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> What's the best way to rig, Mundane+Ware, Magic or Technomancer?
Ascalaphus
post Jun 28 2011, 11:01 AM
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Ah, charming..
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Tymeaus Jalynsfe...
post Jun 28 2011, 01:32 PM
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QUOTE (Fortinbras @ Jun 28 2011, 12:09 AM) *
I'm not 100% on that. Just as you can't put Headware into a cyberhand, I'm not sure what kind of Capacity the nanohive was supposed to take up. Nano hives are supposed to be integrated throughout your entire body, so it just seems a little weird that it can exist solely in a hand.
I think most people are in agreement that this was either a misprint or something, having a minimum .75 Essence device cost 2 Capacity slots regardless of Rating.

I'll put it this way, would you allow a player in one of your games to take it?


Yes...

And, as a side note, you can indeed put Headware in a Limb (Even a Cyberhand), or even in other locations of the body... Ever heard of a Datajack in your belly button? There are Canon Characters with such augmentations. (IMG:style_emoticons/default/smile.gif)
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squee_nabob
post Jun 28 2011, 07:35 PM
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I have had success with a rigging technomancer. You want to use the “remote control” option, which makes all checks command + skill. Then overthread command to either 10 or 12 (depending on resonance) and that’s 9-11 dice on everything.
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CanRay
post Jun 28 2011, 07:37 PM
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QUOTE (squee_nabob @ Jun 28 2011, 02:35 PM) *
I have had success with a rigging technomancer. You want to use the “remote control” option, which makes all checks command + skill. Then overthread command to either 10 or 12 (depending on resonance) and that’s 9-11 dice on everything.
And, if you're busy doing other things, you can always get your Sprite buddies to help you out.

Not as well as you doing it yourself, but better than a Pilot Program, that's for sure.
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Christian Lafay
post Jun 28 2011, 07:37 PM
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QUOTE (CanRay @ Jun 28 2011, 04:44 AM) *
I don't care about what's the best way to do it statswise, I just want guns, many guns, floating around me controlled by my murderthoughts!

So, um, yeah, Dronomancer.

Now there is a 'Runner. A face with Day Job and Fame and a Chair Leg Of Truth.... WE NEED STATS!
And now the only reason for a character to have both of those Qualities, mwuahahahahah. And would the filthy assistants be contacts? Heh
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DamienKnight
post Jun 28 2011, 08:06 PM
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About Technomancers sucking in their MeatBodies...

There is an echo called 'Acceleration' that lets you get +1 reaction +1 init in your meat body, max of +3/+3

Also, they can get a rating 1 complex form that imitates a smartlink.

Now make your Technomancer an ork with decent body and he is starting to look fairly meat-body capable, no?
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squee_nabob
post Jun 28 2011, 08:44 PM
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The big problem is that Acceleration doesn’t give them the skills that a street samurai has (automatics is one that combos fairly poorly). And it costs several submersions to get 3 passes with Acceleration. While you can fix a TM’s meat problems, why not just sit inside a rigger cocoon on a drone?
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CanRay
post Jun 28 2011, 09:08 PM
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QUOTE (Christian Lafay @ Jun 28 2011, 02:37 PM) *
Now there is a 'Runner. A face with Day Job and Fame and a Chair Leg Of Truth.... WE NEED STATS!
And now the only reason for a character to have both of those Qualities, mwuahahahahah. And would the filthy assistants be contacts? Heh
And if I just hadn't had three groups in less than as many months fall apart for Shadowrun, I'd make one.
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Christian Lafay
post Jun 28 2011, 09:13 PM
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QUOTE (CanRay @ Jun 28 2011, 10:08 PM) *
And if I just hadn't had three groups in less than as many months fall apart for Shadowrun, I'd make one.

I can't even begin to express how much that sucks, even to hear.
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CanRay
post Jun 28 2011, 09:15 PM
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QUOTE (Christian Lafay @ Jun 28 2011, 04:13 PM) *
I can't even begin to express how much that sucks, even to hear.
Yeah? Try living it. I've been waiting to play Shadowrun since '92, as I've said eleventy billion times on this board. (IMG:style_emoticons/default/frown.gif)
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DamienKnight
post Jun 28 2011, 09:44 PM
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QUOTE (squee_nabob @ Jun 28 2011, 03:44 PM) *
The big problem is that Acceleration doesn’t give them the skills that a street samurai has (automatics is one that combos fairly poorly). And it costs several submersions to get 3 passes with Acceleration. While you can fix a TM’s meat problems, why not just sit inside a rigger cocoon on a drone?
So funny you would mention that. First of all, a Technomancer can have an automatics skill... they have no restrictions on this.

But more importantly, a prerequisite of Acceleration is Biowire. Biowire allows a Technomancer to have the equivalent of Skillwires up to their Immersion grade.

Technomancers can load skillwires up to their immersion grade AND they have an option to Neo their skills... they can pay 1 karma per rating of the skill and permanently imprint the skill into their minds. Basically once they have rating 6 immersion, they can go and get every active skill at rating 6 for just 6 karma per skill... and they dont even need to own the programs. Once the program is imprinted they have the skill, and can unload the program.

So actually, in the long run they are going to have ALOT more fighting skills than any Street Sammy ever could.

Now the only question is, why am I not playing a Technomancer?!

(oh thats right, with Way of the Adept, Phys Ads are Gods now, I forgot...)
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Tymeaus Jalynsfe...
post Jun 28 2011, 09:58 PM
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QUOTE (DamienKnight @ Jun 28 2011, 02:44 PM) *
So funny you would mention that. First of all, a Technomancer can have an automatics skill... they have no restrictions on this.

But more importantly, a prerequisite of Acceleration is Biowire. Biowire allows a Technomancer to have the equivalent of Skillwires up to their Immersion grade.

Technomancers can load skillwires up to their immersion grade AND they have an option to Neo their skills... they can pay 1 karma per rating of the skill and permanently imprint the skill into their minds. Basically once they have rating 6 immersion, they can go and get every active skill at rating 6 for just 6 karma per skill... and they dont even need to own the programs. Once the program is imprinted they have the skill, and can unload the program.

So actually, in the long run they are going to have ALOT more fighting skills than any Street Sammy ever could.

Now the only question is, why am I not playing a Technomancer?!

(oh thats right, with Way of the Adept, Phys Ads are Gods now, I forgot...)


Actually, since you can only get a Skillsoft up to a Rating 4 for ActiveSofts (No Rating 6 for you), you only need to pay 4 Karma Each to CF them... (IMG:style_emoticons/default/smile.gif)
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Udoshi
post Jun 28 2011, 10:02 PM
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QUOTE (DamienKnight @ Jun 28 2011, 02:44 PM) *
Technomancers can *snip*

Biowires don't work like that. Emulation is fairly nerfed to hell. Tm's are limited to 4 in activesofts, just like everyone else.
There are a few, limited ways to increase it, but nowhere near what you're suggesting.

QUOTE (squee_nabob @ Jun 28 2011, 01:44 PM) *
The big problem is that Acceleration doesn’t give them the skills that a street samurai has (automatics is one that combos fairly poorly). And it costs several submersions to get 3 passes with Acceleration. While you can fix a TM’s meat problems, why not just sit inside a rigger cocoon on a drone?


The best technosam build uses Drugs, actually, until you can submerge enough to become a StealthSam. (stealth because you're extra passes are completely undetectable). Ip boosting drugs are fantastic, becuase they help you on the matrix too. taking some jazz can boost you to 4 matrix passes without taking Overclocking.
In fact, if your first echo is Macro, followed by Multiprocessing and Meshreality(this lets you use macro for cybercombat), you can pretty easily turn into a 3 pass meat/4 pass cyber, 2 complex actions per pass blender machine by popping some pills.

Its kind of an incremental increase in power: Eventually you want to replace your ware and drug habits with echoes and better ware, but its possible to get a good enough starting boost out the door through this method.
Also, if your Gm lets you acquire, lose and buy off qualities in play, an aspiring stealthsammy may want to consider Lightning Reflexes. Its expensive, but if you're allowed to trade it in for something else, it can pay for your Acceleration depending on the exchange rate. The +2 reaction will help keep you alive till later.

Regarding focus:
QUOTE (unwired 189)
Focus amplifiers are the opposite of Red Alert amps. Focus activates the parasympathetic nervous system, which causes the fight-or-flight response to end and returns the body to a calm state. A Focus amp can be activated to eliminate dice penalties due to distracting or stressful situations. With a Focus amp running, a hacker can calmly write code while taking heavy fire. A Focus amp cannot be running at the same time as a Red Alert amp, even if the user has more than one datajack.


QUOTE (Augmentation, p. 110)
Neocortical: Neocortical neural amplifiers enhance frontal lobe activity, which is essential to a metahuman’s abstract thought processes and problem-solving ability. When using Logic-con-nected skills, this implant increases the user’s dice pool by +1 per rating point—as long as the character is able to concentrate on the problem at hand without major distractions or encroaching stressful situations (such as a raging firefight, an ongoing chase, or hacking an ultra-secure system).


I'd say they work together. Neocortical nanites only work if you're not distracted or stressed, focus forces you to be calm.
I have toyed with the idea of a TM having a Focus complex form, and calling it 'spock mode'. Turn it on, turn into a vulcan.

However, yeah, its a BTL tech. As pointed out, addiction tests should be enforced.
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Tymeaus Jalynsfe...
post Jun 28 2011, 10:09 PM
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QUOTE (Udoshi @ Jun 28 2011, 03:02 PM) *
However, yeah, its a BTL tech. As pointed out, addiction tests should be enforced.


However, Because Technomancers are ALWAYS considered in Hot VR (Unless they actively turn it off), I would consider allowing them to ignore the Hot SIM Addiction that BTL causes. Small benefit to the drawbacks of having a Living Persona. (IMG:style_emoticons/default/smile.gif)
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Udoshi
post Jun 28 2011, 10:16 PM
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That is, actually, mentioned somewhere officially. this is from the 'how to build a hacker, and some qualities to think about' guide in unwired.

QUOTE (unwired 35)
Addiction
While this negative quality is not necessarily one a player
would take at character generation, it is one that most hackers develop.
Hot-sim offers several advantages to the Matrix specialist,
but it can be as addictive as BTL simsense. A hacker using hot-sim
on every run, without careful moderation, will slip down the slope
to severe addiction and Essence loss. Technomancers do not need
to worry about addiction to hot-sim
, but have their own related
problems (see Technomancers, p 129).


I was under the impression that techno's couldn't go coldsim. Can you back that up?
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Yerameyahu
post Jun 29 2011, 12:00 AM
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I'm not sure that Amp addiction is merely hot-sim, or something more.
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Merlin
post Jun 30 2011, 09:26 AM
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Then every Technomancer should use Biowire and Overdrive 3 Aktivesoft. With Focus you have no drawbacks if the Biowire cant be destroyed by this (its no Cyberware). Maybe the Technomancer could take DMG but thats not RAW.

Edit: Hello everyone.
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Tymeaus Jalynsfe...
post Jun 30 2011, 12:44 PM
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QUOTE (Yerameyahu @ Jun 28 2011, 06:00 PM) *
I'm not sure that Amp addiction is merely hot-sim, or something more.


BTL Addiction is all about the Hot-Sim (That is what makes them so addictive)... Since TM's are immune, BTL's are not an issue for them.
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Yerameyahu
post Jun 30 2011, 01:35 PM
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My point, however, is this: I'm not sure that Amp addiction is merely hot-sim, or something more. Addiction can take many forms, and amps alter your reality in interesting ways.
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Merlin
post Jun 30 2011, 02:00 PM
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QUOTE (Yerameyahu @ Jun 30 2011, 01:35 PM) *
My point, however, is this: I'm not sure that Amp addiction is merely hot-sim, or something more. Addiction can take many forms, and amps alter your reality in interesting ways.


I think a Technomancer could get addicted, but its not harmful for him. (So no essence loss or anything). Like Water or Air we all need it, but its not harmful.
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KCKitsune
post Jun 30 2011, 05:00 PM
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QUOTE (Merlin @ Jun 30 2011, 04:26 AM) *
Edit: Hello everyone.

Hello Merlin, welcome to the insanity known as Dumpshock.
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Udoshi
post Jun 30 2011, 09:25 PM
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QUOTE (Merlin @ Jun 30 2011, 03:26 AM) *
Then every Technomancer should use Biowire and Overdrive 3 Aktivesoft. With Focus you have no drawbacks if the Biowire cant be destroyed by this (its no Cyberware). Maybe the Technomancer could take DMG but thats not RAW.

Edit: Hello everyone.


Hey, welcome to dumpshock.

Also, i just realized, if you're using Focus already, then Overdrive is a fantastic addition.

If your Gm rules that overdrive glitches don't damage your brain instead.
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