Shadowrun

Shadowrun Play => Rules and such => Topic started by: spydertau on <01-07-11/1539:11>

Title: What happens to a Technomancer when ...
Post by: spydertau on <01-07-11/1539:11>
He's imeresed in the Matrix?  Does his body just go limp while his mind is elsewhere or something else?
Title: Re: What happens to a Technomancer when ...
Post by: FastJack on <01-07-11/1604:35>
I'd say yes, much like a mage/shaman Astral Projecting.

Quote from: SR41, p. 220
As a safety precaution, simsense overrides your motor functions while you are in VR so that you don’t unknowingly move in the real world and potentially harm yourself or your surroundings. This means that your physical body is limp while you’re online, as if you were sleeping. With great difficulty, you can still perceive through your meat senses or move your physical body while in VR.
Title: Re: What happens to a Technomancer when ...
Post by: Ultra Violet on <01-07-11/1759:00>
Not at all, it depends on the Modus they choose to enter the Matrix. If they go in full VR, their body will be limp, as if they were sleeping. If they enter in AR-Modus, they are able to move or do anything in the Meat-World like any other user. The same applies to hackers.
But there are also some echos available, allowing the technomancer to act in meat-space at the same time or speed as she uses in VR.

Quote from: FAQ
How do technomancers perceive AR and VR? Inner eye? Intuition? Like Neo in the Matrix movies? Is it always on?
Technomancers see AR exactly as everyone else does—as additional info overlaid on top of their real world senses. When they switch to VR, they experience the Matrix the same as any other user. The AR overlay is "always on" and does not require image displays, speakers, AR gloves or other peripherals.
Title: Re: What happens to a Technomancer when ...
Post by: Kontact on <01-08-11/0100:39>
Well, the paralysis that other matrix users experience is artificial, and can be turned off just by removing the inhibitor.  I'd say that TMs in VR would act like a regular user without the inhibitor.

So, that'd mean meatworld actions can be taken without dropping out of VR, but you get the -6 blindness penalty to all those actions.  Possibly reducing that penalty to -3 (in certain situations) with the Blind Fighting Maneuver from Arsenal.
Title: Re: What happens to a Technomancer when ...
Post by: FastJack on <01-08-11/0812:01>
Interesting, I hadn't considered that.
Title: Re: What happens to a Technomancer when ...
Post by: Ultra Violet on <01-08-11/1700:19>
@Kontact

I see, where you get this, but if you were right, it would mean that every TM has to tie themselves up if they go into VR, because otherwise their body would move around without real control, and maybe jump or walk out of a window or from a roof.
The second thing is that TM usually follow the same rules as hackers/user do (exceptions are mentioned) and their Bio-node function in most cases like a Commlink, so we could also say the safety percussions that exists in Commlinks on a technical base, do exists in technomancers too. Because if they weren't there it would be mentioned.

But the -6 dice pool penalty for physical actions during the VR is an ordinary rule and counts for every user alike. (see SR4A, p. 226)