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New to Matrix, Trying to Create Technomancer

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Rockopolis

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« on: <06-05-11/2019:43> »
I'm trying to put together a Technomancer, but I'm really not as familiar with the Matrix as I should be.
I think I've got some ideas compiling in my head, but it's still in closed Alpha.

Anything I need to watch out for?  Any general advice?

First thing I'm noticing is that I'm short of points (as usual).  I'm probably going to have to rely on Threading, which means I need good Fading resistance.

I'm kinda looking at Networker/World Tree technomancer, and maybe get some points with the Virtual Personality quality.
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FastJack

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« Reply #1 on: <06-06-11/0739:18> »
The first thing to remember is that Threading allows you to "fake" a program you don't have. So I'd focus on Complex Forms for the heavy hitters your character's going to use all the time and not even take any CFs for programs you're looking at a rating of 1 or 2.

Rockopolis

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« Reply #2 on: <06-06-11/0809:29> »
Okay, so don't bother with Common Use programs.

Should I take the Technomancer skill group, or buy individual skills?
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FastJack

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farothel

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« Reply #4 on: <06-06-11/1242:27> »
Okay, so don't bother with Common Use programs.

Should I take the Technomancer skill group, or buy individual skills?

Analyse is a common use you will be using a lot, as it's used for matrix perception.  You don't need biofeedback filter, as you get that for free (= to charisma), but the rest depends on what you want to do.
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
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baronspam

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« Reply #5 on: <06-06-11/1300:43> »
Skill groups are always the better value.

Skill groups cost less build points that buying the individual skills that they contain, so if you want all the skills and you are tight on points they are they way to go.

Taking a skill group means a max starting skill of 4, however, and no starting specializations, so you will likely have a slightly lower dice pool out of the gate with those skills that someone who took the hit on build points and took a couple of ciritical skills at five or one intense focus at 6.  If you want a broader overall skillbase go with the skill group.  If you want a couple of chosen skills to be as high as possible starting out buy the indvidual skills and maybe go for a specialization.  This is expensive, however, so you will have less points available for any kind of seconday skill set you might want the character to have.  Either way is viable, and it depends on what you want for the character, and the nature of the campaign.

squee_nabob

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« Reply #6 on: <06-06-11/1617:03> »
Most important question: Will you have access to a hacker to supplement your abilities? If you do, then the hacker can perform the non-essential matrix activities (locating nodes, data search, tracing, fighting on the matrix), freeing you up to do the truly dice pool intensive activities (hacking, spoofing, disarming, stealthing). One of the huge TM advantages is getting a ridiculous dice pool in a few actions, so you should figure out your actions and specialize.

2nd question: Determine what your fade stat will be, and if you plan to be a “I stay in the van” style TM, or “I go into the hot zone with the infiltration team” style TM, because they are very different.

The following information is assuming you have a hacker, and you stay in a van.

On complex forms:
It is much cheaper to buy complex forms with BP and expensive to buy them up with karma (plus it can be impossible without good intuition). Sit down with your GM and learn how the matrix works. Each GM runs the matrix slightly differently and it is important to know how yours will run it.

Buy the “critical” complex forms up to your resonance (either 5 or 6). The “critical” ones to me are: Exploits, Stealth, Spoof, Command, Disarm, Analyze. Basically if you want to be a hacking TM, you should focus on the things with opposed rolls.

On skills:
If you want to hack, get hacking at 6. The rest of the cracking group is meh (cyber combat is bad, and electronic warfare is only worth it for decrypt or if you don’t have a hacker).

The Electronics skill group is great and you should have it at 4.

The technomancer skill group is bad, as decompile is not useful. There are better ways to fight sprites (which you will see extremely rarely in my experience). Registering is good, Compiling is good. Note that you are usually Fade limited on how much you can thread or how big a sprite you can compile, so do not feel like you need huge compile or thread pools.

On Fade:
Getting Fade Resistance has clear diminishing returns after about 10 or 11. You can get higher (15-16), but it might not be worth it, you give up a great deal of BP for it. Remember that you can both First Aid, and Heal Fade damage, as it is not magical. Use this to your advantage.

On meat-world:
Get a drone. Install a rigger cocoon. Sit in that, and remote control the drone using a really high Command complex form.

On Cyberware:
I have determined one good cybered/TM build, but unless you plan to use it, stay away from cyberware.

Rockopolis

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« Reply #7 on: <06-06-11/2005:35> »
No hacker, and the Fade stat is going to be Charisma.
So far, I don't have any combat skills and my character is a bit of a scrawny klutz (2 Strength and 2 Agility).  Sitting in the van seems like a way to further isolate myself from the rest of the group, though.
Same for the rigger cocoon; incredibly practical, but really isolating.  And Personal Mobility Units look weird, or at least attention catching.  Damn cool, though, and a Drone rack might be nice. 8)

I might be an Elf, that would seem to be the logical choice make my character more useful and survivale, but...man, everyone seems to be an elf. :P

First Aid might be a decent secondary skill.

5 Compiling/5 Registering would seem to be the way to go.

It's too bad Logic isn't that important a stat for Technomancers, a Mentat (Pixie) Technomancer would be great.

I'll try to put up a character this evening.
Shadowrunners are reminded that the Fashion Police are a real organization and will they will be deployed at the first sign of defiance.
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Rockopolis

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« Reply #8 on: <06-06-11/2331:49> »
Man, where does the time go?  Time to hit the sack.
Here's my rough draft so far.  I was a little rushed putting it into the table, so there might be some errors.

Heh, the whole "Technomancers like the hum of the Matrix" thing really reminds me of the Glowing Ghouls from Fallout, who like to camp in the nuclear reactor 'because it's nice and warm'.

400 BP
Name:
Alias:
Race: Human
Sex:
Lifestyle: Middle, Custom
Karma Spent:
Physical Description:
Personality/background

Attributes 195+65

BodyAgilityReactionStrength
329!(11)32
CharismaIntuitionLogicWillpower
6443
EdgeResonanceEssenceInitiative
262/467, 1 Pass

Positive Qualities 10
Technomancer (Networker)
Paragon (World Tree)

Negative Qualities -35
Mild Psyche Addiction
Mild Media Junkie
Virtual Personality III
Bipolar

Active Skills 112
Electronics Skill Group4
Compiling5
Registering5
Hacking4
Etiquette1
Negotiation1
First Aid1
Mechanic (Automotive)1
Knowledge Skills
Open Source Software   3
Matrix Security   4
Charitable Organizations   3
Technomancery   3
Performance Enhancing Pharmaceuticals   1
Area Knowledge (Campaign Location)   2
Meditation   3
Ecopolitics   1
Hacker Hangouts   2
Area Knowledge Technomancer Matrix Hangouts   2

Language Skills
EnglishN

Complex Forms 36
Complex FormLevelNotes
XXXXXXXXXXXXXXX
Analyze   6
Browse   3
Command   6
Edit   3
Scan   6
Exploit   3
Stealth   6
Spoof   3


Custom Middle Lifestyle; Technomancer Pad (6000¥, though with at least one roommate)+(500¥ Medication)
Comforts 2, Entertainment 2, Necessities 3, Neighborhood 3, Security 3
Free Access
Friendly Neighbors
Homegrown Farming
Resonance Well
Living By Committee
Network Bottleneck
Black Hole I
Perfect Roommate
Crash Pad
Poor Condition
Basically, it's a server farm that the technomancers seem to like camping in.

Gear (45000¥) 9
Small Nanopaste Disguise
5 Psyche
6 G3
7 Rations
Biomonitor
Medkit VI
4 Medkit Suppiles
Custom Middle Lifestyle+Medication
Fake SIN IV

Hermes Ikon
Novatech Navi
Skinlink
Nanopaste Trodes
Satellite Link
Iris Antivirus

Area Mapsoft VI
Datasoft (Literature) VI
Mapsoft VI
Atmosphere Sensor III
Cyberware Scanner VI
Geiger Counter
MAD Scanner III
Motion Sensor
Olfactory Sensor VI
Radio Signal Scanner VI

Contact Lenses III
Image Link
Flare Compensation
Glasses IV
Image Link
Smartlink
Vision Enhancement III
Vision Magnification
Low Light
Earbuds II
Audio Enhancement III
Select Sound Filter III
Microphone I
Spatial Recognizer

Operations Cleanup Kit
Electronics Kit
Pocket Mage III
Tag Eraser

Half Body Form Fitting Armor
Light Armor Clothing
Full Body Form Fitting Armor

Gecko Tape Gloves
GPS
Gas Mask

Contacts 8
ContactC/L
Mentat4/4Advice, gossip, mail order psyche.

BP Totals:  400 = 195 + 65 + 10 - 35 + 112 + 9 + 36 + 8
Shadowrunners are reminded that the Fashion Police are a real organization and will they will be deployed at the first sign of defiance.
Mossy the Mentat Looking for a game.

gourry187

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« Reply #9 on: <06-07-11/1120:37> »
I'm a little new to this but if you're a techomancer, why so much Matrix gear?

And I noticed you have no skills (or equipment) for combat.

squee_nabob

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« Reply #10 on: <06-07-11/1141:21> »
Matrix gear is important for technomancers. Specifically you need a satellite uplink, mesh tags, fiber optic cables, and optical taps (laser/microwave links are good too).

Technomancers are pretty bad at physical combat unless they are built a specific way and have plenty of karma. Even then they are pretty bad. The goal should be to survive long enough for your teammates to kill the enemies.

I’ve found the best way to do meat combat as a hot sim TM is remote control rigging: overthreaded Command (total of 12) + Tacnet rating 4 + Smartgun system (so 17 dice defaulting) to be perfectly fine for combat without any skills.

 

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