comStar Firewall alert - PhaseThrough
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technoMancers . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<br />
144<br />
finding and Joining a network<br />
While joining a technomancer network neither requires a test<br />
nor costs karma, actually finding the group can be tricky. Due to<br />
the small fraction of technomancers within a population, and the<br />
sheer number of networks that exist in the Matrix, technomancer<br />
networks are comparatively rare and hard to find. Players and<br />
gamemasters are encouraged to play out the technomancer’s search<br />
for these groups during the game, letting the technomancer’s character<br />
draw on his contacts and virtual tracking abilities to assemble<br />
clues to the location of the network.<br />
Temporary party networks are easier to find and require a<br />
Resonance + Data Search (8, 1 day) Extended Test, if an appropriate<br />
party is currently set up or is being formed (gamemaster’s discretion).<br />
SaMpLe networkS<br />
Here are some sample networks for players or gamemasters<br />
to use or adapt for their own games.<br />
the cooperative<br />
Purpose: The Cooperative is a technomancer network that<br />
works together out of mutual interest. While each technomancer<br />
uses the group and the group’s combined knowledge of technomancer<br />
“arts” for his own purposes, the network also stands<br />
up as a collective against the enemies of technomancers, acting<br />
against and punishing corporate and governmental organizations<br />
that persecute the Emerged.<br />
Members: 7 (all technomancers of different streams)<br />
Strictures: Dues, Privacy<br />
Resources/Dues: Middle. Dues are 600 nuyen per month,<br />
which are used to maintain and expand online resources, including<br />
unlimited storage capacity for its members plus more-than-sufficient<br />
privacy in terms of network security and protection of the<br />
members’ data vaults. Some money is used for “deniable assets”<br />
(shadowrunners) when they are needed; on these occasions, one of<br />
the group members takes the virtual role of a Mr. Johnson avatar.<br />
Description and Customs: The Cooperative (also known as<br />
Co-op) is a technomancer network that was already founded before<br />
the witch-hunts began shortly after the Crash, by three former hackers<br />
known as Cortex, Wizbyte, and Slashdot who met when they<br />
were trying to understand what was happening to them. Coming<br />
to the conclusion that they could achieve more by cooperating and<br />
pooling their knowledge about their abilities, they were among the<br />
first technomancer networks to be formed. During the Emergence<br />
of technomancers, they used their abilities and their network’s<br />
resources against corporate machinations, recruiting promising<br />
members in their fight against technomancer enemies and hiring<br />
shadowrunners to protect technomancers or commit sabotage.<br />
Although witch-hunts have declined since then, the Cooperative<br />
has not forgotten the corporations’ methods that turned the public<br />
against technomancers, resulting in the deaths of several. Those<br />
corporations and institutions with reputations for technomancer<br />
experimentation (like MCT or NeoNET) have become frequent<br />
targets of Cooperative action and hacks, sending out sprites against<br />
their nexi or cursing their nodes from the resonance realm.<br />
kivanet<br />
Purpose: The KivaNet advocates the integration of technomancers<br />
into tribal society and has dedicated itself to act as a<br />
platform for open exchange and communication between technomancers<br />
and normal Matrix users via the Matrix.<br />
Members: 130 (~10 technomancers, mainly technoshamans)<br />
Strictures: Attendance, Belief, Limited Membership (NAN<br />
citizens), Service<br />
Resources/Dues: Luxury, no dues (fully sponsored). The<br />
network possesses a plethora of nodes and has access to a resonance<br />
well (Rating 5) that is deeply entrenched and safeguarded<br />
in the Kiva network.<br />
Patron: Pueblo Corporate Council<br />
Description and Customs: Created by the Pueblo Corporate<br />
Council on the advice of various shamanic interests in the autumn<br />
of 2070, the KivaNet is a network of virtual nodes called “kivas”<br />
(holy places) that work toward a common goal, the acceptance of<br />
technomancers within global society. Supported by the PCC, the<br />
KivaNet works to establish communication among technomancers<br />
and between the tribal communities of the PCC (and those of the<br />
NAN who want to participate). While the KivaNet is open to nontechnomancers,<br />
it has a core group of, mostly, technoshamans, who<br />
take care of the kiva nodes, teach newly Emerged technomancers,<br />
and moderate or participate in open forums or discussion groups<br />
to educate the public. Most technoshamans follow some sort of<br />
paragon and are interested in understanding and communication<br />
with the entities and ideas they are aligned with, using the network’s<br />
resonance well as gateways to the resonance realms to commune<br />
with their paragon or explore different resonance realms.<br />
the walking people<br />
Purpose: Also called “Routers” or Digital Gypsies by some<br />
people, the Walking People is a former otaku tribe, originally from<br />
London, that scattered all over Europe in the wake of Crash 2.0 but<br />
has reformed virtually as a network during the events in 2070.<br />
Members: 24 (13 technomancers)<br />
Strictures: Dues, Fraternity<br />
Resources/Dues: Low. Members contribute 50 nuyen annually.<br />
The network possesses few central nodes for meetings, mainly<br />
in the UK.<br />
Description and Customs: Originating from the Smoke,<br />
the Routers disbanded during Crash 2.0 due to the losses (net<br />
destruction, deaths, loss of abilities and the tribe’s resources) the<br />
tribe had to face. While some members remained in loose contact<br />
with each other, most members adopted a nomadic lifestyle and<br />
left the United Kingdom for a better future, struggling for survival<br />
in a fast-changing world in barren areas of Europe’s major<br />
metroplexes like Berlin, Amsterdam, Warsaw, or GeMiTo. While<br />
the faint associations that still existed began to crumble over the<br />
years that followed, the events of 2070 led to a reformation of the<br />
tribe, albeit only in the digital world. When some members who<br />
had stayed in London resurrected the tribe’s former node, both<br />
technomancers and non-technomancers began visiting the system<br />
again, renewing the old familiarities and growing into a more<br />
modern version of the former tribe. Since then the Walking People<br />
have been loosely working together to help each other survive in<br />
their new geographical homes, forming a connected network that<br />
spans Europe. While the technomancers mainly take care of the<br />
tribe’s digital needs, the “mundanes,” hackers, electronics specialists,<br />
and tech-wizards often take care of worldly needs and act as<br />
the technomancers’ protectors.<br />
Unwired<br />
Simon Wentworth (order #1132857) 9