Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: theKernel on <02-05-11/1720:20>
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I like the ease of how hackers work but the mistique of technomancers. Which is more powerful? I hear Technos are harder to play, if so could someone explain to me how they work. Basically from all the tech guys on the site give me your 2 nuyen on the subject.
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You're going to wind up with a very similar skillset regardless. The first question I would ask is: are you interested in optimization or in flavor?
Because the Technomancer will require much more investment to get the same abilities that a hacker can have, while a hacker will be able to "multiclass" (to borrow a term) and have greater general utility. It's not uncommon to have a hacker/sniper, for example, or a hacker/face for that "social engineering" aspect, while TMs will be lucky to have the points left over at creation to broaden themselves like that.
That said, a Technomancer is going to be literally at home on the matrix, and able to do some things that a hacker just flat out can't do - sprites and threading alone make them a different sort of character, and to me a potentially more compelling one.
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techno is sounding good but I need help making him instead of a hacker
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It is hard to make a technomancer if you not familiar with the SR rules. But they can be real fun!
Nobody can decide for you which kind of character fits you most.
Technomancer are more intuitive and "magical" Matrix user. Technomancer are real deep Karma-holes, you can spend all your Karma in one aspect, and maybe you will never reach the end.
Hacker do have more other or secondary options, and they are based on money, if you have money you can easily get all you need and more.
Both character types are fun to play! And both are different to play. How different depends on the technomancers Stream (like a magic tradition) and of course the hackers style and philosophy about the Matrix.
The best way to learn more about technomancer is to read the Unwired chapter, and ask your GM if she allows technomancer PC in her game.
But in either way, you will see, there are more and more questions on your path... don't be afraid to ask there and then.
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Read the chapter which is what makes me wanna play one, the issue issss he has to be palov(one arm) other then that I really really wanna play one. His stream would be Escapist.
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I agree with the others, it comes down to two things:
1) What 'flavor' do you like? You have to figure out which one appeals to you more. Do you like the Technomancer that has been "born" into the 'Trix, where every action there feels as natural as breathing? Or is he a hacker, someone that fell in love with the cyber, was always good with electronics and looks at the Matrix as an escape? Or something else entirely?
2) What rules are you more comfortable with? Although they do the same thing, Hackers and 'Mancers do it in very different ways. Both thematically and in regards to the rules used. Hackers are very cut and dry, by the book type of characters; where they have their Skills and Programs "locked in", but are more versatile in what they can use to get the job done. Meanwhile, Technomancers are more fluid in how to use their code (Complex Forms), boosting it when needed to levels most hackers could only dream of. But they pay the price in both physical terms and in that it's more difficult to generalize their skills to meet different needs.
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About the "multi-classing" aspect of Technomancers: Once you submerge enough you will still be able to be quite versatile, if you go for the Biowire echo (Unwired, pg 145) you will be able to choose skills as Complex forms - or to thread them! Add the Acceleration echo (up to 3 times) for those extra Initiative Passes if you happen to be offline in combat.
OK, about ALL of your Karma will go towards submerging, but I think that could be very worth it for a Technomancer...
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You have heard technomancers are harder to play because they die much easier than hackers. For a little clue, look up what databomb does, then look up what matrix damage does to technomancers... yeah, that's kinda rough...
I think that the amount of things that you need to think about when creating a technomancer is much less than for hackers. Technomancers, the rules for your persona and complex form ratings are pretty cut and dry. Sure you can get optimizations, and that does complicate things a little more, but it's nothing compared to the mayhem that ensues when equipping a hacker. Oh, and technomancers don't have to decide which of their programs to run like hackers do... all of their complex forms run at all times.
The most important thing you should think about is the role-play, I think. Technomancers are an interface to the matrix. AR gloves? Don't need em. You can interact with AR with your mind or body. You can mentally transfer data, which is a little hard to interfere with, and you have a biological node that you can role-play as your own private matrix sanctuary.
Hackers rely on equipment, and will constantly be using one interface tool or another. They will know a lot more about the real world of technology, which is handy when trying to learn how to hack a system from another hacker in your social network. Hackers can also relate with most people in the 6th world a lot easier, since everyone is on the matrix and everyone uses it the same way they do, just hackers do it better.
Power wise, Technomancers have sprites, and they are what makes technomancers powerful. Hackers have a TON of gear, and can essentially start the game rolling about 3 more dice for matrix actions than technomancers... well except for matrix perception.
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And, Technomancers cannot hack non-wireless devices without Immersion and a proper Echo (that lets them connect by touching it). Hackers can just open the keypad and hack it by using their Hardware skill to connect to the electronics.
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And, Technomancers cannot hack non-wireless devices without Immersion and a proper Echo (that lets them connect by touching it). Hackers can just open the keypad and hack it by using their Hardware skill to connect to the electronics.
Why can't a TM do it the same way? ??? Technomancer have an own Hardware skill, and that skill works fine.
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/agree with UV. Hardware for technomancers does the same thing, but in a technomancer way. That should really only interfere with game mechanics if the technomancer is trying to show a non-technomancer how to do something with hardware, or if the technomancer wishes to keep his/her identity as a technomancer a secret. Someone who is knowledgeable about hardware who sees a technomancer fix something will definitely know something is very strange about the way they fixed it.
Now, something that hackers cannot do is touch a non-wireless device and hack it. A technomancer can, with the aforementioned echo.
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Ok so he'll be a technomancer because I love the way they work. So now to do it. Right away I need high stats like willpower but I don't even know where to start. For example when someone creates a character they generally know where it is going, I don't know what I can do..I'm thinking using the alt rules from unwired as to the benifits to being a techno. But I don't know how this is going to work. Just I don't know I'll push through the creation, maybe someone could post a sample or I'll look at the sample from the book...How many negatives could or should I take to make up the buildpoints I spend making him an ork? Just tell me about other technos you guys have played because I really am likeing these technomancers. I imagine him dreaming of code waking up just rearing to get on the 'trix to play with it. Def gunna get the skin link thing later. Basically can anyone help me turn this guy into a beast?
IS THERE A TUTOR SPRITE UP IN THE HOUSE?
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I do recommend sticking with only the Core Rules in SR4A until you've played through it a bit more, just because the Advanced Rules in Unwired are ... well, advance. If you're going to highlight his code-breaking and hacking, focus on that and only put a point or two into Tasking skill group since that focuses on Sprites and such. As for the negative BP, Addiction is always a good one to fall back on.
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So just stick with the core rulebook? Now I was looking over 'Mancers and the main issue I saw was that they have to thread and stuff to be as powerful as hackers
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So just stick with the core rulebook? Now I was looking over 'Mancers and the main issue I saw was that they have to thread and stuff to be as powerful as hackers
Not really. Threading is like overcasting with the mages. You don't need to Thread unless you want to up the effects. For most stuff, you can get away with just your skills and Complex Forms.
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But they seem weaker. Look at the sample hacker vs the sample technomancer and whos got better programs(complex forms) ratings? Idk I love how technomancers operate and look at the world but they seem weaker and I still want to be able no not get the 'trix smeard with my sorry pixelated ass you know? I love em but its looking like a bad idea from a player point of view. Is this a gross miscalculation on my part or are they kinda like wizards in d and d. They suck at first but then kick the drek out of people later?
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It might just be practical for me to make a hacker instead of a technomancer I'm thinking.
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Yup GM and I decided to stick with the Hacker ;)
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But they seem weaker. Look at the sample hacker vs the sample technomancer and whos got better programs(complex forms) ratings? Idk I love how technomancers operate and look at the world but they seem weaker and I still want to be able no not get the 'trix smeard with my sorry pixelated ass you know? I love em but its looking like a bad idea from a player point of view. Is this a gross miscalculation on my part or are they kinda like wizards in d and d. They suck at first but then kick the drek out of people later?
The reason for the weaker starting CFs vs starting hacking programs is Technomancers live or die by Threading. Also registered sprites can be used to upgrade the base CF rating. It's not uncommon for a Technomancer out of the box to roll 13+ dice hacking attempts and carry around 10 stealth. Out of the box hackers usually have Response 4 and roll something like 10 dice on checks.
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Out of the box hackers usually have Response 4 and roll something like 10 dice on checks.
Or they don't pick up the phone for the first 3 days of their career and upgrade their response instead...
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Response is hardware, hardware cost nuyen. But it can, in fact, be upgraded to 5 at character creation.
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I see you already picked a hacker, awesome! They're definitely more versatile out of the gate than a technomancer. From my experience though, technomancers just don't have an equal. Were you aware, that after you submerge, as a technomancer, you have the option to have techno-spiritual-quests in order to gain remote access to a node or device, without being ANYwhere near it. EVEN if the device is wireless, and not physically connected to anything else.
That's how we stole Bruce Lee's Nun Chucks, and Chuck Berry's guitar, at a high priced Seattle auction house :P.
Definitely try out technomancer at some point, they are completely worth playing. My technomancer was my first Shadowrun character, and I played him until about 215 Kharma I believe... He's still not retired (just on hiatus)
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I'd recommend that any technomancer you create has his/her own commlink since technos are incapable of storing files in their brain and subject to prejudice.
And, Technomancers cannot hack non-wireless devices without Immersion and a proper Echo (that lets them connect by touching it). Hackers can just open the keypad and hack it by using their Hardware skill to connect to the electronics.
Not quite, if the technomancer goes with my above suggestion and has a commlink then they could easily connect to a device via their commlink. Think of it this way, if your brain can connect to a commlink through wireless, but your peripheral device only connects via data cable. Then you can easily daisy-chain your brain->laptop->device.
If the device had an access log and you set up the commink to act as a proxy node without keeping access logs then you've just left a perfectly disposable datatrail, just scrub the 'link and toss/sell it and there would be no ties to you.
Note: Keeping "burner commlinks" is a good practice for anybody, computer expert or otherwise.