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> Technomancers & Cyberware, WHY?!?
runefire32
post Feb 22 2006, 06:21 PM
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I think its the way you're looking at them.

We had deckers. They needed a datajack and a deck to get online. Didn't need the rest of the fancy gear that you're talking about. The other stuff helped but wasn't requrired and it didn't interfere.

Then we had Otaku to, where they needed a datajack but they didn't need a deck...but using a deck actualy limited them. The rest of the stuff acted the same way as with deckers.

Now we have technomancers, who don't need the datajack or 'deck'. And using either one limits them. (Seems like natural progression here) But since technology's advanced to the point where a datajack isn't needed anymore anyways, it shifts into the other gear as well. While it still can posibly help it also limits them, just as the deck limited a otaku. Now the tech that helped the otaku limits them.

Prety much a logical progression... Needs the tech and not limited by it. Doesn't need the tech as much and can be limited by it. Doesn't need the tech at all and is limited by it.

And you can very easily play a otaku become technomancer. You can either make the technomancer with some cyberware. Or you can make a sr3 otaku and use the conversion rules...

Its just not the standard because its a new eddition. And really when you have new players coming in without knowing all about how to twink out a otaku in sr3, there's no reason to add in 'most technomancers should have x y and z and you should probably get this to simulate bieing one and you can only get a much resonance because of it to show you were a old otaku' Yeah that makes no sense to give new players. Infact its a stupid ass idea. No need to confuse people more about the archetype. No need to make things needlessly complicated. I think most of us here are smart enough to go, 'well i want to play a technomancer who's a former otaku...i need to pick up x y and z to fit in with the theme'. Gasp! Its not that hard people...stop crying because they handed you a apple with its skin, and you're mad because they didn't peel it for you.
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emo samurai
post Feb 22 2006, 06:25 PM
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What does everyone think about my houserule? Broken? Broken or not, it seems quite logical. It'll also keep people from upgrading their cyberware, and they'll have to buy it all at SR3 prices.
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Aku
post Feb 22 2006, 06:37 PM
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maybe, since it seems that techno's use some sort ofelectrical field based in the metahuman body, that the addition of cyber impacts the way this field works, not necessarily by "deminishing" it (although, assuming that cyber uses mostly non-conductive materials, it's possible) but more of a re-routing of the way the path flows around the metahuman body?
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Lagomorph
post Feb 22 2006, 08:41 PM
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emo, I would maybe limit it to 2-3 points of ess before they have to start paying. after that, you start cresting the "more machine than man" level of cyber.

I think my own house rule would be to allow TM's to have 1 point of ess spent that doesn't affect their resonance, that way you can still have the cyber jack and eyes, or maybe a logic booster and a sleep regulator or something.
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runefire32
post Feb 22 2006, 08:50 PM
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Why not follow what they say in the conversion rules as close as possible?

QUOTE
Otaku/Technomancers: SR3 otaku become technomancers
in SR4 and start play with a Resonance attribute of
4 or their maximum Resonance attribute due to Essence loss,
which ever is lower. Submersion grades in SR3 carry over to
SR4. For each grade, the technomancer chooses one echo from
the list on p.238. Alternately, the character may sacrifi ce a submersion
grade and increase his Resonance attribute by 1 instead.
Th e Resonance attribute may not exceed 6 + Submersion
Grade – Essence loss (round up). Aft er calculating Resonance,
characters can calculate their Living Persona ratings from the
table on p. 233.
Th e Channels of the otaku no longer exist. Instead,
technomancer characters have access to the Resonance skills
Compiling, Decompiling, and Registering (detailed on pp.
119 and 234)—grouped together as the Tasking skill group.
Technomancers receive a Tasking skill group with a rating equal
to (Charisma + Intuition + Logic + Willpower) ÷ ��4 (round
up). Th e maximum rating for this skill group is 5.
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emo samurai
post Feb 22 2006, 08:54 PM
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That sounds fair.
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fistandantilus4....
post Feb 23 2006, 06:05 AM
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As far as an otaku-turned-technoshaman with cyber, the easiest thing, as Isee it, is simply to say that they have already dealt with the resonance loss due to cyber. If they havea resonance of 5 for example, then in game, they would have been stronger (6) but the cyber reduced it a bit. If they have 6, you have to waive a hand and hit the suspension of disbelief button (assuming you're not already holding it downto play a technomancer) and say that they were at 7 and went to six. There's in in-character knowledge that you have to have submerged to have "resonance rating of 7". So it's really not a problem.
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