Hi!
So my next project with Catalyst, don't expect to see it anytime soon, but it's going to be an oversized PDF supplement entirely for Technomancers. I'm doing it with Dylan Stangel, the guy that wrote the TM rules in Data Trails, so don't worry, it's not "Oh god, they're letting the new girl go nuts, we're doomed." As an additional measure, this thread exists. I don't want it to just be my and his perspective. Expect to see one like it on the official forums too.
What I'm looking for is all the feedback and suggestions you have on Technomancers. Positive, negative, neutral, personal attacks on devs and their writing, whatever you want. Maybe not that last one, but you get the idea. Tell me what works, what doesn't, what you miss, what you want gone, and I'll go through all of this and keep it in mind as I'm developing this book.
I'm not gonna make any promises that every single idea will be incorporated, but I'll read this regularly and keep as much in mind as possible. It would help if you explained why you want this or that, so that I get where you're coming from.
It wouldn't bother me if technomancers weren't a thing anymore.
And you should feel free to go nuts.
In all honesty, Paragons, Streams, and some of the old echos (like Mesh Reality) I'd like to see official for SR5. There's more that I'd like, but I think that ship sailed, wrecked, burned, and sank during alpha testing of SR5's core.
Something I don't miss, and I feel should be left dead, extinct, and retconned into never having existed: technocritters.
general consensus from what i've seen: technomancers are a more expensive method of accomplishing the same goal less effectively than can be accomplished with a decker.
there is opportunity cost in that you pay extra for resonance, and require more skills to be a technomancer. but you can't reconfigure your deck, and can't run programs (which are awesome), and your living person stats are generally not as good in the first place as can be gained from decking even if you couldn't swap them out. damage taken to your living person applies a penalty to your dice pools immediately (as well as to your physical actions, since you've taken real damage), while damage to your deck can be repaired cheaply with a few minutes downtime and does not harm your physical actions in any way. plus, you can upgrade through two different resources (nuyen for better deck, programs, and 'ware, karma for skills) as a decker, while technomancers can only do anything remotely similar if they lose resonance.
there is a cost in that you almost never can get enough resources to cover for your generally poor attributes in the physical world with 'ware, even if you ignore the fact that resonance is tied to essence. fading values are generally high enough that your one special thing can't be used often, and are generally seen as less impactful than spells which have less drain, don't leave you screwed over in the meat world, and cost fewer chargen resources (you can get a bunch of spells in chargen, but not nearly as many complex forms). also, while not being matrix actions is good in some ways (don't generate OS), it is bad in that things which benefit matrix actions do nothing for complex forms.
next you add in that their best abilities generally don't even help themselves, but are actually more about supporting others you could use them to support yourself, but even with your best buffs you won't be as good as the other members of the team are without buffs.
the only build that is accepted as somewhat competitive is calling "pets" (sprites) to do your bidding, and even that costs so much that you're going to be incredibly weak outside of the matrix, plus it basically takes away all your downtime because you're going to spend hours per sprite registering, and hours per sprite resting (days if you take any physical damage).
a lot of the problems could be solved with some fairly simple errata (lower most CF fading codes, reduce priority level required to be a TM wouldn't do anything to make them better at decking, but it would at least mean they don't have to pay so much to be bad at decking). but that's probably beyond the scope of the e-book (and lies firmly in the hands of the senior management, and i fully expect it to not happen, so don't worry... it's not your fault, and i don't blame you for it). it could also be fixed with some not-very-simple errata (rebuilding them from the ground up to be more effective at what they do). that's probably beyond the scope of this edition.
technomancers got double nerfed relative to 4e (they used to cost a ton to build, but were really good at what they do... now they aren't very good at what they do, and they cost even more). remove one or the other (so that they are either really good at what they do, or not cripplingly expensive for what they do) and they'll become much more reasonable.
as to what we want from the e-book... probably a few updates of SR4 material, mostly. i wouldn't worry about fixing technomancers, though. that simply isn't something you're going to accomplish with an e-book unless you basically invalidate most of what is written about technomancers in the core book, and i doubt that's something they're looking for you to do. so update what you can without breaking anything, look for new and interesting things you can add to the game, and be happy with what you can do.
This is way beyond what you would be able to do in an e-book, but I'm dropping a link to Abschalten's Technomancer Redux v1.0 (PDF File) where the technomancer is completely redone, with build mechanics vaguely resembling an Adept/Mystic Adept. I thought it was one of the best takes I had seen on it. Just to help you situate yourself outside of the box. ![]()
https://img.4plebs.org/boards/tg/image/1424/73/1424738174542.pdf
Oh wow, I didn't think that document had made any traction at all. And I had become so disillusioned with 5e shortly thereafter that I never bothered to update it.
But yeah, feel free to pillage ideas from that document. I had half-meant it to be ideas for future developers anyway.
At First I want to thank You for giving aus a Chance to participate in this Brainstorming ![]()
(not every Freelancer does that.It takes some Chuzpe because some People will be Haters no matter what you do )
So KUDOs from Me ![]()
I would like you to get a good Grip on what a Technomancer is and what he can do, and what not !
I would like You to read the Emergence Book from 4th Edition
( lots of Mistakes happen because the Authors don't have the needed Background)
Oh, and to get in contact with the German Freelancers .
If You want to I can ask them to start a similar Thread in Germany and filter the Ideas from these Threads for You
Hough!
Medicineman
Sometimes "Oh god, they're letting the new girl go nuts, we're doomed." can be a good thing if it can shake something from the tree that works.
And we definitely appreciate your reaching out to pick the collective brains here, so thank you for this opportunity.
Sadly TM is not really my area of expertise, so can not give much in way of ideas/advice relevant to TMs, but there are plenty here who are.
One thing I might suggest when fine tuning your rules is create your own additional pool of playtesters with a mix of pros and novices, or folks who play different styles. While the main pool of playtesters have their place, sometimes they get into a rut of how they play or they may blast through a section because they 'know' how things are meant to work where a novice might ask is this really how things are supposed to work and a player who does things maybe more Mohawk than Trenchcoat might run into different applications of those rules.
Grenades are a good example of this. While it was said to have been heavily playtested and approved in the new no dodge form with no real problems seen with it as written, when it hit tables at the cons several GMs had to houserule in some kind of a dodge so as to avoid TPK because the grenades were readily available and maybe someone did not take this into account, assuming that grenades would only be used rarely because that just was how their particular groups played.
And don't get me wrong, they should be nasty- that is what they are designed to be and only moving away from one or otherwise taking cover should be your only options, but grenades are such a staple item at times that as they are written why would you use anything else if you got the space to avoid your own blastzone? Sure there is social stigma attached to being a mad dog bomber and how you go to the top of the most wanted lists, but that loses a bit of its punch when you remember we as shadowrunners are largely already a criminal/terrorist by definition.
But if this issue had been better addressed during playtesting we would still have the no normal dodge as that certaionly fits, but then they would have rolled out the 'Run for your Life' Interrupt action and it's cousins right from the start.
Although I might have adjusted the whole 'can use any amount of available Movement to move away from the incoming attack' down just a little bit as it basically just feeds the whole teleport move feel otherwise, but that is another issue for playtesting to discuss. ![]()
In any case we wish you well in this venture and look forward to it's release.
Well. What I'd like to see is a definite call on the origins of technomancy. As is, there are two mutually exclusive concepts - "Matrix Magic" as per early SR4, which basically concludes technomancy is a form of magic, and AI genesis, as per the Otaku and late SR3 (which already had adult otaku, such as Ronin, Grid Reaper, Hitomi Shiawase). I'd like to see someone unify them (something along the lines of the Deep Matrix maybe? Which could be tied to what 'mancers experience as Deep Resonance?).
Also, please try and find a way to make the background of AI work - to me it looks like SR4's initial idea was a story very much like Sprawl Trilogy's backstory (Neuromancer, Biochips, Mona Lisa Overdrive) - AI merge, generate a singularity and then shatter into bazillions of smaller AI because reasons. Then the idea of Matrix Magic was introduced, and Paragons were written up who were both "hacker guides" like Biochips' Loa, and at the same time Magix Patrons, and whether or not AI are beings of resonance, Unwired and Runners' Companion were totally at odds. It's quite the gordian knot, so ... try and have fun with that, maybe?
Also, if you could sneak something in to let Technomancers offset Resonance loss due to Essence loss, similar to the way Mages used to be able to offset Magic loss via Geasa, it'd be awesome.
It's a crap mechanic anyway, there's no reason in the world that someone who can manipulate technology with their brain should react badly to being more attached to it.
It's an attempt to balance the mage-like mechanics of 'mancers, to avoid them becoming "mages without the flaws". I do agree it's not exactly covered by in-game logic, unless you subscribe to technomancy as a type of magic, as SR4 did for some time.
In SR4 I never had the feel of technomancers being "matrix magicians" but more like someone whose brain doubled as a commlink.
Come SR5, they feel like they really are "matrix magicians" with their own special brand of magic that only works in the matrix (as opposed to true magicians who can work magic in meatspace, astral space, and beyond).
Hey we are a lot more compatable then say Dresden style magicking that frags up local electronics.
My biggest problem (besides what has already been mentioned) is that you are so helpless in meat space. Technomancers need pretty much every mental attribute to be high, and even with attributes priority A or B, they are pretty physically crippled.
Even worse, technomancers are the ONLY archetype without any way to increase their initiative. Mages can cast a spell. Adepts have a power for it. Everyone else can get cyberware and bioware without crippling their primary function. Technomancers are stuck with one initiative pass and going last, always.
As far as things that would help bring technomancers to a more playable state:
-Introduce some method of obtaining reasonable initiative compared to the rest of the group and the enemies trying to kill you.
-Mesh Reality echo, at the very least allowing you to have your one initiative pass, and then spend a couple more hacking and supporting with matrix actions in a firefight.
-Introduce some ways to lower fading. Right now complex forms are something you can do once and then have to go sleep it off. I feel like a bumblebee. Adding an echo to resist fading, or widgets, or traits... all of this would help! Something like a mage's fetish, that could lower the fade code of a complex form would also help.
-Technomancer-friendly custom cyberware would be really neat! Having a cyberlimb that I could put a machine sprite in and run diagnostics would be great if it didn't cripple me as a technomancer.
As a Techno, or mage for that matter, wanting a few extra passes you should look into getting a rating 2 Synaptic Booster for the +2 Reaction/ +2d6 Init all for the Essence friendly price of 1, which still knocks your MAG/RES but is a pretty good trade off.
Let's start with the positive for a change: 5th Edition is the first time technos are capable of doing truly unique things by default. It always rubbed me the wrong way that all the mysterious children of the matrix effectively did was emulating mundane users, until they went through a couple of submersions. The problem is that 5th edition ended up at the opposite extreme: All the bread and butter stuff they used to be able to do without effort (emulating programs) is missing entirely.
So where previously we had mages who could only cast spells acting like firearms in every way until the initiated, now we have D&D mages who can't use ordinary weapons. Except that D&D mages don't kill themselves if they let off one or two spells, whereas for TMs the ridiculous fading DVs turn the thing they can do into an elaborate kind of suicide.
TL;DR
- Fix the fading
- Let them use/emulate programs
- Bring back Dronomancers
For things which go above fixing TMs, I'd like to see some kind of adult otaku, who can accept cyberware but in return get more restricted abilities -- or maybe a different set altogether, like adepts vs. mages. It might even save some old otaku from the treatment Puck and now Pax got, i.e. reintroduced as TMs but magically missing all their cyber and with a full Essence refill.
Oh, and while we are talking about otaku: Bring back Daemons, pretty please?
Honestly, you have your work cut out for you. The technomancer fanbois won't accept anything that doesn't make the hacker totally redundant and it's not far off that now anyway.
Just make them go away. Crash 7.0 killed them all. yeah, that'll work!
No? Well I guess the only other option is to continue making them some kind of specialised entity. I'd keep the restrictions from other sources of magic or cyber but perhaps beef up the living persona.
Maybe they could manipulate non-wireless devices? That would be cool and would make wireless on/off less of an issue. Might as well have it on when half the threats out there can hack it anyway, and it would actually be explainable with 'Magic' which seems to be a major blocker for the simulationists accepting Deckers atm.
I would not call requiring 5 Hits on an Assensing Roll an "instant identification."
In all the years we had a Technomancer in 4th Edition, almost no mages identified him as such. It was really, really rare for them to obtain the requisite 5 hits required to do so.
And this is why we can't have nice things....
Comparing a TM to a Decker aside, the biggest issue with a TM is Fading when using any sort of complex form. TMs are pretty much boned when doing any type of high level threading. They should have some Submergance powers similar to Metamagics like Centering that allows them to resist fading more efficiently. They should also have some complex forms similar to some magic counter parts that had a L-3 or L-6 code.
Guys , can we get back to Topic Please ?
I always compared a TM to a Decker like a Mystical Adept to a Streetsam.
The Streetsam or Decker is better, more impressive at the Start because they can get big Boosts to Attributes ,Ini and Skills with the Help of 'ware (Deck & Progs)
whereas the Mystical Adept ( TM) starts lower in Abilities but over the Time (and with lots of Karma ) they can become more Awesome, gain more and diverse Abilities ( the Myst Adept with initiation, the TM with Immersion)AND they can get Spirits (Sprites) to help them out.
At least that was my Impression in SR4A .
I would like to have the same Developement again in SR5.
I haven't played a TM in 5th ed, so I have no personal experience, but from what I read in the Forums, the TMs..... get the Short Stick now .
This might be OK, if they hav a chance to get more important Abilities / to become more versatile later on
with a Long Shot Dance
Medicineman
Precisely. Which is why I'd like to see a definite ruling here.
And no, please not as a new track of super-magic, complete with Whiter Men from Mars. SR2 was bad enough, no need to go down that rabbit hole again.
1) Resonance Patches (or some other name): bits of resonance code that Technomancers can integrate into their Living Personas. They are similar to, but different than, cyberprograms. It costs a little bit of Karma to know a Patch, and you can only use a few at once (maybe echoes make it possible to use more). They do not require submersion to pickup. New Technomancer characters can have them. Look at the really important things that Cyberprograms do and make sure those are addressed.
2) One (probably popular) Resonance Patch should provide a way to reduce Fading. It might do this through reducing Fade values, by providing a bonus to resist fading, or through some other mechanics (like a pool of point that can be spent to reduce fade damage taken, but requires a rest to replenish). Depending on mechanics chosen, you could easily have two Patches here, one for Complex Forms, and one for Sprites. This would further develop the divide in specializations between Technomancers and "Technoshamans."
3) Maybe a complex form called "Overwrite Ownership." With it a Technomancer can temporarily make themselves the owner of a Device. While the Form is active, they become the device's owner, and can use it like any other device. When the form ends, it reverts back to its original owner. This setup prevents the Technomancer from transferring ownership while in charge, but it's also an ultimate hacker move, as ownership is more powerful than having three (illegal) marks on a device. Note, this form does not remove or change marks (including not putting marks on masters when used on slaves. Hell, it probably knocks things out of a WAN/PAN when active.) Note it doesn't work on Hosts. Note that it doesn't work on Personas (which means it doesn't work on Decks while a Hacker is using them or vehicles while a rigger is jumped into them.) For balance purposes, it might also automatically trigger an alert to the "real" owner when successfully cast on a target, so using this to get a locked door to open on a run will draw the Spider's attention. This is exactly the kind of crazy power that plays into the Corp narrative of technomancers being dangerous/criminals. It's a very potent ability, but it might put Technomancers back on the map for hacking... it makes them good at dealing with devices while Deckers are still better at deal with hosts. If the device is knocked off-line (reboots or is toggled to off-line mode) the complex form ends. I expect that it would carry a high Fade value compared to Puppeteer?
NOTE: As of Data Trails, ownership manipulation is now something AI characters can do (on limited targets) so an ability like this isn't completely nuts.
A more limited concept might be a complex form that scrambles ownership while active. Such a power would make the target device useless to it's owner while active.
4) Complex Forms that allow a Technomancer to enhance their own matrix traits (instead of the exiting ones that target other device they can't use for their Living Persona.) Possibly allow it to work on any living persona, and maybe even Sprites? This would be a big help to making Technomancers on par with Deck users.
4) I was disappointed to see Machine Sprites aren't any good at using devices. Their Diagnostic power is helpful for gaining limit and dice pool bonuses, but they have no skills or powers associated with controlling vehicles or using gunnery. How about a new Sprite that's more useful at operating vehicles and drones? Drone Sprite, or Pilot Sprite, or Rigger Sprite, or Jacker Sprite?
5) Clarification on how a Technomancer can gain a Direct Connection to a device, one of the key ways a Shadowrun hacker gains access to host systems. Yes, Data Trails gives technomancers the Touch-Link echo now, but that still requires subversion first. Can a Technomancer use trodes/data jack with their living persona to get a direct link?
6) Linked to #5, consider a Complex Form that allows a Technomancer to enter a Host system. It doesn't provide a Mark, making the technomancer stand out as not where they belong to anyone that inspects them (IC or Spiders) but it also doesn't risk alarm. You're either in or your not, and you take fading either way.
7) Maybe I missed this in Data Trails, but an Echo, "Patch" (see #1), or Complex Form (or multiple) that provides RCC abilities for a technomancer. Specifically the ability to control and rapidly jump through drones, and the ability to share Autosofts. Rapid jumping/control might be a patch, but the autosoft thing might need to be an Echo similar to the Echo ability to use Skillsofts.
Many thing were said, most of the old stuff are missing right now! And THAT is unacceptable, and the rules are buggy as well!
The main problem I see is the Databomb! Databombs are an instant killer of all Technomancers, they do way to much damage, and the only trick in SR4A to survive a databomb explosion was the Cascarde power... that option do not exist anymore, and it was a f**k-up move!
A better solution is needed, really bad! Some sort of anti-databomb-form or -echo. Maybe an option to get a Matrix Condition Monitor for them or reducing the Damage of the databomb. Mainly a sentence like: "Matrix Damage do not overflow, if the Stun Damage Track is filled, the TM will be unconscious and kicked out off the Matrix (Dumpshock included)." If you think that is not a problem, make a test run and try to defend against a databomb (a Rating 2 databomb can make 12 DV, a Rating 6 form 6 to 36 DV, it is seriously to f**king much!)
The second thing I recognized was, there is no mentioning of the effect of spellcasting attribute spells on TMs, in previous Editions there was a sentence along with it. Why is that, why is it gone?
The next thing, since TM have to cast ever complex form every time, we need something like foci to ease their pain...
I don't know if the designer/authors of that idea really thought through, but TMs aren't Magicians and they need their complex forms far more often than Magicians need their spells casted. It is like a magican is always casting a couple of spells and every damage they get is stun... but for magic characters there are many ways to deal with drain... for TM there isn't...
Greetings
UV
So don't open anything suspicious without thoroughly checking it out maybe?
I've been thinking this whole topic over while trying to read through Data Trails (there never seems to be enough time), and the biggest things that annoy me with my TM character aren't necessarily things that can easily be fixed based on how intractable the devs have been so far on reducing Fading costs. If we're to be expected to accept that the original Fading values for Forms are never going to change, then maybe give me a in-world *reason* why it's so damn hard for TMs to actually influence the Matrix now. This may be a tall order (considering that the whole Foundation bit seems to imply that the Resonance is involved somewhere in the underlying programming of the new Matrix), but even something like a page or two going on about how the Corps responded to the "public concerns" about the "technomancer threat" and researched (unspoken: through capture/torture of TMs) ways to ensure that the "new" Matrix would be 99.99% Technomancer-Free™. Heck, that even leaves an opening for making "new" Forms with lower Fading values by way of saying that TMs have spent their time since Matrix 3: Electric Bumblebee came out trying to find ways to work around what GOD and the Corps did to lock them out. It could be like that cool "new" Echo MMRI ("all the functionality of Mind over Machine, with none of the ambiguity!").
Maybe a Form that allows you to make a test against the Device Rating of something, with the net hits being the number of Marks that you can be assumed to have for non-Attack tests against that target as long as you sustain it (or even a one-shot deal). There could even be something where if you get a ridiculous number of hits or the target glitches that you are considered the owner for a short while (not long enough to transfer ownership).
There needs to be some sort of Centering equivalent for TMs, though preferably not an Echo (since Echoes are a pretty limited resource considering how many quality-of-life functions end up as Echoes). Maybe an advanced Sprite power or something.
One big gripe that I have with Data Trails is the inclusion of the Multidimensional Coprocessor. Say what you will about the inability of TMs to get any sort of Initiative boosts without risking their Resonance (yeah, yeah, Lightning Reflexes), at least I knew that only my Submerged TM was getting to add FIVE dice to his initiative roll (when in VR) while even the chromest of the chrome was limited to four. PSYCH! It cost *me* 13+ Karma to get that fifth die, but Johnny Decker just needed 1400
and a call to a semi-competent fixer. (Not sure what you can do to offset that; maybe just bake it into Submersion as a benefit or something).
In the end, I just want Technomancers to feel like a character that I don't need to wait until I've spent 150+ Karma to be semi-decent when I'm pushing the limit using Edge compared to a brand-new Decker. (This may be oversimplifying it a bit, but you get the point).
I agree with most of the posts on how Technomancers need to have some way for them to be strong enough to be viable at character creation outside of just being a Digimon tamer. The easiest way would most likely be a good selection of TM specific qualities, both positive and negative, that help them out, especially stuff that makes drain resist a bit easier so that maxed out Will and even RES aren't such a must if you want to do more than one complex form a fight. Right now I think sprites are probably fine, though one or two that work well with drones would be cool to make the droneomancer more viable from the start, then able to get stronger with echos that already exist. Another thing I have kind of a problem with, and something I have a problem with in any rules system, is how ambiguous some of their abilities are, and not just in the fluff which is fine, but like Resonance Veil; that power gives literally no concrete rule on what it does, just that it does "something" which leaves it to GMs for it to either be busted as hell or totally worthless. Since it says illusion in the description then it's possible to take it that whatever is thought to be happening doesn't actually happen, but that still leaves out what it does; what has happened in the matrix? Can it replicate matrix actions, or does it just look like something is happening. Right now I'm running it in my game under the assumption if it goes through, then the device believes say you have your mark on it or it on you, that kind of stuff, but it's still somewhat oddly worded.
Something I actually just thought of while looking up Resonance Veil and seeing Tattletale, which isn't all that useful, would maybe be an upgraded version that maybe requires submergence to do, is one that lets the TM give someone an OS when they otherwise wouldn't; obviously not a host, but like giving the security spider or a g-man an OS then forcing convergence on them would be a neat, subversive kind of ability for them, and would make OS more relevant to the players as something other than a thing they don't want, and know most opponents won't ever have to worry about depending on the game.
So. I realized something over the weekend, thinking about game mechanics, particularly those related to stealth games.
Part of this relates back to http://www.gridsagegames.com/cogmind/ and some of the blog entries talking about information warfare and stealth.
And I finally made the connection:
A hacker being able to load up every program and hit the matrix with whatever he will and might need means that he makes no decisions about how to approach attacking a target: Stealthed until seen, then attacking whatever spots you, remaining behind stealth. Repeat.
So we have the following meta:
1) Stealth to the max, all the time, every time
2) Exploit to the max, all the time, every time
3) Spoof, edit, data search, analyze, etc. decent
4) Attack, armor, data bomb, etc. ignored (but still present; e.g. rating 3ish)
You end up with http://ravenperez.com/wp-content/uploads/2013/05/heavyarmorninjagrey.jpg. That is: You have all of the stealth capabilities of a ninja, all of the defensive abilities of a brick wall, and all of the offensive capabilities of a nuke (where money can be afforded) without any downsides (mechanics not withstanding: just because the roll came out bad doesn't mean you were weak: you were still tromping around with Rating 8 programs).
And I know I'm probably going to get flamed for this, but...
Bring back program limits. If a hacker can only have so many loaded programs at once, and can switch between program loadouts with a complex? action ("Shit I was spotted, drop stealth and bring weapons and shields online!") then there's an opportunity for a Technomancer's threading ability to shine: He always has every possible action at his finger tips ready to go...but he can only do one at a time (with complex forms being the "active set" of tools he always has available). It lets the TM get spotted through his Stealth, take a shot at the IC, and "dive for cover" while he reconfigures his active set. The Hacker can't take that pot-shot, but will have more options available to switch to.
Fading also needs to change. I'd personally put it as some future penalty, e.g. "You get the complex form now, but in 5 minutes you take 2 stun" kind of thing instead of an immediate penalty. More like adrenaline pumps, mechanically, than spells. Spell drain is clearly intended for "small benefits all day, orbial nukes once...at a cost" while Threading feels like something that needs to happen frequently, but not all the time. More like a "get out of jail free" card: spend it now, take a penalty later. And the more you spend, the bigger and sooner those penalties come, so you'd best get going while the going's easy.
(Also the biofeedback nature of matrix damage on the TM is bollocks. Hackers get programs and a buffer and a program to heal that damage, Technos take it immediately, don't get the "biofeedback resitance" roll on it,* and it hurts their meat parts).
*Nope sorry, that's only on actual biofeedback. From Black IC. The special attack. Matrix damage that hurts your meatbrain doesn't count!
note that the only part of the technomancer's toolbox that is considered even remotely viable (ie spamming sprites all over the place) is the one part that doesn't have fading values ~4 points higher than spellcasting values. and even when you focus hard on that thing, the technomancer is still not remotely as powerful as a mage.
never mind that the mage also has tools to be useful in meatspace, and contrary to what the devs believe, forcing gear to be on the matrix for no clear reason does not give the technomancer (or the hacker) a useful way to constribute in meatspace (on the other hand, all the other things that already were on the matrix could be worthwhile... i could care less if the hacker takes out some chump security guard's goggles. i want the bloody door that's keeping me from getting away from those security guards, and more importantly the HTR team that is on its way, to be open).
I think that what's really important to consider is the basic question:
- Does the game need Technomancers?
or, assuming you can't answer "no"
- What do Technomancers bring to the game?
Once you've answered this question, you should be able to get an idea of what they should be able to do, or not, and maybe how.
To me, Technomancers add a nice fluff layer, allowing the Matrix to be a stranger world. But if it's just it, then they should just follow decker's rules, with a few changes for the sake of fluff, the way Shamanist use Hermetist rules with a few changes for the sake of fluff. Maybe a better comparison would be adepts to streetsam: same combat rules, similar perks, just a different way to access and improve them.
Another thing I could see technomancer add is a "easier" way for players who want to do things in the Matrix but are put off by the whole technical aspect. In that case, Technomancers could be a "lite" version of the decker. They can do stuff in the Matrix, but don't have to worry about programs, hardware and all technical details. In SR4 terms (I don't know SR5 enough to judge), that would mean replacing all the concepts of programs/matrix actions/etc. with a set of "spells" similar to mage spells with simple and specific effects "Crash", "Prevent alarms", "Confuse people", "Intercept comms", etc.
@Abschalten: You'd obviously need to cut on the dice rolls (and it is generally speaking something that should be applied to many areas of Shadowrun, especially the Matrix). The idea is not that the TM would cast "spells" for all Matrix actions, but that the TM would have access to "spells" that would abstract all the hacking parts.
Doing the research in the public library would just require casting one "Datamining" techno-spell. In my examples, "prevent alarms" would be a sustained spell that would apply on all system near the TM (in the physical world if in AR or in the Matrix if in VR), no worries about accessing nodes, using exploit, deleting logs, etc.
Hacker needs fewer rolls as well. If a mage can open a blocked door with one spell, maybe two (Shape [Material]), the street sam can do it in one or two shots from a shotgun (with breeching ammo) why does it take two hundred and forty-seven for a hacker? Brute force entry into the system, avoid IC, search the network for the right node, spoof some commands/whatever, get spotted, fight some IC, log out...
This should have become painfully obvious when they did that short little piece for SR4A showing a hacker taking control of a drone, narrating it in-character and showing the rolls ooc. Took six god damn pages and they stopped giving a shit around page 4 and just fudged it so they could be done with the stupid exercise.
Well...
Blowing a hole in a door takes a second or two...
Picking the lock and disabling the alarm on that same door could take upwards of minutes.
Hacking falls somewhere in between. ![]()
And btw... why are you Brute Forcing the system? Many of the rolls you take after that are because you did just that. With a Sleaze, you don't need to avoid the IC immediately, you search the network (1 Action - which potentially nets you the door and the AID of the Spider on the system; 1 question per net on the Perception test), and then you spoof the device (1 Action) and done. You MAY need to avoid the Spider after the fact, but that is not a forgone conclusion. Hide after the Spoof and continue to ride the network.
Hello everybody.
On the german board I postet the concept of creating gadgets: Personalized gear for Technomancers to give them something they can spend their nuyen for and improve their stats (but don't get overpowered). Maybe you can find something useful.
The central ideas are:
- Gadgets are physical objects made of electronic components, which deliver an anchor for a quite unstable resonance-construct.
- Gadgets must be constructed by the Technomancer who wants to use it, using his hardware and software-skill (and facing fade).
- Like Foki they have to be activated to work.
- Unlike Foki you don't have to spend Karma on them.
- Gadgets an quite instable so there is a chance of breaking the Gadget when activating it.
- Gadgets appear as icons slaved to the living persona and can be attacked in matrix combat (if they get hit, they are deactivated an need some time to recover.)
- The Number of Gadgets you can bind to your persona is limited: Similar to adepts a technomancer gets an amount of synchronization-points (SP) equal to his resonance.
- Each Gadget needs some SP to be synchronized with the living persona.
- Nuyen an SP costs are different for each gadget. Some Gadgets have levels to increase the effect, but this also increases the amount of nuyen an SP you have to pay for. If not limited by the gadget itself the max. level for a gadget is 1+Submersion grade.
- The number of active gadgets you can obtain is equal to [Resonance]/2.
- If a gadget is destroyed (by an enemy or yourself) you get the SP back, the nuyen are lost.
Gadget example:
Adapter
0,25 SP per level
500 ¥ per level
Allows the technomancer to act as master to a number of devices not higher then level x5 or [Resonance] x3.
The whole text can be found here (because I'm not used to write in english ;-D ):
http://www.foren.pegasus.de/foren/topic/24644-gadgets-neue-spielzeuge-für-technomancer/
Maybe they could be called, I don't know, "Widgets," or something like that...
The idea is similar to Widgets. The difference is that they are physical devices you can craft one day and use it later. Also I created some new effects different to the SR4a Widgets.
The ingame backround is that the new protocols prevent technomancers from using widgets so that they developed gadgets.
i'd prefer if the gadget had a chance of failing after a certain length of use (or when deactivated but have activation last only a limited time) rather than when you turn it on. breaking when you try to activate it makes them too unreliable. you should be able to use them at least once, imo.
ah, well, so long as it works at least once, that's fine.
Ah, I was wrong; had to locate the right book and then the right passage, took me a bit (which included running to the store for milk and bread).
It's when the item is used and the user fails their task does the "Mortality" pool increases. The mortality is rolled before (a success means the item takes 1 damage) and the item is used normally (unless it is completely destroyed, and repairs are allowed). So yeah, you still get several uses out of it, even if you're unlucky.
Steal the rules for FOCI from the magic section and make Technomancer versions to give them an overall power boost. Steal the rules for Physads to give TM's more overall power.
Have TM's have at least 3 potential paths of power
1-sprite herder
2-mage(using complex forms almost exclusively to do things deckers CANNOT do while avoiding GOD)
3-being 1 trick ponies that are better than deckers at 1-2 tasks but worse at all the rest
echos that allow TM's to provide matrix overwatch
LOOT the Adepts Ways from the magic book, make sure that a rigging build is possible out of chargen.
general notes:
CLEARLY separate fluff from game rules. Have all the fluff you want about whatever, but clearly label EXACTLY what everything does, don't be vague about any game effect. Be vague about origins, and how it works but not what it does.
Include examples of play. You may think your explanations are clear cut, they are not, include examples.
Make sure everything DOES something. There are a ton of qualities that DON'T DO ANYTHING. Like those qualities that give you like +1 die on athletics test made to swim...which cost the same as +1 rank of athletics.
Re-reading my home-made SR system, I've been reminded of this concept I've created for Technomancers that you might be interested in: the resonance field.
The concept is that TM generate some kind of Resonance field that surrounds them and affect the Matrix in their (physical or matrix when in full VR) area. The TM player can decide on one effect he wants this field to have. It's a generic concept like "we're not here", "we're the cleaning team", "what are people saying?" that will affect all Matrix nodes in the area. For example, if the TM pretends that the team is a security team, all cameras around them will see them as a cleaning team and the SIN readers will report that they're the cleaning team.
The resolution mechanics in my rules is pretty different, so I can't be very precise in the system behind it but the field should get a rating depending on a roll or something, and this rating will be the maximum rating of the nodes that will be fooled by the field. Maintaining the field gives negative modifiers similar to maintaining spells.
I think that this ability goes quite well with the "instinctive" aspect of the TM use of the Matrix, as well as with the concept of Resonance, and it's also a good solution for players who play TM because they want to do stuff in the Matrix but are scared by complex rules and gear requirements.
Oops, looks like I've mixed up two examples.
@Tymeaus Jalynsfein: That's my point exactly. I think that many players who play TM do so because they want to do stuff in the Matrix without having to bother with all the gear requirements and all the technical complexity of ha/deckers (which - on the other hand - is something that some ha/decker players truly enjoy). Hence the concept of having TM use lighter rules that are easier to grasp and use.
It does sound interesting and worth taking a look at.
@Ren
I also opened a Thread in the German Pegasus Forum
This thread is now about 10 Pages Thick.
Should I ask for a few condensed & translated Posts
that I could copy and Paste here so that you get some Info and feedback from Germany too ?
HokaHey
Medicineman
for those of You that speak German (and are NOT already in the Pegasus Forum)
Here's the Link
http://www.foren.pegasus.de/foren/topic/24602-technomancer-pdf-brainstorming-thread/
As soon as I get a response from REN I'll give "Green light" for a comprimising and Translation, and when that's finisched I'll transfer it here
HokaHey
Medicineman
You could say vee hav vays of making dem talk.
or post at least.
@ Ren
I just started a new Thread to condense,rinse & repeat our threat at Pegasus, than we'll translate it and I can copy and paste it here .
I hope this'll work out ![]()
HokaHey
Medicineman
OK, this is Some Ideas of new Echoes
put together by some of the Users over at Pegasus and translated by Rolosch:
http://www.foren.pegasus.de/foren/topic/24762-technomancer-pdf-thread-teil-ii-jetzt-gehts-richtig-los/#entry429696
-------------------------------------------------
Tons of text incoming!! Proceed with caution!!
Idea Echo Emulation
dt. Programmslots, I thought emulation fitted better for this Echo than the original Emulation Echo by Zukkel
by Sandorian
Concept Echo that allows TM to emulate programs to close a huge gap between TM and Decker
Proof of Concept Programs - especially with data trails - added a huge gap between TM and Decker. To close this gap the obvious solution is to allow TM to emulate programs.
Pro Easy to handle, this is what complex forms in SR4A had been
Con Makes TM and Decker much more similar, this is what complex forms in SR4A had been so I assume this change was very much intended.
Balancing negative dice pool modifier per emulated program
Alternative Instead of an echo use a sustained complex form, this was how it was solved in SR4A
Idea Sprite Mastership
dt. Sprite-Verbindung/Sprite Meisterschaft
by Zukkel
Concept Echo to increase the amount of unregistered sprites by one per submersion
Proof of Concept There is no similar concept for mages, this is a new and unique idea
Pro The number of sprites is one of the main limits for a TM relying on sprites
Con Very strong
Balancing Instead of one per submersion, the echo can be taken multiple times
Idea One with everything
by Wandler
Concept Echo to share marks with all sprites
Proof of Concept There are sprites without even the possiblity to get marks on non-owned icons, which makes them rather useless for many tasks. This echo could solve that
Pro There are sprites which currently are useless for many tasks where they seem to be intented for because they can not get marks on foreign icons.
Con -
Balancing Share marks only with registered sprites. Another less strong possibility instead of sharing which might be considered too strong it could be possible to "shift" a mark to a target sprite.
Alternative Simply allow TM to share marks by an errata or new "optional rule"
Idea Army of one
by Wandler
Concept Echo to explicitly allow teamwork tests in the matrix by sprites
Proof of Concept It is currently unclear if and how teamwork tests in the matrix work. This is one possibility to adress this problem
Pro Very strong, solves the dice pool differences between TM and decker
Con Very strong, pushes TM into the role of a summoner, definetly requires a ruling on teamwork tests for agents as well!
Balancing Allow teamwork tests only for registered sprites (as a new task)
Alternative Simply allow sprites to participate in teamwork tests by an errata or a new "optional rule"
Idea Paladin Sprite
by Zukkel
Concept Sprite to help with resisting matrix damage with its unique power "Castling", which absorbs the first X of all incoming matrix damage. Sleaze: L, Attack: L+1, Data Processing: L Firewall: L+2
Proof of Concept There is no similar concept for mages, this is a new and unique idea and at best can be compare to the platelet factories
Pro Deals with the problem that TM can only use hot sim VR or AR (they can boost AR ini but it is more difficult for TM than all others)
Con Difficult to balance
Balancing The X absorbed damage
Idea Manipulator Sprite
by Rolosch
Concept Sprite to lower targets matrix attributes with its unique power "reconfiguration". The sprite rolls L*2 vs Data Processing + Firewall. Each X net success allows the sprite to move one point of an attribute to another. The power needs to be sustained and the sprite can not do anything else while sustaining it. Sleaze: L+1,Data Processing: L+3, Attack: L+1, Firewall: L
Proof of Concept There is no similar concept for mages, this is a new and unique idea and at best can be compare to the platelet factories
Pro Deals with the problem that TM can only use hot sim VR or AR (they can boost AR ini but it is more difficult for TM than all others)
Con Possibly to powerful on hosts
Balancing The X of required net success, 1 is likely the best choice, maybe restrict it against hosts
Idea Tsunami
dt. Resonanz Registrierung
by Rolosch
Concept A complex form which allows the TM to get marks on multiple targets with a software+resonance[sleaze] vs firewall+intuition action. Fading: L+3
Proof of Concept Decker can get multiple marks at once against very low targets but this would allow to get one mark on multiple targets.
Pro Likely to be used against IC (multiple targets)
Con Not as easy to identify use cases for this complex form.
Balancing Limit number of targets by resonance/X (e.g. X=2), change fading
Idea Bec du Corbin
dt. Resonanter Code
by Rolosch
Concept A complex form which allows to charge up a dice pool against a single target. The TM rolls resonance+software[level] and gets +1 dice for each/the next following resonance/matrix action in this combat round.
Proof of Concept Similar to aiming for mundane combat
Pro More dice. Similar to aiming.
Con -
Balancing Limited by limits,by fading, by complex form level, by number of actions
Idea Bio/Cyberware Echos
by Nebelkrähe
Concept Further cyberware effects as echos, e.g. sleep regulator, mnenonic enhancer, simrig, smartlink
Proof of Concept Was already done for FFF, Mathematics, MMRI, Biowire
Pro -
Con -
Balancing -
Idea Hidden Signal
by Nebelkrähe
Concept Bonus dice against matrix perception when running silent
Proof of Concept -
Pro -
Con -
Balancing -
Idea Stealth
by Nebelkrähe
Concept Reduce the negative dice pool modifier for running silent by one
Proof of Concept -
Pro -
Con -
Balancing -
Idea Resonance bomb
by Nebelkrähe
Concept Similar to data bombs but more difficult to defuse for non-resonance personas, either by plain dice pool modificator
Proof of Concept Similar to data bombs
Pro -
Con -
Balancing Limit it only to work against TM, make it easier for resonance personas instead
Idea Blur
by Nebelkrähe
Concept Adds a threshold of X for matrix perception against the TM
Proof of Concept -
Pro -
Con -
Balancing variable X, 1 per times echo taken
Idea Self Sustaining Loop
by Nebelkrähe/Wandler/Others
Concept A possiblity to self sustain sustaining complex forms. This could be by the use of an echo, by misusing commlinks/decks as pendant to spell foci or with (registered) sprites
Proof of Concept Spell sustaining foci for mages are very powerful and mages even have multiple ways to achieve those effects
Pro -
Con -
Balancing karma and nuyen cost for the device to sustain the complex form
Idea Komplex Form: Copycat
by Femmex/Others
Concept A complex form that allows the Technomancer to copy a running program of a person they can see in the Matrix by rolling Software+Resonance[Level] v. Firewall+Willpower in the Matrix for X number of combat turns. The target is not aware that this action has been used against it.
Proof of Concept There is no similar concept
Pro Allows a unique way for the technomancer to use programs based on the matrix users around them
Con -
Balancing Vary the Fade value und the number of Combat turns you get per net hit
Idea Komplex Form: Snatcher
by Femmex/Rolosch/Others
Concept Similar to Copycat, snatcher is a complex form that steals the program used by another visible matrix user for X combat turns. The technomancer Rolls Resonance+Software[Level] v. Willpower+Firewall. In this time the slot of the Program is still in use and cannot be assigned a new program.
Proof of Concept There is no similar concept, the closest would be the crash programm action.
Pro A more aggressive version of Copycat more focused on a direct encounter with an enemy Decker.
Con -
Balancing Vary the Fade value und the number of Combat turns you get per net hit
Idea Positive Quality: Submerged Entity (needs to be a Technomancer)
by Rolosch
Concept This character has already gone through the submersion of a technomancer and may start with one of the Echos that do not need multiple submersions or other prerequisites. His natural limit of the Resonance attribute is increased by one, but may not be increased before the start of the game.
Proof of Concept There is no similar concept mages are unable to do something similar.
Pro Allows for a Technomancer to start with things like Skinlink or MMRI to better be able to fill a role like Dronomancer from the start.
Con -
Balancing The amount of karma needed to gain the Quality should either be higher than the submersion and include the costs or be lower but force you to pay the 13 Karma for the submersion seperately to vary the amount of other Qualitys such a character can take.
Idea Echo: Resonance Screech (prerequisite Resonance Scream)
by: Nebelkrähe
Concept: Based on the Echo "Resonance Scream", the Technomancer is able to utilize his deeper understanding gained through multiple submersions to increase the effect of the Resonance scream. TheResonance Screech generates noise equal to 1+Submersion Grade (so at minimum it increases Noise by 3)
Proof of Concept: There are already noise generators and jammers that are more powerfull than the normal Resonance Scream
Pro: This Echo would actually be usable even against targets that specialize in Noise reduction and therefore allow a greater flexibility, since one can decide between this version and the normal 2 noise version as it also affects the Technomancer himself.
Con: May at a point very very far into the career of the technomancer allow him to shut down any actual matrix when used in conjunction with a normal jammer.
Balancing: Maybe make the noise non compatible with the noise of a jammer and maybe change the normal Resonance Scream to this version to make it something more easily accessible without investing a ton of karma.
Idea Echo: Soundless (prerequisite Quiet)
by: Nebelkrähe/Rolosch
Concept: Based on the Echo "Quiet", the Technomancer is able to utilize his deeper understanding gained through multiple submersions to improve on the Effect of Quiet. Soundless reduces noise equal to 1+Submersion Grade (so at minimum it decreases Noise by 3)
Proof of Concept: There are many ways to reduce noise that do not break the game for deckers, but many are very invasive (Datajack+Antannae)
Pro: A viable non invasive method of Noise reduction that is not limited to a target you know the position of and is still capable of being used in a high noise area after sufficient submersions especially for Technomancer that wish to remain "pure"
Con: Could in combination with the invasive methods make even insane amounts of noise a non issue for the Technomancer.
Balancing: Maybe change the normal "Quiet" to this version to make it more accessible. The increased cost of each submersion should provide a sufficient natural cap on this without further interfering as very invasive measures reduce the amount of submersions a character can undertake and therefore also limit the strength of this power.
Idea Echo: Resonant Master
by: Many people
Concept: Allows the Technomancer to achieve a Master-Slave connection with up to Resonance Devices
Proof of Concept: PAN
Pro: Allows the technomancer to be the person that protects the team from matrix threats more easily/directly
Con: A specialised technomancer may achieve Firewell ratings that are almost impenetrable compared to all but the strongest of Decks.
Balancing: A technomancer can easily achieve high Firewall rating by ignoring other stats, therefore the limit of a Firewall that is linked to a technomancer should maybe be tied to his resonance+X.
Idea Echo: Resonant Network
by: Nebelkrähe
Concept: Emulates the effect of a Tak-Net
Proof of Concept: Would be the Echo version of an already existing Equipment
Pro: More support options for the Technomancer
Con: Could easily be seen as way too cheap for such an expensive piece of equipment
Balancing: Maybe make it an advanced echo based on Resonant Master or something else.
Idea Echo: Flexible Persona Upgrade
by: Many people
Concept: Allows for the use of a variable upgrade points that may be placed on any Matrix-Attribute and switched as a free action.
Proof of Concept: Current increase of matrix attributes of the Technomancer and the variable attributes of the Decker
Pro: Allows the technomancer to be more flexible and adjust himself depending on the situation.
Con: Blurs the line between Decker and Technomancer.
Balancing: Maybe force the Technomancer to restart to enact any changes as the Persona is more closely tied to his being in the Matrix than a Deck that was built with that function in mind and limit the maximum amount of points that can ba assigned to one Attribute by X (maybe 2 like the original idea).
Idea Echo: Alignement
by: Femmex
Concept: By aligning himself to the streams of the Resonance, the Technomancers resistance to the backlash of the use of resonant abilities is increased. The Technomancer can add his Submersion-Grade as Bonus dice to any tests to resist Fading.
Proof of Concept: Centering of Mages
Pro: May allow technomancers to better cope with the sometimes insane amounts of Fading that is inflicted through Complex Forms and the compiling of Sprites.
Con: -
Balancing: This Echo should be a no brainer as mages already have something like that even though many of their spells have lower Drain than the Complex forms of Technomancers.
Idea new Action: Improvisation
by: Sandorian
Concept: Through his inherent understanding of the Matrix and its code, the technomancer is able to improvise programs used by mundane Matrix users for a short duration. He declares what program he wishes to improvise, normal programs have a threshhold of 2, cyberprograms have a threshhold of 3 and rolls Resonance+Software. The duration of the improvised program is equal to [1+net hits]*10 minutes. All the rules that apply to Deckers concerning programs also apply to improvised programs used by the technomancer. The maximum amount of improvised programs that can be improvised at the same time is equal to [Logik/2] and as this process is very taxing, the fading damage taken is 3 for normal programs and 4 for cyberprograms both are resisted like normal fading damage. As a resonance action Improvise does not profit of the +2 dice from Hot Sim.
Proof of Concept: Variation of a SR4 concept
Pro: Allows the technomancer to gain some of the essential functions a program provides without needing to spend a ton of karma on something that is worth working in a stuffer shack for a week.
Con: Blurs the line between technomancers and deckers and may be active for too long as the matrix is a fast plane where one rarely stays for longer than a few minutes after the first illegal action
Balancing: Decrease the duration, limit the programs that can be chosen and/or make it a complex form.
Idea new Echo: Controller
by: many people
Concept: Similar to the subconcious connection a normal technomancer has with the matrix, this Echo has allowed the technomancer to achieve a connection to a number of Drones equal to his [Resonance] to, similar to a rigger console, issue them single or group commands as well as jump between them if he is capable of such an action. As the connection is through the resonance itself, the Noise rating that the drones suffer while connected to the Technomancer is reduced by his submersion grade. Because of the deep connection to the technomacner, the drones have the technomancers firewall and data processing, but when a drone is destroyed while linked to a Technomancer he suffers [Body of the Drone/2] (rounded down) unresisted stun damage to reflect the sudden cut in the connection.
Proof of Concept: Rigger console
Pro: Further enhances the Dronomancer to be able to handle not only single drones through rigging but multiple drones without the need of an external piece of tech.
Con: The technomancer is unable to run Autosofts on this "Riggerconsole"
Balancing: Increase feedback damage to increase the risk to the technomancer when using a high amount of drones without guarding them.
Idea for an/a Echo change/new Echo: Compatibility
by: Many
Concept: The Technomancer is able to modify his persona to use 1 normal-/hacking Cyberprogram whose algorithm he was able to replicate, switching between programs that have been replicated is a free action. The Technomancer can replicate any program algorithm provided he has seen it before and spends X karma and 1 day for the process of replication. If he has not seen it, he may roll Software+Resonance, this is a more time consuming action as he has to work out the basic framework of the code by himself and therefore takes 6 days reduced by one day per net hit with a minimum of 2 days. If a Matrix entitiy uses a program that has been replicated by the Technomancer he is instantly aware of that as he knows the subtle effects such a program has to the persona of the user.
Proof of concept: Current Echo[Program]
Pro: Allows the technomancer easier access to essential things like link lock and biofeedback.
Con: Blurs the line for one of the key differences between deckers and technomancers
Balancing: Vary the amount of karma needed for replication (probably 1 karma per program), make it an Echo that can be bought multiple times.
---------------------------------------
Hough!
Medicineman
minor things:
your manipulator sprite proof of concept text got mixed up with the paladin sprite text.
resonance bomb looks like it got cut off.
I suspect self-sustaining loop might be better translated to English as "infinite loop" (a programming term referring to a loop that has no exit conditions)
resonant master probably should say "[resonance] devices" or something like that to clarify that you're using the resonance value, not referring to a theoretical thing called a resonant device.
Very interesting read. The Palidin sprite was an interesting idea though I have to agree, x is a bit high. What about x/
My little contribution is as follows:
Resonance Shards: small bits and pieces of code native to the resonance relms that have, for one reason or another, come to the regular matrix. These pieces of code can be attached to a technomancer and enhance his or her power in some way. Some directly boost the technomancer's connection to the resonance relms, and with it, their power (power foci). Others offer a technomancer the ability to thread more complex forms without spreading themselves too thin (sustaining foci).
This essentially mirrors everything including the ability for players to now go on runs for resomongers (couldn't think of a less drek name for technomancer talismongers) for resonance shards (reagents) to turn into the foci.
Thoughts? Suggestions?
The other thing I would like to see is probably some equivalent for mentor spirits.
Heh, made me think of trying to make up my own rules for "resonance foci" and "resonance fetishes" for technomancers to emulate all of the magical foci & fetishes the awakened have access to.
Oh darn, Ren, I don’t envy you.
The task to balance TM-vs-Decker-vs-BlueTeam is Sisyphos. All the more if you want to try that with a supplement. I got my share of number crunching, testing and tweaking to get my TM playable after 4 to 5 conversion. The cheesy conversion rules were helpful but in the end, even with bonus karma and nuyen, I had to change my character concept. I found only 3 playable builds, the Face, a Face with Technomancer Perk, the Accountant, Sprite summoner and X, and the Decker, a Decker with Technomancer Perk. I picked the decker and made my peace. But I also tested the “Endgame” and the thing is, at one point the Technomancer will still outshine the Decker. They only pushed the necessary karma up to “a shit lot you will probably never reach it go away and play something else”.
And what can I say, balancing a class with a hard cap and karma and nyuen advancement again a class with soft cap and karma only advancement(mostly) is pretty hard. Now throw in different playstyles and reward systems and it is … very, very hard. Alone the fact that as a GM you can pretty easy give and take nuyen but not karma … .
I cannot see how additional goodies can balance the problem. Maybe some optional rules to regulate the TM advancement. Optional Stuff for allegiance to something Big and hopefully friendly, pacts or whatever that gift the TMs a little startup. Something how they can get X as long they do or do not Y. Something a GM can give, a player can earn, but can also can lose. Something that is not paid with karma.
I think you mean "Sisyphean" Stern, and yes I don't think any of us envy this task.
Is it true, that REN is not working for CGL anymore ?
And that Echo & Mirages (the TM PDF) is put to a Stop now ?
HokaHey
Medicineman
Where are you hearing this?
They just put up a http://forums.shadowruntabletop.com/index.php?topic=21535.msg389442#msg389442 on that other forum about the lineup on upcoming books/ ebooks and there was still a TM book in the works.
http://boards.4chan.org/tg/thread/41641848#p41643650
Wow, that is so sad as Ren seemed very keen on it.
Well, we hope Ren at least still pokes their head in here to say hi, if even just to chew the cyberfat or argue with edition was the greatest.
Swallowed by the Foundation.
When Ren posted this, I thought that it contradicted what Bull and Critias said about CLG Policy (which is a stupid Policy IMO).
I guess they're heading to tribunals in this case, because, if they don't, if Ren was only fired, she could speak openly.
I was afraid of thais. In the SR subreddit, I mentioned this thread in one of the comments and someone else, who I believe might have been a freelancer, mentioned how their contracts stipulated they weren't supposed to do that.
I think I just got a freelancer fired
well she had this thread on both here and the shadowgrid and if it really was not supposed to happen one would have thought they would pull it there at least seeing as quite a few freelancers hang out there, but nothing was said at that time indicating it was taboo.
And if they did sack her for that, then maybe they need to rethink their gameplan a bit, because maybe taking feedback from the players is not such a bad thing.
*TJ Shrug™*
mind you, there's some irony in this...
ren came here basically with the assumption she was going into the lion's den... and i'd say was treated reasonably well. i mean, we didn't roll out the red carpet or have a welcome to dumpshock party or anything, but i think she came out pretty unscathed.
turns out it was the people who warned her about us that she had to worry about. go figure.
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