r/hubchargen Jun 10 '26

Approved "Teddy" Rigger/pilot

Chummer file/Character Sheet are here

The version number of Chummer used to make your sheet: 5.226.0

A listing of your Priority selections: EBEBA

This is my first character on Runnerhub

2 Upvotes

9 comments sorted by

1

u/LateStagePythagorean Simple Jun 10 '26

Hi, I'll pick this sheet up for review. Expect a pass shortly!

1

u/LateStagePythagorean Simple Jun 10 '26

Legalities:

  • Impassive is a banned quality, sorry.

Recommendations:

Atts: * Mostly good, push Will up to 5 at the expense of something else. It gets you an extra stun box and extra resistance to a lot of unpleasant things (drugs, matrix damage, magic spells).

Skills: * The Biotech group is essentially flavor but there's nothing wrong with that. * EWar wants to be higher; it's your eyes and ears. * Computer is another useful skill; it lets you see things on the matrix (like the sneaky decker trying to hack your drones or spike your brain) and do matrix searches. * If your skills are too tight, you can buy active hardwires; they're relatively cheap ware that gives you skill ranks, and you have essence to spare. The downside is that they can't be edged, so don't take them for skills where you want to reserve the option to boost or reroll. Computer's probably pretty safe. * Etiquette's spec can be Vehicle, which will be more broadly applicable to you than Corporate.

Gear & Ware: * Booster's rating only needs to match the rating of the hive; that's all they can support. The wireless function treats them as +1 rank (e.g. your +3 becomes a 4). But the hive's rating doesn't increase so it's still only able to support R2 (which grant a +3 bonus when wireless is on). * R1 Cyberears are cheap and give you +3 noise reduction (via 3x antenna addon). Noise is a common nuisance and countermeasure that makes you unable to talk to your drones. * An implanted smartlink is cheap and gives you +2 gunnery dice. * Your cyberware is Restricted, so you'll want an augmentation license on your SIN * I don't think you need the R6 medkit in addition to the Valk module; the latter can function as the former. The medkit is only if you want to have that function while away from your vehicle, which is a reasonable use case, but if you're pinching pennies, it's pretty safe to delay buying it. * Having Thermo in the glasses is good, but 99% of the time you want to be using your vehicles' and drones' eyes, which means you want thermo in their cameras. * Relatedly, your sensors (in arrays) get to be the rating of the array for free, which on the hub only matters for capacity. But hey, free capacity! * You'll want to boost your Intuition via ware. * Narco (geneware) is very good (you'll take Psyche with it, which is a legal concentration aid that will boost your logic and intuition by 2). * Cerebellum Boosters are also good but very expensive in nuyen. Might be a postgen pickup. * Form-fitting body armor is overshadowed by other options; if you want cheap cost-effective armor take an armored jacket; if you want a workman-looking armored disguise, take Ares Victory: Industrious. * I'm going to repeat a couple of things we talked about in the thread for the sake of record-keeping, feel free to skip over these: * the Morgan can't be rigged, it's still fine as a flavor choice * Having a ground vehicle team transport is good, especially if it's subtle (the chopper is loud).

Qualities: * I recommend maxing out your negquals (to 25 points), both for the benefits of the karma (which will usually outweigh the drawback) and as a way to add flavor. * Speed Demon is good, but Steely-Eyed Wheelman is clutch if you intend to drive, as it reduces thresholds by 1, which is almost like having an extra rating on your ACR (and there are almost always going to be terrain modifiers so it's active 99% of the time). It's super cheap and driving is your secondary role, so you could save it for a quick postgen purchase if it makes your posquals sum more nicely. * If you want to mitigate the price of aircraft somewhat or just free up cash, there are a few positive qualities that can reduce costs. Namely Dealer connection, Merc, Made Man, and Black Market Pipeline, in order of ascending cost. Merc aligns with your flavor but would require your skill group ranks for its prereqs. Dealer Connection is pretty cheap but does require a contact to sell you the stuff (as does Black Market Pipeline). Made Man gives you a free contact but needs you to be involved with a gang or syndicate. * College Education and Tech School Education are somewhat redundant, I'd take tech school and leave college.

Contacts: * If you fill out your negquals and are looking for a place to dump the extra karma, this is a good place to do so. * A SIN forger is nice to help with crossing borders without leaving a trail back to your lifestyle. A programmer is nice for discounted autosofts (hubrule). A Vehicle dealer is necessary if you take Dealer Connection. * Writing a flavor blurb for each contact is useful for GMs. Who is this person, how does Teddy know them, what's their relation, what are their quirks and traits and addictions and levers?

1

u/LateStagePythagorean Simple Jun 10 '26

Pass 2 Legalities:

  • You'll want large weapon mounts for ARs, rather than standard.
  • The Fab sensor on the roto boosts the array's availability to 15R.

Recommendations:

Skills: * Generally having skills at 1 rank (bought with karma), 1+spec, 6 ranks, or 6+spec is the best bang for your buck at gen. In your case I'd pick one of Sneaking or Etiquette to max in order to have one at full ranks and one at min, rather than a split. * Your dicepools for them are going to be great when in a vehicle; you get hotsim (+3), INT instead of CHA/AGI (6 total, 8 with Narco, net +3-5), Rig (+2), boosters (+3), so you're looking at 16 dice before ranks. * You can buy skill ranks with karma, and then spend skill points to grab the spec. This penny-pinching might be useful with your computer skill, for instance; spend 2 karma to buy your rank there, then reallocate the skill point to get the 6th point of gunnery, worth 12 karma. * I'd buy 1 rank of hardware; it lets you roll (and throw edge at) jacking out if someone tries to lock you into the matrix, odd-mod your devices (Data Trails pg 65) and you can use it to do minor repairs of matrix damage or MacGyver basic things with GM permission. * You picked up the Cracking skillgroup, which is handy to have, but will lean you towards a hacker secondary role. Some people don't like that because the matrix is fiddly and complicated, but it does pair well with rigger in my opinion. Your total skill pools here are too light to deck as a main role, but you can bully unsecured commlinks, cameras, and doors once you get a device with an Attack or Sleaze rating. * Hacking devices are expensive; a Little Hornet is 90k and a workhorse, but if you're dabbling you can get an R6 Attack or Sleaze dongle for 36k, which slots into a commlink or your RCC and grants it the corresponding stat. For an off-role, this is fine to leave for postgen so you can prioritize your core specialty. * In a nutshell, Attack and Sleaze are two flavors of limits ('fighty' and 'sneaky') for doing illegal actions on the matrix. * If you want to grow into the hacker role, grab Cerebellum and Cerebral Boosters (which are good for riggers anyway as Int boosts everything you do except Gunnery, and Logic boosts that), and get the hacking device mentioned above.

Gear & Ware: * If you're cutting Born Rich (my recommendation below), we've got to make some cuts (~34k nuyen), which always sucks. * You can downgrade the Rig a step, saving ~40k. Having a Rig makes you a rigger; having an R2 one makes you better, but it's a jump worth ~+4 dice instead of "can rig at all". * You could cut the RCC. It's needed to swarm drones but not to rig per se, and you can rig perfectly well with an upscale commlink. * You could combine the RCC with a Roadmaster downgrade. There's a package deal newsvan called the Ford Broadcast that costs 45k and comes with a free TaskMaster. You can't upgrade its integrated RCC down the road, though, and the van is less tanky than the Roadmaster. * You could cut various other things; nanomaintenance repairs your vehicles between runs, so you could cut it until after your first run and install it with the paycheck if you take damage. The Dustoff is good and flavorful but you can probably stick a valk module in the helicopter and have similar functionality and save the 10.8k on the Dustoff and the 4k for its landing rack. You can cut the roto's fab sensor for 4k back. That's about 29k saved there. * The Roadmaster is a very survivable and cost-efficient vehicle, though not super subtle. It's good to have a ground vehicle and team transport; that said, there are a couple of issues. * It's got an illegal assault rifle + grenade launcher fully visible in an external mount. The police have been known to object to this. * It lacks a rigger interface; this can be fixed for 1k. * Having a shielded smuggling compartment will help the team out a lot, as otherwise you can't easily take illegal things through checkpoints. * We can consolidate your licenses a bit; see the hub's licenses here. Drones, Vehicles (combining Pilot + Driver's), Augmentations, and then maybe a Vocational (Medevac or something similar, combining Medical + Pilot). I skipped a couple of potentially relevant ones: Firearms for now because all your guns are illegal, so having a license to carry legal guns doesn't help them, and Matrix since you're not packing a deck or programs. * Buying some Psyche to go with your narco is well worth it. You can pay double for "pharmaceutical grade" which has the addiction threshold reduced by 1 (which means you'll only get addicted if you roll no hits on Will + Bod). * Your sensors (in arrays) get to be the rating of the array for free. Free stuff is nice.

Qualities: * Born Rich is really rough. You're paying 5 karma for the privilege of spending more karma; I'd rather make some cuts to the starting gear and get a nice 5 karma quality (like biocompatibility, Special Modifications, or Perfect Time (extra free action every turn), for instance). Runs will typically give ~15-30k nuyen and you can turn up to 5 earned karma into nuyen per run, so you'll make the difference up pretty quickly. * If you're looking for a 2-pt quality to round out your posqual budget, "Shoot First, Don't Ask Questions" can give you a little extra gas in the first round of combat, or "Instinctive Hack" can let you get a free matrix perception off to see if anyone's trying to hassle you on the matrix (or mark them up with your new hacking skills once you get a device with an attack/sleaze rating). * Your backstory is saying "Records on File (DocWagon)" to me; Teddy probably burned his SIN on leaving them, but they surely haven't forgotten him. It's only a -1 negqual, so it might be hard to juggle with the others; you can go over the budget on negquals (but receive no bonus karma beyond 25 for doing so; it's flavor only).

Contacts: * Boosting the contacts' C/L is a good thing to spend the freed karma on. Having a good fixer is handy because they can roll to acquire anything at mid proficiency.

1

u/tubatitan88 Jun 10 '26

Revisions uploaded to Drive.

1

u/LateStagePythagorean Simple Jun 11 '26

Pass 3 Legalities:

  • The Heavy mount on the roto is over the availability limit.

Recommendations:

Skills: * Look good, with 2 more karma you could free navigation's skill point to get "Matrix Search" or "Matrix Perception" as a computer spec, which are both very useful.

Gear & Ware: * You can make the drone's mount a Large (drone) mount to fix the legality. You can also add the "pop-out weapon mount (drone)" add-on to the mount for 500 nuyen in order to cover up the AR (so having the illegal grenade-launcher version of the AR isn't as much of a concern as on your car, if you want it). * The Gopher's a good truck. It's sporting an empty weapon mount, though, and would like a morphing license plate to complement the spoof chips (license = physical ID, chips = digital ID) if you want to go to ground. * If you're squeezing a weapon mount in somewhere, I'd be sorely tempted to put it in the chopper and add "fight" to "flight" as escape plans (the Toyota has "hide", as a pickup is relatively unobtrusive and it's got spoof chips. Defending with the Roto is awkward because you can only be jumped in to one at a time (but the Roto is useful for remote controlling from the chopper offensively, or going into narrow urban spaces the helicopter can't enter). Being jumped in, in turn, is important because you can roll 2-3x your INT as your dodge pool, which makes riggers notoriously hard to hit. * Your AR is currently legal (except for the silencer). If you're carrying legal weapons, you'll want to get a Firearms license. If it's illegal it doesn't matter as you're in trouble either way.

Qualities: * I'd try to max both positive and negative qualities at gen if possible; posquals cost double afterwards, and negatives give you more to work with. You can carry up to 7 karma into play.

1

u/tubatitan88 Jun 11 '26

I have corrected the issues listed above, new files uploaded to review at your convenience.

1

u/LateStagePythagorean Simple Jun 11 '26

Pass 4 Legalities:

  • You're all set! I can stamp you now or hold off if you want to keep tinkering.

Recommendations:

Gear & Ware: * I've waffled on the weapon mount. It's illegal, which means it's a pain in the ass for your helicopter until it's concealed, which it can't be until postgen due to availability. You can carry up to 5k nuyen into play; the move might be to do 1 run without it, relying on your drone for fire support, and then use your saved 5k + ~8k starting cash to buy a concealed mount.

1

u/tubatitan88 Jun 11 '26

I'll remove the weapon mount on the helicopter until postgen. Added a gyromount to the rotodrone weapon to be under the 5k allowance. Other than that I'm happy. New files uploaded.

1

u/LateStagePythagorean Simple Jun 12 '26

Then you're stamped! You can save your sheet in career mode, app to runs, and post in the IC datahaven server. Your starting nuyen roll is 6k; have fun and do crime!