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Machine Sprites and devices forming personas

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adzling

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« Reply #45 on: <07-11-15/1606:11> »
Thanks!
I think I gotta start a question and answer thread on technomancers...
Or is there one already...?

Triskavanski

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« Reply #46 on: <07-11-15/1612:34> »
I've started a few but eventually they slip down the way.

I don't know how often though you're going to be finding someone who is shooting you with a wireless gun/smart gun with it not on a pan. Maybe in low level ganger things?
Concepts are great, but implementation sucks. Why not improve it?

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Kincaid

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« Reply #47 on: <07-11-15/1632:53> »
A lot of that depends on the type of campaign you're running, but certainly it wouldn't be hard to go from "reliable critical glitch" (vs. gangers) to "reliable glitch" (vs. sec guards).  The Security Grunt in Bloody Business rolls 8 dice (Int 4, DR 4), which is pretty typical I imagine.  Versus the Level 8 Sprite, he's still getting his gun bricked roughly 1/3 of the time--that's not terrible.  Heck, a reliable glitch that occurs outside of your character's initiative multiple times in a CT isn't terrible either.  If we stick with a more "session 1" Level 6 Machine Sprite, Security Grunts will see their guns glitch ~65% of the time.  Given how short most SR combats are, the lost action economy involved in that is huge.  Consider this: if there was a device that had a 2 in 3 chance of making the target lose its next Standard Action (possibly Complex, but I'm being a generous as possible) and it worked outside of its owners' IPs, that would be pretty broken, yes?
Killing so many sacred cows, I'm banned from India.