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> Technomancers and Commlinks, How do they interact?
TheHappyAnarchis...
post Dec 20 2005, 01:15 AM
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It seems to me that starting Technomancers have a bit of an issue with being a bit lower on the scale than starting Hackers, who can upgrade all their stuff, don't have to spend karma for programs and various other nifty advangtages, such as not worrying about essence.
For one thing, why not get wired 2 and deck in AR. Only thing you lose is 2 dice for Hot sim, and a point of initiative. In exchange, you never have to worry about anything other than being crashed, and it is an easier matter to disconnect, and not be lying around limp.
They are also not as limited in how many programs they can have.

However, there is nothing stopping a technomancer from getting a nice commlink, and even having a sprite use it for him for extra assistance when needed.
Technomancers get a bonus to perception tests in the matrix, and eventually get all sorts of scary good.

What are the downsides?

How do technomancers really compare to Hackers, in game. They both seem to have some edges, not sure which one wins out.
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