IPB

Welcome Guest ( Log In | Register )

2 Pages V   1 2 >  
Reply to this topicStart new topic
> First Technomancer PC I'm allowing in Game
Bushw4cker
post Jul 17 2011, 07:22 AM
Post #1


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
Go to the top of the page
 
+Quote Post
Bushw4cker
post Jul 17 2011, 07:28 AM
Post #2


Moving Target
**

Group: Members
Posts: 308
Joined: 2-November 09
Member No.: 17,830



Fake License (Rating 6) Gangster of Love
Go to the top of the page
 
+Quote Post
Magus
post Jul 17 2011, 07:51 AM
Post #3


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.
Go to the top of the page
 
+Quote Post
Bushw4cker
post Jul 17 2011, 08:33 AM
Post #4


Moving Target
**

Group: Members
Posts: 308
Joined: 2-November 09
Member No.: 17,830



QUOTE (Magus @ Jul 17 2011, 07:51 AM) *
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.
Go to the top of the page
 
+Quote Post
Irion
post Jul 17 2011, 08:40 AM
Post #5


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...
Go to the top of the page
 
+Quote Post
Bushw4cker
post Jul 17 2011, 08:44 AM
Post #6


Moving Target
**

Group: Members
Posts: 308
Joined: 2-November 09
Member No.: 17,830



QUOTE (Irion @ Jul 17 2011, 08:40 AM) *
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
Go to the top of the page
 
+Quote Post
Magus
post Jul 17 2011, 08:47 AM
Post #7


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.
Go to the top of the page
 
+Quote Post
Bushw4cker
post Jul 17 2011, 08:50 AM
Post #8


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
Go to the top of the page
 
+Quote Post
Magus
post Jul 17 2011, 08:57 AM
Post #9


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.
Go to the top of the page
 
+Quote Post
Bushw4cker
post Jul 17 2011, 09:09 AM
Post #10


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?
Go to the top of the page
 
+Quote Post
Magus
post Jul 17 2011, 09:27 AM
Post #11


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::
Go to the top of the page
 
+Quote Post
Bushw4cker
post Jul 17 2011, 09:28 AM
Post #12


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.
Go to the top of the page
 
+Quote Post
Magus
post Jul 17 2011, 09:49 AM
Post #13


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)
Go to the top of the page
 
+Quote Post
Merlin
post Jul 17 2011, 11:16 AM
Post #14


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.
Go to the top of the page
 
+Quote Post
Mardrax
post Jul 18 2011, 02:57 AM
Post #15


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.
Go to the top of the page
 
+Quote Post
Miri
post Jul 18 2011, 03:49 AM
Post #16


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.
Go to the top of the page
 
+Quote Post
Magus
post Jul 18 2011, 03:56 AM
Post #17


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.
Go to the top of the page
 
+Quote Post
Mardrax
post Jul 18 2011, 04:25 AM
Post #18


Running Target
***

Group: Members
Posts: 1,083
Joined: 13-December 10
From: Rotterdam, The Netherlands
Member No.: 19,228



QUOTE (Miri @ Jul 18 2011, 05:49 AM) *
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.
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Jul 18 2011, 01:21 PM
Post #19


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Mardrax @ Jul 17 2011, 10:25 PM) *
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)
Go to the top of the page
 
+Quote Post
Mardrax
post Jul 18 2011, 01:27 PM
Post #20


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)
Go to the top of the page
 
+Quote Post
Tymeaus Jalynsfe...
post Jul 18 2011, 02:05 PM
Post #21


Prime Runner Ascendant
**********

Group: Members
Posts: 17,568
Joined: 26-March 09
From: Aurora, Colorado
Member No.: 17,022



QUOTE (Mardrax @ Jul 18 2011, 07:27 AM) *
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)
Go to the top of the page
 
+Quote Post
Ryu
post Jul 18 2011, 08:53 PM
Post #22


Awakened Asset
********

Group: Members
Posts: 4,464
Joined: 9-April 05
From: AGS, North German League
Member No.: 7,309



QUOTE (Magus @ Jul 17 2011, 10:47 AM) *
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.
Go to the top of the page
 
+Quote Post
Irion
post Jul 19 2011, 06:17 AM
Post #23


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)...
Go to the top of the page
 
+Quote Post
Ryu
post Jul 19 2011, 08:28 AM
Post #24


Awakened Asset
********

Group: Members
Posts: 4,464
Joined: 9-April 05
From: AGS, North German League
Member No.: 7,309



QUOTE (Bushw4cker @ Jul 17 2011, 09:22 AM) *
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.
Go to the top of the page
 
+Quote Post
Mardrax
post Jul 19 2011, 12:11 PM
Post #25


Running Target
***

Group: Members
Posts: 1,083
Joined: 13-December 10
From: Rotterdam, The Netherlands
Member No.: 19,228



QUOTE (Irion @ Jul 19 2011, 08:17 AM) *
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.
Go to the top of the page
 
+Quote Post

2 Pages V   1 2 >
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 25th April 2024 - 06:47 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.