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[SR6] Compiling vs. Summoning, Sustained Complex Forms

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greygriffin

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« on: <04-16-20/0936:34> »
In SR6 the changes made to mages' summoning have not been ported over to Compiling, i.e.:

-A technomancer can compile only one unregistered sprite.
-The unregistered sprite can only use its services on sprite powers, Matrix actions, or cybercombat.
-To keep it for longer than Level x 2 hours, to have more than one, or to get it to sustain a complex form, it must be Registered.

1. Is this intended to remain to provide some mechanical differences between magicians and technomancers, or is this intended to be errataed to come in line with Conjuring?

2. Infusion/Diffusion of (Matrix Attribute) are still learnt for specific, fixed attributes. Again, is this likely to change? The additional flexibility of the Resonance "floating attribute pool" adds some (very welcome) adaptability to technomancers, would it be too stackable if they can also increase any Matrix attribute through CFs for 5 instead of 20 Karma?

3. Can Sprites take part in Teamwork tests using their Matrix action? This would essentially invalidate 6E Diagnostics (which only ever gives a +1 bonus), but would make Crack and Data sprites much more useful as they could assist in Probes and Matrix Searches.
« Last Edit: <04-16-20/0938:05> by greygriffin »

Banshee

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« Reply #1 on: <04-16-20/1001:23> »
Yes those were intended, however I didn't know what changes were being made to the magic section or i might have done it differently for consistency. So errata should NOT be expected or at least very minor. (edited)

Except for Diagnostics ... you are the first one to point that out and I missed it during review... it's supposed to be +1 per hit but it is clearly restricted to what skills it can boost and that was very much on purpose.
Yes sprites can teamwork.
« Last Edit: <04-16-20/1038:45> by Banshee »
Robert "Banshee" Volbrecht
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Michael Chandra

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« Reply #2 on: <04-16-20/1019:20> »
Registering always was lighter than Binding, not costing money and such, so not surprised it's not a 1:1, but yeah, makes sense to make them more comparable.
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greygriffin

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« Reply #3 on: <04-18-20/1049:56> »
Thank you both, while on the topic of sprites:

Compiling and Registering are Tasking + Resonance opposed by Level x 2.

Resisting Fade from compiling is a Willpower + Charisma test opposed by DV = number of sprite's hits.

Resisting Fade from registering is not specified in the Registering section (p.191), but is in the example on P192 as Willpower + Charisma vs (DV = number of sprite's hits x2). This aligns with the DV from Conjuring (p.146)

I expect most technomancers will have a Willpower + Charisma of 9 or 10 (using Log for their maxed stat). This makes Registering a mid-to-high Level sprite really quite dangerous; a F4 will resist Registering with a dicepool of 8, producing an average Fade DV of 4S, and a possible spike DV of 10+.

Mages can buff their drain stats for the purpose of drain resist, but short of being Mac Munchkin Godstats (which could possibly push your Wil+Cha to about 13), how can technomancers not break their brains when they want to Register? The only options I see are 1-edge forced rerolls, buffing from an allied mage, and taking Nitro/Novacoke speedballs.

Is there likely to be a future option to substitute Log for Cha using Edge for this test, as the inverse of the Technobabble matrix action (p.175)?

Banshee

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« Reply #4 on: <04-18-20/1110:36> »
Thank you both, while on the topic of sprites:

Compiling and Registering are Tasking + Resonance opposed by Level x 2.

Resisting Fade from compiling is a Willpower + Charisma test opposed by DV = number of sprite's hits.

Resisting Fade from registering is not specified in the Registering section (p.191), but is in the example on P192 as Willpower + Charisma vs (DV = number of sprite's hits x2). This aligns with the DV from Conjuring (p.146)

I expect most technomancers will have a Willpower + Charisma of 9 or 10 (using Log for their maxed stat). This makes Registering a mid-to-high Level sprite really quite dangerous; a F4 will resist Registering with a dicepool of 8, producing an average Fade DV of 4S, and a possible spike DV of 10+.

Mages can buff their drain stats for the purpose of drain resist, but short of being Mac Munchkin Godstats (which could possibly push your Wil+Cha to about 13), how can technomancers not break their brains when they want to Register? The only options I see are 1-edge forced rerolls, buffing from an allied mage, and taking Nitro/Novacoke speedballs.

Is there likely to be a future option to substitute Log for Cha using Edge for this test, as the inverse of the Technobabble matrix action (p.175)?

Yes this is as intended, the last thing we want is level 6 sprites being common and or easy to throw around... as is with no boost if you're built to be focused on sprites registering a L4 or even L5 sprite is not difficult.. just not risk free.

But yes I'm sure there will be future options
Robert "Banshee" Volbrecht
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Finstersang

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« Reply #5 on: <04-18-20/1303:32> »
Mages can buff their drain stats for the purpose of drain resist...

Well, that´s kind of a problem on its own rn ::)

Sprite Registering is quite fine, though. TMs are not supposed to high-level Sprites on Standby on regular basis, at least not without some risk. If you absolutely want to pull it off, get yourself in the mood, take some drugs (ingame!) and/or get buffed by a mage, and then hope that the dice gods are in your favor. And then have a long nap to heal the drain. If you rather want to play it safe, you can still register Mid-level Sprites, and compile the High-level ones only when needed.

greygriffin

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« Reply #6 on: <04-18-20/1502:56> »
OK, this helps me understand the intent behind sprite use and what power they 'should' be for a 0 Karma TM. With shamans casually being able to whistle up one of their horde of F6+ whenever they want something from the fridge, I felt like I was missing something with Registering and Fade.

Stainless Steel Devil Rat

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« Reply #7 on: <04-18-20/1512:32> »
Sprites and Spirits have more mechanical differences in 6we than they did in 5e.  There are some rules that give them new advantages that Spirits don't have in this edition:  Sprites can be registered, and can gain/spend edge.  Spirits cant (yet) be bound, nor may they gain/spend edge.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Xenon

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« Reply #8 on: <04-18-20/2151:11> »
You should be able to compile a Sprite on the fly without too much trouble. This is similar to Summoning that magicians do, although spirits generally hang around for many more hours than GOD let sprites stay.

Registering a Sprite is something you do when you have a lot of spare time. The actual registering take hours and you might also need an hour or two of resting to recover the stun damage after you are done. Magicians no longer have this option / don't have this option yet (this used to be called Binding in previous edition). Spirits are by definition "temporary" while registered sprites are potentially 'permanent'.

Working as intended :-)