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> Uber-Technomancer, Post your builds
The Jake
post Feb 3 2009, 02:25 PM
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I'm still coming to terms with all the Unwired Rules but even with a high Resonance + Threading, you need the Widgets echo to start pulling seriously high dicepools on par with a cyber-adept hacker - at least at a glance.

Is there something I'm missing? Black Hat Mentors? Positive qualities? Is there a pornomancer equivalent?

- J.
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Prime Mover
post Feb 3 2009, 02:42 PM
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A little off topic here but recently I put together a boss npc hacker for a future home game and I did a adept build and a techno build and the adept if the faster path. Given buckets of karma the Techno would blow the adept away due to threading, echos, widgets etc. But using one step below prime rules can get dice pools around 18+ for the adept.
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W@geMage
post Feb 3 2009, 03:22 PM
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The big advantage the Technomancers have is that they can use their bound Sprites to enhance their complex forms rating.
Taking a soft-maxed Resonance and C Form of 5, this means that the Technomancer can have 10+ Stealth rating CF (not just dice) for hacking, AND he can have a rating 10+ Attack to obliterate any agents/hackers. (Remember that the rating is the default damage the attack will make. Even 1 net hit will hurt big time).

Lets not even mention the new submersion options from Unwired (IMG:style_emoticons/default/wobble.gif) .
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Tiger Eyes
post Feb 3 2009, 03:28 PM
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QUOTE (The Jake @ Feb 3 2009, 10:25 AM) *
I'm still coming to terms with all the Unwired Rules but even with a high Resonance + Threading, you need the Widgets echo to start pulling seriously high dicepools on par with a cyber-adept hacker - at least at a glance.

Is there something I'm missing? Black Hat Mentors? Positive qualities? Is there a pornomancer equivalent?

- J.


Any registered sprite can perform an "Assist Operation" task. This adds the sprite's rating to the technomancer's complex form, for a duration equal to the sprite's rating in combat turns. So, a rating 5 sprite with 3 tasks can boost a technomancer's Stealth complex form up by 5 points. A TM with Stealth 5, plus 5 from the sprite, has a Stealth 10 for 15 combat turns.

Same with any other complex form. This is one way that the TM starts rolling the larger dicepools, and putting their opponents thresholds up high. Sure, it's short term. But if you're trying to exploit into a system, go for the admin account every time and just bump up the exploit and stealth to assure undetected stealth. Ditto with Matrix combat. Paladin sprite using Castling + a registered sprite bumping up your attack/blackout/blackhammer CF for a few combat turns, and you're fine. Short term is often fine in many Matrix actions.

This is one approach. Not the only approach. Works great for a hack-on-the-fly and loves quick cybercombat type TM. (IMG:style_emoticons/default/wink.gif)
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Ryu
post Feb 3 2009, 05:10 PM
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Not an Uber-TM, but a pretty balanced one:

Karma build, 750 karma, no availability limit on gear, DS standards do not apply. (The GF can only occasionally be successfully tempted with the power of the dark side.)

[ Spoiler ]

No codeslinger, nice-to-have living node stats, paragon not chosen for efficiency, low edge.

[ Spoiler ]

Low complex forms, no specialisations, "only" 4 dice from skill. And STILL workable in the matrix.

Fading is resisted with 12 dice, so Threading up to +3 poses no risk of fading. A rating 3 registered sprite can bring stealth up to 8 long enough, and two tests with a (threaded) exploit pool of 13 dice are pretty decent. A munched hacker could get more dice for the first test, but will get only one before detection in case of strong nodes.

Now think "compiled paladin sprite rating 6" instead of "Attack". Apart from the occasional IP spend on Compiling a new one, those services are free (10% risk of fading damage).
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The Jake
post Feb 4 2009, 12:28 AM
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QUOTE (Tiger Eyes @ Feb 3 2009, 03:28 PM) *
Any registered sprite can perform an "Assist Operation" task. This adds the sprite's rating to the technomancer's complex form, for a duration equal to the sprite's rating in combat turns. So, a rating 5 sprite with 3 tasks can boost a technomancer's Stealth complex form up by 5 points. A TM with Stealth 5, plus 5 from the sprite, has a Stealth 10 for 15 combat turns.

Same with any other complex form. This is one way that the TM starts rolling the larger dicepools, and putting their opponents thresholds up high. Sure, it's short term. But if you're trying to exploit into a system, go for the admin account every time and just bump up the exploit and stealth to assure undetected stealth. Ditto with Matrix combat. Paladin sprite using Castling + a registered sprite bumping up your attack/blackout/blackhammer CF for a few combat turns, and you're fine. Short term is often fine in many Matrix actions.

This is one approach. Not the only approach. Works great for a hack-on-the-fly and loves quick cybercombat type TM. (IMG:style_emoticons/default/wink.gif)


So Assist Operation + Widgets = insane dice pools?

- J.
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Ryu
post Feb 4 2009, 09:54 AM
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QUOTE (The Jake @ Feb 4 2009, 01:28 AM) *
So Assist Operation + Widgets = insane dice pools?

This is not the insanity you are looking for...

A widget lasts 8 hours, and comes with choking drain. Consider ratings of 1-4 doable, but be prepared to suffer from the higher end widgets.
You can prepare more than one, but that will cost you time of use on the other ones.

The above TM build would be looking at a widget rating of 2 (fading considerations), maybe 3 if the mission was damn important. Cheat and Rendering are a nice options.


Some dp math:
Exploit 6 + Hacking 6 (Exploit +2) + Codeslinger + HotSim + "The Black Hat" paragon = 19 dice for exploit. If stealth 6 + Support Operation 5 = 11 is safe enough to risk two attempts at exploit, you thread Exploit by the fading-safe amount, lets say +2. Else you thread stealth. If you threaded stealth, you have 2*17 dice (sustained threading), if you threaded exploit, 2*21 dice. Yep, that´s 42 dice to gain access.
(Program ratings are important and have a range of 1-6, while Complex Forms are on an effective range of 1-15(+). Since the Exploit mechanic is pretty important for the game, and is very sensible to threshold and dp changes, you have your "TM advantage" right there.)
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Sir_Psycho
post Feb 4 2009, 12:28 PM
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Analytical Mind. It's ludicrously only five build points, and in addition to the +2 to data search and tests the GM deems analytical, the kicker is the +2 software bonus, which means threading.
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W@geMage
post Feb 4 2009, 12:47 PM
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QUOTE (Sir_Psycho @ Feb 4 2009, 08:28 AM) *
Analytical Mind. It's ludicrously only five build points, and in addition to the +2 to data search and tests the GM deems analytical, the kicker is the +2 software bonus, which means threading.

It's not that useful actually.
Data searches are pretty easy to get massive dice pools for. (Thread Browse CF + Add Assist from Sprite is plenty overkill for most searches)

And I noticed that our Technomancer rarely takes all her successes from the threading test anyway to limit fading damage.
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Sir_Psycho
post Feb 4 2009, 01:01 PM
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Do you not understand uber? This is a min-maxing thread. If you wanted to buy two levels of threading - pardon me, Software, you would have to spend 8 BP. Instead of eight, you spend five, and get two dice to Data Search as well, not to mention the other +2 you can use on anything you can convince your GM to let you.

I remember, that in least in SR3 there were some magic tests involving drain that allowed you to with-hold dice and add them to your drain resistance. I can't find an SR4 equivalent, but that said, if you want to save 3 BP and still get the same Software dicepool, then it's still in your best interest to get Analytical mind. And again, that's ignoring the other bonuses from the quality.
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Ryu
post Feb 4 2009, 07:18 PM
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Software dice are nice. You can have 12 dice for fading resistance, possibly more, and that is enough to always want 3 hits. It´s not about the times that permit you to discard hits.

I would go dwarf, Sourceror (Logic-based), with the following qualities:

Qualities - 70 Karma
  • Analytical Mind (rc) For the style and the software dice.
  • Perceptive (2) (rc) For matrix perception - Much helps much.
  • Paragon (uw) Black Hat (Exploit +2, Crack Sprites +1)
  • Technomancer Obvious.
  • Codeslinger I´d say for hacking on the fly.


Attributes - 261 Karma
Physical 3 Mental 5, Edge 4, Resonance 6(5), Essence 5.4

Augmentation
Cerebral Booster 2
Trauma Damper

Skills - 158 Karma
  • Cracking (Group) 4
  • Electronics (Group) 3
  • Compiling 5 (Code +2)
  • Registering 5 (Code +2)


Complex Forms (all rating 5) - 144 karma
  • Analyse, ECCM
  • Attack, Shield, Armor, Blackout
  • Exploit, Spoof, Stealth


66 karma (+ negative quality karma) left to spend. Should be sufficient for some background skills.

The really neat things:
  • Matrix Perception in AR: 12 dice
  • Compiling/Registering: 10 dice base, 12 for Code Sprites, 11 for crack sprites
  • Threading 11 dice base
  • Fading resistance 12 dice (+trauma damper)


So at chargen I´m looking at threading for +4, compiled sprites of ratings 7-9, and will register sprites of rating 4 as soon as possible. (Building the rating 5 stable when downtime is available freely.)
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Tiger Eyes
post Feb 4 2009, 08:31 PM
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One of my favorite qualities is Home Ground. Pick your favorite datahaven. This gives a TM +2 dice to every test done in that data haven... including threading, compiling, registering, and fading. Plus the nice boost to data searches. (IMG:style_emoticons/default/wink.gif) Really, since you can thread in that node and almost instantly be in another node, you could thread and resist fading in your datahaven, then zip over to the node you plan to hack. (IMG:style_emoticons/default/smile.gif) Also very nice to get a little boost to compiling and registering...
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Jaid
post Feb 4 2009, 08:50 PM
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strictly speaking, you can have your living persona in multiple nodes at a time. you can actually be in the data haven node at the same time as you are in the node you're hacking.

oh, and i would personally recommend that at the very least you get yourself a free sprite contact at the very least (better yet, getting it to help you with your fading resistance tests....). remember, they can perform all the services of a registered sprite of their force... so if you have a rating 3 free sprite, and you promise it a registered rating 3 sprite if it will assist operation on all your complex forms for, say, 4 hours (while hanging around in whatever node it chooses, with whatever defenses it can put on said node, while one instance of your living persona hangs out in the node with it). the sprite really doesn't have any particular reason to say no (i mean, really, would you do 4 hours of work to get a bonus to a complex form, increase one of your attributes, etc, if you were the sprite? i sure would...)

at that point, you can also request other services from it, as needed, negotiate a price, and readily receive assistance from the sprite. then, when you pay the sprite, you also get a karma discount on your next submersion. it really is the gift that keeps on giving...

[edit] oh, and i'd grab command CF if possible. it's one of the ones where rating is doubly significant. [/edit]
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Ryu
post Feb 4 2009, 09:40 PM
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Command would come ingame, with the skills to go with it. Even if one more CF at chargen would be legal, I could start with it. Threading is usually enough for secondary command purposes.
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Jaid
post Feb 4 2009, 10:24 PM
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you have 9 CFs known. biofeedback filter would make it 10 if it counted, but i've never seen anyone count it as one of your limited starting CFs.
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Oenone
post Feb 4 2009, 10:31 PM
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It isn't a complex form. It's part of your biological node.

Edit - Meaning you should be able to throw in another CF if you have points for it.
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Ryu
post Feb 4 2009, 10:37 PM
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Terribly sorry, but I meant to say that I would delay buying Command despite the fact that I would be allowed to buy it on top of everything I have. It´s just not worth it without supporting skills, and would cut into the karma left for background skills. A few groups at rating 1-2 and knowledge skills are more important.

What I could do in our group is buy a grade of immersion, for Sprite Link (Paladin). See what WAS missing from the list? No combat sprite amongst the basic set.
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Tomothy
post Feb 4 2009, 10:54 PM
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If you take the homeground special ability you could also use the Lifestyle Qualities: In Tune, Resonance Well and possibly Free Access.

I'm not sure if it's cost effective, since you have to pay off the uneducated negative quality for 20 BP or 40 Karma, but you can potentially make a pixie technomancer with A+2, R+2, C+2, I+1, L+1, W+2.
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Stahlseele
post Feb 4 2009, 11:16 PM
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IF your GM allows you to cyber down to 0 magic and then grants you latent technoamtic awakening . . and even then it'd be a pretty hard stretch . .
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Tomothy
post Feb 4 2009, 11:59 PM
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Or if your GM allows you to take your magic down to 0 with cyberware from the start and then take the technomancy skill, but that's even more of a stretch...
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Tiger Eyes
post Feb 5 2009, 12:05 AM
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QUOTE (Tomothy @ Feb 4 2009, 06:54 PM) *
If you take the homeground special ability you could also use the Lifestyle Qualities: In Tune, Resonance Well and possibly Free Access.

I'm not sure if it's cost effective, since you have to pay off the uneducated negative quality for 20 BP or 40 Karma, but you can potentially make a pixie technomancer with A+2, R+2, C+2, I+1, L+1, W+2.


Pixie=magic. Can't be technomancer. Not even if you take your magic to 0.
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BlueMax
post Feb 5 2009, 12:34 AM
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QUOTE (Tiger Eyes @ Feb 4 2009, 04:05 PM) *
Pixie=magic. Can't be technomancer. Not even if you take your magic to 0.


Opinions Vary
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BishopMcQ
post Feb 5 2009, 12:42 AM
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I support Tiger's interpretation. Bobby and I have talked about Resonance vs Magic in the past in regards to metagenetic expression etc. While it is technically possible with RAW with GM approval, it tends to undermine the inherent separation of Mgaic and Resonance. The way I read it, if Mundane then you can Emerge or Awaken. Once you have Awakened you can never Emerge and vice versa, even with a burn-out in the middle.
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The Jake
post Feb 5 2009, 12:44 AM
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QUOTE (BlueMax @ Feb 5 2009, 12:34 AM) *


Only if your GM allows it but I think that's a stretch.

I'd rule if you cybered down to 0 Magic, you're are 0 resonance and cannot increase it.

I'd treat it no differently than a burned out mage.

- J.
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BlueMax
post Feb 5 2009, 12:48 AM
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I don't have an opinion. It was just for reference. I have yet to have a TM in any of my games. I suspect there are ways to lose magic outside of Cyber though.


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