Technomancers+

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Technomancers+ 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 character creation, 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.
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