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Degausser
post Oct 12 2009, 07:22 PM
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Moving Target
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Okay, so I am running a 4th ed game, starting up tomorrow, and one of the players is a technomancer. Okay, that's fine, but I have a few questions about technomancer mechanics that aren't mentioned in either 4th ed base or Unwired.

Note: we are NOT using SR4A, mainly because none of us have the books and we don't want to all spend a bunch of money to get the books.


1) Do Technomancers load/quit their 'complex forms' just like Hackers must with their programs? If so, doesn't that make technomancers far worse than hackers, because hackers have the option of buying ergonomic programs? (From Unwired.)

2) Hot/Cold Sim. Do technomancers have the option of running hot or cold sim, just like hackers, or are they always running hot? Also, in the book, it says hackers run the risk of of getting an addiction to simsense if they run hot too much, is this the same for technomancers?

3) I understand that Resonance is the ability to see a beautiful order in the chaos of the matrix, some underlying beauty, but what is dissonance? And what kind of technomancers 'choose' (or use) dissonance over resonance? And if I wanted to make an evil, dissonance-based technomancer NPC, then are there any special rules for that?
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