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Technomancer tips for an noob?

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adzling

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« on: <06-07-15/1111:27> »
Hi Y'all, we have a new player joining us (totally new to Srun PnP) who really wants to play a Technomancer/ dronomancer.

I know this could be spreading things thin and I know that noobs should avoid playing deckers/ technomancers.
Thing is our group really needs a matrix personage and I really like PCs to play their character concepts if at all possible.
I read the thread on TMancers as pet classes and it seems rather involved for a noob.
Besides Dronomancer is pretty much a pet class anyhoo.

Now that's out of the way what pointers can you offer for building this toon?

thanks in advance guys.

zarzak

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« Reply #1 on: <06-07-15/1150:26> »
This was asked relatively recently; see below:

http://forums.shadowruntabletop.com/index.php?topic=20822.0

Whiskeyjack

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« Reply #2 on: <06-07-15/1222:24> »
I read the thread on TMancers as pet classes and it seems rather involved for a noob.
Besides Dronomancer is pretty much a pet class anyhoo.

Now that's out of the way what pointers can you offer for building this toon?
I don't think Data Trails significantly improved TM options at all (I mean, they didn't bring back widgets, which I would say was the complete wrong call to make, but at least they got rigging and skinlinking). That Data Trails didn't really improve TMs, who have been hurting pretty bad since the core, is pretty disappointing all things considered.

IMO it's still "be a pet class or you may as well play a decker."
Playability > verisimilitude.

Triskavanski

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« Reply #3 on: <06-07-15/1346:06> »
My biggest suggestions. Max the flip out of Willpower. Even perhaps going as far as taking increased attribute Willpower. Its something that is usable for every single matrix defense test out there pretty much, resisting matrix damage, and the like.

Having a Good Will + Body means you've got a lot of health track, which you'll probably need. You also recover from damage quicker. And lead into my second suggestion. Drugs. Because of the Bio-Deck Technomancers have, you can pop pills whenever you need specific boosts applied by drugs. Good Will+Body lets you get over most of the addiction tests. Logic+Will also helps too, if the addiction is more mental.

Since he's a dronomancer, obviously control rig 1 is what you'd want for the first echo. But I'd say take Pain Editor for the second. Now your dronomancer is even stronger than any deck/rig out there.

Don't be attached to just going Technomancer as an A priority like mages. Karma wise, its often better to take Priority A for skills, B for attributes, and C for Technomancing. But this also depends on your race and the like of course. Just think it over some.


After that, if you're the GM, you want to really go over anything ambiguous like Machine Sprites, Editor, Resonance Veil, Puppeteer, and such. Things that have multiple interpretations that are raw, but can easily swing the things from useful to useless to over powered.
Concepts are great, but implementation sucks. Why not improve it?

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ZeldaBravo

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« Reply #4 on: <06-07-15/1525:34> »
And lead into my second suggestion. Drugs.

*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

adzling

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« Reply #5 on: <06-07-15/1536:55> »
thanks Trisk, do you have a technomancer build that works well?

what are the common pathways of abuse depending upon RAI/ RAW interpretations?

cheers

ZeldaBravo

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« Reply #6 on: <06-07-15/1625:48> »
Check this thread out.
http://forums.shadowruntabletop.com/index.php?topic=20066.msg359187#msg359187

As for abuse - sadly now it is not 'abusing', it is more like 'making TMs not horribly bad'.  :-\
*I have problems with clarifying my point in English, so sometimes I might sound stupid or rude.*

Triskavanski

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« Reply #7 on: <06-07-15/1726:37> »
Most of the 'abuse' is actually from GMs denying Technomancers from being able to do things.

Like Machine Sprites not being able to use their Diagnostics ability to provide the bonus teamwork dice for using the devices. For example one common use for it, would be to use the sprite to run the diagnostics on a helmet, mask, or goggles to provide additional dice for Smartlinked guns, and sight perception tests. This would actually be pretty similar to a Mage using Analyze device.

Editor- The Main issue here is trying to figure out what Editor actually does better than the Edit file Action. Some people think it might allow you to ignore data bombs, or perhaps bypass file protection. I typically use it with a point of edge to do a bunch of changes in single round, but something should have to use edge to be viable in use.

Resonance Veil - here the question is exactly what counts as "Something happening in the matrix" In addition is the whole sustain duration that may or may not actually allow you to keep having things happen in the matrix that the target can see. I typically use this CF while i'm running silent, to make a fake decker appear, who mimics my actions, and makes it blatently obvious he's hacking the target.

Puppeteer - Some actions, I've seen GMs say are not allowed, simply because the control device/spoof command matrix actions can't do them. Like forcing someone to switch modes, or jack out.

Pulse Storm - The main question here is how long the noise lasts. Speaking of noise I'm not sure if that once you throw this on someone if they take negative dice but you can still hit them just nice. Or if the noise makes it so both of you take the negative dice.

Jammers - This is another possible one I've seen. By the rules as they are written, Technomancers are not devices, and Jammers only affects devices.

Trancendent Grid - The only question here is what grid you go to when it ends. Possibly your original grid, maybe you can choose which grid you want. (the last one would be kinda cool.)



Oh and some more advice

In physical combat, there is a few options you have a Technomancer. One is Reading the Defense, a way you could gain a +3 dice to your next melee attack against a target. Then there is Playing Possum, Or Murder armor to allow you to appear not a threat. Taking a martial art, and using a point of edge, you could use Neijia to use the high will power high Cha to blast spirits that attack you. Particularly useful if you're getting engulfed as you auto succeed the touch attack part. (Do note you probably don't want to be engulfed) And then there is also full defense, to add your willpower to your defense rolls.


As for a build.. I don't tend to make Omi-field Technomancers. I focus most heavily on the Matrix aspects of them, and not so much the drones either. Most of the time I'm told the builds suck because they can't do all the matrix stuff and physical stuff with the low stats the character has.


== Info ==
Street Name:
Name: Unnamed Character
Movement: 2/4
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 12
Judge Intentions: 10
Lift/Carry: 5 (30 kg/20 kg)
Memory: 12
Nuyen: 1590

== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: A - 46 Skills/10 Skill Groups
Resources: E - 6,000¥

== Attributes ==
BOD: 3
AGI: 1
REA: 1
STR: 2
CHA: 5
INT: 5
LOG: 5
WIL: 7
EDG: 2
RES: 6

== Derived Attributes ==
Essence:                   6
Initiative:                6 + 1d6
Rigger Initiative:         6 + 1d6
Astral Initiative:         
Matrix AR Initiative:      6 + 1d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         12

== Limits ==
Physical:                  3
Mental:                    8
Social:                    8
   Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Astral:                    8

== Active Skills ==
Animal Handling            : 0                      Pool: 4
Armorer                    : 4 [Armor]              Pool: 9 (11)
Compiling                  : 6 [Fault]              Pool: 12 (14)
Computer                   : 6                      Pool: 11
Con                        : 5                      Pool: 10
Cybercombat                : 4                      Pool: 9
Demolitions                : 0                      Pool: 4
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 2
Electronic Warfare         : 4                      Pool: 9
Etiquette                  : 1                      Pool: 6
First Aid                  : 0                      Pool: 4
Forgery                    : 0                      Pool: 4
Free-Fall                  : 0                      Pool: 2
Gymnastics                 : 1                      Pool: 2
Hacking                    : 4                      Pool: 9
Hardware                   : 6                      Pool: 11
Impersonation              : 0                      Pool: 4
Instruction                : 0                      Pool: 4
Intimidation               : 0                      Pool: 4
Leadership                 : 4                      Pool: 9
Navigation                 : 0                      Pool: 4
Negotiation                : 0                      Pool: 4
Perception                 : 0                      Pool: 4
Performance                : 0                      Pool: 4
Pistols                    : 6 [Semi-Automatics]    Pool: 7 (9)
Registering                : 6 [Machie]             Pool: 12 (14)
Running                    : 1                      Pool: 3
Sneaking                   : 6 [Urban]              Pool: 7 (9)
Software                   : 6                      Pool: 11
Survival                   : 0                      Pool: 6
Swimming                   : 1                      Pool: 3
Tracking                   : 0                      Pool: 4

== Knowledge Skills ==

== Qualities ==
Exceptional Attribute (WIL)
Focused Concentration (Rating 2)
Quick Healer
Technomancer

== Armor ==
Chameleon Suit                      9
Custom Ballistic Mask               2
Forearm Guards                      1

== Weapons ==
Ares Light Fire 70
   +Smartgun System, Internal
   Pool: 7 (9)   Accuracy: 9   DV: 6P   AP: -   RC: 1
Unarmed Attack
   Pool: 0   Accuracy: 3   DV: 2S   AP: -   RC: 1

== Commlink ==
Living Persona (ATT: 5, SLZ: 5, DP: 5, FWL: 7)
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
Ammo: Capsule Rounds (Light Pistols) x40
Ammo: Stick-n-Shock (Light Pistols) x20
Cram x4
Jazz x2
Long Haul x2
Pepper Punch x8
Psyche



In the spoiler is a very rough Technomancer build. It still has a lot more work to smooth it out a bit. Like negative qualities But I'll explain some of the reasons we I've selected what I did..

The first is Capsule rounds. You have piss poor accuracy, but Capsule rounds help with that just a little bit by only needing a grazing hit to do some pretty massive damage with the toxins they carry. Pepper punch is a fairly strong contact vector toxin, allowing the Technomancer to do some pretty heavy damage without having to carry around that big of a gun or be even all that agile to use it.

I spent 10 karma to increase Str +1 which allows you to wear +3 more armor and increases the dismal physical limit by a point. Combined with a chameleon suit, you've got a stealth limit of 5, or 6 if you've got a machine sprite assisting, which is a fairly respectable limit for stealth.

I forgot to put this in.. But usually in the forearm guards I put in  bio-monitor and auto-injector so that I can juice myself as needed.

I'd also end up picking up other CFs with the 15 karma I have left, trying to keep as close to 7 karma left so we can submerge as quickly as possible. One thing Data trails did give to Technomancers sort of is the ability to complete a task of some kind to lower submersion costs.

Concepts are great, but implementation sucks. Why not improve it?

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Hobbes

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« Reply #8 on: <06-09-15/2201:37> »
As for a build.. I don't tend to make Omi-field Technomancers. I focus most heavily on the Matrix aspects of them, and not so much the drones either. Most of the time I'm told the builds suck because they can't do all the matrix stuff and physical stuff with the low stats the character has.



Comes down to play style.  If you and your GM are okay with you playing full time long distance VR hacker, rock on.  If you get runs where you need to physically be there, then yeah.  1 AG ain't gonna cut it. 

My own take on how to Technomancer  http://forums.shadowruntabletop.com/index.php?topic=20066.msg359187#msg359187 

AR hacking and at least as useful in the flesh as any decker, mage, or rigger.  Degree in Sprite wrangling recommended.

 

Triskavanski

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« Reply #9 on: <06-09-15/2210:41> »
1 AG?

The Talks in the other thread made me realize something about Technomancers vs Deckers. If say a Decker did see your techno, and did an attack.. Pretty much that is it. Not for the Technomancer per say, but for the Decker. That opening attack is the most crucial one for a Decker fighting a technomancer if the Technomancer focuses heavily on Defense. The reason of course is that the incoming GOD attack on the decker is counting down.

With the convergence at 40 points, the better the technomancer gets on his defense rolls, the faster GOD comes down and crushes that decker to bits. Doesn't matter how fast you are as a Technomancer. The decker could do himself in, if you roll well enough.
« Last Edit: <06-09-15/2217:32> by Triskavanski »
Concepts are great, but implementation sucks. Why not improve it?

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Hobbes

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« Reply #10 on: <06-09-15/2223:22> »
1 Agility.  Too many games, too many abbreviations.  A run speed of 4 meters per 3 Seconds means to get across the parking lot takes several turns.  Physically getting through the Run takes too long, to say nothing of the running like heck to get away from security when it inevitably goes hot.   

Like I said, for a long distance VR hacker?  Who cares.  You just need to get from the couch to the fridge. 

Triskavanski

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« Reply #11 on: <06-09-15/2252:13> »
Ah yes, slow agility. So far with drugs, something most of my technomancers will be using, Kamikaze would be the one I'd use if Physical combat breaks out. Its not the best, not by a long shot of course, but its better than nothing until you have some time to buy up a little more physical stats.

Totally needs a rocket powered wheel chair.
Concepts are great, but implementation sucks. Why not improve it?

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