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> Help me Build: The Mundane Decker, Looking for Advise on a rather Gimmicky Decker Build
Command Line
post Sep 4 2017, 03:03 AM
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Hoi there Chummers.

Command Line here, looking for some Chill advise on an upcoming game.

I've got a friend whose going to be running a bit of a house-ruled game of 5E and could use some help with fleshing out the Idea I had.

Now the GMs gone and laid out the basics, that this will be pretty Wetwork heavy and the two stipulations for all characters are that A: They have to be able to kill people and B: They have to be able to operate in / blend into society. Apparently we'll be working as some corp assassins and those rules keep the Sams from going too crazy and the supports from becoming one trick ponies.

I'm never really happy with 'Normal' Builds. I like my gimmicks, and one of my favorites is the "Mundane". That means no chrome and no mojo. I allow a little wiggle room for gene-tech if necessary but prefer not to use it. Course this isn't too hard when your working Soldiers and Assassins, especially if you take to the drugs. But see...

I wanna pick up the deck for this game.

So that's my current challenge, build a no magic, no ware, low-to-no drug Decker. (Winners abuse responsibly)

I recently picked up cutting aces, so I'm currently looking at making him a smooth grifter, a Face/Deck who uses lots of concealable weaponry and spy gear, along with the ability to break into systems and take out defenses. We also have some house rules for character creation.

We are using Priority build for Prime Runners with the following modifications:
2 Extra attribute Points
2 Extra Magic points -Will not apply to this character-
2 Extra skill group points
4 Extra skill points
50K extra Nuyen
Our starting Karma is 40, and the limit is 75
Gear Restriction is Device Rating 6, Availability 18
We additionally can purchase 2 pieces of gear without restriction (With GM's right to veto)

Of course the big problem with this is getting enough initiative passes to deck in AR well. I know about Lighting Reflexes and Synaptic Acceleration, but are there any other good ways to get initiative for this character?
Got any other advice or recommendations?
Hit me up down below

Thanks Omae
-Command Line

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KCKitsune
post Sep 4 2017, 09:27 PM
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I would HIGHLY recommend "Golden Screwdriver" from Data Trails. It allows you to some pretty big bonuses in repairing any matrix damage you might take.

WRT extra initiative dice... Sorry, unless you're going with 'Ware or magic you're SOL.
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Glyph
post Sep 5 2017, 03:14 AM
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The good news - deckers are highly reliant on external gear, so there won't be that much difference between him and an augmented counterpart, other than maybe a few goodies like cerebral booster: 2 and a sleep regulator.

The bad news - even with the extra points you are getting, being a face/covert ops specialist/decker who is good at combat is still stretching yourself a bit too thin. Covert ops is almost as much of a skill sink as being a decker, and those specialties all use different primary Attributes. I would concentrate on being a good decker, with the essentials from other areas to fit the infiltrator role - con, disguise, and maybe longarms for your primary ranged skill so you can be a sniper.

For initiative, a mundane human with metatype: D will have 5 Edge, so use it for Blitz when you have to. Maybe you could ask your GM if non-magical characters could get 2 Edge points instead of 2 Magic points.
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KCKitsune
post Sep 5 2017, 05:08 AM
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QUOTE (Command Line @ Sep 3 2017, 11:03 PM) *
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I'm never really happy with 'Normal' Builds. I like my gimmicks, and one of my favorites is the "Mundane". That means no chrome and no mojo. I allow a little wiggle room for gene-tech if necessary but prefer not to use it. Course this isn't too hard when your working Soldiers and Assassins, especially if you take to the drugs. But see...

Thanks Omae
-Command Line

>>>Connection Terminated


If you're OK with Gene tweaks, then the Synaptic Acceleration gene mod from CF (page 162) might be right up your alley. It's cheaper than a Synaptic Booster, gives the same mods to initiative for a level 1 Synaptic Booster, and gives you a +1 die to both melee and ranged combat.

I would also get Tetrachromic vision. It's cheap, gives you 3 dice to perception tests (without needing wireless active), and you ignore partial light penalties.
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