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Starting Technomancer

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Shadowrenamon

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« on: <05-31-15/0414:27> »
So I've been looking through TM stuff, what with one of my players playing one and TM always being an archetype I really like, and I mocked up this character to do play by post stuff with. Just looking for critique and suggestions and the like. I just got a hold of Run and Gun and Street Grimoire (probably not much on that one obviously) so I now have extra stuff I could use from when I first threw him together. Advice is always appreciated. Also as a note I've played since 4th ed, and have been trying to get a solid game to play some variation of this character for a while, just to give an idea of my own experience level.

This is a link to the sheet, which includes a description, background, and 100 questions answered about the character.
Run inspirations shamelessly taken from a good friend's blog linked to the side. ~ Shadow

ZeldaBravo

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« Reply #1 on: <05-31-15/0948:10> »
Seems good, would run with.
I would be tempted to switch Willpower and Charisma for more Fade resistance though. Maybe even to hardcap Willpower.
Another thing - drop one SIN and get yourself a subcompact or a bike, public transit is not the safest way to travel.
« Last Edit: <05-31-15/0952:03> by ZeldaBravo »
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Triskavanski

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« Reply #2 on: <05-31-15/1047:05> »
I would not use insomina for Technomancers. Yes, it sounds like it should fit, however insomnia is "You suck at healing." Especially with so low intuition and will power. Its something you really do not want to do with an archetype that is so likely to take damage from just about everything.

For a Mancer, What I've found is you want as much willpower as you can possible hold. Its used in every single defense test on the matrix pretty much. Its used to resist damage on the matrix, from fade, and helps with healing, as well as addiction tests. And you can even just use up your one turn in combat if need be to go full defense even in the meatworld, getting a bunch more dice.

About addiction tests, Big reason i bring this up, is that Technomancers can easily use drugs as a sort of "program" they can load. I'd take a look at datatrails too. There is a thing there called garbage in garbage out, that is very good when combined with long hacking, and long hall +cleaner could allow you to do this long hacking for three days straight.

Something a lot of my Technos are starting to use now is pistol with capsule rounds and something like pepper punch or neruostun + dmso, as a means of recovering their more crappy physical abilities, but having something that just needs to have a grazing hit and packs a big punch.
Concepts are great, but implementation sucks. Why not improve it?

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Whiskeyjack

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« Reply #3 on: <05-31-15/1153:20> »
Someone should really link the "why technomancers are a pet class" post again.
Playability > verisimilitude.

Glyph

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« Reply #4 on: <05-31-15/1645:24> »
Gotta catch them all!

As the thread itself warns, though, this approach depends on a GM who runs things a certain way.

Triskavanski

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« Reply #5 on: <05-31-15/1702:07> »
Here's something I've been writing myself too

https://docs.google.com/document/d/1sYeM9xPJSL32yM6N2-dvEeedcg--u_S-51ZgA4ddBxU/edit?usp=sharing

Its a bit older though, and may have some outdated data
Concepts are great, but implementation sucks. Why not improve it?

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zarzak

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« Reply #6 on: <05-31-15/2247:27> »
In Data Trails there is an "Otaku to Technomancer" quality that gives +2 to fade resistance ... is that worth it?  It seems decent, but I'm not sure if exceptional willpower would be a better usage of karma ...

Whiskeyjack

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« Reply #7 on: <05-31-15/2258:24> »
Depends on the cost. I'd say the flat +2 to Fading resist is probably better, all things considered.
Playability > verisimilitude.

Triskavanski

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« Reply #8 on: <06-01-15/0855:00> »
If matrix damage was included there.. I'd think it could be. But its just two to fade. Personally, I'd still never go for it unless doing a prime runner game, cause I always take exceptional attribute (Will power) first.
Concepts are great, but implementation sucks. Why not improve it?

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Whiskeyjack

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« Reply #9 on: <06-01-15/0858:28> »
Eh I don't see it as worth it. Very high cost for 1 more die.

As for matrix damage, a TM who is actively being targeted in the Matrix has already lost as far as I am concerned.
Playability > verisimilitude.

Top Dog

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« Reply #10 on: <06-01-15/0948:38> »
Run and Gun doesn't have too much that'll be useful to you - but it does have fancy armored clothing. Those are good, and you should probably look at that (slightly more expensive than the basic armors though). Run Faster and Data Trails will have more you can use (although, regrettably, Data Trails isn't terribly good for Technomancers in that regard).

Like Zelda said, you're going to need some wheels - a bike, at least.

I was under the assumption Technomancers don't need Trodes, Image Links, AR gloves and the like. Unless you have those so you can fake being a decker (which is not a bad idea).

All the discussion about fading resist dice is kind of a non-issue at the moment: You don't have the Software skill, so you can't do Complex Forms. You should probably fix that first. (Well, you can still get fading from Sprites, but still - get Software!). In the same vein, you don't have Hacking skill - while you can always let your sprites do all the work, I feel you should at least be somewhat competent in that yourself.
How did you divide your skill points btw?

Csjarrat

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« Reply #11 on: <06-01-15/0952:18> »
Otaku to techno isn't terrible. most of the fade codes are really high so anything that helps resist it is probably good, given stun mods soon rack up.
I'd prob also go with the quick healer quality as well for a TM, helps shake off those stun boxes!!
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Triskavanski

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« Reply #12 on: <06-01-15/1001:53> »
Eh I don't see it as worth it. Very high cost for 1 more die.

As for matrix damage, a TM who is actively being targeted in the Matrix has already lost as far as I am concerned.

Or two dice in brute force defences. It may be one die, but its one die in a helluva lot of things. Check my link up there earlier
Concepts are great, but implementation sucks. Why not improve it?

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Hobbes

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« Reply #13 on: <06-01-15/1113:34> »
Eh I don't see it as worth it. Very high cost for 1 more die.

As for matrix damage, a TM who is actively being targeted in the Matrix has already lost as far as I am concerned.

+1 to this.  TM's stats are usually stretched thin so you're usually short somewhere and charisma is a likely choice, but you've got multiple tools to avoid conflict and detection. 

And you should be handing combat off to Sprites and focusing on objectives anyway.  IMO.

Whiskeyjack

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« Reply #14 on: <06-01-15/1146:12> »
Eh I don't see it as worth it. Very high cost for 1 more die.

As for matrix damage, a TM who is actively being targeted in the Matrix has already lost as far as I am concerned.

Or two dice in brute force defences. It may be one die, but its one die in a helluva lot of things. Check my link up there earlier
I stand by my statement that if a TM is either spotted while hacking and gets hit by IC or actively engages in cybercombat slugfests, he's as good as dead at that point. Barring kicking off the Ninja Smoke Bomb CF. TMs are incredibly squishy compared to deckers in Matrix combat and should probably never be Brute Forcing anything.
Playability > verisimilitude.