QUOTE (PirateChef @ Jun 25 2009, 10:04 AM)

The character I am building has a commlink, fully loaded, that he pretty much lives in. I plan to take the Home ground quality for it, and use this as the place where he threads things up and registers sprites and such. Are there any other qualities I might want to take to represent this?
This won't work, unfortunately - you can't use a commlink as your home ground.
QUOTE (SR4A p.91)
All home grounds must be fixed locations - characters cannot
move them around.
QUOTE
Also, is it worth having actual programs on the commlink? Can Technomancers make any use of the standard hacker software (Agents, Data Bombs, things of that nature)? I know they have to take a second computer skill to do hacking like a normal hacker. Is it worth it to put a few points in Computer(Regular) as well as Computer(Technomancer)?
TMs can and occasionally do use standard software - botnets are great. Note that a lot of it (such as data bombs) can be learned/threaded as complex forms instead if you want. I don't think there's much benefit to learning how to hack normally, unless you're incredibly paranoid about being discovered as a TM. Even then, you wouldn't strictly need to learn the standard versions of the skills - the way TMs use the skills is unusual, but at the end of the day they still produce the same end result.
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Also, am I correct in thinking that the only real use Technomancers have for stats is for resisting Fading? (I know they need more stats for real world things, but as far as hacking goes...)
Nope. All your bio-node's stats (what a normal hacker gets from his commlink and OS stats) are derived from your attributes, and your maximum number of complex forms and registered sprites come from your attributes as well.
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I am planning to get an essence point of cyberware (possibly implanting the commlink, it fits with the background) Is there any highly reccomended cyberware for a technomancer, or even any that would be useful? Also, is it okay to start with a 5 resonance and lose the point to go down to 4 or should I go for a 6 to end up with 5? Is it just better to skip the cyber completely and start with a 6 resonance?
An implanted commlink sounds like a really bad bet for a TM, especially in light of not being able to use it as a home ground. The main use technos have for physical commlinks is as a decoy to cover for their innate abilities. You'd be giving that up, taking a Resonance hit and also making yourself vulnerable to detection by cyberware scanners for no real benefit. You can start with a Resonance of 5 or 6 and be fine (with no cyber). I'm not entirely sure which mods are useful enough for a TM to eat the Resonance loss to take them, but someone else will probably know.
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I was considering the idea of taking no complex forms, specializing in threading, and just threading together any program I need on an as needed basis. Would this work at all, or would the cost / risk outweigh the saved BP at character gen?
Complex Forms are the single most efficient way to spend your BP in chargen, especially buying the fifth and sixth ranks. If you're looking to maximize build efficiency, take as many CFs as you can (Logic x2), rated as high as you can (equal to Resonance). You can still thread on top of the purchased ratings (allowing them to get much higher than CFs you thread from nothing), you can use a handful of abilities without having to worry about Fading or sustaining penalties, etc. If you plan to use CFs at all in play, max them at chargen.