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> Building Better Technomancers, Getting more bang for your BP's
Wiseman
post Sep 13 2006, 03:24 PM
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After running about a dozen games or so, i'm still having problems reconciling TM's in our group.

I've seen a lot of people houseruling the extreme costs of building a technomancer, but I'm having a hard time doing so myself. But as they are, they seem so fragile and one sided, it becomes difficult to integrate them into the game.

Not even considering the background of TM's (which has its own wierd and sometimes difficult to include in the flavor), and ignoring all the unanswered questions that arise when they play. Is it possible to build an effective TM?

Now though similar to mages, they differ in how they purchase the complex forms from how a mage purchases spells. Though it would seem easy to say, it costs 3BP per CF just like mage spells (and ratings are at your resonance), this isn't exactly apples to apples.

Mages learn few spells and pay a price to sustain them. Technomancers learn few forms and sustain them all without penalty, but pay a price to sustain threading of CF's they don't know. So technically TM's "know" every CF, but at the cost of efficiency. Allowing them to spend less BP's to permanently sustain more CF's is like allowing the mage to "Thread" new spells he/she doesn't know.

Hackers with just a little bit of money can learn every program there is at max rating but are required to switch out the currently uploaded or suffer initiative penalties. Rarely do you need to use more than 4-6 programs at once however. And whats more, hackers can benefit from cyber things like control rig which are very useful but heavily penalize TM's (TM riggers in this case) and skillwires (which really make a hacker/cyber character sooooooo much more capable than a non wired individual).

No matter how you make a TM, you tend to run low on BP's and really put bare minimums on a lot of areas to make them at least somewhat effective at what can only be called over-specialization in the matrix. Even then, with the insane karma costs to learn new CF's and submersion and such, your growth potential (though uncapped) is so costly that it takes dozens of runs to catch up with the more versatile and better skilled hacker.

Then coupled with the hackers ability to write his own programs and break copyright, it almost seems too cheap to build and play an effective hacker and too costly to build a very limited TM. Even after numerous game sessions.

The gap between hackers/TM's grows with every new piece of available cyberware or any new programs/agents that they might come out with. And the ratio of nuyen to karma dictates that the hacker will always reach his max potential long long before a TM will even match what the hacker had at creation.

As a GM with both character types in the game, how do I adjust for these large gaps in playability? Do I tell the downtrodden and disheartened techno that he made a bad choice. After looking at his points, there really wasn't much more he could've squeezed out of them and still been considered a hacker at all.

Its beginning to appear that he's more like a mystic adept of the matrix world than a full blown mage. As he can do some things, and some things he can do faster, but mostly he's stuck on the sidelines watching the hacker do everything better, upgrade faster, and ultimately have a lot more fun than he is.

The techno character really likes the flavor of waving his hand at drones and the almost magical feel of how he does things, but is starting to get quieter each game session.

Any advice from other GM's on how to give him his own moments to shine, to show how/where he outstrips the hacker? I know his sprites are powerful, but he feels like his sprites are the ONLY reason to be a TM and he's little more than a summoning shaman with bytes on the brain.



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Slithery D
post Sep 13 2006, 03:52 PM
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Sprites. They are the only powergaming reason to play a TM until you've earned lots and lots of karma. That and because hacking tests that don't rely upon attributes are the devil and should be avoided by all right thinking players.
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Metasigil
post Sep 13 2006, 04:03 PM
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I gotta agree with you on that one Slithery D. I'll admit I haven't looked too hard at the matrix section (I gave up once I relized that hacking cyberware was not clearly described. I want more GitS in my Shadowrun, damn it!) but frankly, it seems like the whole computer use system was put togeather a) for hacking first with little to no consideration for everyday use (Is it just me or is shelling out 50 :nuyen: for the most basic of Edit programs kind of dumb? If my comlink doesn't come with the equivolent of Notepad, somethings gone seriously screwy) and b) just plain kind of weird. Hell, I don't know what you're supose to default to if you have no computer skill, or even if you can.
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deek
post Sep 13 2006, 04:03 PM
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Honestly, all I can comment on is what I do in my own games...and that is not allow TMs as characters. I want them to be really rare, tucked away in the shadow's shadow and I refer to them in-game from time to time, which scares some of my players, but ultimately, the only TM that will make it into my game will be an NPC.

TMs sound like a cool concept, but from everything I have read, I just don't think they are a viable character type...at least in current form.
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deek
post Sep 13 2006, 04:10 PM
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QUOTE (Metasigil)
I gotta agree with you on that one Slithery D. I'll admit I haven't looked too hard at the matrix section (I gave up once I relized that hacking cyberware was not clearly described. I want more GitS in my Shadowrun, damn it!) but frankly, it seems like the whole computer use system was put togeather a) for hacking first with little to no consideration for everyday use (Is it just me or is shelling out 50 :nuyen: for the most basic of Edit programs kind of dumb? If my comlink doesn't come with the equivolent of Notepad, somethings gone seriously screwy) and b) just plain kind of weird. Hell, I don't know what you're supose to default to if you have no computer skill, or even if you can.

Just to quickly reply to this...

I have used Serbitar's option matrix rules and made all matrix actions follow the skill + attribute model. So, matrix perception, which RAW states is Computer + Analyze, actually becomes Computer + Logic, with the Analyze program capping total successes. So, matrix programs start acting similar to a spell's force, which makes things similar and easy to run with. Granted, a Force can be set up to 2 x Magic, whereas I have just begun to give programs a total of Rating + 1 success cap, but it all still works out.

Plus, I have capped successes based on skill rating + 1 as well...it works for our group and seems to fall in line with magic so it is easier for everyone to grasp.

Computer skill default is to Logic, IIRC. So, its just Logic - 1 for defaulting. Granted, the way we play, a defaulted skill can only get a max of one success...
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Lagomorph
post Sep 13 2006, 05:42 PM
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Having made a TM and massaged the spread of points I can make a few pointers for creation, but not for playing as the game in which I'll be playing the TM hasn't started yet. The best I could come up with was to not make a great hacker, but to minimize the expenditure of karma after the game has started.

The first is that CF's might be expensive in character creation, but they're MUCH more expensive in play. Every TM should max their available CFs in both number (Logic X 2) and in rating (max = resonance). The cost of a CF raised to 5 in play is 16, which is nearly the same cost to raise a skill group from 2 to 3, or raise resonance from 4 to 5. The latter costs add dice to many more areas than just that one CF would do.

Skills groups are more expensive than resonance to raise after creation, and equal during creation. So you want to start with your 3 skill groups Hacking, Electronics and Tasking, as high as you can, 3 or 4. Even if you have to drop your resonance a bit to start out, the 25 points to go from 5 to 6 resonance is worth two and a half ratings in skill groups, but after creation to raise 3 skill groups from 3 to 4 would be 60 karma, but raising Resonance from 5 to 6 would be 18 karma. So by building smart you've saved yourself 42 karma!

While you may not be able to start out great, you can start out in a way which will minimize your karma costs in the long term allowing for faster advancement.
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lorechaser
post Sep 13 2006, 05:55 PM
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But really, if the best build advice you can get is "Here's a way to not suck up quite as much karma later on down the road" then there might be an issue....

Luckily, Unwired is coming out soon (for SR values of soon).
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Lagomorph
post Sep 13 2006, 06:06 PM
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QUOTE (lorechaser)
But really, if the best build advice you can get is "Here's a way to not suck up quite as much karma later on down the road" then there might be an issue....

Luckily, Unwired is coming out soon (for SR values of soon).

I agree, in character creation, TM's lose too many points to do what it is they should do, but the rules for creation are layed out. Wiseman was hoping to avoid houseruling, so I gave him what I know about by the book creation since my character the game he'll be in is subject to being by the book as well.

While you can't avoid spending almost all your points on being a TM, you can spend them smartly so you don't have to spend as much karma on it later. That part isn't layed out clearly in the book.

Hopefully Unwired will make a big difference, but I don't think they'll completely rewrite TM character creation, which is basically what TMs need.
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Jaid
post Sep 13 2006, 06:09 PM
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as has been said, pretty much the only way to be a powerhouse with a technomancer is to use sprites like crazy.

personally, i would say certain cyber/bioware is probably worthwhile to the techno (mainly those that boost mental stats, but a control rig can be worthwhile if you plan on doing a lot of rigging). it's a tough choice though, because resonance actually even adds to your ability to resist fading...

generally speaking though, your best bet (in terms of effectiveness) is probably to make sure you can cover the areas your sprites can't, and cover them as best you can (ie max rating CFs), and try to expand from there as it becomes possible with karma.

and with your money, buy yourself some drone swarms... you can always use more drones ;)
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Wiseman
post Sep 13 2006, 07:52 PM
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The min/maxing BP's to plan for karma later is definitely an option, but one our TM doesn't have at this point.

If I'd had told him that if he didn't carefully min/max his build, he'd be sorry, he probably wouldn't have bothered making a TM.

The rules are what they are, and since i'm not really wanting to house rule, it might seem like this is a post going nowhere.

But the reality is i'm looking for some clever options to breathe the RP life back into him (without making it the all Technomancer show), that makes him feel more unique and special despite his less effectiveness compared to the hacker.

In hindsight, maybe it wasn't best to have both a hacker and a TM in the game. Even though the hacker is more hacker/rigger and the TM is more the system buster, the hacker seems to be just as efficient at both with less risk and more options. Yet, we have an adept ninja guy and a street sam and they both seem to think their way is secretly better (as they should feel).

Perhaps only allowing TM NPC's would have been best to perserve the flavor and mystery without sticking someone with the one-legged mule character. But I find it difficult as the TM is/was sold as being just as capable as the hacker in filling the matrix action role, when in reality he isn't even a close second without massive amounts of karma.

Even worse than the initial imbalance is when giving out the rewards, the hacker only mainly cares about the payoff, while the TM hopes for every point of karma there is. Of the two, money is easily the more available (even with careful limits to ensure they don't all have Beta implants and high lifestyles) than karma, and players can even "pool" there nuyen to buy something the group may want the hacker to have, but no one can help the TM.

The hacker is who they ask to protect their commlinks, after all his agents are customizable, don't give any lip, and aren't limited by tasks or bound limits like sprites are. The hacker can copy and install "IC" agents on all the players commlinks no sweat. I guess the TM can too, but what fun is it playing a TM who uses agents and programs to fill in the gaps.

I don't know what the solution is, but the player of the TM isn't really the type to complain, its just written on his face every time the Hacker takes a turn and does something the TM considers astounding or something that would take the TM a lot of karma to work for.

If the gap wasn't so large, I doubt this particular player would even notice, but its palapable enough that after a good ten runs or so that the hacker has all his persona attributes and most programs at rating 6 while the techno is still working on what he considers basic essential CF's to crack a system and one submersion grade.

Do I increase karma (which really just pushes everyone faster), decrease money (which limits everyone more), or just tell the guy to build something else and i'll spot him back the karma to date (since its not really his fault)?

Should I get more into the submersed parts of the matrix to really make him feel like he's in some secret fraternity or create a bad guy TM that he has to track by matrix resonance signatures?

All in all I want to help him enjoy the game he works hard to be a part of, whatever solution is best. I just don't have any idea what the solution is at this point. I've got 5 players, 4 happy, 1 confused.





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Konsaki
post Sep 13 2006, 08:04 PM
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The only reason I figure the devs didnt make buying CFs like spells is...
What happens if your TM buys an assload of CFs and then burns all his Karma to up his submersion and res to 6 and 12 respectively? Yeah thats alot of Karma to spend, but you now have a TM with rank 12 CFs, no matter what they are. That right there is TWICE the max for Hackers and in the realm of OMFG!
But I do agree that the cost is a little high, I am playing a TM in one of the games going on right now on DS.
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Wiseman
post Sep 13 2006, 08:13 PM
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QUOTE
I am playing a TM in one of the games going on right now on DS.


Hows it going for you then? Any tips or tricks I could pass along to the TM? Do you feel your character is balanced during play compared to your other group mates?
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Slithery D
post Sep 13 2006, 08:20 PM
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I think you're really selling sprites short. They can do things that hackers can never do, no matter how good or numerous his programs. Make up some interesting game challenges that go beyond cybercombat or breaching security can be best performed by sprite using their powers. The badassedness of sprites is the reason CFs cost so much - the hacker needs some reason to play.

Find reasons to use Courier and Data sprites. Encourage Machine sprites for wacky rigging experiences. Pump that Resonance up to 6 first thing so you can get them at Rating 6 without physical fading. Roleplay them as having personalities.

Of course, if he wanted "magical" direct hacking, rather than embracing the real advantage of TMs because he didn't understand them at first, he's kind of screwed.
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rangda
post Sep 13 2006, 08:29 PM
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QUOTE
I've seen a lot of people houseruling the extreme costs of building a technomancer, but I'm having a hard time doing so myself. But as they are, they seem so fragile and one sided, it becomes difficult to integrate them into the game.


Our team has a technomancer, hacker, and rigger on it. From what I have seen of technomancers, they are unplayable w/o some house rules as their rules as defined in the rulebook are incomplete. Your group will be left filling in the blanks.

QUOTE
Is it possible to build an effective TM?


From what I have seen in our group (I am not intimately familiar with the matrix rules playing a mage) the TM is hyper specialized but is very, very good at what he does.

Case in point, on our last run he threaded his stealth once to 10 and once to 9, as far as I can tell programs can't go higher than 6, this right away gave him a big edge in hacking a network undetected.

I see him doing a lot of stuff with sprites, hackers can't multitask like a technomancer can with his sprites.

QUOTE
Then coupled with the hackers ability to write his own programs and break copyright, it almost seems too cheap to build and play


This I see as a big lie. Some programs (like spells) have a 3 month interval on the extended test; how in the world are you going to spend 12-18 months writing a piece of software? In our game we get a week or two between runs, this would never get done in our game.

I will say that TM's are even bigger karma whores than mages are; a bit too much IMO. They also seem to suffer from a lack of playability w/o a resonance of 6, which really hurts at chargen and eliminates cyber.
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Wiseman
post Sep 13 2006, 08:42 PM
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QUOTE
I think you're really selling sprites short.


Maybe, though I didn't sell them. But I probably can help the TM focus on this area by making them as colorful and as unusual as they appear. (I.E. roleplay them for him for a bit).

QUOTE
Of course, if he wanted "magical" direct hacking, rather than embracing the real advantage of TMs because he didn't understand them at first, he's kind of screwed.


I do think this is what he intended, but at this point i'm sure he'd be happy just to have an area to move into. Focusing on the relationships of weird AI's tied to the player may be exactly what I was missing the point on. I don't think he has a lot of ranks in Tasking, but least it gives him a solid direction to go that the hacker hasn't already RFID tagged with "been there, done that".

QUOTE
This I see as a big lie. Some programs (like spells) have a 3 month interval on the extended test; how in the world are you going to spend 12-18 months writing a piece of software? In our game we get a week or two between runs, this would never get done in our game.


I hear you, but I used the writing/copying example to point out that if I had two hackers in a group or even a rigger and a hacker, they could "share" programs, where as TM's couldn't. As for the actual writing of programs, a hacker can effectively arm himself with new programs with only time, whereas the TM needs time, karma, instruction, and more.

Its more the question of availability and ease than downtime between games. Also downtime between runs usually follows whatever the plot can take without leaving to much room for abuse than a standard "every two weeks you get a call" mentality.

I mean though no time is given for initiation or submersion, I'd imagine it doesn't just take the two seconds it uses to erase the karma. I mean the mage could be off in the metaplanes for weeks (and if time flowed differently there, could be months or years).

Think of it this way, whether the hacker goes on a run or not, he/she always has the options to get a new program, the TM needs karma, so no house sitting for him and downtime is really a penalty for him when its an advantage for everyone else.
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Lagomorph
post Sep 13 2006, 09:31 PM
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I think that the sprite angle may help a lot. And like pooling cash, you could also allow them to pool or borrow karma so that the TM could get something he needs.

Alternately, you could do Cash for Karma trades, maybe the TM supports an orphanage or something and gets karma for his good deeds.
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rangda
post Sep 14 2006, 01:55 AM
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QUOTE (Wiseman)
I hear you, but I used the writing/copying example to point out that if I had two hackers in a group or even a rigger and a hacker, they could "share" programs, where as TM's couldn't. As for the actual writing of programs, a hacker can effectively arm himself with new programs with only time, whereas the TM needs time, karma, instruction, and more.

Oh I agree that the hacker has it much better off than the TM, it's far easier to throw small to moderate amounts of money at the problem than huge chunks of karms (and there are so many things pulling at the TM at one time, all of which require karma).

I just don't think the ability to write your own software is much of an advantage. :) But the ability to grab one off the shelf at the 2070 equivalent of Comp USA certainly is!
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Eyeless Blond
post Sep 14 2006, 02:18 AM
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QUOTE (Konsaki)
The only reason I figure the devs didnt make buying CFs like spells is...
What happens if your TM buys an assload of CFs and then burns all his Karma to up his submersion and res to 6 and 12 respectively? Yeah thats alot of Karma to spend, but you now have a TM with rank 12 CFs, no matter what they are. That right there is TWICE the max for Hackers and in the realm of OMFG!

It's not like program ratings above 6 don't exist. The book goes out of its way to say that it is not a hard cap, either for program ratings or hardware ratings.

What the book did make clear is that, especially for high-rating Hardware, is that it doesn't have a base cost or an Availability. Basically it's not for sale. If your TM ever does get into that mythical realm where he outclasses the hacker, then on your next run to a high-security R&D lab let the hacker run into a cool new chip that he can adapt into his commlink and get to Response 8, or steal a code fragment that he can use to upgrade his Stealth program to 10.

TMs have brains and an already uncapped expansion, but you have all the resources of being the GM. :)
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Jaid
post Sep 14 2006, 03:11 AM
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QUOTE (Eyeless Blond)
QUOTE (Konsaki @ Sep 13 2006, 12:04 PM)
The only reason I figure the devs didnt make buying CFs like spells is...
What happens if your TM buys an assload of CFs and then burns all his Karma to up his submersion and res to 6 and 12 respectively? Yeah thats alot of Karma to spend, but you now have a TM with rank 12 CFs, no matter what they are. That right there is TWICE the max for Hackers and in the realm of OMFG!

It's not like program ratings above 6 don't exist. The book goes out of its way to say that it is not a hard cap, either for program ratings or hardware ratings.

What the book did make clear is that, especially for high-rating Hardware, is that it doesn't have a base cost or an Availability. Basically it's not for sale. If your TM ever does get into that mythical realm where he outclasses the hacker, then on your next run to a high-security R&D lab let the hacker run into a cool new chip that he can adapt into his commlink and get to Response 8, or steal a code fragment that he can use to upgrade his Stealth program to 10.

TMs have brains and an already uncapped expansion, but you have all the resources of being the GM. :)

unless you're talking about the mythical realm of all the TM's CFs being at 8, then i wouldn't start handing out the hacker those higher rating devices. the TM had to spend everything he had getting there... letting the hacker just pick it up (especially considering by this time he's made enough money to turn himself into a street samurai probably) is like a slap in the face.

essentially, the technomancer is a lot like a "matrix adept".

just as the adept is really, really good at the one thing they specialise in (whereas a street samurai can be an incredible generalist) the technomancer can get amazingly powerful in their area of specialty (and it will be very small, i'm afraid) but the hacker will be a much better generalist.

the trick is for the TM to use sprites to handle his non-specialised areas... a crack sprite can make alarms a joke. by the time the alarm goes off, it's got an admin level account, cancelled the alarm, subverted the IC, and targetted the spider (who is now unconcious and drooling in his seat from swarms of black IC turning on him) and has control of the security systems and has gotten you the paydata you needed.

a fault sprite will do horrible, horrible things to people in matrix combat. a courier sprite can actually encrypt stuff for real, not that pretend hacker crap that lasts a few seconds. machine sprites can get any autosoft imaginable (i imagine this includes autosofts that are not core, per se, like the "autosoft" in medkits and autodocs, or various technical skill autosofts in repair/construction drones etc). turning a regular drone into one throwing 12 dice on attack and defense is no small thing! one of the sprites can disguise everything on your teammate's commlinks iirc... which is really nice if a enemy hacker manages to get into their commlinks.

seriously man, look up the special abilities of the sprites. those things are no laughing matter, they make the TM very scary if you use them.
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Konsaki
post Sep 14 2006, 03:33 AM
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QUOTE (Wiseman)
QUOTE
I am playing a TM in one of the games going on right now on DS.


Hows it going for you then? Any tips or tricks I could pass along to the TM? Do you feel your character is balanced during play compared to your other group mates?

Right now I just got Caittie out of the "Backstory" second of the game "Hitting Bottom". Basicly, I was playing out why my character became a runner, and 11 other people are doing thier backstories too, at the same time.
Since I havent worked right next to a hacker yet in this game, I cant really tell you much other than, "Think outside of the box."
Example - If you can spoof 2 commands to a gun to drop its clip and reload to make it worthless to an enemy, why hack the commlink and go the long route?

Check it out here.
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laughingowl
post Sep 14 2006, 06:35 AM
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One option is bring back (from previous versions) money -> karma rules.

The easiest (RP wise) is allow the TM to 'study/learn/contemplate' the nature of computers/electronics/etc.

Make them buy expensive(ish) and rarer hardware (and debatably software) and 'meditate' over it. This process irrevocably damages/destroys the hardware/software (microfractures/code degradation, etc) but impoves the TMs understnading.

Adjust ¥ / Ratio / time to fit your gaming needs


The money to karma / karma to money if done right (even if right is on the fly adjusting by gm) is one of the only ways (IMO) to balance karma intensive (TM, Phys Ads, mages) to Money extensive (sammies/hackers)

After all if the 'mage' spens ¥1,000,000 to buy a copy of Harelquin notebook from when he was an apprentice and then spends time studying it he should get 'karma' (well various 'magic' skills should improve).
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Valentinew
post Sep 14 2006, 09:44 AM
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I'm playing a TM right now in my game...'course we have no hacker, so I'm not feeling inadequate atm.

In addition to sprites, which I'm still working out, threading is also a nice thing. Being able to do ANYTHING at any point is some nice flexibility. Not sure you can make that roll with your current CF? Thread it higher.

I did have a question, as I've never played even a hacker before (we always npc's the hacking & rigging out), what does a control rig do exactly, & why would it be better for a tm to use one?
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Konsaki
post Sep 14 2006, 09:54 AM
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QUOTE (Valentinew @ Sep 14 2006, 06:44 PM)
I did have a question, as I've never played even a hacker before (we always npc's the hacking & rigging out), what does a control rig do exactly, & why would it be better for a tm to use one?

A Control Rig allows a person to jump into a drone and control it like the drone was thier own body. If the drone is damaged the person takes damage due to the need of a SIM module to manage the flow of sensor data.
As a GM, I would rule that TMs can either do this inherantly, or would be able to have this effect by using machine sprites.

As for the Money -> Karma thing, if one of my players were to do something with their money for a good cause (Donate to a orphanage, homeless shelter, buy 10 homeless guys new cloths during winter, ect) they would get some ammount of Karma to compensate for it. Admittantly, the only classes that would really use this would be Mages, Adepts, and TMs (In increasing usage order).
This way the characters that dont really need alot of cash but need karma would get it if they could figure a way to RP the loss of it for a good deed. (Karma... Good deed... get it?)

As I have yet to GM a group other than some spaztastic chrome blenders, this houserule has never really gone into effect. :grinbig:
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Wiseman
post Sep 14 2006, 02:32 PM
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QUOTE
A Control Rig allows a person to jump into a drone and control it like the drone was thier own body. If the drone is damaged the person takes damage due to the need of a SIM module to manage the flow of sensor data.


Actually it just adds +2 to vehicle tests (no small bonus). Anyone in VR can "rig" by jumping into a device/drone/building. But cyber characters get the advantage of +2 vehicle test dice.

Funny though that the TM which has much less points for skills and would benefit by any + dice to rigging, can't get it without lowering their resonance by one.

The hacker/rigger can easily afford a few pilot skills, and then top it off with control rig.

I'm all for the sprites and well aware of their powers. As powerful as they are however, they are limited by tasks available and remote tasks use up all their remaining tasks. Yes they are a strong point, but hardly enough to account for the price TM's pay for it.

See when I look at the TM, a 5BP quality, I see it as they should have a slight advantage over the hacker (thus the 5BP cost). But I don't see it that way at all.

They're less versatile (overall), always exposed to risk (as stun or physical damage), and generally cost so much to build, your lucky if they can shoot a gun and dodge outside the matrix. Their persona is limited by attributes.

So for a 5BP advantage, they cost tons more karma/BP, Take direct damage (all IC is black IC to a TM), lose out on gear/cyberware/bioware, can't share programs, must bind a limited # of sprites just to be as effective, and are worthless in the physical world do to the extreme # of skills needed for the "basics".

How the hell is it really an advantage at all? The more I explore the playability and balance of TM's, I begin to think they should only be NPC's...
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mintcar
post Sep 14 2006, 04:36 PM
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I've not played with it in game, but my interpretation of the TM rules is that they can only be traced by another TM. As has been said; the rules are not complete and you can do as you wish to fill in the blanks—but there is a special trace that only TM's leave and only TM's can detect. Why should they leave two kinds? I imagine that they leave some kind of unreadable code that looks spooky and wrong to any regular hacker. So they can be painstakingly traced by following the spooky code from node to node, but they can't be identified or easily traced by conventional means. It's things like this—playing up the difference and making tecno- and regular hacking two different realms like with magic and mundane—that I plan to use to make them viable.
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