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comStar Firewall alert - PhaseThrough

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experience, induced by unfiltered exposure to pure Resonance, by<br />

which the technomancer transcends himself to gain a new level<br />

of advancement, leading to a “digital evolution” and a spiritual<br />

revelation. This process, often referred to as “recoding,” enables<br />

technomancers to gain access to the deeper layers of the Matrix<br />

to spawn echoes.<br />

Since submersion is part of the individual’s unveiling of the<br />

code and personal transformation, it is an intimate process that is<br />

influenced by the character’s own views and beliefs. The character’s<br />

perception of the Matrix, reflected by his chosen stream (p. 136)<br />

or paragon (p. 149), should be taken into account by gamemasters<br />

and players developing their own “rite of crossing.” A technoshaman<br />

might go on a pilgrimage to virtual landscapes and nodes he<br />

feels connected with; a dronomancer might need to start from a<br />

“jumped-in” view of a vehicle or drone; a sourceror might prepare<br />

meticulously to open a back door with a gate-like ritual; or an info<br />

savant might dowse over a pile of code. Rites vary enormously,<br />

depending on stream-specific beliefs and attunements to different<br />

aspects of the Matrix.<br />

Except for the basic time and effort required to undergo<br />

submersion tasks (see below), the gamemaster is free to adjust the<br />

time spent and the submersion event involved to suit the character<br />

and the flavor of her campaign. As the Resonance cyberspace is beyond<br />

the sense of time, characters could even experience a whole<br />

virtual life during a submersion.<br />

If the player desires, the submersion may include a submersion<br />

task (p. 141). These tasks are specific challenges of will and<br />

ability to which the character willingly submits in order to prove<br />

himself worthy of submersion.<br />

The paragon of a technomancer, should he follow one, may<br />

also play an important part during the submersion session, the<br />

preparing task, or both, though exactly what that role is should be<br />

tailored to the particular character and the nature of the crossing<br />

rite or submersion task he chooses.<br />

While the group’s style of gaming may determine how much<br />

attention is devoted to submersion sessions, it provides a unique<br />

roleplaying and story opportunity that should be emphasized.<br />

SUBMerSion taSkS<br />

Characters who want to perform a submersion may prepare<br />

for it with a task that “tunes” them by challenging their focus and<br />

ability. This can be an intrusion in a highly secured node on the<br />

fly, cybercombat against a coded mayhem, or creating a new piece<br />

of code.<br />

Undergoing a task for submersion reduces the normal<br />

Karma cost of submersion by 20 percent (rounded up). Only<br />

one task is possible per submersion. The character must choose<br />

the task before undergoing submersion (or the task must take<br />

place 24 hours before the submersion session starts). The<br />

technomancer cannot “save up” tasks except for the great hack<br />

(p. 142). If the character passes the task he is able to undergo<br />

submersion with reduced costs. It he fails, he can either retry<br />

(without losing karma) until he succeeds, or pay the full price<br />

for the submersion.<br />

Since submersion is a fairly new phenomenon, only a few<br />

tasks have so far been discovered by the techomancer community,<br />

though more are suspected to show up in the future as technomancers<br />

continue pursuing the ways toward digital ascension.<br />

Unwired<br />

Simon Wentworth (order #1132857) 9<br />

141<br />

technoMancers . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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