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[SR5] Blind Technomancer

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Photon

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« on: <09-04-16/0822:34> »
Hey,

I have this concept for a blind Technomancer, which I already played as a prototype in a session (it did go very well!). But - there are still some questions open.

First, the character sheet (made with 800  Karma-system):

== Info ==
Street Name: Static
Name: Static
Movement: 4/8
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Female Age 19
Height 175 cm Weight 60 kg
Composure: 7
Judge Intentions: 7
Lift/Carry: 4 (30 kg/20 kg)
Memory: 9
Nuyen: 1890

== Attributes ==
BOD: 2
AGI: 2
REA: 3
STR: 2
CHA: 3
INT: 4
LOG: 5
WIL: 4
EDG: 2
RES: 6

== Derived Attributes ==
Essence:                   6
Initiative:                7 + 1d6
Rigger Initiative:         7 + 1d6
Astral Initiative:         
Matrix AR Initiative:      7 + 1d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     9
Stun Damage Track:         10

== Limits ==
Physical:                  3
Mental:                    6
   Audio Enhancement [+1] (Only for audio Perception)
   Medkit [+4] (Only for First Aid and Medicine)
Social:                    6
Astral:                    6

== Active Skills ==
Animal Handling            : 0                      Pool: 2
Archery                    : 0                      Pool: 1
Armorer                    : 0                      Pool: 4
Automatics                 : 0                      Pool: 1
Blades                     : 0                      Pool: 1
Chemistry                  : 2                      Pool: 7
Clubs                      : 0                      Pool: 1
Compiling                  : 5                      Pool: 11
Computer                   : 6                      Pool: 11
Con                        : 0                      Pool: 2
Cybercombat                : 3                      Pool: 8
Decompiling                : 5                      Pool: 11
Demolitions                : 0                      Pool: 4
Disguise                   : 4                      Pool: 8
Diving                     : 0                      Pool: 1
Electronic Warfare         : 3                      Pool: 8
Escape Artist              : 0                      Pool: 1
Etiquette                  : 4 [Media]              Pool: 7 (9)
First Aid                  : 1                      Pool: 6
Forgery                    : 1                      Pool: 6
Free-Fall                  : 0                      Pool: 1
Gunnery                    : 0                      Pool: 1
Gymnastics                 : 2                      Pool: 4
Hacking                    : 3                      Pool: 8
Hardware                   : 1                      Pool: 6
Heavy Weapons              : 0                      Pool: 1
Impersonation              : 0                      Pool: 2
Instruction                : 0                      Pool: 2
Intimidation               : 0                      Pool: 2
Leadership                 : 3                      Pool: 6
Longarms                   : 0                      Pool: 1
Navigation                 : 1                      Pool: 5
Negotiation                : 3                      Pool: 6
Palming                    : 4                      Pool: 6
Perception                 : 4 [Hearing]            Pool: 8 (10)
Performance                : 0                      Pool: 2
Pilot Ground Craft         : 0                      Pool: 2
Pilot Watercraft           : 0                      Pool: 2
Pistols                    : 3 [Tasers]             Pool: 5 (7)
Registering                : 1                      Pool: 7
Running                    : 4                      Pool: 6
Sneaking                   : 4                      Pool: 6
Software                   : 5                      Pool: 10
Survival                   : 0                      Pool: 3
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 1
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 0                      Pool: 1

== Knowledge Skills ==
Area Knowledge: Seattle    : 4                      Pool: 8
Engineering                : 3                      Pool: 8
English                    : N                      Pool: 0
German                     : 3                      Pool: 7
Self-Defense               : 3                      Pool: 8
Street Drugs               : 3                      Pool: 7

== Contacts ==
Electric Knight; Decker (2, 2)
Psychologist; Fixer (4, 4)

== Qualities ==
Blind (Mundane)
Focused Concentration (Rating 3)
Low-Light Vision
Otaku to Technomancer
SINner (National)
Technomancer

== Complex Form: ==
Puppeteer
Resonance
Static Veil
Transcendent Grid


== Lifestyles ==
Medium  1 months

== Armor ==
Actioneer Business Clothes          8
Armor Jacket                        12
Cheap Dress                         0
Clothing                            0
Urban Explorer Jumpsuit             9
   +Electrochromic Clothing
   +Nonconductivity 2
   +Shock Frills
   +Biomonitor
Urban Explorer Jumpsuit: Helmet     2

== Weapons ==
Ares Light Fire 75
   +Silencer, Ares Light Fire 70
   +Smartgun System, Internal
   Pool: 5   Accuracy: 8   DV: 6P   AP: -   RC: 2
Ares Predator V
   +Smartgun System, Internal
   Pool: 5   Accuracy: 7   DV: 8P   AP: -1   RC: 2
Defiance EX Shocker
   Pool: 5 (7)   Accuracy: 4   DV: 9S(e)   AP: -5   RC: 2
Unarmed Attack
   Pool: 1   Accuracy: 3   DV: 2S   AP: -   RC: 2

== Commlink ==
Erika Elite (ATT: 0, SLZ: 0, DP: 4, FWL: 4)
   +Mapsoft (Location)
   +Subvocal Mic
Living Persona (ATT: 3, SLZ: 4, DP: 5, FWL: 4)

== Gear ==
Ammo: Gel Rounds (Light Pistols) x60
Ammo: Gel Rounds (Heavy Pistols) x60
Ammo: Regular Ammo (Light Pistols) x60
Ammo: Regular Ammo (Heavy Pistols) x60
Ammo: Taser Dart (Tasers) x50
Backpack (Cheap)
Bug Scanner Rating 4
Certified Credstick, Silver
Chemsuit Rating 4
Cram x5
DocWagon Contract, Basic
Earbuds Rating 3
   +Select Sound Filter Rating 1
   +Sound Link
   +Audio Enhancement Rating 1
Fake License (Pistol License) Rating 4
Fake SIN (Static) Rating 4
Gas Mask
Gecko Tape Gloves
Jammer, Area Rating 4
Medkit Rating 4
   +Biomonitor
Medkit Supplies x2
Psyche x5
Quickdraw Quiver
Restraint, Metal
Restraint, Plastic x10
Roll of Duct Tape
Suitcase (Good)
Tag Eraser


Aside from appreciating general advice, I have additional questions:
1. Blind Technomancer can still percept AR, right? (Maybe say the devices are more 'felt' than seen) Otherwise it kind of would not work. But I did not find any indication that this would be a problem.
It would kind of be like seeing astral space as a blind mage, only without telling where walls and stuff are precisely.

2. At first I had 2 Reaction and 4 Charisma, and changed it to 3 Reaction and 3 Charisma. Good idea?

3. I'm not sure about which complex forms are good. I actually used Static Veil in the prototype session already, which was pretty useful.

4. As a general rule, Static would be more of a 'stay in the car with the rigger and maybe the mage' kind of gal. Heavy use of sprites. Possible?

5. Oh, and "Otaku to Technomancer". I would really love to have that quality. But alas, I'm not sure I even can, without a datajack and 17-20 years of age. I had her get blind and get technomancer powers in puberty first, but I would be willing to change that backstory to get that quality. Still .... not sure even that would be enough.
The only place where I saw a discussion of that was RunnerHub on reddit, where it would be allowed to take that quality.
« Last Edit: <09-04-16/0852:55> by Photon »

Kuirem

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« Reply #1 on: <09-04-16/1051:16> »
1. AR is mostly sight so you lose a lot of information but there is also lots of sounds so you can still perceive some stuff.
2. Your Charisma is your Attack Attribute in the matrix. If you focus mostly on Sleaze action you should be fine without too much of it. You don't really need Reaction though. If you want to raise an attribute raise WIL, that's a really important attribute for Techno because that's your Firewall matrix attribute which mean you resist biofeedback with WIL x 2 and pretty much every defense test will have either WIL or Firewall in them.
3. I'm not a specialist on that but the one that seems good :
  • Puppeter : High FV but your target lose a turn and you can force it to do nasty stuff like Jack Out.
  • Resonnance Spike : When you really need to take something down.
  • Transcendent Grid : Low FV and don't require to be sustained.
  • Resonnance Veil : Really really powerful, like Trid Phantasm the limit is your imagination (and your GM). Give the illusion that GOD is coming for the enemy Hacker and see what happens.
  • Static Veil : Needs to be sustained but it's nice not to worry so much about GOD.
  • Stitches : Can be nice if you rely heavily on Sprites
4. Yup, see the Petnomancer
5. I don't know enough about Otaku to answer but in the end it's all up to your GM since RAW there is no condition.

Photon

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« Reply #2 on: <09-04-16/1522:23> »
Thank you for the answer so far.

I raised WIL to 5 now. REA is 2 again. STR is 1 now.

Maybe I should get a higher Register? The people I played with said it was not worth it. Right now it's at 7 dice with a 1 in the skill. Anything worth to change about it? Maybe get less in Decompiling? Or reduce another skill (or group) to get the whole Tasking group at a high level?
But as I read the petnomancer ... sprites could assist me so much that I could theoretically lose the blindness penalty? Huh, that's interesting!

Most complex forms seem pretty situationally useful. I would slowly try to get most of them.

About sustaining Static Veil: Is the quality "Focused Concentration" good for that (and in general for technos), or do I need a higher level to get anything out of it? Maybe the question should rather be if I even need lvl 3 or if lvl 1 is enough.
« Last Edit: <09-04-16/1537:10> by Photon »

Kuirem

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« Reply #3 on: <09-04-16/1554:53> »
I'm not an expert at Techno so checking some build on the internet should give you more informations than I can about skills you need.

For what I understand Register is pretty good. It's the same as Binding for spirits but for techno the problem of Sprites is that they get an OS score as soon as they are compiled so their time is often much shorter than for Spirits. Registering a Sprite will remove the OS score for the Sprites (until it performs an illegal action) letting you creating Sprites before the mission start without having to worry about them disappearing. It also gives some nice functions like Assist Threading which can be use to throw massive Resonance Spike.

FST_Gemstar

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« Reply #4 on: <09-04-16/2300:05> »
Registering is arguably your most important skill a a technomancer. 

Registered sprites provide a lot of perks to technomancers, and unlike magicians and their spirits, sprites are free to register.

You use registered sprites for:
Adding dice to complex form rolls,
Lets you use task sprite diagnostics power for longer periods,
Lets sprites do longer hacks, which is because each combat turn of hacking costs a sprite service,
lets sprites temporarily sustain complex forms, making diffusion CFs actually helpful. 

Registering is also much more difficult than compiling. Your Resonance 6 technomancer can safely compile Level 6 sprites. You roll Resonance + Compiling vs Level of Sprite. With Resonance 6, any skill in compiling tips the chance of a successful compilation in your favor. Registering, however is Resonance + Registering vs Level of Sprite x 2. This takes a lot more dice to consistently and successfully do. With low Registering, you just aren't going to be able to register higher level sprites that you compile. You may register smaller sprites, but these may be less useful to you. If you have to choose, compiling should be lower than Registering.

Decompiling is rarely ever used. It is rare you are going to come up against an enemy sprite in play. And if you, what is more effective against it would be your own sprites, not decompiling. Move all of that decompiling to Registering. 
« Last Edit: <09-04-16/2341:14> by FST_Gemstar »