Shadowrun

Shadowrun Play => Rules and such => Topic started by: Jonny Reload on <09-13-10/1805:05>

Title: Technomancer Fading...
Post by: Jonny Reload on <09-13-10/1805:05>
I was curious, since Mages have an Metamagic to add to there Drain pools by there Initiation grade, is there anything that could help with a Technomancer's Fading since they don't have an Echo that does the same thing?  ???
Title: Re: Technomancer Fading...
Post by: FastJack on <09-13-10/1820:20>
The Technomancers now have the Submersion, which acts the same as Magic's Initiation for them.
Title: Re: Technomancer Fading...
Post by: Jonny Reload on <09-13-10/1842:44>
Yeah... I was asking about stuff to ask for Fading though....  ???
Title: Re: Technomancer Fading...
Post by: FastJack on <09-13-10/1904:33>
Sorry about that... Misunderstood what you were asking. I don't know of any Echoes in SR4a or Unwired that reduce the Fading for a Technomancer, but there are some things like Netweaving in a network (Unwired, p 143), a Resonance Bond with Sprites (p 160), or Resonance Wells (p 172) that help with the Fading.
Title: Re: Technomancer Fading...
Post by: Jonny Reload on <09-13-10/1952:23>
Hmmm, I guess bonding with a Free Sprite is really the only reasonable method for Technomancers always on the run. Not like you can call up your Network in a moments notice to come give you a bonus or bring the node your hacking to a Resonance well  :-\ Thank you so much for the references though!  ;D
Title: Re: Technomancer Fading...
Post by: The_Gun_Nut on <09-14-10/1442:18>
Well, as the technomancer submerges, he can increase his Resonance rating.  Which helps with resisting fading.  But I haven't found much else.