I thought i would just post a bare structure of 'wared technomancer that isn't sprite dependent nor uses CFs that can try to hack at a level of a starting decker and not be a physical liability on a run. If someone can make one in priority I'd love to see it, as my attempts are just always short somewhere (skills, resources, or attributes) if I do. This character starts with 58k for gear (nice for a technomancer, maybe even a car!) and 0 karma. Character can save some more essence/cram more 'ware if wanting to start with less nuyen. Of course the character uses cram/psyche to keep up in the meat/AR, to have some defense dice, and boost those "decking" pools.
I would still argue that a similar built decker could be built in Priority and more versatile and with secondary skill options. The character sheet does kind of scream "just barely keeping up". Even though I prefer Sum-to-Ten, that Priority is the Core build format to me is the benchmark for the kinds of characters Shadowrun is built to make. This really isn't one of them, then, though it's the way most GMs/players expect a technomancer to work. I think it demonstrates why technomancers seem lacking/frustrating to lot of folks (I don't think the Priority system lets a technomancer play like this). It also uses a lot from non-core supplements.
Karma spent: 20 on PQs, 10 on Nuyen, 20 on Attributes, -25 on NQs = 0 Remaining
[spoiler]== Info ==
Name: Unnamed Character Alias:
Human Movement: 6/12
Composure: 8
Street Cred: 0 Judge Intentions: 9
Notoriety: 0 Lift/Carry: 5 (30 kg/20 kg)
Public Awareness: 0 Memory: 13
Karma: 0 Nuyen: 58080
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: E(0) - Human
Attributes: B(3) - 20 Attributes
Special: C(2) - Adept, Magician, or Technomancer
Skills: C(2) - 28 Skills/2 Skill Groups
Resources: B(3) - 275,000¥
== Attributes ==
BOD: 3 CHA: 3
AGI: 2 (3) INT: 5 (6)
REA: 4 LOG: 6 (
STR: 2 WIL: 5
EDG: 3 RES: 1
== Derived Attributes ==
Essence: 4.0 Initiative: 9 (10) + 1d6
Physical Damage Track: 11 Rigger Init: 10 + 1d6
Stun Damage Track: 11 Astral Init:
Physical: 4 Matrix AR Init: 10 + 1d6
Mental: 9 Matrix VR Cold Init: 6 + DP + 3d6
Social: 5 Matrix VR Hot Init: 6 + DP + 4d6
Astral: 9
== Active Skills ==
Compiling (Machine) Base: 1 + Karma: 0 = 1 Pool: 2 (4)
Computer (Matrix Perception) Base: 3 + Karma: 0 = 3 Pool: 11 (13)
Con Base: 1 + Karma: 0 = 1 Pool: 4
Disguise Base: 1 + Karma: 0 = 1 Pool: 7
Electronic Warfare Base: 2 + Karma: 0 = 2 Pool: 10
Hacking (Hosts) Base: 6 + Karma: 0 = 6 Pool: 14 (16)
Hardware (Jacking Out) Base: 1 + Karma: 0 = 1 Pool: 9 (11)
Impersonation Base: 1 + Karma: 0 = 1 Pool: 4
Palming Base: 1 + Karma: 0 = 1 Pool: 4
Perception (Visual) Base: 1 + Karma: 0 = 1 Pool: 7 (9)
Performance Base: 1 + Karma: 0 = 1 Pool: 4
Pistols (Semi-Automatics) Base: 2 + Karma: 0 = 2 Pool: 5 (7)
Registering (Machine) Base: 3 + Karma: 0 = 3 Pool: 4 (6)
Sneaking Base: 1 + Karma: 0 = 1 Pool: 4
Software (Data Bombs) Base: 1 + Karma: 0 = 1 Pool: 9 (11)
== Knowledge Skills ==
== Qualities ==
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Biocompatability (Cyberware)
Codeslinger (Hack on the Fly)
Impassive
Jack of All Trades Master of None
Quick Healer
Technomancer
Weak Immune System
== Cyberware/Bioware == (all standard)
Cerebellum Booster Rating 1
Cerebral Booster Rating 2
Muscle Toner Rating 1 (to not be super slow and to buy a sneaking test hit)
Narco
Synthetic Full Arm (AGI 9, STR 3, Physical 5) (Right)
+Armor Rating 2
+Customized Agility Rating 6
+Enhanced Agility Rating 3
+Cyberarm Slide (for a holdout)
Sleep Regulator
== Commlink ==
Living Persona (ATT: 3, SLZ: 6, DP: 8, FWL: 5) [/spoiler]