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Should I make a hacker or a technomancer?

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theKernel

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« Reply #15 on: <02-06-11/1417:55> »
But they seem weaker. Look at the sample hacker vs the sample technomancer and whos got better programs(complex forms) ratings? Idk I love how technomancers operate and look at the world but they seem weaker and I still want to be able no not get the 'trix smeard with my sorry pixelated ass you know? I love em but its looking like a bad idea from a player point of view. Is this a gross miscalculation on my part or are they kinda like wizards in d and d. They suck at first but then kick the drek out of people later?
HACK THE PLANET
Theres no place like 127.0.0.1
Always start and end character creation by asking yourself "why is this character not an ork." If you don't have a good answer you should be an ork. -UmaroVI
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theKernel

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« Reply #16 on: <02-06-11/1439:19> »
It might just be practical for me to make a hacker instead of a technomancer I'm thinking.
HACK THE PLANET
Theres no place like 127.0.0.1
Always start and end character creation by asking yourself "why is this character not an ork." If you don't have a good answer you should be an ork. -UmaroVI
"Stay at least one lie ahead of everyone else"-Vitriol
SR4+++hbB?!Wdk++o+++++M+P-

theKernel

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« Reply #17 on: <02-06-11/1559:28> »
Yup GM and I decided to stick with the Hacker ;)
HACK THE PLANET
Theres no place like 127.0.0.1
Always start and end character creation by asking yourself "why is this character not an ork." If you don't have a good answer you should be an ork. -UmaroVI
"Stay at least one lie ahead of everyone else"-Vitriol
SR4+++hbB?!Wdk++o+++++M+P-

Dakka

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« Reply #18 on: <02-07-11/1621:48> »
But they seem weaker. Look at the sample hacker vs the sample technomancer and whos got better programs(complex forms) ratings? Idk I love how technomancers operate and look at the world but they seem weaker and I still want to be able no not get the 'trix smeard with my sorry pixelated ass you know? I love em but its looking like a bad idea from a player point of view. Is this a gross miscalculation on my part or are they kinda like wizards in d and d. They suck at first but then kick the drek out of people later?

The reason for the weaker starting CFs vs starting hacking programs is Technomancers live or die by Threading.  Also registered sprites can be used to upgrade the base CF rating.  It's not uncommon for a Technomancer out of the box to roll 13+ dice hacking attempts and carry around 10 stealth.  Out of the box hackers usually have Response 4 and roll something like 10 dice on checks.


Xzylvador

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« Reply #19 on: <02-22-11/0303:35> »
Quote
Out of the box hackers usually have Response 4 and roll something like 10 dice on checks.
Or they don't pick up the phone for the first 3 days of their career and upgrade their response instead...

Loki

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« Reply #20 on: <02-23-11/0056:25> »
Response is hardware, hardware cost nuyen. But it can, in fact, be upgraded to 5 at character creation.

jaik3n

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« Reply #21 on: <03-15-11/0612:00> »
I see you already picked a hacker, awesome! They're definitely more versatile out of the gate than a technomancer. From my experience though,  technomancers just don't have an equal. Were you aware, that after you submerge, as a technomancer, you have the option to have techno-spiritual-quests in order to gain remote access to a node or device, without being ANYwhere near it. EVEN if the device is wireless, and not physically connected to anything else.

That's how we stole Bruce Lee's Nun Chucks, and Chuck Berry's guitar, at a high priced Seattle auction house :P.

Definitely try out technomancer at some point, they are completely worth playing. My technomancer was my first Shadowrun character, and I played him until about 215 Kharma I believe... He's still not retired (just on hiatus)

Exodus

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« Reply #22 on: <03-16-11/0349:10> »
I'd recommend that any technomancer you create has his/her own commlink since technos are incapable of storing files in their brain and subject to prejudice.

And, Technomancers cannot hack non-wireless devices without Immersion and a proper Echo (that lets them connect by touching it). Hackers can just open the keypad and hack it by using their Hardware skill to connect to the electronics.
Not quite, if the technomancer goes with my above suggestion and has a commlink then they could easily connect to a device via their commlink. Think of it this way, if your brain can connect to a commlink through wireless, but your peripheral device only connects via data cable. Then you can easily daisy-chain your brain->laptop->device.

If the device had an access log and you set up the commink to act as a proxy node without keeping access logs then you've just left a perfectly disposable datatrail, just scrub the 'link and toss/sell it and there would be no ties to you.

Note: Keeping "burner commlinks" is a good practice for anybody, computer expert or otherwise.
I prefer to GM for Role Players not Roll Players

 

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