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5e Skill Technomancer

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TimeCat

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« on: <12-23-13/0449:23> »
This is my first attempt at making a Technomancer. It is somewhat min-maxed (Strength/Agility/Reaction all at rank 2), so this may risk the wrath of certain GMs. It follows [Skills/Attributes/Technomancer/Human/$$$] for priorities [A/B/C/D/E], and requires an additional 10 karma (from the "codeblock" negative quality) for a total of 35 karma spent at character creation. 30 of this is spent on attributes, and the remaining 5 is used for nuyen.

https://docs.google.com/spreadsheet/ccc?key=0As8d_1zmPW0fdGtnTkhrVV9rS0dpNFZ5amdoZ2VGUHc&usp=sharing#gid=0

What I wanted to make was a character that was awesome at one particular type of hack (undetected), and decent at a bunch of other "backup" skills. It depends on using an edge point to cripple a host's data processing (push the limit on Diffusion: Data Proc), and then hacking with impunity from being spotted. If that fails, it's 13 dice for all Cybercombat/EW/Hacking rolls and an army of registered fault sprites (up to level 6 if you aren't scared of physical damage from drain).

For non-matrix stuff, this build also has decent dice pools (6+) for all athletic skills, sneaking, con, etiquette, and perception. Using a Taser with a Laser, It can roll 13 dice on a ranged attack after taking aim.

Godwyn

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« Reply #1 on: <12-23-13/1523:14> »
Shouldn't risk the wrath of too many GM's.  Technos have almost no choice.  Having all of them at least 2 already puts you over a lot of techno/decker builds.  And some meat skills are always useful as well.

I think it looks pretty good.  Not sure how well your hacking plan will work, but it sounds viable.  Would like to hear how it goes.

Bushw4cker

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« Reply #2 on: <12-23-13/1747:13> »
You can only start with rating 6 skills . Rating 7 if you take aptitude, and then only for one skill.
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

TimeCat

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« Reply #3 on: <12-23-13/2201:26> »
The Rating 7 skills mean 6 ranks + 1 specialization. Specializations cost 1 Skill point at character creation (p.89)

RHat

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« Reply #4 on: <12-23-13/2210:21> »
That's...  Not how specializations work.  They's a +2 die bonus to things that fall into the specialization; they do not interact with skill rating at all.
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TimeCat

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« Reply #5 on: <12-23-13/2251:09> »
When you are spending the 18/22/28/36/46 skill points you get from priorities, you can buy a rank in the skill (up to 6 ranks at character creation) and/or buy a specialization for one priority skill point. Each column with 7 should probably read "Skill (Specialization) 6 (+2)", but the gist is that this costs 7 skill points at character creation (from priorities).

Csjarrat

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« Reply #6 on: <12-24-13/0552:21> »
When you are spending the 18/22/28/36/46 skill points you get from priorities, you can buy a rank in the skill (up to 6 ranks at character creation) and/or buy a specialization for one priority skill point. Each column with 7 should probably read "Skill (Specialization) 6 (+2)", but the gist is that this costs 7 skill points at character creation (from priorities).
yeah took a second to get that and its fine. you've spent seven skill points in them to get 6 ranks + spec. no drama.
just be aware that sprites generate OS for existing and that registering takes 1hr per rank of level. registering two level 6 sprites is gonna take 12hrs prep time!!!
a rea of 2 is a bit hamstrung in meat space, make sure you're well behind cover when the bullets start flying!
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TimeCat

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« Reply #7 on: <12-24-13/1423:33> »
Sprites don't generate OS while they are being registered though (it freezes). The main problem is that registering a level 6 sprite can do up to 24P damage if the opposed test goes bad. You can easily kill yourself trying to register one. It's the technomancer equivalent of a breech birth.

(This is also a good reason why the "stitches" complex form exists. The amount of risk that goes into registering a powerful sprite gives some incentive for a technomancer to protect their investment.)