Home > The Matrix > Technomancers
Technomancers
Technomancers are metahumans with the mysterious (if
not mystical) ability to connect to and manipulate the
Matrix without the aid of technology. They not only have
this seemingly supernatural aptitude, but they have the
ability to do things that no computer can do or should
be able to do. Scientists and magical researchers haven’t
figured out what makes a technomancer tick, but they
agree that it isn’t science or magic. As you’d suspect,
this makes a lot of people very nervous around technomancers.
The fact that a lot of people believe that
it might be fun for researchers to cut open a technomancer’s
brain to see how it works tends to make technomancers
nervous around other people, especially
megacorporate Matrix engineers.
Technomancers live in a world filled with the ebb
and flow of data. They feel datastreams and empathize
with icons. The Matrix is just part of the world they live
in, as natural for them as walking is for mundane folks.
Even technomancers don’t really know how they do it—
they just do it.
With their intuitive grasp of computers and the Matrix,
almost all technomancers are wiz programmers.
Most employers won’t hire them, though, because the
world just doesn’t trust technomancers. In the public
view, technomancers are creepy and unnatural. They
communicate through the Matrix (subverting it, they
say) with a thought, so suspicions of a global conspiracy
abound. Whenever something goes wrong in the Matrix,
especially if there are fatalities, the specter of the technomancer
menace rises again in the media and news
outlets. GOD can’t track technomancers as cheaply as
they can track deckers, and so they give little leeway or
mercy in cases where a technomancer is involved. There
is still a bounty on technomancers in some territories,
and technomancy is punishable by death in a handful
of places around the world. The end result of this is that
technomancers hide their abilities and identities, and
some even their talent with programming, to avoid harassment
and threats.
This is not to say that all technomancers are bad or
out to twist the Matrix to their own ends. Most just want
to live their lives in peace. Very few are actually hackers,
and only a few of those are talented enough to be shadowrunners.
Technomancer Life
While deckers might be thought of as scuba divers, using
all sorts of gear to dive into and navigate the Matrix,
technomancers are more like squid. The Matrix is their
native environment, and they use it reflexively and instinctually.
They don’t have to make sure they’ve got
the right gear on them, that it’s turned on, connected,
and functioning optimally. They want to do something,
they dive into the streams surrounding them and do it.
Technomancers pick up the skills to deal with both
the physical world and the data that’s constantly flowing
through the air around them. They learn how to keep
from being overwhelmed in high-traffic areas, and how
to keep from being withdrawn or depressed in static
zones or places with weak coverage. They learn how
to make their brains their own operating system and
browser combined, an access point they can use to find
what they want, all while keeping everything else from
getting in and bludgeoning their brains with song lyrics,
stock quotes, and celebrity gossip. And two million videos
of kittens.
What their brains do—and plenty of researchers would
love to know how this works—is learn the basic Matrix
protocols, so that they can see the icons of the Matrix the
way gear-based users see them. It’s like learning a language
for them, and once they know it, technomancers
have trouble imagining a world without that virtual vocabulary.
It lets them see the icons and AROs laid over
the world around them, and allows them to drop into the
trance that is the technomancer version of VR.
Most technomancers say the VR feels more comfortable
to them, more “real.” They say that the hard,
unmalleable reality of meatspace feels foreign to them.
They prefer to be surrounded by things that respond to
their desires and commands, things that are reactive
and alive with information, not dead and inert like real-
world objects.
Technomancers tend to be fluid thinkers, talented
analysts, or virtuoso programmers. While deckers work
with gear, starting with the tool and producing a result,
technomancers start with their desire and then devise
or summon tools that allow them to do it. They can be
very fast, creative, and unpredictable. Most non-technomancers
find it best to either to have one on their side or
never to meet one at all.
Resonance
The Resonance is what technomancers use to describe
the energy that they feel and manipulate in the Matrix.
It consists of data, interactions between data streams,
intentions, thoughts ... okay, nobody really knows what
it’s made of, but to technomancers it’s a real thing they
can feel and touch.
If you’re a technomancer, you have a Resonance
attribute. This attribute represents how connected you
are to the Resonance. Your Resonance rating affects
all of your Resonance abilities and your living persona.
Your natural Resonance maximum is your Essence
rounded down. Whenever you lose Essence (after character
generation), you lose an equal amount of Resonance,
rounded up. If your Resonance ever reaches
zero, you lose the Technomancer quality and all Resonance
abilities.
Resonance Signatures
When you use a Resonance ability, you leave a unique
signature behind in the fabric of the Resonance. This
Resonance signature gets left on the target. If you’re in
a host, your signature is left there, too. A signature has
a rating equal to the Resonance rating of whatever left
it, and it lasts for one hour times its rating.
Other Resonance beings (technomancers, sprites,
and ... others) can detect a Resonance signature by getting
at least 3 hits on a Matrix Perception Test; noticing
a signature comes in addition to the usual questions
you get to ask. If you’ve seen a signature before, you
can recognize it (the gamemaster might make you try
a Memory Test, p. 152). With 5 or more hits, you also
get the impression of what kind of being or ability left it
there (again, that info is free). You can erase a signature
with the Erase Signature action.
Resonance beings have their own signatures (with
a rating equal to their Resonance) on themselves all
the time. A sprite has the Resonance signature of the
technomancer that compiled it, as do the signatures
the sprite leaves. You can temporarily conceal the
personal signature on yourself (or someone else), but
it’s only gone for 1 Combat Turn per hit on your Erase
Signature test.
Resonance Actions
Some actions you can perform as a technomancer are
Resonance actions. These actions only operate in the
Matrix, but they’re not Matrix actions and don’t follow
those rules. The bad news is that you don’t get the bonus
dice for being in VR (those only come with Matrix
Actions), but the good news is that none of it counts
against your Overwatch Score. Resonance actions
don’t require marks. You can still perform normal Matrix
actions, with all the rules that apply to them (including
Overwatch Scores).
Almost all Resonance actions cause Fading, a mental
drain on the technomancer (see p. 251).
Living Persona
Technomancers have a living persona they use in the
Matrix. Your living persona’s icon can be pretty much
anything you like, following the rules for persona icons.
You can change your icon with the Change Icon action,
like normal persona users. Since your living persona is
just a persona, not a device, you don’t have any onboard
storage; this is easy enough to deal with because
you can store files in nearby devices.
Your living persona’s Device Rating is equal to your
Resonance. Your Matrix attributes are calculated from
your Mental attributes as listed on the Living Persona
table. You cannot reconfigure your living persona or
run programs, as those are abilities unique to commlinks
and cyberdecks. You are not a device, so you
cannot be a slave or master, nor can you be part of a
PAN or WAN.
Living Persona
Matrix Attribute |
Rating |
Device Rating |
Resonance |
Attack |
Charisma |
Sleaze |
Intuition |
Data Processing |
Logic |
Firewall |
Willpower |
As a technomancer, you can only use AR and hot-sim
VR (the only way you can use cold-sim VR is by using a
cybredeck or commlink—ew). Since you’re in hot-sim naturally,
you may add your Resonance to your dice pool for
all Addiction Tests for using hot-sim. You use your Mental
and Matrix attributes when calculating your Initiative, and
your Initiative Dice use the normal rules for AR or hot-sim
VR use. Since you’re so intimately connected to the Matrix,
you get a +2 dice pool bonus to all Matrix Perception Tests.
You don’t have a separate Matrix Condition Monitor.
Instead, any boxes of Matrix damage you would take hit
you directly as Stun damage.
Rebooting Your
Living Persona
You can reboot your living persona, if you want. Really,
you’re just shutting yourself off from the Matrix for a time,
but it operates with the same mechanics as the Reboot
Device action (although it doesn’t count as a Matrix action).
A lot of technomancers reboot their living persona
before they go to sleep, using the reboot delay as a sort of
built-in alarm clock; it keeps them safe from cyber-attacks
while digital sugarplums dance in their heads.
Using Mundane Electronics
You can use a commlink or cyberdeck if you like. A lot of
technomancers do in order to hide their abilities. If you
use a persona on a commlink or deck, you can’t use your
Resonance abilities. That only works when you’re using
your living persona, and since you can only use one persona
at a time—well, you get the idea.
Threading
If you ask different technomancers how they perform the
Matrix miracles they do, they’ll tell you it’s called threading,
but they won’t agree on how it works. For some it’s
a mental exercise. Others just ask the Matrix nicely to do
what they want, and still others think about different urban
brawl plays. However it’s done, it gets results.
You can thread a complex form, a specific effect on
the Matrix that you have learned to perform. Threading
is accomplished with Thread Complex Form, a Resonance
action (not a Matrix action). When you thread a
complex form, you choose a Level for the effect. The
higher the Level, the stronger the effect, but also the
more risky it is to do. You can choose a Level up to three
times your Resonance rating.
Threading is affected by modifiers due to noise, a target
being on another grid, and the public grid. You can
only use complex forms on icons you’ve spotted.
Some complex forms can be sustained through concentration.
This lets their effects linger for as long as you
sustain the complex form. Doing this is distracting, imposing
a –2 dice pool penalty on all actions per complex
form you’re sustaining. If something happens that
the gamemaster thinks might break your concentration,
she’ll call for a Simple Resonance + Willpower (2) Test to
keep sustaining your Complex Forms. You can’t sustain
Complex Forms when you’re unconscious.
Threading causes Fading based on the specific complex
form and its Level, with a minimum Fading DV of
2. If you get more hits on your Threading test than your
Resonance rating, the Fading is Physical damage; otherwise
it’s Stun damage.
There is a list of known and widely distributed complex
forms in the Resonance Library (p. 252).
Killing Complex Forms
If you encounter another technomancer with a sustained
complex form, and you want to end the complex form
without that technomancer’s permission, you can use
the Kill Complex Form action to end it. Make a Software
+ Resonance [Mental] v. target complex form Level +
the threader’s Resonance. Every net hit you get reduces
the hits from the complex form’s threading test. If you
reduce that number to zero, the complex form ends.
Whenever you perform the Kill Complex Form action,
you must resist Fading as if you had threaded the
complex form you targeted.
Fading
Technomancers are powerful, but not inexhaustible. Resonance
abilities strain the user, even to the point of collapse
if they’re used too much. Technomancers call this
drain Fading. Fading is resisted with Resonance + Willpower.
Fading can only be healed by the body’s natural
healing process, which means taking some time to rest.
Whenever a technomancer threads a complex form
or summons a sprite, they must resist Fading damage
from the mental exertion of shaping the Resonance according
to their will. The amount of Fading damage is indicated
by the complex form, although can never be less
than 2 DV (before the resistance test). The Fading from
Threading is Physical if you get more hits on the Threading
test than your Resonance rating; otherwise it’s Stun.
For compiling, decompiling, or registering a sprite,
the Fading DV equals twice the hits (not net hits) generated
by the sprite on the Opposed Test, minimum 2
DV. This applies whether the attempt is successful or not.
If the sprite’s rating is greater than the technomancer’s
Resonance, the damage is Physical rather than Stun.
Sprites
Sprites are digital creatures formed out of (or summoned
from, depending on who you ask) the Resonance.
Sprites are then placed in the Matrix, personas
without devices. Sprites are a lot like agents, obedient
and semi-autonomous but not very bright. Depending
on their personality, a technomancer might think of a
sprite as a tool, a program, a pet, a friend, or a spirit of
the machine. When a sprite’s code is analyzed, it looks
like a kludgy mish-mash of code snippets and junk data
that shouldn’t work but does.
Sprites bend the rules of the Matrix just by existing.
The Matrix isn’t really sure what to do with a sprite.
When a sprite is compiled, its own Overwatch Score
starts, even though it hasn’t had a chance to do anything
illegal (it isn’t fair to the little guys, but life ain’t fair,
chummer). When a demiGOD or a host converges on a
sprite, it simply vanishes, even if it has tasks remaining.
Sprites have a Device Rating and Resonance equal
to their Level, and all four Matrix attributes are based on
their Level and the type of sprite you compile. Its Matrix
Condition Monitor has 8 + (Level / 2) boxes. A sprite’s Initiative
is also based on its Level, and it has 4D6 Initiative
Dice. A sprite’s owner is the technomancer that compiled
it, and when you compile a sprite, it has your Resonance
signature. If its physical location is tracked, the tracker
gets your physical location instead; this also happens
when a demiGOD converges on the hapless little sprite.
Compiling a Sprite
Bringing a sprite into the Matrix to work for you is called
compiling. When you compile a sprite, you choose a
Level for the sprite, up to twice your Resonance rating.
The higher the Level, the more powerful the sprite. Use
the Compile Sprite action (a Resonance action, not a
Matrix action). For every net hit on the Compiling test,
you get one task from the sprite. You can spend one of
these tasks having the sprite do one of the things on
the list of compiled sprite tasks.
Compiling sprites causes Fading of 2 DV per hit (not
net hit) it gets in its defense test, with a minimum of 2
DV. This Fading is Stun damage, unless the sprite’s Level
is greater than your Resonance, in which case it’s Physical
damage. You can only have one compiled sprite at
any given time.
Compiled Sprite Tasks
A task is basically one job you ask/tell your sprite to
do. It has to be a simple task without conditions or
heavy decision-making requirements. A single task
can be one of the following things: A single use of a
sprite power; one Combat Turn worth of Matrix actions
that apply to the same job; participation in cybercombat
that lasts until all of the enemy combatants have
been defeated or you’ve escaped to safety. If a sprite
uses a sustained power for you, sustaining that power
doesn’t count against further tasks unless you change
it in some way, like switching targets.
You can send a sprite to perform a remote task on another
grid or in a host that you’re not in. When you send a
sprite on a remote task, it vanishes back to the Resonance
when it’s done, and you lose any remaining tasks.
Registering a Sprite
The Matrix doesn’t know what to make of sprites, so they
show up as illegal activity. This puts a limit on the time you
can keep a sprite around before GOD finds it and crashes
it. You can increase your sprites’ longevity by registering
them with the Matrix. This process takes a number
of hours equal to the sprite’s Level; during this time, the
sprite’s Overwatch Score does not increase due to time,
and neither you nor the sprite can take other actions. At
the end of this time, make an Opposed Registering + Resonance
[Level] v. the sprite’s Level x 2. This causes Fading
of 2 DV per hit (not net hit) the sprite gets, minimum 2 DV.
If you get at least one net hit, your sprite is registered
with the Matrix. Its OS is erased, but can be restarted if
the sprite performs an illegal action. Add your net hits on
the Registering test to the number of tasks your sprite
owes you. The sprite is now a registered sprite and no
longer counts toward your limit of one compiled sprite
at a time. Your registered sprite will stay with you as long
as it still owes you at least one task. Everything else is the
same as for compiled sprites. Almost everything.
Registered Sprite Tasks
If you have a registered sprite, there is a special list of
tasks you can have it do for you. Here’s that list:
-
Compiled Sprite Task: A registered sprite can do
anything a compiled sprite can do for you.
-
Aid Study: For the cost of one task, your registered
sprite can give you a bonus equal to its Level to your
dice pool when learning new complex forms. It costs
one task per new complex form.
-
Assist Threading: Your registered sprite can add its
Level to your dice pool to thread a complex form. This
bonus lasts for one test.
-
Loaned Task: You can tell your registered sprite to
follow the orders of another persona, even if that persona
isn’t a technomancer. You get to pick how many tasks
you’re loaning out. You don’t get to pick what those
tasks will be, or what they can’t be, so make sure you
trust whoever you loan your sprite to.
-
Remote Task: If you send a registered sprite on a remote
task, it doesn’t return to the Resonance when it’s
done. Instead, it comes back to you.
-
Re-register Sprite: You can attempt to re-register
the sprite for one task. If you use the sprite’s last task to
do this, don’t screw up. If you succeed, add your net hits
to the number of tasks the sprite owes you (minus the
one for re-registering, of course). If you fail, you’re out
of tasks, plain and simple.
-
Standby: You can tell your registered sprite to return
to the Resonance but come when you call it. This costs a
task, but it keeps the sprite from giving away your presence
or getting in harm’s way.
-
Sustain Complex Form: A registered sprite can sustain
a complex form for you, so it takes the penalty from
sustaining instead of you. Every task you use for this
purpose lets the sprite sustain your complex form for up
to its Level in Combat Turns. You can then take over sustaining
again if you want.
Sprite-Technomancer Link
You have a mental link to your sprites as long as
you’re connected to the Matrix. You can communicate
through this link with text, images, words, and so on. If
you lose your connection with the Matrix, you also lose
your mental link with your sprite(s). They’ll keep working
on whatever it is they were doing, but when they’re
done they’ll either vanish, or if they’re registered they’ll
hang around waiting for you. Once you’re back online,
you link up with your sprite(s) again.
Sprites are personas, but not devices; they can’t be
part of a PAN or WAN.
Decompiling Sprites
You can decompile a sprite, trying to stuff it back into
the Resonance and out of the Matrix. You can decompile
your own sprites if you need to, but usually just
dismissing them is enough.
To decompile a sprite, make an Opposed Decompiling
+ Resonance [Social] v. target’s Level (+ compiler’s
Resonance if the sprite is registered). Every net hit reduces
the sprite’s owed tasks by 1. If the sprite is reduced to
0 tasks owed to its compiler, it returns to the Resonance
on its next action. This causes Fading equal to 2 DV per
hit (not net hit) the sprite rolls, with a minimum DV of 2.
Sprite Powers
The following powers are available only to sprites. The
Sprite Database (p. 258) can tell you which sprites have
which powers. Using a sprite power is a Standard Resonance
action (not a Matrix action).
Camouflage
The sprite can conceal a file within another file in such
a way as to make it invisible to Matrix searches. Concealed
files can only be found with a Matrix Perception
Test that is specifically looking for the hidden file; even
the sprite must make this test in order to find and extract
the file.
Cookie
A sprite uses its cookie power to “tag” a target persona
with a cookie file that can be used to track the icon’s Matrix
activities. The sprite must successfully beat the target
in a Hacking + Resonance [Sleaze] v. Intuition + Firewall
test. If the sprite succeeds, the persona starts carrying the
cookie file, none the wiser.
The cookie file runs silent and is protected with a
rating equal to the sprite’s Level. The file will log every
everything the icon does, for example each host the
persona enters, the details of any communications the
persona engages in (with whom and when, but not the
actual contents), any programs the icon uses, etc. Use the
net hits to benchmark the depth of the data the cookie
accumulates (1 hit providing a bare outline, 4 or more a
detailed report).
At the end of a time determined by the sprite (or its
owner) when placed, the cookie file transfers itself and
its accumulated data to the sprite. Once the sprite has
it, it may turn it over to the technomancer. If the sprite
isn’t in the Matrix when the file transfers itself, the file
is deleted.
Cookie files may be detected with a successful Matrix
Perception Test performed on the carrying persona.
Once identified, it may be removed by removing the
file’s protection and then deleting it.
Diagnostics
The Diagnostics power allows the sprite to evaluate
the inner workings of an electronic device. The sprite
can assist someone using or repairing the device with
a Teamwork Test. The sprite makes a Simple Hardware
+ Level [Data Processing] test; if any hits are rolled, the
character gets a +1 limit bonus, and each hit adds 1 die
to the character’s dice pool to use or repair the item. This
power takes the sprite’s entire attention; the bonus lasts
until the sprite drops it or does something else.
Electron Storm
This attack allows the sprite to engulf a target persona
in a sustained barrage of corrupting datastreams.
If the sprite beats the target in a Cybercombat + Resonance
[Attack] v. Intuition + Firewall test, the target
is swallowed in a hail of digital pulses. With the first
successful attack and on each subsequent action the
sprite performs while sustaining this power, it inflicts
(Resonance) DV Matrix damage, resisted as normal.
The engulfing storm also causes 2 points of noise to
the target. If the sprite takes any Matrix damage, all of
its electron storms end immediately.
Gremlins
This power causes a device to mysteriously malfunction
or operate in some (usually detrimental) manner.
The sprite targets a device, making a Hardware + Level
[Attack] v. Device Rating + Firewall test. If the sprite
succeeds, the device suffers a glitch (p. 45). The gamemaster
chooses a malfunction appropriate to the device
and situation, like a jammed control, a looped signal,
or a faulty reading. If the sprite scores 4 or more
net hits, treat it as a critical glitch— the device crashes,
burns out, jolts its user with an electrical shock, or
some other goodie picked by the gamemaster.
Hash
The Hash power allows the sprite to temporarily protect
a file with a unique Resonance algorithm in such
a way that only the sprite can unprotect it. If the sprite
stops carrying the hashed file it reverts to normal. If the
sprite is destroyed while carrying the file, the hashed
file is permanently corrupted and becomes worthless.
The maximum time the sprite can use this power is Level
x 10 Combat Turns.
Stability
A sprite can use this power on any persona or device
for which it has a mark. Stability prevents normal malfunctions
or accidents from afflicting the target (including
both standard glitches and those induced by the
Gremlins or Accident powers). Ignore standard glitches
and reduce critical glitches to standard glitches.
Suppression
Sprites are confusing at the best of times, but a sprite
using suppression is just bizarre, especially to hosts. If
a sprite is in a host and using this power when the host
launches IC, that IC is delayed from launching by (Level
/ 2) Combat Turns. Delayed IC can’t act or be targeted.
Watermark
The sprite can tag an icon with an invisible marking that
only Resonance-driven entities can see, kind of like a
Matrix signature. This allows the sprite to secretly leave
messages on Matrix objects. A sprite can overwrite an
existing watermark with a new one. A watermark can
be erased with the Erase Matrix Signature action; otherwise
it lasts as long as the icon does.
Submersion
Technomancers have a connection to the Resonance,
but they can make that connection stronger by submerging
themselves into the Resonance. Submersion is
more of a spiritual experience than a technological one.
When you submerge yourself, your ego is challenged,
your awareness is stretched, and you rarely come out
the other side quite the same person you were when
you started. But it gives you a closer bond with the Resonance,
and increased power comes with it.
Submersion is measured in grades, beginning with
Grade 1 and increasing. Each grade has a Karma cost
equal to 10 x (Grade x 3) Karma. Your Submersion grade
can’t exceed your Resonance attribute. If your Resonance
is ever reduced below your Submersion grade,
your grade is reduced (no refunds, but you can buy it
back if you can bring your Resonance back up).
Increased Resonance
The natural maximum for your Resonance attribute is 6
+ your Submersion grade. You still have to spend Karma
to increase your Resonance attribute.
Access to the
Resonance Realms
When you first submerge, you find your way to the secret
Resonance Realms, places made of thought and
information tucked away in the spaces between Matrix
objects. These realms are only known to submerged
technomancers (and maybe sprites, but they’re not
talking). They are pathways and places not created by
the hand of any metahuman. They’re mysterious and
possibly useful repositories of pure data, but they are
unfortunately too mysterious for the scope of this book
and will be explained in detail in Data Trails, the Matrix
expansion book (sorry, omae).
Echoes
Technomancers learn new powers called echoes
when they submerge. Each grade of Submersion you
gain gets you one additional echo. Unless otherwise
noted, you can’t pick the same echo more than once.
When echoes can be taken multiple times, their bonuses
stack.
-
Attack Upgrade: The Attack rating of your living persona
increases by 1. This echo may be taken twice.
Data Processing Upgrade: The Data Processing rating
of your living persona increases by 1. This echo may
be taken twice.
-
Firewall Upgrade: The Firewall rating of your living
persona increases by 1. This echo may be taken twice.
-
Mind over Machine: You get the benefit of a Rating 1
control rig. You may take this echo up to two additional
times (for a total of three), with the effective control rig
rating increasing by 1 each time you take it.
-
NeuroFilter: You get a +1 dice pool bonus to resist
biofeedback damage. This echo may be taken twice.
-
Overclocking: You accelerate your living persona
to act more quickly in the Matrix. You get an additional
+1D6 while you’re in hot-sim VR.
-
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 [Program]: This echo lets you copy the
effects of one common or hacking program (
p. 245).
Each time you take this echo, you must specify which
program you are mimicking. You can take this echo
more than once, each time for a different program.
-
Sleaze Upgrade: The Sleaze rating of your living persona
increases by 1. This echo may be taken twice.
Sprite Database
There are five types of sprites listed here, but rumors
abound that there are other kinds out in the Resonance.
The “L” in the sprite description stands for the sprite’s
Level.
Sprites
Sprite Type |
Attack |
Sleaze |
Data Processing |
Firewall |
Initiative |
Initiative Dice |
Resonance |
Skills |
Powers |
Courier Sprite |
L |
L + 3 |
L + 1 |
L + 2 |
(L x 2) + 1 |
4d6 |
L |
Computer, Hacking |
Cookie, Hash |
Crack Sprite |
L |
L + 3 |
L + 2 |
L + 1 |
(L x 2) + 2 |
4d6 |
L |
Computer, Electronic Warfare, Hacking |
Suppression |
Data Sprite |
L - 1 |
L |
L + 4 |
L + 1 |
(L x 2) + 4 |
4d6 |
L |
Computer, Electronic Warfare |
Camouflage, Watermark |
Fault Sprite |
L + 3 |
L |
L + 1 |
L + 2 |
(L x 2) + 1 |
4d6 |
L |
Computer, Cybercombat, Hacking |
Electron Storm |
Machine Sprite |
L + 1 |
L |
L + 3 |
L + 2 |
(L x 2) + 3 |
4d6 |
L |
Computer, Electronic Warfare, Hacking |
Diagnostics, Gremlins, Stability |
Courier Sprite
Courier sprites are great at delivering messages securely
and are pretty good trackers.
Crack Sprite
If you need a sprite for a quiet run that stays under
the radar, the Crack sprite has what you need.
Data Sprite
Data sprites are masters of finding and manipulating
data. They make great librarians, searchbots, and trivia
contest ringers.
Fault Sprite
The Fault sprite is the one you want to have your back
in a fight. Cold as IC and twice as tenacious, they’ll shred
your enemies in the blink of an icon.
Machine Sprite
Of all the sprites, the Machine sprite is the most
likely to interact with the physical world, although that
would happen through a device. They’re experts at all
sorts of electronics.