Posted: Mon Aug 14, 2006 10:44 pm
I liken them to humanities Technical God. Able to operate the weapons and tools of our past. Hacker/Weapons specialist, "Tech-Wizard", all are possibilities.First, I've been immediately drawn to the Technojacker O.C.C. but it doesn't seem as fleshed out as the host armor O.C.C. Much is made of it being unique and effectively invaluable in the face of the machine threat, but I'm not sure how it would work in practice. How has this O.C.C. played out in your campaigns? Is he the elite super-hacker, some kind of techno-wizard, or is he the weapons/infiltration specialist, capable of walking into a machine installation empty handed, completing his objective with nothing more than his wits and what he can procure on site?
All are unique in their own way. I dont find any stronger or better then the other.In short, I've seen alot about the Host Armors, Dreadguard and Biotics and the like, but I was wondering how the other O.C.C.s fare.
I would say these are good/viable option for the tech that existed NEXUS went into PMS mode. Although, with it being generations since humanity had access to this tech, I am sure alot/most of it is no longer in existance or operable enough to be of use to a Techno-Jacker.Also, how do you handle machinetech or old pre-NEXUS tech? There doesn't seem to be that much present in the main text. Would porting over Rift tech (NG or CS, possibly Chaos Earth level) be a viable alternative?
Only as lethal as you want it to be. But I would say it should definately be on the "tough" side.Related to all of this, is Splicers as lethal as it appears upon first glance?
Absolutely.Lastly, how do you play the machine AI? Do you have them present and active in your plotlines, meddling in the players lives, or far more detached and removed? I must confess I'm thinking along the lines of a possible AI-Technojacker link when I ask about this.