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Technomancers+

By u/AngryDonkey123

Sorry

Payed for by u/Bamce

(FIN)

1

Preface

The grand majority of this is simply copying and pasting from 4th ed Unwired and Core, with a little bit of editing for 5th ed. It is likely very unbalanced, and very badly written. I by no means claim this is all my work, not by any stretch of the imagination, mostly cause I don't have the imagination. If you have any suggestions, PM me at u/AngryDonkey123. Just as a preface, for all y’all folks.

Standard Technomancers 5

Levels of Echoes 5 Basic echoes: 5 Standard Echoes: 5 Advanced Echoes: 7

Emulation 10

Widgets 11 Basic Widget Compiling 11 Advanced Widget Crafting 12

Complex Forms 13 Standard Complex Forms 13 Resonation 15

Resonance Sprites 17 New Standard Sprites 17 Phase Sprites 18 Resonant Sprites 18 Hotspike Sprites 19 ROM Sprites 19 New Advanced Sprites 19 Tank Sprites 19 Code Sprites 20 Sleuth Sprites 20 Tutor Sprites 21 Paladin Sprite 21 Planck Sprites 21

2 Nova Sprite 22 Emulator Sprites 22 New Sprite Powers 23 Phase Difference: 23 Hyperclock: 23 Assault: 23 Probability Distribution: 23 Info Sortilege: 24 TraceRoute: 24 Proficiency: 25 Castling: 25 Armour: 25 Haze: 25 Overdrive: 25 Immersion: 26

Resonant Streams 26 Cybermancers: 26 Singularitarian: 26 Technoshamans 27

Dissonance 27 Entropic Sprites 28 Malfunction echo 28 Blight Sprite 28 Chaos Sprites 28 Contagion Sprites 29 Meltdown sprites 29 Fade sprites 29 Pilot-W Sprites 30 Spike Sprites 30 Dissonant Sprites 31 Strike Sprites 31 Dissonant Sprite Powers 31 Datavore: 31 Resonance Drain: 32 Distortion: 32 Siphon: 32 Virulence: 32 Nuke: 34

3 Reroute: 34 Surge: 34 Noise Bomb: 34 Sparky: 34 Peak: 34 Infect: 35 Puppeteer: 35

Dissonant Paragons 35 Abort: 35 Disinformation: 35 Tiamant: 36

Reaver Technomancer 36 Feedback echo 37 Complex Forms, Widgets and Echoes 37 Torn Sprites 38

Positive Qualities 39

Negative Qualities 43

Paragons 45 01 45 Daedalus 45 Echelon 46

Free Sprites 46 Reassembiling 47 Registering and Decompiling 48 Free Sprite Powers 49 Hide: 49 Credit: 50 Denial: 50 Doorstop: 50 Resonance Bond: 50 Resonance Rifts: 50 Resonance Bond 50 Wild Sprites 51

The Edge of Resonance 51

4

Standard Technomancers

During , Technomancers can pick up to (Resonance/2) (round down) of Basic Echoes. The list of Basic Echoes is adapted from the original list of echoes (see below table). If you lose resonance after character creation, you do not lose any of your Basic echoes. If you burnout completely, and have no Resonance remaining, then you can no longer access those Basic Echoes.

Every time a technomancer submerges, they make pick an echo of their choosing

Levels of Echoes

You have three levels of echoes, basic, standard, and advanced. Basic echoes follow the rules as above. Standard echoes follow the rules that a normal echo might in standard shadowrun rules. Advanced echoes require a pre-requesite Basic or Standard echo(s). Any echoes not listed have either been reworded or reused in a different sense

Basic echoes:

Name Function Reference

Attack Upgrade +1 to Attack. Can be taken twice Pg 258 Core

Sleaze Upgrade +1 to Sleaze. Can be taken twice Pg 258 Core

Firewall Upgrade +1 to Firewall. Can be taken twice Pg 258 Core

Data Processing Upgrade +1 to Data Processing. Can be taken twice Pg 258 Core

Skinlink Allows direct connection via touch with Pg 58 Data devices Trails

NeuroFilter +1 dicepool to resist Biofeedback Pg 258 Core

Sift +1 on Matrix Search test

Hush -1 to Noise on all tests for that Technomancer

Standard Echoes:

Name Function

5 Resonating A technomancer can channel a sprite into their body (as long as they're connected in AR/VR). The technomancer retains use of their body and skills. They can relinquish use to the sprite at the cost of a service (the sprite then uses its skills,and is ‘in control’ though the technomancer can give commands). The technomancer can use the powers of the sprite, at the cost of a service. The technomancer receives a buff to his mental attributes equal to half difference between the technomancer and the sprites respective device attributes. To perform a resonate, the technomancer must register a sprite, and at the start of registering must declare this intention. At the end, the sprite inhabits the technomancers body.

Centering A technomancer who learns to center themse….who am I kidding? You know what it does. You can add your submersion rating to your drain tests if you perform a specific non-subtle action, such as chanting in Binary, or making old Space Invader shapes with your hands.

Trauma Filter Gives the same bonus as a rating 2 trauma damper, with only - 1 Reaction and -1 limits when in effect.

Mathemagics Increases the Mental Limit for math-intensive actions, such as encryption and decryption, by 2.

Overclocking Gain +1d6 while in VR.

Resonance Emulates the specific effect of one common/hacking program (Virtual Machine does not work). You [Program] first need to emulate the program (see below)

Resonance Link This echo gives you the ability to establish a low-level, one-way empathic link with another technomancer of your choice. As long as you’re linked, you can discern the dominant mood and emotions of your linked companion. You know whenever your companion is under attack or stress, feeling pain, or otherwise in danger. The Resonance Link works in only one direction (so your companion does not receive empathic signals from you), but if both of you take the echo with each other, you can make a two-way link.

Resonance Can use resonance actions through a device. Cannot register, compile a sprite nor thread a complex Riding form, nor use their living persona advantages

Resonance Scream Increases the noise of the area by 2 for a radius around the hacker of 10 meters per Resonance attribute, affecting everyone (including the technomancer) therein as if they were inside of a spam zone. This can be turned on and off with a Free Action

Sleep Walker The technomancer gains the ability to subconsciously perceive minor events happening around their body while working with the Matrix in VR. This allows them to choose to perform Perception-related Free Actions in the Matrix or the real world.

Blur Since any uses of Resonance leave a Matrix signature on anything they affect, technomancers can cover their tracks more efficiently with the Blur echo. This echo creates a diffuse resonant “fingerprint” that is hard to identify and recognize later. Increase the threshold for Matrix Perception Tests to detect the technomancer’s signature (including the threshold of 5 or more to recognize the effect of the signature, p. 250, SR5) by his submersion grade. This has the bonus effect of making his complex forms and sprites look like regular programs and agents to casual inspection.

Immersion Can jump into a vehicle with that can be jumped into with a Rigger with a control rig, but only gets a +1 to Piloting tests while jumped in. Can be taken twice

Flexible Touch This echo allows a technomancer to forge his Matrix signature, making it look like someone else’s. Apply a modifier to the threshold for Matrix Perception Tests equal to the technomancer’s submersion grade to determine the technomancer’s real signature. Flexible Touch also allows a technomancer to reduce the amount of time his Matrix signatures last by 1 hour per point of submersion grade. If reduced to zero, no signature is left at all.

6 Defragmentation With this echo, the technomancer is able to heal Matrix damage done to his living persona. He can only heal damage that would affect the living persona, not damage to his meat body from bullets or toxins. To perform Defragmentation of his living persona, the technomancer makes a Resonance + Willpower (1 Combat Turn) Extended Test. Each hit regenerates one box of damage. The technomancer may not perform any other action while undergoing Defragmentation. Any damage remaining after using Defragmentation must be healed through normal rest

E-sensing They can either choose Technosense or Electrosense. It may be taken twice to get both effects. E-sensing enhances the ​ (Technosense or technomancer’s perception of electric fields in the real world. Technomancers with this echo may make a Resonance + Electrosense) Perception Test to physically sense sensors, drones, and other electronic devices—as well as the bioelectric fields of people and animals. Each hit gathers information about the target, as noted on the electroreception table (Pg 114 Run Faster). Use of this ability requires an Observe in Detail Simple Action. The range of the electric sense is Resonance x submersion grade in meters.

Electrojack By acquiring the electrojack echo, the technomancer receives the ability to modulate the neuroelectrical and synaptic network of his body such that it can work similarly to a skilljack cyberware system. In game terms, it operates with a rating equal to the submersion grade of the technomancer. In all other regards, it follows the basic rules for skilljack systems. However, since technomancers are unable to process knowsofts or linguasofts,, they have to convert them into complex form–like programs to interpret and process them in their “language” by emulation (see below).

Multiprocessing Multiprocessing grants the ability to process digital information simultaneously from multiple sources online. For example, a technomancer with this echo is able to browse the Matrix and simultaneously hold a conference call online while hacking, providing full attention to each channel of information. Observe in Detail counts as a Free Action for the character while in VR or using AR. The technomancer also receives an additional Free Action per Initiative Pass (does not stack with Perfect Time)

Sparky This echo allows the technomancer to zap a non-technomancer persona he has hit in cybercombat with a jolt of Resonance that creates a range of electrical malfunctions, hampering the functionality of the persona’s originating device. Symptoms might include power fluctuations, miscolored optical lasers, forged error codes, component and subroutine deactivation, and so on. Whenever the technomancer damages a hacker’s icon, make an Opposed Test pitting the technomancer’s Data Processing + Willpower against the target’s Willpower + Firewall. For each net success the technomancer achieves, reduce the targets Data Processing. If Data Processing is reduced to 0, the devices fails (some electronics and extreme cases have been known to burst into flame from power surges and overheating). Devices may be repaired with a Hardware + Logic (8, 1 hour) Extended Test. This echo is not effective against other technomancers, sprites, agents, AIs, or e-ghosts.

Widget Compiling Technomancers with this echo can perform widget Compiling, a necessary function for Resonations and can offer advantages for the technomancer.

Advanced Sprite By choosing this echo, the technomancer gains the ability to compile and register one additional species of sprite, beyond the basic 5 offered to all technomancers. This echo can be chosen multiple times.

Swap This reduces the effect of sustaining complex forms by -1 (This does not stack with Psyche nor the Calm Mind qualitiy)

Harmonic Ratio When combined with a submersion task, raises or lowers your natural minimum by 5. Analysis

Advanced Echoes:

Name Prequesite Function

Resonance Resonance The technomancer may increase the noise around them by their resonance, with a similar range as resonance

7 Howl Scream scream. This may be deactivated/activated with a free action.

Advanced Widget Technomancers with this echo can create advanced forms of standard compiling, see (widget crafting below) Widget Compiling Compiling

Biowire Electrojack By acquiring the biowire echo, the technomancer receives the ability, improving further on the modulations done, to enhance the neuromuscular network of his body such that it can work similarly to a skillwire cyberware system. In game terms, it operates with a rating equal to the (submersion grade/2) + 1 (round up) of the technomancer. In all other regards, it follows the basic rules for skillwire systems. However, since technomancers are unable to process activesofts, they have to convert them into complex form–like programs to interpret and process them in their “language” by emulation (see below).

Resonant Biowire + The pre-existing transformations done allow for limited and inefficient translation of neuromuscular signals Biowire Centering from the technomancers’ neuroelectrical impulses. A technomancer can instead rely on low level Resonance feedback to enhance these loops, acting as a catalyst for improved transmission of signals.A technomancer with this ability allows the biowire ‘skillwire’ system to instead operate at a rating equal to their submersion grade.

Quiet Hush The technomancer may reduce the noise around them by their resonance, with a similar range as resonance scream. This may be deactivated/activated with a free action

Supercharge Biowire + Extended VR use does weird things to a technomancers body, especially if they start to venture deeper into Sleep walker the matrix and dive into the foundation. Here the resonance treats mind as body, and technomancers who already have experience with translating VR into physical and programs into actions, can temporarily substitute any physical attribute with the appropriate mental attribute (follow rules for Foundation for which attribute is equivalent). They can hold this for Submersion Grade + 1d6 combat turns before they crash and drop the switch, receiving unresisted Fade Damage (as Stun) equal to the number of combat turns they held it active for.

Mind Over Immersion This echo subtly manipulates the Resonance coming off the technomancer, allowing them to better jump into Machine drones and rigger-modified devices. This provides the same effects as a control rig (p. 452, SR5), without the free datajack and datacable. This can be taken up to three times, each increasing the effective rating of the control rig by one.

Living ECM E-Sensing A technomancer with this echo is able to adjust his bioelectric field to a broad range of frequencies in his vicinity and act like a area or directional jammer with a rating equal to his submersion grade. Jamming in this manner requires a Complex Action to initiate and consumes a Free Action each Initiative Pass to sustain. Each additional selection of this echo grants a bonus of +1 to the jamming rating. Switching between the two types is only a simple action

Macro Multiprocessin Macro enables a character to execute one additional noncombat task with a single Complex Action with a –2 g + dice pool modifier for each separate test. The second action can only be a Matrix action. This echo can only be selected once. Overclocking

FFF (Flight Trauma Filter The Fight-or-Flight Filter echo adjusts the technomancer’s basic instincts for combat situations, making them or Fight far more efficient than that of a normal metahuman, while also muting the nagging portions of the brain that insist on feeling injuries. The technomancer receives all the benefits, but also all the difficulties, of a pain editor Filter) (p. 460, SR5) without needing to have the cultured bioware made for them and the surgery to get it implanted.

Resonance Sift You have gained such a strong connection to the Resonance Realms that you can easily feel the history of the Feedback matrix in a location. This Echo allows you to, with a simple action, 'see' into a device, hosts or personas history without needing to hack them as long as they are within 50 meters of you and visible to you on the Cycle Matrix. However, the flood of information is hard to process and requires a significant amount of concentration from the Technomancer. To read an object, the Technomancer makes an Computer + Intuition + Submersion Grade [Mental] Test; see the Matrix Feedback table for modifiers and results. When reading an matrix object, the technomancer has a

8 –2 dice pool penalty to all other actions. Unfortunately, while reading the matrix object, the technomancer has no control over how long the reading takes, and she cannot stop until the reading is done. It can take 1 minute, 5 minutes, or longer. The gamemaster can roll 1D6 to choose the duration, or he can decide the duration based on the Feedback experience.

Time Since Impression

1 Day +0

1 week -2

1 month -4

1 year -6

1 decade (-2 for each additonal decade) -8

Information Gleaned

0 None

1 Flashes of details, superficial and little real ideas

2 Longer coherent sections of history, though still disjointed

3 Complete History, some communications, and interactions, some information

4+ Complete history, communications + interactions, significant information

Acceleration Biowire + This advanced echo reinforces the technomancer’s neural structures to accelerate his neural pulse rate, Overclocking decreasing the amount of time required for an electric signal to traverse the distance. This acceleration confers a bonus of +1 Reaction (counts as an augmentation bonus) and +1d6 for meat space intiative. This echo can be taken up to three times for a cumulative effect.

Program Resonance This advanced echo runs on the normal basis of a resonance program, but by accessing deeper levels of the Catalog [Program] resonance, a technomancer is able to draw on and emulate multiple copies of common and hacking programs. This allows program slots equal to their (Submersion Grade/2) (round up) that technomancers can taken twice freely swap if they emulate a program, including the two already learnt as a result of Resonance [Program].

Advanced [Attribute] This can be taken for a specific attribute you already have two echos for [Attribute] Upgrade in. This replaces [Attribute] Upgrade * 2 the bonus from one of the [Attribute] Upgrades, and instead provides a +1 bonus to the relevant stat itself (counts towards your augmented limit, each [Attribute] Upgrade may only be taken twice).

9 Mesh Multiprocessin A technomancer who fine-tunes her understanding of multiprocessing with this echo can surrender her body to Reality g + Biowire + slip into a hyper-perceptive state with a Free Action. In this state, she can perceive both the real world (including ) and simultaneously. In such an effect, a technomancer rolls both Sleep Walker her physical and matrix initiative at the same time. They can then perform both matrix and physical actions within the same Initiative Pass (complex/combat actions too), similar to the effect of Macro, only that once that they have no more physical initiative left, they can only perform matrix actions. You perform actions in each initiative track separately as if you were in either VR or the real world. Both have -4 dice pool penalties. This negative penalty for physical actions can be reduced to -2 by picking up Acceleration, and the negative penalty for matrix actions can be reduced to -2 by picking up Macro.

Info Sift The Info Sortilege echo gives the technomancer an intuitive feel for the way information links together—he can Sortilege almost “feel” the right route to pursue when gathering information. More importantly, this echo enables the technomancer to analyze data he has collected for clues that will give him insight into hidden facts, allowing him to make deductions and uncover hidden connections. Some technomancers believe that they can even read the future in the Matrix by observing how the data about a person, location, or event behaves and flows. Mechanically, with a suitable amount of data at hand (at least two hits in a simple Computer + Intuition roll), the seeker declares her intent to use Info Sortilege and enters a mild trance (–2 dice pool modifier to all other actions). She must then make a Intuition + Resonance Test to follow the thin datatrail in the Matrix like a sleepwalker. The more hits the technomancer scores on this test, the more hidden pieces fall into place to reveal the bigger picture, how information about the subject intertwines and relates to each other. Depending how information is hidden, the search might also lead the technomancer to hosts that have to be hacked to acquire the information therein

Infused Advanced Gaining this echo allows a technomancer access to infused sprites via a special Resonation called ‘Infuse’ Sprites Sprite (note: picking up the echo means the technomancer can use the resonations, but they still need to learn the new resonations)

Aura Link E-Sensing The technomancer modulates their natural bioelectric field, and enhances it, running simple resonance pickup (Either) + patterns throughout it. A technomancer with this ability can directly connect to devices within half of a meter of his body, as long as he has this power active, but every half a meter beyond that imposes an additional -2 to Skinlink noise penalty to interacting with the device which may not be reduced by any means. This power can be activated or Deactivated with a free action.

Emulation

This is a method by which technomancers can learn matrix programs + activists + Autosoft (if they have the required echoes/sprites). They first purchase the program (which can be expensive) or in the case of skillsoft networks, they can download them from there. They then perform a Software + Resonance (Rating * 2, 1 Combat Turn) extended test, at which point they have ‘learnt’ the program. Or if it does not have a rating, a threshold of 5. If they don’t then immediately use the said program as part of a Resonance [Program], Biowire or Resonance Catalog (or are saving it for RRR), then if they’re trying to recall the program at a later data they need to make a Software + Logic (rating) check to see if they can remember the program or if it's a one without, a threshold of 3. If the program has ratings, and they fail the test, reduce the effective rating of the program down to the number of hits they got on the test. If the program does not have ratings, they simply fail to remember it at all. A technomancer can only recall the specifics of a number of programs equal to their Device Rating. They can still own programs above their limit, but they cannot emulate them (unless they're a more advanced copy of the same time of program) so choose wisely.

10 Widgets

Widgets are the Technomancers reagents but also can be a technomancers boon (Advanced Widgets especially). They can serve a number of functions, such as reducing drain or allowing for the performing of Resonations. Widgets are virtual icons that stay tethered to the technomancers persona, and last for their (Rating) hours after being compiled. (Resonant Widgets do not). They are only useable by the technomancer who compiled them. You can bind to a widget to make it a more permanent part of your persona, and in doing so they do not fade away, but they do not count towards your limit. They cost (2 karma * rating) to bond to. If you later want to unbond to one, you get no karma refund. You can bind up to your Resonance in Widgets at one time

Basic Widget Compiling

This requires a Compiling + Resonance (Rating * 3, 1 hour). Once the technomancer stops compiling the widget (whether through success or giving up the attempt), they must resist the widget’s (Rating * 2) as Fading. They can pause this test midway through, but to start again means they need to perform a Resonance + Logic test, with a threshold equal to the (rating/2) of the widget being compiled. Only the highest rated widget applies of a particular type, you do not get cumulative benefits. A technomancer can have up to (Device Rating/2) (round up) Widgets attached to their persona at any given time. (Resonant Widgets do not count towards this limit).. They cost rating * 2 worth of electronic parts to make. Resonant Widgets:

These are used in the performing of Resonations. They are also used to reduce Fading, whereby you can spend up to (Level) Resonant Widgets to reduce the Fading by 1, down to a minimum of 2. You can also use them to set the limit on threading test for complex forms. You can also use Resonant Widgets to reduce the number the number of dice a sprite uses to resist being registered/compiled by spending (Resonant Widgets * 5) per dice you want to remove. You can compile a number of Resonant Widgets at once, just set the threshold for the test to be equal to the number of Resonant Widgets you want to craft at once, and you resist the (number of Widgets/2) (round up) you wanted to compile as Fading at the end. You do not need to make a memory test to resume crafting them as they are so innate to a technomancer.

The following widgets all affect their particular category by their (rating/2) (round up)

Name Function (they increase by (rating/2))

Noise Reduces noise (as in they reduce noise by rating/2)

Benchmarking All Computer related skill tests

11 Cheat All Hacking related skill tests

Amp All Cybercombat related skill tests

Jammer All Electronic Warfare related skill tests

Debugger All Software related skill tests

Advanced Widget Crafting

This allows you to craft more advanced variants of original widgets. The extended test for these are a Resonance + Software (Rating * 4, 2 hours) with Fading of Rating * 3. They can pause this test midway through, but to start again means they need to perform a Resonance + Logic test, with a threshold equal to the (rating) of the advanced widget being compiled. They cost rating * 3 worth of electronic parts to make. Advanced widgets are most costly to bind to requiring (rating * 4 karma)

Name Function

Decoy This widget mimics the technomancer’s persona, acting as a virtual decoy. If someone attempts to discern the decoy from the real persona, make an Opposed Test pitting Computer + Intution versus Resonance + widget rating. If hit by any attack in cybercombat, the decoy is instantly destroyed.

Rendering This widget increases the technomancer’s ability to assemble sprites. Add its rating to all Compiling Tests

Overclocked This widget provides a bonus to Cybercombat, Hacking and Electronic warfare skill Amp equal to its rating.

Random A RAM widget can sustain a single complex form equal to its rating, to activate it is Access a free action. Memory

IDE This widget provides a bonus to Computer and Software skill equal to its rating

DBMS This widget increases the technomancers ability to catalog the sprites in its possession. Add its rating to all Registering tests

Defragmenter This widget increases the technomancers ability to remove sprites. Add its rating to all Decompiling tests

Displacer The widget acts as a buffer for all Matrix Defense tests, increasing by its rating. (Including Biofeedback)

12

Complex Forms

Transcendent Grid is terrible. If you use it you have no limit for any Matrix Search + Matrix Perception tests, nor do any modifiers for the former and the later apply (you still need to beat a running silent test however.)

Standard Complex Forms

These are a list of new complex forms. All of them roll a simple Resonance + Software test unless specifically stated otherwise

Name Stats Function

Blind Eye Duration: S Through a quirk in the matrix, you can hide yourself from all physical security devices slaved to FV: L + 3 a host, such as cameras or MAD scanners. You roll your Software + Resonance vs (Host Rating * 2). If you succeed, you are hidden from all physical security devices. You need to be able to Target: Host see the host running them through AR (this may require a matrix perception if running silent). They cannot see you no matter what happens as long as you sustain the complex form

Empathic Duration: I Pulling on multiple resonance threads in an instant, you analyse a face and all possible Reasoning FV: LV -1 permutations of the 42 muscle contractions and relaxations, you analyse a target's facial expression and get a bonus to Judge Intentions equal to the Level you threaded the complex Analysis Target: Self form at * 2. These is only for one Judge Intentions check, and can be done as an instant response to the GM calling for a Judge Intentions, or you yourself wanting to roll Judge Intentions

Hyperthread Duration: I Using your understanding of machine sprite’s diagnostics power, you call upon the resonance to FV: LV + 2 infuse and supercharge a weapon for a single shot. If the weapon is wireless active, it gains a temporary bonus to accuracy equal to the (Level/2), round up, as well as a bonus dice equal to Target: Device the Level. This does not stack with Diagnostics. This can be done in preparation for a shot (but doing so only lasts one Combat Turn), or as an interrupt action (-5 from Initiative) on a willing recipient before the shot is made.

Fade Duration: S Within the matrix there is running silent, then there is truly running silent. A good technomancer FV: LV + 1 knows the difference between the two. A technomancer can draw on the resonance, disguising the persona from view of the rest of the Matrix. Instead of device is running silent, a Target: Device technomancer can thread a complex form to give it a buff to remaining silent equal to the (Level* 2) of the threading. (If you’re running my additional matrix rules this confers a (Level/2) bonus to the Sleaze Threshold of the Noticing a Hack action.)

A=B Duration: I The resonance has a bizarre understanding of just what the different attributes on devices FV: LV + 2 mean, and often interaction with it can result in some confusing effects. Technomancers use this to switch round two decker or hosts attributes for (LV/2) combat turns e.g. Attack and Firewall. Target: Device/Host The decker cannot switch these attributes, only other attributes on his deck. When the duration of the form ends, the attributes switch back to normal

Arc Duration: I Savvy technomancers can take advantage of how the resonance envelopes the Matrix to FV: LV + 3 ‘conduct’ a variant on a resonance spike throughout the matrix. The technomancer rolls Resonance + Software [Level] vs the targets Willpower + Firewall. This attack deals net hits as Target: Device damage. The Resonance stream then arcs to the next target and the technomancer rolls

13 (Resonance + Software - 2) [Level] vs the next target's Willpower + Firewall. This does net hits in matrix damage. It then arcs to the next with a -4 penalty, and then to the next with a -6 etc. until the penalty is equal to the technomancers Resonance + Software or the technomancer has no more targets. Any glitches on the test will result in the arc failing to hop to the next target. If a critical glitch occurs, then the arc hops to the technomancer who cast it as it’s next target, and they have to roll against themselves to see how much damage they take.

RRR Duration: S (for net RRR or Reflex Resonance Repeater copies and enhances upon the traditional patterns hits turns) associated with a particular physical skill, by using the resonance as an emulator for the patterns typically followed by an activesoft. A technomancer can learn to emulate a particular FV: LV + 2 activesoft (which it must first buy), if it can successfully remember the activesoft, he can then Target: Special (not imbue a willing target (through DNI) with the specific activsoft. The technomancer needs to get self) hits equal to the rating of the activesoft, and any net hits act as the number of minutes in which the activesoft can be used by the target, throughout which the technomancer needs to sustain the affect.

Erosion Duration: I The Resonance equal part supports and surrounds everything in the matrix, somewhat like the FV: LV + 2 sea might a boat or an island. But sometimes, the sea can get angry and can begin to wear down the rocks and the boat with violent storms and waves. A technomancer can trick the Target: Device resonance into doing the same with devices. Rolling a simple Software + Resonance vs the targets Willpower + Firewall, deals (net hits/2) matrix damage to the device and reduces the Firewall by 1 point. However, the matrix damage is laced with biofeedback.

Phase Duration: I Resonance can be crafted and formed, and technomancers have long since learnt how to use Shields FV: LV + 3 its affects to shield and camouflage, somewhat as a rarity, it can also be used to absorb the brunt of a matrix attack. In preparation for a matrix attack, a technomancer may make a simple Target: Resonance + Software roll. When a matrix attack occurs during that Initiative pass, a Device/Persona technomancer may use the number of hits on this test to add to the appropriate resist test for a number of devices/personas equal to the technomancers resonance. This includes for resisting matrix damage and biofeedback. This can be done for all matrix tests done against those chosen devices/personas for that initiative pass.

Resonant Duration: I This complex form is necessary for all technomancers who want to carry out targeted Mark FV: LV - 1 resonations. Technomancers need to roll Software + Resonance vs the (Hosts rating/Device Rating) * 2 of the target in question. If they get even a single net hit, they get a resonant mark. Target: Special These do not function like normal marks, nor can they be removed like a normal mark. They require a Matrix Perception test to be performed by a technomancer, and to get 3 hits on the test, at which point the technomancer can perform a Software + Resonance test with a threshold equal to the (net hits * 2) on the original marking test. A particular target can have up to 3 Resonant Marks.

Glitch [IC Duration: I ICs are seen as aberrations by a number of technomancers. Adapted from (in some cases) from type] FV : L + 2 only of the most deadly viruses ever created, a number of technomancers see them as a perversion of the same ideal that created the virus. As a result, many technomancers want to Target: IC learn this complex form

These are variations on a Resonance Spike that target only one specific IC type. The technomancer rolls Software + Resonance vs the ICs condition monitor. The technomancer deals Attack + net hits as unresisted matrix damage. To make things worse for the host, the IC type that has been targeted by the technomancer cannot be used again.

Resonance Duration: S It's not too rare a technomancer will act as a coordinator for a team, making sure that everyone Link FV: L + 1 is in the right place at the right time. Some technomancers take this one step further, relying on advanced subroutines and the resonance to provide real time tactical advantages. Target: Special A technomancer with this complex form can sustain it to provide (L/2) worth of willing targets with the same advantages as a Level 1 PI-Tac. All targets must be willing, and must have capable Image and Sound link, and must be wireless active.

14 Translate Duration: S What's the point in having your brain constantly hooked up to the matrix, and having the FV: L - 1 resonance to augment this connection, if you don't use Google Translate +.

Target: Special A technomancer with the complex form can choose a target and a subject (the subject must be willing). The technomancer rolls Resonance + Software vs the targets Willpower + Intuition. The number of net hits give the subject a temporary knowledge skill with a level equal to the number of hits on the test. The knowledge skill is based on the language the target is speaking. The subject must be running with a Sound Link, and must be wireless active. The target can be simply speaking in person, or via the matrix in any capacity.

Resonance Duration: I It's no secret to technomancers that the resonance is often perceived to be very similar to Static FV: L + 1 magic, and in that regard many focus on trying to influence the astral plane the best they can. A technomancer with this complex form can make a simple Resonance + Software test. Within an Target: Special area equal to their Resonance * 5m, the background count is increased by their net hits.

Matrix Mask Duration: I On a willing, or not, target, the technomancer may use a variant on Resonant Veil to hide the FV: L true nature of a device. Somewhat like the Wrapper program (but with an actual test!) a technomancer may disguise the nature of a Icon by rolling Software + Resonance vs the targets Target: Willpower + Firewall. In order to successfully identify the true identity of the icon, a matrix Persona/Icon perception test needs to beat a threshold equal to the number of net hits on the test. This lasts for (Level) hours.

Resonation

These are the complex forms that everyone is afraid of when it comes to technomancers. They are big. They’re bad. And they hurt. Fortunately for everyone else they’re a bitch to perform, but that doesn’t make them any less deadly. They take part in something known as a resonatition (Shut up, I didn’t want to call it a ritual).

Step 1: Choose a Leader ​

Each resonation must have a leader who knows the Resonation being performed and can complete the last step, which seals the Resonation.. In this step, the participants must announce their participation with the leader. The participants do not need to have learned the Resonation; they simply must be willing to take part. All effects from the Resonation have the leader’s resonance signature.If you’re threading a ritual all alone, you’re the leader.

Step 2: Choose the Resonation + Level ​

The leader must then choose the Resonation to perform, and at what Level.

Step 3: Set up the Resonance Channels ​

The leader must expend (Level * 2) worth of resonant widgets to open up channels within the resonance to allow the Resonation to funnel through. The leader can spend up to (Level) worth of resonant widgets to reduce the drain on the final step by 1, this can be repeated till the value of drain is at minimum two

15 Step 4: Perform the Resonation ​

The details for how which the Resonation will occur is listed within the Resonation itself (see below table), but the Duration of this section is equal to the (Level) hours.

Step 5: Channel the Resonation ​

This the final step. The leader makes a Resonance + Software test vs the Resonation’s (Level x 2). The participants can assist as per a teamwork test. Everyone involved then must resist Fading equal to the the number of hits on the opposing test. If, for the leader, the number of hits on the teamwork test was greater than the leader’s Resonance rating, the drain is Physical not Stun.

There are a number of rare things that could cause a Resonation fail prematurely. If a participant leaves the Resonance Channel before the Resonation is complete, the Resonation fails. If the leader is incapacitated (or killed) before the final step, the Resonation collapses and fails. If the Resonance Channel is disrupted or broken at any point, the Resonation fails. When a Resonation fails, all participants suffer Drain. Make a Level x 2 test, as though the Resonation had actually been threaded; the Fading is equal to twice the number of hits (not net hits) on this test in Stun damage. Any resonant widgets used are wasted.

Resonations

All Resonations require a Resonant Mark to proceed. Some particularly powerful ones might require more than one. Resonant marks are expended during the processes of a Resonation

Name Stats Function

Crash Target: Host One of the reasons why a technomancer is hated. It has to be threaded at Duration: I (Host rating * 2), and in the final step, the host rolls its (rating * 2) to resist. If Resonant Marks: 2 the ritual succeeds, the host crashes for (13 - Rating) hours. Y’know how hosts protect all devices slaved to it, and prevent anyone for trying to remotely hack devices easily. Crashing a host means that these devices get no protection at all.

Mark Target: Host As if Crash wasn’t bad enough, technomancers have an even more scary Duration: I ability. It has to be threaded at (Host Rating * 2) and in the final step, the host Resonant Marks: 3 rolls rating * 2 to resist. If the ritual succeeds however, the technomancer + any participants immediately get 2 marks on every single device that is slaved to a host. Resonations are scary.

DDoS Target: Host Not quite as scary as the former two, but enough to seriously irritate a corp

16 Duration: I enough. It has to be threaded at (Host rating * 2) and in the final step, the Resonant Marks: 1 host rolls its (rating * 2) to resist. If the ritual succeeds, the number of net hits can be used to reduce any chosen stat of the host down for (Level) hours.

Trawl Duration: S This is a special one, and in order to use, the technomancer does not need any Resonant Target: Special Marks to perform. The GM sets the Level of the Resonation based on the obscurity of the information the technomancer wants to find out. The technomancer then performs the Resonant Marks: 0 Resonation, and in the final step rolls Software + Resonance vs the (Level) * 2. The number of hits on this test determines how much detail the technomancer can find on the particular thing, even if the information is normally not publically available. The GM should give extra detailed and relevant information, considering the effort at which the technomancer had to go to find the information.

Hammer Duration: I Sometimes you really want a target dead. But sometimes the target really doesn’t want to be Target: Device/Persona dead. The (Resonation Level) * 2 is the amount of matrix damage (laced with biofeedback to be especially nasty), that a Device/Persona will have to resist either immediately after the Resonant Marks: 2 Resonation finishes or the next time they log into VR (if they’re not online when it occurs). The ritual is resisted with the Device/Persona’s Willpower + Firewall. The matrix damage occurs and the target has to resist it with Willpower + Firewall. Any matrix damage not resisted then damages the device, then the persona running the device has to resist the non-resisted matrix damage as Stun/Physical (Cold/Hot Sim) with their Willpower + Firewall. Then the persona has to resist Biofeedback damage equal to the original Matrix Damage as Stun/Physical (Cold/Hot Sim) with their Willpower + Firewall.

Track Duration: S Works on a variation of the Track Matrix action. The ritual is resisted with the targets Target: Device/Persona Electronic Warfare + Willpower. The ritual can be cast at any level, all that matters is that you get at least one net hit when the ritual is being completed. If the ritual is successfully Resonant Marks: 1 completed, you can track the device/personas location at all time they are online. However if the Resonant Mark is removed, this stops. The Resonant Mark as a ritual of this ritual is harder to see, and receives a bonus to the threshold for a technomancer to notice via a matrix perception equal to the net hits on the test.

Infuse Duration: I This can only be used by the leader if they have the Infuse Sprite echo. An advanced sprite of Target: Sprite any type must be compiled and registered before hand. The level of the ritual is equal to the level of the advanced sprite. The leader rolls their resonance + compiling vs the sprites level Resonant Marks: Special during this step, any net hits on this test allows the sprite to pick up an additonal sprite power from any other category (including the Complex forms/programs). The sprite gets a +1 to all attributes (excepting of Initiative Dice). The number of net hits on the final test determines how many services the sprite owes you. The sprite must have at least 1 service in order for you to perform an infusion on it.

Paradise Duration: I This is one of the more unusual Resonations available to a technomancer. It grants them the Target: Device ability to transform a device they own into a host of rating equal to their Device Rating, for (Level/2) days. The technomancer can sculpt what the host looks like, either following the Resonant Marks: Special themes followed by the device already or to his own whim. This can only be done on devices that are the master of a PAN. The host, uses either its own attributes as ratings or the (technomancers/2), whichever is lower. The GM should decide what kind of IC the host will deploy, but whenever the host is about to deploy IC, the technomancer can influence this. Roll their Resonance + Software vs the hosts rating * 2. If the technomancer gets three net hits, they can choose the next IC type that is deployed. Trying to interface with the resonance foundations of the host reveal nothing (cannot perform a Foundation run). As the host is only temporary, they do not have the necessary support structures. A technomancer can do this to one device at a time, and at the end of the duration, the chosen device is bricked.

Resonance Sprites

17 New Standard Sprites

An optional rule for sprites exists to that for any roll they have the skill for, they roll the respective mental attribute (following the technomancer living persona equivalence) + resonance. The table below shows which attribute means what for a sprite

Device Attribute Mental Attributes

Attack Charisma

Sleaze Intuition

Data Processing Logic

Firewall Willpower

They also gain a base amount of edge equal to 2.

These do not require an echo to access, and can be accessed as per your Stream (see below)

Phase Sprites

These sprites are masters of both noise and the lack of, and are quite adept and capable of manipulating the two.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L L + 2 L + 3 L + 1 (L * 2) + 2 4d6 L

Power: Phase Difference ​ Skills: Computer, Hacking, Electronic Warfare ​

Resonant Sprites

These sprites are most similar to spirits of man, and are the most simple and versatile sprites.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 1 L + 1 L + 1 L + 1 (L * 2) + 2 4d6 L

18

Powers: They can learn a single complex form that the technomancer knows, and can thread it ​ themselves at the cost of a service. They can thread it at their (rating * 2) and resist fade as normal. Skills: Software, Hacking, Computer, Electronic Warfare ​

Hotspike Sprites

These bad boys are the fast, mean sprites of the matrix. They run fast. And then run furious (I'm sorry, I had to).

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 2 L - 1 L L - 1 (L * 2) + 3 5d6 L

Powers: Hyperclock ​ Skills: Cyber combat ​

ROM Sprites

These sprites are some of the basic sprites, running as amalgamation of old code and programs.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L L + 1 L + 2 L + 1 (L * 2) + 1 4d6 L

Powers: During compilation, ROM sprites may pick up to their (Resonance/2) (round up) worth ​ of common/hacking programs that a technomancer knows via Emulation.

Skills: Hacking, Software, Computer, Electronic Warfare ​

New Advanced Sprites

These new sprite types are only available by picking up a unique echo that allows you to access them, if you can have the prerequisite sprite as part of your Stream.

19 Tank Sprites

Prerequisite: Fault Sprites

Sometimes known as Boss sprites, these sprites are feared opponents in matrix combat, known to fight personas with brute force and firewall penetrating data spikes alone.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 4 L - 1 L + 1 L + 2 (L * 2) + 2 4d6 L

Powers: Assault, Electron Storm ​ Skills: Cybercombat, Computer, Hacking ​

Code Sprites

Prerequisite: Data Sprites

These sprites interact with the matrix as at a base code level, having an understanding of data unlike any other sprite.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L - 1 L + 1 L + 4 L + 2 (L* 2) + 3 4d6 L

Powers: Camouflage, Watermark, Probability Distribution, Info Sortilege ​ Skills: Computer, Software, Electronic Warfare ​

Sleuth Sprites

Prerequisite: Courier Sprite

They are excellent trackers, rumoured to be able to find anyone on the Matrix even with only a tiny sliver of connection.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L - 1 L + 4 L + 1 L + 2 (L * 2) + 1 4d6 L

20

Powers: Hash, Cookie, TraceRoute ​ Skills: Computer, Software, Hacking, Electronic Warfare ​

Tutor Sprites

Prerequisite: Machine Sprite

Tutor sprites are living emanations of virtual instructor and helper programs that possess a native understanding of a particular technical, vehicle, or knowledge skill. They are able to help some-one to use, repair, or understand a particular device or program.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 1 L L + 3 L + 2 (L * 2) + 3 4d6 L

Powers: Diagnostics, Gremlins, Stability, Proficiency ​ Skills: Computer, Software, Hardware, Hacking, Electronic Warfare ​

Bonus: They get access to one Skillsoft (knowledge, vehicle or technical), chosen upon ​ compiling, with a maximum rating equal to the sprites level.

Paladin Sprite

Prerequisite: Crack Sprites

Paladin sprites are protectors, adept in soaking Matrix damage and protecting the technomancer from hostile agents personas, or AI.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L L + 3 L L + 3 (L * 2) + 3 4d6 L

Powers: Suppression, Castling, Armour ​ Skills: Cybercombat, Electronic Warfare, Hacking ​

Planck Sprites

21 Prerequisite: Phase Sprite

These sprites evolve upon traditional matrix wave theory, and rely on quantum effects to influence noise, rather than solely relying on interference.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L L + 2 L + 3 L + 2 (L * 2) + 2 4d6 L

Powers: Phase Difference, Haze ​ Skills: Computer, Hacking, Electronic Warfare, Software ​

(There is not an advanced sprite variant of a Resonant sprite. They're powerful enough already)

Nova Sprite

Prerequisite: Hotspike

These make novahot Deckers look slow in comparison. They run so quick, that they have a habit of burning up.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 3 L - 1 L +1 L - 2 (L * 3) + 1 5d6 L

Powers: Hyperclock, Overdrive ​ Skills: Cybercombat, Computer ​

Emulator Sprites

These are an evolution of the ROM sprite, that learnt sometimes it is best to interact in a more physical regard with the world.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L L + 1 L + 2 L + 2 (L * 2) + 2 4d6 L

22

Powers: Immersion ​

During compilation, Emulation sprites may pick up to their (Resonance/2) (round up) worth of common/hacking/Autosoft programs that a technomancer knows via Emulation. If a sprite is learning an Autosoft, the rating the sprite can used is based on either the rating of the Autosoft the technomancer knows, the rating of the sprite or 6, whichever is the lowest.

Skills: Hardware, Electronic Warfare, Hacking, Software, Computer ​

New Sprite Powers

Phase Difference: Using the basic modulations of constructive and destructive interference, a sprite with this power may sustain with a Complex Action each turn, and by doing so reduce or increase noise for a target equal to their (Resonance/2) for a radius equal to (Resonance * 10) meters if they're in AR. (no radius if the target is in VR).

Hyperclock: A sprite with this power can imbue up to +2d6 for VR for up to their (Resonance) Combat Turns ​ (this can be less) - only one increase per persona. What is special about this is that it can allow a persona to achieve more than +5d6 worth of initiative dice, the problem being that doing so is costly for both the sprite and the persona. The sprite suffers (Matrix Damage) unresisted equal to the (number of combat turns the power will be active for (at the start)) * (no. of extra dice) * 2 . The persona (and this can be the same sprite) then suffers Stun/Physical Biofeedback (Cold Sim/Hot Sim) equal to the no. of combat turns the power was sustained * 2 * no of extra dice. If it a sprite was the recipient, they have to soak the same worth of matrix damage.

Assault: A sprite with this power may perform more than one matrix or resonance Attack action per ​ Initiative Pass. They do not need to split their dicepool to do so. They can target the same or different targets, but it must be the same Matrix or Resonance action. Each target resists individually.

Probability Distribution: A sprite with this power can change the probability distribu- tion of a Matrix action by raising or lowering the amount of system resources allocated to perform it. To use this power, the sprite rolls a test of its Rating x 2 against half the targets Data Processing (round up) as a threshold. If it succeeds, either increase or decrease the dice pool of the targeted test by a number of dice equal to half the sprite’s rating (round up). As this test requires a Complex Action, the sprite must have delayed its action to use this power in order to affect another’s test.

23 Info Sortilege: Follows the rules for the echo of the same name, except the sprite uses its Rating in place of resonance and Intuition.

TraceRoute: The Traceroute power allows a sprite to sniff out the datatrail left by an individual’s daily interactions with the virtual world—credit transactions, phone calls, video surveillance shots, email, driving a car with GridGuide, or even using a passkey to get through a corporate enclave’s security gate. In 2070, almost everyone leaves a constant trace of themselves within the Matrix on a daily basis, every time they access their commlinks.

Traceroute gives a sprite the ability to home in on the most recent interactions. To use Traceroute, the sprite “sniffs” some data relating to the target and makes an Extended Test pitting its Rating + Computer against a variable threshold as determined by the Traceroute Table with a base time of 1 hour. If it succeeds, the sprite can locate the host the target is currently in, if that person is on-line, or the most recent physical location from which the target interacted with the Matrix.

Subject Interacts with the Matrix Threshold

Constantly 4

Infrequently (a few hours a day) 8

Rarely (once a day) 12

Very rarely (less than once a day) 16

Complications Threshold Modifier

Subjects most recent action was observed by -1 the technomancer/sprite

Subject uses Running Silent during +2 transactions

Has SIN, commcode -3

Has its own cookie running on the target -Resonance

24 Proficiency: Tutor sprites possess skillsofts that grant them an under- standing of one or more Technical, Vehicle, or Knowledge skills, chosen upon compiling. While it can teach these skills to any person, like an instructor or interactive tutorsoft, it can also use this skill to assist a person in AR or VR as some kind of virtual assistant, with a proficiency power similar to a medkit’s autodoc program or an autosoft for humans. When the sprite guides a user through a complex task (not necessarily only the technomancer) who does not possess the skill in question, the character may perform the skill test without any modifiers, counting half the sprite’s rating (round up) as the level of the skill. Since the sprite acts as a kind of smart tutorial and teacher, assisting someone in this manner is usually more time-consuming than the normal test would be, and therefore requires an Extended or Complex Action depending on the situation (gamemaster’s call).

Castling: Named after a chess move of the same name, this power allows the spirit to redirect any incoming Matrix Damage towards it instead of the technomancer that compiled it. Can be done as a complex action pre-emptively, or as an Interrupt Action (-5 to Initiative)

Armour: This acts like a spirits Hardened Armour, and provides a reduction to any Matrix Damage dealt to the sprite equal to the (spirits rating /2) round up, and the remaining damage can be resisted as normal. This includes as a result of castling.

Haze: Sprites with this ability have an uncanny understanding of when resonance speeds up, and when resonance slows down. They can also influence this. They can create ‘noise’ packets for a given host or around a large area. If within a host, increase the effective noise for all but the sprite, by the sprites resonance. If targeting a device on a grid, apply a general noise penalty across the whole of the grid that device is on to all users but the noise equal to the sprites (resonance/2) (round down). Worse still for the device, they seem to be the ones causing this noise, so they will quite rapidly be approached by GOD (3d6 minutes).

Overdrive: A sprite with this power learns that going fast can be a boon while a target is in AR as well. If a ​ target has an active DNI (and is wireless active), the sprite can channel resonance into their nervous system to accelerate the target. Mechanically, a sprite rolls their (Rating * 2) vs the targets (Reaction * 2). The number of hits on this test increases the number of initiative dice avaliable to the target up to the sprites Resonance in Combat turns, while wireless active, up to a maximum of 5d6 (total), as long as the sprite sustains this affect. Doing so is costly for the sprite, resulting in the (number of hits * 2 * Combat Turns active for) as fading damage matrix damage at the start and at the end. For a target, it is not much fun either, as they suffer (number of extra dice * 2) as Stun Biofeedback.

25 Immersion: This power grants the sprite the same ability as the echo of the same name.

If a sprite inhabits a Drone, the technomancer can command them to perform actions at the cost of a service. They cannot be swarmed. Any Autosofts that the sprite did not learn at compilation are lost when the sprite inhabits a Drone, and cannot be used, nor can they use any other Autosofts (except those from Mind of the Pack). They cannot use any of their other resonance abilities. The effective pilot rating and sensory array of the Drone is that of the level of the sprite. The sprite it's own attributes to resist hacking attempts.

Resonant Streams

Returning from 4th ed, streams are more than just how a technomancer deals with the matrix and resists fading, they’re a mindset the technomancer has when in the matrix, interacting with the resonance and compiling sprites. They are the internal workings of the technomancers mind, ascribed somewhat to their belief about where their ability stems from, but primarily how they believe technology works and where, sometimes, it is heading. These below are just three example Streams but gamemaster’s and technomancers are encouraged to come up their own ideas, and streams, and then decide what kind of sprites and fading the technomancers can access and resist with. If you want some more examples, look at 4th edition Unwired, and substitute the advanced sprites for some of the standard sprites

Cybermancers: Fading: Willpower + Resonance Sprites: Machine, Fault, Crack, Courier, Data

The majority of technomancers are cybermancers, though they may call themselves code-dealers, trix-jockeys, or virtuakinetics. They view their abilities as a natural fusion between metahumanity and technology, fueled by Resonance, which they view as a unique force or energy (e-Qi). To them, Resonance is an energy form that must be actively manipulated and controlled in order to affect data and impact the Matrix by the sheer force of their wills. Cyberamancers do not share the spiritual views of technoshamans or Singularitarians, and usually care less about the origin of their abilities and the nature of sprites. They see sprites merely as intelligent tools, animated by Resonance, rather than as beings, and their sprites often take the shape of objects rather than creatures. Because of their pragmatic view of the Matrix—and their frequent egocentric behavior—cybermancers often use their technomancer abilities in the positions or jobs they had before their Emergence, combining their real-world skills with their virtual ones.

Singularitarian: Fading: Logic + Resonance Sprites: ROM, Fault, Machine, Data, Crack

26 The technomancers on this stream are convinced that they are the next step in the development that is necessary to transform the living Matrix into a machine super-intelligence (something beyond even previously powerful AIs such as Deus) that will guide mankind through their own evolution. Calling themselves singularitarians or e-volutionsts, they view everyone in the Matrix as a part of this flourishing intelligent supercomputer that will at same point awaken (causing a bigger singularity event than the Crash 2.0) and change the world on a not-yet-conceivable level. Resonance is perceived as the fabric from which this computer is made, while technomancers, normal Matrix users, and even sprites are self-evolving subroutines that have to learn to increase their abilities and possibilities in the Matrix (over generations) until they have evolved enough to reach the critical level of a singularity. While singularitarians often have a lot in common with transhumanists, even many transhumanists and technomancers view their philosophy as quite abstract and esoteric, and worry that the singularity will in fact not be friendly to metahumanity.

Technoshamans Fading: Charisma + Resonance Sprites: Crack, Machine, Phase, Resonant, Courier

Technoshamanism is a spiritual view of the Matrix. Members of this stream think of the Matrix as something bigger, something alive, a higher being they can communicate with. While some technoshamans are former otaku who believe that Resonance was created by some sort of higher beings or spirits of the machine, many newly Emerged technomancers are attracted to this digital spirituality based on a connection they feel with the virtual world. Technoshamans have a sympathetic, nearly religious relationship with the Matrix, and often ally themselves with the strange beings that reside within, including new AIs. Wandering the Matrix as digital pilgrims, preachers, and prophets of the living Resonance, their practice of technomancer skills is ritualized, comparable to arcane shamans in the real world. Their methods of compiling and registering sprites often bear similarities with arcane conjurations, and they treat sprites with respect, as natural denizens of the Matrix. Sprites compiled by technoshamans frequently display ethereal or ghost-like features that reflect their otherworldly nature.

Dissonance

There’s a corruption of a matrix, of a technomancer, that starts with their matrix abilities. It begins slowly, infesting their complex forms, manifesting in often esoteric and disturbing results, warping it to vile proportions. Then it begins on their sprites they summon, warping them into perverted versions of themselves. Corrupted in their very nature and description, manifestations of bugs and zero days and chaos, they are entropic sprites. Then it starts to infect the mind, corrupting the ideals, the very beliefs that a technomancer has, warping them, corrupting them, changing them. A systematic error spreading across the technomancers body and mind. It is often not so visible, in everything but their mind. It is corrupted and warped, beyond all recognition. All Dissonant technomancer must follow a Dissonant stream. Since they are usually NPC characters, a Gamemaster is encouraged to makeup their fading resistance as well as

27 their entropic sprites. A dissonant technomancer can compile entropic sprites, but doing so is not common as they must first compile the respective resonant sprite, then they must corrupt it using malfunction.

Entropic Sprites

With a new echo, dissonant technomancers can corrupt sprites to entropic versions of themselves

Malfunction echo A technomancer with this echo can corrupt a sprite to become an entropic sprite. They must first attempt to Decompile the sprite, reducing their tasks to 0, adding their Submersion grade to their dicepool. Then, as the sprite collapses into Resonance code, they may perform a Compiling test (adding their submersion grade again). Treat a success and fail as normal in terms of tasks, but if the technomancer is successful the sprite is immediately corrupted into its Entropic equivalent (see below). They can be registered at a later date. An entropic sprite produced by this retains one ability (chosen at random by the GM) from the previous sprite, in compliment to its more normal Corrupted versions.

Blight Sprite

Prerequisite: Data or Code

Blight sprites are Code or Data sprites that have been turned inside out by dissonant code. As a result, they are drawn to programmed code, corrupting and feeding on it.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L L + 1 L + 4 L + 2 (L* 2) + 3 4d6 L

Powers: Datavore, Resonance Drain ​ Skills: Hacking, Software, Cybercombat, Computer ​

Chaos Sprites

Prerequisite: Fault and Tank

Illogical malfunctions, dropped connections and network failures are the calling cards of Chaos entropic sprites.

28

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 4 L L + 1 L + 2 (L * 2) + 2 4d6 L

Powers: Distortion, Siphon ​ Skills: Cybercombat, Hacking, Computer, Electronic Warfare ​

Contagion Sprites

Prerequisites: Courier and Sleuth

Consisting of tracking virulent dissonant code, they infect programs, agents, or both, creating virtual pestilence.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L L + 4 L + 1 L + 2 (L * 2) + 1 4d6 L

Powers: Virulence, Nuke ​ Skills: Computer, Hacking, Electronic Warfare, Cybercombat ​

Meltdown sprites

Prerequisites: Machine and Tutor

They are Adept at disabling or destroying electronic devices

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 2 L L + 3 L + 2 (L * 2) + 3 4d6 L

Powers: Gremlins, Surge ​ Skills: Computer, Software, Electronic Warfare, Cybercombat, Hacking ​

29 Fade sprites

Prerequisite: Crack or Paladin

Embodiments of broken firewalls, zero days and insipid malware.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L L + 3 L L + 3 (L * 2) + 3 4d6 L

Powers: Suppression, Rerouting ​ Skills: Cybercombat, Electronic Warfare, Hacking, Computer ​

Pilot-W Sprites

(Needs a better name!)

Prerequisite: Phase and Planck

They are Adept at causing advanced destructive interference on a systemic level

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 1 L + 2 L + 3 L + 2 (L * 2) + 2 4d6 L

Powers: Noise Bomb, Sparky ​ Skills: Electronic Warfare, Cybercombat, Hacking, Software, Computer ​

Spike Sprites

Prerequisites: Hotspike and Nova

Fierce combat evolutions, relying on laced toxic BTL feedback.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

30 L + 4 L - 1 L +1 L - 2 (L * 3) + 1 5d6 L

Powers: Peak, Resonance Drain ​ Skills: Cybercombat, Hacking, Electronic Warfare ​

Dissonant Sprites

Prerequisite: Resonant Sprites

These sprites attack the core of the sprite group, a corruption on the most basic resonance.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 3 L + 1 L + 1 L + 1 (L * 2) + 2 4d6 L

Powers: Infect ​ Skills: Software, Cybercombat, Computer, Hacking, Electronic Warfare ​

Strike Sprites

Prerequisite: ROM and Emulator

These sprites, rumoured to exist even before the pre-matrix world, seek to corrupt and infect all systems with a blanket coverage of dissonance.

Attack Sleaze Data Firewall Initiative Initiative Resonanc Processing Dice e

L + 1 L + 1 L + 2 L + 2 (L * 2) + 2 4d6 L

Powers: Virulence, Puppeteer ​ Skills: Hardware, Software, Electronic Warfare, Cybercombat, Hacking ​

Dissonant Sprite Powers

31 Datavore: If the sprite makes a successful attack in cybercombat, it transforms the target’s damaged code into pure. Dissonance, which it then sucks in to boost its own power. For. every 3 points of damage inflicted on an icon, the sprite temporarily boosts its rating by 1, to a maximum bonus equal to half its starting rating (round down). This boost lasts for (Resonance) Combat Turns.

Resonance Drain: This power is used to bleed Resonance from a victim technomancer or sprite. To drain a point ​ of Resonance, the entropic sprite must succeed in a normal Brute Force attack test to establish a dissonant transfer connection. The entropic sprite can then drain one point of Resonance with a Simple Action each Initiative Pass. If the technomancer’s Resonance reaches zero, she is dissonantly. dumped out of the system, suffering physical Dumpshock with. a DV increased by the Level of the entropic sprite. This can be. resisted as usual. Resonance lost in this manner restores itself at the rate of 1 point per 10 minutes.

Distortion: An entropic sprite with the Distortion power can use a. Complex Action to distort all processes ​ running on a host. This. power causes a wave of Dissonance to flood through the host, causing mild feedback to all Matrix users laced with vertigo and.impaired perception. It also causes icons, images, and system iconography to fade out, waver, pixellate and de-rezz. As a result, dice pools for all Matrix Tests are reduced by the entropic sprite’s rating as long as the entropic sprite sustains the power. Its effect can be sustained by spending a Simple Action each Initiative Pass past after the first to sustain it. However, during each IP, the user can roll Data Processing + Firewall to counter the effect, reducing the penalty by 1 for each hit.

To resonant technomancers and sprites, the distortion wave has an even stronger effect as the flow of Resonance is temporarily interrupted. If the entropic sprite beats the target in an Opposed Test pitting its Rating x 2 against their Resonance + Firewall, the targets Resonance is temporarily reduced by 1 for each Combat Turn the power is sustained. If a target’s Resonance reaches zero, she is dumped out of the system, suffering physical Dumpshock with a DV that is increased by the level of the entropic sprite. This can be resisted as usual. Resonance lost in this manner restores itself at the rate of 1 point per 10 minutes.

Note that only one use of Distortion may be applied in a host at a time.

Siphon: Functions like the echo of the same name

Virulence: Virulence enables the entropic sprite to mutate a program with dissonant code so that it spawns a dissonance virus. To use Virulence, the entropic sprite makes an Opposed Test pitting the sprite’s rating x 2 against the program’s rating + Firewall (if the program (or if it is an IC) has no

32 rating, consider it to the opposition to be Firewall * 2). If the entropic sprite wins, the target rolls a D6. The below table shows the results. If a program a technomancer is running is Corrupted in such a way, it simply deals 4S Biofeedback.

All the below viruses, if they are successful, autodelete. If they are not, at the start of each Combat Turn they can activate again, they try to activate. A virus is not deleted by rebooting a device, only with a Crash Program (3) Cybercombat test done by a security spider or by the owner of the device.

Dice Result Name Function

1 Unplug As soon as it infects a device or a host, it will begin an extended test, rolling the sprites Data Processing * 2 (Firewall + Data Processing, 1 Combat Turn) with the aim of completely reformatting the host or device. In game terms, if it succeeds, it bricks a device or crashes the host (for 13 - Host Rating hours).

2 Pacifist As soon as it infects, it rolls the sprites Sleaze * 2 vs the device or hosts Firewall + Data Processing. If it succeeds on a host, all the IC in a host is immediately deactivated and cannot reactivate for (Net hits) combat turns. If successful on a device, the device cannot use Cybercombat actions until the device is rebooted.

3 Jingle As soon as it infects, it rolls the Sprites Sleaze * 2 vs the device or hosts Firewall + Data Processing. If successful, it inflicts a noise penalty equal to the number of net hits, lasting for (Net Hits) Combat Turns.

4 Swiss Cheese It is a simple one. Each copy of the virus in the host or device reduces the effective Firewall rating by 1.

5 Replicator The presence of a single copy of this virus reduces the effective Data Processing of the device or host by 1. The virus rolls the Sprites Data Processing * 2 vs the targets Firewall * 2. If it is successful, it replicates into two copies of itself (and then deletes).

6 Buzz The user receives a low level BTL trip (only when in Hot Sim VR). It always racks the user with excessively pleasurable feelings. Roll the Sprites Sleaze * 2 vs the targets Willpower + Firewall. It is as addictive as a normal BTL trip, and a test is required to see if the target becomes afflicted with a BTL addiction as though they used a moodchip directly.

33 This acts similarly to a Euphoria/Opium Den, imparting a negative dice pool deal to the number of me hits on the test. If the modifier is higher than the targets Willpower, they are completely incapacitated. This effect lasts for (net hits) Combat Turns.

Nuke: Acts the same as the Nuke From Orbit program, but with the added affect of being incredibly hard to find in the Resonance too. It adds a threshold to find the data, when diving through the resonance, equal to the sprites Sleaze.

Reroute: A corrupted variant of the castling spirit power. If a fellow dissonant sprite or the dissonant technomancer is targeted by an action that will inflict matrix damage, a sprite with this power can roll its Resonance * 2 vs targets Attack + Data Processing. If the sprite manages to succeed with 1 to 3 net hits, they can redirect the matrix damage to a random target. If the sprite manages to get 4+ net hits, the matrix damage is redirected at the persona who initiated the action.

Surge: This dissonant power targets the underlying electronics of a device slaved to a host, creating a range of unusual effects such as power surges and electronics malfunctions. The entropic sprite must have access to but must not be inside the device, but in a host to which the device is slaved. Make an Opposed Test between the sprite’s rating x 2 and the device’s Data Processing + Firewall (or just Device rating x 2). Each net hit the sprite scores inflicts 1 box of damage to the device. Note that this power will have different effects depending on the nature of the device. Where a commlink might get fried or even burst into flame, a vehicle would simply suffer lose its onboard computer.

Noise Bomb: A sprite with this power will infect a file with a particularly nasty Data Bomb. It will roll its Rating * 2 vs the devices Firewall + Data Processing. The data bomb set will always be at the maximum number of net hits. Worse still, until the Data Bomb is disarmed or activated, it inflicts a noise penalty to the device equal to the number of net hits

Sparky: Functions like the echo of the same name

Peak: The Peak power is used in conjunction with a normal Matrix attack. When an entropic sprite successfully hits an opponent with a regular Matrix attack it can choose to zap the target with a

34 peaked simsense signal rather than inflicting damage. This blast of simsense affects the target as if he had slotted a tripchip BTL, inflicting a negative dice pool modifier on all of the target’s actions equal to the sprite’s net hits for (Resonance) Combat Turns. Since the attack consists of a highly addictive dissonant BTL spike, the gamemaster may choose to have the target make a Mental Addiction Test to check if he becomes addicted. Spike only works on hot sim VR users, and does not have any effect against agents, AIs, sprites, or e-ghosts.

Infect: Acts like the pryon echo. The sprite rolls Sleaze * 2 vs the targets Firewall * 2 + Willpower. If it is successful, the target is inflicted with a random CID

Puppeteer: One of the more brutal sprite powers. A sprite with this ability may hop into a target who is running an active DNI, rolling their Data Processing * 2 vs the targets Willpower + Body. If successful, the sprite takes control of the person, controlling their actions for a single Combat turn (they use the sprites initiative). The sprite uses the targets attributes at a - 1 (unless they have the matrix skill, then they can use their own). At the end of the combat turn, the person can make a Willpower + Body test vs the net hits on the previous test * 2. If successful, the target is controlled for the next turn (with the net hits being used in the next resist test). This is repeated until the target can control their actions again, by the sprite failing on the test (or their Matrix Condition monitor being filled). Each time the test is made, the sprite has to resist the hits on the opposition test as matrix damage.

Dissonant Paragons

All dissonant paragons can be found in 4th edition, the below are a few examples of how to convert them to current edition.

Abort: Abort is the personification of the “blue screen of death,” the embodiment of all bugs and software errors that accumulate within cyberspace. Thrilled by the failure of code due to errors, dissonant technomancers following Abort like to install software errors in existing software and crash nodes just for the fun of watching the iconography go down the drain

Advantages: +2 to all Crash Program tests. + 1 dice to Chaos or Fade sprites (choose one) ​

Disadvantages: An Abort technomancer must make a Willpower(3) test, if making a matrix ​ action with enough marks to crash a program, to avoid instead making a Crash Program action.

Disinformation: Disinformation is the embodiment of the deliberate dissemination of false information spread via the Matrix in form of forged media, malicious rumor-mongering, and fabricated intelligence.

35 Disinformation technomancers seek to mass-manipulate audiences and Matrix users via Matrix trolling, viral marketing, and memetic warfare.

Advantages: +1 to all tests done with the Influence skill group ​ +1 dice to Meltdown or Blight sprites (choose one)

Disadvantage: A Disinformation technomancer must succeed in a Willpower + Charisma (3) ​ test to pass on complete, non-doctored or entirely truthful Matrix Documents

Tiamant: Tiamat is the monstrous embodiment of primordial chaos. Dissonants following this incarnation of chaos and disorganization view the Matrix as a flawed creation destined to be imprinted with a new order. Dissonance is seen as the seed of chaos that will wash over the digital realm to reshape the Matrix in a digital war. Technomancers following Tiamat consider themselves to be warriors of chaos, fighting a divine crusade against those who follow the Resonance

Advantages: +2 to all Cybercombat tests, +1 to all Chaos or Fade sprites (choose one) ​

Disadvantages: - 1 to all Hacking tests ​

Reaver Technomancer

Not all Reaver Technomancers are Dissonant technomancers, though it is common, but most importantly, not all Dissonant Technomancers are Reaver Technomancers. (In Game terms, these should be treated as the same as Blood Magicians)

It is easy to see why Reaver Technomancers are seen as Dissonant technomancers. They have little care for the sanctity of users or devices, they subsist on violent acts of destruction and disharmony, on the corruption and the devouring of data, and on the malignant commands woven into many and all combative matrix programs. They walk a fine line between chaos and order, dissonance and resonance, and for many, balancing on that line and tipped over the edge is one and the same. A reaver technomancer knows his name, and knows the difference between the two.

It is a dark calling, much like that of a dissonant technomancer, offering the twisted gifts of a long since forgotten art. Many seek the path simply for the power it offers, a certain strength unless like anything else, a scorching and addictive power - simply too tempting. Others seek the path for their personal reasons and to compete in an increasingly deadly and powerful world, and limit themselves, claiming they're not like the others, they don't give into the urge.

36 Whatever the reason, whatever their personal justification, the effect is the same. Reaver technomancers feed on Resonance and Dissonance, and causing widespread damage and chaos.

In order to become a reaver technomancer, a technomancer must be taught a specific echo (via a paragon or by another technomancer) known as Feedback. A technomancer can then learn the various things associated with being a reaver technomancer, including new sprites, complex forms, echoes etc.

Feedback echo This is what separates a technomancer from any other bog standard technomancer. Strength in the form of dealing damage. When a technomancer with this echo bricks anything that they do not own nor is slaved to their persona, be it an IC or a device, they gain a feedback charge tied to their persona. Feedback charges last for up to the technomancer’s Resonance in hours before they dissipate. A Feedback charge can be used by Echoes, as Resonant Widgets (worth three times the normal value) or in these ways:

Increase the Level of a Complex form being threaded by one per Charge; this can exceed twice the threader’s Resonance Rating.

Increase the number of dice avaliable to a technomancer while threading a Complex form by one per two Charges.

Increase the threader’s Resonance Rating for the purposes of determining if the complex form’s fading is Physical or Stun, by one per Charge.

Reduce the amount of Fade the threading inflicts by one per Charges, to a minimum of 0.

Store any number of Charges in an Capacitor Widget

Summon a Torn Sprite.

Complex Forms, Widgets and Echoes

Echo name Function

Resonant Calling A Reaver technomancer with this echo can instead use the power they gain from Feedback to buff their mental attributes. For 5 Feedback charges they can increase a single mental attribute by 1 (this counts to their natural augmented maximum). If they have already increased a mental attribute using this echo before, to increase that same attribute cost 5 + (n * 2), where n is the number of times they have previously buffed that mental attribute

37 Dissonant Calling A Reaver technomancer with this echo can instead use the power to buff their physical attributes. Follow the same rules as per Resonant calling.

Resonance Drain Functions like the sprite power of the same name, but for every point of Resonance they drain, they gain 5 Feedback charges.

Bleed Functions like the datavore sprite power, except instead of boosting their level, they gain 3 Feedback charges per level they would otherwise increase.

Reaver technomancers may learn the following complex forms.

Dark Spike: The Level of this Complex form may only be set by Feedback Charges. A ​ technomancer rolls their Software + Logic vs the targets Firewall + Willpower. They deal the level of Complex Forms as Resonance damage (unresisted)

Black Mark: The level of this complex form is set by Feedback charges. A technomancer rolls ​ their Software + Logic vs the targets Willpower + Firewall. If they succeed, they get both a Resonant Marks and a normal marks with a number of marks gained equal to the (net hits/3) (round up).

A reaver can make a widget using advanced widget crafting called a Capacitor Widget. These follow the standard rules per advanced widget crafting. They can store Feedback Charges equal to twice the rating of the Widget. A Capacitor Widget must be emptied periodically, or they lose their ability to store Charges entirely. How long a widget can exist for before it loses it ability to store charges, is equal to (7 - Rating) of the widget. A widget can be emptied with a free action, losing all Charges in the process. Refilling the widget with any number of Feedback charges restarts the clock.

Torn Sprites

When a torn sprite is complied or registered, a number of Feedback charges equal to its Level must be used up.

A torn sprite is a transient thing, from the depths of the resonance, and thus decays in the normal matrix world. Their Level decays by 1 every hour for which they exist on the normal matrix. They must replenish this by using their Datavore power.

Registering a torn sprite reduces this time interval for 1 for every day instead of per hour.

38 Attack Sleaze Data Firewall Initiative Initiative Resonance Processing Dice

L + 4 L - 2 L + 2 L - 1 (L * 2) + 3 5d6 L

Powers: Datavore, Resonance Bleed, Assault, Slash ​ Skills: Cybercombat, Hacking, Computer ​

Slash: A sprite with this ability can sacrifice its own integrity to enhance the pain dealt in a ​ Cyber combat attack. If the sprite makes a successful Cybercombat attack, it can sacrifice up to two of its own Matrix Condition monitor to inflict up to 4 additional Matrix Damage (2 per box)

Positive Qualities

Habit through Repetition (Sprite Type):

15 Karma

Sometimes, you use a particular type of sprite so much, and constantly register and compile copies after copies after variants after variants that you forget what the other sprites can do, and you only focus on using a particular type. This repetition, like how many habits form, and the resulting habit, is essentially unshakable (the first step to realising you have a problem, is recognising it), as the technomancer will often not view this a problem by any means, as they manage to get by with only a single type (and the advanced variant of it)

A technomancer with this quality may choose one sprite type from their stream. They can only use that sprite (and the advanced variant of it). However, it is not all so bad. They recieve a +3 when registering and compiling the said sprite type (as well as when Infusing the sprite). And they also receive an extra service. However, to destroy such a sprite of their chosen type is horrific to a technomancer, and they receive a -2 to any decompiling tests against the said sprite type.

Calm Soul

17 karma.

Whether a technomancer or a magician, sustaining spells and complex forms is taxing for the mind, draining vital focus away from whatever task is at hand. They instead learn to dedicated smaller and smaller section of their concentration to the particular task, meaning that sustaining becomes a less tiresome activity.

39 Characters with this quality may reduce their negative modifier for sustaining complex forms/spells by 1, so that their penalty for sustaining is only -1. This stacks with Psyche, but doing so is very taxing for the user. After the duration of usage of psyche, the magician or technomancer has a doubled penalty for sustaining (-4) equal to (24 hours - Resonance/Magic). (This does not stack with the technomancer echo swap)

Emulator+

10 karma

A technomancer with this quality notices similarities between the basic source codes that different programs run, and in doing so, develop improved algorithms both in analysis and storage.

Technomancers with this quality may emulate and use up to their Device Rating + Submersion grade worth of programs. This has the added benefit of giving a +2 to all Emulation tests (including the memory check).

Streamless

10 karma

Sometimes an emergent technomancer can be a humble Joe, with no real idea or drive with their resonance. Sometimes a technomancer can emerge with little idea of what the resonance means, nor how it works, nor what sprites are, but they most definitely do not ascribe to any mysticisms on how the matrix works, nor do they take much truck in how resonance works. They just know they can influence the matrix in cool and unusual ways.

A technomancer with this quality has no stream. They resist Fading with Willpower + Resonance. The bad side of having no stream, they cannot summon sprites. However, in every other regard of technomancer, they are exceptional. They receive a +2 to all Software tests.

Technoadept

20 karma

Those are those technomancers, those who have a drive for improving their body and mind over the their resonance abilities. These kind of technomancers can follow any stream in terms of fading, but they cannot access sprites nor can they use complex forms.

Instead, at character creation a technoadept can pick up to their (resonance/2) (round up) of basic/standard Echoes.

40 Each time they initiate, they may pick up a basic/standard echo in addition to to their normal submersion echo. They cannot pick up an advanced echo for which the additional basic/standard echo is the prerequisite. They must pick up the advanced echo at a later submersion.

Sprite Whisperer [Sprite Type]

5 karma

Sometimes a technomancer just has a knack for dealing with a particular sprite. Sometimes that's because they're just good at it, others it's because they've got a good resonance reputation with a particular spirit. In game terms, they get a +2 for registering, compiling and decompiling a particular sprite.

Dual Threading

16 karma

A technomancer with this ability has an uncanny knack with channeling the resonance, and sees connections where there might not be. Often, will performing one action, he will do another at the same time.

A technomancer with this quality can thread two complex forms within a single complex matrix action. They both have to be the same complex form. They can target the same or separate icons with these complex forms. They are both individual actions and thus use the total dice pool available to the technomancer for each (ie. Each action can use 12 dice, if you have 12 dice to thread a complex form). They need to resist a total amount of fading equal to the sum of the fading from the individual complex forms, so that if the fading of one complex form is 7 and the other is 3, you have to resist 10 Fading. With a single roll. If one of them, as a result of getting more hits than your resonance, is physical, the total sum fading is physical

Reckless Threading

10 karma

Sometimes you just to get drek done. Really done. You have a heavily armoured trogdor running towards you foaming from the mouth, or you've got a Black IC about to boil your brain. Times like this, technomancers often rely on quirks of the resonance to accelerate the world.

A technomancer with this quality may use a simple action called ‘Reckless Threading’. You can thread any complex form as a simple action at the cost of +3 Fading. You may thread more than one complex form in a single turn, but you must declare that intention at the start of the turn with

41 a ‘Multiple Attacks’ free action’. You must then split your total dice pool for threading (how you split it is up to you), between the two complex forms.

You may pick up this quality in addition to Dual Threading. In doing so, a technomancer can thread up to four complex forms in a single initiative pass. You must split your dice pool in two, allocating the split dice pool to each of the dual threading attempts. For each of these dual threading attempts, you must resist the total fade as per the rules of dual threading. However, you resist the fading from each dual threading attempt separately.

Shielded Mind

10 karma

Technomancers run hot and fast, and in doing so they get slapped around and hurt more easily, as it directly affects their body over their mind.

A technomancer with this quality gains a matrix condition monitor (that needs to be healed like Physical Damage), equal to their (Firewall + Device Rating)/3 (round down)

Mind of the Pack

17 karma

Technomancers and deckers are often tasked, since they're the ‘Matrix guys’ to deal with drones, and to help with drones, and to scout with drones, often without realising that they're very different skills. This is generally disliked (putting it mildly) by both technomancers and deckers alike. But some technomancers have a quirk in the way their mind works. They can act like riggers, using resonance to manage multiple threads of connection at once.

Technomancers with this quality act as a Rigger Command Console, including all of the bonuses associated with it. However, they can only slave up to their (Device Rating * 2) worth of drones. They can learn Autosofts to be used with this as part of an emulation action.

Chatty

5 karma

A person with this quality gains a +2 social dice when interacting with anyone via AR or VR.

Intuitive Hacker [Matrix Action]

5 karma

42 To most, hacking is not an artform, it is a logical process requiring series upon series of logic deductions and analysis, sure it can be beautiful, but it is more of a puzzle than it is a sculpture. For some, they reach out to interact with the matrix on a more intuitive level, understanding the interactions with the matrix and bypassing encryptions with what seems like guesswork to others, but to those technomancers and deckers it ‘feels’ like the right path

A character who picks up this quality roll Intuition + Skill for a specific chosen matrix action for which they would otherwise use logic.

Synthetic Sympathy

8 karma

A character with this quality, when knowingly interacting with a synthetic lifeform such as an AI, gains a 2+ to all social interactions with the AI.

Paragons

5 karma

The technomancer may pick up a paragon (see sections on paragons). They can only pick up a single paragon.

Natural Harmony

10 karma

The resonance has always responded well to this technomancer, sprites have always listen to their wishes and hopes.

A technomancer with this quality starts with a Harmonic Rating of +10. And has a natural minimum of 5.

Negative Qualities

Media Junkie

This is considered a psychological addiction. At the mild level, the character must spend at least 2 hours per day in AR or VR searching for useless information, but can miss a day without adverse effects. At the moderate, they must spend 4 hours per day and cannot miss a day. At severe, they must spend 8 hours a day. At burnout, they spend all their time in a haze of AR windows and displays. They spends almost all of her time cycling through sites, constantly

43 refreshing them to see if anything new has been posted. They sleeps very little and misses meals. If someone forces them to stop, they are immediately in withdrawal.

Reality Impaired

5 karma

The character is so accustomed to the Matrix and AR that he has lost any sense of what is real and what is virtual. The character tends to mistake real objects for AROs, and vice-versa, resulting in quirky mannerisms such as touching people in an attempt to call up information windows, ducking to avoid AR banners, or trying to delete physical objects. This bizarre behavior results in a -1 to all Social Skill Tests when in the physical world (as opposed to VR or astral space).

Wild Technomancer

10 karma

This is the bad side to not having a stream. The character is technically a technomancer. Unlike most technomancers, this character is still confused or afraid of his abilities, and has not yet been able to find a stream. Lacking a framework for his talent, he has some difficulty developing and controlling it. This quality may only be taken by a character who has purchased the Technomancer quality. This quality may not be taken with any other quality that confers a Resonance or Magic attribute. The character with this quality is a wild technomancer (see below). He has a living persona, but does not choose a stream. He may not take the Paragon quality nor the Streamless quality. The technomaner may not he compile, decompile, or register sprites. He uses his Resonance x 2 to resist Fading. The wild technomancer can lose control of his abilities in times of stress. Anytime he experiences great emotion. For example, when in fear for his life, having an orgasm, flying into a rage, or holding his baby child, the gamemaster may call for a Willpower (3) Test. If this test is successful, the character keeps his abilities and emotions in check. If not, his abilities flare in a burst of uncontrolled Resonance that has unpredictable and dangerous effects. These effects are determined by the gamemaster, but may include attacks on nearby devices, destructive commands sent to weapons, the creation of a wild sprite, the temporary manifestation and use of an echo, or any other effect appropriate for a technomancer. These effects are never beneficial to the wild technomancer, but are almost always harmful or even life-threatening to him and any bystanders. Each outburst causes Fading equal to the wild technomancer’s Resonance. Gamemaster’s should be careful that this quality is not abused as a way of becoming a technomancer “for free” and getting extra karma to boot. It should only be allowed for players who are serious about playing a technomancer and who are ready for the roleplaying challenge of a technomancer that is not in control and often endangered by his own abilities.

44 Bubblegum padder

20 karma

It is perfectly natural for a technomancer or a magician to not want to hurt themselves from threading or spellcasting. That much is obvious. But a bubblegum padder is often nicknamed as thus because they go a little too far to avoid any kind of damage. They will never thread or cast a spell at a high enough force/level so that they have any chance of taking physical damage. This means that the force/level of any threading or spellcasting attempt must be below or equal to the character’s Resonance or Magic. Worse still, when trying to perform any kind of action that results in drain or fading, unless they can successfully pass a Willpower(3) test, that would be higher than the number of hits they could buy (dicepool/4 - rounded down), they cannot do. Simply put, the drain/fading needs to be equal to the number of hits they could buy. They can attempt to cast/thread at a higher force/level, but if they fail the Willpower(3) test, they balk and resort to a lower force/level. This is necessary for all tests in which they attempt to resist drain/fading higher than they would otherwise get. If they cannot control the amount of fading/drain they will get, if they can avoid doing it, they must make a Willpower(4) test. If they fail, they avoid it at all costs. This quality may not be purchased with Reckless Threading.

Natural Disharmony

5 karma

Something about the technomancer when interacting with the matrix and the resonance feels off. They don't interact like a resonance technomancer should, maybe they're very much afflicted with anger and hatred. Maybe they don't like sand.

A technomancer with this quality starts off with a Harmonic rating of -16. And had a natural Harmonic minimum of - 10.

Paragons

There are a number of different Paragons listed in 4th edition Unwired, below are a few examples of how to convert them to 5th edition. The one dice for a specific sprite type means for registering and compiling, as well as their advanced variant. A paragon may be followed by a technomancer of any stream, even if the sprite bonuses do not necessarily match.

01 Zero-One is the beginning and the end, the alpha and the omega. While some call it the Deep Resonance, for lack of a better word, it is the consciousness of the virtual world that permeates

45 everything, the embodiment of virtual harmony, the essence of the code. Followers of Zero-One tend to seek it for guidance and inspiration.

Advantages: +1 to compile and register all sprite types ​

Disadvantages: Zero-One is the perfection of the code and demands the same from his ​ followers, or at least teaches them a harsh lesson if they fail. Zero-One technomancers must spend 2 points of Edge to negate a glitch or downgrade a critical glitch.

Daedalus Named after the famous Greek inventor, Daedalus is the embodiment of the machine tinkerer, the master of devices and (sometimes dangerous) technical inventions. As Daedalus is the personification of the constructor and innovator, technomancers with a love of robotic machines, drones, vehicles, and electronic devices feel especially drawn to this paragon

Advantages: +2 dice to Hardware Tests, +1 die for Machine or ​ ROM sprites (player must choose one)

Disadvantages: Technomancers who follow Daedalus tend to interact with the machines on ​ which they are working in an even more subconscious manner than usual. As a result, modifications they make are geared towards someone with their talents and worldview, rather than something that is intuitive to a mundane user or even a non-Daedalus technomancer. Devices built or modified by such technomancers have a more arcane user interface, imposing a –2 modifier on anyone who wants to legitimately use it.

Echelon Echelon is the incarnation of surveillance, the embodiment of the faceless Big Brother. Echelon monitors everything, all the time, sniffing transmissions, eavesdropping through listening posts and surveillance devices connected to the Matrix. It gathers information on people, objects, or processes, and tracks their activity and associations.

Advantages: +1 to all Matrix Perception and Search tests, +1 to Courier and Data Sprites ​ (player must choose one)

Disadvantages: Echelon followers obsessively work to gather information about what is going ​ on around them. When caught off-guard, without having information they need, or when running blind into a situation, they suffer a –1 dice pool modifier on all actions as long as the situation remains.

Free Sprites

46 The Matrix also contains sprites that have become unlinked from their technomancer operators. Free to roam cyberspace, these sprites develop their own motivations, adapt to their new degree of freedom, and rewrite their own code. Although some investigators of Matrix metaphysics, synthetic intelligences, and technomancers have compared their existence to the free spirits of the Awakened world, because of certain similarities, others believe that these parallels are just an evolutionary coincidence (following the fundamental Theory of Everything) and that these free sprites are a unique outgrowth of the machine world.

Most sprites consider their independence a relief from the strain of undertaking tasks for technomancers. Some even view it as a liberation from an oppressive yoke, whereas others view it as a separation from their intended purpose.

A sprite becomes uncontrolled if the technomancer is knocked out from fading or rolls a critical glitch during a registering test. The Gamemaster can decide to whether it becomes a free sprite, if it fits with their game or campaign. As a guideline, most registered sprites with a rating greater than 6 become free, whereas lesser sprites simply de-rez to code dust. Sprites with a long history of association with technomancers or other online users, or that are driven by some kind of motivation, tend to become free more often. Unregistered sprites almost never go free.

To determine randomly if a sprite goes free, roll a Edge(3) Test (Edge * 2) for the sprite - otherwise it is just a Resonance(4) test (Resonance * 2). Success means the sprite is now free (this is as part of necessary rules) with an Edge of 1. Each net hits increases the sprite's initial edge. If the test fails, the sprite simply vanishes. They can make this test once when they are compiled, registered or if they become uncontrolled. Unregistered sprites rarely go free and suffer a -4 dice pool penalty to their test. Sprites with frequent encounters with matrix uses, recieve a +2 dicepool bonus. They can choose to double this by burning a point of Edge. Uncontrolled sprites receive a +2 to this test

Whenever a sprite becomes free in the Matrix, its 'source code' is scrambled. In game terms, this prevents the sprite from being easily decompiled, granting free sprites the power of Denial. Additionally, the jumbling of the sprite’s code spawns a number of new powers equal to its remaining Edge attribute. Since it owes its independence to chance, the sprite’s code development is tied to coincidence and the probabilities of the machine world. As such, a free sprite’s powers only increase when its Edge increases, enabling it to gain new powers every time its Edge increases with reassembling. Note that if the sprite burns or otherwise loses Edge, these powers do not go away; however, the sprite will not gain new powers until its Edge exceeds its old level.

● Any power normally available to resonant sprites (an entropic free sprite can pick up entropic powers additionally, and a torn free sprite - as bizarre at that would be, can pick up entropic too) ● Any of the echoes available to metahuman technomancers may manifest itself as a free sprite’s power. Free sprites use Edge in place of submersion grade. It is possible that the

47 Reassembling process produces echoes and powers as yet unknown to technomancers, providing the gamemaster with the opportunity to introduce new elements into his game. ● A unique power available only to free sprites, chosen from those listed under Free Sprite Powers ● Free sprite who can learn (have learnt) a software skill can use threading. Using their rating instead of their Resonance. ● Though a free sprite does not owe tasks to anyone, it can perform any tasks available to a registered sprite.

Reassembiling

Unlike free spirits, free sprites do not improve via karma investment. They improve via a process known as reassembling, in which they adapt and improve on their source code. During Reassembiling, a free sprite merges with another sprite and absorbs it into its source code, applying changes and improvements.

In order to upgrade its source code, a free sprite must merge with a sprite that is registered to a technomancer. Since it can neither compile nor register one on its own, free sprites are dependent on technomancers for their aid. Therefore, the technomancer’s participation in a reassembling process is the usual payment that a sprite asks for when a character is bartering a deal with a free sprite. To recode his source code, the free sprite merges with a registered sprite that the technomancer procures. While some see this as the sacrifice of a sprite and hesitate to do it, others view it as a crossbreeding of code. As soon as the process begins, the sprites merge. The recoding process takes 1 hour per rating point of the registered sprite. This sprite is always absorbed in the process. If it still owed tasks to the technomancer, these unused tasks are lost.

Each rating point of the absorbed sprite counts as a point of Resonance Energy that a free sprite can then used to improve itself in the ways listed below:

● It may learn a new skill (or complex form/program if applicable) at rating 1 if the sprite it absorbed has it ● It may raise one skill it already possesses by a number of points equal to one-third of the rating (round down) of the absorbed sprite, up to a new maximum of the absorbed sprite’s rating. The absorbed sprite must also have possessed that skill. ● It may raise its Edge by 1, granting it a new power, if the rating of the sprite was greater or equal than its own ● It may increase its total rating by 1, thereby increasing its overall stats, if the rating of the sprite was greater or equal than its own

Infused sprites that are absorbed via the process have an effective rating of double their normal rating. This means that a sprite gets twice as many points of Resonance energy, as well as ratings on improving edge and rating.

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Registering and Decompiling

Accessing the source code: A sprite’s source code can only be acquired by a submerged ​ technomancer through a resonance realm search. Since resonance realms are hyper-virtual places yet to be thoroughly explored, it is often hard to find the place where the true source code of a free sprite can be accessed (or cracked). Even the sprite most likely does not know. The gamemaster should ensure that a resonance quest of this type is an appropriately confusing and unsettling experience. A successful quest imprints the code of the free sprite into the mind of the technomancer

Registering: Technomancers who have acquired the source code of a free sprite may use it to ​ track down the sprite in the Matrix by performing a Resonance + Computer (free sprite’s Rating x 2, 1 Combat Turn) Extended Test.

If the technomancer finds the sprite, the technomancer may challenge the sprite and attempt to register it. In game terms, the registration session takes a number of hours equal to the rating of the sprite. During the session, the technomancer imprints his will into the sprite’s code, pitting his Willpower + Registering against the sprite’s Rating + Edge in an Opposed Test. If the technomancer wins, the free sprite is registered to him and owes him a number of tasks equal to the net hits. Unlike most other registrations, this sort of registering produces no Fading. During the registration session, and until a registered sprite’s tasks are used up, the sprite cannot do anything to harm its 'operator.'

Free sprites that have been registered against their will are not usually vindictive or determined to inflict harm on the operator, but will go to any means to counterbalance an 'unsatisfied' equation.

The sprite can be re-registered through a new registering session, as long as the free sprite source code is not altered. This can be done an unlimited number of times, but if the operator glitches on the re-registering test, the free sprite will get 1 Combat Turn to do anything it wants before it is brought back under control. If the technomancer character scores a critical glitch on the reregistering, he forfeits all remaining owed tasks and the sprite can do anything it wants.

Decompiling: A free sprite can be decompiled like any other sprite, though their Denial power ​ makes this more difficult. Since a free sprite is normally unregistered to any technomancer, it lacks tasks that can be reduced in this manner. Instead, its unspent Edge is reduced for each net hit the decompiler achieves.

A free sprite whose available Edge is reduced to 0 this way is temporarily disrupted to code fragments, but reforms when its Edge replenishes. Whether the free sprite just dissipates into code or transfers to a resonance realm is currently unknown. To permanently destroy a free sprite, it must be decompiled by someone who knows its source code.

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Permanent Decompiling: A decompiling test made by a technomancer who knows the sprites ​ source code, if it is successful, permanently destroys the sprite

Free Sprite Powers

Hide: A sprite can blend with the matrix environment to digitally 'hide',applying a -2 dice pool modifier to any Matrix Perception Tests performed to spot the sprite. This power also enables the sprite to cloak its presence in terms of resource allocation within the hosst, so it is harder to target during combat; apply a -2 dice pool modifier to all Matrix Attack Tests against the blended sprite. Within a grid, this is more effective, with the dicepool modifier for each by -3.

Credit: A sprite with the Credit power can generate electronic cred linked to a black account. It is not clear whether the sprite actually creates this wealth as fake electronic nuyen (or any other currency including corpscript) or if it diverts very small sums (rounding sums) from all over the world. Every month, the sprite may make a Rating + Edge Test. Every hit generates 10,000 nuyen of electronic cash in an arbitrary account. These sums are permanent, but carry the sprite’s Resonance signature.

Denial: For purposes of decompiling treat the sprite as if it has a number of tasks equal to its Edge that refresh every 8 hours. These are cumulative with any task that the sprite may actually owe a technomancer.

Doorstop: This power enables the free sprite to jam open the connection of a Matrix user (similar to Black IC) even when the user is unconscious, literally trapping the user online. To do so, the sprite must succeed in an Opposed Test of its Rating + Edge vs. the user’s Willpower + Resonance (if available). If the free sprite achieves more hits, the targeted user remains online as long as the sprite sustains the power. If the user is disconnected from the Matrix from the outside (for instance, by shutting down the commlink) while trapped, she will immediately suffer dumpshock.

Resonance Bond: A free sprite may enter into one or more resonance bonds. A GM has final say about what kind ​ of resonance bonds the free sprite can entire into

Resonance Rifts: Free sprites with this power can create their own resonant rifts, transporting characters into resonance realms.

50 Resonance Bond

A sprite can enter into a unique type of resonance link with a technomancer or another metasapient. E-Ghosts and AIs are rare but possible.

Usually the resonance bond is contracted because of the mutual interest of both parties. The technomancer often wants to achieve something with the help of a free sprite, learning or improving his complex forms by the abilities of the sprite. The motives of free sprites are equally self-serving, since they are dependent on technomancers for reassembling. However, free sprites sometimes join into a resonance bond just out of curiosity, or because they want to learn more about metahumanity, which they can better understand through the resonance link of a technomancer (giving them data they can process).

Below are some common types of resonance bonds entered into. Ultimately, because they are very strong, it is GM discretion whether or not to allow a Resonance bond, and they are encouraged to come up with their own.

Allocation Bond: The sprite ties its own Resonance to the technomancer, allowing him to use ​ Resonance less stressfully. For as long as the bond is maintained, the technomancer gains a positive dice pool modifier on all Fading Tests equal to half the sprite’s Resonance.

Echo Bond: The sprite links its Resonance powers to the technomancer. She may use one of ​ the sprite’s powers and it may use one of the technomancer’s complex forms, echoes, or widgets. These abilities are still retained by the sharer while sharing

Networking Bond: The free sprite links its complex forms to the technomancer. He may use ​ and learn one of the sprite’s complex forms and it may use and learn one of his complex forms.

Wild Sprites

Wild Sprites are denizens of the matrix like any other. They can be entropic, resonance or torn. They can have any combinations of attributes, skills, and powers from any number of the different powers available to all sprites. Their motivations are usually random, they are not always hostile, and they are as alien to us as Xenosapient AIs are.

The Edge of Resonance

The problem about a lot of technomancers is they stray too close to the side of dissonance, shying further and further from the purpose of the resonance, which is harmony and concordance. As a result, bad actions (see below) can push a Resonant technomancer towards Dissonance somewhat unknowingly, meaning that when they try and use their Resonance Abilities, sometimes they manifest as Dissonance. The same is true of a Dissonant technomancer, they can be slowly pushed back towards the Resonance, a fate worse than

51 death for many. In effect, Resonance and Dissonance are merely two descriptors of a complicated relationship, with many areas of grey along the centre.

As you progress into the different rankings of Dissonance and Resonance, different things happen depending if you follow a Dissonant or a Resonant stream (but switching can always be an option). A streamless technomancer is simply considered to be automatically a Resonant technomancer. Each level keeps the previous advantages or disadvantages from the ones that have smaller number than it, down to -10 or 10.

At any point a technomancer surpasses a threshold into the next level, they can switch to a different side (i.e. A dissonant technomancer can follow a resonant stream instead of a dissonant stream and visa versa). However doing so requires karma investment equal to their Resonance * 2. They must pick a stream with the same fading resistance, and the most similar sprites avaliable. Note: any dissonant Echoes, ally sprites of the opposing side etc. are lost in switching over to the steam.

Becoming a dissonant technomancer is very much frowned upon, by corps and the world in general. They will put you in the same category as Pax and the like. Thus is not something to be recommended. Gamemaster’s who allow their characters to become dissonant technomancers by conversion to a dissonant stream should realise doing so is the path to madness, and apply appropriate negatives to their interactions as if they were toxic mages.

Harmonic Level Resonant Stream Dissonant Stream Rating

41 to 50 6 At this level, a technomancer can choose to A dissonant technomancer at this ranking, if they had not optionally pick up a sprite type from outside of already changed their stream, cannot access their his normal sprites offered by his stream. He resonance abilities at all. Until they change to a resonant gains an additional +1 to all threading tests stream, they are essentially mundane, except for their living persona.

31 to 40 5 Sprites will trust him more. All sprites compiled The technomancer cannot use malfunction anymore (as have a an additional service when compiling well as all the disadvantages from below). They receive a and an extra one when registering. He gets -3 to all resonance actions. whatever bonus he has for summoning the particular sprite from his paragon doubled.

21 to 30 4 At this level, all sprites complied to the The threshold on the edge test is increased to 3. The technomancer have one additional service. dicepool negative is decreased to -3. The technomancer They receive a +1 to threading tests. And an loses all benefits of their paragon. They receive a -1 to all additional +1 to registering tests. threading tests

16 to 20 3 At this level, the technomancer is further At this level, dissonant technomancers begin to appreciating the resonance. He receives an experience problems converting sprites. When a additional +1 to compiling sprites from his technomancer succeeds in a successful malfunction, stream, and a +1 to registering sprites they should roll a Edge(1) test. If they fail, the sprite snaps back to its original form.

52 11 to 15 2 At this level, the technomancer is following his At this level, the technomancer is beginning to disrupt his stream. He receives a +1 to compiling sprites dissonance. He receives a -1 to registering entropic from his stream. sprites from his stream.

-10 to 10 1 This is the grey area, of neither true This is the grey area, of neither true resonance resonance nor dissonance nor dissonance technomancy

-11 to -15 2 At this level, a technomancer is beginning to A dissonant technomancer at this level is beginning to corrupt. He receives a - 1 to compiling sprites fulfill their potential. They receive a +1 to all Malfunction from his stream. tests

-16 to -20 3 At this level, sprites begin to corrupt randomly. They receive an additional +1 to Malfunction tests. They When compiling a sprite, the technomancer receive a +1 to all registering tests. They receive a +1 to must make an edge (1) test. If he fails, the all Cybercombat tests. sprite compiles like normal but becomes a Wild entropic sprite, and will attack him.

-21 to -30 4 The edge threshold is increased to 3. The For every 3 points of Matrix Damage they inflict, they technomancer stops receiving any benefit from deal an additional point. So that if a dissonant his paragon. When he is using a threading technomancer deals 6 matrix damage, it is actually 8 action he must make an Edge (2) test. If he matrix damage the target needs to resist. They gain an fails, the threading backfires and it applicable, additional +1 to all Cybercombat tests. They gain a +1 to he is instead targeted himself or a device he threading tests. owns. If it would be a boon to do so or would have no affect (GM discretion), then he simply takes 4S unresisted.

-31 to -40 5 Gains the dissonant technomancer negative A dissonant technomancer at this level does not need to quality without any kind of karma benefit. They corrupt a sprite that they have compiled themselves. Any receive a - 3 to all resonance tests. sprite they successfully compile is automatically an entropic sprite.

-41 to -50 6 At this level, the technomancer cannot access Technomancers at this level are truly evil dissonant any of his resonant abilities. He does have a technomancers. As such, they deal an extra point of living persona, but that is about it. matrix damage per every 3 points of matrix damage dealt. They also gain an additional service from any sprite they register, compile or malfunction.

A technomancer at chargen (without any altering qualities) will start with a harmonic rating of 0.

If a character has the dissonant technomancer quality at chargen, they start (in addition to their normal Disadvantages) at - 15, and have a natural minimum of - 15. However, until they buy off the quality as per the rules of dissonant quality, they cannot raise their harmonic rating above 0. However they must still follow a Resonant Stream.

When a harmonic rating is accrued, it is not permanent. A technomancers harmonic rating will slowly tick back towards their natural minimum. They will do this by their Level (given based on their Harmonic rating), each week. Below is an example:

53 Wombat is a true Resonance technomancer, having a high Harmonic rating of 37. This shows how his Harmonic rating, since he has not picked up any qualities that alter this, ticks back to zero, their natural minimum.

Week 1: at the end of week 1, Wombat with his Harmonic rating of 37 is in a Level 5 category. His Harmonic rating is ticking back towards 0 so he subtracts, since he is in Level 5, 5 from his Harmonic rating. This gives him a Harmonic rating of 32.

Week 2: at the end of week 2, Wombat with his Harmonic rating of 32 is still in a Level 5 category. He subtracts 5 from his Harmonic rating. This gives him a Harmonic rating of 27.

Week 3: at the end of week 3, Wombat with his Harmonic rating of 27 is in a Level 4 category. He subtracts 4 from his Harmonic rating. This gives him a Harmonic rating of 23.

These weeks continue until Wombats Harmonic Rating reaches 0. Which is his natural minimum.

Below are a series of actions that raise and lower the Harmonic rating of a technomancer.

Modifier Action Modifier Action

+2 Bricking a entropic sprite -4 Performing a malfunction test

-2 Bricking a normal sprite -2 Compiling or registering a entropic sprite or a torn sprite

+2 Dealing matrix damage +2 Decompiling an entropic or against an entropic sprite or torn sprite sprite technomancer

-2 Reregistering a sprite -1 Decompiling a resonance sprite

-3 Gaining a Feedback charge -2 Forcing a sprite to sustain a complex form for you

-4 Decompiling a resonant free +3 Decompiling a entropic or torn sprite free/wild sprite

-5 Being converged upon by +2 Directly causing or helping GOD cause the convergence of a dissonant technomancer

-2 Learning any Dissonance or -1 Resonanting a sprite into your Reaver Echoes body

54 -2 Using a Feedback charge(s) -5 Infusing a Entropic or Torn in any capacity sprite.

-10 Permanently decompiling a +10 Permanently decompiling a resonant free sprite entropic or torn free/wild sprite

Technomancers may also do certain actions to increase (or decrease) their natural minimum as well. The highest positive or negative natural minium is (+/-) 25, unless a quality increases or deceases this, in which case it is 25 (+/-) the amount it is modified by. See the table below. If you modify your natural minimum into another level, you simply start the effective level in determing how quickly your Harmonic rating ticks back from 1 (being the new level you are in) and then add one for each level you move away. Example:

Wombat, going full dark Dissonance, modifies his natural minimum so that it is now -16. His effective levels for determining the tick rate is somewhat different. The level below him (-11 to -15) was previously Level 2. It is still Level 2. The level below that (10 to -10) was previously Level 1, it is now effectively Level 3 in terms of tick rate. The level below that (11 - 15) was previously Level 2, it is now effectively Level 4 in determining tick rate. This continues up till finally at (41 to 50) the previously Level 6, it is now effectively Level 8 in determining tick rate.

This happens the other way too, the category just ahead of him (-21 to -30) was previously Level 4, is now effectively Level 2 in determining tick rate. This continues up until (-41 to -50) which was previously level 6, is now effectively Level 4 in determining tick rate.

Action How to carry out said action Modifier (+/-)

Echo + As part of a technomancers normal submersion, 5 Submersion they may perform a submersion task (that consumes the echo as well) to modify their natural minimum. The echo is called Harmonic Ratio Analysis. The submersion task does reduce the karma cost. The echo may only be picked up once.

Geas A technomancer may pick up a Geas that limits 5 their compiling in some regard. They may only be able to compile a sprite at a certain time of the day (Morning), or they may further limit their choice of Sprites down in their stream or they may only be able to register sprites of a certain type. Ultimately when coming up with a Geas it should be done by the technomancer and the

55 GM, but it's the GM who has the final say. Costs 3 karma to complete.

Attonement A technomancer may pay (karma * 3) equal to the (up to) 5 number of points they want to modify their natural minimum by, up to 5.

Source code A summation of all a technomancers knowledge, 5 experiences and understanding of the Resonance and the Dissonance, sprites and everything regarding it. A technomancer makes an Extended Software + Logic (15, 1 Hour) test, and if he is successful at the end, he may pay 3 karma. He then gets the appropriate modifier. If he cannot pay the karma, the Source code is not ‘activated’ until he has enough. It can be stored like a file

The source code, once activated or not, contains the technomancers resonance signature permanently. It is wise to keep at least one copy of a technomancers Source Code private and safe, as if all copies are deleted or edited, he immediately loses his bonus for completing the test (with no karma refund.)

The Great Hack A great hack task requires a character to perform 5 a difficult on-the-fly hack to show her skills to the hacker or technomancer online community. Before committing the great hack, the gamemaster and player should agree on an appropriate target and introduce it through roleplaying. Such a task may develop into a run in its own right (for instance, an isolated host that cannot be accessed from the outside and must be hacked from the inside), though the run must be personally relevant and appropriate to the character undertaking it.

If the gamemaster approves the run or part thereof as a great hack, successfully accomplishing the goal of the run means the first part of the task is accomplished.

The second part of a great hack is to boost its fame by uploading data acquired during the hack on a public or hacker site, including some sort of tag or logo that refers to the character, to

56 “show off.” This is, however, evidence that the character committed the crime … law enforcement is likely to take notice!

Hosts of governmental agencies, R&D hosts of corporations, bank accounts or private hosts or devices of public or famous figures, as well as other highly secured hosts are common targets for great hacks.

If they succeed in both aspects, then they successfully can modify their attribute minimum, by paying the exactly run’s karma award.

Evisceration A virtual sacrifice of some kind, evisceration is a 5 deliberate mutilation of the technomancer’s persona that also causes debilitating effects on his real body due to feedback in the technomancer’s neurological structure. A technomancer may call on this task and virtually sacrifice a part of his living persona (such as its resolution, its physical appearance, or even one of its limbs). While this “damage” will not impair him on the virtual level, the sacrificed or damaged part becomes neurologically impaired in reality. An arm that was virtually cut off in the process of evisceration becomes numb and paralyzed. Certain areas of the body may turn numb as a result of de-rezzing a persona. While the technomancer does not lose attribute points as a result of the process, it should impair him in one way or another. The exact nature of the handicap and possible negative dice pool modifier for physical tests is left to the gamemaster, but should reflect a negative quality worth at least 8 karma that cannot be bought off. Costs 2 karma to perform.

Technomancers may perform temporary versions of the above to give themselves a Harmonic Rating boost equal to the normal modifier.

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