Shadowrun
Shadowrun Play => Rules and such => Topic started by: Fatespinner on <02-24-20/0256:51>
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Hi all,
I started building a Technomancer. We already have a main hacker in our group so I decided to make a machinist drone technomancer. First I thought that the machinist stream is quite boring compared to the other streams, but the reduced 2 Fading for complex forms targeting devices and the LOTO form make this stream quite powerful. The noise reduction from the RCC is ok, but not that much.
-2 Fading makes a lot complex forms much more useable. I am looking forward to play this character as a secondory hacker for devices and lower host. I am not sure how well the rigger aspect and the drones will work, because I can't invest many points into it and will relay on Machine Sprites to improve my abilities.
I will use "infuse" complex forms to increase my matrix attributes. If I have a maximum of 4 or 3 in will, char and int, then I can cast these forms with an acceptable Fading and can keep them running with focused concentration. High mental attributes are bad if you plan to boost your own abilities. With a compilation casting pool of 12 dice I am able to boost the attributes between 3 and 4 points, which is much more than actually having high mental attributes and the fading and upkeep is manageable.
What are your experiences with playing a machinist Technomancer?
Is there a way to use reaction or logic or int for using gunnery?