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Technomancer/Inflitrator/Rigger Advice

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Hobbes

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« Reply #30 on: <06-09-15/2131:25> »
3) Your Brain and Condition monitor - Actually with the Pain Editor Echo or Bioware, I don't think you know just how strong this could be instead of being a weakness. Again, using my technomancers as a base, with 7 Willpower, That 12 on their stun track. Then 3~5 body, adds another 2~3 on their physical track. giving them  a total of 10-11 physical tracks. A Decker's deck only has what? 10 or so? With a Stim patch, I can remove a good load of that stun damage. So in terms of boxes, My Technomancer has twice as much, or more than your decker's deck.

My out of chargen 200Kish Cyberdeck has a Firewall of 10 and could take the same Willpower, bioware and drugs.  *shrug*  You'll be sitting around all day plinking one or two boxes off each other.  I don't understand building to do that.  It can certainly be done, but as you point out, do something clever instead and just win.  And a TM can build to win out of chargen and save Karma for other priorities.  But, yes a TM can Brute force.  Purpose built Deckers can do it better, and it doesn't play to what I perceive as a TM's strengths.  YMMV.

Puppeteer or Resonance Veil > Brute Force.  IMO. 

Triskavanski

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« Reply #31 on: <06-09-15/2201:15> »
Rather your out of Chargen 200k-ish cyber deck can have a fire wall of ten. Taking the Pain Editor Bioware doesn't at function quite the same way as the Technomancer does, in terms of "increasing" one's boxes

Loss of Resonance doesn't hurt a Technomancer anywhere near as badly as it would a mage. Before the Echo came out, I pretty much always had it in my mind that I'd use 1 point of essence for bio/cyberware. I think that still hasn't changed for me.

And yes, it doesn't help that the CFs are vague.. or really everything about a technomancer is vague. If anything happens in the new book, I hope we have the side bars like in the Street Grimore going over the finer details of what they can and cannot be. I think its generally safe to say you could make someone see a ghost decker with CF.

And for Drugs. Auto injector. With Trodes and a datawire, you don't have to have it running wirelss. Just connect that drek to your biomonitor and your mind. Then send out the command for it to juice you when needed. Or set it up to trigger the moment you take a full defense action or something along those lines.

And yes, don't get me wrong, I'm not saying you should just have your technomancer go all leeeeroy jenkins and stuff. But, rather I'm just saying that in cybercombat, as a technomancer you don't just roll over and die.

Squishyness has nothing to do with how much attack power you can throw out, Rather how much defense power you have. The worst a Decker could do to a Technomancer without getting a mark on him, is doing a dataspike. Even if he gets a mark, there is still another action he's got to take.

Focusing more on defense, A Technomancer doesn't have to keep up with A decker in speed. Rather a Technomancer just needs to keep up a good defense. The better a Technomancer's defense, ultimately the stronger they'll be in the cybercombat.

« Last Edit: <06-09-15/2206:23> by Triskavanski »
Concepts are great, but implementation sucks. Why not improve it?

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adzling

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« Reply #32 on: <06-10-15/1046:20> »
thanks for all the input guys

here's another option for you titus, this one uses a dwarf metatype and some bioware to amp up your willpower and logic to 7.

You have to sacrifice something to pull this off and in this case you Resonance is one lower at 5 and your skills suffered.

Still good at all matrix activity, can summon MORE sprites and with the high logic really could improve very fast in logic related skills such as Hardware (good for all kinds of things including transferring ownership (i.e. stealing) items, breaking and entering, repairing stuff.

She has $34,000 left to spend so enough room for a drone or two and some basic gear.

Unnamed Hero
METATYPE: DWARF
B 3, A 5, R 4, S 3, W 7, L 5/7, I 5, C 5, ESS 5.4, EDG 2, R 5
Condition Monitor (P/S): 10 / 12
Armor: 0
Limits: Physical 5, Mental 9, Social 8
Physical Initiative: 9+1D6
Matrix Initiative: 12+3D6
Active Skills: Compiling 5, Computer 5, Electronic Warfare 5, Hacking 5, Hardware 1, Perception 2, Pilot Ground Craft 1, Pistols 2, Registering 5, Software 5
Knowledge Skills: Bars and Clubs 6, Hong Kong Local 5, Small Unit Tactics (Urban +2) 5
Languages: Chinese N, English 4
Metatype Abilities: Enhanced Senses: Thermographic Vision, Resistance: Pathogens and Toxins +2
Qualities: Addiction (Moderate): coffee, Allergy, Common (Moderate): alcohol, Focused Concentration (2), Technomancer
Complex Forms: Cleaner, Resonance Spike, Resonance Veil, Static Veil
Augmentations:
   Cerebral Booster (2)
   Smartlink
Gear:
   Aiko w/ (1 month) Low Lifestyle
Contacts:
Bartender (Connection 3, Loyalty 3)
Fixer (Connection 3, Loyalty 3)
Mechanic (Connection 1, Loyalty 2)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2015 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

Titus

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« Reply #33 on: <06-12-15/1652:56> »
Looking through this now, and I'll have a new version up in the next few hours. This'll likely be the finalish version for now.

Titus

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« Reply #34 on: <06-12-15/1705:47> »
I'd drop a point of charisma to up your will to 7.  You get another stun box, and it will be very helpful in a lot of tests you'll make.  Charisma, not so much.

Your skills look solid; if you want to switch to a sniping focus you could do longarms instead of automatics, but I think automatics are where you'd want to be (you can conceal a machine pistol, for one).

That pistols 1 skill is totally wasted; maybe put it in a pilot skill or something instead?

I'd also move your impersonation skill to etiquette; more useful overall.

Gear:
Get rid of the taser (you don't have the dice for it), the exotic weapon (you don't have the dice for it), the chainsaw (you aren't a troll, you never want to be in close combat like that), and your pistols.  If you're going automatics stick to machine pistols, smgs, and assault rifles.

Buy a burner commlink so everyone doesn't know you're a technomancer off the bat.

I don't see a Fake SIN or licenses - those are basically required.

The taser uses pistol dice, so I should have dice for that. The chainsaw is NOT there as a weapon, but as a breaking and entering equipment, and its own description indicates that it's not intended as a weapon. The character will go back to specializing in pistols, like I had originally postulated.

adzling

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« Reply #35 on: <06-12-15/1719:21> »
FYI Titus Errata changed Technomancer's max Sprite's bound from Cha to Log.
So your Logic will drive how many sprites you can have at once.
For example Logic 4 = up to 4 Sprites at once.
So I think you can drop your Cha stat a point or two if you like as it will only effect your Matrix Attack power...I think...

Titus

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« Reply #36 on: <06-12-15/1951:06> »
FYI Titus Errata changed Technomancer's max Sprite's bound from Cha to Log.
So your Logic will drive how many sprites you can have at once.
For example Logic 4 = up to 4 Sprites at once.
So I think you can drop your Cha stat a point or two if you like as it will only effect your Matrix Attack power...I think...

Oooh. I don't have the Errata. This is really helpful. I thought Cha was much more necessary than it was.

adzling

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« Reply #37 on: <06-12-15/1958:34> »
Yeah I only learned that today ;-)

Triskavanski

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« Reply #38 on: <06-12-15/2125:40> »
Cha still limits your starting sprites because of silly reasons. But max sprites is logic after that.
Concepts are great, but implementation sucks. Why not improve it?

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