A TM knows what this is without looking at it, but a hacker doesn't. A glitch in a data stream, a tell-tail sign of icons being colored pink, maybe a small sound they can't stop hearing when looking at a data trail. Now, while a hacker doesn't understand what Resonance is, that doesn't mean they can't see it. That means they are in tune with the Matrix realm.
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I don't know if this is full canon, but it makes sense to me. At that point, agents are basically IC, and TM's and sprites have to deal with them accordingly if they want to ruin your day.Ģ.) Resonance leaves as much of a trail as hacking and astral magic does. And there is no harsh limit to the number of agents you can have running (it's measured by double your Response, but it's hard to hit that limit). You just have to drop some cred at the local Kong-Walmart and you got yourself the latest in Anti-Punk protection. A TM has to invest time and effort at it. And you can do this for much cheaper, again, then a TM can. You start that sucker up on your commlink and it goes to work protecting your stuff while you continue to work. That's going to have a Analyze program, maybe a Scan program, and a Decrypt or Defuse program, in case of data bombs. The easiest example is an Anti-Virus scan. An agent counts as one program running on your system and can have multiple types of programs suite'd into them. In 3rd Edition, we had agents as well (can't remember what their names were) that were packaged programs that ran and did stuff for us.
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I have to download that data, keep watch for new icons, protect my drones, ect. I can't expect my rolls to always be cracking enemy systems. I have a rigger that, more often then not, has to do four or five things at once. But there are few things most TM's that start out don't realize about sprites that they get hosed on otherwise. Because of this focus for hackers, though, TM's can specialize in getting a lot of little guys to do their job for them. A TM needs to spend massive amounts of points into being good, because their abilities are spread out between complex forms and skills in both Registering and Computer related skills, where a hacker only needs Computer and Hacking. Hacker's going to win the hack game every time. Take a look at a Technomancer next to a pure hacker at character gen. Technomancers are powerful for three reasons: compiling new Complex Forms, overclocking existing Complex Forms on the fly, and sprites. Is there an in-game reason for why a Technomancer wouldn't do this? And is there a better out-of-game way to handle it than just making a couple of dice rolls (Sprite's rating vs defenders skill, for example) to determine what happens? I don't want to tie up the rest of the players in a long matrix battle they aren't even there for. On the other hand, I can't think of a reason why a Technomancer wouldn't do exactly that - there's plenty of downtime between games to register new services. I don't have a problem with sending a single sprite after someone, but sending 2-3 just seems silly. But with Sprites there's no such built-in limitation. With Spirits this isn't so much of a problem - you can't send a Spirit to keep attacking someone as they drive down the freeway, as it's really obvious to observers what's going on, and there's a chance the spirit could get traced back to you. This can end up with 2-3 sprites off doing various things at once. When something interesting happens - let's say the characters fight some attackers off and send them running away - he simply unleashes all of his sprites to continue hacking the attackers, tracing them, etc. We have a Technomancer in our party who has a bunch of registered sprites.