Jared Smith, Decker:
[ Spoiler ]
Timothy Smith, Technomancer:
[ Spoiler ]
So we'll start with Timothy, our Technomancer, being hired for a data snatch from a bank host. His fixer buddy has found out that Mr. Johnson has covered his bets by double-booking the job with Jared the Decker. So Timothy is looking to shut Jared down so he doesn't get in the way. Jared has also been tipped off, and is looking to do the same thing himself.
Tim sets himself up in a quiet room near the bank with a buddy to guard his meat suit while he's in VR. He slips into Silent Running mode immediately.
Jared, meanwhile, is also in the area. He's running his Deck with Sleaze 7, Firewall 6, Attack 4 & Data Processing 5. On the deck are Encryption, Toolbox, Baby Monitor and Armor. Jared is also Running Silent.
So we'll go to Initiative to figure out who can do what first. Tim has Intuition 5 + Data Processing 5 for 10 + 4d6. Jared has Intuition 5 + Data Processing 5 (6 for Toolbox) for 11 + 4d6. Tim gets 6 5 4 3 for Initiative of 28. Jared gets 3 6 4 3 for Initiative of 27.
The first thing Tim does is improve his Grid. A moment's concentration threads Transcendent Grid at Level 5. Rolling Software 6 + Resonance 6 he gets 1 hit. Not great, but enough for this part of the job. He rolls Willpower 7 + Resonance 6 = 13 dice to resist 2DV of Fading. Seven hits... no problem.
Jared also decides that the public grid isn't going to cut it for this job. He rolls Hacking 6 + Logic 7 + Hot Sim 2 - Public Grid 2 -Running Silent 2 = 11 dice Hack on the Fly against 4 dice of the Local Grid. Jared gets 2 hits to the Local Grid's 0... he's on the Grid, and his Overwatch Score starts ticking. Baby Monitor reports a score of 0. Plenty of time...
Tim next decides to pull a Hack on the Fly himself. He has Hacking 5 + Logic 5 + Hot Sim 2 - Running Silent 2 = 10 dice against the Local Grid's 4. He gets 5 hits, the Grid gets 0. When Transcendent Grid shuts down he'll land on the Local Grid, not the Public. OS starts up for him as well, with 0.
Jared begins looking for Tim, figuring he must be around somewhere. A Matrix Perception Check (Logic 7 + Intuition 5 - 2 Running Silent = 10 dice = 4 successes.) More then enough to detect that yeah, there's a hidden icon out there.
On the next Initiative pass, Tim attempts to find some hidden icons. He rolls Computer 6 + Intuition 5 + Hot Sim 2 + Technomancer 2 - Running Silent 2 = 13 dice. Five hits.
Next step for Jared: Find the icon. His 10 dice for Matrix Perception is up against Logic 5 + Sleaze 5 = 10 dice for Tim. Four hits to two: Tim is spotted.
Initiative: Tim 24, Jared 20.
Up next, Tim tries to spot the hidden icon. 13 dice vs. Jared's Logic 7 + Sleaze 7 = 14 dice. Tim gets 5 Hits, but Jared gets 9. No luck for Tim.
Jared goes on the offensive. He swaps Attack and Sleaze (Attack 7, Sleaze 4) and goes for a Data Spike on Tim. Cybercombat 6 + Logic 7 + Codeslinger 2 + Hot Sim 2 - Running Silent 2 = 15 dice vs. Tim's Intuition 5 & Firewall 7 (12 dice.) At the first sign of trouble Tim activates Full Matrix Defense, throwing another 7 dice into the mix. Jared gets 5 hits, Tim rolls and also gets 5. Tim's not hurt, but no damage rebounds on Jared. Jared's OS goes up to 5 though.
On the next pass Jared is Iniative 10, Tim is Initiative 4. Jared swaps Toolbox for Hammer and again Data Spikes, for 3 hits. Tim resists for 8 hits. Not good for Jared... he takes 5 boxes of Matrix Damage, and his OS goes up to 13.
On 4 Tim does two things: A Simple Action to drop Running Silent, and a Simple Action to call his Fault Sprite. At the end of the Pass the Combat Turn ends.
Initiative: Tim 24, Jared 31, Fault Sprite Initiative 13 + 4d6 = 28
Jared is understandably a bit more cautious after having his own Data Spike messed him up. Still, he has no reason to believe that Tim has spotted him yet, so he has time. He decides to go for a Mark on Tim using Hack on the Fly. Hacking 6 + Logic 7 + Hot Sim 2 - Running Silent 2 = 13 dice against Tim's Willpower 7 + Firewall 7 = 14 dice. A tie @ 5 hits each. Jared fails, and his Overwatch Score goes up to 18. Plus, Tim now has a Mark on *him*.
The Fault Sprite has arrived, but has no orders. It Delays Action to 23.
Tim immediately does a Command Sprite "Sustain Electron Storm on the icon attacking me until it crashes or leaves." The Fault Sprite has Inituition 6 + Computer 6 + Hot Sim 2 = 14 dice for 3 hits. It knows there's a hidden icon there, and next pass will try to find it.
Jared knows he's Marked, and the appearance of the Sprite is troubling. He decides to take out the Resonance Beastie first, with Data Spike. 15 dice vs. Intution 6 + Firewall 8 = 14 dice. Six hits to 3... the Sprite is facing down Attack 7 + Hammer 2 + 3 net hits = 12DV of Matrix Damage. It rolls L6 + Firewall 8 = 14 dice for 5 hits. That's 7 boxes to the Sprites Matrix Condition Monitor. Jared's Baby Monitor is reporting his OS is now 21.
Tim decides to buy the Sprite some time. He Threads Resonance Veil, going for Level 5. Software 6 + Resonance 6 = 12 dice against Jared's Intuition 5 + Data Processing 5 = 10 dice. No luck... 2 hits to 3 and he's now facing 4DV of Fading.
Five hits on the Fading resistance test wave it away.
Next up, the Sprite tries to find Jared. 14 dice vs Logic 7 Sleaze 4 = 11 dice. Four hits to two... Jared's found. The Sprite also goes Full Matrix Defense,
dropping his Initiative to 3.
On the next pass, at 11, Jared still doesn't like that Sprite, and he doesn't know yet that Running Silent isn't doing him any good anymore. He lashes out with Data Spike to try to finish the job and gets five hits. This time though the Sprite is rolling 20 dice to resist and gets 7 hits. Jared takes two more boxes of unresisted Matrix Damage and his OS is now up at 28.
Tim decides to try a different tactic. He Threads Pulse Storm at L4 against Jared. 12 dice against 12 dice... still no luck. 3 hits to 4. His luck continues on Fading tests though.. five hits.
Next Combat Turn: Tim 31, Jared 25, Sprite 32.
As per orders, the Fault Sprite unleashes an Electron Storm on Jared. Cybercombat 6 + Resonance 6 = 12 dice vs. Intuition 5 + Firewall 6 (7 for Encryption) = 12 dice. Two hits to five hits, the Sprite will have to try again.
Tim tries again with Pulse Storm. Four Hits to three... Jared now has to deal with a Noise Score of 1. Fading test gives an unbelievable eight hits.
Jared still considers the Sprite to be the greater threat, and now he knows he's been spotted by both his opponents. He spends a Simple Action to get rid of Running Silent.
Next pass, the Sprite tries again on 22. Tied @ three hits.
Tim goes for Pulse Storm again. Three hits to four. Four hits on Fading.
Jared tries to take out the Sprite, now with 17 dice (he swaps out Baby Monitor for Signal Scrub to take out the Noise he got last pass.) The Sprite goes Full Matrix Defense. And it's game over for Jared as the test is 6 sux to 13, and he eats 7 points of Matrix Damage. He's bricked, and dumpshocked. Just as well, really, as it also put his OS up to 41.
So, what did I take away from running this through its paces?
1) I'm glad I could code up a quick little diceroller in perl.

2) Apparently Data Spike is a good way to get yourself bricked. I finally see some more merit in Resonance Spike: It doesn't bounce back on you.
3) Not sure a L6 sprite can really do much. A dicepool of 12 against a decent Intuition + Firewall ?
4) Still think the Technomancer would be fun to play. Too bad my usual gaming group would only be interested in Shadowrun if I ran it...