Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Bushw4cker on <07-20-16/0301:14>

Title: Technomancer Archetype (SR5)
Post by: Bushw4cker on <07-20-16/0301:14>
Using Priority.
A. Attributes
B. Skills
C. Technomancer
D. Race
E. Nuyen

It is very hard to make decent Technomancer using Priority, this is my best attempt.

ATTRIBUTES (24, 10 Karma)                                 
BOD      2      WIL      5      WLK      6   
AGI      3      LOG      7      RUN      12   
REA      3      INT      5      SPNT      (+2)   
STR      2      CHA      5      COM      10   
ESS      6      EDG      2      JUD      10   
RES      6      LIFT      4      MEM      12   
Init: 8 + 1D6   Edge: OO                                 
                                 
PHY      3      MEN      8      SOC      7   
                                 
ACTIVE SKILLS (36/5, 4K)                        RTG      DP   
Etiquette                        1      6   
Perception                        1      6   
 (Visual +2)                              8   
Computer                        5      12   
Hardware                        5      12   
Software                        5      12   
Cybercombat                        6      13   
Electronic Warfare                        6      13   
Hacking                        6      13   
 (Devices +2)                              15   
Compiling                        5      11   
Registering                        6      12   
Automatics                        1      4   
 (Machine Pistols +2)                              6   
Gymnastics                        1      4   
Sneaking                        1      4   
 (Urban +2)                              6   
                                 
HACK ON THE FLY                                 
Roll 13 Dice +/- Mods (AR)                                 
Roll 15 Dice +/- Mods (Hot Sim)                                 
 +2 Dice for Devices                                 

KNOWLEDGE SKILLS                        RTG      DP   
Matrix Games                        6      11   
Small Unit Tactics                        1      6   
Police Procedures                        1      6   
Local Street Gangs                        1      6   
Sprawl Life                        1      6   
Iconography                        1      6   
 (Matrix +2)                              8   
Trid Shows                        1      6   
 ("Reality" +2)                              8   
Music                        1      6   
 (Gob Rap +2)                              8   
Insults                        3      8   
 (n00bs +2)                              10   
                                 
LANGUAGE SKILLS                        RTG      DP   
English                        N      -   
Japanese                        2      8   
‘l33tspeak                        1      6   
Or'zet                        1      6   

POSITIVE QUALITIES                              RTG   
Exceptional Logic                              -   
Codeslinger (Hack on the Fly)                                 
                                 
NEGATIVE QUALITIES                              RTG   
SINner (Criminal, UCAS)                              -   
Did You Just Call Me Dumb?                                 
Poor Self Control (Braggart)                                 
Curiosity Killed the Cat                                 
                                 
POOR SELF CONTROL                                 
Composure (3) To Not Brag                                 
                                 
CURIOSITY KILLED THE CAT                                 
Composure (3) or Crack Prot. File                                 
 +2 Dice To Crack File Tests                                 

LIVING PERSONA                                 
Device Rating: 6                                 
Attack: 5     Sleaze: 5                                 
Data: 6     Firewall: 5                                 
o Running Silent (-2 DP Matrix Actions)                                 
o Hot Sim (Initiative: 10 + 4D6), +2DP                                 

COMPLEX FORMS                                 
Resonance Veil                                 
Device   Sustained   L - 1                                 
                                 
ID/LICENSES/NUYEN (10,010¥)                                 
Criminal SIN                                 
_____________________________                                 
Fake SIN (Rating 4)                                 
_____________________________                                 
Credit Account                                 
_________________________¥                                  
Standard Credstick                                 
_________________________¥                                  
Standard Credstick                                 
_________________________¥                                  

ARMOR (730¥)                              RTG   
o Armor Clothing (Casual)                              6   
 Concealed Pocket (x2)                              -   
 Faraday Pockets (x4)                              -   

GEAR (1,150¥)                                 
o Contacts (Capacity 2)                                 
Flare Compensation                                 
Low-Light Vision                                 
                                 
COMMLINK (1,160¥)                                 
o Renraku Sensei                                 
DR: 3     Data: 3     Firewall: 3                                 
Apps: Diagnostics, Ticker                                 
Matrix CM OOO OOO OOO O                                 
o Running Silent (-2 DP Matrix Actions)                                 
                                 
LIFESTYLE (2,000¥)                                 
Low Lifestyle (2,000¥ a Month)                                 

NOTES                                 
Starting Nuyen: 3D6 x 60 + 2,395¥                                 
6 Karma Spent on Resources                                 

RANGED WEAPONS (555¥)                              CON      ACC         DAM         AP      RC      MODE               MODS                                                                     
o Steyr TMP                              -2      4(5)         7P         -      -      oSA oBF oFA               Lasersight, Sling                                                                     
o (Clip) Reg OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO     o (Clip) Reg OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO     o (Clip) Reg OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO                                                                                                                                                        
                                                                                                                                                      
CONTACTS                  TYPE                     METATYPE               LOCATION                        CON      LOY      NOTES                                                            
_______________                  Fixer                     ___________               __________________                        4      3      _______________________________________________________                                                            
_______________                  ID Manufacturer                     ___________               __________________                        5      2      _______________________________________________________                                                            
_______________                  Trid Pirate                     ___________               __________________                        2      5      _______________________________________________________                                                            




Any thoughts, comments or suggestions are always appreciated

THanks )

 
Title: Re: Technomancer Archetype (SR5)
Post by: deathwishjoe on <07-21-16/1819:11>
technomancers are pretty rough in priority.  I usually go with Sum to ten for them. Was this for the archetype build challenge? 
Title: Re: Technomancer Archetype (SR5)
Post by: Coyote on <07-21-16/1918:18>
Technos ARE rough, especially in Priority. For this reason, I generally follow the following min-maxing rules for most of them:

1: Always take Prototype Transhuman, so that you can get Narco/Nephritic without losing Essence. You can even get Cerebral Booster (1) and still keep 6 Essence.
2: For the Bioware, you need Priority D in Nuyen, and probably also to take In Debt (4-6 or so). So you end with around 70k, which is a solid start, and IMO gets you more than the extra Edge.
3: Cybercombat is not so important, and neither is Electronic Warfare, so lowering those would allow switching Technomancer to B or even A.

With Narco and the use of Psyche, plus the So Jacked Up quality, you can play with a regular +1 to Initiative and +3 to Logic. Combine with the Cerebral Booster and you're maxed at +4 to Logic. You do have to drop Exceptional Attribute, but the extra bonuses from the drugs are probably worth it, especially if you're going with Techno-A and Attributes-B. You also get to use either Cram (if you like a cheap long-duration solution) or Kamikaze (if you like a more expensive short-duration but much higher stat boost), for physical situations.

Also, another idea is to get Gunnery at a decent rank, and buy a Dragonfly (Ares Sparrowhawk version). Rip out the pistol that it comes with and put in a Taser, then stick 2 Machine Drones in it for the Diagnose boost, and you can have an absolutely ridiculous dice pool for both shooting actions and defense pools, which gives you something to do in situations where the Matrix is not very relevant. An equipped Dragonfly is just around 5-6k, depending on what sensor upgrades and such that you get for it. With Logic 10 and just Gunnery 3, you're rolling at 18 dice with it (Diagnose doubles your skill pool, and you're going to get a Smartgun link for it), and that's if you're going in AR. It would be 20 in hot-sim.
Title: Re: Technomancer Archetype (SR5)
Post by: deathwishjoe on <07-21-16/2041:54>
If this is for the archetype challenge then its core rulebook only and has to look like the archetype's picture in the rule book. Also technically you can't get narco as part of the prototype transhuman quality as its a genemod and not bioware. I've heard its houseruled at many tables as allowed as it fits with the spirit of the quality, just remember to ask your gm first
Title: Re: Technomancer Archetype (SR5)
Post by: Bushw4cker on <07-21-16/2150:19>
technomancers are pretty rough in priority.  I usually go with Sum to ten for them. Was this for the archetype build challenge?

Yes

One things that sucks about making Technomancers is, the Priority system makes it very difficult. Example: Skills. There are 2 or 3 Skill Groups that have very important Skills you more than likely want at max starting rating. Hacking from Cracking Group, Computer from Electronics, Compiling from Tasking (I think that's right name). Technomancers (and Deckers) taking priority A or B for skills, for A, are going to have to take One important skill group at rating 4, or 2 important skill groups at Rating 5, and you're not going to be able to specialize. Same if you take Priority B, your going to have Important Skill Group at rating 5.

There is almost no way to make a even halfway decent Metahuman Technomancer with Priority character creation. Point Buy (Karma gen) is the only way to do it.
Title: Re: Technomancer Archetype (SR5)
Post by: deathwishjoe on <07-21-16/2216:42>
Quote
One things that sucks about making Technomancers is, the Priority system makes it very difficult. Example: Skills. There are 2 or 3 Skill Groups that have very important Skills you more than likely want at max starting rating. Hacking from Cracking Group, Computer from Electronics, Compiling from Tasking (I think that's right name). Technomancers (and Deckers) taking priority A or B for skills, for A, are going to have to take One important skill group at rating 4, or 2 important skill groups at Rating 5, and you're not going to be able to specialize. Same if you take Priority B, your going to have Important Skill Group at rating 5.

So most people who are interested in technomancers by now know about the petnomancer build.  If taking this idea to its logical conclusion we actually dont need hacking skills, or at most a 1 rank to allow the character to be familiar enough with the basics to allow them to direct the sprites into doing the hacking for them.  This would mean you can focus on software, compiling and registering and be ok.  a level 10 fault sprite does very well as a hacker and this can take some stress off of needing high skills for the priority system. 

With this build concept in mind we also don't need super high mental stats like the decker with 8 logic allowing a bit more freedom in that area.  Just take Will as the highest stat and your good there.  You can also shift some points into the physical stats to improve your meat bodies fighting ability.  Your not actually using your technomancer persona to do any hacking to moderate mental stats of 3 or so are ok. 

taking the exceptional resonance is quite useful since other high cost qualities arent allowed and focused concentration to allow your sprites indefinite matrix time with out resetting marks is useful as well. 

As coyote mentioned narco is super sweet but were limited to core rule book here.  RAW psyche doesn't help you with sustaining complex forms so that's less desirable and were not too interested in boosting logic way high like before.  taking a double dose of zen  for +2 will power isnt too bad.  Its only barely addictive and resisting 6 stun damage is certainly doable.  this would give us 15 dice for fade resisting.  with some edge and a decently high body Kamikaze is a nice free bonus as well improving initiative as well.  IF you put like a 5 in logic you might be able to take both kamikaze and Jazz.  along with a machine sprite helping with your pistol skill your Ok in combat.

Speaking of machine sprite you might also be able to make a decent infiltrator by using the chameleon suit and a machine sprite.  Just some ideas of where I would head with the build. 
Title: Re: Technomancer Archetype (SR5)
Post by: Bushw4cker on <07-21-16/2231:48>
Quote
1: Always take Prototype Transhuman, so that you can get Narco/Nephritic without losing Essence. You can even get Cerebral Booster (1) and still keep 6 Essence.
2: For the Bioware, you need Priority D in Nuyen, and probably also to take In Debt (4-6 or so). So you end with around 70k, which is a solid start, and IMO gets you more than the extra Edge.
3: Cybercombat is not so important, and neither is Electronic Warfare, so lowering those would allow switching Technomancer to B or even A

You could also wait, take 1 Resonance hit later on, and get Cerebral Booster (Rating 3) Alpha or better grade playing game. Taking Priority E instead of D for Race, you are talking about Resonance 4 instead of 6. It costs 55 Karma to get from 4 to 6 during game play. You are saving yourself 35 Karma (25 + 10 for Positive Quality) if you don't take Prototype Transhuman, and a good or bad (depending how you look at it) GM, could make In Debt quality rough for you.

Electronic Warfare has a few pretty useful actions like Hide and Snoop, might as well take it at 6 if you can.

Archetypes are usually for players that are new to the game. I try to make mine with that in mind. Imagine you're playing Shadowrun for the first time, and you pick Technomancer because that sounds like something you would want to play....

I imagine this happening..

"You enter the Host, You search for the file your team needs.. then suddenly you get hit by a Dataspike blast."

 "Roll Initiative."

"You go First."

 "Ok, I want to get this guy that attacked me."   

"Well First you have to spot him, Roll Matrix Perception test... Ok you see the Cyclops icon that attacked you... You got 5 net hits, so find out...  He's on the Horizon Grid...He's running a Blackout Program, .He's running on a MCT Trainee, the cheapest cyberdeck you can buy, he's probably some little rich corp kid.... "

"Ok I want to attack him now, what do I roll?"

"Well you would roll Cybercombat normally...but umm you don't have that.."

"Well that's Dumb!, why wouldn't I have Cybercombat?"

"Well you kind of don't need it."

"That is so stupid, I'm never playing SHadowrun again, I'm going back to playing Dungeons & Dragons!"

"Noooooo!!!"


This tragedy could all have been prevented if I only gave the Technomancer Cybercombat....

Quote
With Narco and the use of Psyche, plus the So Jacked Up quality, you can play with a regular +1 to Initiative and +3 to Logic. Combine with the Cerebral Booster and you're maxed at +4 to Logic. You do have to drop Exceptional Attribute, but the extra bonuses from the drugs are probably worth it, especially if you're going with Techno-A and Attributes-B. You also get to use either Cram (if you like a cheap long-duration solution) or Kamikaze (if you like a more expensive short-duration but much higher stat boost), for physical situations.

Drugs are Bad..mmkay

Quote
Also, another idea is to get Gunnery at a decent rank, and buy a Dragonfly (Ares Sparrowhawk version). Rip out the pistol that it comes with and put in a Taser, then stick 2 Machine Drones in it for the Diagnose boost, and you can have an absolutely ridiculous dice pool for both shooting actions and defense pools, which gives you something to do in situations where the Matrix is not very relevant. An equipped Dragonfly is just around 5-6k, depending on what sensor upgrades and such that you get for it. With Logic 10 and just Gunnery 3, you're rolling at 18 dice with it (Diagnose doubles your skill pool, and you're going to get a Smartgun link for it), and that's if you're going in AR. It would be 20 in hot-sim.

That's..cheating.. or seem like it should not be allowed at the least.  Probably not good Idea to one up the Rigger either, she's your ride home...




Title: Re: Technomancer Archetype (SR5)
Post by: deathwishjoe on <07-21-16/2250:12>
Quote
Archetypes are usually for players that are new to the game. I try to make mine with that in mind. Imagine you're playing Shadowrun for the first time, and you pick Technomancer because that sounds like something you would want to play....

I blame catalyst then.  there the ones that have made technomancers into either  the weaklings who suck at hacking and combat or rock at being a petnomancer/Juicer/ Rigger.  it really does seem that they had quite a few options to give them a boost and just left it out.  Like Psyche for example.  works to sustain spells on mages but not complex forms for technomancers.  Awww too bad.  They don't play at all to how the fluff describes them  and its the fault of the rules and rule makers.  this means if you want to play a good technomancer you have to know quite a few tricks to pull them off well. In fact I hate to say it but you might be better off playing the ganger archetype with a low end deck who only thinks hes a technomancer.  Hes probably better at hacking and combat this way.  /rant




Title: Re: Technomancer Archetype (SR5)
Post by: Bushw4cker on <07-21-16/2304:16>
If this is for the archetype challenge then its core rulebook only and has to look like the archetype's picture in the rule book. Also technically you can't get narco as part of the prototype transhuman quality as its a genemod and not bioware. I've heard its houseruled at many tables as allowed as it fits with the spirit of the quality, just remember to ask your gm first

What is the Archetype Challenge? ... Look like picture?.. so just has to be same race than?..  will have to check that out.
Title: Re: Technomancer Archetype (SR5)
Post by: Bushw4cker on <07-21-16/2339:36>
Quote
So most people who are interested in technomancers by now know about the petnomancer build.  If taking this idea to its logical conclusion we actually dont need hacking skills, or at most a 1 rank to allow the character to be familiar enough with the basics to allow them to direct the sprites into doing the hacking for them.  This would mean you can focus on software, compiling and registering and be ok.  a level 10 fault sprite does very well as a hacker and this can take some stress off of needing high skills for the priority system.

With this build concept in mind we also don't need super high mental stats like the decker with 8 logic allowing a bit more freedom in that area.  Just take Will as the highest stat and your good there.  You can also shift some points into the physical stats to improve your meat bodies fighting ability.  Your not actually using your technomancer persona to do any hacking to moderate mental stats of 3 or so are ok.

taking the exceptional resonance is quite useful since other high cost qualities arent allowed and focused concentration to allow your sprites indefinite matrix time with out resetting marks is useful as well.

As coyote mentioned narco is super sweet but were limited to core rule book here.  RAW psyche doesn't help you with sustaining complex forms so that's less desirable and were not too interested in boosting logic way high like before.  taking a double dose of zen  for +2 will power isnt too bad.  Its only barely addictive and resisting 6 stun damage is certainly doable.  this would give us 15 dice for fade resisting.  with some edge and a decently high body Kamikaze is a nice free bonus as well improving initiative as well.  IF you put like a 5 in logic you might be able to take both kamikaze and Jazz.  along with a machine sprite helping with your pistol skill your Ok in combat.

Speaking of machine sprite you might also be able to make a decent infiltrator by using the chameleon suit and a machine sprite.  Just some ideas of where I would head with the build. 

I hate Machine Sprites.. or their special power anyway..

Machine Sprites are to 5th edition what Emo Toys were to 4th.

I would not recommend a Petnomancer build for an Archetype.  Archetypes are usually for players that are new to the game. 

"How Powerful of a Sprite can I make?"

"Well it's called Compiling, you can compile one up to twice your Resonance."

"Ok, well my Resonance is 7, so I'm going to Compile a level 14 Sprite."

"I wouldn't recommend compiling one that high.... You could take a lot of damage from Fading."

"I want to compile a level 13 spite then."

"well...umm"

"Lets roll the dice... "

"You got 10 hits.... the Sprite got...oh $#%@!... 10 hits... roll to resist 20P Damage... you die."

"What! That's so Stupid, I'm never playing SHadowrun again, I'm going back to playing Dungesons & Dragons!"

"NOOOOOOO!!!"



and...Drugs are bad..
Title: Re: Technomancer Archetype (SR5)
Post by: Bushw4cker on <07-21-16/2356:52>

Quote
I blame catalyst then.  there the ones that have made technomancers into either  the weaklings who suck at hacking and combat or rock at being a petnomancer/Juicer/ Rigger.  it really does seem that they had quite a few options to give them a boost and just left it out.  Like Psyche for example.  works to sustain spells on mages but not complex forms for technomancers.  Awww too bad.  They don't play at all to how the fluff describes them  and its the fault of the rules and rule makers.  this means if you want to play a good technomancer you have to know quite a few tricks to pull them off well. In fact I hate to say it but you might be better off playing the ganger archetype with a low end deck who only thinks hes a technomancer.  Hes probably better at hacking and combat this way.  /rant

Only slighter better than Aspected Mage (Enchanter).  Very hard to make one with Priority, Karmagen is only way to go. One of the biggest problems with Technomancers is that they need Karma more than any other character type. There are 4 to 5 Skills you really need, eventually, to get ever be able to hack 11+ hosts. You're going to need to bump Resonance up to at least 9 or 10. It's going to cost you hundreds and hundreds of Karma to get to point where you even have a chance at anything 11+.  I think they should make Technomancers like Mystic Adepts. Improved Ability (Cybercombat),
Title: Re: Technomancer Archetype (SR5)
Post by: Hobbes on <07-22-16/1807:15>

I hate Machine Sprites.. or their special power anyway..

Machine Sprites are to 5th edition what Emo Toys were to 4th.

I would not recommend a Petnomancer build for an Archetype.  Archetypes are usually for players that are new to the game. 

"How Powerful of a Sprite can I make?"

"Well it's called Compiling, you can compile one up to twice your Resonance."

"Ok, well my Resonance is 7, so I'm going to Compile a level 14 Sprite."

"I wouldn't recommend compiling one that high.... You could take a lot of damage from Fading."

"I want to compile a level 13 spite then."

"well...umm"

"Lets roll the dice... "

"You got 10 hits.... the Sprite got...oh $#%@!... 10 hits... roll to resist 20P Damage... you die."

"What! That's so Stupid, I'm never playing SHadowrun again, I'm going back to playing Dungesons & Dragons!"

"NOOOOOOO!!!"



and...Drugs are bad..

Pet Classes and new players usually don't mix, true story.  Machine Sprites are awesome and are one of the biggest mechanical differences between Technomancers and Deckers.  (Mechanical effect anyway...Deckers don't have a way to grant +X dice to almost anything...)

And Winners use Drugs.  Especially Psyche and Technomancers.   

The Archetype challenge is linked in my sig, there are a few basic book only Technomancers in there that are pretty decent.  And you can start out as a fairly basic Technomancer Build and not pound every ounce of utility out of your Sprites.  A Petnomancer build is really just a Plane Jane Technomancer build at it's core.  It's more a playstyle difference than a build. 

To your "Smack the Corp Kid Decker" scenario, first thing a Technomancer does is toss a Level 8 Crack Sprite at the little punk and then go back to whatever they were doing.  Or do something else equally traumatizing.  Dataspike is for newbs. 
Title: Re: Technomancer Archetype (SR5)
Post by: deathwishjoe on <07-22-16/2211:07>
Quote
"You got 10 hits.... the Sprite got...oh $#%@!... 10 hits... roll to resist 20P Damage... you die."
  any one roll has a little over .1 percent chance of getting 10 hits on 13 dice.  the real question is what good is your character going to be for the rest of the mission when they roll 6 or 7 hits on thirteen and after using some edge you can only soak 7 of the fade. 

Quote
Pet Classes and new players usually don't mix, true story.  Machine Sprites are awesome and are one of the biggest mechanical differences between Technomancers and Deckers.  (Mechanical effect anyway...Deckers don't have a way to grant +X dice to almost anything...)

I was wondering if you could introduce it as a pet class.  it seemed we were allowed 100 -200 words to describe the character if I remember right.  I was thinking about some sort of comment by the character about how he thinks the rest of his team are a bunch of chumps who thinks hes a super nova hot decker when in reality he can barely do hacking himself but his sprites just make him look that good.  the last decker they had took forever to unlock doors and disable cameras yadda yadda yadda...
Title: Re: Technomancer Archetype (SR5)
Post by: Shamie on <07-22-16/2325:55>
"How Powerful of a Sprite can I make?"

"Well it's called Compiling, you can compile one up to twice your Resonance."

"Ok, well my Resonance is 7, so I'm going to Compile a level 14 Sprite."

"I wouldn't recommend compiling one that high.... You could take a lot of damage from Fading."

"I want to compile a level 13 spite then."

"well...umm"

"Lets roll the dice... "

"You got 10 hits.... the Sprite got...oh $#%@!... 10 hits... roll to resist 20P Damage... you die."

"What! That's so Stupid, I'm never playing SHadowrun again, I'm going back to playing Dungesons & Dragons!"

"NOOOOOOO!!!"



and...Drugs are bad..

Funnily enough that was my first time playing a shaman

"How Powerful of a Spirit can I summon?"

"Well it's called summoning, you can summon one up to twice your Magic."

"Ok, well my Magic is 7, so I'm going to summon a level 14 Spirit."

"I wouldn't recommend summoning one that high.... You could take a lot of damage from Drain."

"i have faith in myself.....and a back up PC"

"well...umm"

"Lets roll the dice... "

"You got 10 hits.... the Spirit got...oh $#%@!... 1 hits... roll to resist 2P Damage."

"I order it to kill the super cybered up bad guy who was suppose to kick our asses and become the big bad of the campaign"

"What! That's so Stupid, I'm never Dming SHadowrun again, I'm going back to running WoD!"

"NOOOOOOO!!!"


 :-[


As a side note, is there a way to make a usefull technomancer that is not a summoner? Any other build. I find it really problematic as a archetype as unless the player really REALLY knows what its doing they can end up with a useless pc.
Title: Re: Technomancer Archetype (SR5)
Post by: deathwishjoe on <07-23-16/0143:48>
Quote
As a side note, is there a way to make a usefull technomancer that is not a summoner? Any other build. I find it really problematic as a archetype as unless the player really REALLY knows what its doing they can end up with a useless pc.

technically yes but I don't recommend it.  with out sprites, machine sprites in particular, your kinda weak.  Machine sprites do quite a bit to help the character in meat space.  you can make a decent-ish technomancer hacker with out sprites but your pushing REALLY hard to get into the level decent-ish.  Regular hackers can access cyberware and while you can take some it severely limits what else you can do from the technomancer side of things.  Its very easy to build a decker who can be far more then decent-ish at hacking and a much more capable person in the meat space. I used to think complex forms could carry the technomancer but 99% of complex forms cant be used on hosts limiting technomancers even further.   

One or two machine sprites can be enough to keep you from being a liability in the meat space.  a level 10 unregistered fault sprite will equal or exceed all but the most optimized deckers in every area except disarming data bombs and as long as the data doesn't delete it can probably take the damage. 

Quote
I hate Machine Sprites.. or their special power anyway..

Machine Sprites are to 5th edition what Emo Toys were to 4th.

I don't think there that bad.  while they provide sweet sweet bonuses to a lot of things only technomancers can get/give them.  Emo toys worked for anyone with a commlink and its not like technomancers don't need the boost. 

I have to say I wouldn't recommend your technomancer build for a starting character either. 

The technomancer wakes up, very pale with blood running down his nose and some coming out of his ears as the door in front of the team slowly opens. 

Technomancer: Wow! guys that security host was pretty hard to hack but I finally got the door open. 

GM:  as the door opens you see a squad of security guards on the otherside with guns drawn.  Every one roll initiative!

Technomancer Player:  ooh a rolled a 4 that means my initiative is a 12.

GM:  did you remember to add your wound modifiers?

Technomancer Player: oh...  ok then I'm at a 9 then. 

Streetsam Player:  36...

Combat Mage Player: 27

... after everyone else goes...

Technomancer Player:  Ok I shoot at one of the guards who is still standing.  and after wound modifiers I roll... 3 dice.  *rolls dice* ... Oh.  what does it mean when I roll 3 1s?

GM:  it means you critically glitch.  In other words 'bad stuff'. *sighs* alright lets say your gun is jammed.  like really bad.  you'll need some tools to fix it before It will shoot again. 

Technomancer player:  ...Oh ok.

GM:  alright everyone take ten from your initiative score if your above zero you get another initiative pass.

Technomancer ...

Streetsam Player:  sweet!

Combat Mage Player: awesome!

..more waiting for the technomancer player...

GM:  *forgets the technomancers took damage before combat started and isn't in very good shape* One of the guards takes a pot shot at you.  he has 5 successes.

Technomancer Player:  uh ok.  I role intuition plus reaction right?

GM: don't forget wound modifiers..

Technomancer Player:  Ok so that's 5 dice I get one success.

GM:  alright resist 11 damage. 

Technomancer Player: *rolls dice and looks at his character sheet*
 
NOOOOOOO!!!"

This game is stupid and boring.  I'm never playing shadowrun again! lets go back to our Pathfinder campaign!
[\I]

Title: Re: Technomancer Archetype (SR5)
Post by: Hobbes on <07-23-16/0732:54>

The technomancer wakes up, very pale with blood running down his nose and some coming out of his ears as the door in front of the team slowly opens. 

Technomancer: Wow! guys that security host was pretty hard to hack but I finally got the door open. 

GM:  as the door opens you see a squad of security guards on the otherside with guns drawn.  Every one roll initiative!

Technomancer Player:  ooh a rolled a 4 that means my initiative is a 12.

GM:  did you remember to add your wound modifiers?

Technomancer Player: oh...  ok then I'm at a 9 then. 

Streetsam Player:  36...

Combat Mage Player: 27

... after everyone else goes...

Technomancer Player:  Ok I shoot at one of the guards who is still standing.  and after wound modifiers I roll... 3 dice.  *rolls dice* ... Oh.  what does it mean when I roll 3 1s?

GM:  it means you critically glitch.  In other words 'bad stuff'. *sighs* alright lets say your gun is jammed.  like really bad.  you'll need some tools to fix it before It will shoot again. 

Technomancer player:  ...Oh ok.

GM:  alright everyone take ten from your initiative score if your above zero you get another initiative pass.

Technomancer ...

Streetsam Player:  sweet!

Combat Mage Player: awesome!

..more waiting for the technomancer player...

GM:  *forgets the technomancers took damage before combat started and isn't in very good shape* One of the guards takes a pot shot at you.  he has 5 successes.

Technomancer Player:  uh ok.  I role intuition plus reaction right?

GM: don't forget wound modifiers..

Technomancer Player:  Ok so that's 5 dice I get one success.

GM:  alright resist 11 damage. 

Technomancer Player: *rolls dice and looks at his character sheet*
 
NOOOOOOO!!!"

This game is stupid and boring.  I'm never playing shadowrun again! lets go back to our Pathfinder campaign!
[\I]

If your Technomancer took 9 Boxes of Damage from a Hack and then the GM dropped him into a Firefight...   Anyway.  Technomancers have starting hacking pools within 2 or 3 dice of what Deckers can get, with Sprites Technomancers should be even to ahead.  And with Complex Forums should be able to short cut a hack if there is lots of bad things going on.

In Meat Space your Technomancer really should be rocking the combat drugs.  Initiative of 12+2d6 from Psyche plus Cram, if human then Blitzing is usually an option.  And any PC at 9 Boxes really shouldn't be standing out in the open exchanging shots.  First Action should be get around a corner  :)   

And A TM can have a pretty reasonable gun Skill.  I don't quite understand the whole cripple your Technomancer in meat space thing, you're quite able to have a decent stat and skill array unless you've done something foolish like make a Troll or Dwarf Technomancer   :  )
Title: Re: Technomancer Archetype (SR5)
Post by: Bushw4cker on <07-23-16/1723:35>

Quote
If your Technomancer took 9 Boxes of Damage from a Hack and then the GM dropped him into a Firefight...   Anyway.  Technomancers have starting hacking pools within 2 or 3 dice of what Deckers can get, with Sprites Technomancers should be even to ahead.  And with Complex Forums should be able to short cut a hack if there is lots of bad things going on.

In Meat Space your Technomancer really should be rocking the combat drugs.  Initiative of 12+2d6 from Psyche plus Cram, if human then Blitzing is usually an option.  And any PC at 9 Boxes really shouldn't be standing out in the open exchanging shots.  First Action should be get around a corner  :)   

And A TM can have a pretty reasonable gun Skill.  I don't quite understand the whole cripple your Technomancer in meat space thing, you're quite able to have a decent stat and skill array unless you've done something foolish like make a Troll or Dwarf Technomancer   :  )

I actually have 1 more point to add to Attributes, I did my maths wrong.  so either Body, Reaction, or Agility... , used 10 Karma to Raise Strength to 2, so One Attribute has to be Rating 2.  Or I could try get back some Karma from skills and raise Edge to 3.

I could take from Compiling or Registering...  Registering is Rating 6.

I think Automatics is probably best Combat skill to have for character.  Using Cover and Suppressive Fire against any opposition that is stronger than Gangers is going to be best bet.

How good the Technomancer character plays out is also part of the GMs responsibility to do their part.

For Example: Any GM could easily make the game unfair to the Technomancer by putting opposition (Hosts, Deckers, ect.) that are above the skills of the Character.  If the Technomancer is throwing down Suppressive Fire, NPCs should react realistically and go for cover, not try to make heroic self sacrifice and try to take out the Character.  The game should be challenging, but not unfair.


Title: Re: Technomancer Archetype (SR5)
Post by: Jheral on <07-27-16/1210:56>
  I think they should make Technomancers like Mystic Adepts. Improved Ability (Cybercombat),
Friend of mine put together a thing like that a while back - put in Adept-esque powers for technomancers, like splitting echoes into two groups, with the "smaller" ones (skinlink, improved ability for any one technical skill, biofeedback etc...) becoming like adept powers, and leaving "bigger" echoes (MMRI, Ally Sprites and the like) as Submersion-tied powers. He also made some techy gadgets (repurposed commlinks and so on), kind of like foci for TMs.

Don't know how... balanced it would be. Given the narrow range of possibility for TMs, change feels warranted, but it feels like the stuff he made took them too far.
Title: Re: Technomancer Archetype (SR5)
Post by: FST_Gemstar on <08-02-16/2211:39>
Don't diss the dwarf techno, that unaugmented Willpower 7 can be pretty handy. 

But yes, especially 'wareless or light 'ware technos, having the balance of attributes, skills, and resonance (for sprites) can help you stay in the game. An Agi 3, Automatics 3 (+2 Machine pistols) + external smartlink 1 +  3 can get you 12 dice. 18 dice when gun skill 6 and a Diagnostics 6. More with a cyberarm and internal smartlink.   

And drugs are good! Especially for technomancers, especially for technomancers willing to  invest in an essence or two worth of 'ware. Technos tend to have high Logic (for hacking and registered sprite herd limit) and High Willpower (for Fade/Stun/Healing). These are the stats used to resist drug addiction. What technos tend to have a lot of once play starts is nuyen as if they are not 'ware heavy and don't have the equivilant to foci and regents that magical characters deal with. This gives them money for drugs. Ex. A  dose of psyche can last a long time, has nice effects, and pretty safely addiction resistant. Focus on psychologically addicting drugs: from CRB - Psyche, Cram, and Zen can be great. Even better with a mild addiction and Narco, it's really a big boon. 

Remember, if you are going to hack like a decker, they are usually going to have an advantage in Logic (augmented), more edge (mundane), a reconfigurable deck, and cheap cyberprograms that help them moment to moment when hacking. Drugs are the way technomancers augment without taking (too much of) a Resonance hit. It has the benefit of all at the same time increasing dice pools (ex. Psyche - Intuition for Matrix Perception/Search, Logic for Hacking), increasing limits (living persona stats are based on technomancer stats), increase survival (opposed tests in the matrix rely on high mental attributes and matrix stats, drugs boost both at the same time), and usually help in the meat (defense tests, initiative, etc.).  I have never played a technomancer that doesn't rely on drugs and doubt I ever will! 


More mechanically... I still side that technomancers don't make great Matrix Specialists, at least at chargen. It's suck it up for a little if you want to be Net-Cat style technomancer, or start to use your abilities for other roles.   
Sprite are mechanically clunky, but essential to making technomancers work. Figure out a simpler way to use them with your GM (ex. using buying hits rules when compiling, registering, resisting Fade, and on sprite powers like diagnostics. This usually yield weaker sprites than you would typically or potentially roll with weaker Diagnostics rolls, but it save the table a lot of boring sprite rolling time. You can of course still roll if you are trying to get a sprite or power more powerful than buying hits will allow you). 

I will try to write a Resonance-focused Matrix specialist guide one day, but I hope that the new techno book will make it more viable or imaginable by tables. Basically - a low skills, high Edge, high Resonance technomancer that focuses on sprites and CFs for matrix work, eschewing more typically required hacking skills like hacking electronic warfare... I think it makes meta-technomancers more viable as well...(Assuming that 1)Puppeteer can be used to make devices invite marks, 2) if slaved to a host, that such marks are also on the host).
Title: Re: Technomancer Archetype (SR5)
Post by: FST_Gemstar on <08-03-16/0054:14>
Priority Resonancer

Concept:
Matrix Specialist, but not a hacker. Mixes use of luck and  technomancer tricks to subvert the matrix in mystical ways as opposed to logical/mechanical means.

Basics:

Assumptions:
1) Puppeteer can be used on devices to invite marks.
2) If those devices are slaved to a host, said invited marks would also be placed on a host.

See a quick mockup of a Resonancer built in priority. I intentionally made it less efficient as part of the proof of concept.
Karma expense: 10 on Agility, 24 on PQs, 12 on Complex Forms, 4 on Skills, -25 on NQs = 0 Remaining.
I did not buy gear, only 'ware so far. Character has 37.5k remaining for basic starting running gear and hopefully a vehicle.
No knowledge skills or contacts yet.



== Info ==
Street Name:
Name: Unnamed Character
Movement: 4/8
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Dwarf
Composure: 10
Judge Intentions: 8
Lift/Carry: 6 (45 kg/30 kg)
Memory: 11
Nuyen: 37580

== Priorities ==
Metatype: A(4) - Any metatype
Attributes: D(1) - 14 Attributes
Special: B(3) - Adept, Magician, or Technomancer
Skills: E(0) - 18 Skills/0 Skill Groups
Resources: C(2) - 140,000¥

== Attributes ==
BOD: 3
AGI: 2
REA: 3
STR: 3
CHA: 3
INT: 5
LOG: 2 (4)
WIL: 7
EDG: 6
RES: 5

== Derived Attributes ==
Essence:                   5.0
Initiative:                8 + 1d6
Rigger Initiative:         8 + 1d6
Astral Initiative:         
Matrix AR Initiative:      8 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         12

== Limits ==
Physical:                  4
Mental:                    7
Social:                    6
Astral:                    7

== Active Skills ==
Compiling                  : 5 [Crack]              Pool: 10 (12)
Computer                   : 1 [Matrix Perception] Pool: 5 (7)
Etiquette                  : 1                      Pool: 4
Hardware                   : 1                      Pool: 5
Perception                 : 1 [Visual]             Pool: 6 (8)
Registering                : 6 [Machine]            Pool: 11 (13)
Sneaking                   : 1 [Urban]              Pool: 3 (5)
Software                   : 6 [Puppeteer]          Pool: 10 (12)


== Knowledge Skills ==

== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Common Sense
Drug Tolerant
Impassive
Jack of All Trades Master of None
Otaku to Technomancer
Quick Healer
Resistance to Pathogens/Toxins
Technomancer
Thermographic Vision
Weak Immune System

== Cyberware/Bioware ==
Cerebral Booster Rating 2
Narco
Partial Cyberskull
   +Attention Coprocessor
   +Radar Sensor Rating 3

== Weapons ==
Unarmed Attack
   Pool: 1   Accuracy: 4   DV: 3S   AP: -   RC: 2

== Commlink ==
Living Persona (ATT: 3, SLZ: 5, DP: 4, FWL: 7)


Priority Selection:
Technomancer only needs high skills in Compiling, Registering, and Software to handle the tasks of a Matrix Specialist. All other skills can start low. Dicpools can be upped by key gear, 'ware, drugs, and machine sprites. This makes E a good place for skills. You might pick Skills D, but I find that that those 4 skill points are on the weak end for D priority options. To deal with low skills, taking Resonance at B or A is  must. (If going sum-to-ten, Resonance C and Skills C may also work). This helps with technomancer skills and starting with a higher Resonance. The last needed piece is high Edge. Pick a Meta rating will max your Resonance and Edge as much as possible. Resources can be D to just pick up Narco or C for a full essence worth of 'ware at chargen. D may be preferable if your game doesn't use karma/nuyen exchanges, as buying 'ware is something you can use your nuyen for. Your remaining priority will go to Attributes.

Attribute Selection:
Getting Willpower high is a must. If you can get to 7 (as a dwarf/gnome/ogre, or with exceptional attribute/genetic modification) great. I usually don't like Willpower 6, but for this kind of build, it may also suffice. Willpower 5 might not be enough... I would say Augmented Logic should be at least 3 to have a small sprite herd. Reaction should be at least 3 (so that you don't get paralyzed if you take Zen). Everything else could be at low/mid ranges depending on your tastes.

Having high Edge is important for several reasons. "hacking" as a resonance often requires Edge boost dice pools, mitigate bad rolls, and help with Fade resistance. Additionally, it allows you to pre-edge puppeteer at Level 1, helping achieve a higher dice pool and keeping Fade damage to resist at 5 (probably physical).

Skills:
Max Registering and Software, and Compiling if you can. Everything else is basic needs at this point, probably most efficiently spent at rating 1 + specialization. 

Ware:
This build is doable 'wareless I think, but I feel like the benefits of Narco really outweigh the loss of 1 point of Resonance. Narco would be the only "required" 'ware. A loaded cyberarm is an option if you want to shoot a pistol well and have some capacity. Getting some cerebral boosters for more logic doesn't hurt. Anything you can mix with machine sprite can be fun (attention co-processor, etc.). Nephritic screens may be nice if you are trying to avoid getting addicted to drugs or have a Logic/Willpower at the lower end. An implanted commlink can give very legit cover if you are pretending to not be a technomancer.

Drugs:
Psyche basically all the time you are working. Zen when compiling/Registering Sprites and "hacking" from safe/far locations. Cram (does not mix with Zen) to be used when doing work that requires you to stay AR or in the meat or in the line of fire (increased initiative and defense).

Complex Forms:
Mandatory: Editor, Puppeteer, Resonance Veil
Eventually needed but not chargen required: Static Veil/Cleaner, Diffusion of Firewall, Diffusion of Data Processing.

Hacking Strategy:

Registered Sprites: This build doesn't necessarily have the skills to buff herself with machine sprites to great affect. Having one smaller machine sprite that can bounce around doing diagnostics/gremlins when needed can fill her self-buff needs (Diagnostics roll of 1 or 2 tops). One big crack sprite to help a compiled crack sprite if needed and to add CF dice/sustain CF when needed. A medium/big machine sprite to add dice to CFs/Sustain CFs and to gremlin if needed.

Protected Files: Anything that is going to have to deal with getting access to a file that is potentially data-bombed, the technomancer is going to have to do herself. This is because sprites don't have the software skill and have no way to disarm databombs. Technomancer.
   Device: Matrix Perception test to find a the device the file is on if on a device over 100m away. This may require dropping into VR for a moment for the bonus dice and/or popping a Psyche. Alternatively, a Level 5 crack sprite gets 13 dice to on perception. Puppeteer the device to invite 3 marks. Thread Puppeteer at Level 1 and pre-edge. This will give you a nice dice bonus and only be sending 5 (probably physical) Fade damage your way. Ask one of your registered sprites to help. Let's say Resonance 5 + Software 6 + Puppeteer spec 2 + Edge 6 + Sprite 5 = 24 puppeteer dice. Good chance you'll succeed. With High Willpower/Resonance you are likely to resist most of that fade. If you have Otaku to Technomancer (+2 Fade Resistance) or taken Zen (+2 Fade Resistance), you will be even safer. You should hopefully succeed at this task. With marks on the device. Perceive for the file and determine if it is databombed. If so, Disarm the Data Bomb (Software + Intuition). Depending on difficulty, you with the help of a registered sprite can Diffuse Data Processing the device the file is on. Ask a registered sprite to sustain that Diffusion for a sec. Run Editor on on the file to get what you need (again with the assist from a registered sprite if needed). Repeat Editor until you are able to do all of the  file manipulation you need. Use edge to mitigate bad fade resistance rolls.
   Host: If the file is on a host, you'll find the host. Use hits on this test to help find a device slaved to this host. Alternatively, if you already know the devices that might be slaved to that host (ex. security camera at warehouse owned by hosts' parent company), find that. Pre-edge Puppeteer at Level 1 probably with the help of a registered sprite on the device so that it invites 3 marks. Repeat above.

Non-file hacking: 
An overcompiled crack sprite can handle a lot of matrix issues. They may be edge intensive though. You can compile a Lvl 8-10 sprite, post edging if needed to get a good amount of tasks. Post-edging Fade resistance as well if you get a bad roll. This kind of sprite can do a lot of conventional hacking, even against hosts, for when conventional hacking is warranted. However, this probably is rarely warranted. This kind of sprite I think is better used to hacking non-hosts or slaved to hosts devices (ex. commlinks/decks that are PAN masters). Icon Tracing, Snooping, rebooting are all possibilities here. Use Static Veil or Cleaner on the sprite to reduce OS accumulation if it will be a problem.
An overcompiled Fault Sprite can handle Matrix combat if needed. 
If overcompiling is not your thing, using your registered sprites to help thread and sustain diffusions will allow a smaller crack sprite to perhaps hack conventionally if needed too.

Matrix Illusions:
Resonance Veil allows for easy/quick Matrix illusions. If you have the time and need to, have a registered sprite help thread and sustain a Diffusion of DP before threading the Resonance Veil.

Matrix Search:
Teamwork with sprites for the added dice pool and limit increase.

Combat:
Character probably doesn't have wonderful weapon dice at chargen and should probably get into the best cover they can if they find themselves in a firefight.  Resonancer can contribute by using registered machine sprites to diagnostics a teammates gun and/or gremlin enemy weapons/gear/ware. Compiling another machine sprite for this purpose is a possibility. Additionally, if enemies are relying on matrix assisted gear/weapons, using resonance veil to trick/scare/confuse enemies can help buy some escape time.



Notes/Perks:
Resonance Hacking can be done from anywhere. Sometimes in may be easier onsite, but you can hack from safe locale. Also, you don't have to worry about Overwatch score, because you are not accruing any. This does feel OP to me, so  I am ok with Puppeteering marks being considered more like an Attack action. Basically, it's weird enough to put a device/host on alert. However, it's going to tough to spot you as a threat as you are not actually performing attack/sleaze actions and may not be near the device you are affecting.   
Outside of "hacking," you don't have a lot of utility, but growth can be pretty rapid. Some dice pool boosting gear, skill ranks of 2, and a machine sprite running diagnostics can help pools to meaningful levels early on enough. This character type doesn't even need to get skinlink. Though getting FFF is highly recommended to handle likely wound modifiers (which requires 2 submersions), so you'll probably get skinlink and a few ranks of hacking anyway... 
Title: Re: Technomancer Archetype (SR5)
Post by: Dwagonzhan on <08-10-16/1319:42>
Don't diss the dwarf techno, that unaugmented Willpower 7 can be pretty handy. 

Oh most definitely. My axiom for attributes is that there's no such thing as "too much Body or Willpower", and Dwarf gets both (also: free handy STR bump).
They're rarely the most "twink" meta for a given archetype, but they are the most consistent general performer for the price (outside of Karma Pool/Edge abuse).