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

150<br />

world. Paragons haven’t yet established a long-term connection to<br />

metahumanity and originate from a computerized realm. Thus, their<br />

behavior and nature should be non-human, abstract, alien, and less<br />

passionate than metahuman “carbon-based” life forms or spirits.<br />

SaMpLe paragonS<br />

Each paragon represents some kind of archetype idolized in different,<br />

often non-humanoid, personas. Since most of these concepts<br />

are global due to the omnipresence of the Matrix, paragons are often<br />

more uniform and are less subject to cultural or traditional differences,<br />

unlike mentor spirits.<br />

The paragons below serve merely as examples of different concepts<br />

that exist and are far from a complete list. Players can always<br />

work with their gamemaster to develop a paragon profile that fits their<br />

character’s outlook best.<br />

01<br />

Zero-One is the beginning and the end, the alpha and the omega.<br />

While some call it the Deep Resonance, for lack of a better word, it is<br />

the consciousness of the virtual world that permeates everything, the<br />

embodiment of virtual harmony, the essence of the code. Followers of<br />

Zero-One tend to seek it for guidance and inspiration.<br />

Advantages: +1 die for compiling and registering sprites of any type<br />

Disadvantages: Zero-One is the perfection of the code and demands<br />

the same from his followers, or at least teaches them a harsh lesson if<br />

they fail. Zero-One technomancers must spend 2 points of Edge to<br />

negate a glitch or downgrade a critical glitch.<br />

alias<br />

Alias is the spy of the Matrix, the embodiment of the changing<br />

hacker persona or anonymous user. Alias is all about switching or<br />

exchanging access IDs, codes, and places, both in the Matrix and real<br />

life. Alias has no face. He becomes indistinguishable from other Matrix<br />

users, fooling and impersonating other users by stealing their codes.<br />

Advantages: +2 dice to Spoof Tests, +1 die for Crack or Sleuth sprites<br />

(player must choose one)<br />

Disadvantage: Alias technomancers cannot abide to pay for their<br />

lifestyle and must therefore use their abilities to spoof their lifestyle<br />

(Hacker’s Handbook, p. 80).<br />

archivist<br />

The Archivist is the embodiment of amassed information. As<br />

the virtual chronicler, she hoards and sorts the history of man and<br />

the world’s intellectual wealth and knowledge within the innumerable<br />

archives in the Matrix, never losing track of how information<br />

interconnects and cross-references.<br />

Advantages: +2 dice for all Browse Tests, +1 die for Code or Data<br />

sprites (player must choose one)<br />

Disadvantages: Technomancers following the Archivist cannot<br />

willingly destroy or corrupt data. The technomancer must succeed<br />

at a Willpower + Logic (3) Test to purposely delete or corrupt data<br />

(or order a sprite to do so).<br />

architect<br />

The Architect is the personification of ordered topography,<br />

the creator of nodes and meshworks. Each node has a well-chosen<br />

architecture of files, slaves, and subscribed devices that ensure functionality<br />

and sorting of data. Actions must be precisely timed and<br />

neatly controlled to run smoothly. Virtual chaos is anathema.<br />

Advantages: +2 die to Edit Tests, +1 die for Data or Machine<br />

sprites (player must choose one)<br />

Disadvantages: –1 die to Crash Tests<br />

Babel<br />

Babel is the embodiment of universal language, whether it be<br />

spoken, visual (in the form of glyphs and symbols), or programmed.<br />

He is an instant omnitranslator, the archetype of an interactive program<br />

or interface. Technomancers following Babel are open-minded<br />

individuals who like to chat, blog, and communicate.<br />

Advantage: +1 to online Etiquette and Language Tests, +1 die for<br />

Courier or Tutor sprites (player must choose one)<br />

Disadvantage: Secrecy is the bane of communication, so Babel<br />

technomancers must make a Willpower + Logic (3) Test to encrypt<br />

anything.<br />

the Black Hat<br />

The Black Hat is the personified essence of the hacker, who<br />

works to exploit computer systems out of a certain self-serving<br />

motivation. While some are just data thieves who steal and sell<br />

data for personal gain and monetary interest, there are also those<br />

who intrude on nodes just out of fun, curiosity, or personal fame<br />

among the community of hackers.<br />

Advantages: +2 dice to Exploit Tests, +1 die for Crack or Fault<br />

Sprites (player must choose one)<br />

Disadvantage: Black Hat technomancers have extreme difficulty<br />

restraining themselves from hacking into a node that is interesting<br />

in any way. The technomancer must succeed in a Willpower +<br />

Charisma (3) Test to avoid hacking such a system when the opportunity<br />

arises.<br />

cryptome<br />

Cryptome is the keeper of secrets. He is the preserver of<br />

hidden data and a master of encryption, protecting paydata stashed<br />

away in vaults, riddled with massive layers of protection. Knowing<br />

all confidential and classified information, he is the embodiment of<br />

cryptograms and cipher keys used to encrypt and decrypt data.<br />

Advantage: +2 dice to all Encryption and Decryption Tests, +1<br />

die for Courier or Data sprites (player must choose one)<br />

Disadvantage: Technomancers who follow Cryptome don’t<br />

surrender secrets easily and never to unreliable sources. The<br />

technomancer must make a Willpower + Logic (3) Test to share<br />

a secret or important information with someone he does not completely<br />

trust … and such trust is rare.<br />

daedalus<br />

Named after the famous Greek inventor, Daedalus is the<br />

embodiment of the machine tinkerer, the master of devices and<br />

(sometimes dangerous) technical inventions. As Daedalus is the<br />

personification of the constructor and innovator, technomancers<br />

with a love of robotic machines, drones, vehicles, and electronic<br />

devices feel especially drawn to this paragon.<br />

Advantage: +2 dice to Hardware Tests, +1 die for Machine or<br />

Fault sprites (player must choose one)<br />

Disadvantage: Technomancers who follow Daedalus tend to interact<br />

with the machines on which they are working in an even more<br />

subconscious manner than usual. As a result, modifications they<br />

Unwired<br />

Simon Wentworth (order #1132857) 9

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