits. Transcendent Grid is a wonderfully flavorful ability that nearly is all downsides and doesn't actually help you unless you somehow can sustain it for free, and the situations where you need to strike across grids are unbelievably rare. Stiches is less efficient fading wise than just creating a new sprite.


Buy or steal a deck ASAP, as Technomancers dramatically benefit from being able to deck on many high resistance targets and especially on hosts.


Technomancers aren't able to slave drones, but can still slave them to a high value comlink or RCC and then act as their owner, issuing commands. Therefore technomancers get a lot of value from minor investments into gunnery and piloting after gen, and because remote controlled gunnery is a logic based test you will find yourself becoming good at it rapidly. As a bonus drones keep your pathetic meat body is safe and should be well protected.

Note: I went with the following human stats for this build however you could substitute Elf or Dwarf if you wanted to however the build would change some see below.
Human w/ Resonance: A;  Skills: B; Attributes: C; Metatype: D;   Resources: E
Something like: B:3 A:5 R:5 S:1 W:6 L:5 I:5 C:2 Edge 1 Resonance 6 
Cracking group at 5, Registering, Compiling, Software, Computer at 6. And you've got points to burn. Grab Electronics Group at 4; Grab a gun skill up to 6, possibly some sneaking, or throw around some specializations. 

Don't for get about your free Knowledge Skills these should be Knowledge Metroplex Matrix, Local City your running in, etc.

Now lets talk about you complex forms you get 7 with the above build because we put Resonance: A; these are your sprites.
Focused Concentration 1 and Static Veil lets you keep your un-registered Sprite around indefinitely instead of randomly exploding every couple hours. Edit and Puppeteer are your "I win" buttons in the right circumstances.
Psyche, Cram, Jazz are all a TM's friends. Get familiar with Drug rules.
And Machine Sprites are arguably the most powerful buff in the game. Use them constantly, they're free. Even just as little ones. 

As far as build goes, the bread and butter hacking mostly takes care of itself as a Technomancer so long as you build decent mental attributes. For intercepting messages, editing them, then sending them on to others as the intended message is a bit tricky. Editing them is straight forward (use the Editor complex form or Edit File Matrix action), it's the intercepting that can get tricky a bit.

You would have to mark the receiving device, use the Snoop matrix action to monitor the incoming signal to know the file has been sent, then cracking and editing the file before another user looks at it.

That being said, for fooling video cameras and tacnets, you can probably get away with just preparing your fake feed in advance, marking up the device, then using a spoof command (or the Puppeteer Complex Form) to send the other feed instead of the real one. You could also just jam the signal, but that does tend to raise suspicions when done to security feeds. It should work just fine against a tacnet though.

Almost all of those actions rely on sleaze or intuition (or both) which for TMs are the same stat so build high Intuition. You will also need decent scores in your other mental attributes, as well as the Software, Hacking and Electronic Warfare skills. Having a decent Hardware skill wouldn't hurt either.

If you want to make use of Sprites while messing with video/audio feeds. Your best bet, imo, would be to use them to sustain complex forms like Puppeteer so you don't have to suffer the sustained form action penalty once you've set up your spoofed feed.

Oh, and in case it needs to be said, the more Resonance score you can squeeze out while not gimping your other stats, the better.

The thing to remember is this when playing a technomancer, has access to every program simultaneously. If he/she doesn't know the form (or if he needs it to be more powerful), then he can thread it. The hacker can't thread, and he's limited to running a certain number of programs at one time.
Anyway, this is something close to what I used when I started as a technomancer in 5E: 
Priority A: Renaissance
Priority B: Skills
Priority C: Attributes 
Priority D: Resources
Priority E meta type: Human
bod 2 agi 3 rea 3 str 2 cha 5 int 5 log 6 wil 5 res 5 edg 1
Cracking group 3 Electronics group 3 Tasking group 2 Dodge 1 Etiquette (matrix) 1(3) Perception 1 Pistols (semi-auto) 2(4)
+qualities: Technomancer Natural Hardening
-qualities: Combat paralysis SINner (Naturalized UCAS) Weak Immune System
Complex forms: Analyze 4 Browse 2 Edit 4 Scan 4 Armor 4 Attack 5 Decrypt 4 Exploit 5 Stealth 5
Living Persona: Response 5 Signal 3 System 5 Firewall 5 Biofeedback Filter 7
The trick is to thread what you need if you don't already have it. In legwork (when time is not a huge issue), always opt to probe in VR (1 hour interval) and then, before you actually enter the node, thread up your Stealth to a higher level so the node has a very small chance to see you go in. You have 10 dice here to resist Fading, and FV for threading only goes off used hits. Once you're in, you can probably drop Stealth to keep from incurring the sustaining penalty, and you can then poke around to your heart's content.
The drawbacks: sometimes it can be difficult to find things, so you might need to thread up Browse. But, if time's not an issue, 2 is plenty when you're starting off. You might want to prioritize improving that with Karma as you start, though.
The idea behind this character was that he had been trapped in the Matrix in Crash 2.0. he didn't Emerge until 2072 or so, and he'd been working at the Pirates Haven in Seattle to make ends meet (he had 1 month of low lifestyle). When he Emerged, he spent more and more time online--not just doing the social media thing that most kids his age were doing, but also figuring out his abilities and learning the forms he'd need. At the start of the game, he'd quit his job, as it was hardly fulfilling, and he decided to start running because it paid better, and it was more exciting than peddling cheap electronics and bio ware products. Basically, if he was going to live from paycheck to paycheck, he figured it might as well be fun, even if a bit dangerous.
Now... can you make a superior hacker? Certainly. But he'd lack the pure flexibility of the technomancer. Basically, what it comes down to is how long your campaign is going to run. If it's a fairly short one, build a hacker and be fairly skilled right off the bat. if it's a long campaign, the technomancer will quickly outpace the hacker once you start submerging.
The one area where the cybered hacker will always be superior to the technomancer is AR hacking. Since AR is based of meat speeds, your technomancer will only ever get one IP per turn. The cybered hacker can have four. Why hack in AR? It's safer, for you and your teammates. It's slower, too, though. So there's a trade-off.
How good is the build? After getting 150 karma and spending it not just on Matrix stuff, but also on some combat skills, he's become a competent (though not exceptional) combatant, able to hold his own in a firefight. However, his real use, though, was to serve as both hacker and face for the group. That second role is one he had to grow into through karma expenditures of the social skills, though. As a human,  you have a bit more BP to play with since you don't have to pay for a meta type.

Update: Now your probably asking your self why Logic 6?  Data Processing makes you fast, but it's not really as good as Sleaze or Attack or Firewall for most purposes, especially since if you really need DP, you can spend 8k on something with 6 DP.
If you did this build as an elf stats should be 
Priority A: Renaissance
Priority B:  Meta type: ELF
Priority C: Skills 
Priority D: Resources

Priority E:  Attributes

If your Playing A Dwarf

Priority A: Renaissance
Priority B:  Skills
Priority C:  Meta type: Dwarf
Priority D: Resources
Priority E:  Attributes