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> Technomancers, what's the deal?
JonathanC
post Jun 22 2007, 09:33 PM
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I've read the main book, the threads here, and I'm mildly interested in Emergence, but I still don't quite 'get' them. Oh, I understand how they work and all, but I'm not quite sure what they're for. They're like hackers, but with the disadvantages of mages (karma sink, can't use cyber without weakening themselves, etc.) But I don't really understand what it is that they excel at. Is it basically just like having a hacker that's undetectable? That's interesting, I suppose, but I was hoping there was more to it than that.
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hobgoblin
post Jun 22 2007, 09:34 PM
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they put tech on the same "cant be explained" level as magic more or less...
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BlackRabite
post Jun 22 2007, 09:35 PM
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The power of sprites and threading aside, you can't take away a TM's comlink.
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JonathanC
post Jun 22 2007, 09:36 PM
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QUOTE (BlackRabite)
The power of sprites and threading aside, you can't take away a TM's comlink.

Aren't Sprites and Threads basically just equivalents to stuff that Hackers already have, like Agents? And if your hacker gets an internal commlink, you can't take that away either, short of invasive surgery (which would probably shut down the TM as well).
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Jaid
post Jun 22 2007, 09:47 PM
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TMs can specialise and make hackers cry...

more on this later, if no one else says how... but i have to go eat =D
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hobgoblin
post Jun 22 2007, 10:01 PM
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QUOTE
Aren't Sprites and Threads basically just equivalents to stuff that Hackers already have, like Agents?


not quite. while a agent or program for the hacker is locked to the rating it had when bought or coded, a TM can in theory toss them out at any rating, if he can take the fading/drain.

so ones a TM knows how to thread a program or compile a sprite, just like a mage with spells and spirits, there is no theoretical max rating that he can use them on.
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Cheops
post Jun 22 2007, 11:16 PM
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Also sprites have a bunch of powers that agents can never get. Having everything hashed by rating 1 sprites and laughing at the hackers trying to crack your team's network is funny. Electron Storm is just scary.

Also threading allows TMs to get "program" ratings that are far beyond the pale. Most hackers are going to be limited to rating 6 in most campaigns (except in VERY high level games). Rating 6 is child's play for TM's in their specialty.
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JonathanC
post Jun 22 2007, 11:21 PM
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Ah, I see. So they're like hyper-specialized hackers. Limited in combat situations, and their karma is tied up in their specialty, but they kick ass in that particular area. Cool.

I get it now. Not sure I'd play one, but I get it now.
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Cheops
post Jun 22 2007, 11:34 PM
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They can still be very good generalists but they need to prepare ahead of time.

They can rival hackers in combat as well as in any situation they choose to be good in. A TM with Armor CF of 0 can get higher than a hacker with 2 sprite services. Free action to Thread (let's say they get 2 successes). Get the rating 4 fault sprite (registered so you need at least 4 hours) to assist operation and then sustain complex form. You now have Armor 6 without penalty for sustain threads (2 from threading + 4 from sprite). If you have another registered crack 4 sprite with two services you could do the same for your Attack.
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JonathanC
post Jun 23 2007, 12:01 AM
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I meant regular combat, not Matrix Combat. I imagine a TM would be the equal, at the very least, of a Hacker in cybercombat, and if their threads and sprites are as awesome as I'm hearing, they could clean up.

But with only one initiative pass "in the meat", and little spare BP/karma for combat skills, I imagine you'd generally want to leave them in the car, or make sure they're well protected by the sams in the group.
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Cheops
post Jun 23 2007, 12:04 AM
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QUOTE (JonathanC)
I meant regular combat, not Matrix Combat. I imagine a TM would be the equal, at the very least, of a Hacker in cybercombat, and if their threads and sprites are as awesome as I'm hearing, they could clean up.

But with only one initiative pass "in the meat", and little spare BP/karma for combat skills, I imagine you'd generally want to leave them in the car, or make sure they're well protected by the sams in the group.

ahhh...sorry. YOu are 100% correct unless the TM has like a 200 karma advantage on the hacker...lol.
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sunnyside
post Jun 23 2007, 12:28 AM
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Well note quite. Machine spirits and drones are incredible things. While they only get two autosofts, and that requires level 6, they can do incredible things with those autosofts due to their impressive ratings.

More importantly they can't be spoofed, and that is huge
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Jaid
post Jun 23 2007, 02:58 PM
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also, there's always the exceptionally terrifying remote control technomancer of absurdity...

(that is, thread up/assist operation an already high command CF, take the codeslinger quality in "control device", and specialise your vehicle skills in "remote operation". it's almost difficult to *not* throw an unreasonable amount of dice with this kind of TM ;) )
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