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Technomancer Archetype (SR5)

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Bushw4cker

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« on: <07-20-16/0301:14> »
Using Priority.
A. Attributes
B. Skills
C. Technomancer
D. Race
E. Nuyen

It is very hard to make decent Technomancer using Priority, this is my best attempt.

ATTRIBUTES (24, 10 Karma)                                 
BOD      2      WIL      5      WLK      6   
AGI      3      LOG      7      RUN      12   
REA      3      INT      5      SPNT      (+2)   
STR      2      CHA      5      COM      10   
ESS      6      EDG      2      JUD      10   
RES      6      LIFT      4      MEM      12   
Init: 8 + 1D6   Edge: OO                                 
                                 
PHY      3      MEN      8      SOC      7   
                                 
ACTIVE SKILLS (36/5, 4K)                        RTG      DP   
Etiquette                        1      6   
Perception                        1      6   
 (Visual +2)                              8   
Computer                        5      12   
Hardware                        5      12   
Software                        5      12   
Cybercombat                        6      13   
Electronic Warfare                        6      13   
Hacking                        6      13   
 (Devices +2)                              15   
Compiling                        5      11   
Registering                        6      12   
Automatics                        1      4   
 (Machine Pistols +2)                              6   
Gymnastics                        1      4   
Sneaking                        1      4   
 (Urban +2)                              6   
                                 
HACK ON THE FLY                                 
Roll 13 Dice +/- Mods (AR)                                 
Roll 15 Dice +/- Mods (Hot Sim)                                 
 +2 Dice for Devices                                 

KNOWLEDGE SKILLS                        RTG      DP   
Matrix Games                        6      11   
Small Unit Tactics                        1      6   
Police Procedures                        1      6   
Local Street Gangs                        1      6   
Sprawl Life                        1      6   
Iconography                        1      6   
 (Matrix +2)                              8   
Trid Shows                        1      6   
 ("Reality" +2)                              8   
Music                        1      6   
 (Gob Rap +2)                              8   
Insults                        3      8   
 (n00bs +2)                              10   
                                 
LANGUAGE SKILLS                        RTG      DP   
English                        N      -   
Japanese                        2      8   
‘l33tspeak                        1      6   
Or'zet                        1      6   

POSITIVE QUALITIES                              RTG   
Exceptional Logic                              -   
Codeslinger (Hack on the Fly)                                 
                                 
NEGATIVE QUALITIES                              RTG   
SINner (Criminal, UCAS)                              -   
Did You Just Call Me Dumb?                                 
Poor Self Control (Braggart)                                 
Curiosity Killed the Cat                                 
                                 
POOR SELF CONTROL                                 
Composure (3) To Not Brag                                 
                                 
CURIOSITY KILLED THE CAT                                 
Composure (3) or Crack Prot. File                                 
 +2 Dice To Crack File Tests                                 

LIVING PERSONA                                 
Device Rating: 6                                 
Attack: 5     Sleaze: 5                                 
Data: 6     Firewall: 5                                 
o Running Silent (-2 DP Matrix Actions)                                 
o Hot Sim (Initiative: 10 + 4D6), +2DP                                 

COMPLEX FORMS                                 
Resonance Veil                                 
Device   Sustained   L - 1                                 
                                 
ID/LICENSES/NUYEN (10,010¥)                                 
Criminal SIN                                 
_____________________________                                 
Fake SIN (Rating 4)                                 
_____________________________                                 
Credit Account                                 
_________________________¥                                  
Standard Credstick                                 
_________________________¥                                  
Standard Credstick                                 
_________________________¥                                  

ARMOR (730¥)                              RTG   
o Armor Clothing (Casual)                              6   
 Concealed Pocket (x2)                              -   
 Faraday Pockets (x4)                              -   

GEAR (1,150¥)                                 
o Contacts (Capacity 2)                                 
Flare Compensation                                 
Low-Light Vision                                 
                                 
COMMLINK (1,160¥)                                 
o Renraku Sensei                                 
DR: 3     Data: 3     Firewall: 3                                 
Apps: Diagnostics, Ticker                                 
Matrix CM OOO OOO OOO O                                 
o Running Silent (-2 DP Matrix Actions)                                 
                                 
LIFESTYLE (2,000¥)                                 
Low Lifestyle (2,000¥ a Month)                                 

NOTES                                 
Starting Nuyen: 3D6 x 60 + 2,395¥                                 
6 Karma Spent on Resources                                 

RANGED WEAPONS (555¥)                              CON      ACC         DAM         AP      RC      MODE               MODS                                                                     
o Steyr TMP                              -2      4(5)         7P         -      -      oSA oBF oFA               Lasersight, Sling                                                                     
o (Clip) Reg OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO     o (Clip) Reg OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO     o (Clip) Reg OOOOOOOOOO OOOOOOOOOO OOOOOOOOOO                                                                                                                                                        
                                                                                                                                                      
CONTACTS                  TYPE                     METATYPE               LOCATION                        CON      LOY      NOTES                                                            
_______________                  Fixer                     ___________               __________________                        4      3      _______________________________________________________                                                            
_______________                  ID Manufacturer                     ___________               __________________                        5      2      _______________________________________________________                                                            
_______________                  Trid Pirate                     ___________               __________________                        2      5      _______________________________________________________                                                            




Any thoughts, comments or suggestions are always appreciated

THanks )

 
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

deathwishjoe

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« Reply #1 on: <07-21-16/1819:11> »
technomancers are pretty rough in priority.  I usually go with Sum to ten for them. Was this for the archetype build challenge? 

Coyote

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« Reply #2 on: <07-21-16/1918:18> »
Technos ARE rough, especially in Priority. For this reason, I generally follow the following min-maxing rules for most of them:

1: Always take Prototype Transhuman, so that you can get Narco/Nephritic without losing Essence. You can even get Cerebral Booster (1) and still keep 6 Essence.
2: For the Bioware, you need Priority D in Nuyen, and probably also to take In Debt (4-6 or so). So you end with around 70k, which is a solid start, and IMO gets you more than the extra Edge.
3: Cybercombat is not so important, and neither is Electronic Warfare, so lowering those would allow switching Technomancer to B or even A.

With Narco and the use of Psyche, plus the So Jacked Up quality, you can play with a regular +1 to Initiative and +3 to Logic. Combine with the Cerebral Booster and you're maxed at +4 to Logic. You do have to drop Exceptional Attribute, but the extra bonuses from the drugs are probably worth it, especially if you're going with Techno-A and Attributes-B. You also get to use either Cram (if you like a cheap long-duration solution) or Kamikaze (if you like a more expensive short-duration but much higher stat boost), for physical situations.

Also, another idea is to get Gunnery at a decent rank, and buy a Dragonfly (Ares Sparrowhawk version). Rip out the pistol that it comes with and put in a Taser, then stick 2 Machine Drones in it for the Diagnose boost, and you can have an absolutely ridiculous dice pool for both shooting actions and defense pools, which gives you something to do in situations where the Matrix is not very relevant. An equipped Dragonfly is just around 5-6k, depending on what sensor upgrades and such that you get for it. With Logic 10 and just Gunnery 3, you're rolling at 18 dice with it (Diagnose doubles your skill pool, and you're going to get a Smartgun link for it), and that's if you're going in AR. It would be 20 in hot-sim.

deathwishjoe

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« Reply #3 on: <07-21-16/2041:54> »
If this is for the archetype challenge then its core rulebook only and has to look like the archetype's picture in the rule book. Also technically you can't get narco as part of the prototype transhuman quality as its a genemod and not bioware. I've heard its houseruled at many tables as allowed as it fits with the spirit of the quality, just remember to ask your gm first

Bushw4cker

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« Reply #4 on: <07-21-16/2150:19> »
technomancers are pretty rough in priority.  I usually go with Sum to ten for them. Was this for the archetype build challenge?

Yes

One things that sucks about making Technomancers is, the Priority system makes it very difficult. Example: Skills. There are 2 or 3 Skill Groups that have very important Skills you more than likely want at max starting rating. Hacking from Cracking Group, Computer from Electronics, Compiling from Tasking (I think that's right name). Technomancers (and Deckers) taking priority A or B for skills, for A, are going to have to take One important skill group at rating 4, or 2 important skill groups at Rating 5, and you're not going to be able to specialize. Same if you take Priority B, your going to have Important Skill Group at rating 5.

There is almost no way to make a even halfway decent Metahuman Technomancer with Priority character creation. Point Buy (Karma gen) is the only way to do it.
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

deathwishjoe

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« Reply #5 on: <07-21-16/2216:42> »
Quote
One things that sucks about making Technomancers is, the Priority system makes it very difficult. Example: Skills. There are 2 or 3 Skill Groups that have very important Skills you more than likely want at max starting rating. Hacking from Cracking Group, Computer from Electronics, Compiling from Tasking (I think that's right name). Technomancers (and Deckers) taking priority A or B for skills, for A, are going to have to take One important skill group at rating 4, or 2 important skill groups at Rating 5, and you're not going to be able to specialize. Same if you take Priority B, your going to have Important Skill Group at rating 5.

So most people who are interested in technomancers by now know about the petnomancer build.  If taking this idea to its logical conclusion we actually dont need hacking skills, or at most a 1 rank to allow the character to be familiar enough with the basics to allow them to direct the sprites into doing the hacking for them.  This would mean you can focus on software, compiling and registering and be ok.  a level 10 fault sprite does very well as a hacker and this can take some stress off of needing high skills for the priority system. 

With this build concept in mind we also don't need super high mental stats like the decker with 8 logic allowing a bit more freedom in that area.  Just take Will as the highest stat and your good there.  You can also shift some points into the physical stats to improve your meat bodies fighting ability.  Your not actually using your technomancer persona to do any hacking to moderate mental stats of 3 or so are ok. 

taking the exceptional resonance is quite useful since other high cost qualities arent allowed and focused concentration to allow your sprites indefinite matrix time with out resetting marks is useful as well. 

As coyote mentioned narco is super sweet but were limited to core rule book here.  RAW psyche doesn't help you with sustaining complex forms so that's less desirable and were not too interested in boosting logic way high like before.  taking a double dose of zen  for +2 will power isnt too bad.  Its only barely addictive and resisting 6 stun damage is certainly doable.  this would give us 15 dice for fade resisting.  with some edge and a decently high body Kamikaze is a nice free bonus as well improving initiative as well.  IF you put like a 5 in logic you might be able to take both kamikaze and Jazz.  along with a machine sprite helping with your pistol skill your Ok in combat.

Speaking of machine sprite you might also be able to make a decent infiltrator by using the chameleon suit and a machine sprite.  Just some ideas of where I would head with the build. 

Bushw4cker

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« Reply #6 on: <07-21-16/2231:48> »
Quote
1: Always take Prototype Transhuman, so that you can get Narco/Nephritic without losing Essence. You can even get Cerebral Booster (1) and still keep 6 Essence.
2: For the Bioware, you need Priority D in Nuyen, and probably also to take In Debt (4-6 or so). So you end with around 70k, which is a solid start, and IMO gets you more than the extra Edge.
3: Cybercombat is not so important, and neither is Electronic Warfare, so lowering those would allow switching Technomancer to B or even A

You could also wait, take 1 Resonance hit later on, and get Cerebral Booster (Rating 3) Alpha or better grade playing game. Taking Priority E instead of D for Race, you are talking about Resonance 4 instead of 6. It costs 55 Karma to get from 4 to 6 during game play. You are saving yourself 35 Karma (25 + 10 for Positive Quality) if you don't take Prototype Transhuman, and a good or bad (depending how you look at it) GM, could make In Debt quality rough for you.

Electronic Warfare has a few pretty useful actions like Hide and Snoop, might as well take it at 6 if you can.

Archetypes are usually for players that are new to the game. I try to make mine with that in mind. Imagine you're playing Shadowrun for the first time, and you pick Technomancer because that sounds like something you would want to play....

I imagine this happening..

"You enter the Host, You search for the file your team needs.. then suddenly you get hit by a Dataspike blast."

 "Roll Initiative."

"You go First."

 "Ok, I want to get this guy that attacked me."   

"Well First you have to spot him, Roll Matrix Perception test... Ok you see the Cyclops icon that attacked you... You got 5 net hits, so find out...  He's on the Horizon Grid...He's running a Blackout Program, .He's running on a MCT Trainee, the cheapest cyberdeck you can buy, he's probably some little rich corp kid.... "

"Ok I want to attack him now, what do I roll?"

"Well you would roll Cybercombat normally...but umm you don't have that.."

"Well that's Dumb!, why wouldn't I have Cybercombat?"

"Well you kind of don't need it."

"That is so stupid, I'm never playing SHadowrun again, I'm going back to playing Dungeons & Dragons!"

"Noooooo!!!"


This tragedy could all have been prevented if I only gave the Technomancer Cybercombat....

Quote
With Narco and the use of Psyche, plus the So Jacked Up quality, you can play with a regular +1 to Initiative and +3 to Logic. Combine with the Cerebral Booster and you're maxed at +4 to Logic. You do have to drop Exceptional Attribute, but the extra bonuses from the drugs are probably worth it, especially if you're going with Techno-A and Attributes-B. You also get to use either Cram (if you like a cheap long-duration solution) or Kamikaze (if you like a more expensive short-duration but much higher stat boost), for physical situations.

Drugs are Bad..mmkay

Quote
Also, another idea is to get Gunnery at a decent rank, and buy a Dragonfly (Ares Sparrowhawk version). Rip out the pistol that it comes with and put in a Taser, then stick 2 Machine Drones in it for the Diagnose boost, and you can have an absolutely ridiculous dice pool for both shooting actions and defense pools, which gives you something to do in situations where the Matrix is not very relevant. An equipped Dragonfly is just around 5-6k, depending on what sensor upgrades and such that you get for it. With Logic 10 and just Gunnery 3, you're rolling at 18 dice with it (Diagnose doubles your skill pool, and you're going to get a Smartgun link for it), and that's if you're going in AR. It would be 20 in hot-sim.

That's..cheating.. or seem like it should not be allowed at the least.  Probably not good Idea to one up the Rigger either, she's your ride home...




« Last Edit: <07-21-16/2307:16> by Bushw4cker »
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

deathwishjoe

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« Reply #7 on: <07-21-16/2250:12> »
Quote
Archetypes are usually for players that are new to the game. I try to make mine with that in mind. Imagine you're playing Shadowrun for the first time, and you pick Technomancer because that sounds like something you would want to play....

I blame catalyst then.  there the ones that have made technomancers into either  the weaklings who suck at hacking and combat or rock at being a petnomancer/Juicer/ Rigger.  it really does seem that they had quite a few options to give them a boost and just left it out.  Like Psyche for example.  works to sustain spells on mages but not complex forms for technomancers.  Awww too bad.  They don't play at all to how the fluff describes them  and its the fault of the rules and rule makers.  this means if you want to play a good technomancer you have to know quite a few tricks to pull them off well. In fact I hate to say it but you might be better off playing the ganger archetype with a low end deck who only thinks hes a technomancer.  Hes probably better at hacking and combat this way.  /rant





Bushw4cker

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« Reply #8 on: <07-21-16/2304:16> »
If this is for the archetype challenge then its core rulebook only and has to look like the archetype's picture in the rule book. Also technically you can't get narco as part of the prototype transhuman quality as its a genemod and not bioware. I've heard its houseruled at many tables as allowed as it fits with the spirit of the quality, just remember to ask your gm first

What is the Archetype Challenge? ... Look like picture?.. so just has to be same race than?..  will have to check that out.
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Bushw4cker

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« Reply #9 on: <07-21-16/2339:36> »
Quote
So most people who are interested in technomancers by now know about the petnomancer build.  If taking this idea to its logical conclusion we actually dont need hacking skills, or at most a 1 rank to allow the character to be familiar enough with the basics to allow them to direct the sprites into doing the hacking for them.  This would mean you can focus on software, compiling and registering and be ok.  a level 10 fault sprite does very well as a hacker and this can take some stress off of needing high skills for the priority system.

With this build concept in mind we also don't need super high mental stats like the decker with 8 logic allowing a bit more freedom in that area.  Just take Will as the highest stat and your good there.  You can also shift some points into the physical stats to improve your meat bodies fighting ability.  Your not actually using your technomancer persona to do any hacking to moderate mental stats of 3 or so are ok.

taking the exceptional resonance is quite useful since other high cost qualities arent allowed and focused concentration to allow your sprites indefinite matrix time with out resetting marks is useful as well.

As coyote mentioned narco is super sweet but were limited to core rule book here.  RAW psyche doesn't help you with sustaining complex forms so that's less desirable and were not too interested in boosting logic way high like before.  taking a double dose of zen  for +2 will power isnt too bad.  Its only barely addictive and resisting 6 stun damage is certainly doable.  this would give us 15 dice for fade resisting.  with some edge and a decently high body Kamikaze is a nice free bonus as well improving initiative as well.  IF you put like a 5 in logic you might be able to take both kamikaze and Jazz.  along with a machine sprite helping with your pistol skill your Ok in combat.

Speaking of machine sprite you might also be able to make a decent infiltrator by using the chameleon suit and a machine sprite.  Just some ideas of where I would head with the build. 

I hate Machine Sprites.. or their special power anyway..

Machine Sprites are to 5th edition what Emo Toys were to 4th.

I would not recommend a Petnomancer build for an Archetype.  Archetypes are usually for players that are new to the game. 

"How Powerful of a Sprite can I make?"

"Well it's called Compiling, you can compile one up to twice your Resonance."

"Ok, well my Resonance is 7, so I'm going to Compile a level 14 Sprite."

"I wouldn't recommend compiling one that high.... You could take a lot of damage from Fading."

"I want to compile a level 13 spite then."

"well...umm"

"Lets roll the dice... "

"You got 10 hits.... the Sprite got...oh $#%@!... 10 hits... roll to resist 20P Damage... you die."

"What! That's so Stupid, I'm never playing SHadowrun again, I'm going back to playing Dungesons & Dragons!"

"NOOOOOOO!!!"



and...Drugs are bad..
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Bushw4cker

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« Reply #10 on: <07-21-16/2356:52> »

Quote
I blame catalyst then.  there the ones that have made technomancers into either  the weaklings who suck at hacking and combat or rock at being a petnomancer/Juicer/ Rigger.  it really does seem that they had quite a few options to give them a boost and just left it out.  Like Psyche for example.  works to sustain spells on mages but not complex forms for technomancers.  Awww too bad.  They don't play at all to how the fluff describes them  and its the fault of the rules and rule makers.  this means if you want to play a good technomancer you have to know quite a few tricks to pull them off well. In fact I hate to say it but you might be better off playing the ganger archetype with a low end deck who only thinks hes a technomancer.  Hes probably better at hacking and combat this way.  /rant

Only slighter better than Aspected Mage (Enchanter).  Very hard to make one with Priority, Karmagen is only way to go. One of the biggest problems with Technomancers is that they need Karma more than any other character type. There are 4 to 5 Skills you really need, eventually, to get ever be able to hack 11+ hosts. You're going to need to bump Resonance up to at least 9 or 10. It's going to cost you hundreds and hundreds of Karma to get to point where you even have a chance at anything 11+.  I think they should make Technomancers like Mystic Adepts. Improved Ability (Cybercombat),
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

Hobbes

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« Reply #11 on: <07-22-16/1807:15> »

I hate Machine Sprites.. or their special power anyway..

Machine Sprites are to 5th edition what Emo Toys were to 4th.

I would not recommend a Petnomancer build for an Archetype.  Archetypes are usually for players that are new to the game. 

"How Powerful of a Sprite can I make?"

"Well it's called Compiling, you can compile one up to twice your Resonance."

"Ok, well my Resonance is 7, so I'm going to Compile a level 14 Sprite."

"I wouldn't recommend compiling one that high.... You could take a lot of damage from Fading."

"I want to compile a level 13 spite then."

"well...umm"

"Lets roll the dice... "

"You got 10 hits.... the Sprite got...oh $#%@!... 10 hits... roll to resist 20P Damage... you die."

"What! That's so Stupid, I'm never playing SHadowrun again, I'm going back to playing Dungesons & Dragons!"

"NOOOOOOO!!!"



and...Drugs are bad..

Pet Classes and new players usually don't mix, true story.  Machine Sprites are awesome and are one of the biggest mechanical differences between Technomancers and Deckers.  (Mechanical effect anyway...Deckers don't have a way to grant +X dice to almost anything...)

And Winners use Drugs.  Especially Psyche and Technomancers.   

The Archetype challenge is linked in my sig, there are a few basic book only Technomancers in there that are pretty decent.  And you can start out as a fairly basic Technomancer Build and not pound every ounce of utility out of your Sprites.  A Petnomancer build is really just a Plane Jane Technomancer build at it's core.  It's more a playstyle difference than a build. 

To your "Smack the Corp Kid Decker" scenario, first thing a Technomancer does is toss a Level 8 Crack Sprite at the little punk and then go back to whatever they were doing.  Or do something else equally traumatizing.  Dataspike is for newbs. 

deathwishjoe

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« Reply #12 on: <07-22-16/2211:07> »
Quote
"You got 10 hits.... the Sprite got...oh $#%@!... 10 hits... roll to resist 20P Damage... you die."
  any one roll has a little over .1 percent chance of getting 10 hits on 13 dice.  the real question is what good is your character going to be for the rest of the mission when they roll 6 or 7 hits on thirteen and after using some edge you can only soak 7 of the fade. 

Quote
Pet Classes and new players usually don't mix, true story.  Machine Sprites are awesome and are one of the biggest mechanical differences between Technomancers and Deckers.  (Mechanical effect anyway...Deckers don't have a way to grant +X dice to almost anything...)

I was wondering if you could introduce it as a pet class.  it seemed we were allowed 100 -200 words to describe the character if I remember right.  I was thinking about some sort of comment by the character about how he thinks the rest of his team are a bunch of chumps who thinks hes a super nova hot decker when in reality he can barely do hacking himself but his sprites just make him look that good.  the last decker they had took forever to unlock doors and disable cameras yadda yadda yadda...

Shamie

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« Reply #13 on: <07-22-16/2325:55> »
"How Powerful of a Sprite can I make?"

"Well it's called Compiling, you can compile one up to twice your Resonance."

"Ok, well my Resonance is 7, so I'm going to Compile a level 14 Sprite."

"I wouldn't recommend compiling one that high.... You could take a lot of damage from Fading."

"I want to compile a level 13 spite then."

"well...umm"

"Lets roll the dice... "

"You got 10 hits.... the Sprite got...oh $#%@!... 10 hits... roll to resist 20P Damage... you die."

"What! That's so Stupid, I'm never playing SHadowrun again, I'm going back to playing Dungesons & Dragons!"

"NOOOOOOO!!!"



and...Drugs are bad..

Funnily enough that was my first time playing a shaman

"How Powerful of a Spirit can I summon?"

"Well it's called summoning, you can summon one up to twice your Magic."

"Ok, well my Magic is 7, so I'm going to summon a level 14 Spirit."

"I wouldn't recommend summoning one that high.... You could take a lot of damage from Drain."

"i have faith in myself.....and a back up PC"

"well...umm"

"Lets roll the dice... "

"You got 10 hits.... the Spirit got...oh $#%@!... 1 hits... roll to resist 2P Damage."

"I order it to kill the super cybered up bad guy who was suppose to kick our asses and become the big bad of the campaign"

"What! That's so Stupid, I'm never Dming SHadowrun again, I'm going back to running WoD!"

"NOOOOOOO!!!"


 :-[


As a side note, is there a way to make a usefull technomancer that is not a summoner? Any other build. I find it really problematic as a archetype as unless the player really REALLY knows what its doing they can end up with a useless pc.

deathwishjoe

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« Reply #14 on: <07-23-16/0143:48> »
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As a side note, is there a way to make a usefull technomancer that is not a summoner? Any other build. I find it really problematic as a archetype as unless the player really REALLY knows what its doing they can end up with a useless pc.

technically yes but I don't recommend it.  with out sprites, machine sprites in particular, your kinda weak.  Machine sprites do quite a bit to help the character in meat space.  you can make a decent-ish technomancer hacker with out sprites but your pushing REALLY hard to get into the level decent-ish.  Regular hackers can access cyberware and while you can take some it severely limits what else you can do from the technomancer side of things.  Its very easy to build a decker who can be far more then decent-ish at hacking and a much more capable person in the meat space. I used to think complex forms could carry the technomancer but 99% of complex forms cant be used on hosts limiting technomancers even further.   

One or two machine sprites can be enough to keep you from being a liability in the meat space.  a level 10 unregistered fault sprite will equal or exceed all but the most optimized deckers in every area except disarming data bombs and as long as the data doesn't delete it can probably take the damage. 

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I hate Machine Sprites.. or their special power anyway..

Machine Sprites are to 5th edition what Emo Toys were to 4th.

I don't think there that bad.  while they provide sweet sweet bonuses to a lot of things only technomancers can get/give them.  Emo toys worked for anyone with a commlink and its not like technomancers don't need the boost. 

I have to say I wouldn't recommend your technomancer build for a starting character either. 

The technomancer wakes up, very pale with blood running down his nose and some coming out of his ears as the door in front of the team slowly opens. 

Technomancer: Wow! guys that security host was pretty hard to hack but I finally got the door open. 

GM:  as the door opens you see a squad of security guards on the otherside with guns drawn.  Every one roll initiative!

Technomancer Player:  ooh a rolled a 4 that means my initiative is a 12.

GM:  did you remember to add your wound modifiers?

Technomancer Player: oh...  ok then I'm at a 9 then. 

Streetsam Player:  36...

Combat Mage Player: 27

... after everyone else goes...

Technomancer Player:  Ok I shoot at one of the guards who is still standing.  and after wound modifiers I roll... 3 dice.  *rolls dice* ... Oh.  what does it mean when I roll 3 1s?

GM:  it means you critically glitch.  In other words 'bad stuff'. *sighs* alright lets say your gun is jammed.  like really bad.  you'll need some tools to fix it before It will shoot again. 

Technomancer player:  ...Oh ok.

GM:  alright everyone take ten from your initiative score if your above zero you get another initiative pass.

Technomancer ...

Streetsam Player:  sweet!

Combat Mage Player: awesome!

..more waiting for the technomancer player...

GM:  *forgets the technomancers took damage before combat started and isn't in very good shape* One of the guards takes a pot shot at you.  he has 5 successes.

Technomancer Player:  uh ok.  I role intuition plus reaction right?

GM: don't forget wound modifiers..

Technomancer Player:  Ok so that's 5 dice I get one success.

GM:  alright resist 11 damage. 

Technomancer Player: *rolls dice and looks at his character sheet*
 
NOOOOOOO!!!"

This game is stupid and boring.  I'm never playing shadowrun again! lets go back to our Pathfinder campaign!
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