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Technomancer and Cyberware?

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FST_Gemstar

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« Reply #15 on: <11-19-15/1013:56> »
It's a fun jack build, and I won't knock having someone on team who can know anything very well at anytime,  but GM dependent, the character with the kit does become an easy corps target, and the skill soft subscription costs 20k/mo. I know technomancers don't have a lot of other nuyen needs but that's some high overhead for a shadowrunning career.  I find it too risky.  I usually hedge the jack of all trades part of the build for a skillwire/jack 2 system instead of 4, and buy (or steal) the rating two skillsofts for skills the character doesn't want to invest karma in. With a lower level machine sprite, +4 bonuses ain't bad either, and the character can usually afford some more essence and 'ware to boot.

Marcus

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« Reply #16 on: <11-20-15/0040:15> »
Losing 1 point isn't a big deal, the issue is slipper slope. Your spending considerable resources to get resonances and the issue as has pointed out, is that Resonance is just currently weaker then magic. So your spending the same resource amount as a mage are getting less for those resources, and then losing even more resources on top of that when your lose resonance. It was hoped that data trails would do something for Technos but that's been pushed back to another book. So until we see the techno book, the list useful techno tricks is fairly limited. FST_Gemstar has certainly looked at almost every possible variation of Techno.  If you want good examples just check out all his threads.
 
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