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First Character- Technomancer

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Cyborg Canary

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« on: <08-05-12/0131:08> »
Hi,
I am new to shadow run and am looking for help with my first character. After reading about the different kinds of character I decided that Technomancer seemed most interesting to me. Sadly no one in my group knows enough about the character type to really help me with it. Nevertheless I am sure it is what I want to do and have been reading up on it but am still not certain on many things. We have a Rogue AI Drone-Rigger in the group so I was thinking about going for more of a hacker. I don't know what abilities a Tm should have nor what race would be best suited for me. I do not know what skills are better for a hacker to get. We have 400 build points to work with and I am thankful to have a character generator but I do not know the system well enough to use it. Any advice on Technomancy or general character creation would be most helpful.

JustADude

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« Reply #1 on: <08-05-12/0518:31> »
Okay, first thing: Please say you have Unwired. Technomancers need Unwired like cars need engines.

Secondly, you need to ask is where you want your secondary skills. A Charisma Stream (i.e. Technoshaman) synergizes best with Elves, of course, which also makes them superb Faces since they already need that huge Charisma. A Logic Stream would make you a great medic and tinkerer, etc.

Beyond that, I don't really have any extra advice to offer, as I've never sat down and played one.
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Critias

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« Reply #2 on: <08-05-12/0617:20> »
I'm just about to crash, since I had a busy (but good) day handling a surprise birthday party and blah blah blah I'm just kind of zonked out.

If no one's taken a stab at it next time I drop by, though, I'll share some random tips and experiences.  I'm not the hardcore number-cruncher some folks are, but I've played a TM up to almost 150 karma, and I've had a good time doing so.

UmaroVI

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« Reply #3 on: <08-05-12/0811:19> »
I'd suggest looking over the two technomancers in the first link of my signature. They are actually quite hard to build effectively, more so than most other character types. The Technoshaman character is more along the lines of what you are looking for.

Cyborg Canary

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« Reply #4 on: <08-05-12/1413:49> »
@Umaro: I have looked at your characters before but I don't understand the nuts a bolts on how you got to that point. Like a lot of the terms just go over my head. It was the same when I was looking on other threads about Tecnomancy. Also google documents is not wanting the load the pages again.

@ JustADude: What exactly is a stream? forgive me I am noob

@Critias: Thank you for stopping by and happy Birthday


I know that I want something along the lines of res: 6 Log: 5 char: 5 the rest is uncharted waters. I know that I want to be able to get into technology and if necessary wreak havoc . Like go into cybernetic limbs and make them not function. I want sprites to like me and have been looking at things to help with that, but I don't know what flaws would be good for me.
Basic character idea:
I like the idea of turing their machines against them. The idea is the character is a thief who is good at taking out defenses, no alarm or video, ect. Getting rid of/changing information and being down right mischievous with electronics. She likes to send her sprites to break into cars and take them to chop shops and is good at not being caught.
What all would I need to make this character?
« Last Edit: <08-05-12/1708:28> by Cyborg Canary »

RelentlessImp

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« Reply #5 on: <08-05-12/1546:16> »
A Stream for Technomancers is like a Tradition for Magicians; determines what stat they use in conjunction with Resonance to resist Fading, determines what sort of Sprites they can Compile, and is basically a way of looking at the wireless Matrix in a similar manner to how a Magician's tradition is a filter through which they view the astral and real world. They're introduced in Unwired, which also adds some very interesting Program Options which can be added to Complex Forms.

I'll let someone more versed in dealing with technomancers than me do the rest of this.
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lurkeroutthere

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« Reply #6 on: <08-05-12/1703:04> »
You can make a technomancer without Unwired, but it does add some nice options. I will mostly tailor my advice to be stream neutral.

Technomancers are definitely a "slow burn" character type, they will start out very specialized and likely always be very specialized, but their power progression will go from "A little better at hacking then a well built hacker" to "tiny matrix god".

Thoughts on races:
Human, Elf, and Dwarf are really your only viable choices. Orks can give you a technomancer with a little more physical survivability, but your never going to be that tough in the scheme of things. Trolls will be tough to kill physically but their mental stats and agility hits, with the lack of ware or other abilities to compensate means they will never be good at anything.

For my part i usually make my technomancers human, saves on points, and extra edge is always a blessing.

Advantages you'll want:
Technomancer: (Natch)
Analytical Mind: From Runners Companion. This quality would be worth it just for the +2 dice on logic based puzzle and data sifting tests but the +2 dice on data search and software (which threading falls under) make this pound for pound the best 5 points a technomancer can spend.
Paragon: From unwired, Paragons are like totems/mentor spirits for mages, some are neat, some are traps, all can offer interesting roleplay opportunities. All the write ups on them can be found in unwired

Skills: Do not take the cracking or tasking skill groups, they both have "booby prizes" in the form of cybercombat and and decompiling respectively. Plus in the case of cracking a maxed out cracking group gives you a hacking skill of only 4. A technomancer with a hacking of only 4 is someone who I wouldn't want on my team, no matter how many points they saved.

Two things set technomancers apart from mundane hackers: The ability to thread up their complex form (program) levels to insanely high levels, and their sprites. As such you'll want at least two points, potentially 3 in compiling and registering (fixed this). Eventually post character creation you will want to at least invest in de-compiling, for that one random free spirte that will bother you one day and then you'll want to enslave and bind to your will for being so annoying. But until that point it's kind of a waste.

In addition to the groups I mentioned above you'll need high ratings in hacking, and moderate ratings in electronic warfare, no less then 3. You want a point in cybercombat but lets face it, as a hacker, and especially as a technomancer, in most cases if you have to bust out cybercombat you've already done something wrong.

Electronics group however is very good for you and you should probably take at least 2 points in it up to 4 would not be points wasted..

I also recommend a point in influence and a point in athletics and stealth if you can afford it, but this is my advice for all starting characters and is not technomancer specific.

Depending on how your points are looking a point in gunnery goes well here.

Lastly you'll want to drop a point in a weapon skill, i recommend some kind of firearm so you can smartlink it and then throw a machine sprite on it. Your not going to be outshooting the gunbunny for a long time (if ever) but this trick will at least keep you from being a detriment when and if combat breaks out.

Stat wise your going to want your mental stats soft capped (one point from racial max). The exception to this is charisma if you are not a charisma stream, but even then I wouldn't let charisma be much lower then 3. There really are no dump stats in shadowrun but if there is one, especially for technomancers I'd say strength is going to be it, that's another reason why orks, trolls, and to a lesser extent dwarfs are a subpar choice (although they make up for it with their high willpower).

Now if you've maxed out your disadvantages (which i recommend you do) you'll have a fair number of points left over that's great because your not done yet. You've still got to grab your complex forms.

Now unlike hackers you can't just take everything to start and are instead limited to some computation on your resonance. The one you MUST HAVE capped out at your resonance are going to be exploit, and stealth. For my part my next picks (assuming resonance of 5) are going to be browse (because nothing sucks like giving yourself a nose bleed trying to google something) defuse (because loosing childhood memories and fine motor control to a databomb is only a mistake you make once) and analyze. I  could also recommend decrypt at some level (higher is better) defuse (ditto) an option also worth considering for starting runners is smartlink (although you can get goggles) and simrig (for participation in your teams tacnet, although again you can get tech.

I believe my actual last technomancer I built started with a resonance of 5 and had analyze, exploit, stealth, browse, and defuse as his starting forms.

To where or not to ware: Technomancers take hits tot heir abilities when they get essence hits just like mages do. Having said that there's a lot of good stuff out there. I would never get more then a point of ware at character creation and I would always focus on stuff that boosts your hacking. Off the top of my head some of the best picks are simsense booster and sleep regulator (a technomancer with time to probe the target should never get caught) cerebral booster is great especially for a logic based stream.

Finishing Touches: If you've got points left the pilot skills won't hurt you in case you branch out into rigging. Likewise first aid (or the whole biotech group) will synergy well with your high logic, as can demolitions.
Final words: Technomancers are difficult to build, unlike most SR characters who are going to start able to do a couple things most technomancer builds are really only going to be able to hack but, especially with threading up your stealth before your hacks, you should be able to own every non milspec system out there and milspec should cause you minimal annoyance especially with time. Even as you build up in points you are never going to be a front line fighter down that path lies death. I built a technomancer hand to hand expert, and he's great fun, but i knew i'd be starting with enough karma to pick up a couple of submersion powers (see these in unwired, they are where you move from "really good hacker" to "digital god") that I don't think the concept would ahve worked without.
That should be enough to get you started
« Last Edit: <08-05-12/1707:47> by lurkeroutthere »
"And if the options are "talk to him like a grown up" versus "LOLOLOL murder him in his face until he doesn't come back," I know which suggestion I'm making." - Critias

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lurkeroutthere

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« Reply #7 on: <08-05-12/1723:16> »
Just to make sure my memory wasn't faulty I protyped out the above human technomancer in chummer. There wasn't much overage but even without disads I was able to incorporate almost all the suggestions from above on a TM with a hacking of 5 and an electronics group of 4 without disads with enough money left over for a gun, some ammo, and crappy fake sin an and an armored jacket. So yea that should be a good start while still leaving room for customization.

Here's how it came out, again this is proof of concept not necissarily a finished product/soemthing i'd end up playing.

== Attributes ==
BOD: 4
AGI: 3
REA: 2
STR: 1
CHA: 3
INT: 5
LOG: 5
WIL: 5
EDG: 2
RES: 5

== Derived Attributes ==
Essence:                   6
Initiative:                7
IP:                        1
Matrix Initiative:         11
Matrix IP:                 3
Physical Damage Track:     10
Stun Damage Track:         11

== Active Skills ==
Climbing                   : 1                      Pool: 2
Compiling                  : 3                      Pool: 8
Computer                   : 3                      Pool: 8
Con                        : 1                      Pool: 4
Cybercombat                : 1                      Pool: 6
Data Search                : 3                      Pool: 10
Electronic Warfare         : 3                      Pool: 8
Etiquette                  : 1                      Pool: 4
First Aid                  : 1                      Pool: 6
Flight                     : 1                      Pool: 2
Gunnery                    : 1                      Pool: 4
Gymnastics                 : 1                      Pool: 4
Hacking                    : 5                      Pool: 10
Hardware                   : 3                      Pool: 8
Leadership                 : 1                      Pool: 4
Negotiation                : 1                      Pool: 4
Perception                 : 1                      Pool: 6
Pilot Ground Craft         : 1                      Pool: 3
Registering                : 3                      Pool: 8
Running                    : 1                      Pool: 2
Software                   : 3                      Pool: 10
Swimming                   : 1                      Pool: 2
"And if the options are "talk to him like a grown up" versus "LOLOLOL murder him in his face until he doesn't come back," I know which suggestion I'm making." - Critias

No team I'm on has ever had a problem with group think.

Kontact

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« Reply #8 on: <08-11-12/0045:24> »
"First Character - Technomancer" is a giant red flag.

Technomancers have to deal with:
1) The regular world rules of: combat, social, sneaking and electronics
2) The Matrix rules.  Oh god, the matrix rules.
3) The Magic rules, because, let's face it, TM stuff is basically the magic rules.

TMs are way too complicated for a first time player.  Hell, they're too complicated for most moderately-experienced players.