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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

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