Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: chadawc on <03-09-12/2227:31>

Title: I need Technomancer Echo help.
Post by: chadawc on <03-09-12/2227:31>
What echos are the most important and what order should you take them in?
Title: Re: I need Technomancer Echo help.
Post by: Mirikon on <03-09-12/2248:18>
It depends on what you're going for. Personally, you can make some SCARY drek with a Technomancer who takes Biowire and then Acceleration twice. That gives you the equivalent of Rating 3 Skillwires, and 3 initiative passes, among other things. If I have to explain why that's sweet, you're not trying hard enough.
Title: Re: I need Technomancer Echo help.
Post by: rasmusnicolaj on <03-10-12/0347:21>
It really depends on what you want.
Personally I like Widget Crafting, Overclocking (and maybe advanced overclocking), Biowire And spirit Linking (If you a missing a sprite type in ex Paladin or Sleuth).
Maybe Macro, Mind over Matter or Multiprocessing.

Rasmus
Title: Re: I need Technomancer Echo help.
Post by: Irian on <03-10-12/0443:09>
Agreed, it totaly depends on what type of character you want. If you want your technomancer to be able to fight in the real world pretty well, then, yes, Biowire and Acceleration are the way to go. Personally, I also like Widget Crafting, as it's a nice bonus when you have time to prepare. There are also some echos that "only" give a bonus, while others give real new abilities. As long as you don't tell us what your Technomancer is like, it's hard to say what echos will be suitable for him (or her).
Title: Re: I need Technomancer Echo help.
Post by: JustADude on <03-10-12/0704:04>
Agreed, it totaly depends on what type of character you want. If you want your technomancer to be able to fight in the real world pretty well, then, yes, Biowire and Acceleration are the way to go. Personally, I also like Widget Crafting, as it's a nice bonus when you have time to prepare. There are also some echos that "only" give a bonus, while others give real new abilities. As long as you don't tell us what your Technomancer is like, it's hard to say what echos will be suitable for him (or her).

And, if you just want to pour on the actions, Acceleration 2 + Overclock + Advance Overclock + Mesh Reality + Multiprocess (for MR) + Macro will let you take a total of 8 Complex Actions (3 Physical + 5 Matrix) in a single Combat Turn, and all of them use your Matrix Initiative.

You'll get a -2 to everything for your first 3 IPs, yeah, but at this point you're basically getting two characters worth of actions.
Title: Re: I need Technomancer Echo help.
Post by: Irian on <03-10-12/0709:03>
The question is, what do you do with so many matrix actions? If you are heavily into cybercombat, ok, but is this a really good way for a technomancer? And if you prefer to stay stealthy, do you really need so many actions often?
Title: Re: I need Technomancer Echo help.
Post by: JustADude on <03-10-12/0734:01>
The question is, what do you do with so many matrix actions? If you are heavily into cybercombat, ok, but is this a really good way for a technomancer? And if you prefer to stay stealthy, do you really need so many actions often?

The fact that you can be walking around and fully aware of your environment, taking meat-space actions at the same time is where the advantage is, when you're being stealthy. If you don't want the 5 Matrix actions, drop Advanced Overclock and do 3 + 4.

The big advantage is that you get your full set of physical actions and your full hacking abilities simultaneously... unless you're in Physical Combat and Cyber Combat but, as you said, Technos should just use Sprites for that and sit back to watch the fun.
Title: Re: I need Technomancer Echo help.
Post by: UmaroVI on <03-10-12/0903:23>
What echoes you want depends on what you want to do. Are you more interested in rigging? More interested in hacking? Also, does your game use dice pool caps?

A fairly general answer in priority order:

Very Good:  Sprite Link for any of the following you don't have: Tutor, Machine, Code, Sleuth one of [Paladin,Fault]. Macro. If you care a lot about rigging, Overlocking, Advanced Overclocking.

Good: If you care a lot about hacking, and don't run into dice pool caps, Widget. If your GM thinks Swap works in the good way, Swap 1-2 (the good way being it reduces the penalty for doing anything while having a CF threaded, not just for threading a new CF while having a CF threaded, and that it reduces the penalty per CF, not once).

Could Be Worse: Multiprocessing, Swap if your GM thinks it works in the OK way (where it reduces the penalty only once, not per CF, but otherwise as above).
Title: Re: I need Technomancer Echo help.
Post by: chadawc on <03-10-12/2349:07>
Sorry for being overly unclear. My technomancer is a hacking fool with almost no rigging and just a little bit of face like qualities and I can shoot with a pistol well enough to miss more than I hit. I know that is kinda handy capping him in a lot of ways and I am working on improving the rigging aspect of my character though game play. The echos I currently have are (acceleration x1, multiprocessing, mesh reality, and biowire.)