Build guide
Technomancer (Shadowrun 6th Edition)
The Matrix without a deck: sprites compiled on instinct, complex forms threaded live, and a talent most corps would rather dissect than hire.
The starting sheet
Every number this build starts with. Take it as your own and change anything, nothing here is locked.
Identity
- Metatype
- Human
- Archetype
- Technomancer
- Magic or Resonance
- Technomancer
- Background
- Rides the Matrix with no deck at all, and it frightens people.
Attributes
Core attributes
- Body (BOD)
- 3
- Agility (AGI)
- 3
- Reaction (REA)
- 3
- Strength (STR)
- 2
- Willpower (WIL)
- 5
- Logic (LOG)
- 5
- Intuition (INT)
- 4
- Charisma (CHA)
- 3
Special attributes
- Edge (EDG)
- 3
- Resonance (RES)
- 6
Skills
Combat & physical
- Firearms
- 2
- Athletics
- 2
- Stealth
- 2
- Perception
- 3
Technical
- Electronics
- 5
- Cracking
- 6
Social
- Con
- 2
Magic & Resonance
- Tasking
- 6
Recommended choices
Archetype
Technomancer
Metatype (common fit)
Human
Core Attributes
Resonance + Logic + Willpower
Core Skills
Cracking + Tasking + Electronics
Priorities
- Resonance is your equivalent of a deck's rating. Everything scales off it.
- Willpower absorbs Fading, which is the thing that will actually take you out.
- Tasking for sprites; Cracking for everything you do yourself.
Play tips
- Sprites are the closest thing you have to a second runner. Use them.
- You cannot be disarmed of your deck, but you also cannot replace it if you burn out.
- Keep what you are quiet. Technomancer registries exist, and they are not friendly.