First Technomancer PC I'm allowing in Game |
First Technomancer PC I'm allowing in Game |
Jul 17 2011, 07:22 AM
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#1
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Moving Target Group: Members Posts: 308 Joined: 2-November 09 Member No.: 17,830 |
I'm helping player make Technomancer, He's a master of Forgery and a Jack of all Trades with the ability to compile Tutor Sprites. He has an ear for Accents and has a multiple Fake SINs and Licenses. I need some ideas on additional Licenses that would be available in the Sixth World. I'd appreciate feedback on the character (He does not want to Min/Max), and yes I'm aware he has no complex forms, he's the Technomancer Equivalent to a Conjurer. Thanks
Attributes (230BP) Rating Body 2 Agility 4 Reaction 4 Strength 2 Charisma 4 Intuition 5 Logic 4 Willpower 2 Edge 2 Essence 6 Resonance 5 Initiative 9 Initiative Passes 1 Positive Qualities (20BP) Guts 5 Technomancer 5 Paragon 5 First Impression 5 Negative Qualities (35BP) Liar 5 In Debt 10 Thrillseeker 5 Mild Media Junkie 5 Wanted (Lone Star) 10 Skills (164BP) Rating Forgery 6 Electronics Group 2 Cracking Group 2 Influence Group 4 Compiling 3 Registering 3 Disguise 2 Perception 3 Pistols 2 Unarmed Combat 2 Knowledge Skills (27 Free) Rating Evaluate Goods 4 Safe Houses 2 Local Area Knowledge 2 Criminal Organizations 2 Databases 4 Security Design 2 Security Procedures 2 SOTA Identification Technology 4 Language Skills (6BP) Rating English N Iconography 2 Japanese 2 Accents 6 Armor (600¥) Armor Vest Weapons (1050¥) Yamaha Pulsar w/ 6 extra darts Fichetti Security 600 w/ 2 clips regular ammo and concealable holster Shock Glove Commlink (18800¥) Novatech Airware w/ Custom OS (4850¥) Response-3 System-3 Signal-3 Firewall-6 Resident Program (Analyze-6) Resident Program (Encrypt-6) ARC-Terminate Connection Common Use Programs (3450¥) *Analyze-6 Command-3 *Encrypt-6 Browse-3 *Edit-6 Scan-3 * (Optimization-3, Ergonomic) Options Hacking Programs (10500¥) Exploit-3 Defuse-3 Stealth-3 Decrypt-3 ECCM-3 Track-3 Spoof-3 Technomancer Stream (Singularitarian) Sprites: Courier, Crack, Data, Tutor, and Tank Fading: Logic + Resonance Paragon (Alias) Advantages: +2 dice to Spoof Tests, + 1 die for Crack Sprites Disadvantages: Cannot abide to pay for Lifestyle. Biological Node Response-5 Signal-2 System-4 Firewall-2 Biofeedback Filter-4 VR Matrix Initiative-11 VR Matrix IP-3 Gear (34550¥) HAVE NOT SPENT ALL OF NUYEN, NEED MORE IDEAS!! Fake SIN (Rating 4) Rudolf Ludwig Karl Virchow Fake SIN (Rating 3) Austin Powers Fake SIN (Rating 3) Ettore Boiardi Fake SIN (Rating 3) Dale Earnhart Fake SIN (Rating 3) Steve Erwin Fake License (Rating 4) Lonestar Detective Fake License (Rating 4) Building Inspector Fake License (Rating 4) Paranormal Hunting Forgery Kit Hardware Kit 50m of Duct Tape Elf Ears Contacts (6BP) Type Location Connection Loyalty Smiley Fixer Downtown Seattle 4 2 Kenji Yakuza Redmound Barrens 3 1 |
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Jul 17 2011, 07:28 AM
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#2
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Moving Target Group: Members Posts: 308 Joined: 2-November 09 Member No.: 17,830 |
Fake License (Rating 6) Gangster of Love
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Jul 17 2011, 07:51 AM
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#3
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Moving Target Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 |
So you have bought the Cracking Group and Computer Group twice? As a Technomancer you learn the TM version of those skills, not the mundane version. If you want to use Non TM agents and programs you will have to buy those skill twice
SR4A P 239 Technomancer Skills Aside from the Resonance skills that technomancers use to handle sprites (p. 240), technomancers use the same skills common to hackers: Computer, Cybercombat, Data Search, Electronic Warfare, Hacking, Hardware, and Software. The way technomancers use these skills, however, is vastly different from the way non-technomancers use them. Technomancers exercise these skills through mental gymnastics and an intuitive feel for the functioning of the machine world; they do not learn to use electronics so much as they learn to make devices and software do what they want. As a result, the technomancer versions of these skills are fundamentally different from the standard versions. In game terms, technomancers may never teach these skills to non-technomancers, nor are the technomancer skill versions available as skillsofts. Technomancers may learn the “normal” versions of these skills separately (or use normal skillsofts), but they often find the normal way of doing things to be hopelessly clumsy and backward. |
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Jul 17 2011, 08:33 AM
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#4
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Moving Target Group: Members Posts: 308 Joined: 2-November 09 Member No.: 17,830 |
So you have bought the Cracking Group and Computer Group twice? As a Technomancer you learn the TM version of those skills, not the mundane version. If you want to use Non TM agents and programs you will have to buy those skill twice SR4A P 239 Technomancer Skills Aside from the Resonance skills that technomancers use to handle sprites (p. 240), technomancers use the same skills common to hackers: Computer, Cybercombat, Data Search, Electronic Warfare, Hacking, Hardware, and Software. The way technomancers use these skills, however, is vastly different from the way non-technomancers use them. Technomancers exercise these skills through mental gymnastics and an intuitive feel for the functioning of the machine world; they do not learn to use electronics so much as they learn to make devices and software do what they want. As a result, the technomancer versions of these skills are fundamentally different from the standard versions. In game terms, technomancers may never teach these skills to non-technomancers, nor are the technomancer skill versions available as skillsofts. Technomancers may learn the “normal” versions of these skills separately (or use normal skillsofts), but they often find the normal way of doing things to be hopelessly clumsy and backward. It would be the Mundane Version of the skills, he uses his Technomancer abilities for Compiling and Registering Sprites Only. But your post raises a good question, does The Paragon bonus apply to Mundane Spoofing? Realistically I think most Technomancers would have both sets of skills Computer (Technomancer) Computer (Mundane), since Technomancers are a relatively recent phenomenon. |
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Jul 17 2011, 08:40 AM
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#5
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Neophyte Runner Group: Members Posts: 2,236 Joined: 27-July 10 Member No.: 18,860 |
I am not even sure it can work this way, because you have to decide if you use your natural connection to the matrix or go with trodes etc.
If you go with trodes, I am not sure if you are able to summon or bind sprites... Well, I do not know if it is really a good idea to go "sprites only" for a technomancer... |
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Jul 17 2011, 08:44 AM
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#6
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Moving Target Group: Members Posts: 308 Joined: 2-November 09 Member No.: 17,830 |
I am not even sure it can work this way, because you have to decide if you use your natural connection to the matrix or go with trodes etc. If you go with trodes, I am not sure if you are able to summon or bind sprites... Well, I do not know if it is really a good idea to go "sprites only" for a technomancer... You could subscribe you Commlink to you Biological Node |
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Jul 17 2011, 08:47 AM
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#7
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Moving Target Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 |
I would rule it as a "No" the paragon benefits would only apply to your Technomantic abilities. As a TM I think you would look upon Mundane Hacking as inferior and old fashioned. But as I stated above you have to purchase the Skills and Skill Groups twice which is another drain on building a TM. If you dont then you cannot use your TM gifts of cracking, you can use your Compiling/Registering skills you bought though.
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Jul 17 2011, 08:50 AM
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#8
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Moving Target Group: Members Posts: 308 Joined: 2-November 09 Member No.: 17,830 |
My Campaign is set in 2069 and Technomancers are just starting to come out
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Jul 17 2011, 08:57 AM
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#9
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Moving Target Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 |
Hmm that could work then, so when the time comes when he wants to Thread he is going to have to spend Karma to learn that then.
Also do forget the main bonus in threading - it is not an action. |
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Jul 17 2011, 09:09 AM
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#10
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Moving Target Group: Members Posts: 308 Joined: 2-November 09 Member No.: 17,830 |
How could Hardware Skill be both a Technomancer and Mundane Skill? That doesn't make sense. Whats different about how a Technomancer or Mundane puts together a piece of hardware?
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Jul 17 2011, 09:27 AM
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#11
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Moving Target Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 |
Could not tell you, maybe a TM sees the Hardware at a fundamentally different level. Like a molecular way or something, but as it states by RAW the skills of a TM are 'different' than that of a mundane hacker and must be purchased separately. :: shrugs::
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Jul 17 2011, 09:28 AM
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#12
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Moving Target Group: Members Posts: 308 Joined: 2-November 09 Member No.: 17,830 |
Would you allow a discount on a technomancer that buys Electronics and Cracking group skills when he already possesses the mundane versions.
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Jul 17 2011, 09:49 AM
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#13
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Moving Target Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 |
I am a one of those rabid followers of the literal print of sourcebooks. I take RAW as the holy writ, so no I would not allow any discounts. BUT this is YOUR game, so anything goes. I try not to impose my opinions and biases on others. So if it flows for you go for it. You are the ultimate master of your world! (IMG:style_emoticons/default/smile.gif)
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Jul 17 2011, 11:16 AM
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#14
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Target Group: Members Posts: 10 Joined: 29-June 11 Member No.: 32,397 |
In my games there is no difference between this 2 types of skills. It is just dump to have 2 skills that do the same.
At game start techonmancers are compared to a hacker really weak. Unless they are high specialized to one task. In this case they only would buy 1 of the to skills that do the same. This rule just makes the weak allround Technomancers even weaker and if you play a Techonamncer you will be never something other than only a Technomancer. A mundan hacker can become an Combat Hacker/Sam etc. |
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Jul 18 2011, 02:57 AM
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#15
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Running Target Group: Members Posts: 1,083 Joined: 13-December 10 From: Rotterdam, The Netherlands Member No.: 19,228 |
I see no reason a paragon bonus wouldn't apply to mundane electronics/cracking skills from a RAW standpoint.
There's nothing preventing a Technomancer from accesing his comlink through a DNI interface while using his bionode's wireless for other things. Just keep in mind they're different devices. Group skills for mundane and technomancer-based versions of the tech-skills aren't described that I know of, but I'd rule it as not a problem to count the techno-versions as a new group skill and have the two co-exist. It's bad enough to have to buy them twice already. It makes sense, but it hurts bad. |
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Jul 18 2011, 03:49 AM
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#16
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Moving Target Group: Members Posts: 271 Joined: 5-July 11 From: Firebase Zulu Member No.: 32,769 |
Just remember.. if you are going to make the skills two different paths so to speak... then anything coded by a Technomancer with his technomancer based software coding skills.. is going to be totally alien to the traditional coder.
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Jul 18 2011, 03:56 AM
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#17
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Moving Target Group: Members Posts: 617 Joined: 28-May 03 From: Orlando Member No.: 4,644 |
It even gets weirder if you use the optional rule in Unwired for the Resonace Difference. That one is fun and really gives Mancers a boost.
Unwired p 137 Optional Rule: The Resonance Difference The way that technomancers, complex forms, and sprites operate—using Resonance—is far different from how standard personas, programs, and agents work. For simplicity and flow, these are often treated the same in terms of game mechanics, and, indeed, this makes some practical sense. For example, complex forms must interact with nodes and standard Matrix programs, and so the complex forms would need to “speak the same language” in terms of input/ output and be recognized as legitimate “software,” otherwise there would be problems. Nevertheless, complex forms and sprites are not composed of code in the normal sense, and so it is conceivable that certain actions made against them might not get the same results as they would against typical software. This optional rule provides for this, but gamemasters should be aware that this gives technomancers a certain edge over hackers, and so should apply it careful. Alternately, these options could be handled as echoes. Attack Protection Normal Attack programs are less effective against technomancers and sprites, as the code faults such software normally exploits are simply not there. Apply a +2 dice pool modifier to the Defense Test against such attacks. Difficult to Analyze Though megacorps and security companies have made great inroads in identifying technomancers, complex forms, sprites, and even echoes, the nature of Resonance still makes each of these harder to identify— they simply don’t match regular code patterns, and the look of a complex form used by one technomancer looks completely different when wielded by a technomancer from a different stream. Increase the threshold for Matrix Perception Tests against technomancers, complex forms, sprites, echoes, and widgets by 1. Immunity to Crashing Under this rule, the normal routines and tricks that make software vulnerable to crashing do not exist in Resonance-fueled complex forms. This makes technomancer complex forms immune to crashing, unless the Crash action is initiated by a technomancer or sprite. Technomancers and sprites may still crash the programs of regular Matrix users. Immunity to Defusing For the same reasons, A Data Bomb created by complex form cannot be disarmed by a normal Defuse program, though it may be disarmed by a Defuse complex form. Immunity to Nuke The system resources targeted by normal Nuke programs do not exist for technomancers and sprites, so they are immune to their effect. Invisible Node Being a construct of Resonance, the biological node is completely immune to standard scanning attempts to detect a wireless node, unless a technomancer or sprite is doing the scanning. In this model, technomancers may run their nodes in active, passive, or hidden mode in relation to other technomancers and sprites. Resonance Encryption The Encrypt complex form creates a Resonance code that is simply unbreakable to normal Decrypt programs. The only way to break this code is with a Decrypt complex form. Superior Trace The Track complex form is immune to the confusing signals sent by a Spoof program when a hacker attempts to redirect a trace (p. 224, SR4). Only a Redirect Trace performed with a Spoof complex form can throw the technomancer or sprite off the trail. |
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Jul 18 2011, 04:25 AM
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#18
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Running Target Group: Members Posts: 1,083 Joined: 13-December 10 From: Rotterdam, The Netherlands Member No.: 19,228 |
Just remember.. if you are going to make the skills two different paths so to speak... then anything coded by a Technomancer with his technomancer based software coding skills.. is going to be totally alien to the traditional coder. Indeed, because when a technomancer uses his Software skill to 'code' things, it's called 'threading' (IMG:style_emoticons/default/wink.gif) If he wants to code actual programs on an actual machine, he'll need the actual physical skill. |
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Jul 18 2011, 01:21 PM
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#19
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
Indeed, because when a technomancer uses his Software skill to 'code' things, it's called 'threading' (IMG:style_emoticons/default/wink.gif) If he wants to code actual programs on an actual machine, he'll need the actual physical skill. Threading is actually a Specialty of Software, not the software skill itself. A Technomancer can code software that a Hacker can use, he (the hacker) just will not understand the underlying "Code", nor will he be able to modify it. (IMG:style_emoticons/default/wobble.gif) |
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Jul 18 2011, 01:27 PM
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#20
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Running Target Group: Members Posts: 1,083 Joined: 13-December 10 From: Rotterdam, The Netherlands Member No.: 19,228 |
Ah. I've actually always been far too restrictive on these things compared to the RAW on it. Learn something new every day. Disregard that last comment (IMG:style_emoticons/default/nyahnyah.gif)
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Jul 18 2011, 02:05 PM
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#21
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
Ah. I've actually always been far too restrictive on these things compared to the RAW on it. Learn something new every day. Disregard that last comment (IMG:style_emoticons/default/nyahnyah.gif) No Worries... (IMG:style_emoticons/default/smile.gif) |
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Jul 18 2011, 08:53 PM
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#22
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
I would rule it as a "No" the paragon benefits would only apply to your Technomantic abilities. As a TM I think you would look upon Mundane Hacking as inferior and old fashioned. But as I stated above you have to purchase the Skills and Skill Groups twice which is another drain on building a TM. If you dont then you cannot use your TM gifts of cracking, you can use your Compiling/Registering skills you bought though. I would rule yes. The Paragon bonus does not specify either way, but having a "gut feeling" for spoofing (the +2 from the Paragon) would be a weak version of making it all happen by the power of your mind (using a complex form). Opting out of complex forms means opting out of threading. Already not a wise move. IMO requiring another skillset is to much. |
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Jul 19 2011, 06:17 AM
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#23
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Neophyte Runner Group: Members Posts: 2,236 Joined: 27-July 10 Member No.: 18,860 |
QUOTE Threading is actually a Specialty of Software, not the software skill itself. Which is basiclly true, but every GM will turn red, if you offer him a character sheed: Software(threading)... |
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Jul 19 2011, 08:28 AM
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#24
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Awakened Asset Group: Members Posts: 4,464 Joined: 9-April 05 From: AGS, North German League Member No.: 7,309 |
I'm helping player make Technomancer, He's a master of Forgery and a Jack of all Trades with the ability to compile Tutor Sprites. He has an ear for Accents and has a multiple Fake SINs and Licenses. I need some ideas on additional Licenses that would be available in the Sixth World. I'd appreciate feedback on the character (He does not want to Min/Max), and yes I'm aware he has no complex forms, he's the Technomancer Equivalent to a Conjurer. Thanks Attributes (230BP) [ Spoiler ] Qualities [ Spoiler ] Skills [ Spoiler ] One Gear comment: Firing a Fichetti Security 600 with 7 dice is not worth leaving Full Cover. |
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Jul 19 2011, 12:11 PM
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#25
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Running Target Group: Members Posts: 1,083 Joined: 13-December 10 From: Rotterdam, The Netherlands Member No.: 19,228 |
Which is basiclly true, but every GM will turn red, if you offer him a character sheed: Software(threading)... *shrug* There's plenty other uses for Software skill. It's about as effective as Spellcasting (Combat Spells) or Automatics (SMGs) tend to be for the more one-trick ponies amongst us. |
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