Ghost in the Machine
Nov 6 2007, 01:08 AM
I've just started running a SR4 game, and one of the overarcing plots I want to use is the invention of a Technomancer-oriented new technology.
The situation starts with a powerful rigging-oriented Technomancer who is envious of the boost that hackers get from a Control Rig, but doesn't want to suffer the Resonance loss associated with the implantation of cyberwear. The Technomancer figures that if she can interface directly with the Matrix using only her mind, why shouldn't her mind be able to interface with a Control Rig without it being installed inside her, and operate through it. Of course, the technology doesn't work that way, but in the quest to recreate the Control Rig so that it can work that way, the Technomancer develops a new technology -- "Conduits", the Technomancer equivalent of Foci.
I am planning on giving the PCs a series of Shadowruns (interspersed between unrelated jobs) that involve them in the development of this technology. Eventually, months down the road, the PC Technomancer will be amongst the first to have a chance to acquire a Conduit.
I'm interested in opinions.
-~GitM
Cheops
Nov 6 2007, 04:27 PM
Some more fluff on how this works would make it easier to comment. I'm generally in favour of stuff like this but it needs to fit in to the fluff.
Kronk2
Nov 7 2007, 06:49 AM
inline thought, if Technomancers can summon sprites, can they summon an Ally Sprite?
By this I mean the TM Analogue to the Ally spirit.
bibliophile20
Nov 7 2007, 07:04 AM
QUOTE (Kronk2) |
inline thought, if Technomancers can summon sprites, can they summon an Ally Sprite? By this I mean the TM Analogue to the Ally spirit. |
I think (judging by context in Threats 2) that an Ally Sprite in SR3 was called a Daemon.
darthmord
Nov 7 2007, 03:32 PM
QUOTE (bibliophile20 @ Nov 7 2007, 03:04 AM) |
QUOTE (Kronk2 @ Nov 7 2007, 02:49 AM) | inline thought, if Technomancers can summon sprites, can they summon an Ally Sprite? By this I mean the TM Analogue to the Ally spirit. |
I think (judging by context in Threats 2) that an Ally Sprite in SR3 was called a Daemon.
|
LOL... the irony of your post...
A Daemon being mentioned by a guy with a bible-like name.
But yes, I like the idea of a Technomancer having an Ally Sprite. But if he can have one of those, can he get an Ally Coke or Pepsi?
(sorry, had to pun).
Ol' Scratch
Nov 7 2007, 03:45 PM
It really depends on how you view technomancers.
If you're like me and see them for what they are -- just another brand of magician -- then sure, technomancer "foci" are a fine idea. It may be a bit too early for them to show up in the game considering how new everything is, but the potential is certainly there.
A lot of people hate associating them with magicians in any way, shape, or form and see them as an "evolution" of man. That there's nothing magical or mystic about what they do, at least no more than anything else a person can normally do in their everyday life. Talking to technology is on par with saying hello to someone on the street. If that's your view, then technomancer foci don't make a lot of sense. Custom complex forms (sort of "booster programs") and the like are more in order to create the desired effect. And if they can do it, a normal hacker should be able to do it, too.
Earlydawn
Nov 7 2007, 04:26 PM
Shadowrun fluff has progressively shifted more and more towards Technomancers being a sort of biological evolution of humans immersed in a digital sea. The idea of cellular antenna sticks out in my mind.
That said, if you want to do some kind of Technomancer technology from hell as a plot hook, I would head in the direction of nanotechnology. Some kind of networking nanotransmitter swarm that amplifies their signal, or something like that.
As far as essence goes, I never really agreed with the fact that nanotechnology affected essence, but that's just me, I guess.
Ol' Scratch
Nov 7 2007, 05:01 PM
Nanotechnology doesn't. Nanoware (more specifically, the equipment that facilitates the nanotech) does. You can inject nanites into your system just fine and it won't affect your Essence in most cases, but they won't stay there for long without the approriate Essence-eating nanoware.
Cheops
Nov 7 2007, 05:12 PM
QUOTE (Doctor Funkenstein) |
It really depends on how you view technomancers.
If you're like me and see them for what they are -- just another brand of magician -- then sure, technomancer "foci" are a fine idea. It may be a bit too early for them to show up in the game considering how new everything is, but the potential is certainly there.
A lot of people hate associating them with magicians in any way, shape, or form and see them as an "evolution" of man. That there's nothing magical or mystic about what they do, at least no more than anything else a person can normally do in their everyday life. Talking to technology is on par with saying hello to someone on the street. If that's your view, then technomancer foci don't make a lot of sense. Custom complex forms (sort of "booster programs") and the like are more in order to create the desired effect. And if they can do it, a normal hacker should be able to do it, too. |
I used to think that TMs needed stuff like foci back when I first started playing SR4. Now that I know how TMs work they definitely DON'T need any help. The only thing I'd like to see from SR is rules for what you can/can't do and game mechanics for Resonance Realm Quests.
At GitM: Is it the players that are saying that TMs need this or are you doing this purely for plot line? If it is the first then don't cave. If it's the second be VERY careful.
This first piece doesn't seem too broken. The TM gives up their cool VR attributes to fall back on their crappy physical attributes +2 dice for the control rig. Nothing wrong with that. I'd be more inclined to make something like this an Echo rather than a piece of gear. At the very least require the TM to expend Karma in order to use the gear.
bibliophile20
Nov 7 2007, 05:25 PM
QUOTE (darthmord @ Nov 7 2007, 11:32 AM) |
QUOTE (bibliophile20 @ Nov 7 2007, 03:04 AM) | QUOTE (Kronk2 @ Nov 7 2007, 02:49 AM) | inline thought, if Technomancers can summon sprites, can they summon an Ally Sprite? By this I mean the TM Analogue to the Ally spirit. |
I think (judging by context in Threats 2) that an Ally Sprite in SR3 was called a Daemon.
|
LOL... the irony of your post... A Daemon being mentioned by a guy with a bible-like name. But yes, I like the idea of a Technomancer having an Ally Sprite. But if he can have one of those, can he get an Ally Coke or Pepsi? (sorry, had to pun). |
Bibliophile means "book lover" in Latin; the words predate "the Bible" by a considerable amount, I believe. (Although the Five Books of Moses existed when Latin was a living language, I do not believe that it was called the "Bible", literally, the "Book," until Romans converted to Christianity in significant numbers)
As for your pun, it would certainly explain why, in the BBB, that sprites are described as having silly personalities--bordering on bubbly and effervescent, one might say.
Ghost in the Machine
Nov 7 2007, 10:58 PM
QUOTE (Cheops) |
At GitM: Is it the players that are saying that TMs need this or are you doing this purely for plot line? If it is the first then don't cave. If it's the second be VERY careful. |
There are several reasons I'm looking at doing this...
Makes Sense Well, at least to me. Technomancers can connect directly to the matrix with their minds, as well as to wireless technologies within their own PAN, such as their own CommLink. It seems reasonable that Technomancers should then be able to connect to the Matrix while channeling through a wireless technology within their PAN. This leads to the idea that a Technomancer should be able to use correctly designed "external cyberware" -- all the benefits of an encephalon without the invasive, Resonance-destroying surgery. The goal then would be to create such "external cyberware" that is Technomancer-friendly.
Character Driven Some of the major NPCs in my new SR4 campaign are the surviving members of our party from the Renraku Arcology campaign years ago. While working up what each of these figures would be doing in 2070, I realized that this is something one of those characters -- originally an otaku striving to be the ultimate rigger -- would be nearly obsessive about attempting. As such, it makes a great ongoing subplot for the game with will intersect with Emergence and spawn a number of cool Shadowruns.
Technomancer Patch I've noticed many arguments here for and against (mostly for) Technomancers being underpowered and/or needing an upgrade. While I am not sure which side is correct, I do realize that Technomancers are major Karma black holes (moreso, it would seem, than any other character including Mages) but have very little need for large quantities of nuyen. This creates a way for Technomancers to enhance their primary abilities through nuyen rather than Karma. (And no, the players haven't asked for this and have no idea it's coming.)
-~GitM
darthmord
Nov 7 2007, 11:58 PM
QUOTE (bibliophile20) |
QUOTE (darthmord @ Nov 7 2007, 11:32 AM) | QUOTE (bibliophile20 @ Nov 7 2007, 03:04 AM) | QUOTE (Kronk2 @ Nov 7 2007, 02:49 AM) | inline thought, if Technomancers can summon sprites, can they summon an Ally Sprite? By this I mean the TM Analogue to the Ally spirit. |
I think (judging by context in Threats 2) that an Ally Sprite in SR3 was called a Daemon.
|
LOL... the irony of your post... A Daemon being mentioned by a guy with a bible-like name. But yes, I like the idea of a Technomancer having an Ally Sprite. But if he can have one of those, can he get an Ally Coke or Pepsi? (sorry, had to pun). |
Bibliophile means "book lover" in Latin; the words predate "the Bible" by a considerable amount, I believe. (Although the Five Books of Moses existed when Latin was a living language, I do not believe that it was called the "Bible", literally, the "Book," until Romans converted to Christianity in significant numbers) As for your pun, it would certainly explain why, in the BBB, that sprites are described as having silly personalities--bordering on bubbly and effervescent, one might say. |
Oh I know where the word comes from and what it means. Which is why we have things like bibliographies (lists of books used as source material in a report).
It was just the interplay of words had simply struck me as almost hysterical this morning.
But the pun and your response leads me to the next couple of questions...
Is one of those Ally Sprites named Zero Calorie?
Would an Ally Pepsi One be named Neo?
At any rate, I hope they would be like you say; a happy bunch rather than angsty cola pretenders.
(I really should stop)
Cheops
Nov 8 2007, 04:52 PM
QUOTE (Ghost in the Machine) |
QUOTE (Cheops @ Nov 7 2007, 05:12 PM) | At GitM: Is it the players that are saying that TMs need this or are you doing this purely for plot line? If it is the first then don't cave. If it's the second be VERY careful. |
There are several reasons I'm looking at doing this...
Makes Sense Well, at least to me. Technomancers can connect directly to the matrix with their minds, as well as to wireless technologies within their own PAN, such as their own CommLink. It seems reasonable that Technomancers should then be able to connect to the Matrix while channeling through a wireless technology within their PAN. This leads to the idea that a Technomancer should be able to use correctly designed "external cyberware" -- all the benefits of an encephalon without the invasive, Resonance-destroying surgery. The goal then would be to create such "external cyberware" that is Technomancer-friendly.
Character Driven Some of the major NPCs in my new SR4 campaign are the surviving members of our party from the Renraku Arcology campaign years ago. While working up what each of these figures would be doing in 2070, I realized that this is something one of those characters -- originally an otaku striving to be the ultimate rigger -- would be nearly obsessive about attempting. As such, it makes a great ongoing subplot for the game with will intersect with Emergence and spawn a number of cool Shadowruns.
Technomancer Patch I've noticed many arguments here for and against (mostly for) Technomancers being underpowered and/or needing an upgrade. While I am not sure which side is correct, I do realize that Technomancers are major Karma black holes (moreso, it would seem, than any other character including Mages) but have very little need for large quantities of nuyen. This creates a way for Technomancers to enhance their primary abilities through nuyen rather than Karma. (And no, the players haven't asked for this and have no idea it's coming.)
-~GitM
|
Well, with that being the case you should use the #1 rule of all role-playing games:
If it's cool and you and your players will like it then go with it.
I am in the camp that TMs are god awful beasts so I don't see the need for something like this. One thing I will point out to you is that the Control Rig is not wireless. You still need to connect through your commlink & sim module to rig a vehicle.
Ghost in the Machine
Nov 9 2007, 01:57 AM
QUOTE (Cheops) |
One thing I will point out to you is that the Control Rig is not wireless. You still need to connect through your commlink & sim module to rig a vehicle. |
True. Normally Technomancers don't need a Control Rig to rig a vehicle any more than they need a Commlink to hack the matrix. The Technomancer is wireless, the vehicle is wireless.
Hackers go
brain with control rig ->
commlink ->
vehicle.
Technomancers go
brain ->
vehicle.
So while Technomancers who get the implant can go
brain with control rig ->
vehicle, Technomancers just holding a control rig in their hands can't go
brain ->
control rig ->
vehicle. Which is what sparks to drive to create this new technology.
I'm thinking that the cost for Conduits will be the same as foci, and that creating Conduits will require a new Resonance skill (the Technomancer equivelent of
Enchanting) which a Technomancer may only start learning after her first Submersion. (What would be a good name for this skill?)
Conduits would become available in varieties and prices similar to Foci. Here's my initial idea (which I'm sure I'll modify a few times before implimentation, but I'd like to get input):
Conduit Type -- CostRigging -------- Rating x 25,000

Electronics ---- Rating x 15,000

Cracking. ------ Rating x 25,000
Tasking. ------- Rating x 35,000 
Response ----- Rating x 10,000

Signal. --------- Rating x 20,000

Firewall. ------- Rating x 10,000
System -------- Rating x 15,000 
Biofeedback -- Rating x 10,000

(Again, this is just off the top of my head, and I'm sure it needs revision.)
Once Conduits hit the market, they will have an availability of 6 + (Rating * 6)
-~GitM
Ghost in the Machine
Nov 10 2007, 01:02 AM
Too much? Too little? Any suggestions?
-~GitM
Cheops
Nov 10 2007, 05:55 PM
Why do you need prices for everything. This doesn't seem like something that should have a market all that soon. Unless your games span several years.
That being said there's no way to know without play testing. I'd still require the expenditure of Karma if I were you.
Ghost in the Machine
Nov 11 2007, 04:14 AM
The game is going to span the course of at least one year, maybe more.
Prices are the most nebulous element here, so I'm the least concerned about them. I'm more concerned about the types of Conduits available.
-~GitM
Cheops
Nov 11 2007, 04:51 PM
In that case I'd try and make them more like magical foci. Resonance foci, defense foci, threading foci. Make them things that add dice to one of their pools not things that directly affect their base stats like Response.
Ghost in the Machine
Nov 11 2007, 09:07 PM
Good idea. What would each of those add to?
The only Conduit type that I'm committed to plotwise is the Rigging Conduit.
-~GitM
Paradigm
Nov 12 2007, 12:29 AM
It's an interesting idea, really. Instead of a mystical focus, a sort of custom made electronic device could do, each technomancer having to attune to it by tweaking the settings and customising the control interface until it 'feels right' when they interface with it(the binding in foci, complete with time investment and karma expenditure)
Sustaining conduits work perfectly just taking the rules for foci and limiting them to a sustaining a specific CF, as would sprite/registering/compiling/decompiling conduits (Spirit/binding/summon/banishing foci). Spellcasting/weapon foci are a bit harder to directly translate, and making a sort of CF focus would perhaps be a bit over the top. (say stealth, threaded and sustained, add another few points for a focus, plus the normal computer skill and dicepools grow a bit fast)
Cheops
Nov 12 2007, 02:29 AM
You might want to do it such that Sustaining Foci are Crack, Data, Fault, Machine, and Courier. They only sustain threads that are available to those types of sprites. So if you want to have a foci sustain Attack it has to be attuned to Fault, Exploit is Crack. There'd be some overlap and maybe some that aren't available but it feels right.
Resonance foci = Power foci. Straight adds to Resonance.
Defense foci = more dice for biofeedback or if you want to be REALLY broken a TM Medic program.
Threading foci = same as sustaining above but adds dice to threading
Jaid
Nov 12 2007, 03:30 AM
you could arrange them based on the skill required to use the CF, perhaps...
also, it would seem reasonable to include a resonance focus, or something like that, which is a direct conversion of a power focus.
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