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Rigger Bard? Could it work?

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FST_Gemstar

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« Reply #15 on: <06-01-16/1308:07> »
I don't like saying how technomancers aren't viable.

There are some viable builds:

Non-Matrix Specialists -
My favorite technomancers. They make a good "5th" team member, making everyone else's tasks less lonely, or can take on a specialist role with some starting drawbacks that they can grow into.

Petnomancer  - Lots of Matrix Teamwork to be a matrix specialist, but will usually still come up short on deckers on key areas.
    Technorigger - machine sprites + control rig echoe + skills + vehicle/drones. Usually much safer in a van than out of it, but as non-hacker, it's usually ok.
    Bard 1 "Buffer"- Machine sprite build, focused on supporting other team members, probably should have some unique skill areas to contribute as well or creative use of sprites/CFs to not be too cheesy.
    Bard 2  "jack of all Trades" - skilljack with machine sprite in the skilljack system. Not going to be great at much, but can disinvest in edge (can't use it anyway) and may be be super needed at particular moments
Social Infiltrator - Profiler, sprite teamwork tests, social skills, social test boosting wireless gear + machine sprites. With some hacking/skinlink, can do some nice onsite hacking eventually.
Pistoleer/Special Ops  - Loaded cyberarm with key wireless skill test boosting 'ware, smartlink gun, machine sprites to boost the shooting, sensing, and sneaking. Or go High attributes with bioware and wireless gear to run diagnostics on.  FFF makes combat-ish technos a hot commodity.

Matrix Specialists -
I don't find technomancers make wonderul matrix specialists. These are builds that I find can make the cut.

Brain-Deck - Low Res, more 'ware/drugs, I think this is actually the best Matrix specialist build for technomancers, plays more like a decker. Basically trading a Resources C Decker for a Resonance C technomancer.
Resonancer - Requires Puppeteer to be able to force slaved devices to invite marks and have those marks count against hosts (this is at best rules unclear, but I think makes for more distinct technomancer playstyle). High edge, Res 5, Otaku to technomancer, probably some willpower boosting drugs, no/limited decking skills (perhaps just computer and EW). Maxed Software/Compiling/Registering. To hack hosts, you pre-edge a puppeteer roll against a slaved device to invite 3 marks, having bound sprites aid CFs. This should get you a high dice pool to get the 2 net hits needed with Fade that is going to be physical but manageable (5). You use software to disarm bombs, Editor to get files.  For hacking individual devices (like someone's commlink), using edge to compile a big sprite and edge to resist Fade can get the job done pretty well. Resonance can use Diffusion CFs to help, Cleaner/Static veil to keep OS on the sprite down.