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Technomancer Rigger Advice/Build

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PsionicFox

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« on: <10-07-12/2038:04> »
Okay, so I'm playing in a game that is using a 600 karma limit, and my concept is for a paraplegic hobgoblin dronomancer. Yep. I'm one of those people. He gets around via the stripped down parts of a transys steed that he uses as mechanical leg braces to he can walk normally. Ish.

Anyhow, I thought I'd pick the brains of the fine folk here on JackPoint in regards to what I could do better.

Linky-link

Points are spent as follows:
Attributes: 285
PQ: 40
NQ: -70
Contacts: 16
Active Skills: 134
Knowledge Skills: 37
Complex Forms: 112
Nuyen: 27

Skills: As a Rating 3 skill represents someone with a professional level of expertise within that skill, I'm capping the maximum skill rating limit to Rating 3 for starting level characters; you may have 2 skills at Professional level (Rating 3), and the rest must be 2 or lower. If you want a higher rating than that in a skill, you must purchase the Aptitude quality and spend the Karma to raise it; starting skills with an Aptitude will be capped at 4. The Area Knowledge (Seattle) skill is an exception to this rule; as natives of Seattle, all characters should spend the Karma to start with this Knowledge skill at Rating 4. All characters should also spend the Karma to pick up at least some rudimentary understanding of English, regardless of their ethnic origin. Knowledge skills are purchased with Karma, just like Active skills.

Gear: Each point of Karma spent on resources is equivalent to 2,500 nuyen. A maximum of 40 Karma can be converted into nuyen in this fashion. Equipment with a Rating higher than 6, or an availability greater than 12, cannot be purchased. Alpha grade cyberware is not available to start unless the character also has a contact which could provide such 'warez and install them, and the money to cover them. No 'warez above Alpha grade will be available at chargen; Standard (or Second-Hand) cyberwear should be the norm.
Any vehicles purchased should be Used, as per Arsenal.

Thanks in advance for your wisdom. Now, have at it chummers!

EDIT: Obviously I have taken a great deal of inspiration from UmaroVI, I just want to see if I'm up to snuff...
« Last Edit: <10-08-12/0921:25> by PsionicFox »

UmaroVI

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« Reply #1 on: <10-08-12/1315:47> »
You have more Logic than you need. You really only want it for the CFs - 3 is enough.

I would try to scare up more points for Edge, unless you know it's not worth it the way your GM runs (if it refreshes really slowly or something).

I think you have more than 2 skills at 3. With those houserules, you are going to want to lean heavily on Sprites. I would actually have your 3s be in Compiling and Registering. Machine sprites are really good. Tutor sprites are also super win times, especially with having to pay for knowledge skills.

Infiltration and Perception are both worth having 2 in.

You can abuse the bejeezus out of custom lifestyles as a technomancer with a lot of downtime skills (also, keep in mind that sprites are very pro for downtime skills).

I miiight think about coughing up for a Tacnet complex form, depending on who else is in your group. If there's a hacker who's going to run it on a well-defended commlink, don't. But if you don't have another source (and it sounds like your GM is running a low-end game), TacNet 4 and then slap some cheap sensor arrays on your buddies is really good. You will want to pick up the Connectivity echo asap if you go this route, because of subscription slots (it's one of like 3 non-stupid things in WAR!).

Analytical Mind is a good buy.

UmaroVI

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« Reply #2 on: <10-08-12/1318:07> »
Also, so far as advancement goes - it's probably not worth buying up all those skills individually. I'd try to start with your skills where you want them, then go straight for Submersion (there are a huge pile of really good echoes) and then more Resonance.

PsionicFox

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« Reply #3 on: <10-08-12/1644:09> »
I went for the higher LOG in order to offset the lower skill caps on my LOG skills.

The idea is he's a techno who really likes his toys (Dronomancer Stream), so he's as good fixing them as he is using them. So if I drop his two group skills (Mechanic and Electronics) down to two, pick up Compiling and Registering at 3? That makes sense I guess.

So being a Dronomancer, Machine sprites will likely be my Sprite of choice yeah? Because I can have them command drones for me?

Orvich

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« Reply #4 on: <10-08-12/1715:46> »
The problem there is that hacking doesn't use your stats at all, really.

For instance, to use a hacking CF, you'll roll your hacking skill (only) and the CF, entirely without the Logic score (unless I'm severely mistaken). The idea is that in the matrix, stuff is happening so fast and is so complex that your natural ability has little to do with how it work (even as a technomancer), it's all about how well you use a pre-existing program or CF, via your skills.

UmaroVI

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« Reply #5 on: <10-08-12/1733:05> »
PsionicFox: see below, yes, and yes but keep in mind several other types have really helpful abilities and it's easy to get more types with Sprite Link (which is why 01 is such a good Paragon).

I'd assume it's for all the build/repair skills, Orvich. I'd still rather have a little more edge, though. It's very easy to get large bonuses to downtime skills from a custom lifestyle, and Edge will help the occasional time when you need to use Industrial Mechanic on short notice as part of a run.

PsionicFox

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« Reply #6 on: <10-08-12/2101:10> »
So I realised I was a moron, and was using the wrong cost calculations for skills and the like, so now I can take your advice properly.

Thanks so much for the assistance guys.