Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Quatar on <11-18-15/1332:51>

Title: Technomancer and Cyberware?
Post by: Quatar on <11-18-15/1332:51>
I know every point of Essence lost is a point of Resonance lost.

But is that really so bad to loose 1 point to pick up some cyber- or bioware? Some of that stuff is really sweet.

From what I can tell, while Resonance is used for almost every special TM trick, sprites, complex forms etc, is 1 less of it really gonna break you, considering the benefits you could gain in return?

Please don't just answer with "Yes" or "No" or "How can you be this stupid?" please, but at least a sentence or two of explanation why you think so. Thanks
Title: Re: Technomancer and Cyberware?
Post by: falar on <11-18-15/1410:38>
No. It's not so bad.

Consider - Cerebral and Cerebellum Boosters increase Logic and Intuition by the rating. For you, that's a direct increase in ... one of your Living Persona stats as well as making the rolls better. You should get it.

Also Consider - Narco and abusing Psyche or Cereprax. Both drugs would boost your Logic/Intuition by quite large amounts and increase your Living Persona as well. Or even do a Loco and take some Red Mescaline with the Psyche to get your Charisma and Willpower up by +2 to apiece as well.
Title: Re: Technomancer and Cyberware?
Post by: Danny Montanny on <11-18-15/1711:56>
Or just Biocompatibility: Bioware and Prototype Transhuman. Have your cake and eat it too.
Title: Re: Technomancer and Cyberware?
Post by: kyoto kid on <11-18-15/1742:19>
...as long as this isn't a Missions character. In the FAQ, the Karma cost for Prototype Transhuman is double (20 Karma). So with Biocompatibility - Bioware you'd be at the maximum of 25 K for PQs
Title: Re: Technomancer and Cyberware?
Post by: Whiskeyjack on <11-18-15/1926:43>
Resonance sucks quite a bit compared to Magic, and even Magic likes to lose 1 point a lot of times.

TMs are arguably better wared than not wared, because of how they are at a baseline.
Title: Re: Technomancer and Cyberware?
Post by: FST_Gemstar on <11-18-15/2002:53>
Yep. Having high Resonance is less important to a technomancer than having magic is to magician. Even without biocompatibility and prototype transhuman, investing in 'ware can help technomancers be good at more than just matrix things or even excel more at matrix work if that is their focus. As written, it seems that unaugmented technomancers have a tough time standing toe to toe with other archetypes.

As Falar said: Drugs are nice too!
Title: Re: Technomancer and Cyberware?
Post by: Whiskeyjack on <11-18-15/2016:50>
They do well as a pet class  ;)
Title: Re: Technomancer and Cyberware?
Post by: gradivus on <11-18-15/2023:52>
They do well as a pet class  ;)

after initiation they do well as riggers too.
Title: Re: Technomancer and Cyberware?
Post by: falar on <11-18-15/2215:11>
As Falar said: Drugs are nice too!

I took three characters to GameHole Con - all but one of the sessions were the same GM. At one point he asked me if any of my characters weren't addicted to something. I smiled sadly and told him the Sixth World was a nasty place and sometimes you just needed a little something to get by.
Title: Re: Technomancer and Cyberware?
Post by: kyoto kid on <11-18-15/2256:56>
...played deckers (back in the 3rd ed days when decking was really incomprehensible) Even played an Otaku.  Not interested in Technomancers as they are even more of a disadvantage in the meat world than the awakened.  Mages can get spells, foci, and the assistance of spirits while Adepts have powers and a few foci that can make them both survivable and effective on the physical end. Having to deal with 1d6 of initiative and no augmentation to abilities/skills in the meat world (other than what a few PQs grant) is a recipe for trouble when the lead starts a flying.

I wish they would have based them off the original idea of the Otaku and not just made them into another form of "Mage". One would think technos would embrace the benefit of technological augmentations rather shun them for fear being hamstrung.
Title: Re: Technomancer and Cyberware?
Post by: adzling on <11-18-15/2309:35>
Our Techno took exceptional attribute: resonance and a Renraku Tradesuite and stuck a rating 4 Machine Sprite in there full time.
Resonance 6 and....
Boom rating 7 skill in anything, anytime.
She is the parties fill-in-the-gaps runner.
Title: Re: Technomancer and Cyberware?
Post by: Quatar on <11-19-15/0044:13>
Our Techno took exceptional attribute: resonance and a Renraku Tradesuite and stuck a rating 4 Machine Sprite in there full time.
Resonance 6 and....
Boom rating 7 skill in anything, anytime.
She is the parties fill-in-the-gaps runner.
Interesting idea, but can you elaborate on the math behind this? I don't get how it would be rating 7 in every skill.

Also, are you sure using one of the Kits is a good idea? They got some pretty nasty downsides with wireless not being able to be turned off and them being "chatty".
Title: Re: Technomancer and Cyberware?
Post by: FST_Gemstar on <11-19-15/0111:56>
Kyoto Kid: Yeah... the published materials make it seem like technomancers have nothing to do with 'ware and protect their Resonance more than anything, even though yes, it makes a lot of sense that they should be most technologically integrated... but with less than one essence worth of 'ware, even with just core materials, technomancers can keep a highish resonance and use drugs to boost initiative and sprites to boost dicepools in the meatworld just fine--more as a slower street sam with some stealth skills that can help boost/protect the team decker do the real hacking. How technomancers are described in the world are different than how they can be developed into actual playable characters, which is confusing when trying to build one from the getgo. I hope the new technobook is more expansive on technomancer lore.
Title: Re: Technomancer and Cyberware?
Post by: adzling on <11-19-15/0120:35>
disclaimer: you must purchase the activesofts or a subscription to an activesoft service

4 from active soft and 3 from the rating 4 machine sprite using Diagnostics on the Skillwires (+3 to any skills used via the skillwires).

Our Techno took exceptional attribute: resonance and a Renraku Tradesuite and stuck a rating 4 Machine Sprite in there full time.
Resonance 6 and....
Boom rating 7 skill in anything, anytime.
She is the parties fill-in-the-gaps runner.
Interesting idea, but can you elaborate on the math behind this? I don't get how it would be rating 7 in every skill.

Also, are you sure using one of the Kits is a good idea? They got some pretty nasty downsides with wireless not being able to be turned off and them being "chatty".
Title: Re: Technomancer and Cyberware?
Post by: falar on <11-19-15/0936:51>
Ja. Only 20,000 nuyen per effectively Rating 6+ skill. It's a pretty sweet deal. Combine with Attributes A so that you can shine across the board ...
Title: Re: Technomancer and Cyberware?
Post by: FST_Gemstar on <11-19-15/1013:56>
It's a fun jack build, and I won't knock having someone on team who can know anything very well at anytime,  but GM dependent, the character with the kit does become an easy corps target, and the skill soft subscription costs 20k/mo. I know technomancers don't have a lot of other nuyen needs but that's some high overhead for a shadowrunning career.  I find it too risky.  I usually hedge the jack of all trades part of the build for a skillwire/jack 2 system instead of 4, and buy (or steal) the rating two skillsofts for skills the character doesn't want to invest karma in. With a lower level machine sprite, +4 bonuses ain't bad either, and the character can usually afford some more essence and 'ware to boot.
Title: Re: Technomancer and Cyberware?
Post by: Marcus on <11-20-15/0040:15>
Losing 1 point isn't a big deal, the issue is slipper slope. Your spending considerable resources to get resonances and the issue as has pointed out, is that Resonance is just currently weaker then magic. So your spending the same resource amount as a mage are getting less for those resources, and then losing even more resources on top of that when your lose resonance. It was hoped that data trails would do something for Technos but that's been pushed back to another book. So until we see the techno book, the list useful techno tricks is fairly limited. FST_Gemstar has certainly looked at almost every possible variation of Techno.  If you want good examples just check out all his threads.