Shadowrun
Shadowrun Play => Character creation and critique => Topic started by: Tkeela on <01-05-20/2141:28>
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I don't know how to build a 6e Technomancer without saving karma for after the first run if that's even allowed?:(
I was searching for a character or two to learn from, but have not seen any posted, was wondering if some non newbs would be up for a posting a Technomancer build or two just for fun? Time and life permitting of course?
If the idea is to post and ask for critique, i'm weary of trolls and am to shy to do it.
So thanks if you can:)
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Basic 6E Technomancer. Attributes A (honestly all 6E characters are probably Attributes A), Skills or Metatype B then C (whichever see below), Resonance D, Resources E.
Probably Bad Debit and a 4 or 5 Karma on Nuyen.
Analytical Mind Positive Quality.
Puppeteer and Editor are your go to Complex Forms.
If you're really just looking to play a Decker without a Deck you can let your Resonance sit at 1 or 2 (Metatype C). If you're looking to go full on Matrix Wizard you'll want Metatype B and get your Resonance to 6. You'll want Edge to force the GM to re-roll successes on the multiple opposed checks that are required to do any Host Hacking.
Max out Logic and get Intuition as high as you can, Charisma and Willpower are also important, but don't neglect your physical stats. Max out your Cracking Skill, then Electronics. If full Matrix Wizard get Compiling. Spend Karma to pick up a point in Athletics, Engineering, Influence, Con and Perception when you run out of skill points. Pick up your Specializations in Cracking and Electronics with Karma.
All good Technomancers do drugs. Cram, Psyche, Jazz, Kamikaze, Novacoke. Grab your Hello Kitty backpack full of party favors and make friends.
Gear. Armored Jacket, crappy vehicle, fake SIN, Commlink.
Advancement, you'll probably want the Echo that lets your Persona create PAN first. After that, whatever amuses you.
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From the bottom of my heart thank you Hobbes:)
I was playing around and followed as suggested, especialy the complex forms. Thank you:)
I had some advancement question...
1) Can a TM skinlink a RCC? post living persona Echo?
2) Is the complex form "Emulate Autosoft" truly at Data Processing rating? Can that be done beyond a drones "pilot" rating?
Thank you:)
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1. Yes, although a TM gains no benefit from Skinlink with an RCC. A TM can use an RCC just fine without one. When you're trying to figure out how a TM works mechanically just figure they have a free no essence Data Jack and Commlink already built in. That is more or less what a Resonance score does, along with Complex Forms and Sprites, and a few other things : )
And by use an RCC I mean use it to form a PAN with Drones / Vehicles in it and issue commands and share Autosofts loaded on the RCC, protect the Drones with the RCCs Firewall... The Technomancer will still have a Living Persona doing Matrix and Technomancer things. You won't be able to Jump In to a Drone or Vehicle until you get the appropriate TM tricks or Rigger Augmentations.
2. Yes and pretty sure Yes. Although even if you have an RCC you won't be able to "share Autosofts" from this particular Complex Form if I recall the wording correctly.
A TM Drone Rigger should skip the RCC IMO. Just get the Echo to form a PAN, slave your Drone to your Living Persona. Use Sprites and Stupid TM Tricks to make one Drone really, really awesome. That might just be me though, no particular mechanical reasoning other than it's the easiest and most direct thing for a TM to do.
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That's so awesome:)
Thank you
<3
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Something I noticed is that an elf techonmancer who takes Exceptional Attribute (charisma) and has at least 4 resonance can easily reach an attack rating of 13. The damage value on a data spike is (attack)/2 round up, so that's a DV of 7. Seems pretty beefy.
Not really sure how useful that is in general, but with a 9 charisma that technomancer might also make a decent face. Probably need skills B to pull that off.
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Technochallenge build a mainly technomancer with working side skill
Techno face
Techno sam
Techno what ever...
In previous version mancers were the tenth tire of the Van
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6E the Data Spike Techno Elf build was discussed in another thread somewhere. Very Lulzy.
6E Technomancers are basically in line with other 6E characters in regards to secondary dice pools. Which is an improvement for Technomancers from 5E to 6E, and a moderate downgrade for everyone else.
Like I said, if you're good being a Decker without a Deck and skip Sprites and many Complex Forms, Attributes A, Skills B, Meta C, Resonance D, Resources E, and you're in pretty good shape. You don't have Magic or Augments to buff your secondary skills, but your Hello Kitty Backpack full of party favors for every occasion is always an option. Bump up your Resonance a couple points, burn out a little bit with some odds and ends....
6E Technomancers are in far better shape than 5E CRB Technomancers.
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The concept of this character is to use the complex form Emulate to provide remote controlled drones with a dice pool of 16 plus. As your character grows, she/he can continue to add drones, all with will have 16 plus dice in perception, Electronic warfare, evasion (defense tests), athletics, stealth and attack dice.
The apocalyptic build for this would be 18 Nissan Samurai drones with assault rifles all being remote controlled through a control rig, resulting in each Technomancer control action, to net 18 sets of 16 attack dice. It is difficult to hit the drones as 16 dice on a defense test is solid. The drones would also be able to infiltrate and perceive threats on par with the best threats.
This is the only viable drone rigger build I have seen in 6e thus far. It is also a little OP, so check with your GM before playing. Also, consideration of how to get them transported to the run would also have to be made. Ironically only one such drone would be needed to tip the scales in combat for most entry level runs.
Neo
METATYPE: DWARF
3, 5, 4, 2, 6, 7 (10), 5, 4, EDG 1, 5, ESS 5.3
Initiative/Actions: 9+1D6/1 Major, 2 Minor
Condition Monitor (P/S): 10/11
Defense Rating: 6
Active Skills: Biotech 5 (First Aid +2), Electronics 5, Engineering 5, Perception 1, Tasking 6 (Compiling +2)
Knowledge Skills: Aerospace Technology, Automobile Models, Espionage Techniques, Hacker Groups, Security Systems, Tech Companies, Weapons Manufacturers
Languages: English (Native)
Qualities: Exceptional (Logic), Focused Concentration (3), Honorbound (Bushido), Impaired (4) (Strength), In Debt (Principal 40,000¥, Interest 4,000¥), Incompetent (Con), Thermographic Vision, Toxin Resistance
Complex Forms: Emulate (Clearsight) (7), Emulate (Electronic Warfare) (7), Emulate (Evasion) (7), Emulate (Nissan Samurai Maneuvering) (7), Emulate (Nissan Samurai Stealth) (7), Emulate (Targeting (AK-97)) (7)
Contacts: Fixer (C4/L4), Mechanic (C4/L4), Mr. Johnson (C4/L4)
Augmentations:
Cerebral Booster (3)
Sleep Regulator
Vehicles:
Nissan Samurai [Handling 3/4, Accel 10, Spd Int 10, Tp Spd 30, Body 6, Armor 6, Pilot 3, Sensor 2]
Gear:
Rigger Interface
Gear:
Antidote Patch x5
Armor Clothing
Chemical Protection (1)
Cold Resistance (1)
Electricity Resistance (1)
Fire Resistance (1)
Biomonitor
Chemical Protection (1)
Cold Resistance (1)
Electricity Resistance (1)
Fire Resistance (1)
Gas Mask
Grease w/ Fake License (6), Fake License (6), Fake License (6), Fake License (6), Fake SIN (6), (1 month) Middle Lifestyle
Helmet w/ Flare Compensation, Image Link, Low-Light Vision, Ultrasound Link
Medkit (6)
Medkit Supplies x5
Meta Link
Satellite Link
Shop, Engineering
Stealth Tags x10
Stim Patch (6) x5
Tool Kit, Engineering
Transys Eidolon
Trauma Patch x5
Starting Nuyen: 3,245¥
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Shadowrun © 2005-2019 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
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Thnxs Stainless Steel, that is def. how the rules regarding autosofts worked in the 5e rulebook. My guess is that most GMs would agree with your judgement.
The 6e rules do not mention the value maxing out at 6, instead the rule book says the maximum value is set to the technomancer's current Data Processing rating. Page 203 cover autosoft rules, they leave out any mention of a maximum. The character in question has a Data Processing rating of 15 (10 logic + 5 res)
Page 191 covers the rules for emulate and specifically state that "This form can be purchased multiple times; each time you can choose 1 program to run. Includes auto-softs, whose rating equals the technomancer’s current Data Processing rating"
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eh, I deleted my comment. Looks like as of 6we, they did not put a cap on the rating limit. Very interesting possibilities, since Autosofts don't have to be at or lower than the Pilot rating.
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How are you sustaining that many Complex Forms for a single drone, much less a dozen plus? At a certain point in time you've got so many penalties you can't scrape up a single dice for Threading another CF.
And yes. Buff the heck out of a single Drone. Throw lots of dice. Honestly not a big deal as fragile as drones are.
Rigger with appropriate stat boosters is going to have similar dice pools on a single drone (either Jumped in or directly controling.) and will be able to use an RCC to run multiple killer robots with smaller dice pools. I haven't played around with drone dice pools but when you're firing off a half dozen High Explosive Grenades I don't think it really matters. ;D
In general the squad of killer robots is going to be table dependent. The GM/Players will need to buy in that they're playing an RTS game with a dozen plus pets. The Rigger will totally dominate combat time, unless the Mage brings along a three pack of invincible Samurai/Wizards to compete. ;) (Summoning, also totally broken if you want it to be).
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It's not a requirement in the CRB that swarms of drones resolve their combat action as grunt groups, but that's how I'd require it when I run :D
(ditto if the mage has a swarm of low force spirits, for that matter...)
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If they're all firing Grenade Launchers I'm not sure dice pools matter. : )
I can't imagine the security response to a dozen machine guns is going to somehow be less than a walking barrage of grenades. Either would be "Harshest fastest response available".
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If they're all firing Grenade Launchers I'm not sure dice pools matter. : )
I can't imagine the security response to a dozen machine guns is going to somehow be less than a walking barrage of grenades. Either would be "Harshest fastest response available".
I'm thinking an EMP device that fries all drones within that city block...
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I'm thinking an EMP device that fries all drones within that city block...
I'd have to look at the spell list again for 6E. If not the CRB the first Magic book should have a Ram/Destroy Object sort of spell. Bad Killer Robots! Ka-Boom!
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Hi Hobbes, you are right, spirits are definitely still OP, especially since their damage and hardened armor ratings were not halved to reflect the reduced effects of armor.
The technomancer build was really aimed at giving the riggers (and technomancers) at heart; some ideas of how they can make a viable character that can scale from beginner missions to an advanced dragon hunting campaign. Most GMs and players would shelf a character who brought 18 drones with 18 attack dice each to their table on the first mission. But I can imagine it would be encouraged and entertaining for the final fight against a Magic 16 Blood Shaman and his guard of special forces, prof rating 8 grunts.
To answer the question as to how the technomancer would sustaining the complex forms for the drones. She/he uses the quality Concentration 3 to negate the sustaining modifiers for three complex forms.
Since drones would only ever need to use 3 skills in one round, the technomancer would not suffer from sustaining penalties.
While infiltrating: Manuevering, Clearsight, Sneaking.
While in combat: Evasion, targeting, and either maneuvering or clearsight.
The Remote control rig allows for up to 18 (rating level 6 rigs) drones to benefit from the same autosoft(s) using a single command from the technomancer.
The Nissan Samuria has a pilot and sensor rating of 3 and 2 allowing for 17 and 18 dice pools for combat attacks and defenses, which is not as high as a dedicated min/max shooter, but is comparable to a level 8 spirit.
The drones are glass cannons compared to spirits, but at least they are more robust than they were in 5E, as well as more robust than most player characters.
Either way, it is a fun idea, and a fun mechanic that I have enjoyed exploring.
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Its not clear to me how exactly emulate(autosoft) interacts with the drones.
The rules for drones specify that they have slots for autosofts up to pilot_rating/2, OR they use the autosofts running on the RCC that they are slaved to.
Actually, upon re-reading that rule, it does not actually specify "OR". I still think that it is ambiguous, but I guess that you can make a solid argument that a drone slaved to RCC can run its own autosofts plus the RCC autosofts.
That still doesn't explain how the complex form interacts with this. Are you assuming that any complex form autosoft the TM has threaded will automatically affect his/her drones? I would guess that they would need to be slaved to the TM via the living network echo for this to work, but that is not explicitly stated anywhere.
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eh, I deleted my comment. Looks like as of 6we, they did not put a cap on the rating limit. Very interesting possibilities, since Autosofts don't have to be at or lower than the Pilot rating.
Wasn't that limit added after SR5 CRB?
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Hi rackhir
You are right, the 6e rule book never specifically states that "emulated" autosofts can be run on a an RCC. This makes it difficult to determine what the designers intentions were.
The best my gaming group could go by was to look at the rules describing emulate "this form can be purchased multiple times; each time you can choose 1 program to run. Includes autosofts."
And looking at the rules for the RCC, saying "Along with its defensive capabilities, an RCC can run autosofts and can share them out to all slaved drones"
The GM decided the wording of the rules (did not specify store bought autosoft) implied that all autosofts, emulated or store bought, could be run on RCC for sharing.
What the GM/Group also decided that we can only fit so many Nissan Samurai in our Bull Dog. 10 seats minus 4 characters allows for 6 drones to ride along on in a single scene. The drones have 16 dice on sneaking so they don't get in the way of infiltrating facilities. However, if …. I mean when combat occurs and if a few drones get caught in a grenade blast, transporting the destroyed drones back to the vehicle will become a burden on the runners. Our house rule for transporting one medium sized drone that have their condition monitor filled, is the dragging action takes 2 minor actions from the runner (forget reloading in the midst of the fire fight), and unless the character has a strength of 7 or more, the character cannot
sprint.
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The GM decided the wording of the rules (did not specify store bought autosoft) implied that all autosofts, emulated or store bought, could be run on RCC for sharing.
My reading went the other way. Yes if your GM is letting the CF "Share" on an RCC you'll be able to pull it off. Riggers will have to wait till the Swarm program gets reprinted to get to silly dice pools on hordes of drones. Ultimately a Rigger can pull off vaguely similar stunts with enough Nuyen, lower dice pools because the Auto-soft would "Only" be rating 6.
And as SSDR pointed out, a GM could decide a bunch of drones would use the grunt group rules.
I suspect in actual play "Sneaking" turns into "Combat" usually too quickly to set up 3 sustains most of the time. You may consider Psyche and just take the hit to the TMs dice pools. If you're just sending commands and the Drones are using their own pools the Sustain penalty is irrelevant. Sustain everything, order Machine Sprites to run Diagnostics on as many Drones as possible, do nothing but walk and give Drones/Sprites orders.
Mind you one Player running 20+ pets is a serious table issue most of the time, I'd be surfing on my phone most of the game.
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Hey gang ... a bit of insight on intent.
Living Network let you add devices to your Living Persona and for a PAN ... that includes drones. So a technomancer with that echo can emulate autosofts and effectively act as a RCC at that point.
Running the emulate aurosofts CF on a RCC works the same way as running any CF through a device of any kind. It can be done but you lose the ability to use your living persona because the device persona overrides it.
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Hey gang ... a bit of insight on intent.
Living Network let you add devices to your Living Persona and for a PAN ... that includes drones. So a technomancer with that echo can emulate autosofts and effectively act as a RCC at that point.
Were you thinking the Living Network would share Autosofts among multiple drones? Sharing Autosofts is explicitly stated under the RCC. RAW I wouldn't presume the Living Network Echo could share Autosofts unless that is stated under the Echo.
Don't have my rule book here at work for some crazy reason, so ticky-tacky RAW discussions from memory get a little difficult. :P
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Thank you for the tip Hobbes.
With forsight, taking the dice penalty and the use of psyche is a more sustainable approach, as the runners will inevitably be ambushed. Combat could be over before the technomancer could load the targeting and evasion autosofts in the RCC (or living network). I will also bring up with my GM the strategy of using the group grunt rules for multiple drones and spirits.
Banshee, do you have insight as to whether the living network using the emulate autosoft CF was meant to act as an RCC in its entirety.
Specifically:
Can the living network RCC share programs to all the drones attached to it?
What is the limit on the number of drones that can connect simultaneously (resonance X 3)?
Can the technomancer issue commands to all attached drones through a single action?
There may not be an obvious answer, as from what I have seen, the book does not cover this, but thanks for giving it a shot.
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Thank you for the tip Hobbes.
With forsight, taking the dice penalty and the use of psyche is a more sustainable approach, as the runners will inevitably be ambushed. Combat could be over before the technomancer could load the targeting and evasion autosofts in the RCC (or living network). I will also bring up with my GM the strategy of using the group grunt rules for multiple drones and spirits.
Banshee, do you have insight as to whether the living network using the emulate autosoft CF was meant to act as an RCC in its entirety.
Specifically:
Can the living network RCC share programs to all the drones attached to it?
What is the limit on the number of drones that can connect simultaneously (resonance X 3)?
Can the technomancer issue commands to all attached drones through a single action?
There may not be an obvious answer, as from what I have seen, the book does not cover this, but thanks for giving it a shot.
No, the living network and emulate combo does not offer all of the RCC features ... YET! Drone limit is less and sharing not available. My plan is/was to expand on the as soon as they give me some space in a splatbook... hopefully the new rigger book
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I see. So for now we can safely assume that we need to thread separate CF for each drone on the living network?
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Looking forward to the new rigger book.
How do you recommend my table play this type of character until then?
How many drones can connect to his/her living network simultaneously?
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Looking forward to the new rigger book.
How do you recommend my table play this type of character until then?
How many drones can connect to his/her living network simultaneously?
The number of slaved things in a PAN is under review by the Errata team, IIRC, should have a definitive answer "Soon".
RCCs have a specific limit, and Commlinks got one tacked on in an odd place, I don't think Living Network mentions one at all.
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Will wait for the Errata.
If the character is played before then, I will recommend the GM, that 5 (the technomancers resonance) be the limiting number.
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Personally I think PANs should have no limit, and that was Banshee's original intent as well. They just don't function as an RCC (Noise Reduction, sharing Autosofts, ect.).
The Matrix support character should be able to do the basic Matrix support thing and give Firewall to the teams toys.
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It probably is good to wait for errata, but I would suggest data processing rather than resonance as the limit. That is more in line with deckers, and is likely to be a better stat for most TM too.
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So I played with three different builds, and settled on this as my favorite....
I didn't want to make a main matrix specialist, but rather a supporting role of helping a little with the electronics skill....further Matrix Perception and Trace Icon...
The 520k hide and seek technomancer :) haha
A) 450,000
B) 16 Attributes
C) 9 Elf
D) 1 Reonance
E) 10 Skills
Attributes:
Bod 2
Agi 4 6
Rea 2
Str 1
Wil 5
Log 5 8
Int 7
Cha 7
Edg 1
Res 3(1)
Ess 4.04
….16 Attributes, +7 From SAP, and 20 Karma for two 2's.
50 karma
20 attributes
-5 qualities
35 gear
Qualities:
Exeptional Intuition
Aptitude Electronics
Focused Concentration 2
Imparired Strength (4)
Severe Uncommon Allergy
Honorbound White Hat
Skills:
Electronics 7
Tasking 3
Complex Froms:
Puppeteer
Emulate Overclock
Knowledge Skills (5)
Contacts (42)
Augmentations:
Skillwire 6 alpha 144, 000
Skilljack 6 alpha 144,000
Cerebral booster 3 94,500
Muscle Toner 2 64,000
446,500
Gear:
Cracking Skillsoft 6 30,000
Transys Avalon 8,000
And 35,000 for Typical armor, ID's, Avalon programs, autosofts and a drone (If that works?)
Thinking of building towards Skill spec's, +resonance, but mainly the submersions of living network, skinlink, and then a Persona commanded drone, whilst saving $ for stealth and con skillsofts.
Trying for a Matrix Perception, Trace Icon with physical space Sneaking and Impersonation.
Whatya think?
Thx