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Technomancer / Rigger? Is it possible?

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KCMI

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« on: <01-23-12/1134:31> »
Okay my friend wants to play a technomancer who is also the wheel man of the group.  With a 400pt build is it possible?

Help would be appreciated from those of you who are 4th edition savvy.

Mirikon

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« Reply #1 on: <01-23-12/1142:14> »
Yes. It is actually quite easy. Technomancers aren't all hackers, afterall. It is just as easy to do a technomancer hacker/rigger as it is to do a mundane hacker/rigger. The limitation, of course, is BP. I'd pump up your Command form, certainly, and put in ranks in Pilot skills. But yes, it can be done. You won't be as good as someone who focuses solely on hacking or rigging, but you can be good at both. Depending on how you play it, you can either avoid combat skills entirely (for the hacker/rigger who stays in the locked van) or you can pick up a couple ranks in Longarms. Shotguns are great for low-init pass characters, and the skill also works for sniper rifles, which can add an element that is often not covered in most groups. Or you could buy up more ranks in Gunnery.

Make sure to up the stats of your drones, including upgrading firewalls and autosofts.
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UmaroVI

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« Reply #2 on: <01-23-12/1150:42> »
Yes. See my sig, and look at the Technoshaman and the Info Savant. The Technoshaman is more hacking focused, the Info Savant is more rigging focused, but both can do both roles.

KCMI

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« Reply #3 on: <01-23-12/1231:53> »
Thanks!

Umaro, neither of the technomancers know how to pilot well.  If they are required to be the wheelman, how would you adjust the points?

UmaroVI

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« Reply #4 on: <01-23-12/1253:17> »
First, keep in mind that they actually do know how to pilot well, because they can thread Command to 12 and even defaulting, that's 13 dice (including the hot-sim bonus), which is generally plenty. Second, note that Machine sprites are excellent pilots. The Info Savant has Pilot Aircraft and Anthroform at 1 because you can't default on those.

If they want to squeeze out a few more dice, one option is to cut the Electronics skill group up, and instead take Software 4, Computer 1. Computer is not too important to be amazing at - not being able to roll at all on the checks that are Computer + Something is bad, but there aren't many that are actually hard and you can always thread. Both of them suck at Hardware anyways, and you can make Sprites do Data Search for you (actually, they are generally vastly better at it than you). That frees up 20 bp which is enough for more piloting skills, and is probably what I would do. Another option is to steal from Edge and/or Willpower (I wouldn't go below 2 willpower, though, as that will probably pull GM aggro).

JustADude

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« Reply #5 on: <01-23-12/1447:33> »
First, keep in mind that they actually do know how to pilot well, because they can thread Command to 12 and even defaulting, that's 13 dice (including the hot-sim bonus), which is generally plenty. Second, note that Machine sprites are excellent pilots. The Info Savant has Pilot Aircraft and Anthroform at 1 because you can't default on those.

Also, and this is an option only Technomancers can really make the most use of, you can use Machine Sprites to control your Drones for you, giving the Drone the Sprite's Pilot rating, Response rating, and IPs... and using their Autosoft Complex Forms, which can go way above Rating 4, on the Autonomous Drone skill checks.

Go for a high-Charisma type, like a Technoshaman, and Compile and Register a bunch of high-rating Machine Sprites. If you use Rating 12 Sprites, the Drones will have an Initiative Rating of 24 and roll 24 dice to shoot, sneak, maneuver, and on full- and melee-defense.
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