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the Matrix user . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<br />

38<br />

Moderate (10 BP): The character has an obvious Matrix<br />

habit. If she does not spend at least four hours a day surfing the<br />

Matrix, she obsesses about her Matrix friends and the trivia she is<br />

missing, suffering a –1 dice pool penalty to tests involving Mental<br />

attributes, Resonance, or Magic. She takes a –4 dice pool penalty<br />

to Addiction Tests and to resist subscribing to her favorite nodes.<br />

Severe (20 BP): At this level, the character clearly has a problem.<br />

She needs to spend at least eight hours a day browsing the Matrix,<br />

and she is fixated on the fan fiction, viral videos, email threads, and<br />

other trivia in which she is involved. Without her fix, she suffers a –2<br />

dice pool penalty on tests involving Mental attributes, Resonance, or<br />

Magic. She also suffers a –6 dice pool modifier to Addiction Tests<br />

and to keep from logging on to her “My Favorites.”<br />

Burnout (30 BP): The character lives in a daze of Matrix<br />

sites and AR windows. She spends almost all of her time cycling<br />

through sites, constantly refreshing them to see if anything new has<br />

been posted. She sleeps very little and misses meals. Her Essence is<br />

reduced by one. If she fails to kick the habit, her Essence or one of<br />

her Mental attributes (gamemaster’s option) will be reduced at a<br />

rate determined by the gamemaster.<br />

reality impaired<br />

Bonus: 5 Bp<br />

The character is so accustomed to the Matrix and AR that he has<br />

lost any sense of what is real and what is virtual. The character tends to<br />

mistake real objects for AROs, and vice-versa, resulting in quirky mannerisms<br />

such as touching people in an attempt to call up information<br />

windows, ducking to avoid AR banners, or trying to delete physical<br />

objects. This bizarre behavior results in a –1 to all Social Skill Tests<br />

when in the physical world (as opposed to VR or astral space).<br />

virtual personality<br />

Bonus: 5 Bp/level<br />

The character is only comfortable when wrapped in the anonymity<br />

of the virtual world. When not interacting with others as<br />

an icon, the character suffers a –1 dice pool modifier to all Social<br />

Skill Tests for each level of this quality taken (max. 3). May not be<br />

taken with the Chatty quality (p.36).<br />

wild technomancer<br />

Bonus: 10 BP<br />

The character is technically a technomancer. Unlike most<br />

technomancers, this character is still confused or afraid of his abilities,<br />

and has not yet been able to find a stream (p. 136). Lacking<br />

a framework for his talent, he has some difficulty developing and<br />

controlling it.<br />

This quality may only be taken by a character who has purchased<br />

the Technomancer quality. This quality may not be taken<br />

with any other quality that confers a Resonance or Magic attribute.<br />

The character with this quality is a wild technomancer (p.<br />

140). He starts with a Resonance attribute of 1 and may increase<br />

it like any other attribute, to a maximum of 6. He has a living persona,<br />

but does not choose a stream. He may not take the Paragon<br />

quality (p. 37). The wild technomancer also may not learn skills<br />

from the Tasking skill group, nor may he compile, decompile, or<br />

register sprites. He uses his Resonance x 2 to resist Fading.<br />

The wild technomancer can lose control of his abilities in<br />

times of stress. Anytime he experiences great emotion—for ex-<br />

ample, when in fear for his life, having an orgasm, flying into a<br />

rage, or holding his baby child—the gamemaster may call for a<br />

Willpower (3) Test. If this test is successful, the character keeps<br />

his abilities and emotions in check. If not, his abilities flare in a<br />

burst of uncontrolled Resonance that has unpredictable and dangerous<br />

effects. These effects are determined by the gamemaster, but<br />

may include attacks on nearby nodes, destructive commands sent<br />

to subscribed devices, the creation of a wild sprite (p. 160), the<br />

temporary manifestation and use of an echo, or any other effect<br />

appropriate for a technomancer. These effects are never beneficial<br />

to the wild technomancer, but are almost always harmful or even<br />

life-threatening to him and any bystanders. Each outburst causes<br />

Fading equal to the wild technomancer’s Resonance.<br />

Gamemaster’s should be careful that this quality is not abused<br />

as a way of becoming a technomancer “for free” and getting extra<br />

BP to boot. It should only be allowed for players who are serious<br />

about playing a technomancer and who are ready for the roleplaying<br />

challenge of a technomancer that is not in control of—and<br />

endangered by—his own abilities.<br />

new LifeStYLe optionS<br />

Presented below is a new lifestyle option. For more information<br />

on lifestyles, see p. 261, SR4.<br />

fULL iMMerSion<br />

This lifestyle is for those who wish to live in a virtual environment<br />

all their waking lives. These people have literally left the meat<br />

behind and exist only as their digital personae. They trust the care<br />

of their bodies to medical professionals, who keep them on elective<br />

life support. Hydration, oxygenation, nutrition, excretion, muscle<br />

toning, and every other aspect of long-term care are handled by<br />

drones or trained personnel, all while the client interacts with the<br />

rest of the world via VR or by jumping into drones. A character<br />

with this lifestyle also enjoys the benefits of the Hospitalized lifestyle,<br />

but must still cover extra costs for treatment or surgery.<br />

Cost: 30,000¥ a month<br />

Unwired<br />

Simon Wentworth (order #1132857) 9

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