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Moomin
post Feb 27 2009, 05:01 PM
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From: Manchester, England
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I've got a technomancer in my game and he's basically been able to hack just about everything so far without being touched. It's rather annoying for me since I like to be able to get the PCs in danger sometimes and I don't know about him but I'd personally not be enjoying being so untouchable without risk.

There are a few things that I'd like to check we're playing correctly:

1) Hacking
He rolls (Hacking+Exploit) extended test until he has (System+Firewall) hits (normally 10-12 as they're fairly secure systems), with Hacking 4 and Exploit 7 (5+2 for the Codeslinger quality) = 11 Dice Pool so this normally takes 2-3 rolls and doesn't result in a glitch that I could use to get him.

When he enters the system or each time he attempts to hack while hacking on the fly it rolls (System+Firewall)(normally 10-12) on a target of his Stealth. With Stealth 4, normally threaded up to 8-10 this will almost never happen so he gets in undetected.

2) Detection
Once he's in, patrolling IC can check him out periodically and have a better chance of detecting him than the system did since it's an opposed test then but they still fail most of the time. Are there any guidelines on how often an IC would check an icon out? I don't like to do it too often since the IC would be checking every icon in the node and wouldn't come around to his stealthed persona all the time.
I haven't thought that a security hacker would be patrolling the node checking out randon icons incase they are stealthed hackers but would he notice that devices were being accessed and orders issued by an innocuous looking icon that he could then go and inspect?

2) Access Levels
If the technomancer has hacked himself Security or even Admin access (as he usually does since it's only an extra turn rolling dice) does he still need to make tests to lock maglocks, turn off cameras, alter the radio frequencies of a security squad so they can't communicate etc.... or can he just issue the orders as the system believes he is legitimate?

3) Complex Forms
A node can't run a program with a rating higher than it's System. Are the ratings of a technomancer's complex forms limited by the system of the node he is in or by his own System (which equals his Logic) or by neither? Can he exceed the rating he may be limited to by threading (up to resonance x 2 of course)?

Can a complex form be threaded and then further threaded to increase the rating again or if you wanted a better complex form would you have to discard the one you had already throeaded and then thread it again hoping for a better result?

4) Static
A couple of times he has hacked the security node of a building and then trasmitted a loud burst of static through the ear pieces of the security team. How big a distraction do you think this would be? I've been having my security guards roll Willpower against the number of hits he gets on an Edit roll and giving them a penalty for a turn if they fail. I think I might stop this though since they would probably have some kind of audio flare comp installed.
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