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Posted: Mon Aug 14, 2006 10:44 pm
by NMI
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?
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.

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.
All are unique in their own way. I dont find any stronger or better then the other.

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?
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.

Related to all of this, is Splicers as lethal as it appears upon first glance?
Only as lethal as you want it to be. But I would say it should definately be on the "tough" side.

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.
Absolutely.

Re: TechnoJacker or TechnoFreak?

Posted: Wed Aug 16, 2006 2:11 pm
by Spinachcat
BladeWeaver wrote:As you can see there is more to this game then you see on the page. Read between the lines. Think about the game and see where it takes you.


Great post!

I fully agree that most of the coolness of Splicers is between the lines and that's probably why the game line isn't doing as well as it should. We really need that indefinitely postponed Splicers Sourcebook to help expand much of the world and the context. Until then, I hope more people discuss what they are seeing beyond the page.