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Sum to 10 Investigative Reporter (Missions Technomancer)

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Dinendae

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« Reply #15 on: <03-04-16/0016:35> »
...ouch.

Used just the Standard Priority build for my Physad KK so I applied "D" to Resources as she was human.  The downside was she started with an Edge of only 1 as I allocated the single special attribute point to Magic since that was Priority C to start her as a burnout (1 ESS to bio and geneware). Still was not able to start her with a Weapon Focus as bio/genetics aren't cheap.

One Sum to Ten scheme I find works great is B, B, B, D, E. That is how I built my demolitionist Leela: Attributes, Skills Resources, Metatype (to get a 5 staring Edge) & Magic in that order..  Generally for missions you have to show that the character is not imbalanced to be allowed to use this method.  Looking over your character, I would say he'd be fine as technos really start out on the short end.

One thing you could do is purchase a couple doses of say, Cram with your starting nuyen just to get through the first mission. That one extra die of initiative + 1 to Reaction could be a lifesaver when the air gets thick with lead.

Something else to consider after you get several payments is handloaded ammo. (Hard Targets which is now legal for Missions), it costs 20% more than the base ammo price, but adds either + 1 to the DV or -1 to the AP (must be chosen when purchased).   It may not seem like much but it would give a bit more edge when it's time to pull out the gun as that Browning would then have the same DV of a Ruger Warhawk, but with more bullets and is semi automatic. Since he has Goober as a contact, shouldn't be an issue to procure.

KK has handloded EXEX (DV) in her drum fed shotgun giving it a base of 16P before adding Net Successes (almost as rude as a Panther XXL but with burst fire capability).  For her Remington 950 she has handloaded APDS (AP) fimproving the total AP to  -9..  Her Rugers also have handloaded APDS (DV) giving them a starting DV of 10 and AP of -6.

If it was anything other than a Technomancer, I could get away with several B's in Sum to 10 generation. Unfortunately Technomancers are insanely attribute dependent just for the matrix side of things. Given that their Resonance takes a hit once you start playing with ware, you need points in their physical stats as well to not be completely useless in meatspace. If the concept was just a technomancer, standard priority would be fine, and I believe you could get a decent build with point buy or life modules (although life modules would require the majority of your build karma to still go into attributes).

With the latest Missions FAQ, I saw that the hand loads were available for purchase. I plan on getting some (probably the -av), but I need nuyen from a run first.

When playing with pure adepts, I have found that archetype to be far more friendly in regards to metahumans. One of my early builds was a troll decker adept, and it worked great. If I remember correctly, I was able to take attributes E and still had great skills in decking, as well as longarms and blades. That was with buying a pretty good deck at start.: with Missions now allowing you to upgrade from one deck to another, like cyberware and foci, you could probably get away with having Resources lower and switching around some of the other priorities.

kyoto kid

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« Reply #16 on: <03-04-16/0135:48> »
....yeah the resonance and 'ware issue is what turned me off from ever wanting to run a Techno.  At least Spellslingers and Adepts have other means to compensate for the lack of cyber, bio, or genetic augmentations.

In 3E I played an Otaku and they not only didn't' suffer from implants, but were required to have at least two, a Datajack and ASIST Converter. . They were also encouraged to get more as they grew so they'd be prepared for dealing with the outside world after their natural abilities faded.  My character got to the point where she had a Synaptic Accelerator 1 (Synaptic Booster in 5E), Cerebral Booster 2, Muscle Toner 2, (cultured), Enhanced Articulation (cultured), Headware Memory, Math SPU, a couple eye mods (Low Light and Flare Comp), 2 slot Chipjack, and even a Smartlink (all cyber was Beta as she was a member of a fairly wealthy tribe).  She was also in the process of building what would have been a pretty killer deck for when her powers faded but the campaign ended before that..
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Rift_0f_Bladz

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« Reply #17 on: <03-04-16/1359:12> »
If I remember correctly, Lightning Reflexes doesn't stake with anything, including drugs. Otherwise, looks kinda fun to play. But, I am currently solely and awakened style player, and most Combat Adepts.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

Dinendae

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« Reply #18 on: <03-05-16/0105:01> »
If I remember correctly, Lightning Reflexes doesn't stake with anything, including drugs. Otherwise, looks kinda fun to play. But, I am currently solely and awakened style player, and most Combat Adepts.

Yep, you are correct on that. I took it to get the extra +1 to initiative, as well as the +1d6. Barring anything interfering with my initiative, I'll automatically get two combat passes per turn. For a support character that's decent enough for my tastes, and means I don't have to worry about getting more initiative enhancements. Given what I need to spend in karma and nuyen during play, it's nice to be able to focus on the rest of the needed improvements.

kyoto kid

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« Reply #19 on: <03-05-16/0145:48> »
...didn't realise Lightning Reflexes also granted +1 D6.  I thought it only added to reaction.
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Dinendae

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« Reply #20 on: <03-05-16/0438:16> »
...didn't realise Lightning Reflexes also granted +1 D6.  I thought it only added to reaction.


Yep, +1 initiative and +1d6; there's no way in heck I'd pay 20 karma for just a +1 initiative.