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Spike
QUOTE (Glayvin34)
Here's another thing on that topic- who says you can't hack someone's commlink, fully immerse them in Hot Sim then blast them with Black IC?
Once my Hacker character used the Matrix for interrogation. We tied the guy up, slapped trodes on 'im, then cranked the dial to Hot Sim. Without any cybercombat skills it was all Pierce Brosnan v. Jobe styli. And I was Jobe.

I'd say if you were hacking their commlink you couldn't just immerse them in hot sim. That takes a modified sim rig. At best you might get them into cold sim if they use VR occasionally. Against another hacker, sure you could.. if he's already wearing trodes or plugged in or what have you.


As for your torture sequence...well, you wouldn't exactly need to hack anything there. Give them a commlink with a hot sim rig already set up and you are good to go. WHY you'd go throught that noise, I'm not sure, but it makes for a good story anyway. spin.gif
BishopMcQ
Please correct me if I am wrong, but wasn't the Agent Smith problem addressed by the FAQ?

QUOTE (FAQ)
Can agents load agents and thus spawn overwhelming hordes of agents?

No, agents can only load standard programs (as listed under Common Use Programs and Hacking Programs). They cannot load specialized programs such as other agents or IC. (The GM may allow them to carry inactive agent programs, if he chooses.)

Does an agent loaded into a node and running independently count as a program running on that node for purposes of Response reduction?

Yes.


Beyond that, I don't believe that Technomancers detract that much from Hackers. As was posted above, we don't flinch away from gun adepts detracting from Street Sams, so i don't think that we should apply the standard to TMs.

MFB's ideas about Smartlink CFs etc look interesting, and I may incorporate things like that into my home campaign. Perhaps an submersion technique that allows for non-standard protocols to be threaded, tied to a rating equal to submersion rating.
Glayvin34
QUOTE (Spike)
WHY you'd go throught that noise, I'm not sure, but it makes for a good story anyway.  spin.gif

My Hacker's not all that physically intimidating. I don't know how the rest of you do interrogation or torture, but our GM does an extended Social Test with Interrogator's Charisma + Intimidation v. Interrogatee's Charisma + Con, with appropriate social mods and the target being the Interrogatee's Willpower. Needless to say, with a 2 in Charisma and an Intimidation 2 skillsoft, and minuses for being a wussy my character couldn't break him.
Then I stuck him in the Matrix, picked up a +3 for being imposing and the GM gave me some more dice for the torture chamber I designed for my guest. He broke.

QUOTE (BishopMcQ)
Please correct me if I am wrong, but wasn't the Agent Smith problem addressed by the FAQ?

The FAQ clarified things, but a dozen Agents can still be loaded into a credstick then unloaded on a node for a Denial-of-Service type attack. Or every node in your PAN can have Agents tossing two or three combat dice. Or just have Agents hanging out in a public corp node, then when you're attacked, they'll conference-call in and start whupin ass. They're basically free drones with complete versatility.
FrankTrollman
QUOTE (BishopMcQ)
Please correct me if I am wrong, but wasn't the Agent Smith problem addressed by the FAQ?

OK.

Correction: You can still copy your Agent onto a Credstick. And copy it again onto another credstick. And so on.

Each Agent requires an action by the Hacker to throw down, and needs some hardware to run on. That hardware can be any node, and that action takes about one second.

So sure, it's not infinity. It's just 3600 Agents per hour, 8 hours a day, for a month.

-Frank
BishopMcQ
True but those nodes have to be within Signal and because they are autonomous, you would need to call the agents to help you which takes actions. Additionally, each credstick costs 25 nuyen.gif and despite its rating 6 as a device, logic would dictate that the credstick has a Signal rating of 0 or 1.

Add to that the fact that just because you have hacked in doesn't mean that each agent has, so now the Agents are each hacking in from the outside, and while they can assist in hacking, only one agent gets in per test. Which means if you are in a secured system, it's going to take awhile for the cavalry to get there.

Eventually they will get there, but it takes time.
Glayvin34
QUOTE (BishopMcQ @ Feb 2 2007, 06:57 PM)
True but those nodes have to be within Signal and because they are autonomous, you would need to call the agents to help you which takes actions.  Additionally, each credstick costs 25 nuyen.gif and despite its rating 6 as a device, logic would dictate that the credstick has a Signal rating of 0 or 1.

Add to that the fact that just because you have hacked in doesn't mean that each agent has, so now the Agents are each hacking in from the outside, and while they can assist in hacking, only one agent gets in per test.  Which means if you are in a secured system, it's going to take awhile for the cavalry to get there.

Eventually they will get there, but it takes time.

If a Hacker exploits his way in by Probing the Target, he has found a weakness that allows unrestricted access for at least a few hours, if not days. He can pass that information to his Agents.

Long-range radio transmission is fairly easy to come by, so your credstick is easily upgraded to wireless or it can just jump through something with a longer range like a drone or your sunglasses.

EDIT: And you can subscibe all your Agents as a single device, so with one "Sic 'em" command you're rollin' mad deep.
BishopMcQ
QUOTE (Glayvin34)
If a Hacker exploits his way in by Probing the Target, he has found a weakness that allows unrestricted access for at least a few hours, if not days. He can pass that information to his Agents.

Would you allow hackers to do the same thing?

Have one hacker crack the system and then share that info and a flood of hackers all swarm over a system at once tearing it apart? Such an idea would seem to be supported only by the "at GM's discretion" line on p 221 of SR4. Without that discretion, then each trick would have to be exploited individually.

The idea put forth could be exceedingly problematic if the "backdoor" included admin rights.
Glayvin34
Hackers are harder to get via the rules than Agents, and they cost money or favors. There's the "Load an Agent" action, and that's free.

Also, one Hacker = one comm, so only System x 2 Hackers can be subscribed to a node, but Agents just charge on in.

EDIT: Oops, looks like Agents count toward subscription limit, too.
BishopMcQ
The logic of your reply has been lost on me.

Would you allow the exploit to let Hackers into the system, the same way that you are suggesting allowing Agents in? If not, then why are the agents not slamming into the firewall when given the same information that the other hackers have?

Secondly the limitation on subscriptions is based on the Persona not the node, so I'm not following where you are going there.
Glayvin34
QUOTE (BishopMcQ)
The logic of your reply has been lost on me.

Would you allow the exploit to let Hackers into the system, the same way that you are suggesting allowing Agents in?  If not, then why are the agents not slamming into the firewall when given the same information that the other hackers have?

Secondly the limitation on subscriptions is based on the Persona not the node,  so I'm not following where you are going there.

Well, you're confusing me, too. After a Hacker has successfully probed a target,
QUOTE (page 221 of THE Book)
At the gamemaster’s discretion, such exploits may even work repeatedly (serving as an effective back door into the system), unless the node is somehow alerted to the weakness. Such back doors may also not last forever, as security upgrades or regular system audits may close off that access route.


The character knows the backdoor. He can tell others about it, Hackers, Agents, whoever, can use the backdoor. That's the Logic of the reply.

QUOTE (BishopMcQ)
Secondly the limitation on subscriptions is based on the Persona not the node,  so I'm not following where you are going there.


Read the defintion of System on page 213. System limits subscriptions on all nodes; mainframes, cyberware, commlinks, everything.
BishopMcQ
I acknowledged the quote about GM discretion in my previous post, though the question remains about if such discretion is not given. Personally to balance the system, I would not give a freebie for continued entrances over several hours or days unless the hacker had an exceptional success (4+ successes beyond the threshold)

Under the definition on p. 213, it directs you to the Subscription and Linking section on p. 212 which has a direct reference to Persona. Applying the limit to subscription and Nodes, then you already have limited the number of agents that you can have. (Systemx2)-(# of pre-existing users)

I would tend to see this as a small number of users who can access a server at any given moment. From a security perspective though, it could of course be used as a reversed denial of service from the inside. By filling in the ranks of users allowed in a node, then you have blocked all external access. From within the node, you can daisy chain subscriptions out to create internal access but have your external access completely locked down.

Either way, the subscription argument alone speaks against an Agent Smith tactic as you are limited to a handful of active agents, teamwork tests, etc.
Glayvin34
Yeah, that's certainly the most blunt-force method of exploiting infinite Agents, and there's some minimal rules against it if the GM is paying attention. But there are other methods of exploiting such a blatant loophole that you don't even need skills to use:
(I'd like to thank FrankTrollman for the LIST idea) wobble.gif
  • No crashing.
    Have Agents in many nearby nodes with decent device ratings, like vehicles, all equipped with Medic. They can delay actions to heal you as soon as you take damage.
  • Denial-of-Service.
    You first need to be subscribed to a node that is eventually subscribed to the target node, and have a clear exploit path to the target node. Then send in 12 independent Agents and drop the target node's response to 0.
And there's more, but this has been done to death on DSF. I play a Hacker and I never have nor never would try any of these dirty tricks for several reasons. My character hasn't come across anything I couldn't handle in the Matrix, our game isn't terribly Matrix-focused because I'm the only player that gets (or cares about) the Matrix rules, and I DM a DnD game and I'd be PISSED if one of my players tried this shit. I'd just say "no, it doesn't work, I don't care what it says in the book, I houserule that whatever you just said can't happen". But I think the rules should forbid it somehow, and they don't.

Back to TMs, though, why fall forever down the bottomless pit of karma when you can just play a Hacker backed up by a small fleet of Agents? I've almost maxed out my Hacker skills with 50 karma, so now I'm working on my Street Sam skills.
BishopMcQ
I would tend to say that the choice to be a TM is much the same as the choice to be an Adept. They have limitless potential, at exponential cost.

Currently there are no SOTA rules, but the ability to continually upgrade your abilities and crank CFs to levels well beyond mortal programming ability will eventually win out.

Obviously this debate is before Unwired comes out, so there very well may be explicit differences and abilities spelled out at a later point. As it stands now, the debate falls to karma vs cash and specialist vs JoAT.

Lastly, while Electricity damage has been scaled back in SR4, I still have flashbacks of watching countless hours and hundreds of thousands of nuyen get turned into so much burnt silicon from a lightning bolt.
Glayvin34
QUOTE (BishopMcQ)
I would tend to say that the choice to be a TM is much the same as the choice to be an Adept.  They have limitless potential, at exponential cost.

Sure, but Adepts can get crazy powerful, even at chargen and protect their own ass in the valley of darkness and other places. Poor TMs spend all their Karma on CFs and then they get stabbed and die.
frown.gif
QUOTE (BishopMcQ)
Obviously this debate is before Unwired comes out, so there very well may be explicit differences and abilities spelled out at a later point.  As it stands now, the debate falls to karma vs cash and specialist vs JoAT.

Yeah, after seeing page 31 in Street Magic, the "tweaking the rules" page, I've had the hope of a similar thing in Unwired that will give GMs options for TMs that might go against the RAW, but make them more viable characters.

QUOTE (BishopMcQ)
Lastly, while Electricity damage has been scaled back in SR4, I still have flashbacks of watching countless hours and hundreds of thousands of nuyen get turned into so much burnt silicon from a lightning bolt.

indifferent.gif
But that's mean. That's why I don't pull dirty tricks, don't want to piss off the GM.
Serbitar
QUOTE (BishopMcQ)

Lastly, while Electricity damage has been scaled back in SR4, I still have flashbacks of watching countless hours and hundreds of thousands of nuyen get turned into so much burnt silicon from a lightning bolt.

Not in SR4. Every hacker worth its salt has at least 4 copies of all his software in various places. Commlinks are replaceable.
BishopMcQ
Correct but in SR3 if your deck got fried, you were screwed. Hence the allusion to a system other than SR4.
Glayvin34
QUOTE (Serbitar @ Feb 2 2007, 09:34 PM)
Not in SR4. Every hacker worth its salt has at least 4 copies of all his software in various places. Commlinks are replaceable.

I give all my teammates copies of all my programs for that exact reason. But it sucks buying a new commlink.
And It's not like a TM can take the same amount of electricity damage.
BishopMcQ
True, but the secondary effects hit all of your gear too, or did in SR3. So you scraped by using combat pool and karma to soak the damage just to watch your deck get slagged.
Spike
Part of the success of copying all that shit relies on the GM affording plenty of down time to crack all those threshold 10 and 20 copy protections. That's a lot of rolls, and the GM is, I think, Encouraged to scrag the program being hacked if you glitch...

Cause it's a lot of work to get twenty hits time some twenty programs to crack them all....
Glayvin34
QUOTE (BishopMcQ)
True, but the secondary effects hit all of your gear too, or did in SR3. So you scraped by using combat pool and karma to soak the damage just to watch your deck get slagged.

Sure, electricity is badass in SR4. You also have to suceed on Body + Willpower (3) or be stunned, and even if you succeed you're at -2 for some combat rounds. It's does Stun damage, so it doesn't really damage drones, but if any electronic gear is hit, it has to resist the damage with Body+Armor or Body+Body or be nonfunctional for 2 rounds + net hits.

I just read that. That's something TMs have over Hackers, fer sure.
Glayvin34
QUOTE (Spike)
Part of the success of copying all that shit relies on the GM affording plenty of down time to crack all those threshold 10 and 20 copy protections. That's a lot of rolls, and the GM is, I think, Encouraged to scrag the program being hacked if you glitch...

Cause it's a lot of work to get twenty hits time some twenty programs to crack them all....

Yeah, it took me more than one gaming session to crack it all even with my Agent Smiths. grinbig.gif
BishopMcQ
Don't forget about the limitations on extended tests and the number of times you can re-roll.
Konsaki
QUOTE (Glayvin34)
QUOTE (Spike @ Feb 2 2007, 10:20 PM)
Part of the success of copying all that shit relies on the GM affording plenty of down time to crack all those threshold 10 and 20 copy protections. That's a lot of rolls, and the GM is, I think, Encouraged to scrag the program being hacked if you glitch...

Cause it's a lot of work to get twenty hits time some twenty programs to crack them all....

Yeah, it took me more than one gaming session to crack it all even with my Agent Smiths. grinbig.gif

That's one test I wouldnt have let you use agents for, since it requires a bit of creative thinking to break the Copy protect while still keeping it usable. I like on of my GM's interpretations that make it where you have to perform a CP break every time you want to copy any program, even ones you just copied since you have to create a serial number for each one to make them work on the matrix.
Glayvin34
My GM isn't all that Matrix Saavy, and it did take months of downtime for everything. We didn't take into consideration that I could damage the program beyond repair, wouldn't I have a backup copy or something?

Anyway, Unwired is supposed to help with encryption, which I'm pretty sure everyone agrees is lacking in SR4.

EDIT: And more rules means more things that TMs can(n't) do.
Spike
You couldn't have a backup copy until you'd broken the copy protection!
Glayvin34
Thinking about BTLs and whatnot, I didn't take into account the use-once and self-erasing technology in the Sixth World. I guess you're right.
Garrowolf
wow this thread took off from last night.

well at this point in my game the technomancer is a NPC. I just use him as a super hacker.

What I was thinking was that if we changed the technomancer to be AR illusionists instead of traditional hackers they could develop their own niche. Right now they have a bad character development system and they are walking all over another character type.

Basically a hacker can fast hack a comlink. what I was thinking was allow the technomancer to force something through the resonance into a commlink without actually hacking it. Basically in AR they can do things that make little sense from a hacking point of view (they make little sense anyway so why not focus it). They could have a whole list of complex forms that do things that hackers can't do becauseit does an end run around the system and just plants things into a computer. Make them e-warfare gods but then get rid of their regular hacking. Basically they see the wifi world differently then the rest of us. They can access it but why aren't solid in the actual matrix itself.

I'm talking about starting over with these guys. No just a patch or a house rule. Why not just remove them entirely as written and take the name and the wifi brain thing and start over.
mfb
QUOTE (Spike)
A hacker using AR to hack is, according to the book, not using SIM at all. SIM in the current rules implies VR.

i know. that's what i'm saying is dumb.

re: baud, that doesn't really make much sense either; you could easily do very bandwidth-intensive activities in AR, yet you retain your immunity to IC. granted, that requires speculation as to exactly how much bandwidth various Matrix activities take.
Spike
Why is that dumb? I don't get how 'dumb' follows from 'AR doesn't use sim.'


Everyone uses AR. It's just mostly images on screens that you can interact with. Holograms only you can see even. YOu walk around in it, do stuff in it, with your real body.

Sim shuts the body down and just uses the mind itself. Not everyone is going to want to do that just to hang out, chat with buddies or do their daily job.

Now, if you are saying it's dumb to hack in AR... well, the rules make it pretty dumb, sort of like the old 'turtle deck' hackers. You are SLOW... slow beyond belief compared to the sim dudes. In return the nasty brain burning can't happen, its just an electronic ghost making scary faces too you.

Makes perfect sense to me.
mfb
because 'sim' is short for 'simsense', which is ASIST data. if your commlink plugs into your brain, you are using simsense whether you're hacking in VR or making phone calls in AR. same for technomancers. the only question is whether you're using hot sim or cold sim. 'no sim' is not on the menu for TMs and users of cybercommlinks. if AR didn't use sim, you would not be able to use AR with DNI--which is what you're doing when you use AR on a cybercommlink, or if you're a technomancer. (actually, even if you're using non-DNI interface devices, it's still simsense--it's just being fed to your contacts/gloves/earbuds, rather than your brain.)

that's why i compared it to drinking coke, earlier. whether you're drinking it through a straw or straight from the cup, the coke is coming from the same place and it's going to the same place--and it's still coke, no matter what. same with simsense. it doesn't matter if you're using AR or VR--it's still simsense, and simsense is what black IC exploits to fry your brain. the only way you should logically be immune to black IC is if the simsense never reaches your brain at all. in other words, if you're using contacts and gloves and earbuds to do your AR (or VR, for that matter), black IC can't touch you. but if you plug your brain into your computer (or if your brain is a computer), you should be vulnerable to black IC and other sources of Matrix damage because, AR or VR, you are sucking simsense into your skull.

and as for being 'slow beyond belief', well, sure--unless you've got jacked-up physical reflexes. then you're just as fast as the DNI hackers, and you're immune to Matrix damage. which is why this is something of an issue.
Ranneko
QUOTE (Glayvin34 @ Feb 3 2007, 02:22 PM)
Sure, electricity is badass in SR4.  You also have to suceed on Body + Willpower (3) or be stunned, and even if you succeed you're at -2 for some combat rounds.

I just read that.  That's something TMs have over Hackers, fer sure.

Body + Willpower + Half armour + any situation modifiers (3) test.

The test for the secondary effects of electricity get the same modifiers as to soaking the damage.

This does make the effects a bit less scary than they first appear. Especially if the target has the non-conductive armour mod.

Just want to point out that out, as people seem to miss it. And that kind of thing leads to my GM removing Stick N Shock from our game =(
nathanross
Going back to Technomancers. I like most of what they can do, and I feel that the terrible starting character is necissary to balance their INSANE abilities once they get karma pumping.

Hackers start the game with all programs at 6 (effective 5) and only have to upgrade their commlink and computer/hacking skill groups 2 more. 40 karma in total. Sure they have to spend over half of that oh so precious 250k on programs, but so what, they never have to upgrade again. And, once they brake their copy protection, no one else in the team has to ever buy the programs. This makes ace hackers also wonderfull sammies and probably the most viable character to play in SR4.

Technomancers are stuck with their lot in life and will never be able to do anything else, except maybe face or rig. The other fundamental issue is that almost all of their advantages come in full VR, when really, they should be much more focused on AR. Definately, they should recieve 1 (if not more) Initiative pases for working in AR (or just treat AR as VR for a TM) since they bend the matrix with force of will much as a mage bends mana. I think rules need to be established that reinforce this. Right now TMs are not much more than Otaku. Only know they access it wireless. Where are all the cool AR Technomancer powers. Thats what I want to see.
Wasabi
A few responses... I just saw the thread, my apologies if some are from the initial few posts:

1. When a Technomancer using threading or the Assist ability of a sprite his CF value is raised. This makes Threading Stealth viable.

2. Why not Thread AND use a Sprite's Assist action?

3. Running multiple CF's is a huge benefit, but you have to have a GM thats not a hack and slasher to see how sexy it is.

Example:
Joe has the following 6 programs loaded using his starting 6/5/5/6 commlink and a successful roll of a Reality Filter:

Reality Filter (+1 Response, raises limit of programs to 6 since System is already a 6)
Analyze [so you can have half a chance at Matrix Perception]
Exploit [so you can get in, change to Scan, Edit or Browse as needed]
Encrypt [So baddies can't listen in on your commlink to your team without decrypting]
Spoof [So you can keep trying to notice the Trace program]
Stealth [So you dont get seen]

Now out of those 6 programs, you have all useful programs and only the Exploit slot to change around without hindering yourself. Thats not versatile. Meanwhile the TM can Scan for nodes while browsing for data, directing Agents doing searches, etc, and his defenses like Armor are always active in case he is surprised. Thats an advantage to be sure!

4. Two cool TM powers are Cookie, Diagnostics, Electron Storm, and Gremlin... all available only through Sprites. Yeah, yeah, its a cool *Sprite* power but thats what defines a TM's uniqueness. Sprites are wicked powerful, usually treated as intelligent, and with the ability to take any wireless or skinlinked device like a smartgun and add bonus dice they really make a difference. Oh... and you're right about the limited roles of a TM but in those roles they can do a phenomenol job!

5. Sprites getting Bound, errr... 'Registered' cost NOTHING except time. Not like Spirits where it costs Nuyen.

6. The Resonance link is an unhackable, unspoofable way to communicate and has no range penalty. You park a sprite at an NPC and speak through the sprite... have a nice day. And it allows you to communicate with sprites very well too. the only hitch is a enemy TM impersonating you, but hey, it pwnz hackers.

7. Machine Sprites can carry CF's of autosofts as an optional power. Have a Machine Sprite aid another Machine Sprite using the Diagnostics power and you have a Steel Lynx with TEETH... [6 Rating sprite, 6 autosoft rating, 2 dice for smartlink, sensor link bonus dice <varies>, and then another 4 dice on average from the Diagnostics power. thats maybe 20 dice to shoot without aiming and without the cap on Pilot ratings and without the cap on Autosofts. Ba-DOW.

Lastly, TM's can do some funny things Hackers can't. I had one who would hack by having the Team's mage Shapechange him into a Pigeon. He'd take 100% cover near the heart of a compound [to avoid astral detection hopefully] and hack while a pigeon. A few teensy flying drones for data storage and relaying to the group via the Drones higher Signal rating and VOILA! A real PITA for enemy hackers.

My 2 Nuyen worth...
Jack Kain
The following as no limit
Program rating
Firewall
System
response

You can build or program all of these things above 6. And a technomancer can develop them beyond six.

Frankly I think its a good idea for a hacker to run a bunch of programs at rating 5 and take the 1 hit to your response. Sure its 5 and not 6. (assuming you haven't built a rating 7 response chip)

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