Glayvin34
Mar 16 2006, 01:08 AM
Sprites are great, don't get me wrong, but it seems really unbalancing that they are all Technomancers get in exchange for foregoing implants. Mages get spells so that they can increase their attributes beyond the metahuman maximum, or hold reality at their mercy, but we don't see a similar thing with Technomancers, in the Matrix or elsewhere. There aren't Sprites that increase your Matrix abilities easily, or even any effect beyond some complex Matrix manipulation. AND Mages get spirits anyway on top of all their spells, which seem to do the same thing as sprites.
Sure, you CAN get implanted as a TM, but you take a minus on pretty much any Matrix action that you take. Mages just aren't like that, and normal people can get chromed.
And yes, there's submersion, but it's the same as intiation, and it costs a bunch of Karma.
Am I the only one who sees Technomancers this way?
emo samurai
Mar 16 2006, 01:27 AM
I go with a houserule that complex forms cost 5 karma, and that's it. They level up with your Resonance, eventually far beyond the maximum rating of anything but an ultraviolet server.
hobgoblin
Mar 16 2006, 01:27 AM
grab a couple of drones
Jaid
Mar 16 2006, 01:58 AM
1) sprites are insano good. they can do things that make the technomancer themselves unimpressive.
2) technomancer costs 5 bp. magician costs 15 bp. you shouldn't compare technomancers and magicians. consider technomancers instead to be matrix adepts, and you should get a closer comparison.
3) the potential for programs of unlimited ratings is pretty dang nice.
basically, technomancers will start off slow (and i mean slow), but get a lot better if you have the karma. that being said, it takes a whole heck of a lot of karma before technomancers get really good... but they can do it.
for example: crack sprite = ignore alarms, pretty much. courier sprite = unbreakable encryption.
sprites can also be used to provide a bonus to your complex forms. so in fact, sprites actually can improve your ability to manipulate the matrix, in addition to the fact that they get abilities that no one else can even touch.
TinkerGnome
Mar 16 2006, 02:25 AM
Techno riggers are pretty dang impressive if they take the +1 IP submersion. Drones with 4IP are nasty.
In fact, couple that with sprites tucked into drones and it gets even more nasty.
yesman
Mar 16 2006, 05:08 AM
being able to thread a Stealth complex form to over 6 lets Technomancers break into even the really tough systems on the fly. That alone is worth forgoing the cyber to me. And if you really want the cyber, sacrifice a point or two of Resonance for it. It won't kill you.
Dranem
Mar 16 2006, 07:07 AM
Only cyber I see as an absolute necessity for a Techno would be a Datajack - for those legacy terminals and devices that haven't been upgraded to wireless capable. I haven't read the full rules on Technomancers yet, but you may need a smartlink add-on as well (though I think I read where the techno can emulate it... I'll read more when I get home and have access to my BBB.
weblife
Mar 16 2006, 10:08 AM
QUOTE (Dranem) |
Only cyber I see as an absolute necessity for a Techno would be a Datajack - for those legacy terminals and devices that haven't been upgraded to wireless capable. I haven't read the full rules on Technomancers yet, but you may need a smartlink add-on as well (though I think I read where the techno can emulate it... I'll read more when I get home and have access to my BBB. |
Trodes are no longer inferior to a datajack. Having a set on, fx in a smart cap, does the same as a datajack at no essence cost.
Butterblume
Mar 16 2006, 02:51 PM
QUOTE (Dranem) |
Only cyber I see as an absolute necessity for a Techno would be a Datajack - for those legacy terminals and devices that haven't been upgraded to wireless capable. |
Just jack your commlink into the device and use wireless to reach your own commlink...
We even give technomancers inherent skinlink capability, which is much more fun

.
Valentinew
Mar 16 2006, 04:46 PM
QUOTE (Dranem) |
....but you may need a smartlink add-on as well (though I think I read where the techno can emulate it.... |
If you actually find that, please post it (or drop me a line). My GM & I couldn't find(or agree on) anything about that, so we finally decided to put a smartlink on my glasses.
Glayvin34
Mar 16 2006, 07:21 PM
Last night I had my first Cybercombat with my Technomancer. I didn't realize how much ass you could kick with a fault sprite and the electron storm, and the fact that it's a simple action to pull out a preregistered one and a complex to compile one on the fly, the Hacker I went up against got toasted within two Initiative passes.
And I could have pulled agents out of my Commlink to kick even more ass. My TM has a set of 3 redundant Comms, all Sys 6, so each one can support two or three agents running Attack, Armor, Stealth and maybe Black Hammer. And I sent registered crack sprites in to steal better programs for the agents.
Spirits seem a lot crankier and harder to control than Sprites, I thought they were more similar.
It just seemed odd to me that TMs and Mages have the same drawback when Mages have spells that imitate implants exactly while TMs don't have anything of the sort.
Azralon
Mar 16 2006, 07:40 PM
QUOTE (Glayvin34 @ Mar 16 2006, 03:21 PM) |
It just seemed odd to me that TMs and Mages have the same drawback when Mages have spells that imitate implants exactly while TMs don't have anything of the sort. |
TMs and mages perform radically different functions, despite their similarities in game mechanics. It's not worthwhile to compare them as if they were supposed to have the same capabilities.
But, if I were to look for operational parallels, two immediately come to mind...
A Machine sprite with the Diagnostics power can give someone bonus dice when using (or repairing) a device. The same sprite can use the Stability power to mitigate glitches. Likewise, a mage's Analyze Device spell can add bonus dice to using objects and a mage's summoned spirit can use its Guard power to protect against glitches.
SL James
Mar 16 2006, 08:41 PM
Otaku have usually been better for cybercombat than most deckers.
But I fail to comprehend how you can not see the Resonance stat as being more than worth it. It's that "over time" part which makes them more than worth it.
Adarael
Mar 16 2006, 08:46 PM
Sprites.
Launch a sprite into an enemy's commlink and infect his cyberware. Enemy disconnects the commlink from the matrix. Against a decker, you're now shut out.
The technomancer can still command the sprite to screw up your cyberware despite the lack of a conventional link.
Just one of many ways Sprites can improve your life.
mdynna
Mar 16 2006, 09:10 PM
Don't forget about Threading. Those are the TM's "spells". If you ever get in a jam where you need a kick-all (blank) program you can just *poof* and get one.
fool
Mar 16 2006, 09:51 PM
the only implant that I find to be really useful as a tm would be synaptic accel. to get those rl ip's up to a survivable level.
One BIG adventage ot tm's is that they get to "run" all their "programs" at once sans losing system rating. A big bonus over hackers.
Obviously threading and sprites are huge too.
Glayvin34
Mar 16 2006, 11:18 PM
QUOTE (fool) |
the only implant that I find to be really useful as a tm would be synaptic accel. to get those rl ip's up to a survivable level. |
That is exactly the piece I want for my TM. A synaptic accelerator would supply that last IP in the Matrix and give a little help at meat speeds. Otherwise to use a medkit or something you have to use an entire combat turn. I was thinking of going for it anyway and taking the -1 Resonance hit, but that affects all your Sprites, and probably gives them less bonus powers, which is no good. At least our Mage is a cram addict and juices me up sometimes to get that extra IP.
I think TMs should be able to use Bioware but not Cyberware, or they should only lose Resonance if their Essence drops below their Resonance.
And as a fundamental tangent- how weird is it that the Spell Check on the forums here doesn't have Shadowrun terms in its dictionary?
FrankTrollman
Mar 16 2006, 11:54 PM
QUOTE (SLJames) |
But I fail to comprehend how you can not see the Resonance stat as being more than worth it. It's that "over time" part which makes them more than worth it. |
Because "over time" is functionally never, that's why. Sure, some day you'll be big and bad and have a Resonance of 8 and Complex Forms to match. And you know what? I don't care, because that will never ever happen during the entire length of any campaign I've ever heard of.
To be a halfway decent hacker requires a minimum of 10 complex forms, and even that's really pushing it on the low end (there will be stuff like Data Bombs that you just can't do anything about except compile a sprite and hope for the best). So let's say you have a Resonance of 6 and a Logic of 5 as a starting character and maxxed out those CFs to begin with. That's just 170 BP, you could gulp... afford that. And now you want to jack yourself up to your Resonance 8 hyper-form.
That's 29 Karma for 2 submersions and 45 Karma for 2 points of Resonance, and 15 Karma per Complex Form. So for "just" 224 Karma, a character who has already spent essetially all of their BPs into being a technomancer can have their Resonance 8 tricks and nothing else. We haven't purchased up the Cracking or Electronics group yet, nor have we purchased any more compiling or Registering.
In short, after spending hundreds of BP and hundreds of Karma, we aren't really ahead of the game compared to a Hacker Adept (who will have a Skill of 8 or 9 and rating 6 programs). In fact, we're barely pulling ahead of what a Hacker Adept can do as a starting character (Cracking Group at 4, +2 Improved Ability, Rating 6 programs, Response 5 Commlink). Let alone what a Hacker could have if after three years of weekly play they had gotten trheir hands on a Response 7 or 8 custom Commlink.
It's way too expensive to get anywhere as a Technomancer. You can be a fearsome rigger right out of the box, but the holy grail where you can theoretically outhack anyone on the planet just doesn't happen. The costs involved are so prohibitively high that it's just not a realistic goal.
-Frank
Glayvin34
Mar 17 2006, 12:26 AM
Preach on, Trollman Brotha.
SL James
Mar 17 2006, 01:28 AM
Yours is a fascinating game world, Frank.
Abschalten
Mar 17 2006, 09:42 AM
Well, the main advantage that TMs have over hackers is the fact that they run all their CFs simultaneously without ever having a reduction in their "Response." That's very powerful when you consider how many CFs you can get at once. I think my last TM started off with 10 CFs or something like that. If you get the top-of-the-line everything at chargen with a hacker, where you're running straight 5's, then you can run 5 programs at once before your Response drops down to a 4. Double that, and it's a 3.
Now while your numbers are plummeting (and you're trying to figure out which action it is to load and unload programs, and how many you can do at once), look at the Cybercombat table and check out what Response is used for. Yep. Defense. And if you're getting hit with Black Hammer, you have to have your Biofeedback Filter going or you'll get fucked up, which TMs don't even have to pay for. Or if it's just your icon being attacked, you have to have Armor going. Not to mention you're going to have things like Analyze and Stealth going, just to name a couple.
The secret to being a good Technomancer is to specialize. Think of your TM like an adept. If you try to make a generalist Technomancer, chances are you'll just sorta be half-assed at alot of things. I made a TM for a game a buddy of mine is running, and I specialized in Cybercombat. Basically my TM is okay at some general online stuff, but a fucking demon when it comes to fighting on the Matrix. We're going to have a hacker enlist down the road, and with my beefy TM and my (soon to be) bound Sprites, I'm going to be the online equivalent of a Street Sam, protecting the weaker guy.
And don't be fooled -- Sprites are friggin' awesome. Every TM should take up the ability to compile/register Sprites, or they're missing out on a good chunk of their potential power.
I'm also dabbling with a character idea of a TM/Lite-Samurai, and because I'm being judicious in what I choose and how I use my BPs, he's not turning out so bad. TM's suck? Nah. It just takes a different mindset to play one.
fistandantilus4.0
Mar 17 2006, 12:49 PM
Frank: I've got a technomancer I've had for about 6 months with a response of 8. His hacking group isn't at the max, and he's good but not the best at compiling sprites. He has most of the complex forms at rating 3-5 (the ones he uses the most often) and has stealth and exploit at 8. He sucks at physical combat, and is smart enough to keep his head low while the sammies shoot it out, hacking smart gun links when he can.
He's no where near the best out there, but he can slice in to systems like nobody's business. You've got to have a goal of wher you want to spend your karma, because otherwise, like you said, you'll just be good at a lot of stuf, not great. But with threading and registered sprites you can still go a long way.
Azralon
Mar 17 2006, 03:59 PM
It's almost as if there are different ways to do things, each with their own strengths and weaknesses.
FrankTrollman
Mar 17 2006, 06:18 PM
QUOTE (fistandantilus3.0) |
Frank: I've got a technomancer I've had for about 6 months with a response of 8. His hacking group isn't at the max, and he's good but not the best at compiling sprites. He has most of the complex forms at rating 3-5 (the ones he uses the most often) and has stealth and exploit at 8. He sucks at physical combat, and is smart enough to keep his head low while the sammies shoot it out, hacking smart gun links when he can.
He's no where near the best out there, but he can slice in to systems like nobody's business. You've got to have a goal of wher you want to spend your karma, because otherwise, like you said, you'll just be good at a lot of stuf, not great. But with threading and registered sprites you can still go a long way. |
Yeah, that's about what you can get out of a Technomancer. Looking at a dice pool of what, 13 on Exploit Checks? That's not
bad, but it's hardly impressive.
A starting Hacker Adept will be running 11 die pools on
everything, and 67 Karma and 11,000

later they'll be throwing 15 die pools on 6 things at a time. Now admittedly, that's their maximum without getting their hands on experimental super-equipment or purchasing extremely expensive Positive Qualities - but you'll note that that's less Karma than you've already spent for a bigger Hacking Pool than you have.
The golden future of Technomancy where they eventually burst the caps and Haxxor better than anyone else can dream of is like the golden future of Elves where they outlive all the other characters. Sure, in the game world it will probably eventually happen, but in the life time of any campaign world it's just not an issue.
The uncapped nature of Technomancy, like the expanded lifespan of Elves, is simply not game mechanically meaningful.
-Frank
Azralon
Mar 17 2006, 07:40 PM
QUOTE (FrankTrollman @ Mar 17 2006, 02:18 PM) |
The uncapped nature of Technomancy, like the expanded lifespan of Elves, is simply not game mechanically meaningful. |
Odd grammar aside, I completely agree. I've been saying that about magical characters as well.
Mind you, there are other things about magic (and technomancy) that makes it scary; my point is that the "uncapped nature" itself is effectively a moot element.
And if you really want to get silly, you could say that a rigger is also effectively an uncapped archetype as he could potentially possess an "infinite" number of tricked-out Banshee drones. Yes, it could happen; no, it's not likely.
emo samurai
Mar 17 2006, 09:29 PM
You could just have all complex forms with a flat cost of 5BP/Karma per form and have them automatically level up with Resonance. You might think that destroys game balance, but immersion still costs a hell of a lot.
Kyoto Kid
Mar 18 2006, 06:52 AM
I'm sure that when the Rigger/Hacker supplement comes out (whenever that is), there weil be expanded offerings for technomancers just as Street Magic will most likely include expanded powers for Adepts.
Yes, they may seem weak when compared to a well heeled hacker, but like an Adept, they have subtle advantages which if played well can make them just as good.
Dranem
Mar 19 2006, 05:05 AM
I'm actually starting to like my technomancer... after having to re-read the rules a few times on how they differ from your average hacker. I'm
really starting to like their VR potential!
Then it dawned on me, although the Technomancer can leach a WiFi or cell signal to get around online without much mental gymnastics, they don't have a commcode or physical storage to receive voicemail or e-mail... so now I'm going to have to work up some nuyen in game to get myself a commlink to perform offline storage and call reception...
Well, at least I'll know for next time.
Cain
Mar 19 2006, 06:45 AM
Actually, all you need is a skinlinked device. Since all devices are assumed to have unlimited memory, you can touch a skinlinked device and transfer whatever information you want. You can also do the same thing with a wireless-enabled device, but then you run the risk of it being hacked, and it probably won't have anything much to defend itself.
And I do mean *all* devices. Buy a skinlink for your pajamas, and you can transfer information in your sleep.
fistandantilus4.0
Mar 19 2006, 06:56 AM
QUOTE (FrankTrollman) |
The uncapped nature of Technomancy, like the expanded lifespan of Elves, is simply not game mechanically meaningful.
-Frank |
I guess it's just a difference of the game styles then. We usually play every weekend, with karma rewards avg around 6, and we still allow cah for karma, although we limit that for half the karma you made in the run. So at 9 karma on average we're a bit spoiled I suppose. And we generally play the same characters, with the GM sometimes rotating. We've been playing those same characters for about two years, so they've got some hefty karma by now, so we can get those high grade initiates and now technomancers. For a lower powered campaign or one that isn't played as frequently, you're probably right.
Plus our mortality rate is pretty low. I think we've only lost 6 characters in that time. Sadly ,mostly through luck, to be honest, as some of the players don't really make the smartest of decisions. If the mages weren't so good (and quick) at healing, there'd have been a whole lot more.

They'll just never learn.
Crusher Bob
Mar 19 2006, 06:57 AM
There are plenty of ways to get storage space on the net without paying for it, or carrying it around on your person.
For example, haxxor some poor salaryman's comm-link to keep all your stuff in. That way you can throw him to the cops when they start closing in. After all, he has all of 1337 d00d's email and porn collection, he must be the notorious hacker!
b1ffov3rfl0w
Mar 19 2006, 10:20 PM
QUOTE (Cain) |
Actually, all you need is a skinlinked device. Since all devices are assumed to have unlimited memory, |
You're assumed to have practically unlimited memory because of the Matrix, though. Devices have finite (but large) capacities, and can transfer at ungodly (and unspecified, so it doesn't look stupid in five years) rates to other machines. Sort of like having a hundred Gmail accounts, except more, and it takes like a fraction of a second to transfer your entire collection of Neil the Ork Barbarian simsense recordings. But I don't think it means that the code for an entire AI or something could be stored on an RFID tag.
B1FF
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.