20.04.2013 Views

comStar Firewall alert - PhaseThrough

comStar Firewall alert - PhaseThrough

comStar Firewall alert - PhaseThrough

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Sift<br />

Technomancers who possess this echo can intuitively sift<br />

through massive amounts of data to find the appropriate information<br />

they are looking for. In game terms, the threshold for Data<br />

Search Tests is reduced by the technomancer’s submersion grade.<br />

Skinlink<br />

A technomancer with this echo gains the ability to use his skin<br />

as connection to other devices, similar to an integral skinlink (p. 318,<br />

SR4). The technomancer can use this link to hack any device he touches,<br />

even if wireless signals are jammed. Note that the device does not<br />

need to have skinlink adaptation. Two technomancers with this echo<br />

may mentally communicate with each other simply by touching.<br />

Sparky<br />

This echo allows the technomancer to zap a non-technomancer<br />

persona he has hit in cybercombat with a jolt of Resonance<br />

that creates a range of electrical malfunctions, hampering the<br />

functionality of the persona’s originating node. Symptoms might<br />

include power fluctuations, miscolored optical lasers, forged<br />

error codes, component and subroutine deactivation, and so on.<br />

Whenever the technomancer damages a hacker’s icon, make an<br />

Opposed Test pitting the technomancer’s Response + Willpower<br />

against the target’s Response + System. For each net success the<br />

technomancer achieves, reduce the target’s Response by 1. If<br />

Response is reduced to 0, the node fails (some electronics and<br />

extreme cases have been known to burst into flame from power<br />

surges and overheating). Devices may be repaired with a Hardware<br />

+ Logic (8, 1 hour) Extended Test. This echo is not effective<br />

against other technomancers, sprites, agents, AIs, or e-ghosts.<br />

Sprite Link<br />

By choosing this echo, the technomancer gains the ability to<br />

compile and register one additional species of sprite (beyond the five<br />

basic sprites of his stream). This echo can be chosen multiple times.<br />

Swap<br />

Swap reduces the sustaining modifier for threading by one.<br />

This echo can be taken twice, for a cumulative effect.<br />

widget crafting<br />

Technomancers with this echo can create icons called widgets<br />

out of pure Resonance. Widgets act as virtual glyphs of power that<br />

a technomancer can draw upon to help accomplish tasks in the<br />

Matrix (Crafting Widgets, p. 148).<br />

advanced ecHoeS<br />

Advanced echoes require the submerged technomancer to<br />

master a basic echo before being able to unscramble its advanced<br />

form. All advanced echoes note their prerequisite in their descriptions.<br />

At the gamemaster’s discretion, advanced echoes may only<br />

be learned from an enlightened technomancer or powerful free<br />

sprite that is already acquainted with them.<br />

acceleration<br />

Prerequisite: Biowire<br />

This advanced echo reinforces the technomancer’s neural<br />

structures to accelerate his neural pulse rate, decreasing the amount<br />

Unwired<br />

of time required for an electric signal to traverse the distance. This<br />

acceleration confers a bonus of +1 Reaction (counts as an augmentation<br />

bonus) and +1 Initiative Pass for real-world actions. This<br />

echo can be taken up to three times for a cumulative effect.<br />

advanced overclocking<br />

Prerequisite: Overclocking<br />

Advanced Overclocking has the same effect as taking<br />

Overclocking twice (counting the prerequisite echo). Together with<br />

the Overclocking echo, the technomancer receives a total bonus of<br />

+2 Response and +2 Initiative Passes while operating in full-sim VR<br />

(with the 2 extra Initiative Passes from hot-sim VR, this grants the<br />

technomancer an IP of 5; this is an exception to the rule that normally<br />

limits IPs to 4).<br />

enhanced resonance Link<br />

Prerequisite: Resonance Link<br />

The Enhanced Resonance Link upgrades the otherwise lowlevel,<br />

one-way empathic link to a real telepathic link, similar to the<br />

Mind Link spell (including exchange of conversation, emotions, and<br />

mental images). An enhanced resonance link works in both directions<br />

and allows the exchange of data and information (suspected<br />

to occur via the resonance realms) as long as both technomancers<br />

are online in the Matrix.<br />

This enhanced resonance link may only be used with one<br />

other character at a time, even if the technomancer is part of a<br />

resonance mesh (p. 143).<br />

Mesh reality<br />

Prerequisite: Multiprocessing<br />

A technomancer who fine-tunes her understanding of multiprocessing<br />

with this echo can surrender her body to slip into a<br />

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

147<br />

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!