QUOTE (cybertier @ Dec 26 2011, 07:44 AM)

I thought about going a Technomancer+Face-Elf route because out team has a constant lack of social skills. With heavy emphasis on TM and getting the cheapest face options possible.
I can freely chose between Karma Build and BP System. (Using German Raw)
I want to be able to get into systems and idealy survive if i get found.
What Qualities should i look up?
Is there cyberware that is worth losing one Resonance? (Or that costs just 0.4 essence so i can fit in tailored pheromones to fill the gaps i will have in social skills)
What Stream+Paragon Combo would be good?
Should i invest into Immersions from start? There seem to be some freaking good Echos out there..Which would be the best for starting?
Any more advice or common traps i could fall for?
And concerning that common traps/mistakes that a GM might make that make a TM worse?
And something nearly completly different: Anyone tried an Adept Hacker and had fun with it? What would be cool Powers for that kind of character?
Adept hacking: Yes. Improved Technical Skill: Hacking/Electronicwarfare/Computer. Multitasking. Improved reflexes. Heightened Concentration. I have a post about it
here, that may be highly informative. More of a skeleton build, but it does a good job of hightlighting what's possible. be sure to check the posts below it for clarifications on how itall works.
As for Echoes:
Macro is incredibly underrated. It lets you offhand two matrix actions at once, and, if you have decent dice pools, it is so much more efficient than getting extra passes
Multiprocessing is amazing: Perception/Matrix perception as a free action is a huge boost, especially if you plan on rigging at all. Its also opens up Mesh Reality, which CAN make you capable of fighting in the real world rather well, but you need a second source of physical initiative passes for it(drugs are one)
If you have access to Tutor sprites, Biowires become a much better deal.
E-sensing is fantastic.
Immersion seems like a trap, but its fantastic when you realize that it stacks with control rigs, and also helps ANY action you make, not just Vehicle tests.
Skinlink/Resonance trodes opens up at-a-touch brainwashing, which you may be interested in as a face. This involves connecting to someone via resonance trodes, and threading up a psychotropic option(unwired 115) for your Black Out. Being able to punch people' short-term memories out of their head is a great way of staying off the radar.
Things to ask your GM, from the
FAQ:
Q: Can technomancers thread or learn Complex Forms of the Sensor software (p.60, Arsenal) or TacSofts (p.125, Unwired)?
A:Yes, if the gamemaster allows it. In practice, these specialized software sometimes require additional sensors and databases to be used, but for most of the Sensor software at least the cybereyes and cyberears may be used as general substitutes for cameras and microphones.
Clarify this. If he says yes, get the Empathy sensor soft as a Complex Form. Ditto for Tacnets - its a huge teamboost if you have one. Don't worry about having enough Subscriptions on your biological node(check unwired 55, subscriptions): You can use your extra Processor Limit to run more subscriptions at no downside, because complex forms don't take any processor limit at all. Learning the Focus reality amplifier is rather fantastic as well.
Also clarify whether you would be allowed a Submersion or two at character creation.
If yes, absolutely 100% get a point of cyberware at creation if you are allowed karmagen. You want echoes and you want ware, the two go hand in hand. 1 submersion + 1 point of ware + resonance 6 isn't that much more expensive than just resonance 6.
I can recommend PuSHeD(geneware, augmentation) to help with your hacking things. A simsense booster will give you 4 passes without the need of an expensive submersion.(no, really, check the faq. It can get you to 4, but not 5. If you plan on getting it removed later, its not a bad idea) Control rigs are never bad. Reception Enhancers(bioware, augmentation) are amazing, because they help matrix perception. Cybereyes are never bad. Biosculpting can give you extra bonus social dice (see sidebar, biosculpting social effects, augmentation 61) and is fairly cheap on the essence. Trauma Dampers are amazing, because it gives you -1 stun damage, and really helps someone who wants to casually thread all the time.
Worth noting, though probably not allowed by your gm: Tailored Pheromones helps with charisma stream Fading. It helps with charisma tests, but the restrictive text is only for magical abilities, which technomancers are not. Pain editors can be worth it, because they prevent you from being auto-logged out when you take a bunch of stun damage, and make it so you don't suffer stun damage track penalties.
As for Qualities:
Analytical Mind is fantastic. Codeslinger -can- situationally be worth 10 points, if you do it on some actions like Compile Sprite or Threading.
Surge is always nice. Consider Metagenetic Improvement: Charisma (on an elf, a 20 karma value, and you can pick it up with surge 2 for 10bp which is 20 karma. Its a net break-even). Glamour is an excellent source of extra dice, but whether it applies online is a point of contention among these boards, and something to clarify with your GM.
Perceptive CAN raise your matrix perception, but usually isn't worth the points.
Paragons are excellent. Depends what you are shooting for. Flow's bonus to Threading is always nice(and don't forget to specialize Software for Threading), though Idoru does help with Con, and that is important for a face. Pulse is a trap, because it doesn't raise your basic initiative score at all, only bonus dice on the initiative test.
First Impression. The standard face quality. Worth it. Doubly worth it if you can 're-use it' if you're in a big enough disguise.
The Chatty quality(unwired) can be worth it, if you do a lot of online interactions. It may have got an errata nerf, however, i don't recall.
Regardless of what else you take, you should make a -special- effort to get the points to do the following. Unlike magicians, technomancers can start the game with both submersion discounts, because joining a technomancer network takes no karma. First submersion for 8 karma? Yes please. Here is what you do.
1) Take a technomancer network as a Contact. Make sure to have a decent loyalty, so they don't turn on you later. Flesh them out a bit, give your GM some details to work with.
2) Take a Free Sprite as a contact. Free sprites are interesting: They need technomancers to grow as entities, and technomancers want them to help give them better insight into the resonance. Basically, they need each other. The relationship is pretty simple: The technomancer feeds the free sprite registered sprites, and the free sprite helps the technomancer out with a Recompiling ordeal. Make sure to get a decent Loyalty, because, well, this is one benefit you want to keep. Also consider getting a Resonance Bond with said sprite. Some powers are WORTH it. Even grabbing Stability lets you rush job basically any extended test on the matrix without fear of failure, which is a huge deal when breaking encryption or probing nodes. If you start off with a rating 1 sprite, its even cheap.
Having both of these things nets you 60% off(round up) future submersions.