QUOTE (Witch @ Jun 27 2010, 02:03 AM)

What I wonder is, is it viable to start out as a Hacker and subsequently to become a Technomancer? The player isn't really a min-maxer, but I'd like her to be at least somewhat effective at what she does.
If you -want- your player to evolve from being a hacker to a technomancer, you're going to need to work directly with the player, and institute some houserules.
For example - letting the character keep their skills, and use them with resonance CFs. (there is some bullshit clause that makes you learn it twice, if tm's wante to retro-hack.)
Handwaving training times - the rules for learning a -new- thing lets you only learn one between missions. There are twenty two(or more, including reality amplifiers and sensor softs) programs, and thus complex forms to choose from. Great. You need at least 6 to hack. (analyze, stealth, exploit, decrypt, scan)
You should let the player choose their own stream - guide them towards several, but let them choose. In fact, you should probably let the new TM make a custom stream - don't fuck them by making fading tests use their lowest mental stat. That just promotes player animosity.
Consider introducing a Paragon or sensei/mentor, which can help them with their abilities.
Keep in mind it costs Rating times 5 karma to raise an attribute. (rx3) in 4th. a new CF costs 2 to start, and plain rating to increase. They're also, probably, going to have ware from being a hacker, which nerfs their resonance.
If you want this to -work- and be cool, and not be a crappy 'why bother being a tm, my programs at 6 are better' suckfest - you're going to need to keep an eye on the karma. If you're using 4A costs, use the 4A rewards table, which is 1/3-2/3's more, for one. Unfortunately, that might make the rest of the party a bit unbalanced. Instead, you should consider using Resonance-based Sidequests - they're an opportunity to drop plothooks, and rope the players into events due to odd things that happen on the matrix. Look up the Great Hack ordeal in unwired - consider stuff that could be used for. Instead of handing out 20% off the next submersion, hand out direct Resonance rewards. Resonance 2, a handful of common use CF's at 1. You know, things they will need to actually be a technomancer. Have their paragon or another TM show them the ropes, introduce things. How to thread, summon sprites - unlock their capabilities gradually. I'm not saying 'hand out free shit until they have resonance 5 and all cf's at 5,' rather.... give them a jump start, with opportunities to earn benefits(and make Moral Choices), and cut it off around 2/3. Basically, don't leave them hanging at 'congrats. You've emerged. You now need over a hundred karma to pretend to be useful'. Just help them out a little - without handing out gobs of karma to them, or the entire team, because that's just a ticket for disaster.
Also, emphasize the cool shit a TM can do - make it something that helps. Whether its tracking a badguys's resonance signature(like astral signatures, except on the internet), or thread up sensor softs or tacnets on the fly, or even the cool shit available in the resonance realms - like the huge library of deleted crap. If the player -wants- to play a tm with latent emerging, give them a hand, just enough to get their throat wet and not suck - and make them work for the rest. Heck, its a good opportunity to introduce some custom echos - there's a few good ones
over here. Heck, even break out the Resonance Gateway rules in unwired, and send the entire team on a crazy resonance quest. (You know how sometimes players find ways to tag along on mages astral quests? whether through drugs, or a spirits astral gateway? Its like that.)
What I'm trying to say is - there's a lot of good
potential here. Maintaining balance is, as always, up to the GM. A lot of people on these forums here have a hate-on for TMs, and I've seen them mess the basics up more than once. Don't treat them like hackers on steroids - treat them like magicians. They get astral quests, have to deal with and negotiate with spirits. Like mages, when you start to be able to do stuff above force 6 on a regular basis, then you're starting to look at a balance problem.