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technoMancers . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<br />

142<br />

The following submersion tasks are examples commonly<br />

known to technomancers. Players and gamemasters are encouraged<br />

to design new submersion tasks to fit their story and the<br />

technomancer’s agenda.<br />

evisceration<br />

A virtual sacrifice of some kind, evisceration is a deliberate<br />

mutilation of the technomancer’s persona that also causes debilitating<br />

effects on his real body due to feedback in the technomancer’s<br />

neurological structure. A technomancer may call on this submersion<br />

task and virtually sacrifice a part of his living persona (such<br />

as its resolution, its physical appearance, or even one of its limbs).<br />

While this “damage” will not impair him on the virtual level, the<br />

sacrificed or damaged part becomes neurologically impaired in<br />

reality. An arm that was virtually cut off in the process of evisceration<br />

becomes numb and paralyzed. Certain areas of the body may<br />

turn numb as a result of de-rezzing a persona.<br />

While the technomancer does not lose attribute points as a result<br />

of the process, it should impair him in one way or another. The<br />

exact nature of the handicap and possible negative dice pool modifier<br />

for physical tests is left to the gamemaster, but should reflect a<br />

negative quality worth at least 10 BP that cannot be bought off.<br />

great Hack<br />

A great hack task requires a character to perform a difficult onthe-fly<br />

hack to show her skills to the hacker or technomancer online<br />

community. Before committing the great hack, the gamemaster and<br />

player should agree on an appropriate target and introduce it through<br />

roleplaying. Such a task may develop into a run in its own right (for instance,<br />

an isolated node that cannot be accessed from the outside and<br />

must be hacked from the inside), though the run must be personally<br />

relevant and appropriate to the character undertaking it.<br />

As a general guideline, the Karma award for the run should<br />

be comparable to the Karma cost of the grade the character seeks.<br />

If the gamemaster approves the run or part thereof as a great hack,<br />

successfully accomplishing the goal of the run means the first part<br />

of the task is accomplished.<br />

The second part of a great hack is to boost its fame by uploading<br />

data acquired during the hack on a public or hacker site,<br />

including some sort of tag or logo that refers to the character, to<br />

“show off.” This is, however, evidence that the character committed<br />

the crime … law enforcement is likely to take notice!<br />

Nodes of governmental agencies, R&D nexi of corporations,<br />

bank accounts or private nodes of public or famous figures, as well as<br />

other highly secured nodes are common targets for great hacks.<br />

At the gamemaster’s discretion, a character may carry out<br />

a great hack before she is ready to submerge to another grade,<br />

essentially “saving” the hack and using it as a task for her next<br />

submersion. A great hack must be used for the character’s next<br />

submersion, however, and cannot be saved beyond that grade.<br />

reassembling<br />

If a technomancer assists an entropic sprite in a reassembling<br />

process (p. 158), sacrificing one of his registered sprites and<br />

participating in the ritual recoding of the sprite can be used as a<br />

submersion task. In order to profit from such a spiritual moment,<br />

the character must succeed in an Intuition + Resonance (2) Test<br />

and a Willpower + Logic (2) Test.<br />

resonance realm Search<br />

To undergo this task, the technomancer must access a specific<br />

location on a resonance realm, often referred to as a resonance<br />

room or instance. Only characters who have undergone submersion<br />

before can locate backdoors into the resonance realm (Resonance<br />

Realms, p. 172) hidden in the Matrix.<br />

Before accessing the resonance realm, the technomancer<br />

must get access via the backdoor, requiring a Resonance + Fading<br />

attribute + submersion grade (12, 1 hour) Extended Test. There<br />

is no penalty for briefly interrupting the preparation process, but<br />

the process is demanding and leaves no time for any activities other<br />

than the most ordinary tasks.<br />

The gamemaster should tailor the search to fit the technomancer’s<br />

stream and beliefs, not only challenging his hacking skills<br />

but making it a drastic and tremendous experience that tests every<br />

aspect of the technomancer’s personality.<br />

Source code<br />

This task requires the technomancer to program a masterpiece<br />

of source code that represents the sum of her insight and understanding<br />

of the patterns of the Matrix. The piece of source code must be<br />

in a normal digital data format that can be stored in an external<br />

storage device, but which carries the resonance signature of the technomancer,<br />

similar to a resonance watermark created by a data sprite.<br />

To shape this source code, the technomancer must perform a<br />

Logic + Software (8 + desired submersion grade, 1 week) Extended<br />

Test. By its very nature, this source code leaves a datatrail to the<br />

author, and technomancers should carefully consider such creations.<br />

If used online, the source code can be employed by a sprite or<br />

technomancer as a resonance link to track its owner digitally in the<br />

Matrix. For this reason, technomancers are typically reluctant to<br />

distribute their source code or keep multiple copies around.<br />

However, if all versions of a source code are somehow deleted,<br />

the programmer will suffer a crisis of faith at such a momentous<br />

loss and must reduce her submersion grade by 1. This is why technomancers<br />

usually keep at least one copy in a secure data store.<br />

tecHnoMancer networkS<br />

With the omnipresence of the Matrix and the high frequency<br />

of commlinks, social networking of like-minded people has become<br />

an important factor in the global society in the ’70s. New<br />

Matrix-mediated social environments form every day, disappear,<br />

and rise again a week later. The participation of people in online<br />

circles, forums, chats, or folksonomy has drastically increased with<br />

the introduction of the wireless Matrix. Technomancers draw a<br />

huge advantage from this connectivity, which allows technomancers<br />

from anywhere on the globe to get in contact who probably<br />

would never have the chance to meet in person.<br />

With the official “coming out” of technomancers in 2070,<br />

people have been more “free-giving” with their abilities. Despite<br />

rejection and prejudice by other online users and precautions<br />

taken by corporations and head-hunters, technomancers who want<br />

to share knowledge, teach others, or seek enlightenment from<br />

experienced technomancers are using the Matrix—their natural<br />

environment—as a medium to communicate with each other.<br />

Technomancer networks are virtual social platforms on<br />

which technomancers can interact via dedicated sites, SIGs, chatboards,<br />

and sometimes even eye-to-eye meetings. While these sites<br />

Unwired<br />

Simon Wentworth (order #1132857) 9

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