Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Asfaloth on <08-31-18/0959:16>
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Hey there.
I'd love to try something new "soon" (so I have time to plan). And since our group currently consits of only magical characters and I've always liked to try out a technomancer despite my horrible knowledge about the matrix, I'd like to have a solid build for one. Preferrably one that can fight in the meatspace as well as in the matrix.
I got myself Kill Code pdf yesterday and loved it so far. I'm thinking a Cyberadept or Sourcerer as a stream to be honest, but I'm open to any other nice ideas, as I currently have no real plan on what to do :D So I'd be very thankful for any nice idea.
Once I've got that I'll be ready to present the idea to my GM and see if it's fine or not.
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Cyber adept skill wire could be interesting.
Use overdrive on them.
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if you want to break the game go Move By Wire rating 1 and take Cyberadept to reduce your resonance loss.
then take Overdrive and break the game as your dodge pool, initiative and skillsoft ratings go through the roof.
simple
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The Move by Wire sounds nice indeed. :D
Dopes anyone have ideas on nice attributes and skills for a Technomancer/Cyberadept for a beginner (I have the books, just need to find the time to actually walk through them).
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If you take cyberadept make sure you have a solution to your cyberware taking damage, from overclocking it.
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Playing one in SRM is easy mode.
No idea how to actually repair cyber with normal means. I'd assume Hardware roll ~
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Never let it take damage. Take the CF that gives it an ablative shield.