Dedicated AI NPC for hacking
Hey there chummers,
I've recently started GMing SR5 for a newish group, and am trying to set them up with an NPC to help out with hacking. I specifically asked them to not focus on matrix characters, as my previous foray into SR let me know that any time Matrix stuff comes into play, the game slows to a crawl, and the other players tend to get bored.
To this end, i wanted to make a hacker that I can roll behind the scenes, but I didn't want to affect their combat capabilities much. (Positive or negative) Basically, I want to leave the players the sole focus of the story. My idea was to get an AI hacker, specifically an E-Ghost that resides in a commlink that the players can take with them.
Now, rather than have a bland NPC, I wanted to throw in the potential for plot hooks. My idea is that the NPC is on the run from a Corp that was doing experiments with AIs, E-Ghosts and the like that resulted in separating the mind from the body. The NPC then found a way to smuggle itself out of the facility through an employee commlink (or something similar) and is now seeking a group to help it stay hidden and eventually get its body back.
So, what would be the most important skills, gear, stats, etc. for this type of NPC? The focus mechanically would be hacking, but I also want to give this NPC a believable stat block that represents a metahuman who was likely kidnapped off the street for these experiments, who has spent a great deal of time learning how to hack as an E-Ghost post-experiment. When I get home, I can post what I have so far from chummer (karma build) if it helps, but I'm willing to completely redo the character if necessary.
Quick edit: oh, and before I forget, I want to take a moment to thank anyone in advance for any advice, no matter how big or small, and for reading my request! :)
Posted Dec 7, 2016, 9:33 PM UTC
Remember, your players never need to see the statblock for an NPC. You can essentially just write down a set of arbitrary numbers for their dice rolls and call it a day, everything past that is just icing on the cake. Writing a couple paragraphs of fluff and throwing some numbers on a page is a hell of a lot easier to do (and work with later) than going full hog and making a character with PC level depth. NPC's also don't need a set gear list. They have whatever gear you find it convenient for them to have as a character within your run. If your characters want you to justify where the NPC got everything he's using, remind them that characters have lives and income outside of the game, maybe have the NPC name drop their supplier.
A typical runner's core pools are generally around 12-18 dice depending on how specialized they are. 12-9 dice for secondary rolls, and 9 or lower for tertiary. A hacker will have the skills in the Cracking and Computers skillgroups at or near core pool levels. No other skills are absolutely required for a hacker (though perception is nice), so give them whatever works for their backstory for secondary skills.
Yeah juat script what the NPC will be able to do. if an alarm sounds you would have planed it. If the NOC can find on the matrix the real name of Devil mind controlling lofwyr do it. ( well maybe not, but you see the point ).
Since hacking is mostly about information and counter information. Let the PC do the rest.
That's actually a good point. I've been playing RPGs like pathfinder and dnd for years, almost always as a player, so I was coming at this from a player perspective. I keep forgetting that GM's have a lot more flexibility in generating NPCs and whatnot. Thanks!
I'll whip it all up before the next game session. If anyone is interested, I can post what I come up with here
Forget everything you know from dnd and pathfinder, it will only hurt you
To get myself in the shadowrun mindset, I've been running the season 5 missions set in Chicago. It's been going well so far, but the players need an avenue for the hacky bits that's not beyond their power level
A Johnson will not hire a team for a job they don't have the skillset required to complete.