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Technomancer - Make Sure I am not missing anything.

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Kat9

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« on: <10-01-12/0441:51> »
OK I think I pretty much got all the bases covered. Let me know if there are things I should change, or improve. Standard 400pt build, all books available.
The concept is a corporate runaway that fell into the shadows having emerged and heard horror stories of what happened to Technomancers in the company.

I picked up shotguns as opposed to pistols because I figured it would work in the concept of the character really isn't a street savvy black trenchcoat type. So as opposed to the sleek shooting people with targeted shots it would be more like "Throw buckshot down range, they'll duck."

Modem (Human Technomancer)
B 3, A 3, R 3, S 2, C 4, I 5, L 3, W 5, E 2, Ess 6, R 5, Init 8, IP 1
Condition Monitor boxes (Physical/Stun): 10/11
CMT Clip Commlink Condition Monitor: 10
Living Persona Condition Monitor: 10
Armor (Ballistic/Impact): 12/10
Skills: Dodge 2, Electronics Group 4, Etiquette 1, Gunnery 1, Hacking 6, Longarms 2, Perception 2, Tasking Group 4
Knowledge Skills: Accounting 4, Conspiracy Theories 4, Emerged Critters 4, English N, Japanese 4, Native Matrix Inhabitants 4, NeoNet Company Trivia 4
Qualities: Addiction (Mild): Betel, Analytical Mind, Dependent(s) (1): Otaku (Emerged Housecat), Erased (Weekly), Paragon: Flow, Prejudiced (1): Hackers (10dicepool), Sensitive System, SINner, Technomancer
Complex Forms: Analyze 5, Biofeedback Filter 4, Command 5, Exploit 5, Spoof 5, Stealth 5
Gear:
. . AR Gloves
. . Autopicker (6)
. . Betel (CorpCandy, Jaw) x20
. . C-Squared (6) x3
. . Chisel
. . CMT Clip Commlink with Analyze (2), Basic User Suite, Browse (2), Command (1), Edit (2), Novatech Navi Operating System
. . Cram x2
. . Dodge Scoot
. . Earbuds (3) with Select Sound Filter (3)
. . Eric Wilks (NeoNet) with License: Driver's
. . Flashlight, Low-Light
. . Form-Fitting Full-Body Suit with Nonconductivity (2)
. . Glasscutter
. . Goggles (4) with Camera (4), Flare Compensation, Low Light Vision, Smartlink
. . Jammer, Area (4)
. . Leather Jacket
. . Light Stick
. . Long Haul
. . Medkit (6)
. . Mesh Tags
. . Miniwelder
. . Nanomemory
. . Rations x5
. . Repeater Drone
. . Satellite Link
. . SecureTech Forearm Guards
. . SecureTech Shin  Guards
. . SecureTech Vitals Protector
. . Smart Pack
. . Tag Eraser
. . Tool Kit, Operations Cleanup
. . William Munny (CAS) with Crashpad, Fake License: Driver's, Fake License: Franchi Spas-22, Fake SIN
. . Wire Clippers
Weapons:
. . Franchi SPAS-22 [Shotguns, DV 8P vs. B-2, SA/BF, RC 2, 10 (m)] with EX-Explosive Rounds x20, Flechette Rounds x20, Folding Stock, Personalized Grip, Shock Lock Rounds x20, Shock Pad, Smartgun System, Internal, Stick-n-Shock x20, Tracker (Security) Rounds x20
. . Attack of Will (vs. Spirits) [DV 4P vs. I]
. . Unarmed Strike [Unarmed, DV 1S vs. I]


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Dodge Scoot (Dodge Scoot)
B 4, Sen 1, Han +1, Fir 3, Pil 1, Rsp 3, Sig 3, Init 4, IP 3
Physical Condition Monitor: 10
Armor (Vehicle): 6 [2]
Skills:
Gear:
. . Improved Economy


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Repeater Drone (Repeater Drone)
B 1, Sen 2, Han +1, Fir 3, Pil 3, Rsp 3, Sig 3, Init 6, IP 3
Physical Condition Monitor: 9
Armor (Vehicle): 1
Skills:
Gear:
. . Directional Antenna (4)
. . Laser Link (2)
. . Retrans Unit
. . Rigger Adaptation

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« Last Edit: <10-01-12/0443:30> by Kat9 »

rasmusnicolaj

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« Reply #1 on: <10-01-12/0515:38> »
It is worth to get Resonance at 6 from the start as a technomancer. You are really dependant on that one stat.

I would go for automatics and suppressive fire instead of shotguns. Shotguns aren’t really worth the effort and you get much more versatility in automatics from small machine pistols that are easy to conceal over all round SMG’s to a lot more punch in automatic rifles and battle rifles (the last are excellent for sniping with their long range).

You don’t want the tasking group as decompiling is a trap option. Just learn compiling and registering and save yourself 8 BP. You could consider saving 8 BP and start with Perception 1 and Longarms (or automatics) at 1. That is more karma efficient as the 2 rank is cheap to buy with karma. I would drop Dodge altogether for another 8 BP or at least lover it to 1 as above (or if you really care about dodging raise it to 4).

I assume that your Biofeedback Filter complex form is from your charisma, and that you haven’t spent points to learn it. You should learn Mute together with your Exploit CF.

What Stream have you chosen? Your sprites and resist fading comes from that choice.

I guess that is what I have for now. Hopefully someone with more Technomancer knowledge than me will give his thought also.

Rasmus
Deplore killings made in the name of religion. Can't it just be for fun?

Scrit

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« Reply #2 on: <10-04-12/2155:57> »
Interesting character build. I don't have many suggestions for your character over all due to most of my Technomancer changes for you are based on my characters styles.

What I can point out that will help you is a few small things. One, your biofilter is just your charisma, better to get armor since all complex forms are always able to be brought up instantly, so armor is a must. I'd say up your logic because depending on your game master you'll need to use your complex forums desperate from your commlinks abilitys. Not to mention most of a technomancers hacking skills can't be used through a come link. Aka your hacking skills are useless with a hacking program for example unless you take hacking skills and relate it to use of a commlink. Skills like hardware are a different story if your working with stuff.

But let's say you do a computer search on your commlink with browse. Some GMs wil not allow you to instantly start hacking data you find maybe not even at all because your mind is not connected with your complex forums through the commlink, you spoof your own Internet connection with your mind, some GMs will let you back trace through your commlink to edit the data the way you want but some won't or make it harder to do.

To put it simply you normally want your complex forums to be your most often used abilitys when on the net, with threading to have a fall back program when needed or when you need something entirely new. Example of that is you don't have armor but your about to be attacked by black ice, you thread a armor complex form to take the attack from the ice so you don't die.

And that's the stuff I can think of off the top of my head ATM from what's here.
"My name? It was a mistake, when I was just a kid compared to now I wanted it to be as a joke version of a script kitty. With Script as my handle. I misspelt Script from typing it too fast, an well it just stuck. Any real hacker would get the joke behind it, I guess that's why your so confused."

Orvich

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« Reply #3 on: <10-05-12/1250:51> »
I'd split tasking group and drop decompiling. You're generally better off having a sprite cybercombat a sprite to death than you would be trying to decompile it.


Yeah, you don't need biofeedback. Personally, I wouldn't take armor either: if cybercombat comes up, it's my opinion that your character should GTFO as fast as possible, you don't want to waste time doing anything but getting out. You should be good enough at stealth (With threading especially) that it won't be an issue. You should always be threading up your more important forms and passing the thread sustaining off to a sprite.

As far as other forms you can take: Disarm would be good. After you get into the node, locate the Analyze program and disarm it. I think you can disarm programs off of agents who are running them, but I'm not really sure on that one.

You may also want to get a TacNet complex form at some point, if your party can support it. Depending on how your GM rules drones work with TacNets, you can lend out very small sensor drones to the rest of the party to potentially boost their sensory channels. You can run a centralized TacNet on your hidden node, super useful.

As far as streams go, InfoSavant seems appropriate to the character, and it's a pretty good stream. It'd mesh well with the stats you've got, and has good sprites on the whole (except courier). It won't help you hack too too much, unfortunately, but Paladin sprites are great defense.

Alternately, you could design your own similar stream. Intuition seems like an appropriate fade stat, good sprites would be Machine, Paladin, Data, Crack, and either Fault or Tank sprite (I think).

Kat9

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« Reply #4 on: <10-05-12/1421:29> »
Thanks for the replies, we had a impromptu set of scenes for us to shake things out. I realized pre-game I lacked Electronic Warfare, so I added that in, lowered a few things. I dropped my van down to a more modest vehicle so that gave me a few more points to toss around. With my first two karma I picked up a Browse complex form, saw it on another post, "Sucks giving yourself a nosebleed to google something," and said, "Yeah it would."

So far things seem to be working, we haven't done much with the Matrix yet but I did manage to spoof the lights to switch off in the Stuffer Shack during Food Fight.

Pretty much I take cover and wait for the bullets to stop flying so far, but we've only had two really short scenes.

Scrit

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« Reply #5 on: <10-05-12/2119:38> »
Thanks for the replies, we had a impromptu set of scenes for us to shake things out. I realized pre-game I lacked Electronic Warfare, so I added that in, lowered a few things. I dropped my van down to a more modest vehicle so that gave me a few more points to toss around. With my first two karma I picked up a Browse complex form, saw it on another post, "Sucks giving yourself a nosebleed to google something," and said, "Yeah it would."

So far things seem to be working, we haven't done much with the Matrix yet but I did manage to spoof the lights to switch off in the Stuffer Shack during Food Fight.

Pretty much I take cover and wait for the bullets to stop flying so far, but we've only had two really short scenes.

Why not see if your GM will allow for a complex form in the form of a virus that you can place into your enemy's commlinks. Designed to spread to all other items they have suscribed ordering different things. Like a virus that causes all smart guns to instantly eject their clips or ammo skip all of their rounds. Or to lock up and disable electronic firing if they don't have actual triggers. Could also make a virus that randomly loads visual and audio into their optical and audio gear causing distractions at random times to make it look like simple glitches. Just some ideas that can make you a little more combat effective as a support character to your team. A lone star eyeball is also great with a flash pack offensive upgrade for support as well.
"My name? It was a mistake, when I was just a kid compared to now I wanted it to be as a joke version of a script kitty. With Script as my handle. I misspelt Script from typing it too fast, an well it just stuck. Any real hacker would get the joke behind it, I guess that's why your so confused."

Orvich

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« Reply #6 on: <10-05-12/2126:28> »
Only dissonant technomancers can use viruses of any description as complex forms.

Anyways, that sounds like a worm, which is a type of agent, not a virus program proper. You can buy one as a technomancer, but you can't use technomancy to create such things.

Another neat trick is to use a sniffer complex form to get a read on an enemy's tacnet, have a sprite decrypt the incoming data, and feed it into your side's tacnet information as an extra feed. Now you see everything they see!

JustADude

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« Reply #7 on: <10-06-12/0253:54> »
You should always be threading up your more important forms and passing the thread sustaining off to a sprite.

Or use Swap. ;)

The way I read the text, at least, Sustaining penalties are a stack of separate, individual -2 Penalties. Sucks for Mages, since theirs is "ignore a single penalty up to X" but is great for Technomancers, since Swap reduces the Sustaining penalty by 1... so 2 ranks of Swap reduces each -2 modifier by 2, meaning you have a "penalty" of -0.
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Orvich

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« Reply #8 on: <10-06-12/1121:57> »
Right, or widget crafting. Though imo, the drain on widget crafting is drastically too high.

UmaroVI

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« Reply #9 on: <10-06-12/1139:51> »
Assist Operation is almost always better than Thread Sustaining (the exception would be if you don't know a CF at all, need it up, but need to use a different CF at the same time, so maybe if you need to thread up Shield and do something else).

Nobody knows how the fuck swap works. It's really astonishing; they managed to errata it from one confusing statement to a different confusing statement and never actually thought to just give a nice clear example. It might reduce the penalty, but only for the Threading action. Or it might reduce it for everything. Also, it's not clear if it's per CF or not. Ask your GM how it works.

Ympulse

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« Reply #10 on: <10-06-12/1225:59> »
Pg 147, Unwired
Quote
Swap
Swap reduces the sustaining modifier for threading by one.
This echo can be taken twice, for a cumulative effect.
The wording is exceptionally simple. This is an echo taken when a Techno submerges (Much like when a Mage initiates) and as such, it is treated as a passive bonus, since it does not explicitly state that it needs to be "activated"

That would be my GM ruling.

Orvich

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« Reply #11 on: <10-06-12/1227:13> »
Is there really a big confusion about it? It just says that it reduces the sustaining mod. Any time you'd apply that mod (Which is anything except using that CF, yeah?) you make it only -1 instead of -2. Or down to 0 if you've got it twice.

What I want to know: Why is it called 'Swap'?

Ympulse

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« Reply #12 on: <10-06-12/1229:53> »
What I want to know: Why is it called 'Swap'?
Presumably, because a Techno has to reduce the rating of one CF to increase the rating of another via threading.

UmaroVI

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« Reply #13 on: <10-06-12/1310:28> »
Unwired errata:

"“Swap reduces the sustaining modi er when threading a
Complex Form by one.”"

It's not clear if it means that it reduces the sustaining modifier that would penalize the "threading a complex form" action, which is what it literally says, or whether it is supposed to reduce the modifier for having a CF threaded. Also, it's not very clear if it is supposed to work on multiple simultaneous CFs at once, ie, if you have swap 2, you can thread and sustain as many CFs as you want and take no penalties. Not everyone agrees about this.

Ympulse

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« Reply #14 on: <10-07-12/1013:15> »
Unwired errata:

"“Swap reduces the sustaining modifier when threading a
Complex Form by one.”"
When in doubt, the literal interpretation wins, imo. Reading between the lines in order to get a different ruling out of the words is dangerously close to just ignoring the rules outright.

And since RAW doesn't say anything, it's benefit means that you can thread an infinite amount of CFs. That would need to be houseruled, though, imo.